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unsink/flip tiles when you make words
[hexbog.git] / main.coffee
1 #   HexBog, a word game
2 #   Copyright (C) 2012 Jason Woofenden
3
4 #   This program is free software: you can redistribute it and/or modify
5 #   it under the terms of the GNU Affero General Public License as published by
6 #   the Free Software Foundation, either version 3 of the License, or
7 #   (at your option) any later version.
8
9 #   This program is distributed in the hope that it will be useful,
10 #   but WITHOUT ANY WARRANTY; without even the implied warranty of
11 #   MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
12 #   GNU Affero General Public License for more details.
13
14 #   You should have received a copy of the GNU Affero General Public License
15 #   along with this program.  If not, see <http://www.gnu.org/licenses/>.
16
17 ##############################################
18 ##############    settings    ################
19 ##############################################
20
21 tile_radius = 26
22 tile_width = tile_radius * 2
23
24 fade_ms = 400
25 slide_ms = 2000
26
27 board_col_heights = [5, 6, 7, 8, 7, 6, 5]
28
29 # code and css will need adjusting if you change HP_MAX
30 HP_MAX = 10
31
32 ##############################################################
33 ##############    fix javascript some more    ################
34 ##############################################################
35
36 # so annoying that setTimeout has its arguments in the wrong order
37 timeout = (ms, callback) ->
38         setTimeout callback, ms
39
40 # warning: it's shalow (sub-elements are not cloned)
41 Array::clone = ->
42         return this.slice(0)
43
44 Array::sum = ->
45         ret = 0
46         ret += i for i in this
47         return ret
48
49 # ascending. All values must be Numbers
50 Array::num_sort = -> return this.sort((a, b) -> return a - b)
51
52 Array::last = ->
53         return this[this.length - 1]
54
55
56 ##############################################################
57 ##############    cookies (auto-save game)    ################
58 ##############################################################
59
60 set_cookie = (name, value, days) ->
61         date = new Date()
62         date.setTime date.getTime()+(days*24*60*60*1000)
63         cookie = "#{name}=#{value}; expires=#{date.toGMTString()}; path=/"
64         document.cookie = cookie
65 window.sc = set_cookie
66
67 get_cookie = (name) ->
68         key = name + '='
69         for c in document.cookie.split /; */
70                 if c.indexOf key is 0
71                         return c.substr key.length
72         return null
73
74 delete_cookie = (name) ->
75         set_cookie name, '', -1
76 window.dc = delete_cookie
77
78
79 board_cols = board_col_heights.length
80 board_tiles = board_col_heights.sum()
81 board_col_top_px = []
82 score = 0
83 tiles = new Array(board_tiles)
84 board_neighbors = [] # array of tile numbers "next to" this one
85 tile_top_px = [] # array of pixel coordinates for top of column
86 board_left_px = [] # array of pixel coordinates for left of column
87 board_aboves = [] # array of tile numbers above, starting from top
88 board_below = [] # tile number of next tile below or false
89
90 selected = []
91
92 letters = "ABCDEFGHIJKLMNOPQRSTUVWXYZ"
93 letter_distribution = [
94         14355 # a
95          3968 # b
96          6325 # c
97          7045 # d
98         20258 # e
99          2739 # f
100          5047 # g
101          4372 # h
102         13053 # i
103           516 # j
104          2600 # k
105          9631 # l
106          5115 # m
107         10082 # n
108         11142 # o
109          5292 # p
110           287 # qu
111         12341 # r
112         16571 # s
113         10215 # t
114          6131 # u
115          1728 # v
116          2184 # w
117           619 # x
118          3512 # y
119           831 # z
120
121 ]
122
123 letter_distribution_total = 175973 # letter_distribution.sum()
124
125
126 new_letter_queue = []
127 new_letter = ->
128         if new_letter_queue.length
129                 l = new_letter_queue.shift()
130                 if l is 'Q'
131                         return 'Qu'
132                 else
133                         return l
134         r = Math.floor Math.random() * (letter_distribution_total + 1)
135         for i in [0..25]
136                 r -= letter_distribution[i]
137                 if r <= 0
138                         if letters[i] is 'Q'
139                                 return 'Qu'
140                         return letters[i]
141         return 'Z' # just in case
142
143
144
145 # in memory it's layed out like this:
146 # a c f j m
147 # b d g k n
148 #   e h l
149 #     i
150 # for display, columns are slid vertically like so:
151 #       f
152 #     c   j
153 #   a   g   m
154 #     d   k
155 #   b   h   n
156 #     e   l
157 #       i
158 #
159 # work out which grid spaces are connected
160 init_board_layout = () ->
161         col_offset = 0
162         middle_col = (board_cols - 1) / 2
163
164         # how many tiles before the current tile?
