Overview
Comment: | More improvements of documentation of game/editor |
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Downloads: | Tarball | ZIP archive | SQL archive |
Timelines: | family | ancestors | descendants | both | trunk |
Files: | files | file ages | folders |
SHA1: |
8d8766182a09831437e5b1f4a4f44d3d |
User & Date: | user on 2021-09-28 21:54:41 |
Other Links: | manifest | tags |
Context
2021-09-30
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03:21 | Implement selection rectangles, and PLAYFIELD virtual table. check-in: 2119a02b07 user: user tags: trunk | |
2021-09-28
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21:54 | More improvements of documentation of game/editor check-in: 8d8766182a user: user tags: trunk | |
2021-09-27
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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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21 22 23 24 25 26 27 | 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 | | | 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 | 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 |
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Modified edit.doc from [5d5430cc4e] to [e0a5afd96f].
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44 45 46 47 48 49 50 51 52 53 | 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 | > > > > > > > > > > > > > > > | > > | 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 | 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. |
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Modified game.doc from [4bbf0db7e8] to [d61f49d511].
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19 20 21 22 23 24 25 26 27 28 29 30 31 32 | 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. | > > > | 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 | 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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78 79 80 81 82 83 84 | 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 | | > > | > | 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 | 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: |
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