| Name | Modified | Size | Downloads / Week |
|---|---|---|---|
| Parent folder | |||
| JWargames.jar | 2024-11-29 | 11.4 MB | |
| release.txt | 2024-11-29 | 7.2 kB |
|
| README.txt | 2022-04-17 | 6.4 kB |
|
| Totals: 3 Items | 11.4 MB | 1 | |
********************** * READ ME JWARGAMES VERSION 1.0.7 * * by Piazza Francesco Giovanni * ********************** Java version:1.7.0_02 Edited using Eclipse Platform Version 3.7.0 Used Gimp as drawing software. * * to launch from command line extract the lib directory from the jar * in the same directory and write : * java -Xms128m -Xmx1024m -classpath JWargames.jar com.loader.JWarGamesLoader * * * To launch the Marine landscape editor, extract the lib directory from the jar * in the same directory and write : * java -Xms128m -Xmx1024m -classpath JWargames.jar com.fighter.editor.FigherLandscapeEditor * * * To launch the Fighter landscape editor, extract the lib directory from the jar * in the same directory and write : * java -Xms128m -Xmx1024m -classpath JWargames.jar com.marine.editor.MarineLandscapeEditor * * To launch the Hexagonal landscape editor, extract the lib directory from the jar * in the same directory and write : * java -Xms128m -Xmx1024m -classpath JWargames.jar com.landscape.editor.HexLandscapeEditor * **** FIGHTER KEYS Arrows Key LEFT, RIGHT to change pith angle Arrows Key UP, DOWN to change throttle Space bar to shoot B to Drop bomb For each level there's the optional background file: fighter_background_<LANDCSAPE_NUM>.png And there'an optional associated data file: fighter_landscape_<LANSDCAPE_NUM> Object image file name: object_<OBJECT_INDEX>.png -Object file format: O=<OBJECT_INDEX> <Y> <Z> O=... - Path file format: NX=<NUMBER OF POINTS> P=x y z R_G_B ... P=... Color components: R,G,B= [0,255] ***** FLYER KEYS Arrows UP,DOWN to change pitch angle ArroWs LEFT-RIGHT to move A S to change throttle Space bar to shoot B to Drop bomb For each level there's an optional associated data file: tank_landscape_<LANSDCAPE_NUM> -Object image file name: object_<OBJECT_INDEX>.png -Object file format: O=<OBJECT_INDEX> <Y> <Z> O=... - Path file format: NX=<NUMBER OF POINTS> P=x y z R_G_B ... P=... Color components: R,G,B= [0,255] ***** FIGHTER 3D KEYS Arrows UP,DOWN to change pitch angle ArroWs LEFT-RIGHT to move A S to change throttle *** STAR BATTLES Change direction with arrows keys Control Star-ship torque with keys: A = -1 S = +1 X = 0 Pause: P key ***** GUNNER KEYS Arrows Key to move the gun Space bar to shoot Press C,X to change the Fighter Pause: P key ***** MARINE KEYS Arrows Key to move C to kick V to Punch SPACE BAR = Jump Level background: 1 = The Dead Zone 2 = Ghost City 3 = Nam Jungle 4 = The Holy Desert 5 = The Ice Trap 6 = The Haunted Castle 7 = The Enemy Base 8 = The Death's Beach 9 = The Deep Forest 10 = The Last Train 11 = The Rocky Mountains 12 = The Forsaken Convent 13 = The Fisherman's Bay 14 = The Fields 15 = Inferno 16 = Moon 17 = Mars For each level there's the background file: background_<LANSDCAPE_NUM>.png And there'an optional associated data file: marine_landscape_<LANSDCAPE_NUM> You can define in it the Enemy Rag Doll Colors - Path file format: NX=<NUMBER OF POINTS> P=x y z R_G_B ... P=... -Object file format: O=<OBJECT_INDEX> <Y> <Z> O=... OBJECT_INDEX= 0,1,... Object image file name: object_<OBJECT_INDEX>.png Available Objects: 0= Create 1= Radioactive barrel 2= Oil barrel 3= Medikit Marine scale: 180 cm = 88 px ***** TANK KEYS Arrows Keys to move A,S key to rotate the Turret Space bar to shoot For each level there's an optional associated data file: tank_landscape_<LANSDCAPE_NUM> -Object image file name: object_<OBJECT_INDEX>.png -Object file format: O=<OBJECT_INDEX> <Y> <Z> O=... - Path file format: NX=<NUMBER OF POINTS> P=x y z R_G_B ... P=... Color components: R,G,B= [0,255] **** WARSHIP KEY Z = Hoist sails X = Lower sails C = Row A = Fire left S = Fire right LEFT ARROW KEY = Steer left RIGHT ARROW KEY = Steer right *** HEX LANDSCAPE EDITOR Arrows Keys to move F1,F2 Zoom-In/Out **** ENIGMA Press ESC to exit the program Encoded messages file: /lib/enigma/enigma_messages.txt Message format: first letters: machine settings separator: | encoded message Congratulations file: /lib/enigma/enigma_congratulations.txt **** CIVIL WAR 1861 To move a unit select it with the mouse left button, its border becomes white. Then select the destination pressing the mouse left button at the chosen point. Fire is automatic, you can hold it selecting the unit and pressing the button hold/fire in then lower panel with the unit data. You can also click on the units panel at the bottom to select the units. Put the mouse near the borders to move through the battlefield, or use the arrows keys or wasd sequence, or the mouse wheel. Press Esc to exit the program. Icons: Infantry: crossed guns Cavalry: Artillery: -----FIELD EDITOR The file used by the program to load the landscape is: lib/civilwar/landscape.default the background image of the battlefield is the file: lib/civilwar/background.jpg you must have the following code in landscape.default to load the background: <background> lib\civilwar\background.jpg </background> Press F1,F2 to zoom, arrows key to move the plane. A - add object O - change object D - delete objects L - deselect all objects U - change multiple selection for objects Add objects also by clicking with the right mouse button. ---OBJECTS FEATURES INFANTRY UNIT: HEALTHY_MEN=100; MAX_SPEED=10; SHOTS_PER_MAN=1; SHOTS_PER_CARTRIDGE=10; CARTRIDGE_PER_MAN=10; AMMO=SHOTS_PER_MAN*HEALTHY_MEN*CARTRIDGE_PER_MAN*SHOTS_PER_CARTRIDGE; FIRE_FORCE=10; FIRE_RANGE=300; LOADING_TIME=5; SHOTS: MAX_SPEED=20 UNITS SHOTS AND DAMAGE PRODUCED: shots=SHOTS_PER_MAN*HEALTHY_MEN; damage=shots*FIRE_FORCE*FIRE_RANGE/(distance+FIRE_RANGE) where distance is the path run by the shot.