Feature list : Game Play

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(Game Play: updated JSoko "remember last session")
(Game Play: go-through for JSoko)
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| {{tc}} | timing || {{yes}} optional; optional idle time threshold || {{no}} || {{no}} || {{no}} || {{no}} || {{tc}} | timing || {{no}} || {{no}} || {{no}} || {{no}} || ||  
| {{tc}} | timing || {{yes}} optional; optional idle time threshold || {{no}} || {{no}} || {{no}} || {{no}} || {{tc}} | timing || {{no}} || {{no}} || {{no}} || {{no}} || ||  
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|-
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| {{tc}} | move player<br>through boxes ||{{no}}|| {{no}} || {{no}} || {{no}} || {{no}} || {{tc}} | move player<br>through boxes || {{yes}} target: reachable squares through boxes.<br>figure: small black square.<br>via: options -> go through boxes. || {{no}} || {{no}} || {{no}} || ||
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| {{tc}} | move player<br>through boxes ||{{no}}|| {{no}} || {{no}} || {{yes}} || {{no}} || {{tc}} | move player<br>through boxes || {{yes}} target: reachable squares through boxes.<br>figure: small black square.<br>via: options -> go through boxes. || {{no}} || {{no}} || {{no}} || ||
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! colspan="6" | Game Play : Legal moves !! colspan="50" | <div align="right">Game Play : Legal moves</div>
! colspan="6" | Game Play : Legal moves !! colspan="50" | <div align="right">Game Play : Legal moves</div>

Revision as of 17:42, 27 October 2019



Game Play

Last change: 2019/10/27 17:42:53
Game Play
Game Play
 
autosave best solutions yes tiebreaking: moves, pushes, secondary metrics yes yes tiebreaking: moves, pushes no yes tiebreaking: moves, pushes autosave best solutions yes tiebreaking: moves, pushes, secondary metrics no no yes
autosave solutions options always autosaves better solutions;
inferior solutions are discarded
always autosaves better solutions;
inferior solutions are discarded
autosave solutions options: never/always/if better/ask;
existing solutions are kept
no autosave solutions options: none/best 5/best 10/all autosave solutions options always autosaves better solutions;
inferior solutions are discarded
always autosaves game history optionally saves game when solved;
only one solution per saved game
always autosaves better solutions;
inferior solutions are discarded
push or move optimized pathfinding yes yes yes yes yes push or move optimized pathfinding yes yes yes yes
move animation modes smooth, cell by cell, instant cell by cell cell by cell, instant cell by cell smooth move animation modes cell by cell, instant
[info](instant with choice points is listed but is too fast to be useful)
cell by cell, instant cell by cell, instant cell by cell, instant
mouse move control: drag and drop yes with reachable squares no yes without reachable squares yes with reachable squares yes with reachable squares mouse move control: drag and drop yes with reachable squares no no yes partial implementation: player only, not boxes
without reachable squares
mouse move control: select and drop yes with reachable squares yes with reachable squares yes with reachable squares yes with reachable squares yes with reachable squares mouse move control: select and drop yes with reachable squares yes with reachable squares yes without reachable squares yes with reachable squares
mouse move control: drag and track no experimental click-less tracking available no no no no mouse move control: drag and track no no yes no
reverse mode play starting at end position (pull instead of push) yes yes no no no reverse mode play starting at end position (pull instead of push) no no no no
show secondary metrics (box-pushes, box-changes and pushing-sessions) yes display: mouse over no yes display: optional, configurable no no show secondary metrics (box-pushes, box-changes and pushing-sessions) yes yes yes no
show a lowerbound of the solution length no no no yes no show a lowerbound of the solution length no no no no
timing yes optional; optional idle time threshold no no no no timing no no no no
move player
through boxes
no no no yes no move player
through boxes
yes target: reachable squares through boxes.
figure: small black square.
via: options -> go through boxes.
no no no
Game Play : Legal moves
Game Play : Legal moves
 
show player's reachable squares yes figure: transparent small skin graphics yes figure: skin graphics, independent of player no yes figure: transparent small skin graphics yes show player's reachable squares yes figure: small round blobs yes no yes figure: transparent small skin graphics or round blobs
show box's reachable squares yes figure: transparent small skin graphics yes figure: skin graphics, independent of box yes figure: skin graphics, independent of box yes figure: transparent small skin graphics yes show box's reachable squares yes figure: small round blobs yes no yes figure: transparent small skin graphics or round blobs
show pushable boxes yes dynamically by clicking a wall.
figure: configurable border
yes dynamically by clicking a wall.
figure: yellow border
no no no show pushable boxes yes permanent with CTRL+F9.
dynamically by clicking a wall.
figure: skin graphics, independent of box
yes dynamically by clicking a player no no
show dead squares yesfigure: configurable shaded square no no yesfigure: darker shaded square no show dead squares no no no no
simple deadlock detection yes dead squares, freezing boxes no no yes dead squares, freezing boxes no simple deadlock detection no yes dead squares no yes dead squares
advanced deadlock detection yes [info]bipartite:
n boxes for m goals;
1 goal for n boxes;
corrals: precalculated at level load time + 100 ms search after a push
no no yes no advanced deadlock detection no no no no
Game Play : History
Game Play : History
 
