A procedural labyrinth game written in one terminal page (80×24) of space for code
Because why not? Kidding aside, the game came to existence as part of a quick challenge on the TIGSource forums. The goal was to create a complete game in one terminal page of space; that would be 1920 bytes (characters) of code including all those newlines.
Labyrinth uses SDL as its backbone. In order to
compile labyrinth.c
, you will be needing
SDL 1.2.*. Once you have it installed
and in place, simply do:
cc labyrinth.c `sdl-config --cflags --libs -o labyrinth`
The compiler might bug you with a warning regarding time()
, that is to be
expected. Due to the amount of code space available the header file containing
a prototype for time()
was not included.
This was all for compiling on *nix; as for compiling on Windows… I honestly have no idea. Though, it should work out of the box, just fine.
Your ultimate objective is to unite the black square with the blue square. You do this by moving the black square through dragging and dropping using your mouse.
You have 20 seconds for each level to achieve this objective. If, for whatever reason, you fail to unite these little chaps, the game will simply quit abruptly.
Considering it's a very simple game with an obfuscated C code, there shouldn't be any valid reason to license it with anything other than the WTFPL…
Everyone is permitted to copy and distribute verbatim or modified copies of this license agreement, and changing it is allowed as long as the name is changed.
In other words:
You just do what the fuck you want to.
Here's the name of the sole contributor of the project. It's not like anyone else will ever contribute but formalities are formalities.
- Goksel Goktas (author)