shithub: puzzles

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ref: 9b870146f7912c0d28b299c6970f3b733d14e036
parent: d40b3172fef7a1633ab8a4a6a6065f822aaa2b2e
author: Simon Tatham <anakin@pobox.com>
date: Sat Apr 30 10:38:20 EDT 2005

After brainstorming with Gareth, we've decided that this is a much
simpler and better way to indicate tile orientation than those
colour bars.

[originally from svn r5717]

--- a/puzzles.but
+++ b/puzzles.but
@@ -433,11 +433,9 @@
 the second row, and so on.
 
 \b You can configure whether the orientation of tiles matters. If
-you ask for an orientable puzzle, each tile will have a yellow bar
-along the side that should be at the top, and a green bar along the
-side that should be at the bottom. To remind you of which way round
-things go, there will be coloured bars by the sides of the grid.
-Line up matching colours horizontally to complete the puzzle.
+you ask for an orientable puzzle, each tile will have a triangle
+drawn in it. All the triangles must be pointing upwards to complete
+the puzzle.
 
 
 \C{rectangles} \i{Rectangles}
--- a/twiddle.c
+++ b/twiddle.c
@@ -32,8 +32,6 @@
     COL_HIGHLIGHT_GENTLE,
     COL_LOWLIGHT,
     COL_LOWLIGHT_GENTLE,
-    COL_TOP,
-    COL_BOTTOM,
     NCOLOURS
 };
 
@@ -536,14 +534,6 @@
         ret[COL_TEXT * 3 + i] = 0.0;
     }
 
-    ret[COL_TOP * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 1.3F;
-    ret[COL_TOP * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 1.3F;
-    ret[COL_TOP * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.6F;
-
-    ret[COL_BOTTOM * 3 + 0] = ret[COL_BACKGROUND * 3 + 0] * 0.6F;
-    ret[COL_BOTTOM * 3 + 1] = ret[COL_BACKGROUND * 3 + 1] * 1.3F;
-    ret[COL_BOTTOM * 3 + 2] = ret[COL_BACKGROUND * 3 + 2] * 0.6F;
-
     *ncolours = NCOLOURS;
     return ret;
 }
@@ -669,59 +659,43 @@
      * Next, the colour bars for orientation.
      */
     if (state->orientable) {
-	int xw, yw, swap;
+	int xdx, xdy, ydx, ydy;
+	int cx, cy, displ, displ2;
 	switch (tile & 3) {
 	  case 0:
-	    xw = TILE_SIZE - 3 - 2*HIGHLIGHT_WIDTH;
-	    yw = HIGHLIGHT_WIDTH;
-	    swap = FALSE;
+	    xdx = 1, xdy = 0;
+	    ydx = 0, ydy = 1;
 	    break;
 	  case 1:
-	    xw = HIGHLIGHT_WIDTH;
-	    yw = TILE_SIZE - 3 - 2*HIGHLIGHT_WIDTH;
-	    swap = FALSE;
+	    xdx = 0, xdy = -1;
+	    ydx = 1, ydy = 0;
 	    break;
 	  case 2:
-	    xw = TILE_SIZE - 3 - 2*HIGHLIGHT_WIDTH;
-	    yw = HIGHLIGHT_WIDTH;
-	    swap = TRUE;
+	    xdx = -1, xdy = 0;
+	    ydx = 0, ydy = -1;
 	    break;
 	  default /* case 3 */:
-	    xw = HIGHLIGHT_WIDTH;
-	    yw = TILE_SIZE - 3 - 2*HIGHLIGHT_WIDTH;
-	    swap = TRUE;
+	    xdx = 0, xdy = 1;
+	    ydx = -1, ydy = 0;
 	    break;
 	}
 
-	coords[0] = x + HIGHLIGHT_WIDTH + 1;
-	coords[1] = y + HIGHLIGHT_WIDTH + 1;
-	rotate(coords+0, rot);
-	coords[2] = x + HIGHLIGHT_WIDTH + 1 + xw;
-	coords[3] = y + HIGHLIGHT_WIDTH + 1;
-	rotate(coords+2, rot);
-	coords[4] = x + HIGHLIGHT_WIDTH + 1 + xw;
-	coords[5] = y + HIGHLIGHT_WIDTH + 1 + yw;
-	rotate(coords+4, rot);
-	coords[6] = x + HIGHLIGHT_WIDTH + 1;
-	coords[7] = y + HIGHLIGHT_WIDTH + 1 + yw;
-	rotate(coords+6, rot);
-	draw_polygon(fe, coords, 4, TRUE, swap ? COL_BOTTOM : COL_TOP);
-	draw_polygon(fe, coords, 4, FALSE, swap ? COL_BOTTOM : COL_TOP);
+	cx = x + TILE_SIZE / 2;
+	cy = y + TILE_SIZE / 2;
+	displ = TILE_SIZE / 2 - HIGHLIGHT_WIDTH - 2;
+	displ2 = TILE_SIZE / 3 - HIGHLIGHT_WIDTH;
 
