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[kugel-rb.git] / manual / plugins / wormlet.tex
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1 \subsection{Wormlet}
2 \screenshot{plugins/images/ss-wormlet}{Wormlet game}{img:wormlet}
3 Wormlet is a \opt{RECORDER_PAD}{multi{}-user }multi{}-worm game on a multi{}-threaded
4 multi{}-functional Rockbox console. You navigate a hungry little worm.
5 Help your worm to find food and to avoid poisoned argh{}-tiles. The
6 goal is to turn your tiny worm into a big worm for as long as possible.
8 \opt{RECORDER_PAD}{
9 For 2{}-player games a remote control is not necessary but recommended.
10 If you try to hold the \dap\ in the four hands of two players
11 you'll find out why. Games with three players are only
12 possible using a remote control.\\}
15 %The following table is only for the recorder version of the game, since the
16 %other versions do not support either multi player or different control modes.
17 %It is however prepared for the other targets should they ever support these
18 %features. Also some other parts of the text is "opted" out for these targets.
20 {\bfseries
21 Game controls:}
23 \opt{RECORDER_PAD}{
24 \renewcommand{\arraystretch}{1.8}
25 \begin{rbtabular}{\textwidth}{c X p{3cm} p{3cm} p{3cm}}%
26 {\textbf{Players} & \textbf{Modes} & \textbf{Player 1} & \textbf{Player 2}
27 & \textbf{Player 3}}{}{}
29 0 & Out of control & \multicolumn{3}{p{9cm}}{With no player taking part in the
30 game all worms are out of control and steered by artificial stupidity.}\\
32 \multirow{2}{*}{1} & 2 key control & on \dap\ \ButtonLeft: turn left
33 \ButtonRight: turn right & {}- & {}-\\
34 & 4 key control & on \dap\ \ButtonLeft: turn left
35 \opt{RECORDER_PAD,ONDIO_PAD,IRIVER_H100_PAD,IRIVER_H300_PAD,IAUDIO_X5_PAD}
36 {\ButtonUp}\opt{IPOD_4G_PAD}{\ButtonMenu}: turn up
37 \ButtonRight: turn right
38 \opt{RECORDER_PAD,ONDIO_PAD,IRIVER_H100_PAD,IRIVER_H300_PAD,IAUDIO_X5_PAD}
39 {\ButtonDown}\opt{IPOD_4G_PAD}{\ButtonPlay}: turn down & {}- & {}- \\
41 \multirow{2}{*}{2} & Remote control & on \dap\ \ButtonLeft: turn left
42 \ButtonRight: turn right & on remote control VOL DOWN:
43 turn left VOL UP: turn right & {}- \\
44 & No remote control & on \dap\ \ButtonLeft: turn left
45 \ButtonRight: turn right & on \dap\ \ButtonFTwo: turn
46 left \ButtonFThree: turn right & {}- \\
47 3 & Remote control & on \dap\ \ButtonLeft: turn left \ButtonRight: turn right
48 & on remote control VOL DOWN: turn left VOL UP: turn
49 right & on \dap\ \ButtonFTwo: turn left \ButtonFThree:
50 turn right \\
51 \end{rbtabular}
52 \renewcommand{\arraystretch}{1.0}
55 \nopt{RECORDER_PAD}{
56 \begin{table}
57 \begin{btnmap}{}{}
58 \opt{ONDIO_PAD,IRIVER_H100_PAD,IRIVER_H300_PAD,IAUDIO_X5_PAD%
59 ,SANSA_E200_PAD,SANSA_FUZE_PAD,SANSA_C200_PAD,GIGABEAT_PAD%
60 ,GIGABEAT_S_PAD,MROBE100_PAD,IPOD_3G_PAD,IPOD_4G_PAD%
61 ,IRIVER_H10_PAD,PBELL_VIBE500_PAD}
62 {\ButtonLeft}
63 \opt{COWON_D2_PAD}{\TouchMidLeft}
64 \opt{HAVEREMOTEKEYMAP}{& }
65 & Turn left\\
66 \opt{ONDIO_PAD,IRIVER_H100_PAD,IRIVER_H300_PAD,IAUDIO_X5_PAD%
67 ,SANSA_E200_PAD,SANSA_FUZE_PAD,SANSA_C200_PAD,GIGABEAT_PAD%
68 ,GIGABEAT_S_PAD,MROBE100_PAD,IPOD_3G_PAD,IPOD_4G_PAD%
69 ,IRIVER_H10_PAD,PBELL_VIBE500_PAD}
70 {\ButtonRight}
