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XBOING(6)			 Games Manual			     XBOING(6)

NAME
       xboing -	An X Window System based blockout clone. V2.4

SYNOPSIS
       xboing  [-version]  [-usage]  [-help]  [-sync] [-display	<displayName>]
       [-speed <1-10>] [-scores] [-keys] [-no-sound] [-setup] [-nosfx] [-grab]
       [-maxvol	 <1-100>] [-startlevel <1-MAXLEVELS>] [-no-usedefcmap] [-nick-
       name <name>] [-noicon]

	      -speed <n>	 - The game speed, 1 - 9. 9=Fast
	      -maxvol <n>	 - The maximum volume as percentage
	      -startlevel <n>	 - The starting	level for game
	      -help		 - Produce this	help message
	      -sync		 - Turn	on X synchronisation
	      -usage		 - Print a brief help message
	      -version		 - Print out the current version
	      -scores		 - Print out current highscores
	      -keys		 - Use keys instead of mouse control
	      -sound		 - Turn	audio ON for game
	      -no-sound		 - Turn	audio OFF for game
	      -setup		 - Print setup information
	      -nosfx		 - Turn	off special effects
	      -grab		 - Turn	pointer	grabbing on
	      -usedefcmap	 - Use the default colourmap
	      -no-usedefcmap	 - Do not use the default colourmap
	      -nickname	<name>	 - Use nickname	instead	of real	one
	      -noicon		 - Do not create a custom icon
	      -display <display> - Set the display for the game

DESCRIPTION
       XBoing is a blockout type game where you	have a paddle which  you  con-
       trol  to	 bounce	 a  ball around	the game zone destroying blocks	with a
       proton ball.

       Each block carries a different point value. The	more  blocks  you  de-
       stroy, the better your score. The person	with the highest score wins.

       The  arena  is  filled with blocks and other objects. You have a	paddle
       that can	move from left to right	at the bottom of the arena.  You  con-
       trol  the  paddle  so  that  the	 proton	ball bounces around blowing up
       blocks and that it does not go past the paddle and out the bottom, much
       like a pinball game.

       You  may	like to	check out my WWW Home Page for XBoing at the following
       URL http://www.catt.rmit.edu.au/xboing/xboing.html

BLOCK TYPES
       The blocks exhibit different behaviour. The bomb	block  when  hit  will
       explode	all  other blocks around it. You will score the	points for the
       blocks exploded by the bomb. If another bomb is beside it then it  will
       explode	also  causing  a chain reaction. The solid wall	brick will not
       explode unless next a bomb. The ammunition block	 will  give  you  four
       bullets	and so on. Special blocks such as reverse and machine gun will
       only last for one ball/level.

       There is	also a unlimited ammo block that will  enable  unlimited  ammo
       for that	level. You will	always have bullets to shoot with. Cool.

       There  are  random  blocks that change their colour and therefore their
       points every now	and then. They add a bit of interest to	the levels.

       There is	a pirate symbol	that will kill your ball if touched.  You  can
       shoot this block	3 times	to kill	it. Keep away from the Death block, it
       terminates your ball!

       The walls off block will	turn the wall bounce off on both the left  and
       right  side  of	the arena. This	will mean the ball will	not bounce off
       the walls but continue through the wall and wrap	around to the opposite
       side respectively.

       The  extra time block will add an extra 20 seconds to the clock to help
       you out.

       The reverse block will when hit,	reverse	the controls  to  the  paddle.
       This  block should be avoided as	it makes the game really hard. Hitting
       another reverse while already in	reverse	mode will turn	it  off.  This
       control mode is reset to	normal for each	new ball.

       The teleport block will teleport	the ball somewhere else	on that	level.
       It will not place you too close to the bottom of	the screen or  on  an-
       other  block.  If the teleport cannot teleport the ball anywhere	as the
       board may be full - it will teleport your ball to the paddle and	 shoot
       it off there.

       The sticky paddle block will stick the ball to your paddle each time it
       is hit and wait until you press fire to shoot it	off again.

       Some blocks will	drop from their	starting positions and head  off  down
       the  screen  until they nearly hit your paddle. These are normal	blocks
       except they move... They	will not clobber an  existing  block  or  move
       into  a	ball. Note that	their score will decrease as the move down the
       screen!!	Get in early I suspect.

