Applet Parameters


Introduction

This page contains a complete, alphabetized list of Mi Ni Pai applet parameters, including descriptions and default values. For a more logical organization of parameters, refer to Setting Up the Applet.


Parameter List

allowBonus allowEffects allowMusic allowPeriodic
allowShadows allowSound allowSwapBack allowSwapTiles
allowZoom backChooser backgroundBase backgroundColor
backgroundFolder backgroundName bonus bonusFolder
bonusName bonusOption bonusType captionBackColor
captionColor captionFont captionLeft captions
captionSize captionTop clue controlFolder
copyright delimiter direction effect
effectLapse effectParm1 effectParm2 effectParm3
effectSimul effectsOption fileFolder frameColor
frameFade frameInset frameWidth hiliteColor
gameHeight gameWidth imageBits imagesPerSet
imageSets initLevel initSet layouts
loseColor loseFont loseLeft loseMessage
loseSize loseTarget loseTop loseURL
magikMode maxLevel minLevel MNPSerialNo
musicOption newMessage optColor periodicBase
periodicCount periodicOption periodicTime playPerSet
playSets preloadSounds pretrim rankBase
Registry shadowsOption showSeconds sideColor
sideHeight soundFolder soundOption steps
swap swapBackOption swapTilesOption tileBase
tileFolder tileName title trim
winColor window winFont winLeft
winMessage winnable winSize winTarget
winTop winURL zoomFactor zoomFolder
zoomName zoomOption zoomType  


Game Parameters

allowBonus

The game can display a bonus image when the player successfully matches either a pair or all tiles in a set.

This option determines whether or not bonus images may be turned on. If you do not provide bonus images, you must set this option to "no".

Default: yes

allowEffects

The game can animate the removal of matched tiles using a number of different special effects.

This option determines whether or not removal effects may be turned on.

Default: yes

allowMusic

The game can play a continous sound loop (usually music) while a game is in progress. Note that music does not play after a game has been won or lost (until the game is restarted or a new game is started).

This option determines whether or not music may be turned on. If you do not provide the required music file, you must set this option to "no".

Default: yes

allowPeriodic

The game can play any number of periodic sounds of specified intervals.

This option determines whether or not periodic sounds may be turned on. If you do not provide the required periodic sound files (even if you supply the event sound files), you must set this option to "no".

Default: yes

allowShadows

The game will usually draw shadows of tiles on lower, adjacent tiles and the background.

This option determines whether or not shadows may be turned on.

Default: yes

allowSound

The game can play sounds in conjunction with several predefined events.

This option determines whether or not sound may be turned on. If you do not provide the required sound files, you must set this option to "no".

Default: yes

allowSwapBack

If more than one background image is available, the program can swap the background image when a new game is started.

This option determines whether or not the swapping of random background images may be turned on. Note that if you do not provide more than one background image, background image swapping will never take place (i.e. you do not have to explicitly set this option to "no"). Also note that regardless of the setting of this parameter, swapping will always take place when background images are by level or layout and the player switches level or layout (otherwise, a player could cheat and use an easier level/layout with the image from a harder level/layout).

Default: yes

allowSwapTiles

If more image sets are available than are in play for one game, the program can swap out old images and use new ones when a new game is started.

This option determines whether or not the swapping of tile images may be turned on. Note that if you do not provide more image sets than are used in play for one game, tile swapping will never take place (i.e. you do not have to explicitly set this option to "no").

Default: yes

allowZoom

The player can double click on a tile to display a zoom image.

This option determines whether or not zoom images may be turned on. If you do not provide the zoom images, you must set this option to "no".

Default: yes

backChooser

This parameter defines the variable contents of the background image name, as well as the number of random images available, if any. It may be set to any or all of the words "Level", "Layout", and "Random", in any sequence, separated by commas. The sequence in which they are specified determines the sequence in which they are inserted into the background name. If "Random" is included, then the list must be followed by the numbers of random backgrounds available (also separated by a commas) for each combination, first by level and then by layout.

