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draw connections between selected tiles
[hexbog.git] / main.coffee
index 99d2e43..147b76a 100644 (file)
@@ -24,8 +24,18 @@ tile_width = tile_radius * 2
 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
 
 ##############################################################
 ##############    fix javascript some more    ################
@@ -44,9 +54,6 @@ Array::sum = ->
        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]
 
@@ -74,69 +81,64 @@ delete_cookie = (name) ->
 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
-board = new Array(board_tiles) # letters ("Qu" or single letter)
-board_neighbors = [] # array of tile numbers "next to" this one
-board_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
-
-slides = []
+spaces = new Array(num_spaces)
+
 selected = []
 
 letters = "ABCDEFGHIJKLMNOPQRSTUVWXYZ"
 letter_distribution = [
-        9 # A
-        2 # B
-        2 # C
-        4 # D
-       14 # E
-        2 # F
-        3 # G
-        2 # H
-        7 # I
-        1 # J
-        1 # K
-        4 # L
-        2 # M
-        6 # N
-        8 # O
-        2 # P
-        1 # Q
-        6 # R
-        7 # S
-        6 # T
-        2 # U
-        2 # V
-        2 # W
-        1 # X
-        2 # Y
-        1 # Z
+       14355 # a
+        3968 # b
+        6325 # c
+        7045 # d
+       20258 # e
+        2739 # f
+        5047 # g
+        4372 # h
+       13053 # i
+         516 # j
+        2600 # k
+        9631 # l
+        5115 # m
+       10082 # n
+       11142 # o
+        5292 # p
+         287 # qu
+       12341 # r
+       16571 # s
+       10215 # t
+        6131 # u
+        1728 # v
+        2184 # w
+         619 # x
+        3512 # y
+         831 # z
+
 ]
 
-letter_distribution_total = letter_distribution.sum()
+letter_distribution_total = 175973 # letter_distribution.sum()
 
 
 new_letter_queue = []
 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
 
 
 
@@ -157,49 +159,54 @@ new_letter = ->
 # 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
+
+       space_num = 0
 
-       # how many tiles before the current tile?
-       for col_num in [0 .. board_cols - 1]
-               if col_num < middle_col
+       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
-                       board_top_px.push col_top_px
-                       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 = []
@@ -209,48 +216,104 @@ init_board_layout = () ->
                                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
+               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, 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(num_spaces), 10)
+
+load_game_1 = (encoded) ->
+       int = 0
+       encoded = encoded.substr 1
+       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
+                       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
        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
-               new_letter_queue = (encoded.substr 0, board_tiles).split ''
-               score = parseInt(encoded.substr(board_tiles), 10)
-
-       # how far each tile needs to be slid down
-       slides = (0 for i in board)
+       if encoded? and encoded.length > num_spaces
+               load_game encoded
 
        # work out which grid spaces are connected
        # (neighbors, above, down)
        init_board_layout()
 
-$selection_display = null # initialized by init_html_board
+$big_tip = null # initialized by init_html_board
+$little_tip = null # initialized by init_html_board
 $score_display = null # initialized by init_html_board
-$definition_word = null # initialized by init_html_board
-$definition_link = null # initialized by init_html_board
-$definition_type = null # initialized by init_html_board
-$definition_language = null # initialized by init_html_board
-$definition_text = null # initialized by init_html_board
-$definition_credit = null # initialized by init_html_board
+$definition_body = null # initialized by init_html_board
 update_selection_display = ->
        word = selected_word()
-       $selection_display.html word
+       $big_tip.removeClass('good')
+       if word.length > 0
+               if word.length < 3
+                       $big_tip.html word
+                       $little_tip.html "Click more tiles (3 minimum)"
+               else
+                       if is_word word
+                               if word.indexOf(word.substr(word.length - 1)) < word.length - 1
+                                       last = 'last '
+                               else
+                                       last = ''
+                               $little_tip.html "Click the #{last}\"#{word.substr(word.length - 1)}\" for #{score_for word} points"
+                               $big_tip.html "<a href=\"http://en.wiktionary.org/wiki/#{word}\" target=\"_blank\" title=\"click for definition\">#{word}</a>"
+                               $big_tip.addClass('good')
+                       else
+                               $big_tip.html word
+                               $little_tip.html "\"#{word}\" is not in the word list."
+       else
+               $big_tip.html "← Click a word"
+               $little_tip.html "(tiles must be touching)"
 