       There is	a roaming dude that just roams around the arena. It has	 logic
       to  stop	it bouncing into something and will not	roam off screen! It is
       worth a few hundred points and must be killed.

       There is	a machine gun block that allows	you to shoot much faster. Note
       that  you  will	also use your bullets at a greater rate. Can be	fun to
       let off a burst every now and then. Erases counter blocks very fast.

       An extra	ball symbol may	appear and when	hit by a proton	ball  it  will
       give you	an extra ball!

       There  is  a  shrink  paddle  block  that  will shrink your paddle to a
       smaller size for	the level. If you currently have the  smallest	paddle
       then it has no effect.

       There  is  also	an  expand paddle block	that will grow you paddle to a
       larger size for the level. If you currently  have  the  largest	paddle
       then it has no effect.

       You  can	 use  the bullets to shoot the last pesky blocks or to collect
       lots of bonus coins. You	will be	given  4  bullets  when	 a  new	 level
       starts.	If  you	 lose  a ball you will be given	a token	2 bullets. Use
       bullets wisely as you will hate yourself	when there is one  brick  left
       and the ball is missing it for ever.

       Throughout  the	game  the  bonus  coins	will appear. Collect these for
       bonus points awarded when the level is finished.	Sometimes the coin may
       appear  as  a x2	or x4 symbol which will	indicate that the scoring from
       then onwards will be multiplied by 2 or 4 respectively.	Note:  if  you
       get  a  x2  then	x4 then	x2 you will go back to x2 mode.	Also note that
       this x2 or x4 mode will be disabled after each ball death.

       Also during the game some special  blocks  will	appear	like  reverse,
       death,  extra ball, etc.	and then disappear like	the bonus coins. These
       blocks behave like normal but will disappear.

       Sometimes a little eye dude will	walk across the	top and	if shot	or hit
       by the ball will	earn you 10000 points! He will only walk across	if the
       top row is clear.

       If you collect more than	10 bonuses during a level the killer  mode  is
       activated which will turn the ball red and the ball will	plough through
       all blocks except the solid ones	and finish the level very quickly.

       The bonus screen	will tell you how you went in  the  last  level.  Your
       bonuses	will  be  added	 plus  the bullet and level bonus. You get 500
       points for each bullet not used.	You get	3000 points for	each bonus and
       if  you get more	than 8 bonuses you get a SUPER BONUS of	50,000 points.
       You also	receive	a new ball every 100,000 points. Pressing  space  will
       skip  the bonus animations when the bonus screen	appears	and your bonus
       points will still be added.

       Like the	special	popup blocks you may see a dynamite  block  that  will
       when  hit kill all other	blocks of the same type. Pretty	good block re-
       ally.

       There is	a level	timer that counts down while playing  each  level.  If
       you  don't complete the level in	the allotted time you will not receive
       the time	bonus which is 100 points per second remaining.	You will  miss
       out on the level	bonus if your time runs	out.

       The  ball  will be automatically	shot off the paddle after about	5 sec-
       onds unless you press the space bar. You	can always press `P' to	 pause
       the game.

       If  the	ball gets stuck	in an infinite loop it will automatically tilt
       the board if the	ball hasn't hit	the paddle after a certain time	 span.
       The time	span is	about 8	seconds	I think.

       When you	get a new ball you will	see a small red	arc with a moving yel-
       low dot go from left to right and back again. This yellow dot  indcates
       the direction of	the ball when you start	it.

       XBoing was started like many other projects to learn Xlib better. I had
       the XPM library and was already using it	 in  a	Motif  application.  I
       thought	that  it would be cool to have nice colour pictures/animations
       in an Xlib game.	So I did. Without the XPM library  I  would  be	 still
       playing with the	colours	I think.

OPTIONS
       The speed option	will adjust the	speed of the overall game. It will ex-
       cept integer numbers between 1 and 9. The speed	of  the	 game  can  be
       changed	from  within  the  game	as well. See Game Control. The default
       value is	warp 3.

       The maxvol option allows	you to adjust the maximum volume  to  be  used
       for the sound effects if	sound is supported. It doesn't mean all	sounds
       will be this volume but they will use that volume as the	top volume  to
       scale against.

