fade_ms = 400
slide_ms = 2000
-board_col_heights = [5, 6, 7, 8, 7, 6, 5]
+columns = [
+ { height: 5, spaces: [], fader_count: 0 }
+ { height: 6, spaces: [], fader_count: 0 }
+ { height: 7, spaces: [], fader_count: 0 }
+ { height: 8, spaces: [], fader_count: 0 }
+ { height: 7, spaces: [], fader_count: 0 }
+ { height: 6, spaces: [], fader_count: 0 }
+ { height: 5, spaces: [], fader_count: 0 }
+]
# code and css will need adjusting if you change HP_MAX
HP_MAX = 10
ret += i for i in this
return ret
-# ascending. All values must be Numbers
-Array::num_sort = -> return this.sort((a, b) -> return a - b)
-
Array::last = ->
return this[this.length - 1]
window.dc = delete_cookie
-board_cols = board_col_heights.length
-board_tiles = board_col_heights.sum()
-board_col_top_px = []
+num_spaces = 0
+num_spaces += column.height for column in columns
score = 0
-tiles = new Array(board_tiles)
-board_neighbors = [] # array of tile numbers "next to" this one
-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
+spaces = new Array(num_spaces)
selected = []
# work out which grid spaces are connected
init_board_layout = () ->
col_offset = 0
- middle_col = (board_cols - 1) / 2
+ middle_col_num = (columns.length - 1) / 2
- # how many tiles before the current tile?
- for col_num in [0 .. board_cols - 1]
- if col_num < middle_col
+ space_num = 0
+
+ for column, col_num in columns
+ if col_num < middle_col_num
fw_other = 1
else
fw_other = -1
- if col_num > middle_col
+ if col_num > middle_col_num
bw_other = 1
else
bw_other = -1
is_first_col = col_num is 0
- is_last_col = col_num is board_cols - 1
+ is_last_col = col_num is columns.length - 1
neighbors = []
+ # neighbors are integers for now, but get dereferenced later, after we've created all the spaces
push = (offset) ->
neighbors.push col_offset + offset
- col_top_px = Math.abs col_num - middle_col
+ col_top_px = Math.abs col_num - middle_col_num
col_top_px *= tile_radius
- board_col_top_px.push col_top_px
above = []
- for i in [0 .. board_col_heights[col_num] - 1]
+ for i in [0 ... column.height]
+ space = { id: space_num }
+ spaces[space_num] = space
+ space_num += 1
+ column.spaces.push space
+ space.column = column
+
is_top_tile = i is 0
- is_bottom_tile = i is board_col_heights[col_num] - 1
+ is_bottom_tile = i is column.height - 1
# link tile number to pixel "top" and "left" of containing column
- tile_top_px.push col_top_px + i * tile_width
- board_left_px.push col_num * tile_width
+ space.top_px = col_top_px + i * tile_width
+ space.left_px = col_num * tile_width
- # aboves (array of tile numbers above, starting from top)
- board_aboves.push above.clone()
- above.push i + col_offset
+ # aboves: array of spaces, top to bottom
+ space.aboves = above.clone()
+ above.push space
- # below (SINGLE tile number of tile below or false)
- if is_bottom_tile
- board_below.push false
- else
- board_below.push col_offset + i + 1
+ # below: SINGLE tile below
+ unless is_top_tile
+ spaces[space.id - 1].below = space
# neighbors (array of tile numbers "next to" this one)
neighbors = []
push i + 1
unless is_first_col # leftward links
unless is_bottom_tile and bw_other is -1
- push i - board_col_heights[col_num - 1]
+ push i - columns[col_num - 1].height
unless is_top_tile and bw_other is -1
- push i - board_col_heights[col_num - 1] + bw_other
+ push i - columns[col_num - 1].height + bw_other
unless is_last_col # rightward links
unless is_bottom_tile and fw_other is -1
- push i + board_col_heights[col_num]
+ push i + columns[col_num].height
unless is_top_tile and fw_other is -1
- push i + board_col_heights[col_num] + fw_other
-
- board_neighbors.push neighbors.clone()
-
- col_offset += board_col_heights[col_num]
+ push i + columns[col_num].height + fw_other
+ # will be dereferenced later
+ space.neighbors = neighbors.clone() # FIXME ?remove ``.clone()``
+ col_offset += column.height
+ # convert all space.neighbors arrays from containing space ids to referencing the space
+ for s in spaces
+ for id, key in s.neighbors
+ s.neighbors[key] = spaces[id]
# support obsolete save data format
load_game_0 = (encoded) ->
- letters = (encoded.substr 0, board_tiles).split ''
+ letters = (encoded.substr 0, num_spaces).split ''
for l in letters
new_letter_queue.push {
letter: l,
hp: 1 + Math.floor(Math.random() * (HP_MAX - 1))
}
- score = parseInt(encoded.substr(board_tiles), 10)
+ score = parseInt(encoded.substr(num_spaces), 10)
load_game_1 = (encoded) ->
int = 0
encoded = encoded.substr 1
- score = parseInt(encoded.substr(board_tiles * 3 / 2), 10)
- for t in [0...(tiles.length * 3 / 2)] by 3
