Free Hero Mesh

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Overview
Comment:More improvements of documentation of game/editor
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Timelines: family | ancestors | descendants | both | trunk
Files: files | file ages | folders
SHA1: 8d8766182a09831437e5b1f4a4f44d3d332133d7
User & Date: user on 2021-09-28 21:54:41
Other Links: manifest | tags
Context
2021-09-30
03:21
Implement selection rectangles, and PLAYFIELD virtual table. check-in: 2119a02b07 user: user tags: trunk
2021-09-28
21:54
More improvements of documentation of game/editor check-in: 8d8766182a user: user tags: trunk
2021-09-27
21:22
Improve documentation, including game playing documentation. check-in: 2139f8602e user: user tags: trunk
Changes

Modified config.doc from [5c0e5c6d42] to [ffd3ca386e].

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  then this resource controls which of those pictures is selected. The
  default setting is zero.

.autoSave
  If true, saves changes to the level and solution files when the program
  terminates. If false (default), they are only saved to the user cache
  database; to copy the changes to the level and solution files, you must
  use the .u command in SQL mode (-x).

.codepage
  The path to the code page file. If not specified, then code pages other
  than 437 are not available (code page 437 is built-in).

.editTitle
  The window title to use in edit mode. A tilde is replaced by the name of







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  then this resource controls which of those pictures is selected. The
  default setting is zero.

.autoSave
  If true, saves changes to the level and solution files when the program
  terminates. If false (default), they are only saved to the user cache
  database; to copy the changes to the level and solution files, you must
  use the .u command in SQL mode (-x), or use the -f switch.

.codepage
  The path to the code page file. If not specified, then code pages other
  than 437 are not available (code page 437 is built-in).

.editTitle
  The window title to use in edit mode. A tilde is replaced by the name of

Modified edit.doc from [5d5430cc4e] to [e0a5afd96f].

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the Density variable of the class; see class.doc for details).

* Objects: The level contains objects, each of which is at a specific
position in either of the two worlds; see below for more about objects.

Of the above, the level title, order number, ID number, and version number
have no effect on the game rules; class codes cannot access them.
















IMPORTANT NOTE: Saving the levels here will only save them in the user
cache database, not to the puzzle set file. To save them to the puzzle
set file, you must invoke heromesh -f to flush the user cache.




=== Object placement/MRU ===

On the left side of the screen is the MRU list. Each MRU consists of a
class, image of that class, Misc values, and Dir value. If the Misc values
are not all zero, then * is displayed next to the MRU icon.







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the Density variable of the class; see class.doc for details).

* Objects: The level contains objects, each of which is at a specific
position in either of the two worlds; see below for more about objects.

Of the above, the level title, order number, ID number, and version number
have no effect on the game rules; class codes cannot access them.

After making the level, push CTRL+S to save and then CTRL+P to play; if
you solve the level, you can then save the solution. If you want to modify
the level, you can then push CTRL+E to edit it again, but if a solution
was saved, the solution is now considered invalid, so you must play it
again; if the sequence of moves that has been recorded is still a valid
solution, then you can just push F4 to replay the same moves automatically
(the move list will still be available, but not the solution).

Solutions should be recorded before publishing the puzzle set, and you
should test them with the -a switch (which can also be used for regression
testing, in case you modified the class definitions and will need to
ensure that it doesn't make any of the existing solutions invalid). A
puzzle catalog server may also verify that the solutions are valid, and
might reject the puzzle set if they aren't valid.

IMPORTANT NOTE: Saving the levels here will only save them in the user
cache database, not to the puzzle set file. To save them to the puzzle
set file, you must invoke heromesh -f to flush the user cache. If the
.autoSave resource is true, then it will do this automatically, and then
you do not need to worry about this.


=== Object placement/MRU ===

On the left side of the screen is the MRU list. Each MRU consists of a
class, image of that class, Misc values, and Dir value. If the Misc values
are not all zero, then * is displayed next to the MRU icon.

Modified game.doc from [4bbf0db7e8] to [d61f49d511].

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Hero Hearts, you have to catch all Hearts and then reach the Exit. In the
left margin will display the win/lose state of the game.

There are two features for helping you: If you click on any object with
the middle button, help text is displayed with a description of that
object. If you click with the right button, a list of objects at that
location is displayed, and you can then view all variables of that object.




You can push the ESC key to restart a level. You can also push the plus
and minus on the number pad to skip levels, or CTRL+G allows you to access
a specific level directly by its order number. Push CTRL+T to display the
level title.









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Hero Hearts, you have to catch all Hearts and then reach the Exit. In the
left margin will display the win/lose state of the game.

There are two features for helping you: If you click on any object with
the middle button, help text is displayed with a description of that
object. If you click with the right button, a list of objects at that
location is displayed, and you can then view all variables of that object.

Different puzzle sets may have different game rules; you can read the
class definition file to learn more precisely the rules of the game.

You can push the ESC key to restart a level. You can also push the plus
and minus on the number pad to skip levels, or CTRL+G allows you to access
a specific level directly by its order number. Push CTRL+T to display the
level title.


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Push F8 to toggle solution replay. During solution replay, you cannot
play your own moves, but can still rewind/replay as noted above, and you
can push ALT+P for slow replay. During the slow replay, you can pause it
by pushing ALT+P again, and you can push ALT+[ and ALT+] to adjust speed.

If you solve a level yourself, you can push CTRL+S to record the solution.
The solution will be recorded in the puzzle set once the user cache is
flushed as described below.



IMPORTANT NOTE: Saving the solutions here will only save them in the user
cache database, not to the puzzle set file. To save them to the puzzle
set file, you must invoke heromesh -f to flush the user cache. The local
replay list and mark will not be saved in the puzzle set though; they are
local to the user account.



=== Summary of default key/mouse bindings ===

(Below, "KP" means the "key pad" or "number pad".)

Keyboard:







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Push F8 to toggle solution replay. During solution replay, you cannot
play your own moves, but can still rewind/replay as noted above, and you
can push ALT+P for slow replay. During the slow replay, you can pause it
by pushing ALT+P again, and you can push ALT+[ and ALT+] to adjust speed.

If you solve a level yourself, you can push CTRL+S to record the solution.
The solution will be recorded in the puzzle set once the user cache is
flushed as described below. If the .saveSolution resource is true, then
it will automatically save the solution (although not necessarily to the
puzzle set files).

IMPORTANT NOTE: Saving the solutions here will only save them in the user
cache database, not to the puzzle set file. To save them to the puzzle
set file, you must invoke heromesh -f to flush the user cache. The local
replay list and mark will not be saved in the puzzle set though; they are
local to the user account. If the .autoSave resource is true, then it will
do this automatically.


=== Summary of default key/mouse bindings ===

(Below, "KP" means the "key pad" or "number pad".)

Keyboard: