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 ################
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)
+ score = parseInt(encoded.substr(board_tiles), HP_MAX)
# work out which grid spaces are connected
# (neighbors, above, down)
_unselect_tile()
update_selection_display()
-shrink_selection = (leave_count) ->
- while selected.length > leave_count
- _unselect_tile()
- update_selection_display()
-
selected_word = ->
word = ''
word += tiles[i].text for i in selected
set_cookie 'hexbog', encoded, 365
window.location.hash = encoded
+unsink = (tile) ->
+ tile.new_hp = 10
+ tile.text = new_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
+ 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
+ while b.flips > 0 and b.down.length > 0
+ b.flips -= 1
+ flipper = Math.floor(Math.random() * b.down.length)
+ unsink b.down[flipper]
+ b.down = [b.down[0...flipper]..., b.down[flipper+1...b.down.length]...]
+ if b.force > 0
+ for t in b.up
+ t.new_hp = t.hp + b.force
for i in tiles
- unless i in faders
- unless i.hp < 1
- i.dom.removeClass "hp#{i.hp}"
- i.hp -= 1
- i.dom.addClass "hp#{i.hp}"
+ 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 tiles)
new_tile = (num, x, y) ->
letter = new_letter()
- html_tile = $("<div class=\"tile hp10\" style=\"left: #{x}px; top: #{y}px\" unselectable=\"on\">#{letter}</div>")
+ hp = 1 + Math.floor(Math.random() * (HP_MAX - 1))
+
+ 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
- tiles[num] = text: letter, dom: html_tile, hp: 10, id: num
+ 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
$board = null
when 27
unselect_all()
-$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()