File: pingus.xml

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pingus 0.7.6-8
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<?xml version="1.0" standalone="no"?>
<!DOCTYPE refentry PUBLIC "-//OASIS//DTD DocBook XML V4.1.2//EN"
"http://www.oasis-open.org/docbook/xml/4.1.2/docbookx.dtd" [
<!ENTITY % pingusstuff SYSTEM "pingus.ent">
%pingusstuff;
]>
<refentry id="pingus"> 
  <refmeta>
    <refentrytitle>
      <application>pingus</application>
    </refentrytitle>
    <manvolnum>6</manvolnum>
    <refmiscinfo class="version">&pingus_version;</refmiscinfo>
    <refmiscinfo class="author">&pingus_version;</refmiscinfo>
    <refmiscinfo class="manual">User Commands</refmiscinfo>
    <refmiscinfo class="source">pingus</refmiscinfo>
  </refmeta>

  <refnamediv>
    <refname>
      <application>pingus</application>
    </refname>
    <refpurpose>
      A puzzle game where you have to save penguins
    </refpurpose>
  </refnamediv>

  <refsynopsisdiv>
    <cmdsynopsis>
      <command>pingus</command>
      <arg choice="opt" rep="repeat">OPTION</arg>
      <arg choice="opt">FILE</arg>   
    </cmdsynopsis>
  </refsynopsisdiv>

  <refsect1>
    <title>Description</title>
    <para>
      Pingus is a side-scrolling puzzle game where the player has to
      guide a group of penguins from the entrance of a level to the
      exit, in between the path is blocked by numerous obstacles and
      dangers that the player has to overcome by assigning actions to
      the penguins.
    </para>
  </refsect1>

  <refsect1>
    <title>Options</title>
    <refsect2>
      <title>General Options</title>

      <variablelist>
        <varlistentry>
          <term>-h, --help</term>
          <listitem>
            <para>Displays this help</para>
          </listitem>
        </varlistentry>

        <varlistentry>      
          <term>-V, --version</term>
          <listitem>
            <para>Print version number and exit</para>
          </listitem>
        </varlistentry>

        <varlistentry>      
          <term>-v, --verbose</term> 
          <listitem>
            <para>Enable info level log output</para>
          </listitem>
        </varlistentry>

        <varlistentry>      
          <term>-D, --debug</term>
          <listitem>
            <para>Enable debug level log output</para>
          </listitem>
        </varlistentry>

        <varlistentry>      
          <term>-Q, --quiet</term>       
          <listitem>
            <para>Disable all log output</para>
          </listitem>
        </varlistentry>
      </variablelist>
    </refsect2>

    <refsect2>
      <title>Display Options</title>
      <variablelist>
        <varlistentry>
          <term>-w, --window</term>
          <listitem>
            <para>Start in Window Mode</para>
          </listitem>
        </varlistentry>

        <varlistentry>
          <term>-f, --fullscreen</term>
          <listitem>
            <para>Start in Fullscreen</para>
          </listitem>
        </varlistentry>

        <varlistentry>
          <term>-r, --renderer=RENDERER</term>
          <listitem>
            <para>
              Use the given renderer, defaults to sdl. Available renderers are:
            </para>
            <variablelist>
              <varlistentry>
                <term>sdl</term>
                <listitem>
                  <para>A simple software renderer based on SDL, this
                  is the default and the safest options.</para>
                </listitem>
              </varlistentry>
              <varlistentry>
                <term>opengl</term>
                <listitem>
                  <para>The OpenGL renderer will use hardware
                  acceleration to render the graphics, it is much
                  faster then the SDL renderer and recommended when
                  the hardware supports OpenGL.</para>
                </listitem>
              </varlistentry>
              <varlistentry>
                <term>delta</term>
                <listitem>
                  <para>The delta renderer uses SDL for rendering and
                  doesn't use hardware acceleration, it will however
                  try to increase rendering performance by only re
                  rendering screen elements that have changed. Using
                  the delta renderer will disable some effects such
                  as scrolling background to allow maximum
                  benefits.</para>
                </listitem>
              </varlistentry>
            </variablelist>
          </listitem>
        </varlistentry>

        <varlistentry>
          <term>-g, --geometry=WIDTHxHEIGHT</term>
          <listitem>
            <para>Set the window resolution for pingus (default:
            800x600). Note that <option>--geometry</option> only
            applies to the window resolution, for the fullscreen
            resolution
            use <option>--fullscreen-resolution</option></para>
          </listitem>
        </varlistentry>

