unless is_top_tile and fw_other is -1
push i + columns[col_num].height + fw_other
# will be dereferenced later
- space.neighbors = neighbors.clone() # FIXME ?remove ``.clone()``
+ space.neighbors = neighbors
col_offset += column.height
# convert all space.neighbors arrays from containing space ids to referencing the space
for s in spaces
update_selection_display()
_unselect_tile = ->
- html_tile = selected.pop().dom
- html_tile.removeClass 'selected_word'
- html_tile.removeClass 'selected'
+ tile = selected.pop()
+ dom = tile.dom
+ if tile.connector?
+ tile.connector.remove()
+ delete tile.connector
+ dom.removeClass 'selected_word'
+ dom.removeClass 'selected'
unselect_all = ->
while selected.length
tile.dom.html tile.text
-default_booms = {
+# top-level key is word length
+# arrays are [difficulty] level, easiest to hardest
+booms = {
3: {
neighbors: {
- flips: 1
- force: 2
+ flips: [1,1,1,1,0]
+ force: [2,2,1,1,1,1,0]
}
neighbor_neighbors: {
- flips: 0
- force: 0
+ flips: [0]
+ force: [0]
}
board: {
- flips: 0
- force: 0
+ flips: [0]
+ force: [0]
}
}
4: {
neighbors: {
- flips: 'all'
- force: 4
+ flips: ['all', 4,4,4,4,4,3,3,2,2,1]
+ force: [4,3,3,3,3,3,2]
}
neighbor_neighbors: {
- flips: 0
- force: 2
+ flips: [0]
+ force: [2,2,2,1,1,1,0]
}
board: {
- flips: 0
- force: 0
+ flips: [0]
+ force: [0]
}
}
5: {
neighbors: {
- flips: 'all'
- force: 6
+ flips: ['all','all','all','all',5,5,5,4,4,4,3,3,3,2]
+ force: [6,6,6,6,5,5,5,4,4,4,3]
}
neighbor_neighbors: {
- flips: 2
- force: 4
+ flips: [2,2,2,2,2,2,1,1,1,1,0]
+ force: [4,3,3,3,3,2,2,2,1]
}
board: {
- flips: 0
- force: 0
+ flips: [0]
+ force: [0]
}
}
6: {
neighbors: {
- flips: 'all'
- force: 10
+ flips: ['all','all','all','all','all',9,9,9,9,8,8,8,7,7,7,6,6,6,5,5,5,4]
+ force: [9,9,9,9,9,8,8,8,7]
}
neighbor_neighbors: {
- flips: 5
- force: 6
+ flips: [5,5,5,5,5,5,5,4,4,4,3,3,3,2,2,2,1]
+ force: [6,6,5,5,4,4,3,3,2]
}
board: {
- flips: 0
- force: 0
+ flips: [0]
+ force: [0]
}
}
7: {
neighbors: {
- flips: 'all'
- force: 10
+ flips: ['all']
+ force: [10]
}
neighbor_neighbors: {
- flips: 'all'
- force: 10
+ flips: ['all','all','all','all',9,8,7,6,5,4,3,2]
+ force: [10]
}
board: {
- flips: 0
- force: 2
+ flips: [0]
+ force: [5,4,3,2,1]
}
}
lots: {
neighbors: {
- flips: 0
- force: 0
+ flips: [0]
+ force: [0]
}
neighbor_neighbors: {
- flips: 0
- force: 0
+ flips: [0]
+ force: [0]
}
board: {
- flips: 'all'
- force: 10
+ flips: ['all']
+ force: [10]
}
}
}
-booms = null
-init_booms = ->
- booms = {}
- for level, areas of default_booms
- new_level = {}
- for area, effects of areas
- new_area = {}
- for effect, amount of effects
- new_area[effect] = amount
- new_level[area] = new_area
- booms[level] = new_level
- return
+difficulty_level = 0
+next_level_at = 200
+adjust_difficulty_level = ->
+ while score > next_level_at
+ difficulty_level += 1
+ next_level_at *= 1.4
+
# remove the selected tiles from the board, create new tiles, and slide everything into place
blip_selection = ->
+ adjust_difficulty_level()
word_length = selected_word().length
faders = selected
selected = []
boom = booms.lots
for area_name, effects of boom
area = areas[area_name]
- if effects.flips is 'all' or effects.flips >= area.down.length
