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
17 lines
712 B
HTML
17 lines
712 B
HTML
Net
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<p>
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Rotate the grid squares so that they all join up into a single
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connected network with no loops.
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<p>
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Left-click in a square to rotate it anticlockwise. Right-click to
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rotate it clockwise. Middle-click, or shift-left-click if you have
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no middle mouse button, to lock a square once you think it is
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correct (so you don't accidentally rotate it again); do the same
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again to unlock it if you change your mind.
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<p>
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Squares connected to the middle square are lit up. Aim to light up
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every square in the grid (not just the endpoint blobs).
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<p>
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When this gets too easy, select a 'wrapping' variant from the Type
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menu to enable grid lines to run off one edge of the playing area
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and come back on the opposite edge!
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