For example, if random backgrounds are available by layout only, and 3 layouts are available, then the backChooser list must be followed by three numbers; the number of random layouts available for the first, second and third layout. If random backgrounds are available by layout and level, and 2 layouts and 4 levels are available, then the backChooser list must be followed by 8 numbers, the number of backgrounds each for the first and second layouts for level 1, then for the first and second layouts for level 2, etc.

Default: no variables

backgroundBase

This is the starting number for background images.

Default: 1

Variations in this parameter constitute separate editions of the game (although this parameter may be varied in the life of an edition). For more information see Edition Constants.

backgroundColor

This is the color of any part of the background which is not covered by the background image. This color should contrast with the win and lose colors. See Colors for details on declaring colors.

Default: black

backgroundFolder

This parameter declares the directory structure (relative to the applet HTML location) for all background images. For more information, refer to File Organization.

Note that the directory structure can alternately (or partially) be declared in the
backgroundName parameter.

Default: Backs

backgroundName

This parameter defines the format for background image file names. The name should include a delimiter where the variables are inserted, as determined by the backChooser parameter.

Default: Background.//

bonus

This parameter controls when a bonus image is viewed. The legal values are "pair", "set" and "none". When set to "pair" the game will show a bonus whenever a pair of tiles are matched. When set to "set" the game will show a bonus image whenever all tiles in a set have been matched and removed. When set to "none" bonus images will not be displayed.

Default: set

bonusFolder

This parameter declares the directory structure (relative to the applet HTML location) for all bonus images. For more information, refer to File Organization.

Note that the directory structure can alternately (or partially) be declared in the
bonusName parameter.

Default: Bonuses

bonusName

This parameter defines the format for bonus image file names. The name should include a delimiter where the set number and rank number are inserted (the set number is inserted at the first occurance of the delimiter, the rank number at the second).

Default: Tile./.big

bonusOption

The game can display a bonus image when the player successfully matches either a pair or all tiles in a set.

This option determines whether or not bonus images are enabled when the game first loads (yes/no). Note that allowBonus will override this, and determine whether or not the game uses bonus images (if allowBonus is "yes" but bonusOption is "no", then the game begins without showing bonus images but the player can turn the bonus images on).

To permanently disable bonus images set allowBonus to "no".

Default: yes

bonusType

This parameter controls whether bonus images exist by set or by tile. The legal values are "set" or "tile. When equal to "set", one bonus image is expected for each set, and the tile rank is not included when determining the name of the bonus image. When equal to "tile", both the set number and the rank are included in the name of the bonus image and a separate image is expected for each rank in each set.

Note thate this is different from the bonus parameter; this parameter affects how bonus images are named, while the bonus parameter affects when bonus images are displayed.

Default: none

captionBackColor

This parameter determines the color to use as a background for captions (when displayed on the screen).

Defalut: Black

captionColor

This parameter determines the color to use for captions (when displayed on the screen).

Defalut: White

captionFont

This parameter determines the font to be used when (if) captions are displayed on the screen. The supported Java 1.1 font names are "Serif", "SansSerif", "Monospaced", "Dialog" and "DialogInput". Other font names can be specified (such as "Ariel"), but behavior is uncertain if that font does not exist on the client computer.

Default: Dialog

captionLeft

This parameter determines the left position, in pixels, of captions (when displayed on the screen). If set to a negative number, captions are centered (horizontally) on the screen.

Default: -1

captions

This parameter declares a file which contains captions for bonus images. Each line in the file consists of a tile set number, a space, and then one line of text (the caption). The captions will be displayed in the status bar of the browser window, and optionally on the game screen itself. Captions are displayed only when bonus images are shown.

The caption file name may include a directory structure (starting from the location of the applet HTML).

Default: none

captionSize

This parameter determines the font size to be used when (if) captions are displayed on the screen.

Default: 12

captionTop

This parameter determines the top position, in pixels, of captions (when displayed on the screen). If set to a negative number, the value represents a position relative to the top of the bonus image.

