19 Commits

Author SHA1 Message Date
10460d1bc7 Add Tracks to the automake makefile's "install" target.
Each game's .R file should append the binary to $(GAMES) in both the
'am' and 'gtk' makefiles, but presumably due to copy-and-paste from an
out-of-date version, tracks.R only did 'gtk'.

Also clarified CHECKLST.txt in the hope that I won't miss that again.
2015-03-25 18:23:39 +00:00
7cf7e37d65 Script to autogenerate pieces of the web page.
This should simplify the process of adding a new puzzle, by automating
the part where I have to manually edit index.html separately from the
main build step.
2015-01-13 20:04:18 +00:00
b2f8f5fb57 Update the new-puzzle checklist for git.
Replace references to svn:ignore and 'svn add' with the git
equivalents.
2015-01-12 19:51:07 +00:00
5dda5cf1d0 Rename wingames.lst to gamedesc.txt, and add a couple of extra fields
to it giving each game's "internal" name (as seen in the source file,
.R etc) and also a brief description of the game. The idea of the
latter is that it should be usable as a comment field in .desktop
files and similar.

[originally from svn r9858]
2013-06-08 16:29:15 +00:00
e2c84a5fd2 Introduce a mechanism in this source tree for building the container
web pages for the Java applets. Previously, those have all been
maintained by hand in my website's svn area, which is a bit silly. Now
we have a file per puzzle in the 'html' subdirectory which contains
the puzzle's name, one or two attributes, and the instructions snippet
to go below the puzzle applet; and then there's a Perl script that
builds all the real web pages out of that by adding in the parts
common across all files: the header, footer, and middle fragment with
the <applet> tag and resizing bits and pieces.

One piece _not_ checked in here is the footer text specific to my
hosting at chiark, which I think does still belong in the www area. So
Buildscr doesn't actually build the web pages; it just delivers the
bits and pieces by which my nightly snapshot script will be able to
run the program that _does_ build them, passing that footer as an
extra argument.

[originally from svn r9780]
2013-03-30 20:04:10 +00:00
1fa6d1b7f1 Updates to the new-puzzle checklist, since the world has moved on.
[originally from svn r8865]
2010-02-15 21:31:58 +00:00
c115e9f5c8 Build the Java versions of the puzzles automatically as part of the
build process. Also update the new-puzzle checklist to make sure I
set up and test the Java applet for any new game I add.

[originally from svn r8096]
2008-06-27 17:28:32 +00:00
e735704514 Another thing to watch out for when adding new puzzles.
[originally from svn r7340]
2007-02-27 20:52:03 +00:00
df1fcbfde1 Update the checklist (yet again) to try to prevent a recurrence of
the error I corrected in r7328.

[originally from svn r7329]
[r7328 == b1679913f68675806f88f4682423c99f14a47b02]
2007-02-25 12:12:35 +00:00
1059e13650 More updates to the new-puzzle checklist.
[originally from svn r7327]
2007-02-25 12:04:42 +00:00
da185cd658 Update the new-puzzle checklist for the post-bob world.
[originally from svn r7307]
2007-02-22 09:54:52 +00:00
41d9b1aab5 First time I've added a new puzzle since the icons-and-screenshots
upheaval. Modify the checklist accordingly.

[originally from svn r7103]
2007-01-13 15:17:55 +00:00
d55ad9fc42 New mechanism for automatic generation of the puzzle screenshots on
the web, which I hope will also end up being extended to generate
both Windows and X icons for each individual puzzle. The mechanism
is: for each puzzle there's a save file in the `icons' subdirectory
showing a game state which I think is a decent illustration of the
puzzle, and then there's a nasty set of scripts which runs each
puzzle binary, loads that save file, grabs a screenshot using xwd,
and munges it into shape.

In order to support this I've added two new options (--redo and
--windowid) to all the GTK puzzles, which I don't expect ever to be
used outside the icons makefile. I've also added two more options
(--load and --id) which force a GTK puzzle to treat its command-line
option as a save file or as a game ID respectively (the previous
behaviour was always to guess, and sometimes it guessed wrong).

[originally from svn r7014]
2006-12-26 16:47:28 +00:00
aa08d80a5f Always something. Mention `svn add'ing the .R file in the new-puzzle
checklist, and mention the now-not-version-controlled list.c in
svn:ignore.

[originally from svn r6782]
2006-08-05 17:25:09 +00:00
cf880225ed I'm sick of repeatedly adding and removing local changes to Recipe
when testing a new game, so here's a new architecture for the Recipe
file. mkfiles.pl now supports several new features:

 - an `!include' directive, which accepts wildcards
 - += to append to an existing object group definition
 - the ability to divert output to an arbitrary file.

So now each puzzle has a `.R' file containing a fragment of Recipe
code describing that puzzle, and the central Recipe does `!include
*.R' to construct the Makefiles. That way, I can keep as many
experimental half-finished puzzles lying around my working directory
as I like, and I won't have to keep reverting Recipe when I check in
any other changes.

As part of this change, list.c is no longer a version-controlled
file; it's now constructed by mkfiles.pl, so that it too can take
advantage of this mechanism.

[originally from svn r6781]
2006-08-05 17:20:29 +00:00
c9b47daf1b New puzzle: Loopy', an implementation of Nikoli's Slither Link' or
`Loop the Loop' puzzle. Contributed by Mike Pinna.

[originally from svn r6211]
2005-08-24 21:32:54 +00:00
af59dcf685 Substantial infrastructure upheaval. I've separated the drawing API
as seen by the back ends from the one implemented by the front end,
and shoved a piece of middleware (drawing.c) in between to permit
interchange of multiple kinds of the latter. I've also added a
number of functions to the drawing API to permit printing as well as
on-screen drawing, and retired print.py in favour of integrated
printing done by means of that API.

The immediate visible change is that print.py is dead, and each
puzzle now does its own printing: where you would previously have
typed `print.py solo 2x3', you now type `solo --print 2x3' and it
should work in much the same way.

Advantages of the new mechanism available right now:
 - Map is now printable, because the new print function can make use
   of the output from the existing game ID decoder rather than me
   having to replicate all those fiddly algorithms in Python.
 - the new print functions can cope with non-initial game states,
   which means each puzzle supporting --print also supports
   --with-solutions.
 - there's also a --scale option permitting users to adjust the size
   of the printed puzzles.

Advantages which will be available at some point:
 - the new API should permit me to implement native printing
   mechanisms on Windows and OS X.

[originally from svn r6190]
2005-08-18 17:50:14 +00:00
ca6950b0f7 Just noticed another thing that could easily catch me out when
adding a new puzzle.

[originally from svn r6189]
2005-08-15 14:12:07 +00:00
a1dc27e43a I keep forgetting to do things when adding a new puzzle, so here's a
checklist.

[originally from svn r6103]
2005-07-17 09:35:01 +00:00