summaryrefslogtreecommitdiff
path: root/apps/plugins/puzzles/html/net.html
diff options
context:
space:
mode:
authorFranklin Wei <frankhwei536@gmail.com>2016-11-20 15:16:41 -0500
committerFranklin Wei <me@fwei.tk>2016-12-18 18:13:22 +0100
commit1a6a8b52f7aa4e2da6f4c34a0c743c760b8cfd99 (patch)
tree8e7f2d6b0cbdb5d15c13457b2c3e1de69f598440 /apps/plugins/puzzles/html/net.html
parent3ee79724f6fb033d50e26ef37b33d3f8cedf0c5b (diff)
downloadrockbox-1a6a8b52f7aa4e2da6f4c34a0c743c760b8cfd99.tar.gz
rockbox-1a6a8b52f7aa4e2da6f4c34a0c743c760b8cfd99.zip
Port of Simon Tatham's Puzzle Collection
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
Diffstat (limited to 'apps/plugins/puzzles/html/net.html')
-rw-r--r--apps/plugins/puzzles/html/net.html17
1 files changed, 17 insertions, 0 deletions
diff --git a/apps/plugins/puzzles/html/net.html b/apps/plugins/puzzles/html/net.html
new file mode 100644
index 0000000000..08bffbac3e
--- /dev/null
+++ b/apps/plugins/puzzles/html/net.html
@@ -0,0 +1,17 @@
1Net
2<p>
3Rotate the grid squares so that they all join up into a single
4connected network with no loops.
5<p>
6Left-click in a square to rotate it anticlockwise. Right-click to
7rotate it clockwise. Middle-click, or shift-left-click if you have
8no middle mouse button, to lock a square once you think it is
9correct (so you don't accidentally rotate it again); do the same
10again to unlock it if you change your mind.
11<p>
12Squares connected to the middle square are lit up. Aim to light up
13every square in the grid (not just the endpoint blobs).
14<p>
15When this gets too easy, select a 'wrapping' variant from the Type
16menu to enable grid lines to run off one edge of the playing area
17and come back on the opposite edge!