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Alexandre Moine committed Sep 9, 2017
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Expand Up @@ -15,38 +15,10 @@ dist/build/TheBlackCurse/TheBlackCurse maps/map1.txt maps/map1.rules [configfile
```

If you press the action key (e by default) near something that provides a dialogue, you will enter the dialogue, and need to escape it by pressing the escape key after.
### Config
You can load a config file by appending its name after the map and the map.rules.

#### KEYBOARD
On the KEYBOARD section, you can specify the following fileds:

* up
* down
* left
* right
* cUp
* cDown
* cLeft
* cRight
* action
* load
* save
* help
* quit
* view

with the following values:

* All characters
* Key{Up,Down,Left,Right}Arrow
* ESC

See config.txt for example

### Map file
Note first that only the first character of a string is diplayed. The rest is used for id in the rules file.
Here is the signification of the different symbols:
The first character of a string is the only one displayed diplayed. The rest is used for id in the rules file.
Here is the signification of the different symbols in the example. Feel free to improvise!

* . is a blank cell
* \* is a tree
Expand All @@ -58,6 +30,7 @@ Here is the signification of the different symbols:
* ~ is water

### Rules file
A rules file is a classic config file with some basic parameter. If these are not set correctly, the game may not run.
#### GAME section
On the [GAME] section, you can specify some attributes:

Expand All @@ -72,7 +45,7 @@ You can assign to each id (so to each string on the map file) some options. The
[id]
someoption=sometext

Monster attributes (hp, dammage, activated, name) and tosay are subject to heritage. If the value is not set, the game will search for it in id that are prefix of the current. Example: if you have many zombies, you can specify all their attributes in [Z], and the program will run.
Monster attributes (hp, dammage, monster, name) and tosay are subject to heritage. If the value is not set, the game will search for it in id that are prefix of the current. Example: if you have many zombies, you can specify all their attributes in [Z], and the program will run.

Options avaible are:
* tosay: Displayed when the character go through or interract with the object
Expand All @@ -86,3 +59,35 @@ where action1 and action2 are option in the same section of the config file and
* hp: Health points of the object.
* name: name of the object
* monster: If an object has this attribute, and the dialogue is ended (lastoption set to END) or if there is no dialogue at all, the player can combat the object. MONSTERS MUST HAVE DIFFERENT IDs

#### Player
[PLAYER] is just a an id for the player, and it behave like a monster (you can specify hp, dammage...).

### Config file
You can load a config file by appending its name after the map and the map.rules.

#### KEYBOARD
On the KEYBOARD section, you can specify the following fileds:

* up
* down
* left
* right
* cUp
* cDown
* cLeft
* cRight
* action
* load
* save
* help
* quit
* view

with the following values:

* All characters
* Key{Up,Down,Left,Right}Arrow
* ESC

See config.txt for example

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