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0001 <?xml version="1.0" ?>
0002 <!DOCTYPE book PUBLIC "-//KDE//DTD DocBook XML V4.5-Based Variant V1.1//EN" "dtd/kdedbx45.dtd" [
0003  <!ENTITY blinken "<application>Blinken</application>">
0004  <!ENTITY % addindex "IGNORE">
0005  <!ENTITY % English "INCLUDE"><!-- change language only here -->
0006 ]>
0007 <!--
0008 SPDX-FileCopyrightText: 2005 Danny Allen <danny@dannyallen.co.uk>
0009 SPDX-License-Identifier: GFDL-1.2-only
0010 -->
0011 
0012 <book id="blinken" lang="&language;">
0013 
0014 <bookinfo>
0015 <title>The &blinken; Handbook</title>
0016 
0017 <authorgroup>
0018 <author>&Danny.Allen; &Danny.Allen.mail;</author>
0019 <!-- TRANS:ROLES_OF_TRANSLATORS -->
0020 </authorgroup>
0021 
0022 <copyright>
0023 <year>2005</year>
0024 <holder>&Danny.Allen;</holder>
0025 </copyright>
0026 
0027 <legalnotice>&FDLNotice;</legalnotice>
0028 
0029 <date>2020-12-10</date>
0030 <releaseinfo>Applications 20.12.0</releaseinfo>
0031 
0032 <abstract>
0033 <para>
0034 &blinken; brings a retro electronic memory game from the 1970's to &kde;.
0035 </para>
0036 </abstract>
0037 
0038 <keywordset>
0039 <keyword>KDE</keyword>
0040 <keyword>kdeedu</keyword>
0041 <keyword>Blinken</keyword>
0042 <keyword>game</keyword>
0043 <keyword>child</keyword>
0044 <keyword>electronic</keyword>
0045 <keyword>retro</keyword>
0046 </keywordset>
0047 
0048 </bookinfo>
0049 
0050 
0051 <chapter id="introduction">
0052 <title>Introduction</title>
0053 
0054 <para>
0055 &blinken; is based on an electronic game released in 1978, which challenges players to remember sequences of increasing length. On the face of the device, there are 4 different color buttons, each one with their own distinctive sound. These buttons light up randomly, creating the sequence that the player must then recall. If the player is successful in remembering the sequence of lights in the correct order, they advance to the next stage, where an identical sequence with one extra step is presented. If they are incorrect, the game is lost, and the player must start again from the beginning.
0056 
0057 The goal is to get a high score - each step in the sequence is worth one point, so correct entry of a sequence of 8 lights is worth 8 points on the high score table.
0058 </para>
0059 
0060 </chapter>
0061 
0062 
0063 <chapter id="using-blinken">
0064 <title>Using &blinken;</title>
0065 
0066 <para>
0067 Here is the screen that is presented on startup of &blinken;, showing the general interface to the application. Most of the screen is taken up by the <interface>device</interface>, with the <interface>4 colored buttons</interface>, with the device controls (<interface>score counter</interface>, <guibutton>Start</guibutton> button, &etc;) in the center of the screen. The current status of the application is displayed on the <interface>piece of paper</interface> under the device. In the corners of the application, there are 3 buttons:
0068 </para>
0069 
0070 <screenshot>
0071 <screeninfo>Here is the screen that is presented on startup of &blinken;</screeninfo>
0072 <mediaobject>
0073 <imageobject>
0074 <imagedata fileref="blinken1.png" format="PNG"/>
0075 </imageobject>
0076 <textobject>
0077 <phrase>Here is the screen that is presented on startup of &blinken;</phrase>
0078 </textobject>
0079 </mediaobject>
0080 </screenshot>
0081 
0082 <para>
0083 The <guibutton>Highscores</guibutton> button <action>opens a dialog that displays the <guilabel>Highscores</guilabel> table</action> for each of the 3 difficulty levels (the <guilabel>Highscores</guilabel> table can also be accessed by <action>clicking on the <interface>score counter</interface>)</action>:
0084 </para>
0085 
0086 <screenshot>
0087 <screeninfo><guibutton>Highscores</guibutton> button</screeninfo>
0088 <mediaobject>
0089 <imageobject>
0090 <imagedata fileref="blinken_highscoresbutton.png" format="PNG"/>
0091 </imageobject>
0092 <textobject>
0093 <phrase><guibutton>Highscores</guibutton> button</phrase>
0094 </textobject>
0095 </mediaobject>
0096 </screenshot>
0097 
0098 <para>
0099 The <guibutton>Quit</guibutton> button <action>closes the application</action>:
0100 </para>
