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After brainstorming with Gareth, we've decided that this is a much
simpler and better way to indicate tile orientation than those colour bars. [originally from svn r5717]
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@ -433,11 +433,9 @@ is just to arrange all the 1s into the first row, all the 2s into
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the second row, and so on.
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\b You can configure whether the orientation of tiles matters. If
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you ask for an orientable puzzle, each tile will have a yellow bar
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along the side that should be at the top, and a green bar along the
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side that should be at the bottom. To remind you of which way round
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things go, there will be coloured bars by the sides of the grid.
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Line up matching colours horizontally to complete the puzzle.
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you ask for an orientable puzzle, each tile will have a triangle
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drawn in it. All the triangles must be pointing upwards to complete
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the puzzle.
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\C{rectangles} \i{Rectangles}
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97
twiddle.c
97
twiddle.c
@ -32,8 +32,6 @@ enum {
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COL_HIGHLIGHT_GENTLE,
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COL_LOWLIGHT,
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COL_LOWLIGHT_GENTLE,
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COL_TOP,
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COL_BOTTOM,
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NCOLOURS
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};
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@ -536,14 +534,6 @@ static float *game_colours(frontend *fe, game_state *state, int *ncolours)
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ret[COL_TEXT * 3 + i] = 0.0;
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}
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ret[COL_TOP * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 1.3F;
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ret[COL_TOP * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 1.3F;
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ret[COL_TOP * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.6F;
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ret[COL_BOTTOM * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.6F;
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ret[COL_BOTTOM * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 1.3F;
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ret[COL_BOTTOM * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.6F;
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*ncolours = NCOLOURS;
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return ret;
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}
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@ -669,59 +659,43 @@ static void draw_tile(frontend *fe, game_state *state, int x, int y,
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* Next, the colour bars for orientation.
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*/
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if (state->orientable) {
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int xw, yw, swap;
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int xdx, xdy, ydx, ydy;
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int cx, cy, displ, displ2;
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switch (tile & 3) {
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case 0:
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xw = TILE_SIZE - 3 - 2*HIGHLIGHT_WIDTH;
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yw = HIGHLIGHT_WIDTH;
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swap = FALSE;
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xdx = 1, xdy = 0;
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ydx = 0, ydy = 1;
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break;
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case 1:
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xw = HIGHLIGHT_WIDTH;
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yw = TILE_SIZE - 3 - 2*HIGHLIGHT_WIDTH;
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swap = FALSE;
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xdx = 0, xdy = -1;
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ydx = 1, ydy = 0;
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break;
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case 2:
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xw = TILE_SIZE - 3 - 2*HIGHLIGHT_WIDTH;
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yw = HIGHLIGHT_WIDTH;
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swap = TRUE;
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xdx = -1, xdy = 0;
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ydx = 0, ydy = -1;
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break;
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default /* case 3 */:
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xw = HIGHLIGHT_WIDTH;
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yw = TILE_SIZE - 3 - 2*HIGHLIGHT_WIDTH;
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swap = TRUE;
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xdx = 0, xdy = 1;
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ydx = -1, ydy = 0;
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break;
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}
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coords[0] = x + HIGHLIGHT_WIDTH + 1;
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coords[1] = y + HIGHLIGHT_WIDTH + 1;
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rotate(coords+0, rot);
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coords[2] = x + HIGHLIGHT_WIDTH + 1 + xw;
