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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;
<<lessSYNOPSIS
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;
Download (0.005MB)
Added: 2006-12-28 License: Perl Artistic License Price:
1041 downloads
Gothello 0.1
Gothello is a GTK-based Othello game. more>>
Gothello project is a GTK-based Othello game.
Its for one or two players.
You can use it to play against other people or against the computer, or you can play the computer against itself. The AI is implemented using Negamax search with Alpha-Beta pruning, with Iterative Deepening.
It has both fixed-depth and fixed-time search modes.
<<lessIts for one or two players.
You can use it to play against other people or against the computer, or you can play the computer against itself. The AI is implemented using Negamax search with Alpha-Beta pruning, with Iterative Deepening.
It has both fixed-depth and fixed-time search modes.
Download (0.028MB)
Added: 2007-01-15 License: GPL (GNU General Public License) Price:
1013 downloads
Ultimate Othello 1789
Ultimate Othello is the ultimate Othello game. more>>
Ultimate Othello is the ultimate Othello game. Enjoy its new, aqua-friendly graphics, full Cocoa interface (on MacOS X) and animations.
The next generation Ultimate Othello is becoming usable and somewhat more ultimate than the previous version !
It features network play with chat and multiple enhaced AIs, and is released under the Gnu Public Licence for both Linux and Mac OS X.
<<lessThe next generation Ultimate Othello is becoming usable and somewhat more ultimate than the previous version !
It features network play with chat and multiple enhaced AIs, and is released under the Gnu Public Licence for both Linux and Mac OS X.
Download (0.47MB)
Added: 2005-09-06 License: GPL (GNU General Public License) Price:
1515 downloads
JSothello 2.0.0.0
JSothello is a Javascript/DHTML implementation of the board game Othello, also called Reversi. more>>
JSothello is a Javascript/DHTML implementation of the board game "Othello", also called "Reversi". Runs in the browser with four challenging computer intelligence levels. Play human versus computer, human versus human or computer versus computer.
JSothello is a Javascript/DHTML implementation of the board game "Othello", also called "Reversi".
Othello is very easy to play. The board is a square grid of any size. The two players pieces are black or white. Each player must place a piece on the board adjacent to one of his opponents pieces so that another of his own pieces is on the other side of his opponents piece(s). In other words, the opponents piece(s) should be "sandwiched" between the players pieces. When that occurs, all such "sandwiched" pieces are changed to the players color.
The game ends when one player cannot make a legal move. The winner is the player with the most pieces on the board.
This version allows the user to play the computer, another human or watch the computer play itself. The computer players have four levels of "intelligence", each with different styles of play:
- "Only took a minute to learn": The computer chooses random (legal) moves.
- "Laughable": The computer picks (one of) the move(s) that will flip the most pieces.
- "Respectable": Plays like "Laughable" but tries to grab the edges and the corners whenever possible while keeping its opponent from being able to grab the edges and corners.
- "Took a lifetime to master": Plays like "Respectable" but adjusts its edge/corner bias as the board fills up, favors moves that flip pieces in more than one direction, tries to prevent moves that will allow the opponent to immediately reverse its gain and places pieces closer to the corners when possible.
<<lessJSothello is a Javascript/DHTML implementation of the board game "Othello", also called "Reversi".
Othello is very easy to play. The board is a square grid of any size. The two players pieces are black or white. Each player must place a piece on the board adjacent to one of his opponents pieces so that another of his own pieces is on the other side of his opponents piece(s). In other words, the opponents piece(s) should be "sandwiched" between the players pieces. When that occurs, all such "sandwiched" pieces are changed to the players color.
The game ends when one player cannot make a legal move. The winner is the player with the most pieces on the board.
This version allows the user to play the computer, another human or watch the computer play itself. The computer players have four levels of "intelligence", each with different styles of play:
- "Only took a minute to learn": The computer chooses random (legal) moves.
- "Laughable": The computer picks (one of) the move(s) that will flip the most pieces.
- "Respectable": Plays like "Laughable" but tries to grab the edges and the corners whenever possible while keeping its opponent from being able to grab the edges and corners.
- "Took a lifetime to master": Plays like "Respectable" but adjusts its edge/corner bias as the board fills up, favors moves that flip pieces in more than one direction, tries to prevent moves that will allow the opponent to immediately reverse its gain and places pieces closer to the corners when possible.
Download (MB)
Added: 2007-03-09 License: GPL (GNU General Public License) Price:
959 downloads
QtHello 1.0
QtHello is an Othello game and toolkit. more>>
QtHello project is an Othello game and toolkit.
Its design makes it easy to extend both the computer player and human player interfaces. It currently has 6 different computer players ranging from completely random to tree search with Alpha-Beta pruning.