undo/redo unlimited unlimited unlimited unlimited unlimited undo/redo unlimited unlimited unlimited unlimited ?
undo all yes yes yes yes yes undo all yes press [esc] yes yes unnecessary [info]move history list is readily available - press [backspace]
redo all yes no [info]see "replay" note no yes no redo all no yes yes unnecessary [info]move history list is readily available - press [backspace]
replay yes forwards and backwards yes forwards and backwards [note] the buttons are named "undo/redo all" but they are best categorized as "replay" because they show the moves instead of changing game-state instantly yes forwards yes forwards yes forwards and backwards replay yes forwards (solutions only) yes forwards yes yes forwards [flaw] the program crashes on mousewheel up/down during replay, sometimes so badly that computer expertice it required to make it run again
replay ergonomics unified start/stop button; click anywhere to stop; keyboard shortcuts available; speed and direction can be changed during replay press [esc] or [space] to stop; keyboard shortcuts available; the direction can be changed during replay. separate start/stop buttons; click stop-button to stop; keyboard shortcuts available unified start/stop button; click anywhere to stop; speed can be changed during replay replay ergonomics with start/stop:
CTRL+F2 to begin. SPACE to replay to next box-change. without start/stop: F2
replay button starts; any click stops trackbar represents replay history; drag trackbar to control replay; click anywhere, click [stop] button, or press [esc] to stop unified start/stop button; click anywhere to stop/restart; keyboard shortcuts available; speed can be changed in settings
mousewheel undo/redo/replay support yes combined moves yes single step yes single step or optional combined moves yes combined moves no mousewheel undo/redo/replay support yes combined moves n/aNot applicable
to mobile devices.
no yes 3 moves at a time [flaw] the program crashes on mousewheel up/down during replay, sometimes so badly that computer expertise is required to make it run again
browse move history yes trackbar (choice-points, with preview) yes enter move number as text yes trackbar (all moves, with preview) yes trackbar (choice-points, with preview) no browse move history no yes trackbar (all moves, with preview) yes trackbar (all moves, no preview) yes list (all moves, with preview) [info]ergonomic flaw: preview setting is not remembered from one action to the next
quicksave slots yes unlimited (interface: graphical, window, thumbnail preview) yes 8 (interface: keyboard) yes unlimited (interface: graphical, pop-up, list) no yes 3 (interface: graphical) quicksave slots no no no no
one-click load quicksaves yes keyboard: press [Enter] to load currently selected snapshot; mouse: double-click a snapshot on the list yes (keyboard: keys 1 to 8) no no yes one-click load quicksaves no no no no
remember last session yes file, level, history with redo, position [info]position is optional, default "off", additionally, up to 25 recent (file, level) yes file, level, history with redo, position yes file, level yes file, level yes file, level, history without redo, position remember last session yes file, level, history without redo, position yes file, level, history with redo, position no yes file, level, history with redo, position
 

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Info

Choice points

A choice point in the game is when the player changes from one box to another, or finishes a series of moves that pushed a box in a single direction.

Several programs have replay features related to choice points. Sokofan, for example, has replay buttons (called "smart do/undo") to move from one choice point to another. Another example is the game history browser in Sokoban YASC which works with choice points instead of individual moves.


Mouse Move Control: Select and drop

Lift and drop. Left click on a box to lift it, move to the wanted position and left click again to drop. Lift and drop is easier for long moves than the drag and drop.


Mouse Move Control: Drag and track

Point at the pusher with the mouse and move it in the direction you want. The pusher will track your movements.


Simple deadlock detection

Simple deadlock detection deals with deadlock types that require rather simple analysis of the board and the game state. Good examples are:


Advanced deadlock detection

Advanced deadlock detection deals with deadlock types that require quite sophisticated computations. Good examples are:


Lowerbound of solution length regarding pushes

For solving a level all boxes have to be pushed to goals. A program can calculate the distance of every box to the nearest goal. While doing this it is presumed only one box is on the board (hence the box does not need to be pushed around other boxes). The sum of all these box distances to their goals results in a lowerbound - no matter how the boxes are pushed to their goals the level can never be solved with fewer than the calculated number of pushes. Some programs can calculate a lowerbound for the solution length (in pushes):
number of pushes so far + sum of all box distances to their nearest goals (presuming no other boxes are on the board).
This lowerbound can be useful in levels like the "Kobus Theron"-series.

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