board_col_heights = [5, 6, 7, 8, 7, 6, 5]
+# code and css will need adjusting if you change HP_MAX
+HP_MAX = 10
##############################################################
############## fix javascript some more ################
board_tiles = board_col_heights.sum()
board_col_top_px = []
score = 0
-board = new Array(board_tiles) # letters ("Qu" or single letter)
+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
new_letter = ->
if new_letter_queue.length
l = new_letter_queue.shift()
- if l is 'Q'
- return 'Qu'
- else
- return l
+ l.letter = l.letter.toUpperCase()
+ if l.letter is 'Q'
+ l.letter = 'Qu'
+ return l
+ hp = 1 + Math.floor(Math.random() * (HP_MAX - 1))
r = Math.floor Math.random() * (letter_distribution_total + 1)
for i in [0..25]
r -= letter_distribution[i]
if r <= 0
if letters[i] is 'Q'
- return 'Qu'
- return letters[i]
- return 'Z' # just in case
+ return letter: 'Qu', hp: hp
+ return letter: letters[i], hp: hp
+ return letter: 'Z', hp: hp # just in case
col_offset += board_col_heights[col_num]
+# support obsolete save data format
+load_game_0 = (encoded) ->
+ letters = (encoded.substr 0, board_tiles).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)
+
+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
+ int = 0
+ for d in [0...3]
+ int *= 44
+ char = encoded[t + 2 - d]
+ int += save_charset.indexOf(char)
+ t2hp = int % 11
+ int = Math.floor(int / 11)
+ t2letter = String.fromCharCode(char_a + (int % 26))
+ int = Math.floor(int / 26)
+ t1hp = int % 11
+ int = Math.floor(int / 11)
+ t1letter = String.fromCharCode(char_a + (int % 26))
+ new_letter_queue.push {
+ letter: t1letter,
+ hp: t1hp
+ }
+ new_letter_queue.push {
+ letter: t2letter,
+ hp: t2hp
+ }
+
+load_game = (encoded) ->
+ switch encoded.substr 0, 1
+ when "1"
+ load_game_1(encoded)
+ else
+ load_game_0(encoded)
init_board = ->
encoded = window.location.hash
unless encoded? and encoded.length > board_tiles
encoded = get_cookie 'hexbog'
if encoded? and encoded.length > board_tiles
- new_letter_queue = (encoded.substr 0, board_tiles).split ''
- score = parseInt(encoded.substr(board_tiles), 10)
+ load_game encoded
# work out which grid spaces are connected
# (neighbors, above, down)
else
c = 1
for num in selected
- html_tiles[num].addClass classes[c]
- html_tiles[num].removeClass classes[1 - c]
+ tiles[num].dom.addClass classes[c]
+ tiles[num].dom.removeClass classes[1 - c]
# unselects the last tile of the selecetion
unselect_tile = ->
_unselect_tile = ->
num = selected.pop()
- html_tile = html_tiles[num]
+ html_tile = tiles[num].dom
html_tile.removeClass 'selected_word'
html_tile.removeClass 'selected'
_unselect_tile()
update_selection_display()
-shrink_selection = (leave_count) ->
- while selected.length > leave_count
- _unselect_tile()
- update_selection_display()
-
selected_word = ->
word = ''
- word += board[i] for i in selected
+ word += tiles[i].text for i in selected
return word.toLowerCase()
+save_charset = 'abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQR'
+char_a = "a".charCodeAt(0)
save_game = ->
- encoded = ''
- for t in board
- encoded += t.substr 0, 1
+ encoded = '1' # save format
+ for i in [0...tiles.length] by 2
+ int = tiles[i].text.toLowerCase().charCodeAt(0) - char_a
+ int *= 11
+ int += tiles[i].hp
+ int *= 26
+ int += tiles[i+1].text.toLowerCase().charCodeAt(0) - char_a
+ int *= 11
+ int += tiles[i+1].hp
+ for d in [0...3]
+ encoded += save_charset.substr(int % 44, 1)
+ int = Math.floor(int / 44)
encoded += score
set_cookie 'hexbog', encoded, 365
window.location.hash = encoded
+unsink = (tile) ->
+ tile.new_hp = 10
+ tile.text = new_letter().letter
+ tile.dom.html tile.text
+
# 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()
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
- html_tiles[i].unbind('click').fadeOut fade_ms
+ delete nneighbors[i]
+ delete neighbors[i]
+ for k, v of neighbors
+ delete nneighbors[k]
+ # convert to arrays so we can sort, etc
+ nneighbors = (v for k, v of nneighbors)
+ neighbors = (v for k, v of neighbors)
+ boom = [
+ {
+ tiles: neighbors,
+ up: [],
+ down: []
+ },
+ {
+ tiles: nneighbors,
+ up: [],
+ down: []
+ }
+ ]
+ for n in boom
+ for t in n.tiles
+ if t.hp is 0
+ n.down.push t
+ else
+ n.up.push t
+ switch word_length
+ when 3
