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running-bear(6) [debian man page]

RUNNING-BEAR(6) 						   Games Manual 						   RUNNING-BEAR(6)

NAME
running-bear -- The launcher for games made with the Bear Engine. SYNOPSIS
running-bear --data-path=path ... --item-library=path ... --start-level=path [-h] [--log-concise] [--log-file=file] [--log- level=string] [--log-uniq] [-v] [--active-area=integer] [--fullscreen | --windowed ] [--game-name=string] [--game-var-assign- ment=character] [--screen-height=integer] [--screen-width=integer] [--set-game-var-bool=name=value ...] [--set-game-var-int=name=value ...] [--set-game-var-real=name=value ...] [--set-game-var-string=name=value ...] [--set-game-var-uint=name=value ...] --stats-destina- tion=url DESCRIPTION
This program is a launcher for games made with the Bear Engine. OPTIONS
The following options can be passed to the program: --active-area=integer The margin around the camera in which we check for activity. --data-path=path Path to the directory containing the data of the game. When a file is required during the game, the paths are explored from the last one on the command line toward the first one. --fullscreen Run the game in fullscreen mode. --game-name=string The name of the game. --game-var-assignment=character Change the delimiter used in --set-game-var-"type" to separate the name and the value of the variable. -h, --help Show summary of options. --item-library=path Path to a library containing items for the game. --log-concise Do not display log messages that have recently been displayed. --log-file=file Write log output in "file". --log-level=string Output log messages up to a given level, among "error", "warning" and "verbose". --log-uniq Do not display the same log message successively. --screen-height=integer The height of the screen --screen-width=integer The width of the screen. --set-game-var-bool=name=value Set the value of a boolean game variable. --set-game-var-int=name=value Set the value of an integer game variable. --set-game-var-real=name=value Set the value of a real number game variable. --set-game-var-string=name=value Set the value of a string game variable. --set-game-var-uint=name=value Set the value of a non negative integer game variable. --start-level=string The path to the first level to run, relatively to the data paths. --stats-destination=url Set the value of the destination to which game statistics are sent. -v, --version Print the version of the engine and exit. --windowed Run the game in a window. AUTHOR
This manual page was written by Julien Jorge julien.jorge@gamned.org. Permission is granted to copy, distribute and/or modify this document under the terms of the GNU General Public License, Version 2 any later version published by the Free Software Foundation. On Debian systems, the complete text of the GNU General Public License can be found in /usr/share/common-licenses/GPL. RUNNING-BEAR(6)

Check Out this Related Man Page

SNAKE(6)							 BSD Games Manual							  SNAKE(6)

NAME
snake, snscore -- display chase game SYNOPSIS
snake [-w width] [-l length] [-t] snscore DESCRIPTION
snake is a display-based game which must be played on a CRT terminal. The object of the game is to make as much money as possible without getting eaten by the snake. The -l and -w options allow you to specify the length and width of the field. By default the entire screen is used. The -t option makes the game assume you are on a slow terminal. You are represented on the screen by an I. The snake is 6 squares long and is represented by s's with an S at its head. The money is $, and an exit is #. Your score is posted in the upper left hand corner. You can move around using the same conventions as vi(1), the h, j, k, and l keys work, as do the arrow keys. Other possibilities include: sefc These keys are like hjkl but form a directed pad around the d key. HJKL These keys move you all the way in the indicated direction to the same row or column as the money. This does not let you jump away from the snake, but rather saves you from having to type a key repeatedly. The snake still gets all his turns. SEFC Likewise for the upper case versions on the left. ATPB These keys move you to the four edges of the screen. Their position on the keyboard is the mnemonic, e.g. P is at the far right of the keyboard. x This lets you quit the game at any time. p Points in a direction you might want to go. w Space warp to get out of tight squeezes, at a price. To earn money, move to the same square the money is on. A new $ will appear when you earn the current one. As you get richer, the snake gets hungrier. To leave the game, move to the exit (#). A record is kept of the personal best score of each player. Scores are only counted if you leave at the exit, getting eaten by the snake is worth nothing. As in pinball, matching the last digit of your score to the number which appears after the game is worth a bonus. To see who wastes time playing snake, run snscore. FILES
/var/games/snakerawscores database of personal bests /var/games/snake.log log of games played BUGS
When playing on a small screen, it's hard to tell when you hit the edge of the screen. The scoring function takes into account the size of the screen. A perfect function to do this equitably has not been devised. BSD
May 31, 1993 BSD
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