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
14 lines
676 B
HTML
14 lines
676 B
HTML
Same Game
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<p>
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Try to empty the playing area completely, by removing connected
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groups of two or more squares of the same colour. Then try to score
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as much as possible, by removing large groups at a time instead of
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small ones.
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<p>
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Click on a coloured square to highlight the rest of its connected
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group. The status line will print the number of squares selected,
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and the score you would gain by removing them. Click again to remove
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the group; other squares will fall down to fill the space, and if
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you empty a whole column then the other columns will move up. You
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cannot remove a single isolated square: try to avoid dead-end
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positions where all remaining squares are isolated.
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