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Loopy / grid.c: support the new Spectre monotiling.
This uses a tile shape very similar to the hat, but the tiling _structure_ is totally changed so that there aren't any reflected copies of the tile. I'm not sure how much difference this makes to gameplay: the two tilings are very similar for Loopy purposes. But the code was fun to write, and I think the Spectre shape is noticeably prettier, so I'm adding this to the collection anyway. The test programs also generate a pile of SVG images used in the companion article on my website.
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4
loopy.c
4
loopy.c
@ -285,6 +285,7 @@ static void check_caches(const solver_state* sstate);
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A("Kagome",KAGOME,3,3) \
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A("Compass-Dodecagonal",COMPASSDODECAGONAL,2,2) \
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A("Hats",HATS,6,6) \
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A("Spectres",SPECTRES,6,6) \
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/* end of list */
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#define GRID_NAME(title,type,amin,omin) title,
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@ -557,6 +558,8 @@ static const game_params loopy_presets_more[] = {
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{ 3, 3, DIFF_HARD, LOOPY_GRID_GREATDODECAGONAL },
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{ 3, 2, DIFF_HARD, LOOPY_GRID_GREATGREATDODECAGONAL },
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{ 3, 3, DIFF_HARD, LOOPY_GRID_COMPASSDODECAGONAL },
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{ 6, 6, DIFF_HARD, LOOPY_GRID_HATS },
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{ 6, 6, DIFF_HARD, LOOPY_GRID_SPECTRES },
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#else
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{ 10, 10, DIFF_HARD, LOOPY_GRID_HONEYCOMB },
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{ 5, 4, DIFF_HARD, LOOPY_GRID_GREATHEXAGONAL },
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@ -568,6 +571,7 @@ static const game_params loopy_presets_more[] = {
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{ 5, 3, DIFF_HARD, LOOPY_GRID_GREATGREATDODECAGONAL },
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{ 5, 4, DIFF_HARD, LOOPY_GRID_COMPASSDODECAGONAL },
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{ 10, 10, DIFF_HARD, LOOPY_GRID_HATS },
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{ 10, 10, DIFF_HARD, LOOPY_GRID_SPECTRES },
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#endif
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};
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