to bring it as close as possible to the current game state. This
means that if you request `Solve' after solving a puzzle yourself,
with the intention of finding out how similar your solution is to
the program's, then you will mostly see the differences in _shape_
rather than those being masked by the fact that yours happened to be
the other way up.
[originally from svn r6126]
bit. In particular, it now flashes between _two_ specially picked
colours (white and mid-grey), meaning that it should be visible even
if your default background colour is white; and it also flashes
twice rather than once.
[originally from svn r6121]
generation) from a simple but rather fun Flash game I saw this
morning.
Small infrastructure change for this puzzle: while most game
backends find the midend's assumption that Solve moves are never
animated to be a convenience absolving them of having to handle the
special case themselves, this one actually needs Solve to be
animated. Rather than break that convenience for the other puzzles,
I've introduced a flag bit (which I've shoved in mouse_priorities
for the moment, shamefully without changing its name).
[originally from svn r6097]