XLANDER(6)
XLANDER(6)
NAME
xlander - A lunar landing simulation with a twist
SYNOPSIS
xlander [ -controls controls ] [ -fn font ] [ -gravity
planet ] [ -lateral value ] [ -repeat ] [ -retro value ]
DESCRIPTION
XLander is a lunar landing simulation for X. It features
an "out-the-window" scrolling 3-d display.
GAME PLAY
As you play the game, you will see the landing craft on
the screen. The 3-d view follows the craft around, lag-
ging behind slightly, which gives a good illusion of
motion.
The lander is equipped with five thrusters; four direc-
tional thrusters which control lateral motion, and one
retroactive thruster which fires downwards to produce
upward momentum. Each thruster is activated by pressing
and holding a particular key. By default, the space bar
fires the retroactive thruster, and the 8, 2, 4 and 6 key-
pad keys fire the front, rear, left and right directional
thrusters, respectively. The control keys can be re-
mapped using the -control option described below. You can
also use the keyboard arrow keys to fire directional
thrusters if you like.
Each thruster uses up a particular amount of fuel. The
retro thruster consumes more fuel than the directional
thrusters, since it produces more thrust to combat the
force of gravity. Fuel is indicated on the control panel.
Once it's gone, you can no longer thrust.
At the start of the game, your landing craft will be free-
falling toward the surface. The goal is to land the craft
on the landing pad with as little vertical and lateral
motion as possible. The landing pad is visible as a
square on the ground with a flag planted at one corner.
The shadow of the craft is projected on the ground, allow-
ing you to see how high it is and where it will land.
In order to land, you must be going slowly enough in both
the vertical and lateral directions. Although you can
land anywhere on the surface, you must land on the landing
pad to get points. After each successful landing, the
program gives you a score based on your vertical and lat-
eral speeds, refills your fuel tank, and restarts the sim-
ulation at a higher difficulty level (by increasing the
force of gravity). After you crash, the game shows your
final score and then allows you to either start over or
quit.
GAUGES AND INDICATORS
The lunar lander is equipped with a number of gauges and
indicators which tell you its status. At the left of the
gauge panel is a circular heading indicator which tells
you the lateral direction of the craft. Next to this is a
vertical velocity gauge, which tells you your rate of
ascent or descent; after this comes a fuel gauge, followed
by a radar screen which tells you your position relative
to the landing pad.
OPTIONS
-controls controls
Configure the keyboard controls used by xlander.
You should pass a string of 5 characters. The
first character is the key used to thrust forward,
followed in order by the keys used to thrust back-
ward, left, and right. After this comes the retro
thrust key. The default control string is "8246 ".
If you are used to the vi editor, you might want to
try using the control string "kjhl ".
-fn font
Select the font used to display the text used by
the program.
-gravity planet
Simulate gravity of a particular planet or other
heavenly body. Valid planets are: moon (default),
earth, mercury, venus, mars, jupiter, saturn,
uranus, neptune, and pluto. This option also auto-
matically adjusts the amount of retro thrust to
suit the gravity of the planet (unless you override
it using the -retro option).
-lateral value
Specify the amount of thrust, in ft/sec^2, provided
by the four lateral thrusters on the craft.
-repeat
Do not turn off key repeat for the duration of the
game.
Since thrust is activated by holding down keys,
xlander turns off auto key repeat during the game.
This prevents keypress events from getting backed
up in the queue. When the game exits, the original
key repeat mode is restored. This option disables
this behavior.
-retro value
Specify the amount of thrust, in ft/sec^2, provided
by the retroactive thruster.
BUGS
Collision detection needs (a lot of) work. Suggestions,
anyone?
Since we're not physicists or mathematicians, we don't
claim that this is a completely accurate simulation. So,
have fun with it but don't take it too seriously!
AUTHORS
Paul Riddle paulr@umbc3.umbc.edu
Mike Friedman mikef@umbc3.umbc.edu
SEE ALSO
xwave(1)