Default: -5

clue

This parameter declares the total clue charges which a player must exceed to have the game automatically drop a level. If set to zero, the game will never change levels on its own.

This parameter is irrelevant if the game does not allow multiple levels.

The charges for clues are:

0 To highlight the selected tile or all tiles that can move.
1 Highlight all matches for the selected tile.
2 Highlight all tiles that can be matched.
3 Highlight any one set of matching, movable tiles.


Default: 0

controlFolder

THIS PARAMETER IS NOT CURRENTLY RELEVANT (control tiles have not been implemented).

This parameter declares the directory structure (relative to the applet HTML location) for all control tile images.

Default: Controls

copyright

This is a copyright message for all images used. It is displayed as the game loads and it is periodically displayed in the browser status bar. Note that this text does not wrap, so a message which is too long will be lost off the edge of the screen.

Default: Ownership of any images presented is neither expressed nor implied.

delimiter

This parameter determines the character to be used as a delimiter between variables in image file names (tiles, zoom images, bonus images and background images). Note that the character chosen can never be used in a name, since it will be substituted.

Normally, the default of "/" should be adequate, since Java treats a "/" as a path delimiter (between directories), and so a "/" may not appear in a file name. If you choose to place the path within a file name declaration, rather than use a "folder" parameter, then you will need to override the delimiter to something other than a "/" in order to do so.

For example, by specifying a delimiter of ":", a backChooser of "Level,Random,5" and a backgroundName of "Level.:/Back./", you could create a separate folder for each level (Level.1, Level.2, etc.), and within each folder place 5 background images (Back.1, Back.2, etc.).

Default: /

direction

THIS PARAMETER IS NOT CURRENTLY FUNCTIONAL.

This parameter allows the game
to be played vertically instead of horizontally. That is, tiles must have a free space above or below, rather than left or right, in order to be removed. This is useful if the subject images are wider than they are long (allowing the standard board to be set up, for example, 15 tiles high and 8 wide, and therefore allowing the tiles to be much wider).

Default: horizontal

effect

This is the animated effect used to remove tiles from the board when they are matched. (fly, swirl, cost, wander, fade, glow, dissolve, twinkle, waver).

Default: Fly

effectLapse

This is the number of milliseconds between animation effects frames. A lower number will generally result in smoother (less choppy) animation, however it will also use up more CPU cycles, making the user's system less responsive during animation. As systems get faster this number can be decreased, however it should be set high enough to keep the game functional and enjoyable on low end systems.

Default: 10

effectParm1

This is the first control parameter for animated tile removal effects. The exact meaning of this parameter depends on the effect being used. This parameter usually sets the lower bound for an animated (i.e. the lowest speed or acceleration for a motion effect, or the number of steps to execute for the first phase of a transition effect).

Default: 5

effectParm2

This is the second control parameter for animated tile removal effects. The exact meaning of this parameter depends on the effect being used. This parameter usually sets the upper bound for an animation (i.e. the highest speed or acceleration for a motion effect, or the number of steps to execute for the second phase of a transition effect).

Default: 10

effectParm3

This is the third control parameter for animated tile removal effects. The exact meaning of this parameter depends on the effect being used. This parameter usually sets a special aspect of the animation, and is only used in certain effects.

Default: 5

effectSimul

This is the maximum number of tiles which will have animated effects rendered at one time. If more than this number of tiles are matched before the first set of tiles has finished animating, then all subsequent matched tiles will simply vanish from the screen without animation.

This parameter exists to prevent the user's system from becoming bogged down with excessive animations (which consume CPU cycles and memory). As systems become more powerful (with faster CPUs and more memory), this number can be increased, but it should be set low enough to keep the game functional and enjoyable on low end systems.

Default: 10

effectsOption

The game can animate the removal of matched tiles using a number of different special effects.

This option determines whether or not animated removal effects are turned on when the game first loads (yes/no). Note that allowEffects will override this, and determine whether or not the game uses removal effects (if allowEffects is "yes" but effectsOption is "no", then the game begins without effects but the player can turn the effects on).

