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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
Game::Life 0.04

Game::Life 0.04


Game::Life - Plays Conways Game of Life. more>>
Game::Life - Plays Conways Game of Life.

SYNOPSIS

use Game::Life;
my $game = new Game::Life( 20 );
my $starting = [
[ 1, 1, 1 ],
[ 1, 0, 0 ],
[ 0, 1, 0 ]
];

$game->place_points( 10, 10, $starting );
for (1..20) {
my $grid = $game->get_grid();
foreach ( @$grid ) {
print map { $_ ? X : . } @$_;
print "n";
}
print "nn";
$game->process();
}

Conways Game of Life is a basic example of finding living patterns in rather basic rulesets (see NOTES). The Game of Life takes place on a 2-D rectangular grid, with each grid point being either alive or dead. If a living grid point has 2 or 3 neighbors within the surrounding 8 points, the point will remain alive in the next generation; any fewer or more will kill it. A dead grid point will become alive if there are exactly 3 living neighbors to it. With these simple rules, fascinating structures such as gliders that move across the grid, glider guns that generate these gliders, XOR gates, and others have been found.

This module simply provides a way to simulate the Game of Life in Perl.

In terms of coordinate systems as used in place_points, toggle_point and other functions, the first coodinate is the vertical direction, 0 being the top of the board, and the second is the horizontal direaction, 0 being the left side of the board. Thus, toggling the point of (3,2) will switch the state of the point in the 4th row and 3rd column.

The edges of the board are currently set as "flat"; cells on the edge do not have any neighbors, and thus will fall off the board. Future versions may allow for warp edges (if a cell moves off the left side it reappears on the right side).

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Download (0.006MB)
Added: 2007-02-16 License: Perl Artistic License Price:
983 downloads
Pacman for Console 1.2

Pacman for Console 1.2


Pacman for Console is a pacman game which can be played on a text-based console without using X. more>>
Pacman for Console is a pacman game which can be played on a text-based console without using X.
Installation:
make
make install (as root)
Uninstall:
make uninstall
Enhancements:
- A simple level editor was added.
- Error messages on GCC 2.96 were fixed.
- An introduction screen was added.
- Invincibility is deactivated once a level is complete.
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Download (0.011MB)
Added: 2006-12-20 License: Freely Distributable Price:
1045 downloads
Internet DJ Console 0.7.0

Internet DJ Console 0.7.0


Internet DJ console is a graphical shoutcast/icecast client that runs under GTK+ and the JACK audio connection kit. more>>
Internet DJ console is a graphical shoutcast and icecast client that runs under GTK+ and the JACK audio connection kit. In short, its an Internet radio app for making a live radio show.
Features include two main media players with a crossfader, a jingle player, microphone signal processing (compressor and noise gate), IRC track announcements with X-Chat, an automatic stream shut-off timer, MP3 or Ogg streaming at various bit rates, aux input for connecting any audio app that is compatible with JACK, and various audio level meters.
Enhancements:
- A new, more powerful streaming architecture has been implemented with multiple streams possible, greater control over quality settings, ability to change the bitrate live on air, and the ability to stream from a prerecorded file with the metadata preserved.
- The MP3=UTF8 option has been removed, and CPU load is now reduced when the microphone is off.
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Download (0.59MB)
Added: 2007-08-11 License: GPL (GNU General Public License) Price:
830 downloads
 
Other version of Internet DJ Console
Internet DJ Console 0.5.1Internet DJ Console is a program that I started writing in March of 2005 after discovering the ... The result is
License:Freeware
Download (639KB)
198 downloads
Added: 2009-04-11
Games::ScottAdams::Tutorial 0.04

Games::ScottAdams::Tutorial 0.04


Games::ScottAdams::Tutorial is a Perl module with the Scott Adams Adventure Compiler Tutorial. more>>
Games::ScottAdams::Tutorial is a Perl module with the Scott Adams Adventure Compiler Tutorial.

INTRODUCTION

This document walks you through the process of creating a small but complete and playable game with six rooms, seven items including a single treasure, and a couple of puzzles.

It makes no attempt to be complete: you need the reference manual for that. But by the time youve worked your way through this tutorial you should be familiar with rooms, items, actions and occurrences, and youll be ready to start writing your own games.

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Download (0.048MB)
Added: 2007-01-04 License: Perl Artistic License Price:
1028 downloads
Quiet Console Town 0.7

Quiet Console Town 0.7


Quiet Console Town is a console RPG city simulator. more>>
Quiet Console Town project is a console RPG city simulator.