       The  startlevel	option	allows	you to set the starting	level for your
       games. Note that	when your score	is placed in the highscore  table  the
       level number is the number of levels completed and not the level	number
       attained. Also, in the bonus screen your	level bonus will be the	number
       of  levels  completed  multiplied  by the level bonus value and not the
       current level number! Unless this option	is used	the first  level  will
       always be level one.

       The  help  option  will display a brief one line	description of all the
       command line options used with xboing.

       The sync	option will turn on the	X Window System	synchronisation	of all
       Xlib  calls  which means	that all calls are flushed by the X server be-
       fore continuing.	This will cause	the game to become slower  but	enable
       some debugging. The default is OFF.

       The  usage  option  will	print a	very brief synopsis of all the command
       line options and	there value ranges.

       The version option prints the version of	xboing that you	are running.

       The scores option will print both the roll of honour and	your  personal
       best  scores to standard	out. This can be useful	if you are not running
       the program on an X window display and  still  want  to	see  what  the
       scores are.

       The  keys  option will enable the use of	the keyboard for game control.
       Within the game you may press <g> to toggle between mouse and key  con-
       trol. The default is MOUSE control.

       The  sound option will enable sound to be turned	on if possible.	Within
       the game	you may	press <s> to toggle sound on or	off.  The  default  is
       OFF.

       The  setup option is useful when	you have just compiled the program. It
       will display the	paths of the level & sound directories and  also  give
       you some	information on other things.

       The  nosfx  option will turn OFF	special	effects. The special effect in
       question	at this	stage is the explosion	shake.	Turning	 it  off  will
       speed  the  game	 up  a	little bit. The	default	is ON. Servers without
       backing store will have it turn off automatically  as  the  shaking  is
       shocking.

       The  grab  option  will	tell xboing to grab the	mouse pointer when the
       game is visible.	Pointer	grabbing has the effect	of stopping  you  move
       the  pointer  outside  the game window. This is useful as it constrains
       the mouse and you don't get colourmap flashes. The default is Off.

       The  usedefcmap	option	will  make  xboing  try	 to  use  the  default
       colourmap.  This	 will  be fine if the default colourmap	is reasonabily
       empty (ie: 200 free colour cells!). If you have a  complex  picture  on
       your  background	 then this option will not work	and xboing will	be un-
       able to allocate	enough colours.

       The nickname option allows you to specify a nick	name for  you  instead
       of  using your real name	found in the password file. This can be	useful
       for hiding your identity. Please	note that I store the user id  in  the
       highscore  file	and  use that for checking and sorting.	You will still
       appear only once	in the global highscore	table.

       The noicon option will tell xboing not to create	a custom icon. This is
       needed  with  some window managers as they only allow a small number of
       colours and the icon uses a quite a few.	You may	not like this icon ei-
       ther and	want to	use your own.

       The display option will force the game to be viewed on another display.
       The format of the display name is <xserver:0.0> like  most  other  pro-
       grams  where  xserver  is  the name of the display. The default is your
       display of course.

       You may also set	three environment variables used by xboing. They spec-
       ify  the	 location  of  the level files,	sounds and the highscore file.
       They are	listed below.

       These environment variables will	override the settings  that  are  com-
       piled into the program.

	      XBOING_SCORE_FILE	= the highscore	file to	be used.
	      XBOING_LEVELS_DIR	= the directory	with the levels.
	      XBOING_SOUND_DIR	= the directory	with the sounds.

GAME CONTROL
       Use  the	 mouse	to  move the paddle left and right by moving the mouse
       left and	right. All mouse buttons shoot bullets,	start ball. The	paddle
       will  follow  the mouse pointer.	This is	the best method	and easiest to
       use by far IMHO.

       Below are the keyboard controls.	(Non case sensitive)

	      Space   =	Start game
	      J	      =	Paddle Left
	      K	      =	Shoot bullet
	      L	      =	Paddle Right
	      Right   =	Paddle Right
	      Left    =	Paddle Left
	      Escape  =	End game and return to introduction.
	      i	      =	iconify	the game and pause.
	      H	      =	View roll of honour.
	      h	      =	View personal highscores.
	      p	      =	Pause game.
	      d	      =	Kill the ball.
	      a	      =	Toggle audio on/off.
	      s	      =	Toggle special effects on/off.
	      c	      =	Cycle through the intro	screens.
	      1-9     =	Game speed where 9 is fastest.
	      +	      =	Increase maximum volume	level.
	      -	      =	Decrease maximum volume	level.
	      t	      =	Tilt board bumping ball.
	      z	      =	Save current game.
	      x	      =	Load saved game.
	      w	      =	Set starting level.
	      e	      =	Change to level	editor.
	      q	      =	Quit XBoing.