0101 
0102 <screenshot>
0103 <screeninfo><guibutton>Quit</guibutton> button</screeninfo>
0104 <mediaobject>
0105 <imageobject>
0106 <imagedata fileref="blinken_quitbutton.png" format="PNG"/>
0107 </imageobject>
0108 <textobject>
0109 <phrase><guibutton>Quit</guibutton> button</phrase>
0110 </textobject>
0111 </mediaobject>
0112 </screenshot>
0113 
0114 <para>
0115 The <guibutton>Help</guibutton> button is special, in that it <action>reveals 4 sub-buttons</action>. These buttons are shown when the <guibutton>Help</guibutton> button is <action>hovered over</action>, and provide access to the <guilabel>&blinken; Handbook</guilabel> (this document), <guilabel>Show/Hide Settings</guilabel>, and the <guilabel>About &blinken;</guilabel> and <guilabel>About &kde;</guilabel> dialogs:
0116 </para>
0117 
0118 <screenshot>
0119 <screeninfo><guibutton>Help</guibutton> button</screeninfo>
0120 <mediaobject>
0121 <imageobject>
0122 <imagedata fileref="blinken_helpbutton.png" format="PNG"/>
0123 </imageobject>
0124 <textobject>
0125 <phrase><guibutton>Help</guibutton> button</phrase>
0126 </textobject>
0127 </mediaobject>
0128 </screenshot>
0129 
0130 <para>
0131 To become familiar with the workings of the game, you can interact with the <interface>colored buttons</interface> whilst on the main screen. The buttons will illuminate and produce a tone upon being pressed.
0132 </para>
0133 
0134 <sect1 id="starting-game">
0135 <title>Starting a Game</title>
0136 
0137 <para>
0138 Once you are familiar with the workings of the application, a game can be started by pressing the <guibutton>Start</guibutton> button in the center of the screen. This <quote>powers on</quote> the device, as shown by the illuminated <interface>score counter</interface>. You can then <action>choose the difficulty level</action> that you want to attempt:
0139  </para>
0140 
0141 <screenshot>
0142 <screeninfo>Select difficulty level</screeninfo>
0143 <mediaobject>
0144 <imageobject>
0145 <imagedata fileref="blinken2.png" format="PNG"/>
0146 </imageobject>
0147 <textobject>
0148 <phrase>Select difficulty level</phrase>
0149 </textobject>
0150 </mediaobject>
0151 </screenshot>
0152 
0153 <para>
0154 There are 3 levels in &blinken;:
0155 </para>
0156 
0157 <itemizedlist>
0158 <listitem>
0159 <para>
0160 Level 1 is the easiest level, as it provides the longest time break between each sequence playback.
0161 </para>
0162 </listitem>
0163 <listitem>
0164 <para>
0165 Level 2 is the intermediate level. It is identical to the previous level, but has a smaller time break between each sequence playback.
0166 </para>
0167 </listitem>
0168 <listitem>
0169 <para>
0170 Level ? is the most difficult level of &blinken;. It takes the timings from Level 2, but each sequence is totally random, rather than following on from the previous sequence, as in the standard game type.
0171 </para>
0172 </listitem>
0173 </itemizedlist>
0174 
0175 </sect1>
0176 
0177 <sect1 id="enter-highscore">
0178 <title>Entering a New Highscore</title>
0179 
0180 <para>
0181 If you are lucky enough to get a highscore, it will be entered into the <guilabel>Highscores</guilabel> table. A dialog will ask for a name to associate with your score in the table:
0182 </para>
0183 
0184 <screenshot>
0185 <screeninfo>Highscore nickname prompt dialog</screeninfo>
0186 <mediaobject>
0187 <imageobject>
0188 <imagedata fileref="blinken_nickprompt.png" format="PNG"/>
0189 </imageobject>
0190 <textobject>
0191 <phrase>Highscore nickname prompt dialog</phrase>
0192 </textobject>
0193 </mediaobject>
0194 </screenshot>
0195 
0196 <para>
0197 Only 5 scores are kept for each level, so try not to be disappointed if you don't make it!
0198 </para>
0199 
0200 </sect1>
0201 
0202 
0203 <sect1 id="playing-tips">
0204 <title>Playing Tips</title>
0205 <para>
0206 &blinken; is the ultimate memory game, though you need not possess the ultimate memory to be successful. These tips will help you in your pursuit of the best score:
0207 </para>
0208 
0209 <itemizedlist>
0210 <listitem>
0211 <para>
0212 If you have PC speakers, turn them on with the sound at a good level so that you can hear the tones alongside seeing the flashing lights.