+ score = parseInt(encoded.substr(num_spaces * 3 / 2), 10)
+ for t in [0...(spaces.length * 3 / 2)] by 3
int = 0
for d in [0...3]
int *= 44
encoded = window.location.hash
if encoded? and encoded.charAt 0 is '#'
encoded = encoded.substr 1
- unless encoded? and encoded.length > board_tiles
+ unless encoded? and encoded.length > num_spaces
encoded = get_cookie 'hexbog'
- if encoded? and encoded.length > board_tiles
+ if encoded? and encoded.length > num_spaces
load_game encoded
# work out which grid spaces are connected
c = 0
else
c = 1
- for num in selected
- tiles[num].dom.addClass classes[c]
- tiles[num].dom.removeClass classes[1 - c]
+ for tile in selected
+ tile.dom.addClass classes[c]
+ tile.dom.removeClass classes[1 - c]
# unselects the last tile of the selecetion
unselect_tile = ->
update_selection_display()
_unselect_tile = ->
- num = selected.pop()
- html_tile = tiles[num].dom
+ html_tile = selected.pop().dom
html_tile.removeClass 'selected_word'
html_tile.removeClass 'selected'
selected_word = ->
word = ''
- word += tiles[i].text for i in selected
+ word += tile.text for tile in selected
return word.toLowerCase()
save_charset = 'abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQR'
char_a = "a".charCodeAt(0)
save_game = ->
encoded = '1' # save format
- for i in [0...tiles.length] by 2
- int = tiles[i].text.toLowerCase().charCodeAt(0) - char_a
+ for i in [0...spaces.length] by 2
+ int = spaces[i].tile.text.toLowerCase().charCodeAt(0) - char_a
int *= 11
- int += tiles[i].hp
+ int += spaces[i].tile.hp
int *= 26
- int += tiles[i+1].text.toLowerCase().charCodeAt(0) - char_a
+ int += spaces[i+1].tile.text.toLowerCase().charCodeAt(0) - char_a
int *= 11
- int += tiles[i+1].hp
+ int += spaces[i+1].tile.hp
for d in [0...3]
encoded += save_charset.substr(int % 44, 1)
int = Math.floor(int / 44)
# remove the selected tiles from the board, create new tiles, and slide everything into place
blip_selection = ->
- difficulty = 11 - Math.log(400 + score) # higher numbers are easier
- force = difficulty * score_for selected_word() # how much tile restoration we have left to do
word_length = selected_word().length
- faders = selected.num_sort()
+ faders = selected
selected = []
update_selection_display()
neighbors = {}
nneighbors = {}
- for i in faders
- tiles[i].dom.unbind('click').fadeOut fade_ms
- tiles[i].new_hp = tiles[i].hp
- for n in board_neighbors[i]
- neighbors[n] = tiles[n]
- for nn in board_neighbors[n]
- nneighbors[nn] = tiles[nn]
- for i in faders
- delete nneighbors[i]
- delete neighbors[i]
+ for tile in faders
+ tile.dom.unbind('click').fadeOut fade_ms
+ tile.new_hp = tile.hp
+ for n in tile.space.neighbors
+ neighbors[n.id] = n.tile
+ for nn in n.neighbors
+ nneighbors[nn.id] = nn.tile
+ # fix overlaps of faders, neighors, nneighbors
+ for tile in faders
+ delete nneighbors[tile.space.id]
+ delete neighbors[tile.space.id]
for k, v of neighbors
delete nneighbors[k]
# convert to arrays so we can sort, etc
boom[1].flips = 0
boom[1].force = 0
# unsink/heal the whole board
- for t in tiles
- if t.hp is 0
- unsink t
+ for s in spaces
+ if s.tile.hp is 0
+ unsink s.tile
else
- t.new_hp = 10
+ s.tile.new_hp = 10
for b in boom
if b.flips is 'all' or b.flips >= b.down.length
for t in b.down
if b.force > 0
for t in b.up
t.new_hp = t.hp + b.force
- for i in tiles
- i.new_hp ?= i.hp - 1
- if i.new_hp < 0
- i.new_hp = 0
- else if i.new_hp > HP_MAX
- i.new_hp = HP_MAX
- if i.new_hp isnt i.hp
- i.dom.removeClass "hp#{i.hp}"
- i.dom.addClass "hp#{i.new_hp}"
- i.hp = i.new_hp
- delete i.new_hp
+ for s in spaces
+ s.tile.new_hp ?= s.tile.hp - 1
+ if s.tile.new_hp < 0
+ s.tile.new_hp = 0
+ else if s.tile.new_hp > HP_MAX
+ s.tile.new_hp = HP_MAX
+ if s.tile.new_hp isnt s.tile.hp
+ s.tile.dom.removeClass "hp#{s.tile.hp}"
+ s.tile.dom.addClass "hp#{s.tile.new_hp}"
+ s.tile.hp = s.tile.new_hp
+ delete s.tile.new_hp
timeout fade_ms + 1, ->
- # which tiles need to be slid down
- sliders = (false for i in tiles)
-
- 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
-
- tiles[deleted].dom.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
- tiles[dest] = tiles[above]
- tiles[dest].id = dest
- tiles[dest].dom.data 'tile_number', dest
- sliders[dest] = true
- --dest
- 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
- tiles[i].dom.animate {top: "#{tile_top_px[i]}px"}, slide_ms
- sliders[i] = false
+ # delete old tiles, mark where tiles are moving
+ for fader in faders
+ fader.space.column.fader_count += 1
+ fader.dom.remove()
+ fader.removed = true
+ for above in fader.space.aboves
+ if above.tile.dest?
