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This compile-time definition switches the game into showing a distinct non-negative integer for each vertex, instead of indistinguishable blobs. Its main use to me in the past has been when I'm trying to planarise 'real' graphs, that is, graphs I got from outside the game and wanted a planar embedding of. Having made one in Untangle's UI I could then read off which vertex was which. That's an unusual use of the game, but _might_ be useful to someone else. Perhaps a more interesting use of this feature would be to direct someone else's play verbally - it would be much easier to tell them which vertex to click on that way!
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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