[gnome-games] Initial Mallard doc
- From: Tiffany Antopolski <antopolski src gnome org>
- To: commits-list gnome org
- Cc:
- Subject: [gnome-games] Initial Mallard doc
- Date: Mon, 9 Jan 2012 01:11:22 +0000 (UTC)
commit 2c7082a5f324c87d8ae6ba2cfae1227133f695e4
Author: Sophia Yu <sophia receiving gmail com>
Date: Thu Dec 15 00:36:25 2011 -0600
Initial Mallard doc
gnomine/help/C/figures/logo.png | Bin 0 -> 933 bytes
gnomine/help/C/figures/logo32.png | Bin 0 -> 2354 bytes
gnomine/help/C/index.page | 35 ++++++
gnomine/help/C/intro.page | 78 +++++++++++++
gnomine/help/C/license.page | 59 ++++++++++
gnomine/help/C/rules.page | 216 +++++++++++++++++++++++++++++++++++++
gnomine/help/C/strategy.page | 147 +++++++++++++++++++++++++
gnomine/help/C/tips.page | 42 +++++++
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diff --git a/gnomine/help/C/index.page b/gnomine/help/C/index.page
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+<page xmlns="http://projectmallard.org/1.0/" type="guide" style="task" id="index">
+ <info>
+ <title type="link" role="trail">
+ <media type="image" src="figures/logo.png"/>
+ </title>
+ <title type="link">GNOME Mines</title>
+ <title type="text">GNOME Mines</title>
+ <revision pkgversion="3.4" version="0.1" date="2011-12-10" status="draft"/>
+ <credit type="author">
+ <name>Tiffany Antopolski</name>
+ <email>tiffany antopolski gmail com</email>
+ </credit>
+ <license>
+ <p>Creative Commons Share Alike 3.0</p>
+ </license>
+ <include xmlns="http://www.w3.org/2001/XInclude" href="legal.xml"/>
+ </info>
+
+ <title><media type="image" src="figures/logo32.png">GNOME Mines logo</media>GNOME Mines</title>
+
+ <section id="play" style="2column">
+ <title>Game Play</title>
+ </section>
+ <section id="tips" style="2column">
+ <title>Useful tips</title>
+ </section>
+ <section id="advanced" style="2column">
+ <title>Advanced</title>
+ </section>
+ <section id="get-involved" style="2column">
+ <title>Get Involved</title>
+ </section>
+
+</page>
+<!-- vim: set ts=2 sw=2 tw=80 fdm=marker:-->
diff --git a/gnomine/help/C/intro.page b/gnomine/help/C/intro.page
new file mode 100644
index 0000000..604d87d
--- /dev/null
+++ b/gnomine/help/C/intro.page
@@ -0,0 +1,78 @@
+<page xmlns="http://projectmallard.org/1.0/"
+ type="topic" style="task"
+ id="intro">
+ <info>
+ <link type="guide" xref="index" />
+ <revision version="0.1" date="2011-12-10" status="stub"/>
+
+ <credit type="author copyright">
+ <name></name>
+ <email></email>
+ <years>2011</years>
+ </credit>
+
+ <desc></desc>
+ </info>
+
+ <title>Introduction</title>
+
+ <p>
+ GNOME mines is a puzzle game where you
+ locate mines floating in an ocean using only your brain and a
+ little bit of luck.
+ </p>
+
+ <p>
+ You start the game with a grid of covered squares and no idea what is in them. Clicking on a square reveals
+ what is in it: either empty ocean or a mine. If you
+ find a mine bad things happen and the game is over. If you
+ uncover an empty square, you survive and get to try again. We do
+ give you a bit of help; if you find an empty piece of ocean
+ a number is printed there telling you how many mines are in the
+ adjacent squares (or no number if there are no nearby
+ mines). Once you find a few clear squares you can start to
+ deduce which squares have mines in them and which don't. You win
+ the game once you have revealed all the un-mined squares and
+ marked all the mined squares.
+ </p>
+
+ <figure>
+ <title>The stages of the game: the start, playing, losing,
+ and winning. </title>
+ <media type="image" src="figures/main-window.png">Main window</media>
+ </figure>
+
+ <p>
+ To mark a square as having a mine you right-click on it and a
+ flag is placed there. If you click on a square with a number and
+ you have placed precisely that number of flags on adjacent
+ squares then the remaining squares are revealed. If you didn't
+ mark the mines correctly then an explosion will occur and the game
+ is over. Squares with no adjacent mines (i.e. blank squares)
+ have their adjacent squares automatically cleared.
