From 1a6a8b52f7aa4e2da6f4c34a0c743c760b8cfd99 Mon Sep 17 00:00:00 2001 From: Franklin Wei Date: Sun, 20 Nov 2016 15:16:41 -0500 Subject: 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 --- apps/plugins/puzzles/CHECKLST.txt | 70 +++++++++++++++++++++++++++++++++++++++ 1 file changed, 70 insertions(+) create mode 100644 apps/plugins/puzzles/CHECKLST.txt (limited to 'apps/plugins/puzzles/CHECKLST.txt') diff --git a/apps/plugins/puzzles/CHECKLST.txt b/apps/plugins/puzzles/CHECKLST.txt new file mode 100644 index 0000000000..2bef909e14 --- /dev/null +++ b/apps/plugins/puzzles/CHECKLST.txt @@ -0,0 +1,70 @@ +Useful checklists +================= + +Things to remember when adding a new puzzle +------------------------------------------- + +Write the source file for the new puzzle (duhh). + +Create a .R file for it which: + - defines a _EXTRA symbol for it if it requires auxiliary + object files (make sure that symbol doesn't contain the icon) + - adds it to the `ALL' definition, to ensure it is compiled into + the OS X binary + - adds it as a GTK build target, with the optional GTK icon + - adds it as a Windows build target, with the optional resource + file + - adds auxiliary solver binaries if any + - adds it to $(GAMES) in both the automake and GTK makefiles, for + `make install' + - adds it to list.c for the OS X binary + - adds it to gamedesc.txt, with its Windows executable name, display + name, and slightly longer description. + +If the puzzle is by a new author, modify the copyright notice in +LICENCE and in puzzles.but. (Also in index.html, but that's listed +below under website changes.) + +Double-check that the game structure name in the source file has +been renamed from `nullgame', so that it'll work on OS X. Actually +compiling it on OS X would be a good way to check this, if +convenient. + +Add a documentation section in puzzles.but. + +Make sure there's a Windows help topic name defined in puzzles.but, +and that it's referenced by the help topic field in the game +structure in the source file. + +Check that REQUIRE_RBUTTON and/or REQUIRE_NUMPAD are set as +appropriate. + +Add the new Unix binary name, and the names of any auxiliary solver +binaries, to .gitignore. + +Write an instructions fragment for the webified puzzle pages, as +html/.html . + +Make a screenshot: + - create an appropriate save file in `icons' + - add the puzzle name to icons/Makefile + - set up a REDO property in icons/Makefile if the screenshot wants + to display a move halfway through an animation + - set up a CROP property in icons/Makefile if the icon wants to be + a sub-rectangle of the whole screenshot + +Don't forget to `git add' the new source file, the new .R file and the +save file in `icons', the new .html file, and any other new files that +might have been involved. + +Check in! + +Put the puzzle on the web: + - run puzzlesnap.sh + - adjust the copyright in index-mid.html if the puzzle is by a new + author + - check that the new puzzle has appeared on the staging web page + - test both Windows binary links, the docs link, the Javascript + version and the Java version + - run webupdate + - test all those things once more on the live website -- cgit v1.2.3