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manual.txt
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manual.txt
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Documentation for DOGFIGHT v1.0 Gregory McIntyre 1997
------------------------------------------------------
NOTE: This is a plain ASCII text file and is best viewed using EDIT.COM
FOREWORD
Dogfight is a dogfighting game for two to four players, featuring
different vehicles and backdrops. It was designed with the view that
a good game is fast, customisable, and more often than not,
multiplayer. Efforts have been made to include as many options and
give the player as much freedom as possible. All practical
suggestions are welcome, and can be sent to gregm@pcug.org.au [1],
but please, I am a student and my time is precious.
Dogfight was created as a year 11 computing assignment for
Procedual Language Programming 2B at Narrabundah College. Thanks
go to my teacher Coralie Walker, for allowing me to extend my
knowledge and experience with C by doing this assignment.
CONTENTS
SECTION 1 Player controls
SECTION 2 Player variables
SECTION 3 Other features
SECTION 4 Notes
SECTION 5 Credits
SECTION 1
---------
Player controls
In future versions, player controls may be set in the configuration file.
Player 1
up UP ARROW
down DOWN ARROW
turn left LEFT ARROW
turn right RIGHT ARROW
fire CTRL
Player 2
up W
down S
turn left A
turn right D
fire Q
Player 3
up Y
down H
turn left G
turn right J
fire T
Player 4
up P
down ;
turn left L
turn right '
fire L
Other controls
pause/help F1
Coralie Mode on/off F2
(blood mode)
quit current game ESC
SECTION 2
---------
Player variables
These may be set in the options screens and the configuration file. If they are set in the configuration file, they are not checked before they are used by the game. Although this provides you with more freedom, you *must* know the limits of what may be done.
GENERAL OPTIONS
invincibility_life how many frames invincibility will last
(0 <= invincibility_life <= 255)
explosion_speed time taken for vehicles to explode
(will be 8 * explosion_speed) because there are 8
frames of animation in an explosion
(0 <= explosion_speed <= 255)
coralie_mode set this to true (non-zero) to make the game
safe and nice, or false (zero) to leave the
violence intact.
LEVEL OPTIONS
gravity only effects parachutes and splats
(unsure)
cloud_type* which 'cloud' graphic to display
(depends on datafile - see limits.txt)
backdrop* which backdrop to display
(depends on datafile - see limits.txt)
VEHICLE OPTIONS
vehicle which vehicle to use
(depends on datafile - see limits.txt)
turn_speed turning speed measured in radians
(0 <= turn_speed <= pi)
acceleration vehicle acceleration (added to speed per frame)
(0 <= acceleration <= 255)
min_speed vehicle's minimum speed (if negative, vehicle can
travel in reverse)
(unsure)
max_speed vehicles's maximum speed
(0 <= max_speed <= 255)
num_of_shots number of shots available at any one time (shots
are replenished)
(0 <= num_of_shots <= 255)
shot_life how many frames a shot will last
(0 <= shot_life <= 255)
shot_lag how many frames before another shot can be fired
(0 <= shot_lag <= 255)
shot_base_speed added to player's speed to find the actual speed of
the shot
(0 <= shot_base_speed <= 255)
laser_length the length of laser shots in pixels (only used if a
vehicle that uses lasers is being used)
(0 <= laser_length <= 255)
* These *must* exist in the datafile. If you are unsure, please refer
to the file limits.txt to see the latest ranges of vehicles, etc
SECTION 3
---------
Other features
These are extra notes on features that may be necessary.
Parachutes
If you are using bi-planes, and a plane is shot down, a parachute
will appear. When this is shot down, the player will fall to an
untimely death on the bottom of the screen.
Coralie Mode
This is basically the 'nice' mode. If you are upset by the
over-imaginative graphics when a player hits the ground, press F2
to turn them off. When your mummy walks out of the room, you can
turn them back on again with F2.
Lasers
Lasers can only be used by the appropriate vehicles (rockets, etc).
Please see "bugs.txt" (the lasers are not finished yet).
The Configuration File
This should always be kept in the same directory as the executable.
Although it can be edited, you should take caution. If the
configuration file is damaged or lost you will need to write a new
one. If you are unsure of how to do this, contact the author.
Please note also, that nothing in the configuration file is
case-sensitive, and no zeros are necessary in decimal-point numbers.
Any case-formatting is purely intended to make the file easier to
read and edit.
SECTION 3
---------
Notes
I have included the source code in case you wish to understand how the
game works. Parts of it are cluttered, parts of it make less sense than
perhaps they should. Much of it could be optimised. But at least it seems
to work :)
Suggestions on how to improve the code are welcome.
- Greg gregm@pcug.org.au [1]
SECTION 4
---------
Credits
Although I, Gregory McIntyre, am the main programmer and this game has
essentially been all my work, these people have often joined in to help
where they could, or otherwise deserve credit.
Playtesting
Lewis Conn
Charles Gretton
Russel deVres
Wil Henderson
MEEEEE damnit!!
Coralie Walker for allowing me to make the dang thing!
Wil Henderson for helping to make violence a reality for the game and
helping with other occasional advice
FOOTNOTES
---------
[1] Email no longer valid.
-----------
End of file