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Java Games 1.0

Java Games 1.0


Java Games is a collection of simple games that are compiled into Java applets and meant to be played online in a Web browser. more>>
Java Games project is a collection of simple games that are compiled into Java applets and meant to be played online in a Web browser.

Currently the collection contains four games: XO World (similar to tic-tac-toe, but with lines of 5 on a 10x10 board); 100 Mack (guess the random combination of 4 images out of a set of six); Memory (flip 2 plates at a time to find matching pairs); and Tetris.
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Added: 2007-02-20 License: GPL (GNU General Public License) Price:
985 downloads
Games::3D 0.09

Games::3D 0.09


Games::3D is a package containing an object system for (not only) 3D games. more>>
Games::3D is a package containing an object system for (not only) 3D games.

SYNOPSIS

use Games::3D::World;

my $world = Games::3D::World->new();

$world->save_to_file( $filename );

my $loaded = Games::3D::world->load_from_file( $filename );

my $thing1 = $world->add ( Games::3D::Thingy->new( ... ) );
my $thing2 = $world->add ( Games::3D::Thingy->new( ... ) );

$world->link($thing1, $thing2);

Games::3D::World provides you with a container class that will contain every object in your game object system. This are primarily objects that have states, change these states and need to announce the states to other objects.

The Games::3D::World container also enables you to save and restore snapshots of your objects system.

Basic things that you object system contains are derived from a class called Games::3D::Thingy. These can represent physical objects (buttons, levers, doors, lights etc) as well as virtual objects (trigger, sensors, links, markers, sound sources etc).

You can link Thingys together, either directly or via Games::3D::Links. The links have some more features than direct linking, which are explained below.

This package also provides you with Games::3D::Sensor, a class for objects that sense state changes and act upon them. Or not, depending on the sensor. Sensors are primarily used to watch for certain conditions and then act when they are met. Examples are the death of an object, values that go below a certain threshold etc.

State changes are transported in the object system with signals.

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Added: 2006-10-02 License: Perl Artistic License Price:
1124 downloads
Games::Alak 0.18

Games::Alak 0.18


Games::Alak is a simple game-tree implementation of a gomoku-like game. more>>
Games::Alak is a simple game-tree implementation of a gomoku-like game.

SYNOPSIS

% perl -MGames::Alak -e Games::Alak::play
...Or just run Alak.pm as if it were a program...
...Program responds with output, and a prompt:

Lookahead set to 3. I am X, you are O.
Enter h for help
X moves from 1 to 5, yielding .xxxx..oooo
alak>
...and now you enter the commands to play.

This module implements a simple game-tree system for the computer to play against the user in a game of Alak. You can just play the game for fun; or you can use this module as a starting point for understanding game trees (and implementing smarter strategy -- the modules current logic is fairly simple-minded), particularly after reading my Perl Journal #18 article on trees, which discusses this modules implementation of game trees as an example of general tree-shaped data structures.

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Added: 2007-01-02 License: Perl Artistic License Price:
1027 downloads
Games::Score 0.02

Games::Score 0.02


Games::Score is a Perl module to keep track of score in games . more>>
Games::Score is a Perl module to keep track of score in games .

SYNOPSIS

use Games::Score;

# these three values are the default ones, by the way
Games::Score->default_score(0);
Games::Score->default_step(1);
Games::Score->step_method(inc);

# start two players
my $player1 = Games::Score->new();
my $player2 = Games::Score->new();

# set a winning condition
Games::Score->victory_is( sub { $_[0] >= 20 } );

# and something to do if it is achieved
Games::Score->on_victory_do( sub { print "Won!" } );

# give points to the players
$player1->add(2);
$player2->step();

# look at section FUNCTIONS for more functionalities, such as
Games::Score->invalidate_if( sub { $_[0] > 20 } );

Games::Score can be use to keep track of several players points in a game, regardless of the starting amount of points, winning and/or losing conditions, etc.
It provides several useful methods so that the user doesnt have to keep testing values to see if theyre valid or if the player condition has changed.

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Added: 2006-12-27 License: Perl Artistic License Price:
1031 downloads
Games::Goban 1.100

Games::Goban 1.100


Games::Goban is a board for playing go, renju, othello, etc. more>>
Games::Goban is a board for playing go, renju, othello, etc.

SYNOPSIS

use Games::Goban;
my $board = new Games::Goban (
size => 19,
game => "go",
white => "Seigen, Go",
black => "Minoru, Kitani",
referee => &Games::Goban::Rules::Go,
);

$board->move("pd"); $board->move("dd");
print $board->as_sgf;

This is a generic module for handling goban-based board games. Theoretically, it can be used to handle many of the other games which can use Smart Game Format (SGF) but I want to keep it reasonably restricted in order to keep it simple.