71 \opt{COWON_D2_PAD}{\TouchMidRight}
72 \opt{HAVEREMOTEKEYMAP}{& }
73 & Turn right\\
74 \opt{ONDIO_PAD,IRIVER_H100_PAD,IRIVER_H300_PAD,IAUDIO_X5_PAD%
75 ,SANSA_E200_PAD,SANSA_FUZE_PAD,SANSA_C200_PAD,GIGABEAT_PAD%
76 ,GIGABEAT_S_PAD,MROBE100_PAD,PBELL_VIBE500_PAD}{\ButtonUp}
77 \opt{IPOD_3G_PAD,IPOD_4G_PAD}{\ButtonMenu}
78 \opt{IRIVER_H10_PAD}{\ButtonScrollUp}
79 \opt{COWON_D2_PAD}{\TouchTopMiddle}
80 \opt{HAVEREMOTEKEYMAP}{& }
81 & Turn Up\\
82 \opt{ONDIO_PAD,IRIVER_H100_PAD,IRIVER_H300_PAD,IAUDIO_X5_PAD%
83 ,SANSA_E200_PAD,SANSA_FUZE_PAD,SANSA_C200_PAD,GIGABEAT_PAD%
84 ,GIGABEAT_S_PAD,MROBE100_PAD,PBELL_VIBE500_PAD}{\ButtonDown}
85 \opt{IPOD_3G_PAD,IPOD_4G_PAD}{\ButtonPlay}
86 \opt{IRIVER_H10_PAD}{\ButtonScrollDown}
87 \opt{COWON_D2_PAD}{\TouchBottomMiddle}
88 \opt{HAVEREMOTEKEYMAP}{& }
89 & Turn Down\\
90 \end{btnmap}
91 \end{table}
94 \subsubsection{The game}
95 Use the control keys of your worm to navigate around obstacles and find
96 food. Worms do not stop moving except when dead. Dead worms are no fun.
97 Be careful as your worm will try to eat anything that you steer it
98 across. It won't distinguish whether it is edible or not.
100 \begin{description}
101 \item[Food.]
102 The small square hollow pieces are food. Move the worm over a food tile
103 to eat it. After eating the worm grows. Each time a piece of food has
104 been eaten a new piece of food will pop up somewhere. Unfortunately for
105 each new piece of food that appears two new ``argh'' pieces will
106 appear, too.
107 \item[Argh.]
108 An ``argh'' is a black square poisoned piece {}- slightly bigger than
109 food {}- that makes a worm say ``Argh!'' when
110 run into. A worm that eats an ``argh'' is dead. Thus eating an
111 ``argh'' must be avoided under any circumstances. ``Arghs'' have the
112 annoying tendency to accumulate.
113 \item[Worms.]
114 Thou shall not eat worms. Neither other worms nor thyself. Eating worms
115 is blasphemous cannibalism, not healthy and causes instant
116 death. And it doesn't help anyway: the other worm
117 isn't hurt by the bite. It will go on creeping happily
118 and eat all the food you left on the table.
119 \item[Walls.]
120 Don't crash into the walls. Walls are not edible.
121 Crashing a worm against a wall causes it a headache it
122 doesn't survive.
123 \item[Game over.]
124 The game is over when all worms are dead. The longest worm wins the
125 game.
126 \item [Pause the game.]
127 Press
128 \opt{RECORDER_PAD,IAUDIO_X5_PAD,PBELL_VIBE500_PAD}{\ButtonPlay}%
129 \opt{ONDIO_PAD}{\ButtonMenu}%
130 \opt{IRIVER_H100_PAD,IRIVER_H300_PAD,IPOD_4G_PAD,SANSA_E200_PAD,SANSA_FUZE_PAD%
131 ,GIGABEAT_PAD,GIGABEAT_S_PAD}{\ButtonSelect}
132 \opt{COWON_D2_PAD}{\TouchCenter}
133 to pause the game. Press it again to resume the game.
135 \item[Stop the game.]
136 There are two ways to stop a running game.
138 \begin{itemize}
139 \item If you want to quit Wormlet entirely simply hit
140 \opt{RECORDER_PAD,ONDIO_PAD,IRIVER_H100_PAD,IRIVER_H300_PAD}{\ButtonOff}%
141 \opt{IPOD_4G_PAD}{\ButtonMenu+\ButtonSelect}%
142 \opt{IAUDIO_X5_PAD,SANSA_E200_PAD,GIGABEAT_PAD}{\ButtonPower}%
143 \opt{SANSA_FUZE_PAD}{Long \ButtonHome}
144 \opt{PBELL_VIBE500_PAD}{\ButtonRec}%
145 \opt{GIGABEAT_S_PAD}{\ButtonBack}.
