X-Git-Url: https://git.distorted.org.uk/~mdw/sgt/puzzles/blobdiff_plain/dc1ccafea10b0d992a086c640564a6bd51ced66d..26a9ad56ff2efa79010f11c0cff1bea8c7380eb2:/puzzles.but diff --git a/puzzles.but b/puzzles.but index 4ce7ba0..1db8b71 100644 --- a/puzzles.but +++ b/puzzles.but @@ -1965,7 +1965,7 @@ measured. \dd Allows you to choose between a selection of types of tiling. Some have all the faces the same but may have multiple different types of vertex (e.g. the \e{Cairo} or \e{Kites} mode); others have -all the vertices the same but may have differnt types of face (e.g. +all the vertices the same but may have different types of face (e.g. the \e{Great Hexagonal}). The square, triangular and honeycomb grids are fully regular, and have all their vertices \e{and} faces the same; this makes them the least confusing to play. @@ -2493,10 +2493,10 @@ either way round, though. block of size two and means that one digit divided by the other is equal to the given amount. -Note that a block may contain more than one digit the same (provided -the identical ones are not in the same row and column). This rule is -precisely the opposite of the rule in Solo's \q{Killer} mode (see -\k{solo}). +Note that a block may contain the same digit more than once +(provided the identical ones are not in the same row and column). +This rule is precisely the opposite of the rule in Solo's \q{Killer} +mode (see \k{solo}). } @@ -2682,12 +2682,12 @@ Singles was contributed to this collection by James Harvey. \IM{Singles controls} controls, for Singles Left-clicking on an empty square will colour it black; left-clicking again -will replace the number. Right-clicking will add a circle (useful for +will restore the number. Right-clicking will add a circle (useful for indicating that a cell is definitely not black). You can also use the cursor keys to move around the grid. Pressing the return or space keys will turn a square black or add a circle respectively, -and pressing the key again will replace the number or remove the circle. +and pressing the key again will restore the number or remove the circle. (All the actions described in \k{common-actions} are also available.) @@ -2774,6 +2774,83 @@ row/column counts. time, making the puzzle more difficult. +\C{signpost} \i{Signpost} + +\cfg{winhelp-topic}{games.signpost} + +You have a grid of squares; each square (except the last one) +contains an arrow, and some squares also contain numbers. Your job +is to connect the squares to form a continuous list of numbers +starting at 1 and linked in the direction of the arrows \dash so the +arrow inside the square with the number 1 will point to the square +containing the number 2, which will point to the square containing +the number 3, etc. Each square can be any distance away from the +previous one, as long as it is somewhere in the direction of the +arrow. + +By convention the first and last numbers are shown; one or more +interim numbers may also appear at the beginning. + +Credit for this puzzle goes to \i{Janko} \k{janko-arrowpath}, who call it +\q{Pfeilpfad} (\q{arrow path}). + +Signpost was contributed to this collection by James Harvey. + +\B{janko-arrowpath} +\W{http://janko.at/Raetsel/Pfeilpfad/index.htm}\cw{http://janko.at/Raetsel/Pfeilpfad/index.htm} + +\H{signpost-controls} \I{controls, for Signpost}Signpost controls + +To play Signpost, you connect squares together by dragging from one +square to another, indicating that they are adjacent in the +sequence. Drag with the left button from a square to its successor, +or with the right button from a square to its predecessor. + +If you connect together two squares in this way and one of them has +a number in it, the appropriate number will appear in the other +square. If you connect two non-numbered squares, they will be +assigned temporary algebraic labels: on the first occasion, they +will be labelled \cq{a} and \cq{a+1}, and then \cq{b} and \cq{b+1}, +and so on. Connecting more squares on to the ends of such a chain +will cause them all to be labelled with the same letter. + +When you left-click or right-click in a square, the legal squares to +connect it to will be shown. + +The arrow in each square starts off black, and goes grey once you +connect the square to its successor. Also, each square which needs a +predecessor has a small dot in the bottom left corner, which +vanishes once you link a square to it. So your aim is always to +connect a square with a black arrow to a square with a dot. + +To remove any links for a particular square (both incoming and +outgoing), left-drag it off the grid. To remove a whole chain, +right-drag any square in the chain off the grid. + +You can also use the cursor keys to move around the grid squares and +lines. Pressing the return key when over a square starts a link +operation, and pressing the return key again over a square will +finish the link, if allowable. Pressing the space bar over a square +will show the other squares pointing to it, and allow you to form a +backward link, and pressing the space bar again cancels this. + +(All the actions described in \k{common-actions} are also available.) + +\H{signpost-parameters} \I{parameters, for Signpost}Signpost parameters + +These parameters are available from the \q{Custom...} option on the +\q{Type} menu. + +\dt \e{Width}, \e{Height} + +\dd Size of grid in squares. + +\dt \e{Force start/end to corners} + +\dd If true, the start and end squares are always placed in opposite corners +(the start at the top left, and the end at the bottom right). If false the start +and end squares are placed randomly (although always both shown). + \A{licence} \I{MIT licence}\ii{Licence}