Console RPGs have you visiting towns all the time, but Quiet Console Town puts you in the place of the mayor of a budding new city. Build shops, attract adventurers, hope villains overlook you: all the aspects of a console RPG town are yours.

Welcome to your everyday ordinary quiet console town. By the looks of your deceased friend there, youll probably want to stay a night at the Inn. Yes, those puncture wounds and missing organs certainly seem fatal, but all he needs is a good nights sleep and then (somehow) hell be good as new. In the meantime, might I direct you to our armor shop?

A bit of plate inbetween you and the monster might help you stay healthy! I see your thief seems anxious - theres some shady characters near the magic shop she might want to meet up with. Finally, once youre all done, perhaps you could look into the matter of our haunted mine...?

Quiet Console Town is a turn-based console RPG city simulator. You, as mayor, build the kind of RPG town youve always wanted heroes to visit. Buildings range from the simple Inn to the intricate dungeons beneath your mighty Citadel.

People can be as good as the most pious do-gooder, or evil as the most black-hearted villain. Make your city a bulwark against the forces of darkness, or a haven to shady characters round the world!

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Added: 2007-01-12 License: GPL (GNU General Public License) Price:
1019 downloads
Console Lines 1.0.4

Console Lines 1.0.4


Console Lines is a Lines game for the Unix terminal. more>>
Console Lines is a "Lines" game for the Unix terminal. There is no in-game help available right now, so check the README file. To move the cursor, use arrows (or jkhl), to select or to move a chip, use space. To instantly quit, use q. Console Lines requires a certain terminal size, supports a mouse (curses or GPM), and works with various ncurses libraries.
You will need an ANSI standart C compiler, GNU make, and a decent curses library that supports colors.
The current lists of operation systems tested:
Linux, glibc 2.2
Solaris 9
OpenBSD 3.8
CygWin 5
Enhancements:
- Support for smaller terminals (as small as 19x19).
- Support for terminal resize.
- Support for black and white terminals.
- Support for command line options.
- A workaround for a nasty ALTLinux/Debian GPM bug.
- Persistant high scores.
- A man page has been added.
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Download (0.070MB)
Added: 2006-10-21 License: GPL (GNU General Public License) Price:
1100 downloads
Games::ScottAdams::Manual 0.04

Games::ScottAdams::Manual 0.04


Games::ScottAdams::Manual is the Scott Adams Adventure Compiler Reference Manual. more>>
Games::ScottAdams::Manual is the Scott Adams Adventure Compiler Reference Manual.

SYNOPSIS

# foo.sa - definition file for Scott Adams adventure "foo"

%room swamp
dismal swamp
%exit n meadow
%exit e edge
%exit w grove

%item mud
Evil smelling mud
%getdrop mud

%action take mud
here mud
carried bites
%result
get mud
destroy bites
msg BOY that really hit the spot!

The Scott Adams compiler, sac, allows you create adventure games in a straightforward syntax, and compiles them into the format that was used in the classic Scott Adams adventures - and which is therefore now understood by scottfree and various other interpreters for those old games.

If youre running a Linux system, theres a fair chance that you already have such an interpreter on your system - its probably called scottfree, ScottCurses, GnomeScott or something similar. Certainly Red Hat Linux distributions from 4.0 onwards (and maybe much earlier) have come with Scott Adams interpreters.

This manual describes the syntax of the sac file which sac compiles into Scott Adams format.

All of the examples are taken from Scott Adams first game, the classic Adventureland - a game dripping with atmosphere and nostalgia which I cant recommend highly enough.

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Download (0.048MB)
Added: 2006-12-27 License: Perl Artistic License Price:
1032 downloads
Games::Mastermind::Solver 0.02

Games::Mastermind::Solver 0.02


Games::Mastermind::Solver is a Master Mind puzzle solver. more>>
Games::Mastermind::Solver is a Master Mind puzzle solver.

SYNOPSIS

# a trivial Mastermind solver

use Games::Mastermind;
use Games::Mastermind::Solver::BruteForce;

my $player = Games::Mastermind::Solver::BruteForce
->new( Games::Mastermind->new );
my $try;

print join( , @{$player->game->code} ), "nn";

until( $player->won || ++$try > 10 ) {
my( $win, $guess, $result ) = $player->move;

print join( , @$guess ),
,
B x $result->[0], W x $result->[1],
"n";
}

Games::Mastermind::Solver is a base class for Master Mind solvers.