146 The game will stop immediately and you will return to the game menu.
147 \item If you want to stop the game and still see the screen hit
148 \opt{RECORDER_PAD,IRIVER_H100_PAD,IRIVER_H300_PAD}{\ButtonOn}%
149 \opt{ONDIO_PAD}{\ButtonOff+\ButtonMenu}%
150 \opt{IPOD_4G_PAD}{\ButtonSelect+\ButtonPlay}%
151 \opt{IAUDIO_X5_PAD,SANSA_E200_PAD}{\ButtonRec}%
152 \opt{SANSA_FUZE_PAD}{\ButtonSelect+\ButtonUp}%
153 \opt{GIGABEAT_PAD}{\ButtonA}%
154 \opt{PBELL_VIBE500_PAD}{\ButtonCancel}%
155 \opt{GIGABEAT_S_PAD}{\ButtonMenu}.
156 This freezes the game. If you hit
157 \opt{RECORDER_PAD,IRIVER_H100_PAD,IRIVER_H300_PAD}{\ButtonOn}%
158 \opt{ONDIO_PAD}{\ButtonOff+\ButtonMenu}%
159 \opt{IPOD_4G_PAD}{\ButtonSelect+\ButtonPlay}%
160 \opt{IAUDIO_X5_PAD,SANSA_E200_PAD}{\ButtonRec}%
161 \opt{SANSA_FUZE_PAD}{\ButtonSelect+\ButtonUp}%
162 \opt{GIGABEAT_PAD}{\ButtonA}%
163 \opt{PBELL_VIBE500_PAD}{\ButtonCancel}%
164 \opt{GIGABEAT_S_PAD}{\ButtonMenu}
165 button again a new game starts with the same configuration. To return to the
166 games menu you can hit
167 \opt{RECORDER_PAD,ONDIO_PAD,IRIVER_H100_PAD,IRIVER_H300_PAD}{\ButtonOff}%
168 \opt{IPOD_4G_PAD}{\ButtonMenu+\ButtonSelect}%
169 \opt{IAUDIO_X5_PAD,SANSA_E200_PAD,GIGABEAT_PAD}{\ButtonPower}%
170 \opt{SANSA_FUZE_PAD}{Long \ButtonHome}
171 \opt{PBELL_VIBE500_PAD}{\ButtonRec}%
172 \opt{GIGABEAT_S_PAD}{\ButtonBack}. A stopped game can not be resumed.
173 \end{itemize}
174 \end{description}
176 \subsubsection{The scoreboard}
177 On the right side of the game field is the score board. For each worm it
178 displays its status and its length. The top most entry displays the
179 state of worm 1, the second worm 2 and the third worm 3. When a worm
180 dies its entry on the score board turns black.
182 \begin{description}
183 \item[Len:]
184 Here the current length of the worm is displayed. When a worm is eating
185 food it grows by one pixel for each step it moves.
187 \item[Hungry:]
188 That's the normal state of a worm. Worms are always
189 hungry and want to eat. It is good to have a hungry
190 worm since it means that your worm is alive. But it is
191 better to get your worm growing.
193 \item[Growing:]
194 When a worm has eaten a piece of food it starts growing. For each step
195 it moves over food it can grow by one pixel. One piece of food lasts
196 for 7 steps. After your worm has moved 7 steps the food is used up. If
197 another piece of food is eaten while growing it will increase the size
198 of the worm for another 7 steps.
200 \item[Crashed:]
201 This indicates that a worm has crashed against a wall.
203 \item[Argh:]
204 If the score board entry displays ``Argh!'' it
205 means the worm is dead because it tried to eat an ``argh''. Until we
206 can make the worm say ``Argh!'' it is your job to say ``Argh!'' aloud.
208 \item[Wormed:]
209 The worm tried to eat another worm or even itself.
210 That's why it is dead now. Making traps for other players with a worm
211 is a good way to get them out of the game.
212 \end{description}
214 \subsubsection{Hints}
216 \begin{itemize}
218 \item Initially you will be busy with controlling your worm. Try to
219 avoid other worms and crawl far away from them. Wait until they curl up
220 themselves and collect the food afterwards. Don't worry if the other
221 worms grow longer than yours {}- you can catch up after they've died.
223 \item When you are more experienced watch the tactics of other worms.
224 Those worms controlled by artificial stupidity head straight for the
225 nearest piece of food. Let the other worm have its next piece of food
226 and head for the food it would probably want next. Try to put yourself
227 between the opponent and that food. From now on you can 'control' the
228 other worm by blocking it. You could trap it by making a 1 pixel wide
229 U{}-turn. You also could move from food to food and make sure you keep
230 between your opponent and the food. So you can always reach it before
231 your opponent.
233 \opt{RECORDER_PAD}{
234 \item While playing the game the \dap\ can still play music. For
235 single player game use any music you like. For berserk games with 2 players use
236 hard rock and for 3 player games use heavy metal or X{}-Phobie
237 (\url{http://www.x-phobie.de/}).
238 Play fair and don't kick your opponent in the toe or
239 poke him in the eye. That would be bad manners.
241 \end{itemize}