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| author | Simon Tatham <anakin@pobox.com> | 2005-07-16 19:51:53 +0000 |
|---|---|---|
| committer | Simon Tatham <anakin@pobox.com> | 2005-07-16 19:51:53 +0000 |
| commit | a8a903db475885c719bb242b669a2675e702ea68 (patch) | |
| tree | 8bfb39578a2eb50a79f59b8b1a366f71d569adbd /solo.c | |
| parent | c5edffdd2c38080d86747e2dfc9c796665fa3c96 (diff) | |
| download | puzzles-a8a903db475885c719bb242b669a2675e702ea68.zip puzzles-a8a903db475885c719bb242b669a2675e702ea68.tar.gz puzzles-a8a903db475885c719bb242b669a2675e702ea68.tar.bz2 puzzles-a8a903db475885c719bb242b669a2675e702ea68.tar.xz | |
New puzzle: `Untangle', cloned (with the addition of random grid
generation) from a simple but rather fun Flash game I saw this
morning.
Small infrastructure change for this puzzle: while most game
backends find the midend's assumption that Solve moves are never
animated to be a convenience absolving them of having to handle the
special case themselves, this one actually needs Solve to be
animated. Rather than break that convenience for the other puzzles,
I've introduced a flag bit (which I've shoved in mouse_priorities
for the moment, shamefully without changing its name).
[originally from svn r6097]
Diffstat (limited to 'solo.c')
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