ref: 64e78f644cd99f06f70c818e6689622d8652f43f
parent: f1ad38971c4918c3b0818254caa57c21c5406642
author: Simon Tatham <anakin@pobox.com>
date: Fri Oct 1 07:46:32 EDT 2010
Liam Clarke points out that the use of the word 'radius' to describe the size of the rotating sections in Twiddle is a misnomer, since it's actually measuring something more like the diameter of the section. Replace the word throughout with 'rotating block size' or similar. [originally from svn r9013]
--- a/twiddle.c
+++ b/twiddle.c
@@ -21,7 +21,7 @@
#define COORD(x) ( (x) * TILE_SIZE + BORDER )
#define FROMCOORD(x) ( ((x) - BORDER + TILE_SIZE) / TILE_SIZE - 1 )
-#define ANIM_PER_RADIUS_UNIT 0.13F
+#define ANIM_PER_BLKSIZE_UNIT 0.13F
#define FLASH_FRAME 0.13F
enum {
@@ -88,9 +88,9 @@
{ "3x3 orientable", { 3, 3, 2, FALSE, TRUE } },
{ "4x4 normal", { 4, 4, 2, FALSE } },
{ "4x4 orientable", { 4, 4, 2, FALSE, TRUE } },
- { "4x4 radius 3", { 4, 4, 3, FALSE } },
- { "5x5 radius 3", { 5, 5, 3, FALSE } },
- { "6x6 radius 4", { 6, 6, 4, FALSE } },
+ { "4x4, rotating 3x3 blocks", { 4, 4, 3, FALSE } },
+ { "5x5, rotating 3x3 blocks", { 5, 5, 3, FALSE } },
+ { "6x6, rotating 4x4 blocks", { 6, 6, 4, FALSE } },
};
if (i < 0 || i >= lenof(presets))
@@ -165,7 +165,7 @@
ret[1].sval = dupstr(buf);
ret[1].ival = 0;
- ret[2].name = "Rotation radius";
+ ret[2].name = "Rotating block size";
ret[2].type = C_STRING;
sprintf(buf, "%d", params->n);
ret[2].sval = dupstr(buf);
@@ -212,11 +212,11 @@
static char *validate_params(game_params *params, int full)
{
if (params->n < 2)
- return "Rotation radius must be at least two";
+ return "Rotating block size must be at least two";
if (params->w < params->n)
- return "Width must be at least the rotation radius";
+ return "Width must be at least the rotating block size";
if (params->h < params->n)
- return "Height must be at least the rotation radius";
+ return "Height must be at least the rotating block size";
return NULL;
}
@@ -1057,7 +1057,7 @@
static float game_anim_length(game_state *oldstate, game_state *newstate,
int dir, game_ui *ui)
{
- return (float)(ANIM_PER_RADIUS_UNIT * sqrt(newstate->n-1));
+ return (float)(ANIM_PER_BLKSIZE_UNIT * sqrt(newstate->n-1));
}
static float game_flash_length(game_state *oldstate, game_state *newstate,