+ </p>
+
+ <figure>
+ <title>Important information.</title>
+ <media type="image" src="figures/statusbar.png">Status bar</media>
+ </figure>
+
+ <p>
+ You are being timed. To be good at this game you have to work
+ both quickly and correctly. Once you have found all the mines
+ and revealed all the un-mined squares the clock is stopped. Your
+ score is the time you took; the shorter the better.
+ </p>
+
+ <p>
+ The time you have taken is displayed on the bottom right of the
+ window. Beside it, on the left, is a count of the number of mines
+ you have cleared and the total number hidden on the board.
+ </p>
+
+ <figure id="faces">
+ <title>The yellow face shows you how well you are going.</title>
+ <media type="image" src="figures/faces.png">Status bar</media>
+ </figure>
+
+</page>
diff --git a/gnomine/help/C/license.page b/gnomine/help/C/license.page
new file mode 100644
index 0000000..312b6cf
--- /dev/null
+++ b/gnomine/help/C/license.page
@@ -0,0 +1,59 @@
+<page xmlns="http://projectmallard.org/1.0/"
+ type="topic"
+ id="license">
+
+ <info>
+ <link type="seealso" xref="index"/>
+ <revision pkgversion="2.30" version="0.1" date="2009-12-28" status="draft"/>
+ <desc>Legal information.</desc>
+ </info>
+
+ <title>License</title>
+ <p>
+ <!--
+ Translators: try to use the same translation as the one provided by the CreativeCommons website.
+ If there is no translation for your language, consider providing one to CreativeCommons.
+ -->
+ This work is distributed under a CreativeCommons Attribution-Share Alike
+ 3.0 Unported license.
+ </p>
+ <p>
+ You are free:
+ </p>
+ <terms>
+ <item>
+ <title><em>To share</em></title>
+ <p>To copy, distribute and transmit the work.</p>
+ </item>
+ <item>
+ <title><em>To remix</em></title>
+ <p>To adapt the work.</p>
+ </item>
+ </terms>
+ <p>
+ Under the following conditions:
+ </p>
+ <terms>
+ <item>
+ <title><em>Attribution</em></title>
+ <p>
+ You must attribute the work in the manner specified by the author or
+ licensor (but not in any way that suggests that they endorse you or
+ your use of the work).
+ </p>
+ </item>
+ <item>
+ <title><em>Share Alike</em></title>
+ <p>
+ If you alter, transform, or build upon this work, you may distribute the
+ resulting work only under the same, similar or a compatible license.
+ </p>
+ </item>
+ </terms>
+ <p>
+ <!-- Translators: there are no official localized versions of the legal code, only the deed is localized. -->
+ For the full text of the license, see the
+ <link href="http://creativecommons.org/licenses/by-sa/3.0/legalcode">CreativeCommons website</link>,
+ or read the full <link href="http://creativecommons.org/licenses/by-sa/3.0/">Commons Deed</link>.
+ </p>
+</page>
diff --git a/gnomine/help/C/rules.page b/gnomine/help/C/rules.page
new file mode 100644
index 0000000..72be506
--- /dev/null
+++ b/gnomine/help/C/rules.page
@@ -0,0 +1,216 @@
+<page xmlns="http://projectmallard.org/1.0/"
+ type="topic" style="task"
+ id="rules">
+ <info>
+ <link type="guide" xref="index#play" />
+ <revision version="0.1" date="2011-12-10" status="stub"/>
+
+ <credit type="author copyright">
+ <name></name>
+ <email></email>
+ <years>2011</years>
+ </credit>
+
+ <desc></desc>
+ </info>
+
+ <title>Rules</title>
+
+ <p>
+ This section provides information on the controls and the
+ important menu items. If you need help figuring where the
+ mines are, see the <link xref="strategy">strategy section</link>.
+ </p>
+
+ <section>
+ <title>The Goal</title>
+
+ <p>
+ Starting from an ocean of squares with unknown contents
+ you must mark all the squares with mines and reveal all the
+ clear squares. You don't actually have to mark the squares with mines,
+ but it is a lot easier if you do. Once you have cleared all
+ the un-mined squares, any remaining mined squares will be
+ marked for you.