To permanently disable removal effects set allowEffects to "no".

Default: yes

fileFolder

This parameter declares the directory structure (relative to the applet HTML location) for all supporting files (except for the Java class files and the Help file), unless overridden by the individual folder parameters. For more information, refer to File Organization.

Default: none

frameColor

This is the color of the frame which outlines the face of each tile. This color should contrast fairly well, but not too boldly, with most if not all of the tile images. See Colors for details on declaring colors.

Default: white

frameFade

This determines whether the color of a frame is constant (same), or varies from the outside in. The legal values are "same", "darker", "lighter", "truer", "paler" (i.e. whiter), "redder", "bluer" and "greener".

Default: same

frameInset

This determines whether the frame is drawn from the edge of the tile image inward (intruding on the tile image, but preserving the size of the tile), or from the edge of the tile image outward (leaving the tile image untouched, and making the tile larger than the image). The legal values are "on" and "off".

The default has been set to "on" to maintain consistency with older editions of Mi Ni Pai (if you don't add these new parameters, then your old edition will appear exactly as it did before).

Default: on

frameWidth

This determines the thickness of the tile frame in pixels. A larger frame makes the edges of the tiles easier to distinguish (this can be important in making the game playable), but "wastes" more screen space (leaving less room for your beautiful tile images).

Default: 1

hiliteColor

This is the color of the frame which outlines the face of each tile when the tile is highlighted for a clue. This color should greatly contrast with the tile images and the frame color. See Colors for details on declaring colors.

Default: yellow

gameHeight

This is the height of game, if different from the height of the applet. This parameter is normally used only if the game is expected to be opened in a separate window from the web page containing the applet.

Default: applet height

gameWidth

This is the width of game, if different from the width of the applet. This parameter is normally used only if the game is expected to be opened in a separate window from the web page containing the applet.

Default: applet width

imageBits

This parameter defines the number of bits to use in representing tile images. 24 bits will provide the highest quality images, while 8 bits (the minimum) will use less memory.

Generally, the amount of memory saved does not make it worthwhile to change this parameter, unless many ranks are used or the tile images themselves are very large.

Default: 24

imagesPerSet

This is the maximum number of tile tile images per set. Not all sets need have this number of tiles, although every set must have a first tile image.

Default: 4

Variations in this parameter constitute separate editions of the game (although this parameter may be varied in the life of an edition). For more information see Edition Constants.

imageSets

This is the total number of tile image sets available to the game. In a standard game, 36 of these will be chosen at random for any particular new game.

Default: 36

Variations in this parameter constitute separate editions of the game (although this parameter may be varied in the life of an edition). For more information see Edition Constants.

initLevel

This is the initial level of play.

Default: 1

initSet

This is the initial image set (starting rank for images chosen at a particular level).

Default: 1

Variations in this parameter constitute separate editions of the game (although this parameter may be varied in the life of an edition). For more information see Edition Constants.

layouts

This is the list of layouts from which the user may choose in this edition. The legal layouts are Standard, Bridge, Castle, Room, Towers, Compact, Chinese Castle, Arched Bridge, Pyramid, Cube, Glyph, Luck Box, and Child. Note that different layouts have different dimensions. Layouts with larger dimensions may require smaller tiles in order to fit in the same screen area as the layouts with smaller dimensions.

NOTE: The layouts Room, Towers, Castle, Compact, Pyramid are virtually impossible to win with a random deal (i.e. without turning on the
winnable option).

The "Luck Box" is a special layout. The goal is not to remove all of the tiles, but rather to remove all of the tiles except for those used to spell the word "LUCK". If you can remove the lid and just some or all of the top layer of tiles in the word LUCK, you will have good luck for the rest of the day. If you can remove the lid without touching any of the tiles in the word LUCK, you will have good luck for the rest of the week. If you can remove the lid and the box walls while only remove some or all of the top layer of tiles in the word LUCK, you will have good luck for the rest of the month. If you can remove the lid and box walls without touching the word LUCK at all, you will have good luck for the rest of the year!

