| Commit message (Collapse) | Author | Age |
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orientations as well as the order!
[originally from svn r5733]
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[originally from svn r5732]
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various things:
- if you haven't fully understood what a game is about, it gives
you an immediate example of a puzzle plus its solution so you can
understand it
- in some games it's useful to compare your solution with the real
one and see where you made a mistake
- in the rearrangement games (Fifteen, Sixteen, Twiddle) it's handy
to be able to get your hands on a pristine grid quickly so you
can practise or experiment with manoeuvres on it
- it provides a good way of debugging the games if you think you've
encountered an unsolvable grid!
[originally from svn r5731]
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[originally from svn r5730]
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constructed at the same time as an internally generated game seed,
so that it can preserve any interesting information known by the
program at generation time but not physically contained within the
text of the game seed itself. (Such as, for example, the solution.)
Currently not used for anything yet, but it will be.
[originally from svn r5729]
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`Cut', `Copy' and `Paste' items in the Edit menu of an OS X
application - because there's nothing else that enables the keyboard
cut/copy/paste shortcuts in an edit box! OS X Puzzles can now have
game IDs pasted into it, which it previously couldn't.
[originally from svn r5728]
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strain my unconventional menu organisation, so I've reverted to
having `File' and `Edit' menus like everyone else.
[originally from svn r5727]
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[originally from svn r5726]
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[originally from svn r5725]
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as text. This is used by front ends to implement copy-to-clipboard.
Currently the function does nothing (and is disabled) in every game
except Solo, but it's a start.
[originally from svn r5724]
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definitions, so let's move it so that it's just next to the
functions it relates to. This also opens the way for me to add more
booleans next to other functions without getting confused as to
which is which.
[originally from svn r5723]
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[originally from svn r5722]
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[originally from svn r5721]
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introduce a sensible game ID notation for orientable games, and
finally (*blush*) turn the orientability triangles back the right
way up.
[originally from svn r5718]
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simpler and better way to indicate tile orientation than those
colour bars.
[originally from svn r5717]
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[originally from svn r5714]
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matters. This mode is hard enough to scare the wossnames out of me,
but that's no reason not to put it in anyway!
[originally from svn r5713]
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in bold.
[originally from svn r5709]
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gadget in Metroid Prime 2.
[originally from svn r5708]
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puzzle, to make it construcct puzzle IDs and output them on stdout.
Also checked in print.py, a script which reads puzzle IDs on stdin
and produces PostScript output. With these, you can generate pages
of Pattern, Rectangles and Solo puzzles to take on trains with you.
[originally from svn r5707]
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working.
[originally from svn r5706]
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2 and fallback to GTK 1.2.
[originally from svn r5705]
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todo list, which complained about this because Solo was the only
puzzle noticeably affected).
[originally from svn r5694]
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builds better:
- the GTK makefile now defines $(GTK_CONFIG) which you can
override, so you can build for GTK 2 with no makefile-editing
simply by running `make GTK_CONFIG="pkg_config gtk+-2.0"'
- we use Pango to find appropriate fonts, which means the text in
the puzzles actually (gasp!) adapts its size to the
circumstances. Unfortunately, I've been unable to do this
portably without depending on _either_ a Pango function that
isn't present in older versions _or_ the underlying window system
being X11; I'd appreciate someone doing better.
[originally from svn r5693]
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round.
[originally from svn r5691]
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interface to it just in case it comes in handy.
[originally from svn r5686]
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terminology as the puzzle GUI.
[originally from svn r5683]
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enable configurable puzzle difficulty. I'm only generating grids up
to Times level (complicated non-recursive analysis but guessing
never required); I wouldn't object to providing a Telegraph
difficulty level (guessing required) but it turns out to be very
hard indeed to generate at random. I might still add it later
(probably under the name `Unreasonable' :-) if I can think of an
efficient way to find them.
[originally from svn r5682]
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grid. I'm really starting to get annoyed by the default round-
towards-zero behaviour of C integer division.
[originally from svn r5681]
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build, and which is redundant given the new standalone solver
functionality.
[originally from svn r5672]
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checkin.
[originally from svn r5671]
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- added a compilation option -DSTANDALONE_SOLVER which makes both
of Solo's internal solvers accessible from the command line.
- fix a bug in nsolve turned up by testing in this mode: it failed
to iterate at all! Oddly, this massive improvement to the
effectiveness of nsolve hasn't emptied the generated grids by
very much.
- add an extra mode of reasoning to my to-do list (which is the
dual of one already there, so I'm kicking myself).
[originally from svn r5670]
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lose a lot of code duplication in nsolve while preserving efficiency.
[originally from svn r5667]
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the default symmetry from order-4 down to order-2, which seems to
mitigate the excessively-full-grid problem by permitting more
freedom to remove stuff.
[originally from svn r5666]
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[originally from svn r5665]
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clipping policy work properly. I haven't proved why it didn't work
the previous way, but I have a good guess: I think that clip regions
are handled by reference. So I saved the old clip region out of the
DC, then did an IntersectClipRect, and then selected the old clip
region back in again - but the old clip region had never been
_de_-selected, because IntersectClipRect didn't change which object
was selected but rather it modified-in-place the one that already
was selected. So my attempt to restore the old clip region did
nothing whatsoever, and thus clipping to two different rectangles
during the same draw sequence failed. Now I'm completely destroying
the clip region during unclip(), which seems to work better.
[originally from svn r5662]
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[originally from svn r5661]
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the Times under the name `Sudoku'.
[originally from svn r5660]
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`colour' parameter in draw_text().
[originally from svn r5507]
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column of the same colour (at least when the dimensions are big
enough to make this feasible). It's a little bit too easy otherwise!
[originally from svn r5391]
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grid dimensions are very small.
[originally from svn r5390]
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obviously better than just calling setNeedsDisplay on the whole
thing...
[originally from svn r5258]
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width; if allowed to resize to the text within them, they look
terribly silly when containing an entire Rectangles or Pattern game
ID.
[originally from svn r5210]
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implementation sucked. Revise it completely.
[originally from svn r5209]
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back ends can be assured of always receiving them in a sensible
sequence (button-down, followed by zero or more drags, followed by
button-up, and never changing button in the middle of such a
sequence). I have a suspicion this issue was the cause of the
mysterious Pattern grid updates seen by Dan during testing last
night.
[originally from svn r5208]
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out of the tarball by makedist.sh, causing the downloaded source
tree to fail mkfiles.pl. Worse still, the GTK Makefile wasn't
included, so people _needed_ to run mkfiles.pl! Both now fixed, I
think.
[originally from svn r5205]
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[originally from svn r5201]
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the Help menu rather than the Type menu. Fixed.
[originally from svn r5199]
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appears to be the approved Apple fashion.
[originally from svn r5197]
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[originally from svn r5195]
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