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Show HN: Pipes puzzle (a.k.a. Net) on a hexagonal grid

hexapipes.vercel.app

61–70 of 164 posts

Re: Show HN: Pipes puzzle (a.k.a. Net) on a hexagonal grid

#62

Its annoying having to tap so many times, especially when certain pieces have few valid orientations.

You can check out "Orient / Lock" control mode in the settings. It lets you orient a tile in one tap but needs precision about where you tap. I mostly use this mode but it takes some getting used to, so I didn't make it the default.

I think my ideal controls for this would be key presses (configurable) while hovering.

Current bests are 5×5: 00:22.056, 7×7: 01:01.394.

Edit: also, a control to randomize the orientation of all unlocked tiles would be nice.

Re: Show HN: Pipes puzzle (a.k.a. Net) on a hexagonal grid

#63
I struggled with the first 5x5 taking about 8 minutes, then 2.5 minutes, then less than one minute. I'm still not even sure what principle I'm using to solve these but it is enjoyable. It's mainly just rotating until I hit the right color and looking for the next 3+ joint to rotate.

Re: Show HN: Pipes puzzle (a.k.a. Net) on a hexagonal grid

#64
Neat. The multiple colors for groups is another innovation beyond SGT's Net.

You might consider implementing the traditional 3 mouse button controls (rotate left, mark correct, rotate right). If you can keep the Firefox context menu from popping up.

Maybe there's a way to support wrapping, and help the player understand which edge wraps to which? Maybe affecting the shape?

Related: 5 days ago "Simon Tatham's Portable Puzzle Collection (greenend.org.uk)": https://news.ycombinator.com/item?id=32170592

Re: Show HN: Pipes puzzle (a.k.a. Net) on a hexagonal grid

#65

I struggled with the first 5x5 taking about 8 minutes, then 2.5 minutes, then less than one minute. I'm still not even sure what principle I'm using to solve these but it is enjoyable. It's mainly just rotating until I hit the right color and looking for the next 3+ joint to rotate.

It's a bit like sudoku; start with the elements for which there's only one choice, and rotate into place.

Often this will lead to more tiles with only one viable configuration.

(At very least you'll reduce the search space.)

Re: Show HN: Pipes puzzle (a.k.a. Net) on a hexagonal grid

#66
post #59

Earlier quoted context omitted.

There aren't really any assets though. I just create the svgs dynamically. Maybe I need to place some strategic `Math.round` calls here and there, never thought of this =).

Yeah so if you can math.round or math.floor them a bit the paths are a lot cleaner - if you're dynamically creating them anyway though then I don't know that it gains you much performance. It might gain some performance on render for larger maps? Not sure. Didn't get a chance to look at your source.

The file to look at would be this Tile component: https://github.com/gereleth/hexapipes/blob/main/src/lib/puzz...

My svg handling was very much "learn as I go". An earlier version even had circles instead of hexagons because they're simpler to do. There's a cool playthrough video of that version: https://www.youtube.com/watch?v=vlpPr485NUY

Re: Show HN: Pipes puzzle (a.k.a. Net) on a hexagonal grid

#69

Earlier quoted context omitted.

if the pipes are cut from a Spanning Tree connecting all the hexagons (like the one you witness once you have solved), then yes, for those give pipe pieces, there should be only one solution.

Is this true? I can almost imagine one puzzle that can create two different spanning trees. Maybe I ought to draw it up to verify. Spanning trees may be required but not sufficient for a unique solution.

You are right. It is possible that branches (pipes) cut from one Spanning Tree might be re-arrangeable into a different Spanning Tree.

Re: Show HN: Pipes puzzle (a.k.a. Net) on a hexagonal grid

#70
post #64

Neat. The multiple colors for groups is another innovation beyond SGT's Net. You might consider implementing the traditional 3 mouse button controls (rotate left, mark correct, rotate right). If you can keep the Firefox context menu from popping up. Maybe there's a way to support wrapping, and help the player understand which edge wraps to which? Maybe affecting the shape? Related: 5 days ago "Simon Tatham's Portable…

Mm, middle button, why didn't I think of it.

My wrap puzzles show an infinite tiled grid, so there shouldn't be questions about which edge wraps where. There are no edges, tiles just start repeating after a while. Maybe I didn't understand your question about wrapping?

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