You can explain the special rules for the "Luck Box" on the HTML leading into the game.

NOTE: The game doesn't tell you when you've earned your good luck. It still expects you to remove all of the tiles to win the game. Sorry.

Default: Standard,Bridge,Arched Bridge, Room,Towers,Castle, Chinese Castle, Compact, Pyramid, Cube, Glyph, Luck Box, Child

loseColor

This is the color of the text of the message displayed when the player loses a game. This color should contrast well with all background images. See Colors for details on declaring colors.

Default: red

loseFont

The name of the font to use when displaying the message when a player loses a game. The supported Java 1.1 font names are "Serif", "SansSerif", "Monospaced", "Dialog" and "DialogInput". Other font names can be specified (such as "Ariel"), but behavior is uncertain if that font does not exist on the client computer.

Default: Serif

loseLeft

This number is the location, in pixels, of the left side of the message displayed on the screen when the user loses, as measured from the left edge of the applet (i.e. a smaller number is closer to the left edge of the applet).

Default: 140

loseMessage

This is the text of the message displayed when a player loses a game.

Default: No more legal moves

loseSize

This is the font size of the message displayed when a player wins the game.

Default: 32

loseTarget

This is the target window/frame for any browser document to be opened when the player loses a game. It is only relevant when loseURL is also specified. The value values are:

_blank Open the document in a new window.
_parent Open the document in the parent frame.
_top Open the document in the current window, replacing all subordinate frames.
_self Open the document in the current frame or window.
any name Open the document in a window named "any name". If no such window exists, create a new window of that name to use.


Default: none (_self)

loseTop

This number is the location, in pixels, of the top of the message displayed on the screen when the user loses, as measured from the top of the applet (i.e. a smaller number is closer to the top of the applet).

Default: 180

loseURL

This is the address, relative to the applet document, of any document to be displayed when the player loses a game. The window in which the document is opened by the browser in determined by the loseTarget parameter. Note that this parameter is ignored if the applet is executed using an application other than a browser.

Default: none (no document is shown)

magikMode

This parameter turns on certain special commands and error reporting, which can be useful in "debugging" the applet parameters. THIS PARAMETER SHOULD NEVER BE USED ON AN EDITION POSTED ON THE WEB. It should only be used when preparing an applet before posting to the web.

The commands which Magik Mode adds are:

Ctrl-W Turn "winnable" option on and off
Ctrl-Shift-W Increase the "winnable" difficulty by 5
Ctrl-/ In a "winnable" game, automatically make the next winnable move.
V Show the version numbers for all of the Mi Ni Pai class files. This is useful in determining which files must be upgraded.


Default: off

maxLevel

This is the maximum allowed level of play, if more than one level is available.

Default: 4

minLevel

This is the minimum allowed level of play, if more than one level is available.

Default: 1

MNPSerialNo

This is the unique serial number for this edition. Every registered edition posted on the web will be assigned a unique serial number. That number should never be used for any applet except the licensed version.

While testing an edition on the web, this parameter should be set to "testing".

While an applet is available on the web and the registration has been submitted, but the serial number has not yet been received, this parameter should be set to "pending". Applets with a "pending" serial number will be given a short grace period for the registration to be submitted and processed.

No Default

musicOption

The game can play a continous sound loop (usually music) while a game is in progress. Note that music does not play after a game has been won or lost (until the game is restarted or a new game is started).

This option determines whether or not music (continous sound) is turned on when the game first loads (yes/no). Note that allowMusic will override this, and determine whether or not the game uses music (if allowMusic is "yes" but musicOption is "no", then the game begins without music but the player can turn the music on). Note also that music is separate from and unaffected by the "sound" option (unlike periodic sounds, which are affected).

To permanently disable music set allowMusic to "no".

Default: yes

newMessage

This is the text of the message displayed when a new game begins. This message is displayed in the browser's status bar.