165         for col_num in [0 .. board_cols - 1]
166                 if col_num < middle_col
167                         fw_other = 1
168                 else
169                         fw_other = -1
170
171                 if col_num > middle_col
172                         bw_other = 1
173                 else
174                         bw_other = -1
175
176                 is_first_col = col_num is 0
177                 is_last_col = col_num is board_cols - 1
178
179                 neighbors = []
180                 push = (offset) ->
181                         neighbors.push col_offset + offset
182
183                 col_top_px = Math.abs col_num - middle_col
184                 col_top_px *= tile_radius
185                 board_col_top_px.push col_top_px
186
187                 above = []
188                 for i in [0 .. board_col_heights[col_num] - 1]
189                         is_top_tile = i is 0
190                         is_bottom_tile = i is board_col_heights[col_num] - 1
191
192                         # link tile number to pixel "top" and "left" of containing column
193                         tile_top_px.push col_top_px + i * tile_width
194                         board_left_px.push col_num * tile_width
195
196                         # aboves (array of tile numbers above, starting from top)
197                         board_aboves.push above.clone()
198                         above.push i + col_offset
199
200                         # below (SINGLE tile number of tile below or false)
201                         if is_bottom_tile
202                                 board_below.push false
203                         else
204                                 board_below.push col_offset + i + 1
205
206                         # neighbors (array of tile numbers "next to" this one)
207                         neighbors = []
208                         unless is_top_tile # upward link
209                                 push i - 1
210                         unless is_bottom_tile # downward links
211                                 push i + 1
212                         unless is_first_col # leftward links
213                                 unless is_bottom_tile and bw_other is -1
214                                         push i - board_col_heights[col_num - 1]
215                                 unless is_top_tile and bw_other is -1
216                                         push i - board_col_heights[col_num - 1] + bw_other
217                         unless is_last_col # rightward links
218                                 unless is_bottom_tile and fw_other is -1
219                                         push i + board_col_heights[col_num]
220                                 unless is_top_tile and fw_other is -1
221                                         push i + board_col_heights[col_num] + fw_other
222
223                         board_neighbors.push neighbors.clone()
224
225                 col_offset += board_col_heights[col_num]
226
227
228 init_board = ->
229         encoded = window.location.hash
230         if encoded? and encoded.charAt 0 is '#'
231                 encoded = encoded.substr 1
232         unless encoded? and encoded.length > board_tiles
233                 encoded = get_cookie 'hexbog'
234         if encoded? and encoded.length > board_tiles
235                 new_letter_queue = (encoded.substr 0, board_tiles).split ''
236                 score = parseInt(encoded.substr(board_tiles), HP_MAX)
237
238         # work out which grid spaces are connected
239         # (neighbors, above, down)
240         init_board_layout()
241
242 $big_tip = null # initialized by init_html_board
243 $little_tip = null # initialized by init_html_board
244 $score_display = null # initialized by init_html_board
245 $definition_body = null # initialized by init_html_board
246 update_selection_display = ->
247         word = selected_word()
248         $big_tip.removeClass('good')
249         if word.length > 0
250                 if word.length < 3
251                         $big_tip.html word
252                         $little_tip.html "Click more tiles (3 minimum)"
253                 else
254                         if is_word word
255                                 if word.indexOf(word.substr(word.length - 1)) < word.length - 1
256                                         last = 'last '
257                                 else
258                                         last = ''
259                                 $little_tip.html "Click the #{last}\"#{word.substr(word.length - 1)}\" for #{score_for word} points"
260                                 $big_tip.html "<a href=\"http://en.wiktionary.org/wiki/#{word}\" target=\"_blank\" title=\"click for definition\">#{word}</a>"
261                                 $big_tip.addClass('good')
262                         else
263                                 $big_tip.html word
264                                 $little_tip.html "\"#{word}\" is not in the word list."
