14 .TH XScreenSaver 1 "23-Apr-01" "X Version 11"
16 speedmine - simulates speeding down a rocky mineshaft, or a funky dancing worm
19 [\-display \fIhost:display.screen\fP] [\-root] [\-window]
20 [\-install] [\-noinstall] [\-visual \fIvisual\fP] [\-wire] [\-nowire]
22 [\-foreground \fIcolor\fP] [\-background \fIcolor\fP] [\-darkground \fIcolor\fP] [\-lightground \fIcolor\fP] [\-tunnelend \fIcolor\fP] [\-delay \fImicroseconds\fP] [\-maxspeed \fInumber\fP] [\-thrust \fInumber\fP] [\-gravity \fInumber\fP] [\-vertigo \fInumber\fP] [\-terrain] [\-noterrain] [\-smoothness \fInumber\fP] [\-curviness \fInumber\fP] [\-twistiness \fInumber\fP] [\-widening] [\-nowidening] [\-bumps] [\-nobumps] [\-bonuses] [\-crosshair] [\-nocrosshair] [\-psychedelic] [\-nopsychedelic]
28 Down the speedmine, you'll find speed
30 to satisfy your moving needs;
32 So if you're looking for a blast
34 then hit the speedmine, really fast.
38 Speedworm likes to bump and grind
40 and chase her tail, and dance around
42 she really is a funky friend;
44 she's made of speed from end to end.
46 You can configure stuff
47 either with command-line options or X resources.
50 .B \-display \fIhost:display.screen\fP
51 Specifies which X display we should use (see the section DISPLAY NAMES in
53 for more information about this option).
56 Draw on the root window.
59 Draw on a newly-created window. This is the default.
62 Install a private colormap for the window.
65 Don't install a private colormap for the window.
67 .B \-visual \fIvisual\fP
68 Specify which visual to use. Legal values are the name of a visual
69 class, or the id number (decimal or hex) of a specific visual.
70 Possible choices include
73 default, best, mono, monochrome, gray, grey, color, staticgray, staticcolor,
74 truecolor, grayscale, greyscale, pseudocolor, directcolor, \fInumber\fP
76 If a decimal or hexadecimal number is used,
77 .BR XGetVisualInfo (3X)
78 is consulted to obtain the required visual.
82 Be a happy spastic worm instead of a tunnel.
85 Specifies that the tunnel/worm should always be rendered in wireframe style.
88 Specifies that the tunnel/worm should be rendered normally. Note that
89 tunnel rendering may still temporarily switch to wireframe style when
90 a wireframe bonus is hit, if
94 .B \-foreground \fIcolor\fP
95 Specifies the default foreground color.
97 .B \-background \fIcolor\fP
98 Specifies the default background color.
100 .B \-darkground \fIcolor\fP
101 Specifies the color of the darkest portions of the ground (or the
102 worm's belly.) The ground/belly is colored by a gradient between
107 .B \-lightground \fIcolor\fP
108 Specifies the color of the lightest portions of the ground/belly.
109 The ground/belly is colored by a gradient between
114 .B \-tunnelend \fIcolor\fP
115 Specifies the color of the light at the end of the tunnel.
117 .B \-delay \fImicroseconds\fP
118 Specifies the delay between drawing successive frames. If you do not specify
120 some X servers may batch up several drawing operations together,
121 producing a less smooth effect. This is more likely to happen
122 in monochrome mode (on monochrome servers or when
126 .B -maxspeed \fInumber\fP
127 Specifies an upper bound on the speed of normal movement. This does not
128 affect the speed that may be attained when hitting a speed bonus.
130 .B -thrust \fInumber\fP
131 Specifies the thrust constantly applied. Positive numbers indicate a forwards
132 thrust, negative numbers indicate a backwards thrust.
134 .B -gravity \fInumber\fP
135 Specifies the effect of gravity. Larger numbers will increase acceleration
136 downhill and decrease acceleration uphill.
138 .B -vertigo \fInumber\fP
139 Specifies to what level the demo should accentuate the curvature and
140 windiness of the tunnel or worm.
143 Continuously generate a fractal terrain to simulate the rockiness of the
144 tunnel walls, or the texture of the worm's skin.
147 Do not generate terrain. When this option is set, all surfaces are flat.
149 .B -smoothness \fInumber\fP
152 is set, specifies how smooth the walls or skin are.
154 .B -curviness \fInumber\fP
155 Controls how much the generated tunnel (or worm) should curve left
156 and right, and dip up and down.
158 .B -twistiness \fInumber\fP
159 Controls how much the generated tunnel (or worm) twists around itself.
162 Specifies that the generated tunnel (or worm) may vary in width.
165 Specifies that the average width should be kept constant.
168 Indicates that the simulation should take the bumpiness of the ground into
169 account and allow the animation to shake and rattle when travelling over
170 rough ground. Or that the worm should be allowed to bump around and
174 Indicates that the bumpiness of the ground should be ignored, such that the
175 simulation will glide through the tunnel. Or that the worm should calm
176 down and behave herself.
179 Indicates that the demo should include bonus events. These include speed
180 bonuses, spins, and changes of viewpoint and rendering style.
183 Indicates that bonuses should not be included in the demo.
186 Specifies that a gaming style crosshair be drawn on the simulation. This
187 serves little purpose but may make hardcore gamers feel more comfortable.
190 Specifies that no crosshair be drawn.
193 Specifies that a psychedelic colormap should be generated. When this is
194 set, the walls and ground of the tunnel are drawn in an often changing
198 Specifies that a normal colormap should be used, with muted walls and a
202 Display the current frame rate and CPU load.
205 Option Resource Default Value
206 ------ -------- -------------
208 -background .background black
209 -foreground .foreground white
210 -darkground .darkground #101010
211 -lightground .lightground #a0a0a0
212 -tunnelend .tunnelend #000000
214 -maxspeed .maxspeed 700
216 -gravity .gravity 9.8
217 -vertigo .vertigo 1.0
218 -terrain .terrain True
219 -smoothness .smoothness 6
220 -curviness .curviness 1.0
221 -twistiness .twistiness 1.0
222 -widening .widening True
224 -bonuses .bonuses True
225 -crosshair .crosshair False
226 -psychedelic .psychedelic False
229 Speedworm is a trained professional. Do not try this at home.
231 Prolonged viewing of this demo with
235 above the defaults may have short-term psychological side effects including
236 hyperactivity and attention deficiency.
238 Copyright \(co 2001, Conrad Parker. Permission to use, copy, modify,
239 distribute, and sell this software and its documentation for any purpose is
240 hereby granted without fee, provided that the above copyright notice appear
241 in all copies and that both that copyright notice and this permission notice
242 appear in supporting documentation. No representations are made about the
243 suitability of this software for any purpose. It is provided "as is" without
244 express or implied warranty.
246 Conrad Parker <conrad@deephackmode.org>, April 2001.