Default: Select a tile

optColor

If specified, this is the color of the text and controls displayed on the Options and Help screens. If not specified, the "win color" is used for the Options and Help screen text and controls. This color should contrast well with the background color, which is also used as the background color for the Options/Help screen.

This color may also be set to "Flip"; this will cause the win color to be used as the background color for the Options and Help screens, and the background color to be used as the color of text and controls on the Options and Help screens. This is useful if the background color is darker than the win color and the win color is very bright, which can make the settings of the controls difficult to discern.


See Colors for details on declaring colors.

Default: red.

periodicBase

This is the starting number for periodic sounds.

Default: 1

periodicCount

This parameter defines the number of periodic sounds to play.

Default: 2

periodicOption

The game can play any number of periodic sounds of specified intervals.

This option (in conjunction with soundOption and allowSound) determines whether or not periodic sounds are turned on when the game first loads (yes/no). Note that allowPeriodic, allowSound and soundOption will override this, and determine whether or not the game uses periodic sounds. Note that if sound is turned off (either by setting allowSound to "no", by setting soundOption to "no" or by the user turning sound off) then periodic sounds will not play.

To permanently disable periodic sounds set allowPeriodic to "no".

Default: yes

periodicTime

This parameter defines the number of seconds between each periodic sound. If set to 0, periodic sounds are not played.

Default: 20

playPerSet

This is the number of tiles per set which are in play for any one game. In all but the most unusual variants, this parameter should be left alone.

Default: 4

playSets

This is the number of tile sets which are in play for any one game. In all but the most unusual variants, this parameter should be left alone.

Default: 36

preloadSounds

This parameter controls whether or not the program begins loading sounds on startup. When set to "no", sounds are only loaded as needed. When set to "yes", all basic and periodic sounds (i.e. all sounds except music, win and lose) are loaded immediately. Note that over slower connections to the Internet setting this option to "no" may cause the game to "freeze" momentarily the first time each sound is used (as the sound loads). By loading sounds on start up a player may wait longer initially, but the overall playing experience will be less "choppy".

Default: yes

pretrim

THIS PARAMETER IS NOT CURRENTLY FUNCTIONAL.

This parameter can be set to "yes" if the tile images have been pretrimmed (i.e. the corners have been rounded in the tile images). To use this command, the tile images must use the GIF format, since JPEG does not support transparent pixels (the rounded corners must be transparent), so for many editions this parameter is of little value
. When set to "yes", the program will not spend time trimming the images after loading; it will assume that they have been properly trimmed ahead of time.

Default: no

rankBase

This is the starting number for ranks. It can be used to create different editions of the game based on the same tile images (by using a subset of a larger pool of images).

Like
tileBase, this parameter can be varied to use images for different ranks to create different editions of the game.

Default: 1

Variations in this parameter constitute separate editions of the game (although this parameter may be varied in the life of an edition). For more information see Edition Constants.

Registry

Name of the party to whom this site license is granted. This name will be stored in the Mi Ni Pai registration database (along with the serial number) for license verification. It will also be displayed on the "options" screen when the game is being played.

No Default

shadowsOption

The game will usually draw shadows of tiles on lower, adjacent tiles and the background.

This option determines whether or not shadows are turned on when the game first loads (yes/no). Note that allowShadows will override this, and determine whether or not the game uses shadows (if allowShadows is "yes" but shadowOption is "no", then the game begins without shadows but the player can turn the shadows on).

Generally, this option should be left alone. The only players who should turn shadows off are those with very, very slow processors (that can't handle the extra drawing), or those with lame Java interpreters (which draw the shadows as solid black, rather than as partially transparent gray).

To permanently disable shadows set allowShadows to "no".

Default: yes

showSeconds

This is the number of seconds each bonus image should be displayed during a slide show.

Default: 5

sideColor

This is the color of the 3-dimensional sides of the tiles. This color should subtly contrast with the tile images. See Colors for details on declaring colors.

Default: gray

sideHeight

This is the "height", in pixels, of the sides of the tiles. A larger number results in "deeper" tiles.