        # color the selected tiles according to whether they're a word or not
        if word.length
@@ -259,9 +322,9 @@ update_selection_display = ->
                        c = 0
                else
                        c = 1
-               for num in selected
-                       html_tiles[num].addClass classes[c]
-                       html_tiles[num].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 = ->
@@ -269,172 +332,397 @@ unselect_tile = ->
        update_selection_display()
 
 _unselect_tile = ->
-       num = selected.pop()
-       html_tile = html_tiles[num]
-       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
                _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 += tile.text for tile in selected
        return word.toLowerCase()
 
-html_slide = (num, dist) ->
-       if dist
-               cur = html_tiles[num].css 'top'
-               cur = Number(cur.substr(0, cur.length - 2))
-               dest = cur + (dist * tile_width)
-               html_tiles[num].animate {top: "#{dest}px"}, slide_ms
-
+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...spaces.length] by 2
+               int = spaces[i].tile.text.toLowerCase().charCodeAt(0) - char_a
+               int *= 11
+               int += spaces[i].tile.hp
+               int *= 26
+               int += spaces[i+1].tile.text.toLowerCase().charCodeAt(0) - char_a
+               int *= 11
+               int += spaces[i+1].tile.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
+
+
+# top-level key is word length
+# arrays are [difficulty] level, easiest to hardest
+booms = {
+       3: {
+               neighbors: {
+                       flips: [1,1,1,1,0]
+                       force: [2,2,1,1,1,1,0]
+               }
+               neighbor_neighbors: {
+                       flips: [0]
+                       force: [0]
+               }
+               board: {
+                       flips: [0]
+                       force: [0]
+               }
+       }
+       4: {
+               neighbors: {
+                       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: [2,2,2,1,1,1,0]
+               }
+               board: {
+                       flips: [0]
+                       force: [0]
+               }
+       }
+       5: {
+               neighbors: {
+                       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: [2,2,2,2,2,2,1,1,1,1,0]
+                       force: [4,3,3,3,3,2,2,2,1]
+               }
+               board: {
+                       flips: [0]
+                       force: [0]
+               }
+       }
+       6: {
+               neighbors: {
+                       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: [5,5,5,5,5,5,5,4,4,4,3,3,3,2,2,2,1]
+                       force: [6,6,5,5,4,4,3,3,2]
+               }
+               board: {
+                       flips: [0]
+                       force: [0]
+               }
+       }
+       7: {
+               neighbors: {
+                       flips: ['all']
+                       force: [10]
+               }
+               neighbor_neighbors: {
+                       flips: ['all','all','all','all',9,8,7,6,5,4,3,2]
+                       force: [10]
+               }
+               board: {
+                       flips: [0]
+                       force: [5,4,3,2,1]
+               }
+       }
+       lots: {
+               neighbors: {
+                       flips: [0]
+                       force: [0]
+               }
+               neighbor_neighbors: {
+                       flips: [0]
+                       force: [0]
+               }
+               board: {
+                       flips: ['all']
+                       force: [10]
+               }
+       }
+}
+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 = ->
-       faders = selected.clone().num_sort()
+       adjust_difficulty_level()
+       word_length = selected_word().length
+       faders = selected
        selected = []
-       for num in faders
-               html_tiles[num].unbind('click').fadeOut fade_ms
-       timeout fade_ms, ->
-               top_tile = -1
-               new_px = 0
-               new_slide = 0
+       update_selection_display()
+       neighbors = {}
+       nneighbors = {}
+       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
+       nneighbors = (v for k, v of nneighbors)
+       neighbors = (v for k, v of neighbors)
+       areas = {
+               neighbors: {
+                       tiles: neighbors
+                       up: []
+                       down: []
+               }
+               neighbor_neighbors: {
+                       tiles: nneighbors
+                       up: []
+                       down: []
+               }
+               board: {
+                       tiles: (space.tile for space in spaces)
+                       up: []
+                       down: []
+               }
+       }
+       for k, v of areas
+               for t in v.tiles
+                       if t.hp is 0
+                               v.down.push t
+                       else
+                               v.up.push t
+       if word_length < 8
+               boom = booms[word_length]
+       else
+               boom = booms.lots
+       for area_name, effects of boom
+               area = areas[area_name]
+               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 = flips
+                       while flips_left > 0 and down_count > 0
+                               flips_left -= 1
+                               flipper = Math.floor(Math.random() * down_count)
+                               unsink area.down[flipper]
+                               down_count -= 1
+                               # move the last tile back into range
+                               area.down[flipper] = area.down[down_count]
+               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 + force
+       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, ->
+               # delete old tiles, mark where tiles are moving
                for fader in faders
-                       cur_top = board_aboves[fader][0]
-                       if cur_top is undefined
-                               cur_top = fader
-                       if top_tile isnt cur_top
-                               new_px = board_top_px[fader] - tile_width
-                               new_slide = 1
-                               top_tile = cur_top
-                       html_tiles[fader].remove()
-                       dest = fader
-                       aboves = board_aboves[fader].clone().reverse()
-                       for above in aboves
-                               html_tiles[dest] = html_tiles[above]
-                               html_tiles[dest].data 'tile_number', dest
-                               board[dest] = board[above]
-                               slides[dest] = slides[above] + 1
-                               --dest
-                       new_tile top_tile, board_left_px[top_tile], new_px
-                       slides[top_tile] = new_slide
-                       new_px -= tile_width
-                       new_slide += 1
-               for i in [0 .. board.length - 1]
-                       html_slide i, slides[i]
-                       slides[i] = 0
+                       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()
-       update_selection_display()
+
+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
-       score += Math.round(Math.pow(1.7, word.length))
+       word_score = score_for word
+       score += word_score
        $score_display.html score
-       log "blipped: #{word}"
+       # FIXME make some kind of animation showing score gain
        blip_selection()
        look_up_definition word
+       $('#definition').click()
 