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Added: 2007-01-03 License: Perl Artistic License Price:
1040 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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Download (0.039MB)
Added: 2006-09-30 License: Perl Artistic License Price:
1126 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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Download (0.006MB)
Added: 2006-12-28 License: Perl Artistic License Price:
1035 downloads
Open Java Console 1.6

Open Java Console 1.6


Open Java Console is an extension which provides the ability to open the Java Console in Firefox. more>>
Open Java Console is an extension which provides the ability to open the Java Console in Firefox.

This extension provides an option on the Tools menu that opens the Java Console, and a toolbar button in the JavaScript Console that also allows the console to be opened. The extension also adds the keystroke Ctrl+Shift+J to spawn the console from the keyboard, from either a browser window or the JavaScript Console.

New features in 1.0 include the addition of two preferences:

A preference for logging a message to the JavaScript Console whenever the Java Console is triggered

A preference for showing any exceptions generated by the browser when starting the Java Console

Mozilla 1.X has this feature, but Firefox does not, making access to the console difficult unless this extension is used.

When the Console^2 extension is installed, the Ctrl+Shift+J keystroke will trigger the Error Console instead of the Java Console from a browser window. Ctrl+Shift+J will still work from the Error Console.

The following languages have been added to the 1.6 release: Hungarian and Dutch.

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Download (0.029MB)
Added: 2007-04-28 License: MPL (Mozilla Public License) Price:
1006 downloads
XML::Conf 0.04

XML::Conf 0.04


XML::Conf is a simple configuration module based on XML. more>>
XML::Conf is a simple configuration module based on XML.

SYNOPSIS

Here follows some examples as the tests are done.

use XML::Conf;
my $c = XML::Conf->new($filename);
$w = $c->FIRSTKEY();
$v = $c->NEXTKEY();
$c->EXISTS($v);
$c->DELETE($v);
$c->CLEAR();

This is the description of the class, currently it only containg only the descriptions of the private and public methods and attributes.

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Download (0.006MB)
Added: 2006-09-08 License: Perl Artistic License Price:
1141 downloads
Games Knoppix 4.0.2-03

Games Knoppix 4.0.2-03


Games Knoppix is a Knoppix based LiveCD with games. more>>
Games Knoppix is a Knoppix based LiveCD with games.
The following games are included:
- Marble Blast Gold Demo (OpenGL)
- Mutant Storm Demo (OpenGL)
- Space Tripper Demo (OpenGL)
- Think Tanks Demo (OpenGL)
- Ufo AI (XMas Special) (OpenGL)
- Asciijump
- Atanks
- Bzflag (OpenGL)
- Bzflag-Server
- Crack-Attack (OpenGL)
- Crimson
- Crossfire-Client-GTK
- Crossfire-Client-X11
- Cube
- Empire
- Enigma
- Foobillard (OpenGL)
- Freeciv-Client
- Freeciv-Client-GTK
- Freeciv-Server
- Freesci
- Gltron (OpenGL)
- Gnuchess
- Gnugo
- JumpnBump
- Kbattleship
- Kmahjongg
- Kobodeluxe
- Ksokoban
- Lbreakout2
- Lgeneral
- Nethack-Console
- Nethack-Gnome
- Nethack-Lisp
- Nethack-Qt
- Nethack-X11
- Netpanzer (OpenGL)
- Neverball (OpenGL)
- Pysol
- Scorched3d (OpenGL)
- Tower Toppler
- Battle for Wesnoth
- Battle for Wesnoth Editor
- Battle for Wesnoth Server
- Xarchon
- Xblast
- Xblast-TNT
- Xboing
- Xgalaga
- Xskat
- Xsoldier
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Download (2762MB)
Added: 2005-09-14 License: GPL (GNU General Public License) Price:
857 downloads
Games::Mastermind 0.03

Games::Mastermind 0.03


Games::Mastermind is a simple framework for MasterMind games. more>>
Games::Mastermind is a simple framework for MasterMind games.

SYNOPSIS

use Games::Mastermind;

# the classic game
$mm = Games::Mastermind->new;

# make a guess
$marks = $game->play(qw( Y C W R ));

# results
print "You win!n" if $marks->[0] == $mm->holes();

# the game history is available at all times
$history = $mm->history();
$last_turn = $mm->history()->[-1];

# reset the game
$mm->reset();

Games::Mastermind is a very simple framework for running Mastermind games.

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Download (0.014MB)
Added: 2007-01-04 License: Perl Artistic License Price:
1024 downloads
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