Default: 6

soundFolder

This parameter declares the directory structure (relative to the applet HTML location) for all sound files (include event sounds, periodic sounds and music). For more information, refer to File Organization.

Default: Sounds

soundOption

The game can play sounds in conjunction with several predefined events.

This option determines whether or not sound is turned on when the game first loads (yes/no). Note that allowSound will override this, and determine whether or not the game uses sounds (if allowSound is "yes" but soundOption is "no", then the game begins without sound but the player can turn the sound on).

To permanently disable sound (including periodic sounds, but excluding music) set allowSound to "no".

Default: yes

steps

This parameter determines the total number of steps used for transition tile removal effects. A larger number results in a longer running animation. Note that this parameter has no effect on motion effects.

Default: 10

swap

If more set images are available than are in play at one time (i.e. imageSets > playSets) then this number determines how many tile set images will be swapped out and replaced with newly loaded images whan a new game is begun.

This number might be adjusted down for larger images or slower servers so that new games load more quickly (after the first, which must always load 36 tile images).

Default: computed as imageSets minus playSets

swapBackOption

If more than one background image is available, the program can swap the background image when a new game is started.

This option determines whether or not random background image swapping is enabled when the game first loads (yes/no). Note that allowSwapBack will override this, and determine whether or not the game uses background image swapping (if allowSwapBack is "yes" but swapBackOption is "no", then the game begins without swapping background images but the player can turn swap background images on). Also note that regardless of the setting of this parameter, swapping will always take place when background images are by level or layout and the player switches level or layout (otherwise, a player could cheat and use an easier level/layout with the image from a harder level/layout).

Default: yes

swapTilesOption

If more image sets are available than are in play for one game, the program can swap out old images and use new ones when a new game is started.

This option determines whether or not tile image swapping is enabled when the game first loads (yes/no). Note that allowSwapTiles will override this, and determine whether or not the game uses tile image swapping (if allowSwapTiles is "yes" but swapTilesOption is "no", then the game begins without swapping tile images but the player can turn swap tile images on).

Default: yes

tileBase

This is the starting number for tile sets. It can be used to create different editions of the game based on the same tile images (by using a subset of a larger pool of images).

For example, a full "Superman" game might use 108 tile sets (imageSets=108) with 36 Superman tile sets (numbered 1 to 36), 36 Lois Lane tile sets (numbered 37 to 72), and 36 villain tile sets (numbered 73 to 108). These same tile sets could be used to create separate "Superman: The Hero", "Lois Lane" and "The Villains" editions by setting imageSets to 36 and tileBase to 1, 37 and 73, respectively, for each edition.

Default: 1

Variations in this parameter constitute separate editions of the game (although this parameter may be varied in the life of an edition). For more information see Edition Constants.

tileFolder

This parameter declares the directory structure (relative to the applet HTML location) for all tile images. For more information, refer to File Organization.

Note that the directory structure can alternately (or partially) be declared in the
tileName parameter.

Default: Tiles

tileName

This parameter defines the format for tile image file names. The name should include a delimiter where the set number and rank number are inserted (the set number is inserted at the first occurance of the delimiter, the rank number at the second).

Default: Tile././

title

This parameter defines the window title when the game is opened in its own window (separate from the web page in which the applet is embedded).

Note that even if the applet does not open a window automatically, the player can do so by pressing W.

Default: Mi Ni Pai

trim

This is the number of pixels to trim from the corners of tile images. A larger number will create "rounder" tile corners. A number of 0 will avoid any trimming and create rectangular tiles.

Note that even if "pretrim" is set to "yes", this parameter must be set. In that case, no trimming will be done to the images, but the trim number will be used to properly draw the tile frames.

Default: 4

winColor

This is the color of the text of the message displayed when the player wins a game. This color should contrast well with all background images. See Colors for details on declaring colors.

Default: red

window

This parameter determines if the game should immediately open in its own window (once initialized). Set this to "yes" if you wish to begin the game in its own window. The player always has the option of closing this window, or of opening the game in a window (by pressing W).