+ </p>
+
+ <p>
+ If you left click on a mine, or auto-clear a square with a mine
+ in it you lose. To help prevent accidents, you aren't allowed
+ to auto-clear around a square unless the number of marked
+ mines equals the number given in the square.
+ </p>
+
+ </section>
+
+ <section>
+ <title>Using the Mouse</title>
+
+ <table frame="all" rules="all" shade="rows">
+ <!-- <tgroup cols="2"> -->
+ <thead>
+ <tr>
+ <td><p>Action</p></td> <td><p>Result</p></td>
+ </tr>
+ </thead>
+ <tbody>
+ <tr>
+ <td><p>Left click on an un-revealed square.</p></td>
+ <td><p>Reveals the contents of that square. For better or for worse.</p></td>
+ </tr>
+
+ <tr>
+ <td><p>Left click in a revealed square.</p></td>
+ <td><p>Auto-clear. Reveals the unmarked squares around
+ the clicked square,
+ but only if enough squares have been marked to match the
+ number in the square.</p></td>
+ </tr>
+ <tr>
+ <td><p>Right click on an un-revealed square.</p></td>
+ <td><p>Marks the square as a mine. If it is already
+ marked, the mark will be removed.</p></td>
+ </tr>
+ </tbody>
+ <!-- </tgroup> -->
+ </table>
+
+ <tip><p>If you are used to the more traditional mouse controls,
+ don't worry, they still work.</p></tip>
+ </section>
+
+ <section>
+ <title>Game Size and Difficulty</title>
+
+ <p>
+ By choosing <guiseq><gui>Settings</gui><gui>Preferences</gui></guiseq> from the
+ menu you can
+ change the size of the games. Larger sizes obviously take longer
+ and require more concentration. Smaller games are more
+ frantic. We provide Small, Medium, Large and Custom
+ sizes.
+ </p>
+
+ <figure id="preferences-img">
+ <title>The preferences dialog.</title>
+ <media type="image" src="figures/preferences.png">Preferences dialog</media>
+ </figure>
+
+ <p>
+ On the right hand side of the dialog there are three
+ parameters for controlling the custom size. Horizontal and
+ Vertical are the width and height of the desired grid in
+ squares. The number of mines is - obviously - the number of
+ mines you need to find. If this number is set too high or too
+ low then the game becomes very easy. The number of mines is
+ limited to slightly less than the total number of squares.
+ </p>
+
+ </section>
+
+ <section>
+ <title>"I'm not sure" Flags</title>
+
+ <figure id="imnotsureflagsimg">
+ <media type="image" src="figures/imnotsureflagscheckbox.png">I'm not sure flag</media>
+ </figure>
+
+ <p>
+ There is a check-box in the properties dialog entitled
+ Use "I'm not sure" flags. If you enable this then, when
+ right-clicking on a square, it cycles between the normal flags
+ used to mark the square as mined, a flag with a question mark
+ on it and no flag. This new flag is to help you with your
+ reasoning, to mark mines you think might be a mine but aren't
+ sure about. These
+ flags have no effect on the game; you still have to use the
+ appropriate number of red marker flags to be able to clear
+ around a numbered square.
+ </p>
+
+ <figure id="flags-img">
+ <title>The sequence of flags when "I'm not sure" flags are enabled.</title>
+ <media type="image" src="figures/flags.png">I'm not sure flag</media>
+ </figure>
+
+ </section>
+
+ <section>
+ <title>Use "Too many flags" warning</title>
+
+ <p>
+ The other check-box in the properties dialog is entitled
+ Use "Too many flags" warning. This feature will show you a
+ warning when you have placed too many flags. This is disabled
+ by default, as it provides so much hint that it could be
+ considered "cheating".
+ </p>
+
+ </section>
+
+ <section>
+ <title>Hints</title>
+
+ <p>
+ If you get stuck - it is reasonably common to end up with two
+ options that you can't logically resolve - then you can either
+ guess, or ask for a hint. When you choose
+ <gui style="menuitem">Hint</gui> from the <gui style="menu">Game</gui>
+ menu a single square is revealed (plus surrounding
+ squares if it is blank). The choice of square is random, but
+ should be helpful. There is 10 second penalty added to your
+ time whenever you use a hint.
