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JWargames.jar 2024-09-28 11.3 MB
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	**********************
	*  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.
		

	
	
		
	
Source: README.txt, updated 2022-04-17