Provided by: xlaby_2.0.1-10_i386 bug

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
       example 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
              conjunction 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
              parameter  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
              position 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
       properly 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
       completes 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)