SAVE/LOAD GAME
       XBoing supports a one level save	game facility. Every five  levels  you
       complete	 you  have the ability to save the game	once. The game will be
       saved in	your home directory in your account. The ability to save  will
       be  indicated by	the highlighted	word "Save" in the specials area below
       the arena.

       When playing you	can press the save key (see GAME CONTROL) and the cur-
       rent state of the game will be saved. If	you save it will overwrite any
       previously saved	games. If you had more than 1 saved game it would make
       it too easy IMHO.

       To  load	 a  game  that has been	saved you start	a normal game and then
       press the load game key.	The saved game will appear and you  can	 start
       playing from where you saved.

       Please  note  that  the paddle position and ball	position is not	saved.
       The paddle will start from where	the mouse is and the ball  will	 start
       from the	beginning position.

LEVEL EDITOR
       The built in level editor allows	you to design your own levels interac-
       tively. You can simply click on a block type and	 then  draw  into  the
       level  to  add  blocks. The level editor	can also let you play test the
       level before saving it.

       To change to the	level editor simply press "e" while watching the intro
       screens.	The window will	grow right a bit and a tool bar	will be	shown.
       You are now ready to draw away.

       The left	mouse button is	the draw button	while the middle mouse	button
       is  the	eraser.	 You can press the mouse button	down and also move the
       mouse to	provide	continuous drawing until you  release  the  button  in
       both draw and erase modes.

       The  right most most button can be used to find out how much a block is
       worth in	points.	Simply click on	a block	in the toolbar or  level  area
       and the score will change to the	score for that block.

       You can play test the level. You	will have infinite lives and the level
       never finishes. Simply press "p"	to enter test mode  and	 "p"  to  exit
       test mode.

       Some  basic editing facilities are available such as flipping the board
       vertically and horizontally and also scrolling 1	block  vertically  and
       horizontally.

       Within the editor there are several keys	that can be used.

       Below are the keyboard controls.	Case sensitive.

	      q	= Exit editor.
	      p	= Start/End play test.
	      r	= Redraw the level.
	      s	= Save the level.
	      l	= Load the level.
	      c	= Clear	the level.
	      t	= Change the time bonus.
	      n	= Change the level name.
	      v	= Flip board vertically.
	      h	= Flip board horizontally.
	      V	= Scroll 1 block vertically.
	      H	= Scroll 1 block horizontally.

       Level management	is

SCORING
       Note:  Highscores are saved at the end of each game. If you quit	a game
       while playing your score	will be	added to the highscores.

       Each block has a	point score. Some blocks such  as  the	counter	 block
       will have more than one score associated	with it.

       Each  time  the	paddle	is  hit	with the ball your earn	10 points. I'm
       nice.

       There is	a death	symbol (a pirate) that when hit	by a ball will destroy
       your ball. You can shoot	them three times to remove them.

       At  the	end of each level you are awarded a level bouns	which is level
       <n> x 100 points. So for	level 20 you get 20,000	points!	If you fail to
       complete	 the  level  in	the time allotted you will not receive a level
       bonus.

       XBoing uses two highscore files.	One displays the global	 scores	 which
       will be your best score to date.	The other is a personal	high score ta-
       ble with	all your attempts (stored in your home directory).

       If you obtain the highest score then you	will be	asked  to  imput  some
       words of	wisdom to your fellow game players. This short message is dis-
       played under the	Boing Master's name and	is there for all to see.  This
       message is saved	with the high score file so watch out if it rude.

	      red = 100
	      blue = 110
	      green = 120
	      yellow = 140
	      tan = 130
	      purple = 150
	      bomb = 50
	      wall = 0
	      roamer = 400
	      drop = row * 100
	      specials = 100
	      ammo = 50	plus bullets
	      counter =	200 (each number).

SOUND SUPPORT
       Xboing  has  support for	sound. It has sound code for the following ma-
       chines :-

       HP, SUN,	NetAudio, LINUX	& NetBSD PC Soundblaster, RPLAY	sound  system,
       and DEC Audiofile.