        <varlistentry>
          <term>-R, --fullscreen-resolution=WIDTHxHEIGHT</term>
          <listitem>
            <para>Set the resolution used in fullscreen mode (default: 800x600)</para>
          </listitem>
        </varlistentry>

        <varlistentry>
          <term>--software-cursor</term>
          <listitem>
            <para>Enable software cursor</para>
          </listitem>
        </varlistentry>
      </variablelist>
    </refsect2>

    <refsect2>
      <title>Game Options</title>
      <variablelist>
        <varlistentry>
          <term>--no-auto-scrolling</term>
          <listitem>
            <para>Disable automatic scrolling. Automatic scrolling
            will cause the screen to scroll whenever the mouse reaches
            the border of the screen. Automatic scrolling will only be
            active in fullscreen mode or when mouse-grab is
            enabled.</para>
          </listitem>
        </varlistentry>

        <varlistentry>
          <term>--drag-drop-scrolling</term>
          <listitem>
            <para>Enable drag'n drop scrolling. By default Pingus will
            use a rubber-band scrolling where the scroll speed
            depends on how far away the cursor is from the position
            when the mouse button has been clicked. In drag&amp;drop
            mode scrolling will behave more like in traditional GUI
            applications such as Gimp, where clicking the scroll
            button will 'pick up' the playfield and allow to move it
            around till it is released again.</para>
          </listitem>
        </varlistentry>
      </variablelist>
    </refsect2>

    <refsect2>
      <title>Sound Options</title>
      <variablelist>
        <varlistentry>
          <term>-s, --disable-sound</term>
          <listitem>
            <para>Disable sound</para>
          </listitem>
        </varlistentry>

        <varlistentry>
          <term>-m, --disable-music</term>
          <listitem>
            <para>Disable music</para>
          </listitem>
        </varlistentry>
      </variablelist>
    </refsect2>

    <refsect2>
      <title>Language Options</title>
      <variablelist>

        <varlistentry>
          <term>-l, --language=LANG</term>
          <listitem>
            <para>Select language to use with Pingus</para>
          </listitem>
        </varlistentry>

        <varlistentry>
          <term>--list-languages</term>
          <listitem>
            <para>List all available languages</para>
          </listitem>
        </varlistentry>
      </variablelist>
    </refsect2>

    <refsect2>
      <title>Editor Options</title>
      <variablelist>
        <varlistentry>
          <term>-e, --editor</term>
          <listitem>
            <para>Loads the level editor</para>
          </listitem>
        </varlistentry>
      </variablelist>
    </refsect2>

    <refsect2>
      <title>Directory Options</title>
      <variablelist>
        <varlistentry>
          <term>-d, --datadir=DIR</term>
          <listitem>
            <para>Load game datafiles from DIR</para>
          </listitem>
        </varlistentry>

        <varlistentry>
          <term>-u, --userdir=DIR</term>
          <listitem>
            <para>Load config files and store savegames in DIR</para>
          </listitem>
        </varlistentry>

        <varlistentry>
          <term>-a, --addon=DIR</term>
          <listitem>
            <para>Load game modifications from DIR. Files in DIR will
            be used instead of the files in found in the main datadir
            of Pingus, thus allowing to modifications, such as sprites
            replacements, additional levels, etc. to the game, without
            changing the main data files.</para>
          </listitem>
        </varlistentry>

        <varlistentry>
          <term>--no-cfg-file</term>
          <listitem>
            <para>Don't read ~/.pingus/config</para>
          </listitem>
        </varlistentry>

        <varlistentry>
          <term>-c, --config=FILE</term>
          <listitem>
            <para>Read config from FILE</para>
          </listitem>
        </varlistentry>

        <varlistentry>
          <term>--controller=FILE</term>
          <listitem>
            <para>Uses the controller given in FILE</para>
          </listitem>
        </varlistentry>
      </variablelist>
    </refsect2>

    <refsect2>
      <title>Debug Options</title>
      <variablelist>
        <varlistentry>
          <term>--developer-mode</term>
          <listitem>
            <para>Enables some special features for developers</para>
          </listitem>
        </varlistentry>

        <varlistentry>
          <term>-t, --speed=SPEED</term>
          <listitem>
            <para>Set the game speed (0=fastest, >0=slower)</para>
          </listitem>
        </varlistentry>

        <varlistentry>
          <term>-k, --fps=FPS</term>
          <listitem>
            <para>Set the desired game framerate (frames per second)</para>
          </listitem>
        </varlistentry>

        <varlistentry>
          <term>--tile-size=INT</term>
          <listitem>
            <para>Set the size of the map tiles (default: 32)</para>
          </listitem>
        </varlistentry>
      </variablelist>
    </refsect2>
  </refsect1>


