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
20 lines
811 B
HTML
20 lines
811 B
HTML
Tents
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<p>
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Place tents in the empty squares in such a way that:
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<ul>
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<li>no two tents are adjacent, even diagonally
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<li>the number of tents in each row and column matches the numbers
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around the edge of the grid
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<li>it is possible to match tents to trees so that each tree is
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orthogonally adjacent to its own tent (but may also be adjacent to
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other tents).
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</ul>
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<p>
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Click in a square to place or remove a tent. Right-click to mark a
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square as empty (not a tent). Right-click and drag along a row or
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column to mark many squares at once as empty.
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<p>
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Warning '!' marks appear to indicate adjacent tents. Numbers round
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the edge of the grid light up red to indicate they do not match the
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number of tents in the row. Groups of tents light up red to indicate
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that they have too few trees between them, and vice versa.
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