flying


     NAME
          flying - pool/snooker/carrom/hockey/curling simulator

     SYNOPSIS
          flying [-options ...]

     DESCRIPTION
          flying was actually meant to be a test program to implement
          some classes to control flying objects on the screen. After
          the classes were implemented there was the need of some real
          tests and a game of billard was just the first idea. By now,
          many subgame-classes are already more or less completely
          defined. They can either be selected by the options or by
          making a link to the original with a special name.
          Unfortunately having so many subclasses means that the
          classes themselves can't be too complicated. (There's just
          too less time in the world :( ) Therefore the games don't
          have any rules yet. This means you have to play fair and
          watch your opponent.

          Anyway, the main thing was animation and controlling and
          that works fine, especially with the -deluxe version of
          pool-billard. Since the main intention was to get an
          excellent billard game, I will mainly describe the pool-
          version in the following pages. The other subgames are
          similar to control (and there are no special rules anyway).


     STATUS
          The flying package contains many subgames, that are more or
          less in an experimental stage. Here is a tiny summary of
          version 6


        Pool, Snooker, Cannon
          As already mentioned above, pool is the most comprehensive
          subgame, especially due to the deluxe version. It is very
          playable even though spin is not implemented. Rules will
          have to be added in later revision.

        Carrom
          Very similar to pool, just with another background (and more
          friction)

        Hockey
          experimental air-hockey implementation (see option -in2 to
          set the display for the input-pointer for the second
          player), which is worth looking at because of the
          unconventional control mechanism. The players have to select
          one of the big discs before they can play.

        Curling
          experimental curling implementation, which is even more
          worth to look at because of the control: Hold the left
          button to take one curl.  Move it in the right direction and
          let it go...


     CONTROLS
          The pointer (or pointers) run fully simultaenously and are
          like the hand of the players. At every time it's possible to
          pick one of the objects to select it as the cue-object (It
          should better be the cueball, if you don't want to lose some
          friends). After you have aimed in the desired direction
          there are 2 ways to play the ball:

          easy:     Press and hold down the left button to increase
                    the strength of your shot.  Release the button to
                    shoot. There is a maximum power! If you hold down
                    the button too long, you will just make a very
                    poor shot as a penalty.

          tricky:   You might notice on that the queue stays on the
                    table for a moment. This is a problem, if you are
                    very close to the cushion. Then, the cueball might
                    hits the queue again. Therefor you can
                    alternatively gather power by pressing the right
                    pointer button and shot by simultaenously pressing
                    the left button. When you release the left button
                    after the shot, the queue is removed from the
                    table and you can therefore remove it earlier.

          After shooting, you can only wait and see what will happen.
          By the way, there actually are some tiny rules implemented.
          The billard classes know, that cueballs shouldn't stay in
          the pocket after a shot. When they are back on the table,
          you can roll them to the position you like by using the
          right pointer button.

          By the way, if you picked the wrong ball as the cue-object,
          you can get rid of it by just clicking the right button
          once.

        Summary
          left    select cueball
                  introduce easy shot
                  pick ball from pocket

          right   deselect cueball
                  introduce tricky shot
                  move ball

        Additional Key-Controls
          Q       quit game
          R       reset game

     OPTIONS
        X11
          -size n window size

          -root   full screen (the default)

          -display name
                  the output-display (default is contents of $DISPLAY)

          -in1 name
                  name of the main display for input (default is: same
                  as the output display)

          -in2 name
                  name of a second input display. If given, a second
                  pointer object will be installed in the program and
                  can be controlled by the pointer of the given
                  display. (The pointer will get invisible on that
                  display as it is grabbed anything)

                  As for every display connection, you have to make
                  sure that all displays are accessible from your
                  host. (by using xhost ...)

          -sound  a subprocess is started, which gives some clicks
                  when balls hit together, but the smooth motion gets
                  distorted in that way, at least on my workstation.