Its mainly meant as a toolkit for Othello developers wanting to concentrate on the AI routine and not the GUI. Although I think normal Othello entusiasts might find this game enjoyable especially when the computer players get smarter.
<<lessIts design makes it easy to extend both the computer player and human player interfaces. It currently has 6 different computer players ranging from completely random to tree search with Alpha-Beta pruning.
Its mainly meant as a toolkit for Othello developers wanting to concentrate on the AI routine and not the GUI. Although I think normal Othello entusiasts might find this game enjoyable especially when the computer players get smarter.
Download (MB)
Added: 2007-01-15 License: QPL (QT Public License) Price:
1013 downloads
Games::Roshambo 1.01
Games::Roshambo is a brilliant module which manages a game of Rock/Paper/Scissors, aka Roshambo more>>
Games:Roshambo 1.01 is a brilliant module which manages a game of Rock/Paper/Scissors, aka Roshambo
Major Features:
- You can specify an optional hashref containing configuration items.
- Valid configuration items are: numthrows
- The number of separate valid throws for a game, for example, in Rock, Paper, Scissors, there are 3 throws, while in a spirited game of RPS-101, there are 101 valid throws. If not specified, this defaults to 3.
- sortable
- OPTIONAL: Behold the madness of Chris Prather. Passing a TRUE value to new for this item will cause the judge method to return values of -1 if Player 1 wins, 0 for a tie and 1 for Player 2, instead of the 0, 1 and 2 it does normally.
- The entirely dubious benefit of this is that the function can be used in conjunction with sort. It's his fault. He asked for it. Any questions as to the relative usefulness of this should be directed at him. The management disavows all knowledge.
- This method will judge a game of RPS, returning a 1 for Player 1 winning, a 2 for Player 2, and a 0 for a tie.
- It takes up to two arguments, indicating the throws for Player 1 and Player 2, as text representations.
- If one or both arguments are omitted, the method will internally call $self->gen_throw to randomly generate one.
- getaction
- When called with two throws, this will return the text of the action for this combination. For example, if called as $rps-getaction("rock", "paper")> the returned value will be "covers".
- This module contains actions for three throw (Rock, Paper, Scissors) and 101 throw games, in any other number of throws, this method will return undef.
Requirements: Perl
Added: 2009-05-14 License: Perl Artistic License Price: FREE
1 downloads
Othello Game 0.2.1
Othello Game is a classic strategy game, also known as Reversi. more>>
Othello Game is a classic strategy game, also known as Reversi. Its objective is to finish the game with the greater amount of pieces (circles) of the same color.
This version of the Othello game supports the writing of AI plugins in C++ or Python, network games, and interface themes.
Enhancements:
- pkgconfig support was added.
- It is now easier to write AI plugins.
- An installation guide, and a tutorial for writing plugins were incuded.
- It is now possible to disable Python support from the configuration.
- New icons were provided.
<<lessThis version of the Othello game supports the writing of AI plugins in C++ or Python, network games, and interface themes.
Enhancements:
- pkgconfig support was added.
- It is now easier to write AI plugins.
- An installation guide, and a tutorial for writing plugins were incuded.
- It is now possible to disable Python support from the configuration.
- New icons were provided.
Download (0.63MB)
Added: 2007-08-16 License: GPL (GNU General Public License) Price:
805 downloads
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.
<<lessSYNOPSIS
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.
Download (0.007MB)
Added: 2006-12-27 License: Perl Artistic License Price:
1031 downloads
comisat Games Collection 0.5.2
comisat Games Collection is an all-in-one free collection of games written in gambas for unix-like system. more>>
comisat Games Collection is an all-in-one free collection of games written in gambas for unix-like system. They are available in italian and (not completely) in english.
comisat Games Collection is FREE SOFTWARE, released under the terms of the GNU General Public License Version 2 as published by Free Software Fundation. You can help the development of comisat Games Collection testing the software, mailing bugs, translating the project in different languages, correcting and improving the code.
<<lesscomisat Games Collection is FREE SOFTWARE, released under the terms of the GNU General Public License Version 2 as published by Free Software Fundation. You can help the development of comisat Games Collection testing the software, mailing bugs, translating the project in different languages, correcting and improving the code.
Download (7.9MB)
Added: 2006-10-12 License: GPL (GNU General Public License) Price:
1110 downloads
Games::Chess 0.003
Games::Chess Perl module represent chess positions and games. more>>
Games::Chess Perl module represent chess positions and games.
SYNOPSIS
use Games::Chess qw(:constants);
my $p = Games::Chess::Position->new;
$p->at(0,0,BLACK,ROOK);
$p->at(7,7,WHITE,ROOK);
print $p->to_text;
The Games::Chess package provides the class Games::Chess::Piece to represent chess pieces, and the class Games::Chess::Position to represent a position in a chess game. Objects can be instantiated from data in standard formats and exported to these formats.