+ </p>
+
+ </section>
+
+ <section>
+ <title>High Scores</title>
+
+ <p>
+ If your score is in the top ten you will be shown the list of top scores and have an
+ opportunity to change the name recorded in the high score table. You can
+ also review the scores later by choosing
+ <gui style="menuitem">Scores</gui> from the <gui style="menu">Game</gui>
+ menu. The drop-down menu at the top of the dialog lets you
+ look at the scores for other board sizes.
+ </p>
+
+ <figure id="high-score-img">
+ <title>The high scores dialog.</title>
+ <media type="image" src="figures/highscores.png">High scores dialog</media>
+ </figure>
+
+ <tip>
+ <p>The high score for the custom size is usually meaningless. Any
+ other player can make the game size smaller and get a better time. If
+ you only ever play one custom size then it will tell you how
+ well you are doing. This is the only reason it is still recorded.</p>
+ </tip>
+ </section>
+
+ <section>
+ <title>Window Size</title>
+
+ <p>Resizing the window makes the squares bigger or smaller to
+ suit. If you want to make maximum use of the screen then there is a
+ <gui style="menuitem">Fullscreen</gui> option under the
+ <gui style="menu">Settings</gui> menu. You can
+ also use the <key>F11</key> key to toggle full-screen mode.
+ </p>
+ </section>
+
+ <section>
+ <title>Pausing the Game</title>
+
+ <p>
+ The game can be paused automatically when you start using another
+ window, or paused by choosing <gui style="menuitem">Pause</gui>
+ from the <gui style="menu">Game</gui> menu. The playing area is
+ blanked so you can't think ahead while the clock is stopped. To
+ start playing again press the button labelled "Press to Resume".
+ </p>
+ </section>
+</page>
+
+<!-- vim: set ts=2 sw=2 tw=100 fdm=marker:-->
diff --git a/gnomine/help/C/strategy.page b/gnomine/help/C/strategy.page
new file mode 100644
index 0000000..f01241e
--- /dev/null
+++ b/gnomine/help/C/strategy.page
@@ -0,0 +1,147 @@
+<page xmlns="http://projectmallard.org/1.0/"
+ type="topic" style="task"
+ id="strategy">
+ <info>
+ <link type="guide" xref="index#play" />
+ <revision version="0.1" date="2011-12-10" status="stub"/>
+
+ <credit type="author copyright">
+ <name></name>
+ <email></email>
+ <years>2011</years>
+ </credit>
+
+ <desc></desc>
+ </info>
+
+ <title>Strategy</title>
+
+ <p>
+ The first half of this section explains the very basics of deducing where
+ mines are. If you are familiar with how to play the game skip down to the
+ <link xref="#advanced"/> subsection.
+ </p>
+
+ <section id="basics">
+ <title>The Basics</title>
+ <p>
+ These are a few basic situations which should be incredibly obvious, but
+ if you're struggling with how to play the game, they should be useful. The
+ first case is where you have an isolated covered square and most of the
+ squares around it read 1. That covered square is a mine.
+ </p>
+
+ <figure>
+ <title>The simplest case.</title>
+ <media type="image" src="figures/easy-hints-1.png">Easy hint 1</media>
+ </figure>
+
+ <p>
+ The next simplest case is where you have two covered squares adjacent to
+ each other and both squares on one side are marked with a 2. If they have
+ no other uncleared neighbors, then both squares are mines.
+ </p>
+
+ <figure>
+ <title>The two mine case.</title>
+ <media type="image" src="figures/easy-hints-2.png">Easy hint 2</media>
+ </figure>
+
+ <p>
+ Finally, when there are three uncovered squares in a row and the clear
+ square beside the middle one is a 3 (once again this square should have no
+ other neighbors) then all three are mines.
+ </p>
+
+ <figure>
+ <title>The three mine case.</title>
+ <media type="image" src="figures/easy-hints-3.png">Easy hint 3</media>
+ </figure>
+
+ <p>
+ These are the simplest cases. Other permutations on these simple
+ situations are possible, for example the three squares in the previous
+ example could be in an L shape.
+ </p>
+ <p>
+ Simple analysis will solve most of the puzzle, but not all. Before going
+ on to the next sections, where we give you more advanced hints, you should
+ play for a bit and see what you can work out for yourself.
+ </p>
+ </section>
+
+ <section id="advanced">
+ <title>Advanced Situations</title>
+
+ <p>
+ These are some more complicated situations. They are a bit of a step up
+ from the last section, so we hope you took our advice and played for a bit
+ first.