0213 </para>
0214 </listitem>
0215 <listitem>
0216 <para>
0217 Experiment with both the mouse and <link
0218 linkend="accessibility">keyboard</link> interaction methods, to see which one suites your memory best.
0219 </para>
0220 </listitem>
0221 <listitem>
0222 <para>
0223 Try remembering the sequence as a list of colors.
0224 </para>
0225 </listitem>
0226 <listitem>
0227 <para>
0228 Try remembering the sequence as positions on the screen.
0229 </para>
0230 </listitem>
0231 </itemizedlist>
0232 
0233 </sect1>
0234 </chapter>
0235 
0236 
0237 <chapter id="accessibility">
0238 <title>Accessibility Options</title>
0239 
0240 <para>
0241 To allow &blinken; to be more easily enjoyed by certain users, there are several accessibility options built into &blinken;.
0242 </para>
0243 <para>
0244 To view and modify the accessibility options of &blinken;, press the &Ctrl; key (whilst a game is not in progress):
0245 </para>
0246 
0247 <screenshot>
0248 <screeninfo>&blinken; access keys</screeninfo>
0249 <mediaobject>
0250 <imageobject>
0251 <imagedata fileref="blinken_accesskeys.png" format="PNG"/>
0252 </imageobject>
0253 <textobject>
0254 <phrase>&blinken; access keys</phrase>
0255 </textobject>
0256 </mediaobject>
0257 </screenshot>
0258 
0259 <para>
0260 To return to the game screen, press the &Ctrl; key again.
0261 </para>
0262 
0263 <para>
0264 Alongside use of the mouse, &blinken; also allows the user to operate the game using the keyboard.
0265 </para>
0266 
0267 <para>
0268 The keys are <keycap>1</keycap>, <keycap>2</keycap>, <keycap>3</keycap>, <keycap>4</keycap> by default.
0269 </para>
0270 
0271 <para>
0272 To change the mapping of any button, click it using the mouse. It will then be highlighted, waiting for input. Press the desired key on the keyboard to change the currently assigned key.
0273 </para>
0274 
0275 <para>
0276 There are other options available in the middle of the window: <interface>Sounds</interface> and <interface>Font</interface>.
0277 </para>
0278 
0279 <itemizedlist>
0280 <listitem>
0281 <para>
0282 By unchecking the <interface>Sounds</interface> checkbox, the &blinken; sound effects will be suppressed.
0283 </para>
0284 </listitem>
0285 <listitem>
0286 <para>
0287 By unchecking the <interface>Font</interface> checkbox, a standard font will be used for status text instead of the default handwriting font.
0288 </para>
0289 </listitem>
0290 </itemizedlist>
0291 
0292 </chapter>
0293 
0294 
0295 <chapter id="credits">
0296 <title>Credits and License</title>
0297 
0298 <para>
0299 &blinken;
0300 </para>
0301 <para>
0302 Program copyright 2005 Albert Astals Cid &Albert.Astals.Cid.mail; and &Danny.Allen; &Danny.Allen.mail;
0303 </para>
0304 <para>
0305 Contributors:
0306 </para>
0307 <itemizedlist>
0308 <listitem>
0309 <para>"Steve" font: Steve Jordi
0310 <email>steve@sjordi.com</email>
0311 </para>
0312 </listitem>
0313 </itemizedlist>
0314 
0315 <para>
0316 Documentation copyright 2005 &Danny.Allen; &Danny.Allen.mail;
0317 </para>
0318 
0319 <!-- TRANS:CREDIT_FOR_TRANSLATORS -->
0320 
0321 &underFDL;
0322 &underGPL;
0323 
0324 </chapter>
0325 
0326 &documentation.index;
0327 </book>
0328 <!--
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