       Most support and	use the	.au format sound files.	The linux version just
       sends the data down to the audio	device which may cause slight clicking
       sounds  due  to	the  audio file	header.	Future versions	of xboing will
       support other machines if patches are sent to me	 or  if	 I  learn  the
       sound  format. I	am not going to	have heaps of converted	files all over
       the place in different formats as the archive would be HUGE.

LEVELS
       The levels are not increasingly harder to play -	some are but some  are
       easy. This is because it	takes ages to create and design	levels.

       The  level data is specified in a simple	ASCII file that	can be edited.
       The levels are loaded when required from	the directory  specified  when
       the game	was made.

       You can create more levels if you like making sure that they are	in the
       correct format and that they have a correct filename.

       Copy newlevel.data to level??.data and use that for the editing of  new
       levels.

       The  format  of	the  level  is	shown in the newlevel.data file	in the
       source distribution in the levels directory.

       Make sure you have a level title	and a time bonus in seconds.

       level format: (case sensitive)

	      w	= wall block
	      r	= red block
	      g	= green	block
	      b	= blue block
	      t	= tan block
	      p	= purple block
	      y	= yellow block
	      X	= Bomb
	      B	= Ammo
	      c	= Unlimited Ammo
	      D	= Death
	      R	= Reverse
	      H	= Teleport
	      L	= Extra	ball
	      M	= Machine Gun
	      W	= Walls	off
	      ?	= Random block
	      d	= Drop Block
	      +	= Roaming dude
	      m	= Multiple balls
	      s	= sticky block
	      <	= Shrink paddle	block
	      >	= Grow paddle block
	      T	= Extra	Time block

NOTES
       I will place all	new  versions  of  XBoing  in  /contrib	 on  the  site
       ftp.x.org.  I will post an announcement of the new release in the news-
       group comp.windows.x.

REDISTRIBUTION
       XBoing -	An X11 blockout	style computer game

       (c) Copyright 1993-1997,	Justin C. Kibell, All Rights Reserved

       The X Consortium, and any party obtaining a copy	of  these  files  from
       the X Consortium, directly or indirectly, is granted, free of charge, a
       full and	unrestricted irrevocable, world-wide, paid  up,	 royalty-free,
       nonexclusive  right and license to deal in this software	and documenta-
       tion files (the "Software"), including without limitation the rights to
       use,  copy, modify, merge, publish, distribute, sublicense, and/or sell
       copies of the Software, and to permit persons who receive  copies  from
       any  such  party	 to do so.  This license includes without limitation a
       license to do the foregoing actions under any patents of	the party sup-
       plying this software to the X Consortium.

       In  no  event shall the author be liable	to any party for direct, indi-
       rect, special, incidental, or consequential damages arising out of  the
       use of this software and	its documentation, even	if the author has been
       advised of the possibility of such damage.

       The author specifically disclaims any warranties,  including,  but  not
       limited to, the implied warranties of merchantability and fitness for a
       particular purpose.  The	software provided hereunder is on an  "AS  IS"
       basis,  and  the	 author	has no obligation to provide maintenance, sup-
       port, updates, enhancements, or modifications.

AUTHOR
	     Justin C. Kibell -	Systems	Programmer/System Administrator
		CATT Centre RMIT - Melbourne - Victoria	- Australia.
			     email: jck@catt.rmit.edu.au
	      SnailMail: PO BOX	260, Eltham, Victoria, Australia, 3095

			      Computer Science Graduate
		   Royal Melbourne Institute of	Technology (RMIT)
				      Australia

BUGS
       See README documents in source distribution for list of	bugs  and  bug
       fixes.

       Mail all	bug reports/suggestions	to jck@catt.rmit.edu.au	specifying the
       version and machine type	you are	using. Use 'uname -a' to  explain  the
       machine type. Please note the version of	X11 that you have installed as
       well, ie: X11R6,	X11R5, X11R4, etc.

       Please read all documentation before asking for help - only fair.

X Version 11			 November 1996			     XBOING(6)

NAME | SYNOPSIS | DESCRIPTION | BLOCK TYPES | OPTIONS | GAME CONTROL | SAVE/LOAD GAME | LEVEL EDITOR | SCORING | SOUND SUPPORT | LEVELS | NOTES | REDISTRIBUTION | AUTHOR | BUGS

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