  <refsect1>
    <title>Keyboard Shortcuts</title>
    <refsect2>
      <title>Gameplay</title>
      <para>
        All gameplay related keyboard shortcuts are configurable via a
        controller config file, see <option>--controller</option>
        and <filename>controller/default.scm</filename>.
      </para>
      <variablelist>
        <varlistentry>
          <term><keycombo><keycap>W</keycap></keycombo></term>
          <term><keycombo><keycap>A</keycap></keycombo></term>
          <term><keycombo><keycap>S</keycap></keycombo></term>
          <term><keycombo><keycap>D</keycap></keycombo></term>
          <listitem>
            <para>Scroll in the level</para>
          </listitem>
        </varlistentry>

        <varlistentry>
          <term><keycombo><keycap>Space</keycap></keycombo></term>
          <listitem>
            <para>
              Hold to ast-forward
            </para>
          </listitem>
        </varlistentry>

        <varlistentry>
          <term><keycombo><keycap>P</keycap></keycombo></term>
          <term><keycombo><keycap>R</keycap></keycombo></term>
          <listitem>
            <para>
              Pause the game.
            </para>
          </listitem>
        </varlistentry>

        <varlistentry>
          <term><keycombo><keycap>S</keycap></keycombo></term>
          <term><keycombo><keycap>F</keycap></keycombo></term>
          <listitem>
            <para>
              Advance the game by a single frame.
            </para>
          </listitem>
        </varlistentry>

        <varlistentry>
          <term><keycombo><keycap>Backspace</keycap></keycombo></term>
          <listitem>
            <para>
              Activate armageddon.
            </para>
          </listitem>
        </varlistentry>

        <varlistentry>
          <term><keycombo><keycap>Escape</keycap></keycombo></term>
          <listitem>
            <para>
              Leave the current screen/level.
            </para>
          </listitem>
        </varlistentry>

      </variablelist>
    </refsect2>

    <refsect2>
      <title>Engine</title>
      <variablelist>
        <varlistentry>
          <term><keycombo><keycap>F10</keycap></keycombo></term>
          <listitem>
            <para>
              Show/hide the FPS counter.
            </para>
          </listitem>
        </varlistentry>

        <varlistentry>
          <term><keycombo><keycap>Alt</keycap> <keycap>Return</keycap></keycombo></term>
          <term><keycombo><keycap>F11</keycap></keycombo></term>
          <listitem>
            <para>
              Switch to fullscreen/window mode.
            </para>
          </listitem>
        </varlistentry>

        <varlistentry>
          <term><keycombo><keycap>Ctrl</keycap> <keycap>g</keycap></keycombo></term>
          <listitem>
            <para>
              Toggle mouse grab, when active, the mouse can not leave the window.
            </para>
          </listitem>
        </varlistentry>

        <varlistentry>
          <term><keycombo><keycap>Ctrl</keycap> <keycap>o</keycap></keycombo></term>
          <term><keycombo><keycap>F5</keycap></keycombo></term>
          <listitem>
            <para>
              Show the option menu.
            </para>
          </listitem>
        </varlistentry>

        <!--
            <varlistentry>
            <term><keycombo><keycap>F6</keycap></keycombo></term>
            <listitem>
            <para>
            Show the AddOn Menu
            </para>
            </listitem>
            </varlistentry>
        -->

        <varlistentry>
          <term><keycombo><keycap>F12</keycap></keycombo></term>
          <listitem>
            <para>
              Make a screenshot. Screenshots are stored
              in <filename>~/.pingus/screenshots/</filename>.
            </para>
          </listitem>
        </varlistentry>

        <varlistentry>
          <term><keycombo><keycap>Ctrl</keycap> <keycap>m</keycap></keycombo></term>
          <listitem>
            <para>
              Toggle the developer mode, see <option>--developer-mode</option>
            </para>
          </listitem>
        </varlistentry>

        <varlistentry>
          <term><keycombo><keycap>c</keycap></keycombo> (only in developer-mode)</term>
          <listitem>
            <para>
              Show the collision map overlayed over the regular groundmap.
            </para>
          </listitem>
        </varlistentry>

        <varlistentry>
          <term><keycombo><keycap>k</keycap></keycombo> (only in developer-mode)</term>
          <listitem>
            <para>
              Clear the screen for delta mode debugging.
            </para>
          </listitem>
        </varlistentry>
        
      </variablelist>
    </refsect2>
  </refsect1>

  <refsect1>
    <title>Actions</title>
    <variablelist>
      <varlistentry>
        <term>Basher</term>
        <listitem>
          <para>
            The Basher will to a horizontal dig, leaving behind it a
            tunnel. It is not able to dig through metal.
          </para>
        </listitem>
      </varlistentry>