+ </p>
+
+ <p>
+ In the example below the mines are to the left of the ones. We figure this
+ out by a process of elimination. If the square to the left of the 2 was a
+ mine then the 1s would both have their maximum number of mines leaving no
+ free square for the second mine adjacent to the 2 (since they would also be
+ adjacent to the 1s). Having eliminated the middle square we are left with
+ two squares we require for the 2 so they are both mined.
+ </p>
+
+ <figure>
+ <title>A not-so-obvious pattern.</title>
+ <media type="image" src="figures/hard-hints-1.png">Hard hint 1</media>
+ </figure>
+
+ <p>
+ This situation can be disguised, for example consider the figure
+ below. It is the same situation, but the extra mined square on
+ the right has increased all the numbers by 1.
+ </p>
+
+ <figure>
+ <title>The extra mine disguises a copy of the previous example.</title>
+ <media type="image" src="figures/hard-hints-2.png">Hard hint 2</media>
+ </figure>
+
+ <p>
+ Now we're going to try a complicated example. It illustrates two
+ points. The first is that even if you aren't sure which squares are
+ mined, restricting the possibilities is helpful. The second is that
+ knowing which squares aren't mined is nearly as good as knowing which
+ are mined.
+ </p>
+
+ <p>
+ Assume that, in the figure below, we start off knowing that the top
+ left square is mined and so the two squares marked 2 on the left only
+ require one more mine. Next observe that the left-most 2 implies that
+ one of the covered squares beneath it is mined, but we don't yet know
+ which one. Since at least one of these squares is mined and they are
+ both neighbors of the second 2 then we know that that 2 is also
+ satisfied by one of these two squares (we still don't know which
+ one). This means that the square beneath the 4 is clear because it is
+ also a neighbor of the second 2 and not one of the two squares we
+ identified previously.
+ This one blank square now leaves the 4 with only four neighbors - all
+ of which must be mines. Not only does it tell us which mines surround
+ the 4, it now tells us which of the squares beside the 2 is mined!
+ </p>
+
+ <figure>
+ <title>As tricky as it gets.</title>
+ <media type="image" src="figures/hard-hints-3.png">Hard hint 3</media>
+ </figure>
+
+ <p>
+ This sort of situation is tricky. In all the other examples you can
+ learn to look for patterns and avoid thinking hard. Situations like
+ the one in the figure don't crop up easily or in easily recognisable
+ places. Often it is easier to just ignore them and keep playing
+ elsewhere in the hope that you can start clearing the squares from the
+ other side.
+ </p>
+ </section>
+
+</page>
+<!-- vim: set ts=2 sw=2 tw=100 fdm=marker:-->
diff --git a/gnomine/help/C/tips.page b/gnomine/help/C/tips.page
new file mode 100644
index 0000000..ffd68d5
--- /dev/null
+++ b/gnomine/help/C/tips.page
@@ -0,0 +1,42 @@
+<page xmlns="http://projectmallard.org/1.0/"
+ type="topic" style="task"
+ id="tips">
+ <info>
+ <link type="guide" xref="index#tips" />
+ <revision version="0.1" date="2011-12-10" status="stub"/>
+
+ <credit type="author copyright">
+ <name></name>
+ <email></email>
+ <years>2011</years>
+ </credit>
+
+ <desc></desc>
+ </info>
+
+ <title>Tips</title>
+
+ <p>
+ Remember, the edge of the board is just the same as a large cleared area
+ (but without the numbers). Often working at the edge of the board is the
+ easiest way forward.
+ </p>
+
+ <p>
+ Sometimes you end up in a situation where there is no way to deduce what
+ the configuration is. In these cases you either have to guess or use the
+ hint function
+ (<guiseq><gui>Game</gui><gui>Hint</gui></guiseq>).
+ Sometimes it isn't a 50/50 situation and instead of taking a hint you
+ might like to gamble on the most likely outcome.
+ </p>
+
+ <p>
+ One final hint: remember the counter on the bottom left of the window that
+ tells you how many mines you have left? Often, near the end of the game,
+ this number can help you figure out what possible places mines can be. How
+ to do this is up to you to figure out.
+ </p>
+</page>
+
+<!-- vim: set ts=2 sw=2 tw=100 fdm=marker:-->
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