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no need for crazy array maniplulation
[hexbog.git] / main.coffee
index ce67983..89bc695 100644 (file)
@@ -127,18 +127,19 @@ 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
 
 
 
@@ -224,6 +225,48 @@ init_board_layout = () ->
 
                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
@@ -232,8 +275,7 @@ init_board = ->
        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), HP_MAX)
+               load_game encoded
 
        # work out which grid spaces are connected
        # (neighbors, above, down)
@@ -298,18 +340,35 @@ selected_word = ->
        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 tiles
-               encoded += t.text.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(100 + score) # higher numbers are easier
-       unsink = difficulty * score_for selected_word() # how much tile restoration we have left to do
+       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()
@@ -330,22 +389,77 @@ blip_selection = ->
        # convert to arrays so we can sort, etc
        nneighbors = (v for k, v of nneighbors)
        neighbors = (v for k, v of neighbors)
-       # TODO make this apply eavenly to neighbors
-       # TODO different range for different word lengths
-       for nei in [neighbors, nneighbors]
-               if unsink > 0
-                       for i in nei
-                               if i.hp is 0 and unsink >= 10
-                                       i.new_hp = 10
-                                       unsink -= 10
-                                       i.text = new_letter()
-                                       i.dom.html i.text
-       for nei in [neighbors, nneighbors]
-               if unsink > 0
-                       for i in nei
-                               if i.hp > 0 and unsink > 0
-                                       unsink -= 10 - i.hp
-                                       i.new_hp = 10
+       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
@@ -440,9 +554,9 @@ select_tile = (num) ->
        return
 
 new_tile = (num, x, y) ->
-       letter = new_letter()
-
-       hp = 1 + Math.floor(Math.random() * (HP_MAX - 1))
+       l = new_letter()
+       letter = l.letter
+       hp = l.hp
 
        html_tile = $("<div class=\"tile hp#{hp}\" style=\"left: #{x}px; top: #{y}px\" unselectable=\"on\">#{letter}</div>")
        $board.append(html_tile)
@@ -455,7 +569,7 @@ new_tile = (num, x, y) ->
                num = me.data 'tile_number'
                return if tiles[num].hp < 1
                if num in selected
-                       if selected.length > 2 and num is selected.last()
+                       if selected_word().length > 2 and num is selected.last()
                                activate_selection()
                        else
                                if selected.length > 1