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.