Default: no

winFont

The name of the font to use when displaying the message when a player wins a game. The supported Java 1.1 font names are "Serif", "SansSerif", "Monospaced", "Dialog" and "DialogInput". Other font names can be specified (such as "Ariel"), but behavior is uncertain if that font does not exist on the client computer.

Default: Serif

winLeft

This number is the location, in pixels, of the top of the message displayed on the screen when the user wins, as measured from the top of the applet (i.e. a smaller number is closer to the top of the applet).

The win message should be positioned so as not to obscure the focus of the background image (although the user can remove the win message by clicking the mouse).

Default: 50

winMessage

This is the text of the message displayed when a player wins.

Default: Congratulations

winnable

This determines whether the tiles are dealt randomly, or in a guaranteed winnable game.

When set to -1 (or left out), the deal is random. For some layouts this may produce an unwinnable game. For some very tricky layouts, it is almost certain that the game will be unwinnable (if you can make any moves at all).

When set to 0 or higher, the deal is guaranteed to be winnable. Higher numbers will result in more difficult (but still winnable) deals. A setting of 0 is usually pathetically easy to win. A setting of 100 to 200 generally creates a challenging game (although the deals are still random, so you can get an unimaginably difficult or a pathetically easy game with any setting). You can use
magik mode and the Ctrl-Shift-W (or Alt-Shift-W) command to vary the difficulty level and play several games until you feel that the game suits your visitor's level of play.

If you don't believe that the game is winnable, you can turn
magik mode on (locally; don't turn magik mode on for games posted on the web). Then, by repeatedly using the Ctrl-/ (or Alt-/) command, the computer will make the moves for you, proving that the game can be won.

Default: -1

winSize

This is the font size of the message displayed when a player wins the game.

Default: 32

winTarget

This is the target window/frame for any browser document to be opened when the player wins a game. It is only relevant when winURL is also specified. The value values are:

_blank Open the document in a new window.
_parent Open the document in the parent frame.
_top Open the document in the current window, replacing all subordinate frames.
_self Open the document in the current frame or window.
any name Open the document in a window named "any name". If no such window exists, create a new window of that name to use.


Default: none (_self)

winTop

This number is the location, in pixels, of the top of the message displayed on the screen when the user wins, as measured from the top of the applet (i.e. a smaller number is closer to the top of the applet).

Default: 50

winURL

This is the address, relative to the applet document, of any document to be displayed when the player wins a game. The window in which the document is opened by the browser in determined by the winTarget parameter. Note that this parameter is ignored if the applet is executed using an application other than a browser.

Default: none (no document is shown)

zoomFactor

This is the decimal factor by which zoom images should be scaled before being displayed. Legal values are 1 or less, but never zero or negative. This parameter allows the bonus image to be used as the zoom image (by making the zoom image name the same as the bonus image name, but scaling down the image when displayed as a zoom).

Default: 1

zoomFolder

This parameter declares the directory structure (relative to the applet HTML location) for all zoom images. For more information, refer to File Organization.

Note that the directory structure can alternately (or partially) be declared in the
zoomName parameter.

Default: Zooms

zoomName

This parameter defines the format for zoom image file names. The name should include a delimiter where the set number and rank number are inserted (the set number is inserted at the first occurance of the delimiter, the rank number at the second).

Default: Tile./.zoom

zoomOption

The player can double click on a tile to display a zoom image.

This option determines whether or not zoom images are enabled when the game first loads (yes/no). Note that allowZoom will override this, and determine whether or not the game uses zoom images (if allowZoom is "yes" but zoomOption is "no", then the game begins without showing zoom images but the player can turn the zoom images on).

To permanently disable zoom images set allowZoom to "no".

Default: yes

zoomType

This parameter controls whether zoom images exist by set or by tile. The legal values are "set" or "tile. When equal to "set", one zoom image is expected for each set, and the tile rank is not included when determining the name of the zoom image. When equal to "tile", both the set number and the rank are included in the name of the zoom image and a separate image is expected for each rank in each set.

Default: set


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