There are several ways to create and remove bridges.
The user can start at a circle and drag the left mouse
towards one of the four directions to indicate the
creation of the bridge in that direction. The environment
will extend the bridge to the next nearest circle, and
will not allow the user to create illegal bridges (i.e.
in the direction of a wall with no other circles, or into
another perpindicular bridge). Alternately you can use the
arrow keys to move around the board, and hold down the shift
key followed by an arrow key to create a bridge in that
direction. Or, you can press one of the directional
keys N, S, E, W to create a bridge in that direction.
Once a bridge has been created, the user can
left-click on it a second time to double-bridge it, or
a third time to delete it. Or the right-mouse click can
remove a bridge. Pressing the directional key N, S, E or W
converts a single bridge in that direction to a double
bridge, or erases a double bridge.
In Assist Mode (0), the default, only the existance of errors
or incomplete numbers is indicated. In Assist Mode (1), the
number of errors and incomplete numbers is indicated, see game rules.
In Assist Mode (2), errors and completed rules are highlighted
with digit colors. In some cases the solve difficulty will
greatly decrease in Assist Mode (2), so select depending upon
the level of challenge desired. The game border will turn
green if the grid is completed without error. You can click
the "undo" button on the bottom of the page to undo previous moves.
Below, enter puzzle code (0-0)
for one of a list of pre-defined puzzles, or a puzzle descriptor
(see "Puzzles" tab). The following puzzle codes have demos,
which will walk you through a solve to help you on the path to
mastery: []).
Hashiwokakero
(橋をかける or "Build Bridges!"),
is a classic Japanese logic puzzle published by
Nikoli.
In Hashiwokakero, the board begins with a collection of numbers in
circles that must be connected. The numbers indicate how many
"bridges" must connect that circle to its horizontal and vertical
neighbor circles. Each circle can have zero, one or two bridges
in each of the four directions. The rules below relate to those
numbers and how to complete the puzzle.
-
A digit indicates the number of bridges between this
circle and its neighbors to the north, south, east and
west directions.
-
Circles can be connected with one or two bridges in any
direction.
-
Bridges can not intersect other bridges.
-
All cells must, in the end, be connected into one
contiguous group of circles.
Puzzles can be invoked by either a numerical entry from
0-0, or through a character
description of the puzzle itself, entered into the Display
form on the 'Game Play' tab. The numbered puzzles are
hand-crafted of varying difficulty, roughly easy to hard.
Puzzle 0 shows a completed correct puzzle.
To describe a puzzle, the character string must be of the
form: "WxH:<descriptor>", where W is a number indicating
the width of the grid, and H the height. The digit descriptor
is a list of the pre-defined digit circles, from 1-8, from
left to right, then top to bottom. Blank cells are represented
with a '-' character. To assist in the definition of a sparse
board, a combination of b consecutive blanks can be
represented with a lowercase letter from 'a' to 'z',
corresponding to 1 to 26 consecutive blanks. A dot '.'
can be used as a visual separator, for example between rows.
An example descriptor is as follows for entry 1:
'descr'.
For Hashiwokakero there are 1 demo
puzzles that can be helpful to walk through solving methods.
They are puzzle codes [].
Enter them in the Game Play tab with the code number and there
will be added a demo panel to help with the solve.
This playground was written using javascript and is available open
source. All code is checked into the github repo at
ohmec/puzzles.
Feel free to file bugs there!