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draw connections between selected tiles
[hexbog.git] / main.coffee
index 14c8cb5..147b76a 100644 (file)
@@ -225,7 +225,7 @@ init_board_layout = () ->
                                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
@@ -332,9 +332,13 @@ unselect_tile = ->
        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
@@ -371,107 +375,105 @@ unsink = (tile) ->
        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 = []
@@ -523,12 +525,16 @@ blip_selection = ->
                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)
@@ -536,9 +542,13 @@ blip_selection = ->
                                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
+                               tile.new_hp = tile.hp + force
        for s in spaces
                s.tile.new_hp ?= s.tile.hp - 1
                if s.tile.new_hp < 0
@@ -593,10 +603,12 @@ score_for = (word) -> Math.round(Math.pow(1.7, word.length))
 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
@@ -619,9 +631,48 @@ show_definition = (word, type, definition, language) ->
        html += '<div id="definition_credit">Definition &copy;<a href="http://en.wiktionary.org/" target="_blank">wiktionary.org</a> CC-BY-SA</div>'
        $definition_body.html html
 
+connector_width = 11
+connector_radius = 5
+connector_slant = 12
+add_connector = (tile, horiz, vert) ->
+       style = {}
+       switch horiz
+               when 'left'
+                       style.right = '100%'
+               when 'mid'
+                       style.left = 21 - connector_radius
+               when 'right'
+                       style.left = '100%'
+       switch vert
+               when 'top'
+                       style.bottom = '100%'
+               when 'up'
+                       style.top = 21 - connector_radius - connector_slant
+               when 'down'
+                       style.top = 21 - connector_radius + connector_slant
+               when 'bot'
+                       style.top = '100%'
+       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) ->
@@ -643,7 +694,7 @@ 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()
@@ -791,11 +842,12 @@ look_up_definition = (word) ->
 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) ->
@@ -836,6 +888,5 @@ init_game = ->
        init_html_board()
        init_start_over_link()
        update_selection_display()
-       init_booms()
 
 $(init_game)