      <varlistentry>      
        <term>Blocker</term>
        <listitem>
          <para>
            The Blocker will stop and stay in position, directing
            other penguins to turn around when they reach him.
          </para>
        </listitem>
      </varlistentry>

      <varlistentry>
        <term>Bomber</term>
        <listitem>
          <para>
            The Bomber will blow up on the spot and take a bit of
            surrounding ground with it.
          </para>
        </listitem>
      </varlistentry>

      <varlistentry>
        <term>Bridger</term>
        <listitem>
          <para>
            The Bridger will build a small bridge, useful for crossing
            small chasm.
          </para>
        </listitem>
      </varlistentry>

      <varlistentry>
        <term>Climber</term>
        <listitem>
          <para>
            The Climber actions allows a Pingu to travel upwards a
            vertical wall. Unlike other actions the climber action is
            a permanent addition to the Pingus ability.
          </para>
        </listitem>
      </varlistentry>

      <varlistentry>
        <term>Digger</term>
        <listitem>
          <para>
            The Digger will dig a hole into the ground. It can't dig
            through metal.
          </para>
        </listitem>
      </varlistentry>

      <varlistentry>
        <term>Floater</term>
        <listitem>
          <para>
            The Floater action will give a penguin a small propeller
            that lets him gently glide down from great heights that
            would otherwise be deadly.
          </para>
        </listitem>
      </varlistentry>

      <varlistentry>
        <term>Jumper</term>
        <listitem>
          <para>
            The Jumper will let the Pingu do a big leap forward,
            allowing him to cross chasm and small vertical obstacles.
          </para>
        </listitem>
      </varlistentry>

      <varlistentry>
        <term>Miner</term>
        <listitem>
          <para>
            The Miner will dig a diagonal hole into the ground.
          </para>
        </listitem>
      </varlistentry>

      <varlistentry>
        <term>Slider</term>
        <listitem>
          <para>
            The Slider will make a tiny leap forward, gliding on its
            belly for a short while, allowing the Pingu to make it
            through narrow tunnels.
          </para>
        </listitem>
      </varlistentry>
    </variablelist>
  </refsect1>

  <refsect1>
    <title>Level Editor</title>
    <para>
      Pingus comes with a build in level editor. The level editor can
      currently be used to edit level files (*.pingus) as well as
      prefabricated objects (*.prefabs). Worldmaps (*.worldmap) can
      currently not be edited with the editor.
    </para>
    <para>
      All Pingus data files, except the sound and images, are raw text
      files and can be edited in a text editor if the editor isn't
      sufficient.
    </para>
    <para>
      If you want to submit a level to be included in the next release
      follow the following naming convention:
    </para>
    <para>
      <filename><replaceable>{theme}</replaceable><replaceable>{number}</replaceable>-<replaceable>{nickname}</replaceable>.pingus</filename>
    </para>
    <para>
      Do not use space or uppercase in the levelname and keep the
      levelname simple (i.e. <filename>snow1-grumbel.pingus</filename>
      not
      <filename>pingus-go-on-a-long-journey-in-snowland-grumbel.pingus</filename>).
      The filename should not reflect the actual level title, it
      simply should be unique and not conflict with other peoples
      levels. If you plan on building a whole levelset, name the
      levels after the levelset.
    </para>
    <para>
      To submit a level send it to <email>pingus-devel@nongnu.org</email>.
    </para>

    <refsect2>
      <title>Prefabs</title>
      <para>
        A prefab, short for prefabricated object, is a group of
        objects that have been combined into a new single object. A
        classic case of a prefab would for example be a snowman, it is
        build out of multiple smaller snowball objects and then saved
        as prefab to allow easy reuse in multiple levels. Unlike
        simple object groups, prefab are saved as reference in the
        level, thus if the prefab is updated, all levels will see the
        change. Like object groups prefabs can be ungrouped to break
        them back down to individual objects if individual editing is
        needed, they are seizing to be prefabs at that point and
        changes to the .prefab file will no longer be reflected in the
        level.
      </para>
      <para>
        Prefabs behave pretty much like regular levels, to create a
        prefab simply start a new level and insert the objects as
        usual, unlike regular levels the level size is ignored and
        thus you have to place your object around the center of the
        levels, marked by a cross, to have the prefab function
        properly. To save a prefab as prefab instead of level you have
        to append .prefab suffix to the filename.
      </para>
      <para>
        Thumbnail generation for prefabs is currently done offline
        with the script
        <filename>./tools/generate-prefab-images.sh</filename>
        available from the Pingus source tree.
      </para>
    </refsect2>
    <refsect2>
      <title>UI Quircks</title>
      <para>
        The Pingus level editor is best used with a combination of
        mouse and keyboard, all essential functions have keyboard
        shortcuts.
      </para>
      <para>
        Unlike more traditional GUIs, the Pingus editor lacks
        scrollbars, so to move around the level or the object list on
        the right simply use the middle or right mouse button and
        drag&amp;drop the list around.
      </para>
      <para>
        Objects from the object list can be inserted into the level by
        drag&amp;dropping them over to the level.
      </para>
    </refsect2>
    <refsect2>
      <title>Keyboard Shortcuts</title>
      <variablelist>

