Skip site navigation (1)Skip section navigation (2)

FreeBSD Manual Pages

  
 
  

home | help
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]  [-nickname  <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 control 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 destroy,
     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 control 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 ex-
     plode 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 termi-
     nates 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  another
     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 be-
     have 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 acti-
     vated 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  anima-
     tions  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 really.

     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 seconds
     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 yellow
     dot go from left to right and back again. This yellow dot indcates the  di-
     rection 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  except
     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!  Un-
     less 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 com-
     mand 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 before
     continuing. This will cause the game to become slower but enable  some  de-
     bugging. 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  pro-
     gram 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	control.
     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 ques-
     tion  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 unable 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  either
     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 programs 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  specify
     the  location  of	the level files, sounds and the highscore file. They are
     listed below.

     These environment variables will override the settings  that  are	compiled
     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 com-
     plete 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 current
     state of the game will be saved. If you save it will overwrite  any  previ-
     ously  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 ver-
     tically and horizontally and also scrolling 1 block vertically and horizon-
     tally.

     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 table 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 displayed un-
     der 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 machines
     :-

     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 differ-
     ent 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 lev-
     els.

     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  newsgroup  comp.win-
     dows.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  documentation  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 ac-
     tions under any patents of the party supplying this software to the X  Con-
     sortium.

     In  no  event shall the author be liable to any party for direct, indirect,
     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 lim-
     ited to, the implied warranties of merchantability and fitness for  a  par-
     ticular  purpose.	 The software provided hereunder is on an "AS IS" basis,
     and the author has no obligation to provide maintenance, support,	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  ma-
     chine 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)

Want to link to this manual page? Use this URL:
<https://man.freebsd.org/cgi/man.cgi?query=xboing&sektion=1&manpath=FreeBSD+Ports+15.1.quarterly>

home | help