SDLROIDS(6) Games SDLROIDS(6)NAME
SDLRoids - an enhanced shoot-the-asteroids game for X
SYNOPSISsdlroids [options]
DESCRIPTION
SDLRoids is essentially an Asteroids clone, but with a few extra fea‐
tures, and some nice game physics.
You can run in either windowed mode (default) or in fullscreen mode.
You can (usually) switch between them during play by pressing Alt-
Enter.
The play area (apart from the score/lives/etc. display) is a square,
centred playing area, as the original Hyperoid did. This is a feature,
not a bug. :-)
OPTIONS-f, --fullscreen
Start in fullscreen mode.
-g, --geometry WxH
Open a window W pixels wide and H pixels high instead of the
default 480x480.
-b, --benchmark FRAMES
Run in benchmark mode. Display FRAMES frames without delay and
quit, printing the resulting FPS.
-s, --nosound
Don't initialize the sound.
-l, --list-joysticks
List all available joysticks and exit.
-n, --joynr NR
The index of the joystick to use. All found joysticks should be
listed when SDLRoids starts.
-j, --joystick PATH
Use the specified device as the primary joystick. If the path is
correct, this joystick will become number zero.
-0, --fire NUM
The number of the joystick button to use for firing the main
guns. Default = 0.
-1, --shields NUM
The number of the joystick button to use to turn on the shields.
Default = 1.
-2, --bomb NUM
The number of the joystick button to use for detonating smart‐
bombs. Default = 2.
-h, --help
Print usage information and exit.
-v, --version
Print version number and exit.
ENVIRONMENT
These are the environment variables you can set to change the behavior
of SDLRoids.
SRDATADIR
SDLRoids looks for datafiles in the same directory as the
binary, the current directory and the compiled in path. You can
override the location using this environment variable.
SDL_JOYSTICK_DEVICE
The joystick device to use as your main joystick. This environ‐
ment variable is overridden by the --joystick argument.
GAMEPLAY
The object of the game is intuitive - shoot everything that movies,
except the stars (which are powerups or other good stuff).
You have 3 lives, unlimited fuel and firepower, 150 shield energy and 3
smartbombs. Your ship gets darker when you lose a life, but you keep on
playing (unless you hit an asteroid). You get an extra life every
100,000 points. When you lose the game, you start over immediately at
level 1 (there is no waiting around between games). Alternatively, you
can press F1 to get a new game starting on level 1.
In addition to the asteroids and yourself, there are four other things
you'll encounter in the game:
Hunters
The `UFO' equivalent. Can take one or more hits, the colour
gives you a hint how many - they start off light cyan, but if
they initially needed two or more hits, they'll turn dark cyan
when they only need one more hit.
Spinners
These spinning kamikaze baddies chase you and try to crash into
you. The colour indicates how many hits are left before you
destroy it - 1=dark purple, 2=cyan, 3=dark cyan, 4=yellow,
5=dark yellow, 6=blue, 7=dark blue, 8=green, 9=dark green. And
if you get far enough into the game, they can take more hits
than even that. :-) When they crash into you, the number of
hits left is how many hits they take out on your ship - if a
dark cyan one hits you, that's three lives gone. So for yellow
or worse, which can be hard to hit enough, using a bomb to get
them is often the best/safest bet. (Shields are worth a try in
emergencies, but it's hard to time it right.)
Swarmers
These green squares are basically inert, but recursively split
up several times unless you catch them early (before they've
`swarmed' much).
Bonuses
Spinning stars which chase you like Spinners (be careful not to
confuse the two) and give you a bonus when they hit you. They
are always in `light' colours, and the colour indicates the type
- red=score (the amount depends on which level you're on),
green=extra shield, blue=extra bomb, yellow=extra life. The
bonus type works its way backwards through that list over time,
so (most notably) extra life bonuses have to be caught as
quickly as possible to avoid merely getting a bomb.
KEYS
The following keys control your ship:
Cursor Left/Right
Spin your ship to the left or right. Self explanatory, really.
:)
Cursor Up/Down
Forward or reverse thrust. Since this is a game that takes place
in space, you only use the thrust to change speed / direction.
If you don't use the thrust, you'll continue gliding in the same
direction even if you steer.
Space Fire your main guns (you can, and should, hold this one down -
the wonder of autofire). You can get double or triple powerups
as well as a powerup that increase the range of your guns.
Tab Turn on your shields while pressed down. When your shields are
on, you can't be hurt but enemy craft will be. You have limited
shield power, so make sure to keep a look on the shield counter.
s Detonate a smartbomb. This will kill all enemies ships (i.e
everything xcluding asteroids and bonuses).
Other keys:
Esc Exit the game.
Pause Key
Pause / unpause the game.
F1 Quit your current game and start new game from level 1.
Alt-Enter
Toggle between fullscreen and windowed mode (if supported).
Ctrl-z Iconfify and pause the game.
Ctrl-g When running in windowed mode, this grabs/releases the mouse and
keyboard focus and hides/shows the mouse pointer. It has no
effect in fullscreen mode.
JOYSTICK CONTROL
Since version 1.3.3 you can also play with a joystick or gamepad
(if supported by your computer). You can use both analog and
digital joysticks / gamepads. When using an analog controller
there is a small deadzone. These are the default bindings (but‐
tons can be remapped with command line options):
X-Axis Turn your ship left or right.
Y-Axis Forward or reverse thrust.
Button 1
Fire main guns.
Button 2
Activate shields.
Button 3
Detonate a smartbomb.
BUGS
Bonuses currently only come in one color. This is a bug and it will be
fixed eventually.
The sound is only 8-bit 8kHz mono.
AUTHORS
Edward Hutchins wrote the original Hyperoid, for Windows 3.x.
Russell Marks (russell.marks@ntlworld.com) ported it to Unix/Linux and
added sound, and wrote this man page (partly based on the original ver‐
sion's help dialog, but mostly based on game experience and RTFS :-)).
David Hedbor (david@hedbor.org) ported the game to SDL (both for graph‐
ics and sound) and has since added lots of features. See the ChangeLog
for details.
Version 1.3.4 March 27th, 2001 SDLROIDS(6)