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Linux Cubed Series 8: LINUX Games
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pictetri.src
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README
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1995-12-23
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Pictetris for Linux - Written by Mike Taylor and Arturo Espinosa.
'''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''''
Compiling:
''''''''''
First of all, you may want to edit the file pictetris.h
to configure your game:
The first section declares the position and names of the
files Pictetris will use.
The second one is used to declare the keys you are
actually going to use during game play.
Then, just type make at the pictetris home directory.
Execution:
''''''''''
You need to be root in order to run Pictetris :( (this is
a very bad problem with SVGAlib). The first time, type
pictetris at the shell to run the game. If you save your
options, then a little script file called pict will be
created and you may want to call Pictetris with this file
there on.
The options:
''''''''''''
At the beggining of the game, you will get a menu displayed
which will present the following options:
Black BG.- Some people think that the picture presented in
the background may be a little annoying, so I
implemented this option for them.
Sound.- When you make a complete line, the computer will
produce a beep. If you don't like this, just turn
it off.
Next-piece box.- When playing, a little box at the top
left with the next piece to drop is displayed
(which is a great advantage because you can
anticipate your next move). If you feel like this
is cheating, you can turn it off.
Random lines.- This is the number of random lines that will
appear at the beggining of the game (lots of blocks
dispersed all over from the bottom of the playing
area to the number of lines you specified).
Level's speed.- You may select the speed at which the pieces
will fall when you start playing (20 = fastest).
Free falling pieces.- The number you specify here will be
the number of pieces that will fall at the start of
the game at random. You won't be able to control
these ones.
Keep config.- This will create a shell script named pict on
the current directory with all the options you have
selected.
View scores.- Choose this one to take a look at the best
games recorded.
Continue.- Starts the game.
Quit.- Return to the shell.
To select any option from the menu, just press the red letter
belonging to it. All the options can be set from the command
line:
pictetris [ -s ] [ -S ] [ -n ] [ -b ] [ -B ] [ -f# ] [ -r# ] [ -l# ]
-s: show scores
-S: No sound (sometimes annoying)
-n: No next-piece box :(
-b: rotate clockwise
-B: black background
-f: free falling pieces
-r: random lines
-l: starting speed
The playing screen:
'''''''''''''''''''
When you press C at the options menu, you enter in the playing
screen, which is divided as follows:
- To the center, you get a big vertical rectangle which is the
playing area.
- To the right of the playing area, there is a small square which
gives you information about the game:
Challenge.- its the sum of the number of random lines and
free falling pieces plus the game speed.
Score.- your current score.
Pieces.- the number of pieces that have dropped.
Levels.- the number of lines you have completed.
- If you turned the option of <Next-piece box> on, an additional
box to the left of the playing area which will tell you the
type and position of the piece next to come.
You may pause the game at any time with the key defined in
pictetris.h as SUSP_KEY (default is P).
You may also quit from your game with the key corresponding
to QUIT_KEY (default is q).
When your game is finished, you might enter into the high-
score table if you beat the old high-score with your
corresponding challenge.
You can also view the high-scores at the end of the game
by hitting S.
The game:
'''''''''
Well, it is now difficult to find a person who has had contact
with computers and doesn't know how to play Tetris. Eventhough,
I shall give a short description of this now popular game:
The playing area is a box of 10 by 20 which starts getting filled
with falling pieces. The pieces are made out of four blocks each
with the following forms:
[] [] []
[] [] [] [] [] [][][] [][]
[][] [][] [] [][] [][] [] [][]
[] [] []
As each piece starts falling into the box, you can move and
rotate them so that they fit the best way with the ones that
have already dropped. For every piece you drop, you get a
certain amount of points depending on the piece:
[] [] []
[][][] [] [] [] [][] [] []
[] [] [][] [][] [][] [][] [][]
[] [] []
Points: 1 2 3 3 4 5 5
The only way of making the pieces dissappear is to fill a
complete (horizontal) line. As you may think, you can fill
several lines with one piece, which is more difficult than
making only one, so you make more points as you complete
more lines in a drop:
for 1 line: 10 points.
for 2 lines: 30 points.
for 3 lines: 60 points.
for 4 lines: 100 points.
If the playing area gets full, the game is over. The game
speed increases little by little at every moment, so it
will be more difficult to think and put the pieces in the
best position.
Using your own images:
''''''''''''''''''''''
The format of the images must be PCX. If the image is larger
than 320x200 pixels, it will be truncated.
If you don't want to change the palette of the game, you
will need to adapt the palette that comes with title.pcx
to your new image (this palette has adapted pretty well so
far). You can do this with a good image editor/viewer like
Satan Paint.
Finally, you will only need to add the complete path
and name of your image to the pictpiclist file.
The credits:
''''''''''''
Thanks to Mike Taylor who programmed Tetris for Terminals
several years ago (it was impossible for me to locate him,
but it seems that his e-mail is mirk@warwick.ac.uk... I
couldn't manage to send him a mail). I took the main engine
and structure of his program to create this version. All
the graphical interfase coding was done by me (Artruo
Espinosa <arturo@nuclecu.unam.mx>). Thanks to Jon Griffiths
<jpg@cs.waikato.ac.nz> for the Jlib library which I used
for the graphics.
Thanks to Miguel de Icaza for being such a stubborn player
and keeping me improving the game.
The legal position:
'''''''''''''''''''
The program "pictetris", its visual appearance, its code, its
documentation, etc., are the intellectual property of both
Mike Taylor and Arturo Espinosa. The program may be freely
distributed, copied, modified, re-posted or whatever PROVIDED
that the authorship and ownership remains clear, and that no-one
makes any money from it without us knowing.
Future plans:
'''''''''''''
Net support. Super-Tetris? I'll give it a rest for a while and
continue developping two other games I've always liked. Please
send any suggestions or modifications to:
Arturo Espinosa <arturo@nuclecu.unam.mx>.