265         else
266                 $big_tip.html "← Click a word"
267                 $little_tip.html "(tiles must be touching)"
268
269         # color the selected tiles according to whether they're a word or not
270         if word.length
271                 classes = ['selected_word', 'selected']
272                 if is_word word
273                         c = 0
274                 else
275                         c = 1
276                 for num in selected
277                         tiles[num].dom.addClass classes[c]
278                         tiles[num].dom.removeClass classes[1 - c]
279
280 # unselects the last tile of the selecetion
281 unselect_tile = ->
282         _unselect_tile()
283         update_selection_display()
284
285 _unselect_tile = ->
286         num = selected.pop()
287         html_tile = tiles[num].dom
288         html_tile.removeClass 'selected_word'
289         html_tile.removeClass 'selected'
290
291 unselect_all = ->
292         while selected.length
293                 _unselect_tile()
294         update_selection_display()
295
296 shrink_selection = (leave_count) ->
297         while selected.length > leave_count
298                 _unselect_tile()
299         update_selection_display()
300
301 selected_word = ->
302         word = ''
303         word += tiles[i].text for i in selected
304         return word.toLowerCase()
305
306 save_game = ->
307         encoded = ''
308         for t in tiles
309                 encoded += t.text.substr 0, 1
310         encoded += score
311         set_cookie 'hexbog', encoded, 365
312         window.location.hash = encoded
313
314 # remove the selected tiles from the board, create new tiles, and slide everything into place
315 blip_selection = ->
316         difficulty = 7 # higher numbers are easier
317         unsink = difficulty * score_for selected_word() # how much tile restoration we have left to do
318         faders = selected.num_sort()
319         selected = []
320         update_selection_display()
321         neighbors = {}
322         nneighbors = {}
323         for i in faders
324                 tiles[i].dom.unbind('click').fadeOut fade_ms
325                 tiles[i].new_hp = tiles[i].hp
326                 for n in board_neighbors[i]
327                         neighbors[n] = tiles[n]
328                         for nn in board_neighbors[n]
329                                 nneighbors[nn] = tiles[nn]
330         for i in faders
331                 delete nneighbors[i]
332                 delete neighbors[i]
333         for k, v of neighbors
334                 delete nneighbors[k]
335         # convert to arrays so we can sort, etc
336         nneighbors = (v for k, v of nneighbors)
337         neighbors = (v for k, v of neighbors)
338         # TODO randsort neighbors and nneighbors
339         for nei in [neighbors, nneighbors]
340                 if unsink > 0
341                         for i in nei
342                                 if i.hp is 0 and unsink >= 15
343                                         i.new_hp = 10
344                                         unsink -= 15
345                                         i.text = new_letter()
346                                         i.dom.html i.text
347                 if unsink > 0
348                         for i in nei
349                                 if i.hp > 0 and unsink > 0
350                                         unsink -= 10 - i.hp
351                                         i.new_hp = 10
352         for i in tiles
353                 i.new_hp ?= i.hp - 1
354                 if i.new_hp < 0
355                         i.new_hp = 0
356                 else if i.new_hp > HP_MAX
357                         i.new_hp = HP_MAX
358                 if i.new_hp isnt i.hp
359                         i.dom.removeClass "hp#{i.hp}"
360                         i.dom.addClass "hp#{i.new_hp}"
361                         i.hp = i.new_hp
362                 delete i.new_hp
363         timeout fade_ms + 1, ->
364                 # which tiles need to be slid down
365                 sliders = (false for i in tiles)
366
367                 prev_col_top = null
368                 next_new_y = null
369                 for deleted in faders
370                         # find the tile number of the top tile in this column
371                         if board_aboves[deleted].length is 0