+ if difficulty_level < effects.flips.length
+ flips = effects.flips[difficulty_level]
+ else
+ flips = effects.flips.last()
+ if flips is 'all' or flips >= area.down.length
for t in area.down
unsink t
else
down_count = area.down.length
- flips_left = effects.flips
+ flips_left = flips
while flips_left > 0 and down_count > 0
flips_left -= 1
flipper = Math.floor(Math.random() * down_count)
down_count -= 1
# move the last tile back into range
area.down[flipper] = area.down[down_count]
- if effects.force > 0
+ if difficulty_level < effects.force.length
+ force = effects.force[difficulty_level]
+ else
+ force = effects.force.last()
+ if force > 0
for tile in area.up
- tile.new_hp = tile.hp + effects.force
+ if tile.new_hp
+ # for overlap of board and [n]neigbors
+ tile.new_hp += force
+ else
+ tile.new_hp = tile.hp + force
for s in spaces
s.tile.new_hp ?= s.tile.hp - 1
if s.tile.new_hp < 0
activate_selection = ->
word = selected_word()
if word.length < 3
+ # should only happen when trying to blip a word with the keyboard
# FIXME make this a hint
log "Too short: \"#{word}\""
return
unless is_word word
+ # should only happen when trying to blip a word with the keyboard
# FIXME make this automatically part of the selection display
log "Not on word list: \"#{word}\""
return
html += '<div id="definition_credit">Definition ©<a href="http://en.wiktionary.org/" target="_blank">wiktionary.org</a> CC-BY-SA</div>'
$definition_body.html html
+connector_width = 11
+connector_radius = 4
+connector_slant = 12
+add_connector = (tile, horiz, vert) ->
+ style = {}
+ switch horiz
+ when 'left'
+ style.left = -9
+ when 'mid'
+ style.left = 21 - connector_radius
+ when 'right'
+ style.right = -9
+ switch vert
+ when 'top'
+ style.top = -9
+ when 'up'
+ style.top = 21 - connector_radius - connector_slant
+ when 'down'
+ style.top = 21 - connector_radius + connector_slant
+ when 'bot'
+ style.bottom = -9
+ tile.connector = $("<div class=\"connector\"></div>").css style
+ tile.dom.append tile.connector
select_tile = (tile) ->
selected.push tile
+ if selected.length > 1
+ prev = selected[selected.length - 2]
+ if prev.space.top_px < tile.space.top_px
+ if prev.space.left_px < tile.space.left_px
+ add_connector tile, 'left', 'up'
+ else if prev.space.left_px is tile.space.left_px
+ add_connector tile, 'mid', 'top'
+ else
+ add_connector tile, 'right', 'up'
+ else
+ if prev.space.left_px < tile.space.left_px
+ add_connector tile, 'left', 'down'
+ else if prev.space.left_px is tile.space.left_px
+ add_connector tile, 'mid', 'bot'
+ else
+ add_connector tile, 'right', 'down'
update_selection_display()
new_tile = (space, y) ->
space.tile = tile
html_tile.click ->
- return if tile.hp < 1
+ return unselect_all() if tile.hp < 1
word = selected_word()
if tile in selected
if selected_word().length > 2 and is_word(word) and tile is selected.last()
start_over = ->
selected = []
score = 0
+ difficulty_level = 0
+ next_level_at = 200
$score_display.html score
for s in spaces
selected.push s.tile
blip_selection()
- init_booms()
init_start_over_link = ->
$('#start-over').click (event) ->
init_html_board()
init_start_over_link()
update_selection_display()
- init_booms()
$(init_game)