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XLABY(6)							      XLABY(6)

NAME
       xlaby - X Labyrinth, the aMAZEment

SYNOPSIS
       xlaby [ options ]

DESCRIPTION
       X  Labyrinth is a labyrinth game under X11 that is played directly with
       the mouse pointer: the  walls  block  the  pointer's  movement  on  the
       screen.

       The  goal  of  the  game	 is  to	 retrieve the four colored squares: to
       retrieve a square, it is sufficient to move the pointer over it, and it
       will  disappear.	 However, to make things more infuriating, the squares
       have to be taken in the following order: red, yellow, green  and	 blue.
       When the blue square is obtained, the game is won.

       Unless  otherwise specified (see OPTIONS below), it is possible to quit
       the game at any moment by pressing Q or escape and to suspend the  game
       by pressing Z or tab (same key to resume).

       If the maze window is suddenly obscured or changes size or position, it
       is possible to restore it to the correct position, size and  visibility
       by pressing the space bar.

       It is possible to chose between three types of maze building algorithms
       (see OPTIONS below): the "tree", "flood" and "chain" maze.

       Exit code is 1 in case of  error,  42  if  the  maze  was  successfully
       solved,	and 0 otherwise. This can be useful in shell scripts for exam‐
       ple to test the user's patience.

OPTIONS
       -b, --blind
	      Run in blind mode. You don't get to see the walls of  the	 maze,
	      which makes it slightly harder.

       --build, --slowbuild
	      Show  the	 maze  as it is being built. This is the best possible
	      explanation of how the maze building algorithms work.

       -c, --chain
	      Use the chain maze building algorithm: the maze is  built	 by  a
	      self-avoiding  random  walk that starts from start every time it
	      is blocked.

       --copying
	      Display copying information and exit. See the file  COPYING  for
	      more information.

       -d, --discover
	      Run  in  semi-blind mode. The walls become visible only when you
	      bump into them.

       -display name
	      Run on the specified display. Overrides the DISPLAY  environment
	      variable.

       --grabkbd
	      Grab  the	 keyboard  as  long  as the game is being played. This
	      inhibits window manager hotkeys for example; frequently used  in
	      conjunction with --noquit

       -f, --flood
	      Use  the	flood  maze building algorithm: the maze is built by a
	      self-avoiding random walk that starts  from  the	last  possible
	      place every time it is blocked.

       -h, --help
	      Print help information and exit.

       -i, --info
	      Print game instructions and exit.

       --noplay
	      Do not play the game (only display the generated maze).

       --noquit
	      Forbid  quitting	the  game  (i.e.  disables  the Q and Z keys).
	      Beware, this can be dangerous, especially when used in  conjunc‐
	      tion with --grabkbd.

       -p, --play
	      Play  the	 game. This option is compulsory (so that people won't
	      accidentally start xlaby and then not know how to quit).

       --pos X Y
	      Define the X and Y position of the maze window. If this  parame‐
	      ter  is  omitted	(or invalid values are given), window position
	      will be chosen at random.

       -q, --quantum
	      Run in quantum mode: every time the pointer changes cell, it has
	      a	 certain  probability of doing a quantum leap to another posi‐
	      tion in the maze. It is uncertain whether	 that  actually	 makes
	      things easier or more difficult.

       -s, --size number
	      Set  the	maze  size.  number is a number between 0 (very small)
	      and 9 (huge). Note that the maze will always fit in the  screen:
	      if  it  is too large, the cell size will be reduced, and if that
	      is still not  sufficient,	 the  maze  dimensions	will  also  be
	      reduced.	Note  that  xlaby will not run if the dimension of the
	      root window is less than 40x40 or so :-(

       -t, --tree
	      Use the tree maze generating algorithm: the  maze	 is  built  by
	      growing trees of walls from the edges and the center. It is very
	      easy to solve, and also quite slow for large sizes.

       -v, --version
	      Print version number and exit.

       -w, --warranty
	      Print absence of warranty and exit. See  the  file  COPYING  for
	      more information.

       Note that multiple options cannot be concatenated, so
	      xlaby -pt
       is not valid: use
	      xlaby -p -t
       instead.

       Also  note  that	 standard X toolkit options are not recognized, as the
       program uses low-level X.

ENVIRONMENT
       DISPLAY
	      The default display name.

RESOURCES
       None!

BUGS
       Option syntax is very non-standard. Having to use the --play option  is
       a pain.

       X  resources  are  not recognized. The colors cannot be specified. Only
       the position of the window can be given, and it does not interact prop‐
       erly with the window manager (only I do not trust WMs).

       There  are probably cases which I overlooked and in which the window is
       not fully visible.  Unfortunately, as far as I know, the Xlib does  not
       furnish	any  easy  way	of making absolutely sure a window is entirely
       visible.

       I guess it must look awful on a monochrome display.

       The tree maze is outrageously slow for large maze sizes.

       The game is about unplayable when run across a  network	as  the	 mouse
       cursor may freeze for a long time on a cell boundary.

       There  is no high score table. So the name of the first person who com‐
       pletes the size 9 chain maze in blind mode shall not go down in History
       (still, if you do, send me a mail).

       The  blue  square (randomly placed) may overlap another one.  Actually,
       this is more a feature than a bug.

       There is no way to change  the  number,	colors,	 or  position  of  the
       squares.

       The  man	 page  does  not describe all the bugs (otherwise this section
       would be the longest by far).

AUTHORS
       Peter Horvai (peter.horvai@ens.fr) for the initial idea and chain  maze
       algorithm.

       David  Madore  (david.madore@ens.fr)  for  most of the programming, the
       tree maze algorithm, and this man page.

       Special thanks to Mladen Dimitrov for the flood maze algorithm.

COPYING
       GNU public license. See the file COPYING for more information.

SEE ALSO
       maze(1)

				  01 DEC 1997			      XLABY(6)
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