372                                 col_top = deleted
373                         else
374                                 col_top = board_aboves[deleted][0]
375
376                         # reset location where new tiles appear when we change columns
377                         if prev_col_top isnt col_top
378                                 next_new_y = -10 - tile_width
379                                 prev_col_top = col_top
380
381                         tiles[deleted].dom.remove()
382
383                         # For each each tile above the one we've deleted:
384                         # 1. move it down one slot in the data scructures
385                         # 2. mark it as needing to slide
386                         dest = deleted
387                         aboves = board_aboves[deleted].clone().reverse()
388                         for above in aboves
389                                 tiles[dest] = tiles[above]
390                                 tiles[dest].id = dest
391                                 tiles[dest].dom.data 'tile_number', dest
392                                 sliders[dest] = true
393                                 --dest
394                         sliders[col_top] = true # the new tile needs to be slid down too
395
396                         new_tile col_top, board_left_px[col_top], next_new_y
397                         next_new_y -= tile_width + 50
398
399                 for slide, i in sliders
400                         if slide
401                                 tiles[i].dom.animate {top: "#{tile_top_px[i]}px"}, slide_ms
402                                 sliders[i] = false
403                 save_game()
404
405 score_for = (word) -> Math.round(Math.pow(1.7, word.length))
406
407 activate_selection = ->
408         word = selected_word()
409         if word.length < 3
410                 # FIXME make this a hint
411                 log "Too short: \"#{word}\""
412                 return
413         unless is_word word
414                 # FIXME make this automatically part of the selection display
415                 log "Not on word list: \"#{word}\""
416                 return
417         word_score = score_for word
418         score += word_score
419         $score_display.html score
420         # FIXME make some kind of animation showing score gain
421         log "blipped \"#{word}\" for #{word_score} points"
422         blip_selection()
423         look_up_definition word
424         $('#definition').click()
425
426
427 show_definition = (word, type, definition, language) ->
428         html = "<a href=\"http://en.wiktionary.org/wiki/#{word}\" target=\"_blank\">"
429         html += "#{word.substr(0, 1).toUpperCase() + word.substr(1)}</a>, #{type}"
430         if language isnt 'English'
431                 html += " (#{language})"
432         html += ': '
433         html += definition
434         html += '<div id="definition_credit">Definition &copy;<a href="http://en.wiktionary.org/" target="_blank">wiktionary.org</a> CC-BY-SA</div>'
435         $definition_body.html html
436
437
438 select_tile = (num) ->
439         html_tile = tiles[num].dom
440         # html_tile.css backgroundColor: tile_selected_color
441         selected.push num
442         update_selection_display()
443         return
444
445 new_tile = (num, x, y) ->
446         letter = new_letter()
447
448         hp = Math.floor(Math.random() * HP_MAX)
449
450         html_tile = $("<div class=\"tile hp#{hp}\" style=\"left: #{x}px; top: #{y}px\" unselectable=\"on\">#{letter}</div>")
451         $board.append(html_tile)
452
453         html_tile.data 'tile_number', num
454         tiles[num] = text: letter, dom: html_tile, hp: hp, id: num
455
456         html_tile.click ->
457                 me = $(this)
458                 num = me.data 'tile_number'
459                 if num in selected
460                         nth_of_word = selected.indexOf(num)
461                         first = nth_of_word is 0
462                         last = nth_of_word is selected.length - 1
463
464                         if first and last
465                                 unselect_all() # Clicking only selected letter unselects it
466                         else if first and !last
467                                 shrink_selection 1 # Clicking start of word goes back to just that letter
468                                 # should this unselect all?