NOTATION
See Games::Chess::PGN for full details of the notations.
SAN
Standard Algebraic Notation. The modern international notation for chess games. For example,
1. e4 e5
2. f4 exf4
3. Nf3 g5
FEN
Forsythe-Edwards Notation. A compact representation for chess positions. FEN specifies the piece placement, the active color, the castling availability, the en passant target square, the halfmove clock, and the fullmove number as six fields separated by spaces. For example, the opening position is described in FEN as follows:
rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1
PGN
Portable Game Notation. A notation for chess games, including the moves, commentary, variations, and metadata such as the players, the event, the round number, and the date of the match. For example,
[Event "F/S Return Match"]
[Site "Belgrade, Serbia JUG"]
[Date "1992.11.04"]
[Round "29"]
[White "Fischer, Robert J."]
[Black "Spassky, Boris V."]
[Result "1/2-1/2"]
1. e4 e5 2. Nf3 Nc6 3. Bb5 a6 4. Ba4 Nf6 5. O-O Be7 6. Re1
b5 7. Bb3 d6 8. c3 O-O 9. h3 Nb8 10. d4 Nbd7 11. c4 c6
12. cxb5 axb5 13. Nc3 Bb7 14. Bg5 b4 15. Nb1 h6 16. Bh4 c5
17. dxe5 Nxe4 18. Bxe7 Qxe7 19. exd6 Qf6 20. Nbd2 Nxd6
21. Nc4 Nxc4 22. Bxc4 Nb6 23. Ne5 Rae8 24. Bxf7+ Rxf7
25. Nxf7 Rxe1+ 26. Qxe1 Kxf7 27. Qe3 Qg5 28. Qxg5 hxg5
29. b3 Ke6 30. a3 Kd6 31. axb4 cxb4 32. Ra5 Nd5 33. f3 Bc8
34. Kf2 Bf5 35. Ra7 g6 36. Ra6+ Kc5 37. Ke1 Nf4 38. g3 Nxh3
39. Kd2 Kb5 40. Rd6 Kc5 41. Ra6 Nf2 42. g4 Bd3 43. Re6
1/2-1/2
EPD
Extended Position Description. An extensible notation based on FEN. Intended for data interchange between chess-playing programs and for the construction of opening databases. Not used by Games::Chess.
<<lessSYNOPSIS
use Games::Chess qw(:constants);
my $p = Games::Chess::Position->new;
$p->at(0,0,BLACK,ROOK);
$p->at(7,7,WHITE,ROOK);
print $p->to_text;
The Games::Chess package provides the class Games::Chess::Piece to represent chess pieces, and the class Games::Chess::Position to represent a position in a chess game. Objects can be instantiated from data in standard formats and exported to these formats.
NOTATION
See Games::Chess::PGN for full details of the notations.
SAN
Standard Algebraic Notation. The modern international notation for chess games. For example,
1. e4 e5
2. f4 exf4
3. Nf3 g5
FEN
Forsythe-Edwards Notation. A compact representation for chess positions. FEN specifies the piece placement, the active color, the castling availability, the en passant target square, the halfmove clock, and the fullmove number as six fields separated by spaces. For example, the opening position is described in FEN as follows:
rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1
PGN
Portable Game Notation. A notation for chess games, including the moves, commentary, variations, and metadata such as the players, the event, the round number, and the date of the match. For example,
[Event "F/S Return Match"]
[Site "Belgrade, Serbia JUG"]
[Date "1992.11.04"]
[Round "29"]
[White "Fischer, Robert J."]
[Black "Spassky, Boris V."]
[Result "1/2-1/2"]
1. e4 e5 2. Nf3 Nc6 3. Bb5 a6 4. Ba4 Nf6 5. O-O Be7 6. Re1
b5 7. Bb3 d6 8. c3 O-O 9. h3 Nb8 10. d4 Nbd7 11. c4 c6
12. cxb5 axb5 13. Nc3 Bb7 14. Bg5 b4 15. Nb1 h6 16. Bh4 c5
17. dxe5 Nxe4 18. Bxe7 Qxe7 19. exd6 Qf6 20. Nbd2 Nxd6
21. Nc4 Nxc4 22. Bxc4 Nb6 23. Ne5 Rae8 24. Bxf7+ Rxf7
25. Nxf7 Rxe1+ 26. Qxe1 Kxf7 27. Qe3 Qg5 28. Qxg5 hxg5
29. b3 Ke6 30. a3 Kd6 31. axb4 cxb4 32. Ra5 Nd5 33. f3 Bc8
34. Kf2 Bf5 35. Ra7 g6 36. Ra6+ Kc5 37. Ke1 Nf4 38. g3 Nxh3
39. Kd2 Kb5 40. Rd6 Kc5 41. Ra6 Nf2 42. g4 Bd3 43. Re6
1/2-1/2
EPD
Extended Position Description. An extensible notation based on FEN. Intended for data interchange between chess-playing programs and for the construction of opening databases. Not used by Games::Chess.