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Added: 2007-01-06 License: Perl Artistic License Price:
1035 downloads
Wolvix Games 1.0.4

Wolvix Games 1.0.4


Wolvix Games is a new edition of the Wolvix live CD, featuring over 50 games. more>>
Wolvix is a GNU/Linux LiveCD built from SLAX. Wolvix is a desktop oriented distribution made to fit the needs from regular to advanced desktop users.

Along with the applications youll get some of the best free Linux games. (No 3D gfx card required).

Games Edition features over 50 games in different categories, four emulators and quite a few desktop applications.

You wont find World of Warcraft or Half-Life 2 on the CD, but Ive tried to include some of the finest free Linux games and I think there should be a game or two for most people, Ive even added dopewars for your grandma.

None of the games require 3D drivers, so you should be able to play most games on any graphics card
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Added: 2005-12-12 License: GPL (GNU General Public License) Price:
1428 downloads
Davids Perl Games 0.1.1

Davids Perl Games 0.1.1


Davids Perl Games project is a collection of ASCII graphics arcade style games written in Perl. more>>
Davids Perl Games project is a collection of ASCII graphics arcade style games written in Perl.

These games are recreations of simple ASCII graphics games originally written in BASIC.

They are ideal for use as Perl programming tutorials. Some of the first few games are PerlBlaster (defend your planet from invading aliens), PerlRacer (steer your car through the twisting passages), and PerlArena (eliminate the mutant hordes).

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Added: 2006-11-16 License: GPL (GNU General Public License) Price:
1076 downloads
Games::Console 0.04

Games::Console 0.04


Games::Console Perl module provide a 2D quake style in-game console. more>>
Games::Console Perl module provide a 2D quake style in-game console.

SYNOPSIS

use Games::Console;

my $console = Games::Console->new(
font => $font_object,
background_color => [ 1,1,0],
background_alpha => 0.4,
text_color => [ 1,1,1 ],
text_alpha => 1,
speed => 50, # in percent per second
height => 50, # fully opened, in percent of screen
width => 100, # fully opened, in percent of screen
backbuffer_size => 100, # keep so many messages
prompt => >,
cursor => _,
);

$console->screen_width($width);
$console->screen_height($height);
$console->toggle($current_time);
$console->message(Hello there!);
$console->input(a);

This package provides you with a quake-style console for your games. The console gathers messages and lets you scroll trough them. It also can display a command line.

This package is just a base class setting up everything, but doesnt actually render anything.

See Games::Console::SDL and Games::Console::OpenGL for subclasses that implement the actual rendering to the screen via SDL and OpenGL, respectively.

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Added: 2007-07-25 License: Perl Artistic License Price:
822 downloads
Games::Othello 0.01

Games::Othello 0.01


Games::Othello is a Perl extension for modelling a game of Othello. more>>
Games::Othello is a Perl extension for modelling a game of Othello.

SYNOPSIS

use Games::Othello;

my $game = Games::Othello->new();

while( !game->over ) {
printf "It is presently %ss move",
($game->whos_move eq b) ? black, white;
my @possible_moves = values $game->possible_moves();

if ( ! @possible_moves ) {
print "You have no moves available, you must pass.
$game->pass_to_opponent;
} else {
foreach ( my $move ) @possible_moves ) {
printf
"You will take %d of your opponents chips if you place your chip on %d,%d",
scalar @{ $move->{chips} }, $move->{x}, $move->{y};
}
my ($locx, $locy) = get_move();
my $flipped = $game->place_chip( $locx, $locy );
}

my $layout = $game->chip_layout();
foreach my $row ( @$layout ) {
foreach my $pos ( @$row ) {
printf %3s,
($pos eq b) ? B # Black occupied square.
: ($pos eq w) ? W # White occupied square.
: # Un-occupied square.
}
print "nn";
}
}
my ($black_score, $white_score) = $game->score;

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Added: 2006-12-28 License: Perl Artistic License Price:
1041 downloads
Games::PerlWar 0.02

Games::PerlWar 0.02


Games::PerlWar is a Perl variant of the classic Corewar game. more>>
Games::PerlWar is a Perl variant of the classic Corewar game.

This is a sparring program, similar to the programmed reality of the Matrix.
It has the same basic rules, rules like gravity. What you must learn is that
these rules are no different than the rules of a computer system. Some of
them can be bent, others can be broken. - Morpheus

PerlWar is inspired by the classic http://www.corewar.info/|Corewar game. In this game, players pit snippets of Perl code (called agents) against each other in order to gain control of the vicious virtual battlefield known as... the Array.

GAME PARAMETERS

Size of the Array

The number of cells that the Array possesses. Each cell can hold one agent.

