1a6a8b52f7
Original revision: 5123b1bf68777ffa86e651f178046b26a87cf2d9 MIT Licensed. Some games still crash and others are unplayable due to issues with controls. Still need a "real" polygon filling algorithm. Currently builds one plugin per puzzle (about 40 in total, around 100K each on ARM), but can easily be made to build a single monolithic overlay (800K or so on ARM). The following games are at least partially broken for various reasons, and have been disabled on this commit: Cube: failed assertion with "Icosahedron" setting Keen: input issues Mines: weird stuff happens on target Palisade: input issues Solo: input issues, occasional crash on target Towers: input issues Undead: input issues Unequal: input and drawing issues (concave polys) Untangle: input issues Features left to do: - In-game help system - Figure out the weird bugs Change-Id: I7c69b6860ab115f973c8d76799502e9bb3d52368
18 lines
787 B
HTML
18 lines
787 B
HTML
Mines
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<p>
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Try to expose every square in the grid that is not one of the hidden
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mines, without opening any square that is a mine.
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<p>
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Click in a square to open it. Every opened square are marked with
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the number of mines in the surrounding 8 squares, if there are any;
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if not, all the surrounding squares are automatically opened.
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<p>
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Right-click in a square to mark it with a flag if you think it is a
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mine. If a numbered square has exactly the right number of flags
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around it, you can click in it to open all the squares around it
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that are not flagged.
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<p>
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The first square you open is guaranteed to be safe, and (by default)
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you are guaranteed to be able to solve the whole grid by deduction
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rather than guesswork. (Deductions may require you to think about
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the total number of mines.)
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