aboutsummaryrefslogtreecommitdiff
path: root/PuzzleApplet.java
diff options
context:
space:
mode:
authorSimon Tatham <anakin@pobox.com>2021-05-25 10:44:08 +0100
committerSimon Tatham <anakin@pobox.com>2021-05-25 10:59:11 +0100
commit8f3413c31ffd43c4ebde40894ac1b2f7cdf222c3 (patch)
tree2eac9b48329dc374cbfb86a08c316c5aec0095ae /PuzzleApplet.java
parent12b64a1db1a2cb94b938295875e5583237dbe168 (diff)
downloadpuzzles-8f3413c31ffd43c4ebde40894ac1b2f7cdf222c3.zip
puzzles-8f3413c31ffd43c4ebde40894ac1b2f7cdf222c3.tar.gz
puzzles-8f3413c31ffd43c4ebde40894ac1b2f7cdf222c3.tar.bz2
puzzles-8f3413c31ffd43c4ebde40894ac1b2f7cdf222c3.tar.xz
galaxieseditor: make 'copy to clipboard' give the game id.
This seems like a generally helpful design for game editors in general: if we're going to have a helper program that can construct an instance of a game, then one obvious thing you'd want as output from it would be the descriptive game id, suitable for pasting back into the playing UI. So, in the just-re-enabled helper program 'galaxieseditor', I've rewritten game_text_format so that it generates exactly that. Now you can place dots until you have a puzzle you like, then use the 'Copy' menu item to make it into a game id usable in 'galaxies' proper. This doesn't set a precedent that I'm planning to _write_ editors for all the other games, or even any of them (right now). For some, it wouldn't be too hard (especially games where the solution and clues are the same kind of thing, like default-mode Solo); for others, it would be a huge UI nightmare.
Diffstat (limited to 'PuzzleApplet.java')
0 files changed, 0 insertions, 0 deletions