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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