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* Substantial infrastructure upheaval. I've separated the drawing APISimon Tatham2005-08-18
* New puzzle: `Slant', picked from the Japanese-language section ofSimon Tatham2005-08-02
* Various cleanups and clarifications to devel.but; some from RichardSimon Tatham2005-08-01
* Another game from James H: `Black Box'.Simon Tatham2005-07-17
* New puzzle: `Untangle', cloned (with the addition of random gridSimon Tatham2005-07-16
* Introduce a `shuffle' utility function.Simon Tatham2005-07-14
* game_timing_state() now has access to the game_ui. This means thatSimon Tatham2005-07-10
* Refactoring from James H: the highlight and lowlight colour setupSimon Tatham2005-07-06
* Add a `full' parameter to validate_params(), analogous to the one inJacob Nevins2005-07-05
* Refactored the game_size() interface, which was getting reallySimon Tatham2005-07-05
* draw_polygon() and draw_circle() have always had a portabilitySimon Tatham2005-07-03
* Actually implemented the serialise/deserialise functions inSimon Tatham2005-06-28
* More serialisation changes: the game_aux_info structure has now beenSimon Tatham2005-06-28
* Another function pair required for serialisation; these ones saveSimon Tatham2005-06-28
* Annoying special cases for Mines.Simon Tatham2005-06-28
* Re-architecting of the game backend interface. make_move() has beenSimon Tatham2005-06-27
* Change the preprocessor symbol `DEBUG' to `DEBUGGING', since theSimon Tatham2005-06-24
* `Guess', a Mastermind clone from James Harvey. This checkin alsoSimon Tatham2005-06-23
* Introduce a front-end function to draw circles.Simon Tatham2005-06-23
* New front end functions to save and restore a region of the puzzleSimon Tatham2005-06-22
* Infrastructure change which I've been thinking about for a while:Simon Tatham2005-06-17
* Another James Harvey patch. This one introduces a new button codeSimon Tatham2005-06-07
* All the games in this collection have always defined their graphicsSimon Tatham2005-06-07
* Introduce a new game backend function (there seem to have been a lotSimon Tatham2005-06-06
* min()/max() macros conflict with ones defined by Windows (or at least MinGW)Jacob Nevins2005-06-01
* Miscellaneous fixes from James Harvey's PalmOS porting work:Simon Tatham2005-06-01
* Better mouse button handling in Mines:Simon Tatham2005-05-31
* Move definition of PI into puzzles.h. If nothing else, the definition in cube.cJacob Nevins2005-05-31
* Mouse-based interface for Cube: you left-click anywhere on the gridSimon Tatham2005-05-31
* GTK misfires timers at inconvenient moments, sometimes causing a newSimon Tatham2005-05-31
* Added an `interactive' flag to new_game_desc(), which toggles MinesSimon Tatham2005-05-30
* First cut at a game timer. Yet another backend function whichSimon Tatham2005-05-30
* Mines now follows the conventional approach of offering a completelySimon Tatham2005-05-30
* Initial checkin of my Minesweeper clone, which uses a solver duringSimon Tatham2005-05-30
* Infrastructure change: game_anim_length and game_flash_length nowSimon Tatham2005-05-30
* Add origin-shifting (Shift+cursors) and source-shifting (Ctrl+cursors) to Net.Jacob Nevins2005-05-26
* The game IDs for Net (and Netslide) have always been random seedsSimon Tatham2005-05-16
* Introduce a versioning mechanism, and an `About' box in all frontSimon Tatham2005-05-15
* I've had two complaints that Solo ought to recognise the numericSimon Tatham2005-05-12
* Added an automatic `Solve' feature to most games. This is useful forSimon Tatham2005-05-02
* Introduce the concept of a `game_aux_info' structure. This isSimon Tatham2005-05-02
* Introduced a new function in every game which formats a game_stateSimon Tatham2005-05-01
* I can never remember what that `TRUE' means in the game structureSimon Tatham2005-05-01
* Initial checkin of `Solo', the number-placing puzzle popularised bySimon Tatham2005-04-23
* Include code in midend.c to sanitise streams of mouse events so thatSimon Tatham2005-01-25
* The #definition of COMBINED was done very badly: it was a piece ofSimon Tatham2005-01-24
* Initial checkin of a Mac OS X port of puzzles, using Cocoa. AllSimon Tatham2005-01-22
* Arrange that we really _can_ compile all the puzzles into a singleSimon Tatham2005-01-22
* Rather than each game backend file exporting a whole load ofSimon Tatham2005-01-17
* Add a `jumble' key (`J') to Net, which scrambles the positions of all unlockedJacob Nevins2004-12-22