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games 5.2 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. .TP
  127. .B sokoban
  128. Guide Glenda through a room full of walls, pebbles and holes to put
  129. the pebbles in. Your goal is to arrange all pebbles into holes by
  130. pushing them around, but you can only push a pebble if there is no
  131. wall or another pebble blocking the way.
  132. Arrow keys move Glenda up-down-left-right.
  133. .LR N
  134. and
  135. .LR P
  136. keys switch between
  137. the next and previous levels,
  138. .LR R
  139. restarts the current level.
  140. .LR Del
  141. and
  142. .LR Q
  143. quit. Button 3 invokes a menu to restart the current level, load different level sets, and en- and disable animation of multi-step moves.
  144. Button 2 lets you change between levels.
  145. Button 1 lets you do multi-step moves and pushes,
  146. by clicking it on the destination where you want Glenda to go.
  147. Glenda will only move if it can reach the destination.
  148. For a multi-step push the pebble must be next to Glenda,
  149. the destination must be on the same row or column,
  150. and there must be a free place next to the destination
  151. where the pebble can be pushed to.
  152. Otherwise, if possible, Glenda will walk to the destination without pushing the pebble.
  153. .I Sokoban
  154. accepts a level file as its argument.
  155. .TP
  156. .B sudoku
  157. .I Sudoku
  158. is a puzzle game from Japan. The goal of the game is to
  159. fill the numbers 1 to 9 in all squares of the 9x9 board following a
  160. few simple rules: no digit should repeat on the same row and column,
  161. and no digit should repeat in the same 3x3 boxes outlined with thicker
  162. lines. The board is initially filled with a partial solution which
  163. can be used for inferring digits for the empty squares. The top row
  164. of the board contains the digits 1 through 9, clicking on one of those
  165. digits selects that number for placement on the board, clicking it
  166. again will deselect that digit. Clicking on an empty square will then
  167. affix the square with the selected digit or, if no digit is selected
  168. empty the square.
  169. .IP
  170. Button 3 presents a menu with the following options:
  171. .RS \w'\fLfireworksXX'u
  172. .TP \w'\fLOffsetXX'u
  173. .B New
  174. autogenerate a new, random board
  175. .TP
  176. .B Check
  177. mark in red any digits not placed according to the rules
  178. .TP
  179. .B Solve
  180. present the board's solution
  181. .TP
  182. .B Clear
  183. clear the board to its starting (or last loaded) state
  184. .TP
  185. .B Save
  186. save the current board to
  187. .I /tmp/sudoku-save
  188. .TP
  189. .B Load
  190. load the last saved board from
  191. .I /tmp/sudoku-save
  192. .TP
  193. .B Print
  194. print the current board and solution in a format
  195. suitable for addition in the sudoku library to
  196. .I /tmp/sudoku-board
  197. .TP
  198. .B Offline
  199. pretty-print the board for off-line solving to
  200. .I /tmp/sudoku-print
  201. .TP
  202. .B Exit
  203. quit the game
  204. .RE
  205. .IP
  206. Button 2 presents a list of sudoku boards from
  207. .I /sys/games/lib/sudoku/boards
  208. with varying degree of difficulty.
  209. .IP
  210. Pressing the
  211. .B Q
  212. key quits sudoku
  213. .SH FILES
  214. .TP
  215. .B /sys/games/lib/[45]scores
  216. score files of
  217. .I 4s
  218. and
  219. .I 5s
  220. .TP
  221. .B /sys/games/lib/mahjongg/*
  222. image sprites, levels and backgrounds used by
  223. .I mahjongg
  224. .TP
  225. .B /sys/games/lib/sokoban/*
  226. image sprites and levels used by
  227. .I sokoban
  228. .TP
  229. .B /sys/games/lib/sudoku/*
  230. images and boards used by
  231. .I sudoku
  232. .SH SOURCE
  233. .B /sys/src/games
  234. .SH BUGS
  235. In 4s and 5s mouse warping (when the game is resumed,
  236. and when a new tile appears) does not happen when
  237. the mouse cursor is outside the game window.
  238. Those who prefer to use the keyboard without the mouse
  239. cursor blocking the view (or being warped all the time)
  240. may consider this a feature.