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speedmine(6)		      XScreenSaver manual		  speedmine(6)

NAME
       speedmine - simulates speeding down a rocky mineshaft, or a funky danc-
       ing worm

SYNOPSIS
       speedmine  [--display  host:display.screen] [--root] [--window] [--win-
       dow-id number] [--install]  [--noinstall]  [--visual  visual]  [--wire]
       [--nowire]  [--worm] [--foreground color] [--background color] [--dark-
       ground color] [--lightground color] [--tunnelend	 color]	 [--delay  mi-
       croseconds]  [--maxspeed	 number]  [--thrust number] [--gravity number]
       [--vertigo  number]  [--terrain]	 [--noterrain]	[--smoothness  number]
       [--curviness  number] [--twistiness number] [--widening]	[--nowidening]
       [--bumps] [--nobumps] [--bonuses] [--crosshair] [--nocrosshair] [--psy-
       chedelic] [--nopsychedelic] [--fps]

DESCRIPTION
       Speedmine!

	       Down the	speedmine, you'll find speed

	       to satisfy your moving needs;

	       So if you're looking for	a blast

	       then hit	the speedmine, really fast.

       Speedworm loves you.

       Speedworm likes to bump and grind

       and chase her tail, and dance around

       she really is a funky friend;

       she's made of speed from	end to end.

       You can configure stuff either  with  command-line  options  or	X  re-
       sources.

OPTIONS
       --display host:display.screen
	       Specifies  which	 X display we should use (see the section DIS-
	       PLAY NAMES in X(1) for more information about this option).

       --root  Draw on the root	window.

       --window-id number
	       Draw on the specified window.

       --window
	       Draw on a newly-created window.	This is	the default.

       --install
	       Install a private colormap for the window.

       --noinstall
	       Don't install a private colormap	for the	window.

       --visual	visual
	       Specify which visual to use.  Legal values are the  name	 of  a
	       visual  class,  or the id number	(decimal or hex) of a specific
	       visual.	Possible choices include

	       default,	best, mono, monochrome,	gray, grey, color, staticgray,
	       staticcolor, truecolor, grayscale, greyscale, pseudocolor,  di-
	       rectcolor, number

	       If  a decimal or	hexadecimal number is used, XGetVisualInfo(3X)
	       is consulted to obtain the required visual.

       --worm  Be a happy spastic worm instead of a tunnel.

       --wire  Specifies that the tunnel/worm should  always  be  rendered  in
	       wireframe style.

       --nowire
	       Specifies  that	the  tunnel/worm  should be rendered normally.
	       Note that tunnel	rendering  may	still  temporarily  switch  to
	       wireframe  style	 when a	wireframe bonus	is hit,	if bonuses are
	       enabled.

       --foreground color
	       Specifies the default foreground	color.

       --background color
	       Specifies the default background	color.

       --darkground color
	       Specifies the color of the darkest portions of the  ground  (or
	       the  worm's  belly.)  The ground/belly is colored by a gradient
	       between darkground and lightground.

       --lightground color
	       Specifies  the  color  of  the	lightest   portions   of   the
	       ground/belly.   The  ground/belly  is colored by	a gradient be-
	       tween darkground	and lightground.

       --tunnelend color
	       Specifies the color of the light	at the end of the tunnel.

       --delay microseconds
	       Specifies the delay between drawing successive frames.  If  you
	       do not specify -sync, some X servers may	batch up several draw-
	       ing operations together,	producing a less smooth	effect.	  This
	       is  more	 likely	 to  happen  in	monochrome mode	(on monochrome
	       servers or when --mono is specified).

       -maxspeed number
	       Specifies an upper bound	on the speed of	normal movement.  This
	       does  not  affect the speed that	may be attained	when hitting a
	       speed bonus.

       -thrust number
	       Specifies the thrust constantly applied.	Positive numbers indi-
	       cate a forwards thrust, negative	numbers	indicate  a  backwards
	       thrust.

       -gravity	number
	       Specifies  the  effect of gravity. Larger numbers will increase
	       acceleration downhill and decrease acceleration uphill.

       -vertigo	number
	       Specifies to what level the demo	should accentuate  the	curva-
	       ture and	windiness of the tunnel	or worm.

       -terrain
	       Continuously  generate a	fractal	terrain	to simulate the	rocki-
	       ness of the tunnel walls, or the	texture	of the worm's skin.

       -noterrain
	       Do not generate terrain.	When this option is set, all  surfaces
	       are flat.

       -smoothness number
	       When  -terrain  is  set,	specifies how smooth the walls or skin
	       are.

       -curviness number
	       Controls	how much the generated tunnel (or worm)	 should	 curve
	       left and	right, and dip up and down.

       -twistiness number
	       Controls	 how much the generated	tunnel (or worm) twists	around
	       itself.

       -widening
	       Specifies that the generated  tunnel  (or  worm)	 may  vary  in
	       width.

       -nowidening
	       Specifies that the average width	should be kept constant.

       -bumps  Indicates  that the simulation should take the bumpiness	of the
	       ground into account and allow the animation to shake and	rattle
	       when travelling over rough ground.  Or that the worm should  be
	       allowed to bump around and shake	her booty.

       -nobumps
	       Indicates  that	the bumpiness of the ground should be ignored,
	       such that the simulation	will glide  through  the  tunnel.   Or
	       that the	worm should calm down and behave herself.

       -bonuses
	       Indicates  that the demo	should include bonus events. These in-
	       clude speed bonuses, spins, and changes of viewpoint  and  ren-
	       dering style.

       -nobonuses
	       Indicates that bonuses should not be included in	the demo.

       -crosshair
	       Specifies that a	gaming style crosshair be drawn	on the simula-
	       tion.  This  serves little purpose but may make hardcore	gamers
	       feel more comfortable.

       -nocrosshair
	       Specifies that no crosshair be drawn.

       -psychedelic
	       Specifies that a	psychedelic colormap should be generated. When
	       this is set, the	walls and ground of the	tunnel are drawn in an
	       often changing rainbow of colours.

       -nopsychedelic
	       Specifies that a	normal colormap	should	be  used,  with	 muted
	       walls and a grey	road.

       --fps   Display the current frame rate and CPU load.

WARNING
       Speedworm is a trained professional. Do not try this at home.

       Prolonged  viewing of this demo with maxspeed and vertigo above the de-
       faults may have short-term psychological	side effects including	hyper-
       activity	and attention deficiency.

ENVIRONMENT
       DISPLAY to get the default host and display number.

       XENVIRONMENT
	       to  get	the  name of a resource	file that overrides the	global
	       resources stored	in the RESOURCE_MANAGER	property.

       XSCREENSAVER_WINDOW
	       The window ID to	use with --root.

SEE ALSO
       X(1), xscreensaver(1)

COPYRIGHT
       Copyright (C) 2001, Conrad Parker.  Permission to  use,	copy,  modify,
       distribute,  and	 sell this software and	its documentation for any pur-
       pose is hereby granted without fee, provided that the  above  copyright
       notice  appear  in  all	copies and that	both that copyright notice and
       this permission notice appear in	supporting documentation.   No	repre-
       sentations are made about the suitability of this software for any pur-
       pose.  It is provided "as is" without express or	implied	warranty.

AUTHOR
       Conrad Parker <conrad@deephackmode.org>,	April 2001.

X Version 11		      6.09 (07-Jun-2024)		  speedmine(6)

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