games 4.7 KB

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