games 5.3 KB

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  1. .TH GAMES 1
  2. .SH NAME
  3. 4s, 5s, juggle, mahjongg, sokoban, sudoku \- time wasters
  4. .SH SYNOPSIS
  5. .B games/4s
  6. .br
  7. .B games/5s
  8. .br
  9. .B games/juggle
  10. [
  11. .B -d
  12. .I delay
  13. ] [
  14. .B -h
  15. .I hands
  16. ] [
  17. .I start
  18. ]
  19. .I pattern
  20. .br
  21. .B games/mahjongg
  22. [
  23. .B -c
  24. ] [
  25. .B -f
  26. ] [
  27. .B -b
  28. .I background
  29. ] [
  30. .B -t
  31. .I tileset
  32. ] [
  33. .B -l
  34. .I layout
  35. ]
  36. .br
  37. .B games/sokoban
  38. [
  39. .I level
  40. ]
  41. .br
  42. .B games/sudoku
  43. .SH DESCRIPTION
  44. There are a few games in
  45. .BR /bin/games :
  46. .TP \w'\fLfireworksXX'u
  47. .BR 4s , " 5s"
  48. Try to fill complete rows using 4-square or 5-square tiles.
  49. Move tiles left or right by moving the mouse.
  50. Rotate tiles with buttons 1 and 3.
  51. Drop tiles for more points with button 2 or the space bar.
  52. Keys
  53. .LR a
  54. and
  55. .LR j
  56. move left,
  57. .LR s
  58. and
  59. .LR k
  60. rotate left,
  61. .LR d
  62. and
  63. .LR l
  64. rotate right,
  65. .LR f
  66. and
  67. .LR ;
  68. move right.
  69. .LR z ,
  70. .LR p
  71. and
  72. .LR Esc
  73. toggle suspend/resume.
  74. .LR q ,
  75. .LR Del
  76. and
  77. .LR control-D
  78. quit.
  79. .TP
  80. .B juggle
  81. Display the juggling
  82. .I pattern
  83. using the optional initial
  84. .I start
  85. pattern.
  86. The number of hands involved (default 2) can be specified with
  87. .BR -h ,
  88. and
  89. .I delay
  90. can be used to speed up or slow down the action (default is 20).
  91. Try the pattern 333333441333333 or 333353505151512333333
  92. or YWUSQOMKIGECA
  93. (see
  94. .IR http://seehuhn.de/jong/theory.html ).
  95. .TP
  96. .B mahjongg
  97. Remove all tiles
  98. from the board. Click on tiles with the same face that
  99. are not blocked by others. A blocked tile is one that is partially or
  100. fully covered on top or has neighbouring tiles to the left and right.
  101. The game finishes when either all tiles are gone or there are no
  102. more moves left. The arguments are for changing background
  103. .RB (-b),
  104. tile
  105. .RB (-t)
  106. and layout
  107. .RB (-l)
  108. images;
  109. .RB -c
  110. selects a true-color buffer image, for use with
  111. drawterm or in case selecting a tile obscures it completely;
  112. .RB -f
  113. causes mahjongg to indicate non-blocked tiles on mouse-over.
  114. The
  115. .LR N
  116. key will generate a new level,
  117. .LR R
  118. restarts the current one.
  119. .LR Q
  120. and
  121. .LR Del
  122. quit,
  123. .LR H
  124. gives a hint, either trying to match the currently selected tile, or if no tile is
  125. selected finding out the first available tile.
  126. .LR U
  127. and
  128. .LR Bksp
  129. undo the last move,
  130. .LR C
  131. tries to solve the level.
  132. .TP
  133. .B sokoban
  134. Guide Glenda through a room full of walls, pebbles and holes to put
  135. the pebbles in. Your goal is to arrange all pebbles into holes by
  136. pushing them around, but you can only push a pebble if there is no
  137. wall or another pebble blocking the way.
