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Length: 4066 (0xfe2) Types: TextFile Names: »xrobots.man«
└─⟦b20c6495f⟧ Bits:30007238 EUUGD18: Wien-båndet, efterår 1987 └─⟦this⟧ »EUUGD18/X/Xrobots/xrobots.man«
.\" Man page for xrobots. .TH XROBOTS 6 "11 May 1989" .SH NAME xrobots \- fight off villainous robots (X Windows) .SH SYNOPSIS .B /usr/games/xrobots .SH DESCRIPTION .LP As in robots(6), xrobots puts you into a world of evil robots (but in an X window, of course). It's your intellect against the robots, who have numbers on their side. Fortunately for you, these robots have a bad habit of crashing into each other, destroying themselves and putting you in a better position to survive. .LP You have a the following abilities: .LP .RS You can move one square at a time (but so can the robots). These directions are indicated by diamonds near your man. Clicking the left mouse button selects the direction. .LP You can wait for robots to reach you. Do this by clicking on the button labeled "Wait" below the main playfield or by pressing 'w' while the mouse pointer is within the playfield. .LP You can use your teleportation device. This defensive weapon is not without risk. This can be invoked by clicking on "Teleport" or by pressing 't'. .LP You have a "sonic screwdriver" which wipes out any robots within close proximity. This offensive weapon recharges once for each level. This can be invoked by the "Sonic Screwdiver" button or by pressing 's'. .RE .LP .SH RESOURCES .LP If you don't like 's' for the sonic screwdriver and 't' for teleport you can change this. xrobots is programmed using the X Toolkit and takes advantage of the toolkit's resources and translation schemes. For example, if you don't want all the spiffy graphics, place the following line in your .Xdefaults file. .LP .RS xrobots.spiffy: false .RE .LP The default for this resource is true. .LP Additionally, all the key bindings can be changed. Here's a sample set of translation bindings: .LP .RS xrobots*Translations: #augment \\n\\ .RS .nf <Btn1Up>: move() \\n\\ <Key>u: move(right, up) \\n\\ <Key>l: move(right) \\n\\ <Key>n: move(right, down) \\n\\ <Key>y: move(left, up) \\n\\ <Key>h: move(left) \\n\\ <Key>b: move(left, down) \\n\\ <Key>k: move(up) \\n\\ <Key>j: move(down) \\n\\ <Key>.: move(nowhere) \\n\\ <Key>\\\\ : move(nowhere) \\n\\ <Btn2Up>: go_here() \\n\\ <Btn3Up>: wait() \\n\\ <Key>s: sonic() \\n\\ <Key>t: teleport() \\n\\ <Key>w: wait() \\n\\ <Key>z: new_game() \\n\\ :<Key>Q: quit() .fi .RE .RE .RE .LP Of course, these defaults should copied into your .Xdefaults file to take effect. You studs out there might even use xrdb(1). .LP .SH ACTIONS .LP Here's what each action is and what it does: .RS .LP The move() action with no parameters uses the relative position of the mouse pointer to determine the direction in which to go. Otherwise, a combination of "left", "right", "up", "down", and "nowhere" will direct the direction. If "nowhere" is used, the player's icon will remain still while the robots take their turn. .LP The go_here() action directs the player's icon to the location where the mouse button was released. Of course, the robots will chase you, and if doom is impending, go_here() will stop. .LP The wait() action causes the robots to move until they are breathing right down your neck. .LP The sonic() action invokes the sonic screwdriver. .LP The teleport() action invokes the teleportation device. .LP The new_game() and quit() actions do what you would expect them to. .LP .SH SCORING .LP Each robot that is wasted is worth ten points. Additionally, bonuses are awarded for each teleportation, and for not using the sonic screwdriver. The name for the high score list comes from the USER environment variable. .LP .SH FILES .LP /usr/games/lib/xrobots_scores \-\- the score file .LP .SH AUTHOR .LP There are many versions of robots floating around. So many that it would be difficult to say who the original author is. This version was written from scratch by Brian Warkentine.