469                         else if last
470                                 activate_selection()
471                         else
472                                 shrink_selection nth_of_word + 1
473                 else # (not clicking on selected tile)
474                         if selected.length is 0
475                                 select_tile num
476                         else
477                                 unless num in board_neighbors[selected.last()]
478                                         unselect_all()
479                                 select_tile num
480
481
482 $board = null
483 init_html_board = ->
484         $('#loading').remove()
485         $big_tip = $('#big_tip')
486         $little_tip = $('#little_tip')
487         $score_display = $('#score')
488         $score_display.html score
489         $definition_body = $('#definition_body')
490         $board = $('#board')
491         # make html for board
492         tile_number = 0
493         for col_num in [0 .. board_cols - 1]
494                 for num in [0 .. board_col_heights[col_num] - 1]
495                         x = col_num * tile_width
496                         y = board_col_top_px[col_num] + num * tile_width
497                         new_tile tile_number, x, y
498                         tile_number++
499
500 word_bins = []; word_bins.push(',') for [0...997]
501 hash_word = (word) ->
502         h = 0
503         for i in [0...word.length]
504                 h ^= word.charCodeAt(i) << ((i*3) % 21)
505         return h % 997
506 is_word = (str) ->
507         word_bins[hash_word str].indexOf(",#{str},") > -1
508
509 # this is called automatically by the compressed wordlist
510 parse_word_list = (compressed) ->
511         prefix = ''
512         cap_a = "A".charCodeAt 0
513         i = 0
514         next_chunk = ->
515                 chunk = compressed[i]
516                 for word in chunk.match(/[a-z]*[A-Z]/g)
517                         # the capital letter (at the end of the match) says how many characters
518                         # from the end of the previous word should be removed to create the prefix
519                         # for the next word. "A" for 0, "B" for 1, "C" for 2, etc
520                         bs = word[word.length - 1].charCodeAt(0) - cap_a
521                         word = prefix + word[0 ... word.length - 1]
522                         word_bins[hash_word word] += word + ','
523                         prefix = word[0 ... word.length - bs]
524                 if ++i is compressed.length
525                         return
526                 else
527                         timeout 1, next_chunk
528         timeout 1, next_chunk
529
530 extract_wiktionary_definiton = (html) ->
531         found = false
532         finds = {}
533         language = false
534         part = false
535
536         # clean HTML
537         ##################
538         # when we instantiate the html so we can use dom traversal, the browser
539         # will start loading images and such. This section attempts to mangle the
540         # html so no resources are loaded when the html is parsed.
541
542         # attributes
543         #                            src: <img>, <audio>, etc
544         #                         onload: only <body>?
545         #   archive,codebase,data,usemap: <object>
546         #                           href: <link>
547         #                 id,class,style: background: url(foo.png), etc
548         html = html.replace /(src|onload|archive|codebase|data|usemap|href|style|id|class)=['"][^"']*['"]/ig, '', html
549
550         elements = $(html)
551
552         valid_parts = ["Abbreviation", "Adjective", "Adverb", "Article", "Cardinal number", "Conjunction", "Determiner", "Interjection", "Noun", "Numeral", "Particle", "Preposition", "Pronoun", "Verb"]
553
554         edit_link_regex = new RegExp(' ?\\[edit\\] ?')
