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I've decided I didn't like the asymmetry of putting the solution
markers in the top left of the square. [originally from svn r5974]
This commit is contained in:
14
flip.c
14
flip.c
@ -1053,11 +1053,19 @@ static void draw_tile(frontend *fe, game_drawstate *ds,
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}
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/*
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* Draw a hint blob if required.
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* Draw a hint rectangle if required.
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*/
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if (tile & 2) {
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draw_rect(fe, bx + TILE_SIZE/20, by + TILE_SIZE / 20,
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TILE_SIZE / 6, TILE_SIZE / 6, COL_HINT);
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int x1 = bx + TILE_SIZE / 20, x2 = bx + TILE_SIZE - TILE_SIZE / 20;
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int y1 = by + TILE_SIZE / 20, y2 = by + TILE_SIZE - TILE_SIZE / 20;
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int i = 3;
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while (i--) {
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draw_line(fe, x1, y1, x2, y1, COL_HINT);
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draw_line(fe, x1, y2, x2, y2, COL_HINT);
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draw_line(fe, x1, y1, x1, y2, COL_HINT);
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draw_line(fe, x2, y1, x2, y2, COL_HINT);
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x1++, y1++, x2--, y2--;
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}
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}
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unclip(fe);
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11
puzzles.but
11
puzzles.but
@ -1013,12 +1013,11 @@ change when you flip it.
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Left-click in a square to flip it and its associated squares.
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If you use the \q{Solve} function on this game, it will highlight
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some of the squares with red blobs. If you click once in every
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square with a red blob, the game should be solved. (If you click in
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a square \e{without} a red blob, a red blob will appear in it to
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indicate that you will need to reverse that operation to reach the
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solution.)
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If you use the \q{Solve} function on this game, it will mark some of
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the squares in red. If you click once in every square with a red
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mark, the game should be solved. (If you click in a square
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\e{without} a red mark, a red mark will appear in it to indicate
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that you will need to reverse that operation to reach the solution.)
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\H{flip-parameters} \I{parameters, for flip}Flip parameters
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