Agent Maximal Size

The maximal length, in characters, of an agent. If an agent is or becomes larger than this limit, it automatically segfaults upon execution.

Game Maximal Number of Iterations

The maximal number of rounds that can be played before a game is declared over.

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Added: 2006-12-28 License: Perl Artistic License Price:
1036 downloads
Games::Go::SGF 0.05

Games::Go::SGF 0.05


Games::Go::SGF is a Perl module that can parse and dissect Standard Go Format files. more>>
Games::Go::SGF is a Perl module that can parse and dissect Standard Go Format files.

SYNOPSIS

use Games::Go::SGF;
my $sgf = new Games::Go::SGF($sgfdata);
print "Game played on ".$sgf->date."n";
print $sgf->white. " (W) vs. ".$sgf->black." (B)n";
print "Board size: ".$sgf->size.". Komi: ".$sgf->komi."n";

while ($move = $sgf->move($move_no++)) {
print "$move_no: ".$move->move,"n";
}

This is a very simple SGF file parser, of currently limited functionality. It can read and step through SGF files, follow variations, and so on. Its good enough for getting simple statistics about games of Go, and building up Games::Go::Board objects representing games stored as SGF.

$sgf->move returns either a normal Games::Go::SGF::Node or a Games::Go::SGF::Variation object. They behave exactly the same, but the variation object has the additional methods mainline() to get the main line of the game, variation($n) to get the first node in the nth variation, and variations to retrieve an array of variations. $variation->move will, by default, follow the mainline.

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Added: 2007-07-12 License: Perl Artistic License Price:
835 downloads
Games::Irrlicht 0.04

Games::Irrlicht 0.04


Games::Irrlicht is a Perl module that use the Irrlicht 3D Engine in Perl. more>>
Games::Irrlicht is a Perl module that use the Irrlicht 3D Engine in Perl.

SYNOPSIS

package MyGame;
use strict;

use base Games::Irrlicht;

use Games::Irrlicht::Constants; get EDT_SOFTWARE etc

# override methods:

The Why

When building a game or screensaver displaying some continously running animation, a couple of basics need to be done to get a smooth animation and to care of copying with varying speeds of the system. Ideally, the animation displayed should be always the same, no matter how fast the system is.

This not only includes different systems (a PS/2 for instance would be slower than a 3 Ghz PC system), but also changes in the speed of the system over time, for instance when a background process uses some CPU time or the complexity of the scene changes.

In many old (especial DOS) games, like the famous Wing Commander series, the animation would be drawn simple as fast as the system could, meaning that if you would try to play such a game on a modern machine it we end before you had the chance to click a button, simple because it wizzes a couple 10,000 frames per second past your screen.

While it is quite simple to restrict the maximum framerate possible, care must be taken to not just "burn" surplus CPU cycles. Instead the application should free the CPU whenever possible and give other applications/thread a chance to run. This is especially important for low-priority applications like screensavers.

Games::Irrlicht makes this possible for you without you needing to worry about how this is done. It will restrict the frame rate to a possible maximum and tries to achive the average framerate as close as possible to this maximum.

Games::Irrlicht also monitors the average framerate and gives you access to this value, so that you can, for instance, adjust the scene complexity based on the current framerate. You can access the current framerate, averaged over the last second (1000 ms) by calling current_fps.

Frame-rate Independend Clock

Now that our application is drawing frames (via the method draw_frame, which you should override in a subclass), we need a method to decouple the animation speed from the framerate.
If we would simple put put an animation step every frame, we would get some sort of Death of the Fast Machine" effect ala Wing Commander. E.g. if the system manages only 10 FPS, the animation would be slower than when we do 60 FPS.

To achive this, SDL::App::FPS features a clock, which runs independed of the current frame rate (and actually, independend of the systems clock, but more on this in the next section).
You can access it via a call to current_time, and it will return the ticks e.g. the number of milliseconds elapsed since the start of the application.

To effectively decouple animation speed from FPS, get at each frame the current time, then move all objects (or animation sequences) according to their speed and display them at the location that matches the time at the start of the frame. See examples/ for an example on how to do this.

Note that it is better to draw all objects according to the time at the start of the frame, and not according to the time when you draw a particular object. Or in other words, treat the time like it is standing still when drawing a complete frame. Thus each frame becomes a snapshot in time, and you dont get nasty sideeffects like one object beeing always "behind" the others just because it gets drawn earlier.

Time Warp

Now that we have a constant animation speed independend from framerate or system speed, lets have some fun.

Since all our animation steps are coupled to the current time, we can play tricks with the current time.

