jigglypuff - save your screen by tormenting your eyes.
] [-visual visual
[-window] [-root] [-delay number
] [-cycles number
[-fps] [-color colorspec
] [-spooky] [-complexity n
] [-spherism n
] [-hold n
] [-distance n
This draws all manners of obscene, spastic, puffy, vaguely ball-shaped objects
orbiting lazily about the screen, with a dizzying array of mostly pointless
- -visual visual
- 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.
- Draw on a newly-created window. This is the default.
- Draw on the root window.
- -delay number
- Per-frame delay, in microseconds. Default: 20000 (0.02
- Render in wireframe instead of solid. Default: render
- Display the current frame rate, CPU load, and polygon
- -tetra | -no-tetra
- Whether to start the shape in the form of a tetrahedron.
The default is to start as a sphere.
- -color colorspec
- Available options for colorspec are: cycle, flowerbox,
clownpuke, chrome and #xxxxxx (i.e an (old-style) X color specification.)
- -spooky n
- This option controls a kind of interesting effect obtained
by using unnormalized normal vectors (how's that for an oxymoron?) in
OpenGL. A value of zero disables the effect. Other values vary the lengths
of the normals proportionally. Okay, so it's not very spooky. Sue me.
- -complexity n
- Valid options are 1, 2, and 3. Everything else is treated
as though it were 2, which is the default. This controls the number of
polygons in the 'thing'. A value of 1 yields 1024, and the values go up in
powers of 4. (i.e. 4096, 16384.)
note: There is an inherent lack of stability at lower complexity, which can
cause the shape to devolve into a 'flying snotrag'.
- -speed n
- Controls how fast the blob moves around the screen.
- -spherism, -hold, -distance, -damping
- These options control the 'jigglyness'. The best way to
explain these is to explain how jigglypuff works. Basically, the shape is
a tetrahedron whose faces are subdivided into a number of triangles,
forming a mesh. Each of the vertices of the mesh has two different forces
applied to it: one proportional to its distance from the surface of a
sphere, and one proportional to the difference of the distance to each of
its neighbors in the mesh to a given ideal distance. In short, one tries
to move the points into the configuration of a sphere, and the other tries
to push them back into a tetrahedron. The catch is that the points have
inertia, so they always overshoot their target, and hence they oscillate.
The magnitudes of the two forces is controlled by the options 'spherism'
and ´hold'; 'distance' specifies the distance the vertices seek to
keep from their neighbors, with 500 corresponding to the size of the start
tetrahedron. e.g. if you were to give the options '-tetra -spherism 0
-distance 500', you would end up with a stable tetrahedron. The 'damping'
option can help to keep the blob from collapsing or flying apart. The
option specifies the speed at which damping starts, hence lower values
mean more damping. Defaults: spherism: 75; hold: 800; distance: 100;
- Probably the only parameter you'l ever need. Overrides
almost all of the parameters with random values. The values affected are:
speed, spherism, hold, distance, damping, spooky, color, wireframe and
tetra. Default: off
- to get the default host and display number.
- to get the name of a resource file that overrides the
global resources stored in the RESOURCE_MANAGER property.
Copyright © 2003 by Keith Macleod. Permission to use, copy, modify,
distribute, and sell this software and its documentation for any purpose is
hereby granted without fee, provided that the above copyright notice appear in
all copies and that both that copyright notice and this permission notice
appear in supporting documentation. No representations are made about the
suitability of this software for any purpose. It is provided "as is"
without express or implied warranty.
By Keith Macleod