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coords[3] = y + HIGHLIGHT_WIDTH + 1;
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rotate(coords+2, rot);
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coords[4] = x + HIGHLIGHT_WIDTH + 1 + xw;
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coords[5] = y + HIGHLIGHT_WIDTH + 1 + yw;
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rotate(coords+4, rot);
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coords[6] = x + HIGHLIGHT_WIDTH + 1;
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coords[7] = y + HIGHLIGHT_WIDTH + 1 + yw;
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rotate(coords+6, rot);
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draw_polygon(fe, coords, 4, TRUE, swap ? COL_BOTTOM : COL_TOP);
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draw_polygon(fe, coords, 4, FALSE, swap ? COL_BOTTOM : COL_TOP);
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cx = x + TILE_SIZE / 2;
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cy = y + TILE_SIZE / 2;
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displ = TILE_SIZE / 2 - HIGHLIGHT_WIDTH - 2;
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displ2 = TILE_SIZE / 3 - HIGHLIGHT_WIDTH;
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coords[0] = x + TILE_SIZE - 2 - HIGHLIGHT_WIDTH;
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coords[1] = y + TILE_SIZE - 2 - HIGHLIGHT_WIDTH;
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coords[0] = cx - displ * xdx - displ2 * ydx;
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coords[1] = cy - displ * xdy - displ2 * ydy;
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rotate(coords+0, rot);
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coords[2] = x + TILE_SIZE - 2 - HIGHLIGHT_WIDTH - xw;
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coords[3] = y + TILE_SIZE - 2 - HIGHLIGHT_WIDTH;
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coords[2] = cx + displ * xdx - displ2 * ydx;
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coords[3] = cy + displ * xdy - displ2 * ydy;
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rotate(coords+2, rot);
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coords[4] = x + TILE_SIZE - 2 - HIGHLIGHT_WIDTH - xw;
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coords[5] = y + TILE_SIZE - 2 - HIGHLIGHT_WIDTH - yw;
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coords[4] = cx + displ * ydx;
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coords[5] = cy + displ * ydy;
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rotate(coords+4, rot);
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coords[6] = x + TILE_SIZE - 2 - HIGHLIGHT_WIDTH;
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coords[7] = y + TILE_SIZE - 2 - HIGHLIGHT_WIDTH - yw;
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rotate(coords+6, rot);
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draw_polygon(fe, coords, 4, TRUE, swap ? COL_TOP : COL_BOTTOM);
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draw_polygon(fe, coords, 4, FALSE, swap ? COL_TOP : COL_BOTTOM);
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draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT_GENTLE);
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draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT_GENTLE);
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}
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coords[0] = x + TILE_SIZE/2;
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@ -817,33 +791,6 @@ static void game_redraw(frontend *fe, game_drawstate *ds, game_state *oldstate,
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TILE_SIZE * state->w + 2 * BORDER,
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TILE_SIZE * state->h + 2 * BORDER);
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/*
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* In an orientable puzzle, draw some colour bars at the
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* sides as a gentle reminder of which colours need to be
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* aligned where.
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*/
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if (state->orientable) {
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int y;
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for (y = 0; y < state->h; y++) {
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draw_rect(fe, COORD(0) - BORDER / 2,
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COORD(y) + HIGHLIGHT_WIDTH + 1,
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BORDER / 2 - 2 * HIGHLIGHT_WIDTH,
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HIGHLIGHT_WIDTH + 1, COL_TOP);
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draw_rect(fe, COORD(state->w) + 2 * HIGHLIGHT_WIDTH,
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COORD(y) + HIGHLIGHT_WIDTH + 1,
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BORDER / 2 - 2 * HIGHLIGHT_WIDTH,
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HIGHLIGHT_WIDTH + 1, COL_TOP);
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draw_rect(fe, COORD(0) - BORDER / 2,
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COORD(y) + TILE_SIZE - 2 - 2 * HIGHLIGHT_WIDTH,
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BORDER / 2 - 2 * HIGHLIGHT_WIDTH,
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HIGHLIGHT_WIDTH + 1, COL_BOTTOM);
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draw_rect(fe, COORD(state->w) + 2 * HIGHLIGHT_WIDTH,
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COORD(y) + TILE_SIZE - 2 - 2 * HIGHLIGHT_WIDTH,
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BORDER / 2 - 2 * HIGHLIGHT_WIDTH,
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HIGHLIGHT_WIDTH + 1, COL_BOTTOM);
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}
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}
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/*
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* Recessed area containing the whole puzzle.
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*/
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