Download (0.048MB)
Added: 2007-07-24 License: Perl Artistic License Price:
827 downloads
Games::Go::Dg2TeX 4.026
Games::Go::Dg2TeX is a Perl extension to convert Games::Go::Diagrams to TeX. more>>
Games::Go::Dg2TeX is a Perl extension to convert Games::Go::Diagrams to TeX.
SYNOPSIS
use Games::Go::Dg2TeX
my $dg2tex = B convertDiagram($diagram);
A Games::Go::Dg2TeX object converts a Games::Go::Diagram object into TeX source code which can be used stand-alone, or it can be incorporated into larger TeX documents.
<<lessSYNOPSIS
use Games::Go::Dg2TeX
my $dg2tex = B convertDiagram($diagram);
A Games::Go::Dg2TeX object converts a Games::Go::Diagram object into TeX source code which can be used stand-alone, or it can be incorporated into larger TeX documents.
Download (0.43MB)
Added: 2006-08-08 License: Perl Artistic License Price:
1172 downloads
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.
<<lessCurrently 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.
Download (0.13MB)
Added: 2007-02-20 License: GPL (GNU General Public License) Price:
985 downloads
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.
<<lessSYNOPSIS
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.
Download (0.032MB)
Added: 2006-10-02 License: Perl Artistic License Price:
1124 downloads
Games::OpenGL::Font::2D 0.07
Games::OpenGL::Font::2D module can load/render 2D colored bitmap fonts via OpenGL. more>>
Games::OpenGL::Font::2D module can load/render 2D colored bitmap fonts via OpenGL.
SYNOPSIS
use Games::OpenGL::Font::2D;
my $font = Games::OpenGL::Font::2D->new(
file => font.bmp );
use SDL::App::FPS;
my $app = SDL::App::FPS->new( ... );
# dont forget to change these on resize events!
$font->screen_width( $app->width() );
$font->screen_height( $app->width() );
$font->pre_output(); # setup rendering for font
$font->color( [ 0,1,0] ); # yellow as array ref
$font->color( 1,0,0 ); # or red
$font->alpha( 0.8 ); # nearly opaque
# half-transparent, red
$font->output (100,100, Hello OpenGL!, [ 1,0,0], 0.5 );
# using the $fonts color and alpha
$font->output (100,200, Hello OpenGL! );
$font->transparent( 1 ); # render font background transparent
$font->spacing_y( 16 ); # render vertical (costly rebuild!)
$font->spacing_x( 0 ); # (costly rebuild!)
$font->output (100,200, Hello OpenGL! );
$font->post_output(); # if wanted, you can reset OpenGL
EXPORTS
Exports nothing on default. Can export on demand the following:
FONT_ALIGN_LEFT
FONT_ALIGN_RIGHT
FONT_ALIGN_CENTER
FONT_ALIGN_TOP
FONT_ALIGN_BOTTOM
<<lessSYNOPSIS
use Games::OpenGL::Font::2D;
my $font = Games::OpenGL::Font::2D->new(
file => font.bmp );
use SDL::App::FPS;
my $app = SDL::App::FPS->new( ... );
# dont forget to change these on resize events!
$font->screen_width( $app->width() );
$font->screen_height( $app->width() );
$font->pre_output(); # setup rendering for font
$font->color( [ 0,1,0] ); # yellow as array ref
$font->color( 1,0,0 ); # or red
$font->alpha( 0.8 ); # nearly opaque
# half-transparent, red
$font->output (100,100, Hello OpenGL!, [ 1,0,0], 0.5 );
# using the $fonts color and alpha
$font->output (100,200, Hello OpenGL! );
$font->transparent( 1 ); # render font background transparent
$font->spacing_y( 16 ); # render vertical (costly rebuild!)
$font->spacing_x( 0 ); # (costly rebuild!)
$font->output (100,200, Hello OpenGL! );
$font->post_output(); # if wanted, you can reset OpenGL
EXPORTS
Exports nothing on default. Can export on demand the following:
FONT_ALIGN_LEFT
FONT_ALIGN_RIGHT
FONT_ALIGN_CENTER
FONT_ALIGN_TOP
FONT_ALIGN_BOTTOM
Download (0.022MB)
Added: 2007-08-13 License: Perl Artistic License Price:
809 downloads
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.
<<lessSYNOPSIS
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:
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