Closed Aaron-Rumpler closed 1 year ago
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hexapipes | ✅ Ready (Inspect) | Visit Preview | 💬 Add your feedback | Mar 23, 2023 at 1:11AM (UTC) |
I don't think I want to adopt the extra rule for "everything locked"... If you really want this behaviour you could lock some tile away from its proper place and only turn it back at the very end when everything else is locked down.
Now considering edgemarks I get the desire to see less visual noise on the board. But maybe this should be a display only thing - don't remove the marks from tile data but instead don't show them if they match a locked edge. This way if you accidentally lock a tile you don't lose edgemark information. This will need some querying of a tile's neighbours to determine if an edge is locked from any side and if the locked wall/connection matches the mark.
I'm currently working on supporting non-uniform grids and may refactor how edgemarks are shown. So maybe create an issue for this but wait a bit before working on an implementation.
Adds two additional settings that affect the puzzle rules: