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numptyphysics(6) [debian man page]

numptyphysics(6)						  Numpty Physics						  numptyphysics(6)

NAME
numptyphysics - Crayon-based physics puzzle game SYNOPSIS
numptyphysics DESCRIPTION
Numpty Physics is a Crayon-drawing puzzle game in the spirit of Crayon Physics using the same excellent Box2D engine. It melds cute school- book-style graphics with a kind of realistic physics engine. It includes a built-in editor so that you may build (and submit) your own lev- els. A summary of the keys supported is included below. PLAY KEYS
stylus draw a new stroke space or enter pause/unpause physics esc or backspace undo last stroke q quit r or up reset level to initial state n or right skip to next level p or left go to previous level e or fullscreen edit mode Hints: Each stroke is like a rigid piece of wire with a mass proportional to its length. A closed stroke is just a wire bent into a shape, it has no substance apart from its perimeter. The ends of a strokes can (and will) join onto other strokes when drawn near enough to another stroke. These joints are pivots so you can use this to build levers, pendulums and other mechanical wonders. Jointed strokes don't collide with each other. Join both ends to make a rigid structure Play bugs: goal item does not respawn if lost. EDITOR KEYS
Keys: (as per play mode plus the following) e or fullscreen leave edit mode s or menu save to ~/.numptyphysics/L99_saved.nph zoom-minus + stylus delete stroke at point zoom-plus + stylus drag stroke at point Hints: It's handy to pause the physics when making a new level though this is by no means necessary. Sometimes it is handy to let the physics run for a little bit just to let the items settle down. From the editor palette you can choose the crayon colour and then additional properties such as: * ground (earth arrow) - stroke is fixed in place. * sleeping (Zzz) - stroke is not subject to physics until bumped by something else. * decorator (dashed D) - stroke is not part of the physical world. eg: tutorial text. You should make sure that your level has at least one red item (player token) and at least one yellow item (goal item). Token strokes will only join to other token strokes. Goal strokes will only join to goal strokes. Other strokes will happily join to any non-token non-goal strokes. If this is your first time, you may need to restart the game for your saved L99 to show up. If you wish to be clever, edit the level file directly - it's just a simple text format. Editor bugs: There is not yet any provision to name your level but you can just rename the file to anything. AUTHOR
This manual page was written by Gabriele Giacone <1o5g4r8o@gmail.com> for the Debian system (but may be used by others). Permission is granted to copy, distribute and/or modify this document under the terms of the GNU General Public License, Version 3 any later version pub- lished by the Free Software Foundation. December 30, 2009 numptyphysics(6)

Check Out this Related Man Page

STROKES(5)							File Formats Manual							STROKES(5)

NAME
Strokes - X(1) action invocation with simple mouse movements DESCRIPTION
What are strokes? Simply put, they are a method to invoke program actions with mouse drags. They are defined by the following grid: 1 2 3 4 5 6 7 8 9 Stroke 456 is the horizontal movement from left to right with the stroke button pressed. Holding down the stroke button and tracing out the letter `C' would be stroke 3214789. Simple, right? The Stroke library allows you to add strokes to any X(1) program with one simple function call, StrokeInstall(3). For example: W = XmCreateMessageDialog(Parent, "StrokeEnabledDialog", NULL, 0); StrokeInstall(W); will enable strokes in the dialog W. When a stroke is entered the action corresponding to the stroke is called. For the above example the action `Stroke-456' would be called when `456 is stroked'. In order to specify a different action you can specify this with the `strokes' resource for the Widget that the strokes have been installed in. So `*StrokeEnabledDialog.strokes: 456 ManagerGadgetSelect' would call the ManagerGadgetSelect action of the message dialog when 456 is stroked. The exact syntax is: Resource.strokes: stroke action [[,stroke action]...] Resources strokes: stroke action [[,stroke action]...] This provides a mapping of strokes to actions. By default the action `Stroke-456' is called for stroke `456'. strokeSlop: int This is used to define a buffer zone between the boxes of the grid. The amount of slop tolerated is actually the resulting box dimension divided by this slop number. Therefore the larger the slop number the more accurate your strokes must be. A value approaching 3 will make it all but impossible to recognize a stroke. The default value is currently 20. Run the stroke(1) program with StrokeDebug turned on to show what this means. strokeDebug: True | False Turns on `stroke debug mode'. In this mode the strokes are not erased from the screen when the button is released and a grid is drawn around the stroke. Try the stroke(1) program to see what I mean. strokeButton: 1 | 2 | 3 | 4 | 5 Specifies the button to be used to draw strokes. By default Btn3 is used. strokeSound: sound file If given, the contents of this resource will be provided as an argument to the `PlaySound' action at the conclusion of the stroke. If the PlaySound action is not defined in your application do not specify this resource. Specifically the following call is made: XtCallActionProc(W, "PlaySound", NULL, "sound file", 1); AUTHOR
Rick Scott <rwscott@alumni.uwaterloo.ca> Check out LessTif at http://www.LessTif.org SEE ALSO
stroke(1) StrokeInstall(3) StrokeRemove(3) StrokeSetButton(3) StrokeGetButton(3) StrokeSetDebug(3) StrokeGetDebug(3) StrokeSetMapping(3) StrokeGetMapping(3) STROKES(5)
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