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| author | Simon Tatham <anakin@pobox.com> | 2013-03-30 20:04:10 +0000 |
|---|---|---|
| committer | Simon Tatham <anakin@pobox.com> | 2013-03-30 20:04:10 +0000 |
| commit | e2c84a5fd2b1ca6d3d8be0279466079b35b6c189 (patch) | |
| tree | 59ff27ef2ca442ba15fa855f900a7f8ec1d1a59d /html/net.html | |
| parent | 6920d97c0977a77be869ecfa1ae933eaaf131e90 (diff) | |
| download | puzzles-e2c84a5fd2b1ca6d3d8be0279466079b35b6c189.zip puzzles-e2c84a5fd2b1ca6d3d8be0279466079b35b6c189.tar.gz puzzles-e2c84a5fd2b1ca6d3d8be0279466079b35b6c189.tar.bz2 puzzles-e2c84a5fd2b1ca6d3d8be0279466079b35b6c189.tar.xz | |
Introduce a mechanism in this source tree for building the container
web pages for the Java applets. Previously, those have all been
maintained by hand in my website's svn area, which is a bit silly. Now
we have a file per puzzle in the 'html' subdirectory which contains
the puzzle's name, one or two attributes, and the instructions snippet
to go below the puzzle applet; and then there's a Perl script that
builds all the real web pages out of that by adding in the parts
common across all files: the header, footer, and middle fragment with
the <applet> tag and resizing bits and pieces.
One piece _not_ checked in here is the footer text specific to my
hosting at chiark, which I think does still belong in the www area. So
Buildscr doesn't actually build the web pages; it just delivers the
bits and pieces by which my nightly snapshot script will be able to
run the program that _does_ build them, passing that footer as an
extra argument.
[originally from svn r9780]
Diffstat (limited to '')
| -rw-r--r-- | html/net.html | 17 |
1 files changed, 17 insertions, 0 deletions
diff --git a/html/net.html b/html/net.html new file mode 100644 index 0000000..08bffba --- /dev/null +++ b/html/net.html @@ -0,0 +1,17 @@ +Net +<p> +Rotate the grid squares so that they all join up into a single +connected network with no loops. +<p> +Left-click in a square to rotate it anticlockwise. Right-click to +rotate it clockwise. Middle-click, or shift-left-click if you have +no middle mouse button, to lock a square once you think it is +correct (so you don't accidentally rotate it again); do the same +again to unlock it if you change your mind. +<p> +Squares connected to the middle square are lit up. Aim to light up +every square in the grid (not just the endpoint blobs). +<p> +When this gets too easy, select a 'wrapping' variant from the Type +menu to enable grid lines to run off one edge of the playing area +and come back on the opposite edge! |