score = 0
board = new Array(board_tiles) # letters ("Qu" or single letter)
board_neighbors = [] # array of tile numbers "next to" this one
-board_top_px = [] # array of pixel coordinates for top of column
+tile_top_px = [] # array of pixel coordinates for top of column
board_left_px = [] # array of pixel coordinates for left of column
board_aboves = [] # array of tile numbers above, starting from top
board_below = [] # tile number of next tile below or false
-slides = []
selected = []
letters = "ABCDEFGHIJKLMNOPQRSTUVWXYZ"
is_bottom_tile = i is board_col_heights[col_num] - 1
# link tile number to pixel "top" and "left" of containing column
- board_top_px.push col_top_px
+ tile_top_px.push col_top_px + i * tile_width
board_left_px.push col_num * tile_width
# aboves (array of tile numbers above, starting from top)
new_letter_queue = (encoded.substr 0, board_tiles).split ''
score = parseInt(encoded.substr(board_tiles), 10)
- # how far each tile needs to be slid down
- slides = (0 for i in board)
-
# work out which grid spaces are connected
# (neighbors, above, down)
init_board_layout()
word += board[i] for i in selected
return word.toLowerCase()
-html_slide = (num, dist) ->
- if dist
- cur = html_tiles[num].css 'top'
- cur = Number(cur.substr(0, cur.length - 2))
- dest = cur + (dist * tile_width)
- html_tiles[num].animate {top: "#{dest}px"}, slide_ms
-
save_game = ->
encoded = ''
for t in board
set_cookie 'hexbog', encoded, 365
window.location.hash = encoded
+# remove the selected tiles from the board, create new tiles, and slide everything into place
blip_selection = ->
- faders = selected.clone().num_sort()
+ faders = selected.num_sort()
selected = []
- for num in faders
- html_tiles[num].unbind('click').fadeOut fade_ms
- timeout fade_ms, ->
- top_tile = -1
- new_px = 0
- new_slide = 0
- for fader in faders
- cur_top = board_aboves[fader][0]
- if cur_top is undefined
- cur_top = fader
- if top_tile isnt cur_top
- new_px = board_top_px[fader] - tile_width
- new_slide = 1
- top_tile = cur_top
- html_tiles[fader].remove()
- dest = fader
- aboves = board_aboves[fader].clone().reverse()
+ update_selection_display()
+ for i in faders
+ html_tiles[i].unbind('click').fadeOut fade_ms
+ timeout fade_ms + 1, ->
+ # which tiles need to be slid down
+ sliders = (false for i in board)
+
+ prev_col_top = null
+ next_new_y = null
+ for deleted in faders
+ # find the tile number of the top tile in this column
+ if board_aboves[deleted].length is 0
+ col_top = deleted
+ else
+ col_top = board_aboves[deleted][0]
+
+ # reset location where new tiles appear when we change columns
+ if prev_col_top isnt col_top
+ next_new_y = -10 - tile_width
+ prev_col_top = col_top
+
+ html_tiles[deleted].remove()
+
+ # For each each tile above the one we've deleted:
+ # 1. move it down one slot in the data scructures
+ # 2. mark it as needing to slide
+ dest = deleted
+ aboves = board_aboves[deleted].clone().reverse()
for above in aboves
html_tiles[dest] = html_tiles[above]
html_tiles[dest].data 'tile_number', dest
board[dest] = board[above]
- slides[dest] = slides[above] + 1
+ sliders[dest] = true
--dest
- new_tile top_tile, board_left_px[top_tile], new_px
- slides[top_tile] = new_slide
- new_px -= tile_width
- new_slide += 1
- for i in [0 .. board.length - 1]
- html_slide i, slides[i]
- slides[i] = 0
+ sliders[col_top] = true # the new tile needs to be slid down too
+
+ new_tile col_top, board_left_px[col_top], next_new_y
+ next_new_y -= tile_width + 50
+
+ for slide, i in sliders
+ if slide
+ html_tiles[i].animate {top: "#{tile_top_px[i]}px"}, slide_ms
+ sliders[i] = false
save_game()
- update_selection_display()
activate_selection = ->
word = selected_word()
if word.length < 3
+ # FIXME make this a hint
log "Too short: \"#{word}\""
return
unless is_word word
+ # FIXME make this automatically part of the selection display
log "Not on word list: \"#{word}\""
return
- score += Math.round(Math.pow(1.7, word.length))
+ word_score = Math.round(Math.pow(1.7, word.length))
+ score += word_score
$score_display.html score
- log "blipped: #{word}"
+ # FIXME make some kind of animation showing score gain
+ log "blipped \"#{word}\" for #{word_score} points"
blip_selection()
look_up_definition word
+ $('#definition').click()
show_definition = (word, type, definition, language) ->
look_up_definition = (word) ->
+ $definition_body.html "Looking up definition for \"#{word}\"."
$.ajax({
url: "http://en.wiktionary.org/w/api.php?action=parse&format=json&page=#{word}"
jsonpCallback: "lud_#{word}" # always use the same callback for the same word so it's cacheable
if tdl
show_definition word, tdl[0], tdl[1], tdl[2]
else
- log "Sorry, couldn't find a definition for \"#{word}\""
- error: ->
- log "wiktionary failed to load: \"#{error_msg}\""
+ $definition_body.html "Sorry, couldn't find a definition for \"#{word}\"."
})
board_as_txt = ->
$('#' + t).removeClass('tab').addClass('selected-tab').animate({height: tab_height}, 1000)
cur_tab = t
init_tabs = ->
- for t in ['instructions', 'definition', 'logtab', 'restart']
+ for t in ['instructions', 'definition', 'donate', 'restart']
init_tab t
+init_keybinding = ->
+ $(window).keydown (e) ->
+ switch e.keyCode
+ when 32, 10, 13
+ activate_selection()
+ when 27
+ unselect_all()
+
$log = undefined
init_log = ->
$log = $('#log')
log = (msg) ->
- $log.children().last().remove()
- $log.prepend $('<div></div>').html msg
+ console.log msg if console.log?
init_game = ->
init_log()
if $(window).height() >= 440
$('#centerer').css('margin-top', '25px')
+ init_keybinding()
init_tabs()
init_board()
init_html_board()