+ above.tile.dest += 1
+ else
+ above.tile.dest = above.id + 1
+
+ # move tiles down (graphically and in data structure)
+ rspaces = []
+ for s in spaces
+ rspaces.unshift s
+ for space in rspaces
+ tile = space.tile
+ if tile.dest? and not (tile.removed?)
+ dest_space = spaces[tile.dest]
+ delete tile.dest
+ tile.dom.animate {top: "#{dest_space.top_px}px"}, slide_ms
+ tile.space = dest_space
+ dest_space.tile = tile
+
+ # create new tiles
+ for column in columns
+ dest = 0
+ while column.fader_count > 0
+ column.fader_count -= 1
+ slide_from = -10 - tile_width
+ slide_from -= (50 + tile_width) * column.fader_count
+ space = column.spaces[dest++]
+ tile = new_tile space, slide_from
+ tile.dom.animate {top: "#{space.top_px}px"}, slide_ms
+
save_game()
score_for = (word) -> Math.round(Math.pow(1.7, word.length))
score += word_score
$score_display.html score
# FIXME make some kind of animation showing score gain
- log "blipped \"#{word}\" for #{word_score} points"
blip_selection()
look_up_definition word
$('#definition').click()
$definition_body.html html
-select_tile = (num) ->
- html_tile = tiles[num].dom
- # html_tile.css backgroundColor: tile_selected_color
- selected.push num
+select_tile = (tile) ->
+ selected.push tile
update_selection_display()
- return
-new_tile = (num, x, y) ->
+new_tile = (space, y) ->
+ x = space.left_px
l = new_letter()
letter = l.letter
hp = l.hp
html_tile = $("<div class=\"tile hp#{hp}\" style=\"left: #{x}px; top: #{y}px\" unselectable=\"on\">#{letter}</div>")
$board.append(html_tile)
+ html_tile.show()
- html_tile.data 'tile_number', num
- tiles[num] = text: letter, dom: html_tile, hp: hp, id: num
+ tile = {
+ text: letter
+ dom: html_tile
+ hp: hp
+ space: space
+ }
+ space.tile = tile
html_tile.click ->
- me = $(this)
- num = me.data 'tile_number'
- return if tiles[num].hp < 1
- if num in selected
- if selected_word().length > 2 and num is selected.last()
+ return 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()
activate_selection()
else
- if selected.length > 1
+ if selected.length is 1
unselect_all()
- select_tile num
else
unselect_all()
- else # (not clicking on selected tile)
- if selected.length > 0 and not (num in board_neighbors[selected.last()])
+ select_tile tile
+ else # clicked a non-selected tile
+ if selected.length > 0 and not (tile.space in selected.last().space.neighbors)
unselect_all()
- select_tile num
-
+ select_tile tile
+ return tile
$board = null
init_html_board = ->
$definition_body = $('#definition_body')
$board = $('#board')
# make html for board
- tile_number = 0
- for col_num in [0 .. board_cols - 1]
- for num in [0 .. board_col_heights[col_num] - 1]
- x = col_num * tile_width
- y = board_col_top_px[col_num] + num * tile_width
- new_tile tile_number, x, y
- tile_number++
+ for s in spaces
+ new_tile s, s.top_px
word_bins = []; word_bins.push(',') for [0...997]
hash_word = (word) ->
$definition_body.html "Sorry, couldn't find a definition for \"#{word}\"."
})
-board_as_txt = ->
- ret = ''
- index = 0
- for i in [0 .. board_min_height * 2]
- unless i % 2
- ret += ' ' + tiles[j].text for j in [board_min_height + index .. board_tiles - 1] by 2 * board_min_height + 1
- else
- ret += ' ' + tiles[j].text + ' ' for j in [index .. board_tiles - 1] by 2 * board_min_height + 1
- index += 1
-
- ret += '\n'
- return ret
-
start_over = ->
selected = []
score = 0
$score_display.html score
- for i in [0...board_tiles]
- selected.push i
+ for s in spaces
+ selected.push s.tile
blip_selection()
init_start_over_link = ->
when 27
unselect_all()
-log = (msg) ->
- console.log msg if console?.log?
+log = (args...) ->
+ console.log args... if console?.log?
init_game = ->
if $(window).height() >= 440