+ boom[0].flips = 1
+ boom[0].force = 2
+ boom[1].flips = 0
+ boom[1].force = 0
+ when 4
+ boom[0].flips = 'all'
+ boom[0].force = 4
+ boom[1].flips = 0
+ boom[1].force = 2
+ when 5
+ boom[0].flips = 'all'
+ boom[0].force = 6
+ boom[1].flips = 2
+ boom[1].force = 4
+ when 6
+ boom[0].flips = 'all'
+ boom[0].force = 10
+ boom[1].flips = 5
+ boom[1].force = 6
+ when 7
+ boom[0].flips = 'all'
+ boom[0].force = 10
+ boom[1].flips = 'all'
+ boom[1].force = 10
+ else
+ boom[0].flips = 0
+ boom[0].force = 0
+ boom[1].flips = 0
+ boom[1].force = 0
+ # unsink/heal the whole board
+ for t in tiles
+ if t.hp is 0
+ unsink t
+ else
+ t.new_hp = 10
+ for b in boom
+ if b.flips is 'all' or b.flips >= b.down.length
+ for t in b.down
+ unsink t
+ else
+ down_count = b.down.length
+ while b.flips > 0 and down_count
+ b.flips -= 1
+ flipper = Math.floor(Math.random() * down_count)
+ unsink b.down[flipper]
+ down_count -= 1
+ # move the last tile back into range
+ b.down[flipper] = b.down[down_count]
+ 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
timeout fade_ms + 1, ->
# which tiles need to be slid down
- sliders = (false for i in board)
+ sliders = (false for i in tiles)
prev_col_top = null
next_new_y = null
next_new_y = -10 - tile_width
prev_col_top = col_top
- html_tiles[deleted].remove()
+ tiles[deleted].dom.remove()
# For each each tile above the one we've deleted:
# 1. move it down one slot in the data scructures
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]
+ 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
for slide, i in sliders
if slide
- html_tiles[i].animate {top: "#{tile_top_px[i]}px"}, slide_ms
+ tiles[i].dom.animate {top: "#{tile_top_px[i]}px"}, slide_ms
sliders[i] = false
save_game()
select_tile = (num) ->
- html_tile = html_tiles[num]
+ html_tile = tiles[num].dom
# html_tile.css backgroundColor: tile_selected_color
selected.push num
update_selection_display()
return
new_tile = (num, x, y) ->
- letter = new_letter()
+ l = new_letter()
+ letter = l.letter
+ hp = l.hp
- html_tile = $("<div class=\"tile\" style=\"left: #{x}px; top: #{y}px\" unselectable=\"on\">#{letter}</div>")
+ html_tile = $("<div class=\"tile hp#{hp}\" style=\"left: #{x}px; top: #{y}px\" unselectable=\"on\">#{letter}</div>")
$board.append(html_tile)
html_tile.data 'tile_number', num
- board[num] = letter
- html_tiles[num] = html_tile
+ tiles[num] = text: letter, dom: html_tile, hp: hp, id: num
html_tile.click ->
me = $(this)
num = me.data 'tile_number'
+ return if tiles[num].hp < 1
if num in selected
- nth_of_word = selected.indexOf(num)
- first = nth_of_word is 0
- last = nth_of_word is selected.length - 1
-
- if first and last
- unselect_all() # Clicking only selected letter unselects it
- else if first and !last
- shrink_selection 1 # Clicking start of word goes back to just that letter
- # should this unselect all?
- else if last
+ if selected_word().length > 2 and num is selected.last()
activate_selection()
else
- shrink_selection nth_of_word + 1
- else # (not clicking on selected tile)
- if selected.length is 0
- select_tile num
- else
- unless num in board_neighbors[selected.last()]
+ if selected.length > 1
unselect_all()
- select_tile num
+ select_tile num
+ else
+ unselect_all()
+ else # (not clicking on selected tile)
+ if selected.length > 0 and not (num in board_neighbors[selected.last()])
+ unselect_all()
+ select_tile num
$board = null
-html_tiles = []
init_html_board = ->
$('#loading').remove()
$big_tip = $('#big_tip')
index = 0
for i in [0 .. board_min_height * 2]
unless i % 2
- ret += ' ' + board[j] for j in [board_min_height + index .. board_tiles - 1] by 2 * board_min_height + 1
+ ret += ' ' + tiles[j].text for j in [board_min_height + index .. board_tiles - 1] by 2 * board_min_height + 1
else
- ret += ' ' + board[j] + ' ' for j in [index .. board_tiles - 1] by 2 * board_min_height + 1
+ ret += ' ' + tiles[j].text + ' ' for j in [index .. board_tiles - 1] by 2 * board_min_height + 1
index += 1
ret += '\n'
when 27
unselect_all()
-$log = undefined
-init_log = ->
- $log = $('#log')
log = (msg) ->
- console.log msg if console.log?
+ console.log msg if console?.log?
init_game = ->
- init_log()
if $(window).height() >= 440
$('#centerer').css('margin-top', '25px')
init_keybinding()