 
-definition_credited = false
 show_definition = (word, type, definition, language) ->
-       if language is 'English'
-               $definition_language.html ''
-       else
-               $definition_language.html " (#{language})"
-       $definition_type.html type
-       $definition_link.attr 'href', "http://en.wiktionary.org/wiki/#{word}"
-       $definition_word.html word.substr(0, 1).toUpperCase() + word.substr(1)
-       $definition_text.html definition
-       unless definition_credited
-               definition_credited = true
-               $definition_credit.html "Definitions &copy; <a href=\"http://en.wiktionary.org/\" target=\"_blank\">wiktionary.org</a> CC-BY-SA"
-
-
-select_tile = (num) ->
-       html_tile = html_tiles[num]
-       # html_tile.css backgroundColor: tile_selected_color
-       selected.push num
+       html = "<a href=\"http://en.wiktionary.org/wiki/#{word}\" target=\"_blank\">"
+       html += "#{word.substr(0, 1).toUpperCase() + word.substr(1)}</a>, #{type}"
+       if language isnt 'English'
+               html += " (#{language})"
+       html += ': '
+       html += definition
+       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()
-       return
 
-new_tile = (num, x, y) ->
-       letter = new_letter()
+new_tile = (space, y) ->
+       x = space.left_px
+       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.show()
 
-       html_tile.data 'tile_number', num
-       board[num] = letter
-       html_tiles[num] = html_tile
+       tile = {
+               text: letter
+               dom: html_tile
+               hp: hp
+               space: space
+       }
+       space.tile = tile
 
        html_tile.click ->
-               me = $(this)
-               num = me.data 'tile_number'
-               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
+               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()
                                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 is 1
                                        unselect_all()
-                               select_tile num
-
+                               else
+                                       unselect_all()
+                                       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 tile
+       return tile
 
 $board = null
-html_tiles = []
 init_html_board = ->
        $('#loading').remove()
-       $selection_display = $('#selection')
+       $big_tip = $('#big_tip')
+       $little_tip = $('#little_tip')
        $score_display = $('#score')
        $score_display.html score
-       $definition_word = $('#definition_word')
-       $definition_type = $('#definition_type')
-       $definition_language = $('#definition_language')
-       $definition_link = $('#definition_link')
-       $definition_text = $('#definition_text')
-       $definition_credit = $('#definition_credit')
+       $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) ->
@@ -484,7 +772,9 @@ extract_wiktionary_definiton = (html) ->
        #   archive,codebase,data,usemap: <object>
        #                           href: <link>
        #                 id,class,style: background: url(foo.png), etc
-       html = html.replace /(src|onload|archive|codebase|data|usemap|href|style|id|class)=['"][^"']*['"]/ig, '', html
+       html = html.replace /[ ]?[a-z]+=['"][^"']*['"]/ig, '', html
+       html = html.replace /<\/?(audio|source|a|span|table|tr|td|table)>/ig, '', html
+       html = html.replace /\[edit\]/ig, '', html
 
        elements = $(html)
 