        <varlistentry>
          <term><keycap>Delete</keycap></term>
          <term><keycap>Backspace</keycap></term>
          <listitem>
            <para>
              Delete all currently selected objects
            </para>
          </listitem>
        </varlistentry>

        <varlistentry>
          <term><keycap>A</keycap></term>
          <listitem>
            <para>
              Select or unselect all objects
            </para>
          </listitem>
        </varlistentry>

        <varlistentry>
          <term><keycap>D</keycap></term>
          <listitem>
            <para>
              Duplicate the currently selected objects
            </para>
          </listitem>
        </varlistentry>

        <varlistentry>
          <term><keycap>I</keycap>, <keycap>K</keycap>, <keycap>J</keycap>, <keycap>L</keycap></term>
          <!-- <term><keycap>C</keycap>, <keycap>H</keycap>, <keycap>T</keycap>, <keycap>N</keycap></term> -->
          <listitem>
            <para>
              Move the current selection by one pixel, if
              <keycap>Shift</keycap> is held, move it by 32 pixel.
            </para>
          </listitem>
        </varlistentry>

        <varlistentry>
          <term><keycap>PageUp</keycap></term>
          <term><keycap>PageDown</keycap></term>
          <listitem>
            <para>
              Raise or lower an object
            </para>
          </listitem>
        </varlistentry>

        <varlistentry>
          <term><keycombo><keycap>Shift</keycap> <keycap>PageUp</keycap></keycombo></term>
          <term><keycombo><keycap>Shift</keycap> <keycap>PageDown</keycap></keycombo></term>
          <listitem>
            <para>
              Raise or lower an object to the top or bottom
            </para>
          </listitem>
        </varlistentry>

        <varlistentry>
          <term><keycap>R</keycap></term>
          <term><keycombo><keycap>Shift</keycap> <keycap>R</keycap></keycombo></term>
          <listitem>
            <para>
              Rotate an objects 90 degrees, if <keycap>Shift</keycap>
              is held rotate it the other way around
            </para>
          </listitem>
        </varlistentry>

        <varlistentry>
          <term><keycap>F</keycap></term>
          <term><keycombo><keycap>Shift</keycap> <keycap>V</keycap></keycombo></term>
          <listitem>
            <para>
              Flip an object horizontally
            </para>
          </listitem>
        </varlistentry>

        <varlistentry>
          <term><keycap>V</keycap></term>
          <term><keycombo><keycap>Shift</keycap> <keycap>F</keycap></keycombo></term>
          <listitem>
            <para>
              Flip an object vertically
            </para>
          </listitem>
        </varlistentry>

        <varlistentry>
          <term><keycap>B</keycap></term>
          <term><keycombo><keycap>Shift</keycap><keycap>B</keycap></keycombo></term>
          <listitem>
            <para>
              Toggle the background color to make it easier to see
              small pixel errors. If shift is hold the color will be
              toggled in the opposite direction.
            </para>
          </listitem>
        </varlistentry>

        <varlistentry>
          <term><keycap>+</keycap></term>
          <term><keycap>=</keycap></term>
          <term><keycap>-</keycap></term>
          <listitem>
            <para>
              Increase/decrease the repeat value of selected objects,
              this will only have an effect on objects having an
              repeat value (switchdoors, liquids, ...).
            </para>
          </listitem>
        </varlistentry>

      </variablelist>
    </refsect2>
  </refsect1>

  <refsect1>
    <title>Copyright</title>
    <para>
      Copyright (C) 1998-2011 Ingo Ruhnke <email>grumbel@gmail.com</email>
      See the file AUTHORS for a complete list of contributors.
      Pingus comes with ABSOLUTELY NO WARRANTY. This is free software, and you are
      welcome to redistribute it under certain conditions; see the file COPYING for details.
    </para>
  </refsect1>

  <refsect1>
    <title>See also</title>
    <para>
      http://pingus.seul.org
    </para>
  </refsect1>
</refentry>