  138. Arrow keys move Glenda up-down-left-right.
  139. .LR N
  140. and
  141. .LR P
  142. keys switch between
  143. the next and previous levels,
  144. .LR R
  145. restarts the current level.
  146. .LR Del
  147. and
  148. .LR Q
  149. quit. Button 3 invokes a menu to restart the current level, load different level sets, and en- and disable animation of multi-step moves.
  150. Button 2 lets you change between levels.
  151. Button 1 lets you do multi-step moves and pushes,
  152. by clicking it on the destination where you want Glenda to go.
  153. Glenda will only move if it can reach the destination.
  154. For a multi-step push the pebble must be next to Glenda,
  155. the destination must be on the same row or column,
  156. and there must be a free place next to the destination
  157. where the pebble can be pushed to.
  158. Otherwise, if possible, Glenda will walk to the destination without pushing the pebble.
  159. .I Sokoban
  160. accepts a level file as its argument.
  161. .TP
  162. .B sudoku
  163. .I Sudoku
  164. is a puzzle game from Japan. The goal of the game is to
  165. fill the numbers 1 to 9 in all squares of the 9x9 board following a
  166. few simple rules: no digit should repeat on the same row and column,
  167. and no digit should repeat in the same 3x3 boxes outlined with thicker
  168. lines. The board is initially filled with a partial solution which
  169. can be used for inferring digits for the empty squares. The top row
  170. of the board contains the digits 1 through 9, clicking on one of those
  171. digits selects that number for placement on the board, clicking it
  172. again will deselect that digit. Clicking on an empty square will then
  173. affix the square with the selected digit or, if no digit is selected
  174. empty the square.
  175. .IP
  176. Button 3 presents a menu with the following options:
  177. .RS \w'\fLfireworksXX'u
  178. .TP \w'\fLOffsetXX'u
  179. .B New
  180. autogenerate a new, random board
  181. .TP
  182. .B Check
  183. mark in red any digits not placed according to the rules
  184. .TP
  185. .B Solve
  186. present the board's solution
  187. .TP
  188. .B Clear
  189. clear the board to its starting (or last loaded) state
  190. .TP
  191. .B Save
  192. save the current board to
  193. .I /tmp/sudoku-save
  194. .TP
  195. .B Load
  196. load the last saved board from
  197. .I /tmp/sudoku-save
  198. .TP
  199. .B Print
  200. print the current board and solution in a format
  201. suitable for addition in the sudoku library to
  202. .I /tmp/sudoku-board
  203. .TP
  204. .B Offline
  205. pretty-print the board for off-line solving to
  206. .I /tmp/sudoku-print
  207. .TP
  208. .B Exit
  209. quit the game
  210. .RE
  211. .IP
  212. Button 2 presents a list of sudoku boards from
  213. .I /sys/games/lib/sudoku/boards
  214. with varying degree of difficulty.
  215. .IP
  216. Pressing the
  217. .B Q
  218. key quits sudoku
  219. .SH FILES
  220. .TP
  221. .B /sys/games/lib/[45]scores
  222. score files of
  223. .I 4s
  224. and
  225. .I 5s
  226. .TP
  227. .B /sys/games/lib/mahjongg/*
  228. image sprites, levels and backgrounds used by
  229. .I mahjongg
  230. .TP
  231. .B /sys/games/lib/sokoban/*
  232. image sprites and levels used by
  233. .I sokoban
  234. .TP
  235. .B /sys/games/lib/sudoku/*
  236. images and boards used by
  237. .I sudoku
  238. .SH SOURCE
  239. .B /sys/src/games
  240. .SH BUGS
  241. In 4s and 5s mouse warping (when the game is resumed,
  242. and when a new tile appears) does not happen when
  243. the mouse cursor is outside the game window.
  244. Those who prefer to use the keyboard without the mouse
  245. cursor blocking the view (or being warped all the time)
  246. may consider this a feature.