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