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0001 THEMES IN KGOLDRUNNER
0002 
0003 For each pictorial theme in KGoldrunner there is a "*.desktop" file in the area
0004 kdegames/kgoldrunner/themes in the KDE SVN source-code repository, or in the
0005 area $HOME/.kde/share/apps/kgoldrunner/themes, the user's local data area.  If
0006 two *.desktop files have the same name, the one in the local area takes
0007 precedence.
0008 
0009 Files in the SVN area are released and installed with KGoldrunner.  Files in
0010 the local area can be used for development and testing of themes or for holding
0011 downloaded and copied themes, whatever the method of transfer or copying.  One
0012 of the theme files is called "default.desktop".  That theme is used whenever
0013 the game runs for the first time for a particular user.  On subsequent
0014 occasions the last-used theme is loaded.
0015 
0016 Each *.desktop file must start with the "group" line, which says
0017 [KDEGameTheme].  There must also be a line which gives the name of the theme
0018 (e.g. Name=Foo Bar).  That line gets picked up and translated into various
0019 languages.  Some other standard (but optional) lines are 
0020 Description=...,
0021 Author=..., 
0022 AuthorEmail=...  and 
0023 VersionFormat=...
0024 
0025 SVG THEMES
0026 
0027 SVG themes are the standard for KGoldrunner 3+ (KDE 4+).  The *.desktop file
0028 must contain a Set=xxxx line and an Actors=yyyy line, that contain the
0029 filenames in which to find the SVG graphics for the tiles and background (the
0030 set) and the runners (the actors).  The filenames must end in .svg or .svgz and
0031 the file must be in or relative to the same folder as the *.desktop file.  By
0032 convention, the files are always in a sub-folder named after the theme.
0033 Example, theme-file "default.desktop":
0034 
0035     [KDEGameTheme]
0036     Name=KGoldRunner Default
0037     Name[el]=Προκαθορισμένο KGoldrunner
0038     Name[es]=KGoldRunner predeterminado
0039     Description=A light and clean theme for KDE4
0040     Description[el]=Ένα απλό και ελαφρύ θέμα για το KDE4
0041     Description[es]=Un tema luminoso y limpio para KDE4
0042     Author=Mauricio Piacentini
0043     Set=default/set.svg
0044     Actors=default/actors.svg
0045     DrawCanvasBorder=1
0046     BorderColor=#2C89A0
0047     TextColor=#FFFFFF
0048 
0049 Note that Name and Description have been translated.  DrawCanvasBorder=1 says
0050 that a border is required around this theme, rather than the default behavior
0051 of letting the background fill the canvas (see below).  BorderColor and
0052 TextColor supply hex color codes for the border area and the text of the
0053 game and level titles.
0054 
0055 As SVG themes become more sophisticated, it is expected that other meta-data
0056 will be needed in the *.desktop files.  Such changes must be matched with
0057 code-changes, by KGoldrunner's maintainers, that will read the new meta-data
0058 and act on it.  Artists and maintainers need to work together on this.
0059 
0060 SVG ELEMENTS
0061 
0062 The elements in the SVG file must have standard names, corresponding to their
0063 role in the KGoldrunner game.  Each element should be set in a perfectly square
0064 space.  It will typically be displayed in about 24x24 to 36x36 pixels (7-10mm),
0065 so detail can be sketchy, as for an icon.  The elements are:
0066 
0067     empty           An empty square: used in the game-editor.
0068     gold            Any kind of prize or reward, not necessarily a gold piece.
0069     hero_n          A set of frames for the running hero (e.g. n = 1 to 36).
0070     enemy_n         An equivalent set of frames for the enemies.
0071     gold_enemy_n    An equivalent set of frames for enemies carrying gold.
0072     concrete        A piece of hard floor that the hero CANNOT dig through.
0073     brick           A piece of floor that the hero CAN dig through.
0074     brick_n         A set of frames for brick-digging animation (n = 1 to 9).
0075     ladder          A means for the hero and enemies to move upward.
0076     bar             A means for the hero and enemies to move over an abyss.
0077     false_brick     A piece of floor that gives way under the hero and enemies.
0078     hidden_ladder   A ladder that appears when the hero has all the gold and can
0079                     proceed to the next level of the game.
0080     background      See below.
0081     background<n>   Background set (n starts at 0)
0082 
0083 The background element is not square like the others.  It will be displayed
0084 behind the other elements and scaled to a space equivalent to 32 x 24 smaller
0085 elements, at least.  It could be stretched further in either direction, at the
0086 user's whim, and will always fill the central widget.  The actual play-area
0087 will always be 28 x 20 square elements.  The play-area has a thin black frame
0088 around it and a title-text above it.  The space around the play-area is a
0089 buffer-zone, to protect against mouse-action spilling over into the surrounding
0090 desktop.
0091 
0092 As an alternative to a single background element, a series named background0,
0093 background1, ... backgroundn can be provided. Each level will load a different
0094 background until the last background provided is reached, after which the first
0095 one is used again.
0096 
0097 It is possible that the background and animation frames could be provided as
0098 PNG files, depending on the source (e.g. photograph or animation package).
0099 That is yet to be decided.
0100 
0101 The background should make arbitrary arrangements of smaller elements easily
0102 visible and recognisable to the game player, i.e. it must be playable in all
0103 levels of all games.  This should be tested by displaying several levels with a
0104 new theme before it is released (e.g. use the Game->New Game... dialog).
0105 
0106 KGoldrunner 3.1 allows more options to the graphics designer to customize the
0107 look of the game.  The themes from KGoldrunner 3.0 are so far compatible with
0108 kgoldrunner 3.1; it is possible to develop a theme for KDE 3.1 that is still
0109 compatible with the old version with the use of some care.
0110 
0111 New element for version 3.1 of KGoldrunner:
0112 A frame surrounding the border area can be specified as svg tiles now.
0113 
0114 The tiles have to be named:
0115 frame-topleft 
0116 frame-top
0117 frame-topright
0118 frame-left 
0119 frame-fill       (not actually used, but must be present.)
0120 frame-right
0121 frame-bottomleft
0122 frame-bottom
0123 frame-bottomright
0124 
0125 The frame-top, frame-bottom, frame-left and frame-right tiles are repeated
0126 along the border of the playing area to connecte the four corners.
0127 
0128 It is possible to give a border to the display areas for the score and lives,
0129 which are displayed now in the safe area at the bottom of the screen. To do so, the theme must include the following tiles:
0130 display-left
0131 display-centre
0132 display-right
0133 
0134 Finally, most tiles may have a few variants to make the playground less
0135 repetitive. These are the tiles that can have variants:
0136 bar
0137 ladder
0138 concrete
0139 brick
0140 
0141 The variants must be named bar-0, ..., bar-<N> brick-0, ..., brick-<N> as
0142 consecutive numbers.
0143 
0144 To make the theme work in KGoldrunner 3.0, a tile without the numbering suffix
0145 must be provided. This tile is not used by version 3.1 if numbered tiles are
0146 present.
0147