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Diffstat (limited to '')
| -rw-r--r-- | puzzles.but | 112 |
1 files changed, 110 insertions, 2 deletions
diff --git a/puzzles.but b/puzzles.but index f572f70..ad5d604 100644 --- a/puzzles.but +++ b/puzzles.but @@ -177,6 +177,22 @@ solving it yourself after seeing the answer, you can just press Undo. \dd Closes the application entirely. +\dt \i\e{Preferences} + +\dd Where supported (currently only on Unix), brings up a dialog +allowing you to configure personal preferences about a particular +game. Some of these preferences will be specific to a particular game; +others will be common to all games. + +\lcont{ + +One option common to all games allows you to turn off the one-key +shortcuts like \q{N} for new game or \q{Q} for quit, so that there's +less chance of hitting them by accident. You can still access the same +shortcuts with the Ctrl key. + +} + \H{common-id} Specifying games with the \ii{game ID} There are two ways to save a game specification out of a puzzle and @@ -621,8 +637,9 @@ A left-click with the mouse in the row or column containing the empty space will move as many tiles as necessary to move the space to the mouse pointer. -The arrow keys will move a tile adjacent to the space in the direction -indicated (moving the space in the \e{opposite} direction). +By default, the arrow keys will move a tile adjacent to the space in +the direction indicated (moving the space in the \e{opposite} +direction). Pressing \q{h} will make a suggested move. Pressing \q{h} enough times will solve the game, but it may scramble your progress while @@ -636,6 +653,18 @@ The only options available from the \q{Custom...} option on the \q{Type} menu are \e{Width} and \e{Height}, which are self-explanatory. (Once you've changed these, it's not a \q{15-puzzle} any more, of course!) +\H{fifteen-prefs} \I{preferences, for Fifteen}Fifteen user preferences + +On platforms that support user preferences, the \q{Preferences} option +on the \q{Game} menu will let you configure the sense of the arrow +keys. With the default setting, \q{Move the tile}, the arrow key you +press indicates the direction that you want a tile to move, so that +(for example) if you want to move the tile left of the gap rightwards +into the gap, you'd press Right. With the opposite setting, \q{Move +the gap}, the behaviour of the arrow keys is reversed, and you would +press Left to move the tile left of the gap into the gap, so that the +\e{gap} ends up one square left of where it was. + \C{sixteen} \i{Sixteen} @@ -1768,6 +1797,12 @@ don't yet know what that direction is, and this might enable you to deduce something about still other squares.) Even at Hard level, guesswork and backtracking should never be necessary. +\H{slant-prefs} \I{preferences, for Slant}Slant user preferences + +On platforms that support user preferences, the \q{Preferences} option +on the \q{Game} menu will let you configure which way round the mouse +buttons work. + \C{lightup} \i{Light Up} @@ -1851,6 +1886,12 @@ noticeably.) backtracking or guessing, \q{Hard} means that some guesses will probably be necessary. +\H{lightup-prefs} \I{preferences, for Light Up}Light Up user preferences + +On platforms that support user preferences, the \q{Preferences} option +on the \q{Game} menu will let you configure whether \q{this is not a +light} marks are shown when the square is also lit. + \C{map} \i{Map} @@ -1944,6 +1985,12 @@ Unreasonable puzzles may require guessing and backtracking. } +\H{map-prefs} \I{preferences, for Map}Map user preferences + +On platforms that support user preferences, the \q{Preferences} option +on the \q{Game} menu will let you configure the style of the victory +flash. + \C{loopy} \i{Loopy} @@ -2016,6 +2063,34 @@ same; this makes them the least confusing to play. \#{FIXME: what distinguishes Easy, Medium, and Hard? In particular, when are backtracking/guesswork required, if ever?} +\H{loopy-prefs} \I{preferences, for Loopy}Loopy user preferences + +On platforms that support user preferences, the \q{Preferences} option +on the \q{Game} menu will let you configure the following things: + +\q{Draw excluded grid lines faintly}. This is on by default: when a +line of the grid has been explicitly excluded from the solution by +right-clicking it, the line is still drawn, just in a faint grey +colour. If you turn this option off, excluded lines are not drawn at +all. + +\q{Auto-follow unique paths of edges}. This is off by default. When +it's on, clicking to change the status of a single grid line will +potentially propagate the change along multiple lines, if one or both +ends of the line you clicked connect to only one other line. (The idea +is that if two lines meet at a vertex and no other lines do at all, +then those lines are either both part of the loop or neither, so +there's no reason you should have to click separately to toggle each +one.) + +In the mode \q{Based on grid only}, the effects of a click will only +propagate across vertices that have degree 2 in the underlying grid. +For example, in the square grid, the effect will \e{only} occur at the +four grid corners. + +In the mode \q{Based on grid and game state}, the propagation will +also take account of edges you've already excluded from the solution, +so that it will do even more work for you. \C{inertia} \i{Inertia} @@ -2720,6 +2795,14 @@ level, some backtracking will be required, but the solution should still be unique. The remaining levels require increasingly complex reasoning to avoid having to backtrack. +\H{towers-prefs} \I{preferences, for Towers}Towers user preferences + +On platforms that support user preferences, the \q{Preferences} option +on the \q{Game} menu will let you configure the style of the game +display. If you don't like the three-dimensional mode, selecting +\q{2D} will switch to a simpler display style in which towers are +shown by just writing their height in the square. + \C{singles} \i{Singles} @@ -2926,6 +3009,13 @@ These parameters are available from the \q{Custom...} option on the (the start at the top left, and the end at the bottom right). If false the start and end squares are placed randomly (although always both shown). +\H{signpost-prefs} \I{preferences, for Signpost}Signpost user preferences + +On platforms that support user preferences, the \q{Preferences} option +on the \q{Game} menu will let you configure the style of the victory +effect. + + \C{range} \i{Range} \cfg{winhelp-topic}{games.range} @@ -2988,6 +3078,13 @@ These parameters are available from the \q{Custom...} option on the \dd Size of grid in squares. +\H{range-prefs} \I{preferences, for Range}Range user preferences + +On platforms that support user preferences, the \q{Preferences} option +on the \q{Game} menu will let you configure which way round the mouse +buttons work. + + \C{pearl} \i{Pearl} \cfg{winhelp-topic}{games.pearl} @@ -3078,6 +3175,17 @@ possible to deduce it step by step. } +\H{pearl-prefs} \I{preferences, for Pearl}Pearl user preferences + +On platforms that support user preferences, the \q{Preferences} option +on the \q{Game} menu will let you configure the style of the game +display. \q{Traditional} is the default mode, in which the loop runs +between centres of grid squares, and each clue occupies a square. +\q{Loopy-style} is an alternative mode that looks more like Loopy +(\k{loopy}), in which the loop runs between grid \e{vertices}, and the +clues also occupy vertices. + + \C{undead} \i{Undead} \cfg{winhelp-topic}{games.undead} |