X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/7c568a48f46bd88d9f298a1c29ac0f64a88266c0..daaccee83ed942715e01ce256cd94340605bf330:/puzzles.but diff --git a/puzzles.but b/puzzles.but index 8d592b5..7d90f43 100644 --- a/puzzles.but +++ b/puzzles.but @@ -82,6 +82,10 @@ These actions are all available from the \I{Game menu}\q{Game} menu and via \I{keys}keyboard shortcuts, in addition to any game-specific actions. +(On Mac OS X, to conform with local user interface standards, these +actions are situated on the \I{File menu}\q{File} and \I{Edit +menu}\q{Edit} menus instead.) + \dt \ii\e{New game} (\q{N}, Ctrl+\q{N}) \dd Starts a new game, with a random initial state. @@ -99,6 +103,40 @@ game.) \dd Redoes a previous undone move. +\dt \ii\e{Copy} + +\dd Copies the current state of your game to the clipboard in text +format, so that you can paste it into (say) an e-mail client or a +web message board if you're discussing the game with someone else. +(Not all games support this feature.) + +\dt \ii\e{Solve} + +\dd Transforms the puzzle instantly into its solved state. For some +games (Cube) this feature is not supported at all because it is of +no particular use. For other games (such as Pattern), the solved +state can be used to give you information, if you can't see how a +solution can exist at all or you want to know where you made a +mistake. For still other games (such as Sixteen), automatic solution +tells you nothing about how to \e{get} to the solution, but it does +provide a useful way to get there quickly so that you can experiment +with set-piece moves and transformations. + +\lcont{ + +Some games (such as Solo) are capable of solving a game ID you have +typed in from elsewhere. Other games (such as Rectangles) cannot +solve a game ID they didn't invent themself, but when they did +invent the game ID they know what the solution is already. Still +other games (Pattern) can solve \e{some} external game IDs, but only +if they aren't too difficult. + +The \q{Solve} command adds the solved state to the end of the undo +chain for the puzzle. In other words, if you want to go back to +solving it yourself after seeing the answer, you can just press Undo. + +} + \dt \I{exit}\ii\e{Quit} (\q{Q}, Ctrl+\q{Q}) \dd Closes the application entirely. @@ -106,8 +144,8 @@ game.) \H{common-id} Recreating games with the \ii{game ID} The \q{\i{Specific...}} option from the \I{Game menu}\q{Game} menu -lets you see a short string (the \q{game ID}) that captures the -initial state of the current game. +(or the \q{File} menu, on Mac OS X) lets you see a short string (the +\q{game ID}) that captures the initial state of the current game. The precise \I{ID format}format of the ID is specific to each game. It consists of two parts delimited by a colon (e.g., \c{c4x4:4F01,0}); @@ -151,11 +189,11 @@ command line. The easiest way to do this is to set up the parameters you want using the \q{Type} menu (see \k{common-type}), and then to select -\q{Specific} from the \q{Game} menu (see \k{common-id}). The text in -the \q{Game ID} box will be composed of two parts, separated by a -colon. The first of these parts represents the game parameters (the -size of the playing area, for example, and anything else you set -using the \q{Type} menu). +\q{Specific} from the \q{Game} or \q{File} menu (see \k{common-id}). +The text in the \q{Game ID} box will be composed of two parts, +separated by a colon. The first of these parts represents the game +parameters (the size of the playing area, for example, and anything +else you set using the \q{Type} menu). If you run the game with just that parameter text on the command line, it will start up with the settings you specified. @@ -382,6 +420,62 @@ The only parameters available from the \q{Custom...} option on the self-explanatory. +\C{twiddle} \i{Twiddle} + +\cfg{winhelp-topic}{games.twiddle} + +Twiddle is a tile-rearrangement puzzle, visually similar to Sixteen +(see \k{sixteen}): you are given a grid of square tiles, each +containing a number, and your aim is to arrange the numbers into +ascending order. + +In basic Twiddle, your move is to rotate a square group of four +tiles about their common centre. (Orientation is not significant in +the basic puzzle, although you can select it.) On more advanced +settings, you can rotate a larger square group of tiles. + +I first saw this type of puzzle in the GameCube game \q{Metroid +Prime 2}. In the Main Gyro Chamber in that game, there is a puzzle +you solve to unlock a door, which is a special case of Twiddle. I +developed this game as a generalisation of that puzzle. + +\H{twiddle-controls} \I{controls, for Twiddle}Twiddle controls + +To play Twiddle, click the mouse in the centre of the square group +you wish to rotate. In the basic mode, you rotate a 2\by\.2 square, +which means you have to click at a corner point where four tiles +meet. + +In more advanced modes you might be rotating 3\by\.3 or even more at +a time; if the size of the square is odd then you simply click in +the centre tile of the square you want to rotate. + +Clicking with the left mouse button rotates the group anticlockwise. +Clicking with the right button rotates it clockwise. + +(All the actions described in \k{common-actions} are also available.) + +\H{twiddle-parameters} \I{parameters, for Twiddle}Twiddle parameters + +Twiddle provides several configuration options via the \q{Custom} +option on the \q{Type} menu: + +\b You can configure the width and height of the puzzle grid. + +\b You can configure the size of square block that rotates at a time. + +\b You can ask for every square in the grid to be distinguishable +(the default), or you can ask for a simplified puzzle in which there +are groups of identical numbers. In the simplified puzzle your aim +is just to arrange all the 1s into the first row, all the 2s into +the second row, and so on. + +\b You can configure whether the orientation of tiles matters. If +you ask for an orientable puzzle, each tile will have a triangle +drawn in it. All the triangles must be pointing upwards to complete +the puzzle. + + \C{rectangles} \i{Rectangles} \cfg{winhelp-topic}{games.rectangles} @@ -597,9 +691,10 @@ particular, on difficulty levels \q{Trivial} and \q{Basic} there will be a square you can fill in with a single number at all times, whereas at \q{Intermediate} level and beyond you will have to make partial deductions about the \e{set} of squares a number could be in -(or the set of numbers that could be in a square). None of the -difficulty levels generated by this program ever requires making a -guess and backtracking if it turns out to be wrong. +(or the set of numbers that could be in a square). At +\q{Unreasonable} level, even this is not enough, and you will +eventually have to make a guess, and then backtrack if it turns out +to be wrong. Generating difficult puzzles is itself difficult: if you select \q{Intermediate} or \q{Advanced} difficulty, Solo may have to make @@ -644,6 +739,8 @@ parameters: \b \cq{da} for Advanced difficulty level +\b \cq{du} for Unreasonable difficulty level + So, for example, you can make Solo generate asymmetric 3x4 grids by running \cq{solo 3x4a}, or 4-way rotationally symmetric 2x3 grids by running \cq{solo 2x3r4}, or \q{Advanced}-level 2x3 grids by running