-	coords[0] = x + TILE_SIZE - 2 - HIGHLIGHT_WIDTH;
-	coords[1] = y + TILE_SIZE - 2 - HIGHLIGHT_WIDTH;
+	coords[0] = cx - displ * xdx - displ2 * ydx;
+	coords[1] = cy - displ * xdy - displ2 * ydy;
 	rotate(coords+0, rot);
-	coords[2] = x + TILE_SIZE - 2 - HIGHLIGHT_WIDTH - xw;
-	coords[3] = y + TILE_SIZE - 2 - HIGHLIGHT_WIDTH;
+	coords[2] = cx + displ * xdx - displ2 * ydx;
+	coords[3] = cy + displ * xdy - displ2 * ydy;
 	rotate(coords+2, rot);
-	coords[4] = x + TILE_SIZE - 2 - HIGHLIGHT_WIDTH - xw;
-	coords[5] = y + TILE_SIZE - 2 - HIGHLIGHT_WIDTH - yw;
+	coords[4] = cx + displ * ydx;
+	coords[5] = cy + displ * ydy;
 	rotate(coords+4, rot);
-	coords[6] = x + TILE_SIZE - 2 - HIGHLIGHT_WIDTH;
-	coords[7] = y + TILE_SIZE - 2 - HIGHLIGHT_WIDTH - yw;
-	rotate(coords+6, rot);
-	draw_polygon(fe, coords, 4, TRUE, swap ? COL_TOP : COL_BOTTOM);
-	draw_polygon(fe, coords, 4, FALSE, swap ? COL_TOP : COL_BOTTOM);
+	draw_polygon(fe, coords, 3, TRUE, COL_LOWLIGHT_GENTLE);
+	draw_polygon(fe, coords, 3, FALSE, COL_LOWLIGHT_GENTLE);
     }
 
     coords[0] = x + TILE_SIZE/2;
@@ -816,33 +790,6 @@
 	draw_update(fe, 0, 0,
 		    TILE_SIZE * state->w + 2 * BORDER,
 		    TILE_SIZE * state->h + 2 * BORDER);
-
-	/*
-	 * In an orientable puzzle, draw some colour bars at the
-	 * sides as a gentle reminder of which colours need to be
-	 * aligned where.
-	 */
-	if (state->orientable) {
-	    int y;
-	    for (y = 0; y < state->h; y++) {
-		draw_rect(fe, COORD(0) - BORDER / 2,
-			  COORD(y) + HIGHLIGHT_WIDTH + 1,
-			  BORDER / 2 - 2 * HIGHLIGHT_WIDTH,
-			  HIGHLIGHT_WIDTH + 1, COL_TOP);
-		draw_rect(fe, COORD(state->w) + 2 * HIGHLIGHT_WIDTH,
-			  COORD(y) + HIGHLIGHT_WIDTH + 1,
-			  BORDER / 2 - 2 * HIGHLIGHT_WIDTH,
-			  HIGHLIGHT_WIDTH + 1, COL_TOP);
-		draw_rect(fe, COORD(0) - BORDER / 2,
-			  COORD(y) + TILE_SIZE - 2 - 2 * HIGHLIGHT_WIDTH,
-			  BORDER / 2 - 2 * HIGHLIGHT_WIDTH,
-			  HIGHLIGHT_WIDTH + 1, COL_BOTTOM);
-		draw_rect(fe, COORD(state->w) + 2 * HIGHLIGHT_WIDTH,
-			  COORD(y) + TILE_SIZE - 2 - 2 * HIGHLIGHT_WIDTH,
-			  BORDER / 2 - 2 * HIGHLIGHT_WIDTH,
-			  HIGHLIGHT_WIDTH + 1, COL_BOTTOM);
-	    }
-	}
 
         /*
          * Recessed area containing the whole puzzle.