@@ -498,19 +788,19 @@ extract_wiktionary_definiton = (html) ->
                        if found
                                return false # break
                        part = false # mark us not being in a definition section unless the next section finds a part of speach header
-                       language = $(el).text().substr 7
+                       language = $(el).text()
                if language and el.tagName is 'H3' or el.tagName is 'H4' # eg yak def uses one for english and one for dutch
                        part = false
                        text = $(el).text()
                        for p in valid_parts
-                               if text is "[edit] #{p}"
+                               if text is "#{p}"
                                        part = p.toLowerCase()
                                        # FIXME break
                if part and el.tagName is 'OL'
                        $(el).children().each (i, el) ->
                                new_def = $(el).text()
-                               if new_def.substr(0, 9) is '(obsolete' or new_def.substr(0, 8) is "(archaic"
-                                       key = 'obsolete'
+                               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 "
+                                       key = 'lame'
                                else
                                        if part is 'verb'
                                                key = 'verb'
@@ -524,7 +814,7 @@ extract_wiktionary_definiton = (html) ->
                        if found.verb
                                return false # break
 
-       part_defs = (finds[i] for i in ['verb', 'nonverb', 'obsolete'] when finds[i])
+       part_defs = (finds[i] for i in ['verb', 'nonverb', 'lame'] when finds[i])
        unless part_defs.length
                return false
 
@@ -532,6 +822,7 @@ extract_wiktionary_definiton = (html) ->
 
 
 look_up_definition = (word) ->
+       $definition_body.html "Looking up definition for \"#{word}\"..."
        $.ajax({
                url: "http://en.wiktionary.org/w/api.php?action=parse&format=json&page=#{word}"
                jsonpCallback: "lud_#{word}" # always use the same callback for the same word so it's cacheable
@@ -542,31 +833,20 @@ look_up_definition = (word) ->
                                tdl = extract_wiktionary_definiton data.parse.text['*']
                                if tdl
                                        show_definition word, tdl[0], tdl[1], tdl[2]
+                               else
+                                       $definition_body.html "Oops, could't find a definition for \"#{word}\"."
                        else
-                               log "Sorry, couldn't find a definition for \"#{word}\""
-               error: ->
-                       log "wiktionary failed to load: \"#{error_msg}\""
+                               $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 += '   ' + board[j] 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
-                       index += 1
-
-               ret += '\n'
-       return ret
-
 start_over = ->
        selected = []
        score = 0
+       difficulty_level = 0
+       next_level_at = 200
        $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 = ->
@@ -575,17 +855,38 @@ init_start_over_link = ->
                if confirm "Are you sure you want to start over? There is no undo."
                        start_over()
 
-$log = undefined
-init_log = ->
-       $log = $('#log')
-log = (msg) ->
-       $log.children().last().remove()
-       $log.prepend $('<div></div>').html msg
+cur_tab = 'instructions'
+tabtab_height = 20
+tab_height = 150
+init_tab = (t) ->
+       $('#' + t).click ->
+               return if t is cur_tab
+               $('#' + cur_tab).removeClass('selected-tab').addClass('tab').animate({height: tabtab_height}, 1000)
+               $('#' + t).removeClass('tab').addClass('selected-tab').animate({height: tab_height}, 1000)
+               cur_tab = t
+init_tabs = ->
+       for t in ['instructions', 'definition', 'donate', 'restart']
+               init_tab t
+
+init_keybinding = ->
+       $(window).keydown (e) ->
+               switch e.keyCode
+                       when 32, 10, 13
+                               activate_selection()
+                       when 27
+                               unselect_all()
+
+log = (args...) ->
+       console.log args... if console?.log?
 
 init_game = ->
-       init_log()
+       if $(window).height() >= 440
+               $('#centerer').css('margin-top', '25px')
+       init_keybinding()
+       init_tabs()
        init_board()
        init_html_board()
        init_start_over_link()
+       update_selection_display()
 
 $(init_game)