The function time_warp lets you access a time warp factor. The default is 1.0, but you can set it to any value you like. If you set it, for instance to 0.5, the time will pass only half as fast as it used to be. This means instant slow motion! And when you really based all your animation on the current time, as you should, then it will really slow down your entire game to a crawl.

Likewise a time warp of 2 lets the time pass twice as fast. There are virtually no restrictions to the time warp.

For instance, a time warp greater than one lets the player pass boring moments in a game, for instance when you need to wait for certain events in a strategy game, like your factory beeing completed.

Try to press the left (fast forward), right (slow motion) and middle (normal) mousebuttons in the example application and watch the effect.

If you are very bored, press the b key and see that even negative time warps are possible...

Ramping Time Warp

Now, setting the time war to factor of N is nice, but sometimes you want to make dramatic effects, like slowly freezing the time into ultra slow motion or speeding it up again.

For this, ramp_time_warp can be used. You give it a time warp factor you want to reach, and a time (based on real time, not the warped, but you can of course change this). Over the course of the time you specified, the time warp factor will be adapted until it reaches the new value. This means it is possible to slowly speeding up or down.

You can also check whether the time warp is constant or currently ramping by using time_is_ramping. When a ramp is in effect, call ramp_time_warp without arguments to get the current parameters. See below for details.

The example application uses the ramping effect instead instant time warp.

Event handlers

This section describes events as external events that typically happen due to user intervention.
Such events are keypresses, mouse movement, mouse button presses, or just the flipping of the power switch. Of course the last event cannot be handled in a sane way by our framework.

All the events are checked and handled by Games::Irrlicht automatically. The event QUIT (which denotes that the application should shut down) is also carried out automatically. If you want to do some tidying up when this happens, override the method quit_handler.

The event checking and handling is done at the start of each frame. This means no event will happen while you draw the current frame. Well, it will happen, but the action caused by that event will delayed until the next frame starts. This simplifies the frame drawing routine tremendously, since you know that your world will be static until the next frame.

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Added: 2006-09-30 License: Perl Artistic License Price:
1126 downloads
Games::WoW::PVP 0.01

Games::WoW::PVP 0.01


Games::WoW::PVP is a Perl module with the great new Games::WoW::PVP! more>>
Games::WoW::PVP is a Perl module with the great new Games::WoW::PVP!

SYNOPSIS

Quick summary of what the module does.

Perhaps a little code snippet.

use Games::WoW::PVP;

my $WoW = Games::WoW::PVP->new();
# looking for a character
my %hash = $WoW->search_player(
{ country => EU, # EU europe US us
realm => conseil des ombres, # name of the realm
faction => h, # h horde a ally
character => raspa, # name of the player
}
);

# looking for top players
my %hash = $WoW->top(
{ country => EUR,
realm => elune,
faction => a,
}
);

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Added: 2007-01-05 License: Perl Artistic License Price:
1025 downloads
EDM 20070328

EDM 20070328


EDM is a fork of the Sauerbraten FPS engine which adds new gameplay and engine features. more>>
EDM (Extended Death Match) project is a fork of the Sauerbraten FPS engine which adds new gameplay and engine features. Sauerbraten was written by Wouter van Oortmersen and others.
Sauerbraten data was created by several authors, see the included readme files for more info. EDM code and data is maintained and hacked on mostly by me, contributions are welcome.
Enhancements:
- 2 new maps
- Update mechanism for Unix: just run the script to get the newest files
- Several fixes & enhancements
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Added: 2007-03-31 License: GPL (GNU General Public License) Price:
937 downloads
Games::Blackjack 0.04

Games::Blackjack 0.04


Games::Blackjack is a Perl module with Blackjack Utility Classes. more>>
Games::Blackjack is a Perl module with Blackjack Utility Classes.

SYNOPSIS

use Games::Blackjack;

# Create new shoe of cards
my $shoe = Games::Blackjack::Shoe->new(nof_decks => 4);

# Create two hands, player/dealer
my $player = Games::Blackjack::Hand->new(shoe => $shoe);
my $dealer = Games::Blackjack::Hand->new(shoe => $shoe);

# Two dealer cards
$dealer->draw();
print "Dealer: ", $dealer->as_string(), "n";
$dealer->draw(); # 2nd card not shown

$player->draw();
$player->draw();
print "Player: ", $player->as_string, "(",
$player->count_as_string, ")n";

# Lets assume player decides to stand. Dealers turn.

# Dealer plays Las Vegas rules
while(!$dealer->busted() and
$dealer->count("soft") < 17) {
$dealer->draw();
}

# Show winner (-1: Dealer, 1: Player, 1.5: Player Blackjack)
print "Player score: ", $player->score($dealer), "n";

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Added: 2006-12-28 License: Perl Artistic License Price:
1035 downloads
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