555
556         elements.each (i, el) ->
557                 #which tag: el.tagName
558                 if el.tagName is 'H2'
559                         # if we found a definition in the previous language section, run with it
560                         # (we only stop for verbs, in hopes of finding one in english)
561                         if found
562                                 return false # break
563                         part = false # mark us not being in a definition section unless the next section finds a part of speach header
564                         language = $(el).text().replace(edit_link_regex, '')
565                 if language and el.tagName is 'H3' or el.tagName is 'H4' # eg yak def uses one for english and one for dutch
566                         part = false
567                         text = $(el).text().replace(edit_link_regex, '')
568                         for p in valid_parts
569                                 if text is "#{p}"
570                                         part = p.toLowerCase()
571                                         # FIXME break
572                 if part and el.tagName is 'OL'
573                         $(el).children().each (i, el) ->
574                                 new_def = $(el).text()
575                                 if new_def.substr(0, 9) is '(obsolete' or new_def.substr(0, 8) is "(archaic" or new_def.substr(0, 20) is "Alternative form of " or new_def.substr(0, 24) is "Alternative spelling of "
576                                         key = 'lame'
577                                 else
578                                         if part is 'verb'
579                                                 key = 'verb'
580                                         else
581                                                 key = 'nonverb'
582                                 finds[key] ?= [part, new_def, language]
583                                 found = true
584                                 if part is 'verb'
585                                         # verbs are the best! stop scanning when we find one
586                                         return false # break
587                         if found.verb
588                                 return false # break
589
590         part_defs = (finds[i] for i in ['verb', 'nonverb', 'lame'] when finds[i])
591         unless part_defs.length
592                 return false
593
594         return part_defs[0]
595
596
597 look_up_definition = (word) ->
598         $definition_body.html "Looking up definition for \"#{word}\"..."
599         $.ajax({
600                 url: "http://en.wiktionary.org/w/api.php?action=parse&format=json&page=#{word}"
601                 jsonpCallback: "lud_#{word}" # always use the same callback for the same word so it's cacheable
602                 dataType: 'jsonp'
603                 cache: true
604                 success: (data, error_msg, xhr) ->
605                         if data?.parse?.text?['*']?
606                                 tdl = extract_wiktionary_definiton data.parse.text['*']
607                                 if tdl
608                                         show_definition word, tdl[0], tdl[1], tdl[2]
609                                 else
610                                         $definition_body.html "Oops, could't find a definition for \"#{word}\"."
611                         else
612                                 $definition_body.html "Sorry, couldn't find a definition for \"#{word}\"."
613         })
614
615 board_as_txt = ->
616         ret = ''
617         index = 0
618         for i in [0 .. board_min_height * 2]
619                 unless i % 2
620                         ret += '   ' + tiles[j].text for j in [board_min_height + index .. board_tiles - 1] by 2 * board_min_height + 1
621                 else
622                         ret += ' ' + tiles[j].text + '  ' for j in [index .. board_tiles - 1] by 2 * board_min_height + 1
623                         index += 1
624
625                 ret += '\n'
626         return ret
627
628 start_over = ->
629         selected = []
630         score = 0
631         $score_display.html score
632         for i in [0...board_tiles]
633                 selected.push i
634         blip_selection()
635
636 init_start_over_link = ->
637         $('#start-over').click (event) ->
638                 event.preventDefault()
639                 if confirm "Are you sure you want to start over? There is no undo."
640                         start_over()
641
642 cur_tab = 'instructions'
643 tabtab_height = 20
644 tab_height = 150
645 init_tab = (t) ->
646         $('#' + t).click ->
647                 return if t is cur_tab
648                 $('#' + cur_tab).removeClass('selected-tab').addClass('tab').animate({height: tabtab_height}, 1000)
649                 $('#' + t).removeClass('tab').addClass('selected-tab').animate({height: tab_height}, 1000)
650                 cur_tab = t
651 init_tabs = ->
652         for t in ['instructions', 'definition', 'donate', 'restart']
653                 init_tab t
654
655 init_keybinding = ->
656         $(window).keydown (e) ->
657                 switch e.keyCode
658                         when 32, 10, 13
659                                 activate_selection()
660                         when 27
661                                 unselect_all()
662
663 log = (msg) ->
664         console.log msg if console?.log?
665
666 init_game = ->
667         if $(window).height() >= 440
668                 $('#centerer').css('margin-top', '25px')
669         init_keybinding()
670         init_tabs()
671         init_board()
672         init_html_board()
673         init_start_over_link()
674         update_selection_display()
675
676 $(init_game)