        ADDITIONAL
          -nohints
                  the hinting arrows are not drawn (for the experts)

          -deluxe a special version of the pool with animated balls by
                  using hundreds of precalculated pixmaps. The
                  construction of the pixmaps at game start is very
                  time consuming. Therefore the computed pixmaps are
                  cached in files fly*-*.dta in a special data-
                  directory for reusability.

          -ft n   sets the size of the table in pool-billard to n
                  foot. The value should be in a range of 6 to 9 feet.
                  If not given, the size is selected randomly, except
                  in the deluxe-version, where it default to 8 feet.
                  This was done because every size would need other
                  pixmaps for the balls.

          -red -green -blue
                  select color of the billard table. If not given, a
                  random table is selected.

        DEBUG
          -time s stop process after s seconds

          -demo   demonstration (without pockets). By the way, there
                  are some tiny meters on the bottom of the screen
                  (when using the full screen), which have the
                  following meanings:

                  rate:   shows the number of cycles per second. A
                          cycle means the loop for doing collision
                          detection and recomputing the corrent
                          position of all objects.

                  moves:  show the number of ball moves, that were
                          neccessary in one seconds. If all objects
                          are moving, this would be <object number> x
                          <rate>

                  offset: if shown, it tells you, how much the real
                          time has gone ahead of the current internal
                          calculation time. It should never light up
                          during the game, except probably at the
                          first shot into the triangle.

          -maxspeed
                  the collision calculation is done only in those
                  moments, when a collision takes place. In the
                  intermediate time, only the motion graphics are
                  updated as fast as possible. The switch disables
                  that intermediate calculation to get measures for
                  the speed of the collision calculation.  (Good
                  combinations to check the speed of your machine
                  would be: -demo -maxspeed -time 10)

          -presets
                  shows the current internal values of static
                  variables on stdout.  The values can be dynamically
                  altered by setting them in the file presets.txt with
                  the same syntax as in this output.

          There are many additional debugging options, when the
          executable was compiled for debugging. They are shown when
          no argument or -h is given at the commandline. You can try
          flying -pool -deluxe Intro (if you're lucky) to see the some
          information about the pixmap-usage.

     FILES
          presets.txt   file to overwrite internal static values

          fly*-*.dta    files containing the pixmaps for the ball
                        animation in deluxe-pool.  They are created
                        automatically when they are missing.

     SEE ALSO
          X(1), xhost(1)

     BUGS
          As I told, this is a very uncompleted version without any
          rules, but you can perfectly play billard, so why worrying
          ...

          The friction is not exactly integrated in the computations,
          since that would have cost too much performance. Instead the
          objects move without friction for a given amount of time.
          Then their speed is re-adjusted. When the granularity gets
          smaller, the friction gets more exact. But that works
          against a caching-mechanism and therefore would extremely
          increase computation time, if many objects are on the table.

          Spin is not implemented

          There seem to problems, when moving objects directly with
          the pointer (like in hockey or curling or with the right
          button in billard) when the host is not fast enough. At
          least I can not use it on my 386.

          There are some minor problems when drawing static parts of
          the screen.  Sometimes they are misplaced for 1 pixel, e.g.
          there is a one pixel gap below the line representing the
          pocket

          The program constantly produces a load of one and grabs the
          pointer, since it was not meant to run it simulaenously with
          other programs.

          There is a problem in the start-shot of carrom. Due to the
          weight of the striker, the other stones might get pushed so
          close together, that the collision detection will fail and
          objects will overlap (or the algorithm gets stuck in a loop,
          only to be escaped by entering 'q'). Sorry for that.


     COPYRIGHT
          Copyright 93-95, Helmut Hoenig, Mettmann/Bad Camberg

          email (for any comments):
                  Helmut.Hoenig@hub.de

          smail (for gifts):
                  Helmut Hoenig
                  Hopfenstrasse 8a
                  65520 Bad Camberg
                  GERMANY

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          Permission to use, copy, modify, and distribute this
          software for any purpose and without fee is hereby granted,
          provided that the above copyright notice appear in all
          copies.