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Original revision: 5123b1bf68777ffa86e651f178046b26a87cf2d9 MIT Licensed. Some games still crash and others are unplayable due to issues with controls. Still need a "real" polygon filling algorithm. Currently builds one plugin per puzzle (about 40 in total, around 100K each on ARM), but can easily be made to build a single monolithic overlay (800K or so on ARM). The following games are at least partially broken for various reasons, and have been disabled on this commit: Cube: failed assertion with "Icosahedron" setting Keen: input issues Mines: weird stuff happens on target Palisade: input issues Solo: input issues, occasional crash on target Towers: input issues Undead: input issues Unequal: input and drawing issues (concave polys) Untangle: input issues Features left to do: - In-game help system - Figure out the weird bugs Change-Id: I7c69b6860ab115f973c8d76799502e9bb3d52368
21 lines
690 B
HTML
21 lines
690 B
HTML
Range
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<p>
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Colour some squares black, so as to meet the following conditions:
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<ul>
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<li>
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No two black squares are orthogonally adjacent.
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<li>
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No group of white squares is separated from the rest of the grid by
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black squares.
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<li>
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Each numbered cell can see precisely that many white squares in
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total by looking in all four orthogonal directions, counting itself.
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(Black squares block the view. So, for example, a 2 clue must be
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adjacent to three black squares or grid edges, and in the fourth
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direction there must be one white square and then a black one beyond
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it.)
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</ul>
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<p>
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Left-click to colour a square black. Right-click to mark a square
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with a dot, if you know it should not be black.
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