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Liam Clarke points out that the use of the word 'radius' to describe
the size of the rotating sections in Twiddle is a misnomer, since it's actually measuring something more like the diameter of the section. Replace the word throughout with 'rotating block size' or similar. [originally from svn r9013]
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18
twiddle.c
18
twiddle.c
@ -21,7 +21,7 @@
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#define COORD(x) ( (x) * TILE_SIZE + BORDER )
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#define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
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#define ANIM_PER_RADIUS_UNIT 0.13F
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#define ANIM_PER_BLKSIZE_UNIT 0.13F
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#define FLASH_FRAME 0.13F
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enum {
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@ -88,9 +88,9 @@ static int game_fetch_preset(int i, char **name, game_params **params)
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{ "3x3 orientable", { 3, 3, 2, FALSE, TRUE } },
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{ "4x4 normal", { 4, 4, 2, FALSE } },
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{ "4x4 orientable", { 4, 4, 2, FALSE, TRUE } },
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{ "4x4 radius 3", { 4, 4, 3, FALSE } },
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{ "5x5 radius 3", { 5, 5, 3, FALSE } },
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{ "6x6 radius 4", { 6, 6, 4, FALSE } },
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{ "4x4, rotating 3x3 blocks", { 4, 4, 3, FALSE } },
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{ "5x5, rotating 3x3 blocks", { 5, 5, 3, FALSE } },
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{ "6x6, rotating 4x4 blocks", { 6, 6, 4, FALSE } },
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};
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if (i < 0 || i >= lenof(presets))
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@ -165,7 +165,7 @@ static config_item *game_configure(game_params *params)
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ret[1].sval = dupstr(buf);
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ret[1].ival = 0;
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ret[2].name = "Rotation radius";
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ret[2].name = "Rotating block size";
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ret[2].type = C_STRING;
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sprintf(buf, "%d", params->n);
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ret[2].sval = dupstr(buf);
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@ -212,11 +212,11 @@ static game_params *custom_params(config_item *cfg)
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static char *validate_params(game_params *params, int full)
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{
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if (params->n < 2)
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return "Rotation radius must be at least two";
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return "Rotating block size must be at least two";
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if (params->w < params->n)
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return "Width must be at least the rotation radius";
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return "Width must be at least the rotating block size";
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if (params->h < params->n)
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return "Height must be at least the rotation radius";
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return "Height must be at least the rotating block size";
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return NULL;
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}
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@ -1057,7 +1057,7 @@ static int highlight_colour(float angle)
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static float game_anim_length(game_state *oldstate, game_state *newstate,
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int dir, game_ui *ui)
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{
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return (float)(ANIM_PER_RADIUS_UNIT * sqrt(newstate->n-1));
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return (float)(ANIM_PER_BLKSIZE_UNIT * sqrt(newstate->n-1));
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}
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static float game_flash_length(game_state *oldstate, game_state *newstate,
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