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8 changes: 4 additions & 4 deletions Makefile.games
Original file line number Diff line number Diff line change
Expand Up @@ -16,7 +16,7 @@ GAMES =
GAMES += blackbox
GAMES += bridges
GAMES += cube
# GAMES += dominosa
GAMES += dominosa
# GAMES += fifteen
# GAMES += filling
# GAMES += flip
Expand All @@ -26,8 +26,8 @@ GAMES += galaxies
GAMES += inertia
# GAMES += keen
GAMES += lightup
# GAMES += loopy
# GAMES += magnets
GAMES += loopy
GAMES += magnets
# GAMES += map
GAMES += mines
GAMES += net.patched
Expand All @@ -39,7 +39,7 @@ GAMES += pegs
# GAMES += range
# GAMES += rect
GAMES += samegame
# GAMES += signpost
GAMES += signpost
# GAMES += singles
# GAMES += sixteen
GAMES += slant
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23 changes: 23 additions & 0 deletions config/dominosa.ini
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@@ -0,0 +1,23 @@
[layout]
min_tilesize = 100
max_tilesize = 150

[full_refresh]
# New puzzles are light gray and white; skip the full refresh
new_puzzle = false
solving_puzzle = true

[colors]
# From PocketPuzzles
_order = background text textclash texthight_1 texthight_2 domino dominoclash dominotext edge highlight_1 highlight_2
background = 1
text = 0
textclash = 0.5
texthigh_1 = 0.25
texthigh_2 = 0.75
domino = 0
dominoclash = 0.75
dominotext = 1
edge = 0
highlight_1 = 0.6
highlight_2 = 0.4
19 changes: 19 additions & 0 deletions config/loopy.ini
Original file line number Diff line number Diff line change
@@ -0,0 +1,19 @@
[layout]
min_tilesize = 100
max_tilesize = 150

[full_refresh]
# New puzzles are black and light gray; skip the full refresh
new_puzzle = false
solving_puzzle = true

[colors]
# From PocketPuzzles
_order = background foreground lineunknown highlight mistake satisfied faint
background = 1
foreground = 0
lineunknown = 0.75
highlight = 1
mistake = 0.25
satisfied = 0.9
faint = 1
22 changes: 22 additions & 0 deletions config/magnets.ini
Original file line number Diff line number Diff line change
@@ -0,0 +1,22 @@
[layout]
min_tilesize = 100
max_tilesize = 150

[full_refresh]
new_puzzle = true
solving_puzzle = true

[colors]
# From PocketPuzzles
_order = background highlight lowlight text done negative positive cursor neutral not error
background = 1.0
highlight = 0.75
lowlight = 0.25
text = 0.0
done = 0.75
negative = 0.25
positive = 0.75
cursor = 0.9
neutral = 0.5
not = 0.25
error = 0.5
17 changes: 17 additions & 0 deletions config/signpost.ini
Original file line number Diff line number Diff line change
@@ -0,0 +1,17 @@
[layout]
min_tilesize = 125
max_tilesize = 200

[full_refresh]
new_puzzle = true
solving_puzzle = true

[colors]
# From PocketPuzzles, but reversed
_order = black vdarkgrey darkgrey lightgrey vlightgrey white
black = 1.0
vdarkgrey = 0.6
darkgrey = 0.5
lightgrey = 0.4
vlightgrey = 0.3
white = 0.0
5 changes: 5 additions & 0 deletions help/dominosa.txt
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@@ -0,0 +1,5 @@
Dominosa

Tile the rectangle with dominoes (1×2 rectangles) so that every possible domino appears exactly once (that is, every possible pair of numbers, including doubles).

Click between two adjacent numbers to place or remove a domino. Long-press to place a line between numbers if you think a domino definitely cannot go there. Dominoes light up red if two identical ones appear on the grid.
7 changes: 7 additions & 0 deletions help/loopy.txt
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Loopy

Form a single closed loop out of the grid edges, in such a way that every numbered square has exactly that many of its edges included in the loop.

Click on a grid edge to mark it as part of the loop (black), and again to return to marking it as undecided (yellow). Long-press on a grid edge to mark it as definitely not part of the loop (faint grey), and again to mark it as undecided again.

When you have mastered the square grid, look in the Type menu for many other types of tiling!
9 changes: 9 additions & 0 deletions help/magnets.txt
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@@ -0,0 +1,9 @@
Magnets

Fill each domino shape with either a magnet (consisting of a + and − pole) or a neutral domino (green).

The number of + poles that in each row and column must match the numbers along the top and left; the number of − poles must match the numbers along the bottom and right. Two + poles may not be orthogonally adjacent to each other, and similarly two − poles.

Click a domino to toggle it between being empty and being a magnet (the + is placed in the end you click). Long-press to toggle between empty, neutral, and a ?? mark indicating that you're sure it's a magnet but don't yet know which way round it goes.

Click a clue to mark it as done (grey it out). To unmark a clue as done, click it again.
7 changes: 7 additions & 0 deletions help/signpost.txt
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@@ -0,0 +1,7 @@
Signpost

Connect all the squares together into a sequence, so that every square's arrow points towards the square that follows it (though the next square can be any distance away in that direction).

Drag from a square to the square that should follow it, or long-press drag from a square to the square that should precede it.

Drag a square off the grid to break all links to it. Long-press drag a square off the grid to break all links to it and everything else in its connected chain.
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5 changes: 5 additions & 0 deletions src/game_list.hpp
Original file line number Diff line number Diff line change
Expand Up @@ -3,18 +3,23 @@

#include "puzzles.hpp"


#define GAMELIST(X) \
X(blackbox) \
X(bridges) \
X(dominosa) \
X(cube) \
X(galaxies) \
X(inertia) \
X(lightup) \
X(loopy) \
X(magnets) \
X(mines) \
X(net) \
X(pearl) \
X(pegs) \
X(samegame) \
X(signpost) \
X(slant) \
X(tents) \
X(tracks) \
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4 changes: 2 additions & 2 deletions src/ui/chooser_scene.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -75,8 +75,8 @@ ChooserScene::ChooserScene() {

// Icons
int padding = 25;
int dx = (w - 2*padding) / 4;
int dy = (h - 2*tb_h - 4*padding) / 4;
int dx = (w - 2*padding) / 5;
int dy = (h - 2*tb_h - 4*padding) / 5;

int x = padding;
int y = tb_h + padding;
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