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speedmine - simulates speeding down a rocky mineshaft, or a funky dancing worm

Author

       Conrad Parker <conrad@deephackmode.org>, April 2001.

X Version 11                                   6.08 (10-Oct-2023)                                  speedmine(6x)

Description

       Speedmine!

               Down the speedmine, you'll find speed

               to satisfy your moving needs;

               So if you're looking for a blast

               then hit the speedmine, really fast.

       Speedworm loves you.

       Speedworm likes to bump and grind

       and chase her tail, and dance around

       she really is a funky friend;

       she's made of speed from end to end.

       You can configure stuff either with command-line options or X resources.

Environment

DISPLAY to get the default host and display number.

       XENVIRONMENT
               to  get  the  name  of  a  resource  file  that  overrides  the  global  resources  stored in the
               RESOURCE_MANAGER property.

       XSCREENSAVER_WINDOW
               The window ID to use with --root.

Name

       speedmine - simulates speeding down a rocky mineshaft, or a funky dancing worm

Options

--displayhost:display.screen
               Specifies  which  X  display  we  should  use  (see  the  section  DISPLAY NAMES in X(1) for more
               information about this option).

       --root  Draw on the root window.

       --window-idnumber
               Draw on the specified window.

       --window
               Draw on a newly-created window.  This is the default.

       --install
               Install a private colormap for the window.

       --noinstall
               Don't install a private colormap for the window.

       --visualvisual
               Specify which visual to use.  Legal values are the name of a  visual  class,  or  the  id  number
               (decimal or hex) of a specific visual.  Possible choices include

               default,   best,  mono,  monochrome,  gray,  grey,  color,  staticgray,  staticcolor,  truecolor,
               grayscale, greyscale, pseudocolor, directcolor, number

               If a decimal or hexadecimal number  is  used,  XGetVisualInfo(3X)  is  consulted  to  obtain  the
               required visual.

       --worm  Be a happy spastic worm instead of a tunnel.

       --wire  Specifies that the tunnel/worm should always be rendered in wireframe style.

       --nowire
               Specifies  that the tunnel/worm should be rendered normally. Note that tunnel rendering may still
               temporarily switch to wireframe style when a wireframe bonus is hit, if bonuses are enabled.

       --foregroundcolor
               Specifies the default foreground color.

       --backgroundcolor
               Specifies the default background color.

       --darkgroundcolor
               Specifies the color  of  the  darkest  portions  of  the  ground  (or  the  worm's  belly.)   The
               ground/belly is colored by a gradient between darkground and lightground.--lightgroundcolor
               Specifies the color of the lightest portions of the ground/belly.  The ground/belly is colored by
               a gradient between darkground and lightground.--tunnelendcolor
               Specifies the color of the light at the end of the tunnel.

       --delaymicroseconds
               Specifies  the  delay  between  drawing  successive  frames.  If you do not specify -sync, some X
               servers may batch up several drawing operations together, producing a less smooth effect.    This
               is more likely to happen in monochrome mode (on monochrome servers or when --mono is specified).

       -maxspeednumber
               Specifies an upper bound on the speed of normal movement. This does not affect the speed that may
               be attained when hitting a speed bonus.

       -thrustnumber
               Specifies  the  thrust  constantly applied. Positive numbers indicate a forwards thrust, negative
               numbers indicate a backwards thrust.

       -gravitynumber
               Specifies the effect of gravity. Larger numbers will increase acceleration downhill and  decrease
               acceleration uphill.

       -vertigonumber
               Specifies  to  what level the demo should accentuate the curvature and windiness of the tunnel or
               worm.

       -terrain
               Continuously generate a fractal terrain to simulate the rockiness of the  tunnel  walls,  or  the
               texture of the worm's skin.

       -noterrain
               Do not generate terrain. When this option is set, all surfaces are flat.

       -smoothnessnumber
               When -terrain is set, specifies how smooth the walls or skin are.

       -curvinessnumber
               Controls  how  much  the  generated  tunnel (or worm) should curve left and right, and dip up and
               down.

       -twistinessnumber
               Controls how much the generated tunnel (or worm) twists around itself.

       -widening
               Specifies that the generated tunnel (or worm) may vary in width.

       -nowidening
               Specifies that the average width should be kept constant.

       -bumps  Indicates that the simulation should take the bumpiness of the ground into account and allow  the
               animation  to  shake  and  rattle  when travelling over rough ground.  Or that the worm should be
               allowed to bump around and shake her booty.

       -nobumps
               Indicates that the bumpiness of the ground should be ignored, such that the simulation will glide
               through the tunnel.  Or that the worm should calm down and behave herself.

       -bonuses
               Indicates that the demo should include bonus events. These  include  speed  bonuses,  spins,  and
               changes of viewpoint and rendering style.

       -nobonuses
               Indicates that bonuses should not be included in the demo.

       -crosshair
               Specifies  that  a  gaming style crosshair be drawn on the simulation. This serves little purpose
               but may make hardcore gamers feel more comfortable.

       -nocrosshair
               Specifies that no crosshair be drawn.

       -psychedelic
               Specifies that a psychedelic colormap should be generated. When this is set, the walls and ground
               of the tunnel are drawn in an often changing rainbow of colours.

       -nopsychedelic
               Specifies that a normal colormap should be used, with muted walls and a grey road.

       --fps   Display the current frame rate and CPU load.

See Also

X(1), xscreensaver(1)

Synopsis

speedmine   [--display   host:display.screen]   [--root]   [--window]  [--window-id  number]  [--install]
       [--noinstall] [--visual visual] [--wire] [--nowire] [--worm] [--foreground  color]  [--background  color]
       [--darkground color] [--lightground color] [--tunnelend color] [--delay microseconds] [--maxspeed number]
       [--thrust  number]  [--gravity number] [--vertigo number] [--terrain] [--noterrain] [--smoothness number]
       [--curviness number] [--twistiness number] [--widening] [--nowidening] [--bumps] [--nobumps]  [--bonuses]
       [--crosshair] [--nocrosshair] [--psychedelic] [--nopsychedelic] [--fps]

Warning

       Speedworm is a trained professional. Do not try this at home.

       Prolonged viewing of this demo  with  maxspeed  and  vertigo  above  the  defaults  may  have  short-term
       psychological side effects including hyperactivity and attention deficiency.

See Also