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The cursor keys navigate amongst the points. CURSOR_SELECT toggles dragging; CURSOR_SELECT2 and the Tab key cycle through the points. The cursor navigation scheme jumps to the nearest point within the quadrant of the cursor direction; this seems to yield fairly intuitive gameplay. Unfortunately, the "quadrant-nearest-neighbors" digraph produced by this scheme is not necessarily fully reciprocal; that is, pressing opposite cursor keys in sequence does not always return to the original point. There doesn't seem to be any immediately obvious way around this. As for connectivity (i.e. whether all points are reachable from any given point), I could not find a counterexample, but I don't yet have a formal proof that this is the case in general. Hence, I've added the ability to cycle through all the points with Tab. (This will probably also be useful in conjunction with the "Numbers" point drawing preference.)
This is the README accompanying the source code to Simon Tatham's puzzle collection. The collection's web site is at <https://www.chiark.greenend.org.uk/~sgtatham/puzzles/>. The puzzle collection is built using CMake <https://cmake.org/>. To compile in the simplest way (on any of Linux, Windows or Mac), run these commands in the source directory: cmake . cmake --build . The manual is provided in Windows Help format for the Windows build; in text format for anyone who needs it; and in HTML for the Mac OS X application and for the web site. It is generated from a Halibut source file (puzzles.but), which is the preferred form for modification. To generate the manual in other formats, rebuild it, or learn about Halibut, visit the Halibut website at <https://www.chiark.greenend.org.uk/~sgtatham/halibut/>.
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