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gets harder (way too slowly) as you play
[hexbog.git] / main.coffee
index b44afb6..900295d 100644 (file)
@@ -24,7 +24,15 @@ 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
@@ -46,9 +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]
 
@@ -76,16 +81,10 @@ 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
-tiles = new Array(board_tiles)
-board_neighbors = [] # array of tile numbers "next to" this one
-tile_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
+spaces = new Array(num_spaces)
 
 selected = []
 
@@ -127,18 +126,19 @@ 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
 
 
 
@@ -159,49 +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
 
-       # how many tiles before the current tile?
-       for col_num in [0 .. board_cols - 1]
-               if col_num < middle_col
+       space_num = 0
+
+       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
-                       tile_top_px.push col_top_px + i * tile_width
-                       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 = []
@@ -211,29 +216,73 @@ 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.clone() # FIXME ?remove ``.clone()``
+               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), HP_MAX)
+       if encoded? and encoded.length > num_spaces
+               load_game encoded
 
        # work out which grid spaces are connected
        # (neighbors, above, down)
@@ -273,9 +322,9 @@ update_selection_display = ->
                        c = 0
                else
                        c = 1
-               for num in selected
-                       tiles[num].dom.addClass classes[c]
-                       tiles[num].dom.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 = ->
@@ -283,8 +332,7 @@ unselect_tile = ->
        update_selection_display()
 
 _unselect_tile = ->
-       num = selected.pop()
-       html_tile = tiles[num].dom
+       html_tile = selected.pop().dom
        html_tile.removeClass 'selected_word'
        html_tile.removeClass 'selected'
 
@@ -293,113 +341,257 @@ unselect_all = ->
                _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
+       word += tile.text for tile 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...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 = ->
-       difficulty = 7 # higher numbers are easier
-       unsink = difficulty * score_for selected_word() # how much tile restoration we have left to do
-       faders = selected.num_sort()
+       adjust_difficulty_level()
+       word_length = selected_word().length
+       faders = selected
        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 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)
-       # TODO randsort neighbors and nneighbors
-       for nei in [neighbors, nneighbors]
-               if unsink > 0
-                       for i in nei
-                               if i.hp is 0 and unsink >= 15
-                                       i.new_hp = 10
-                                       unsink -= 15
-                                       i.text = new_letter()
-                                       i.dom.html i.text
-               if unsink > 0
-                       for i in nei
-                               if i.hp > 0 and unsink > 0
-                                       unsink -= 10 - i.hp
-                                       i.new_hp = 10
-       for i in tiles
-               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)
-
-               prev_col_top = null
-               next_new_y = null
-               for deleted in faders
-                       # find the tile number of the top tile in this column
-                       if board_aboves[deleted].length is 0
-                               col_top = deleted
+       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
-                               col_top = board_aboves[deleted][0]
-
-                       # reset location where new tiles appear when we change columns
-                       if prev_col_top isnt col_top
-                               next_new_y = -10 - tile_width
-                               prev_col_top = col_top
-
-                       tiles[deleted].dom.remove()
-
-                       # For each each tile above the one we've deleted:
-                       # 1. move it down one slot in the data scructures
-                       # 2. mark it as needing to slide
-                       dest = deleted
-                       aboves = board_aboves[deleted].clone().reverse()
-                       for above in aboves
-                               tiles[dest] = tiles[above]
-                               tiles[dest].id = dest
-                               tiles[dest].dom.data 'tile_number', dest
-                               sliders[dest] = true
-                               --dest
-                       sliders[col_top] = true # the new tile needs to be slid down too
-
-                       new_tile col_top, board_left_px[col_top], next_new_y
-                       next_new_y -= tile_width + 50
-
-               for slide, i in sliders
-                       if slide
-                               tiles[i].dom.animate {top: "#{tile_top_px[i]}px"}, slide_ms
-                               sliders[i] = false
+                               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
+                       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()
 
 score_for = (word) -> Math.round(Math.pow(1.7, word.length))
@@ -418,7 +610,6 @@ activate_selection = ->
        score += word_score
        $score_display.html score
        # FIXME make some kind of animation showing score gain
-       log "blipped \"#{word}\" for #{word_score} points"
        blip_selection()
        look_up_definition word
        $('#definition').click()
@@ -435,49 +626,45 @@ show_definition = (word, type, definition, language) ->
        $definition_body.html html
 
 
-select_tile = (num) ->
-       html_tile = tiles[num].dom
-       # html_tile.css backgroundColor: tile_selected_color
-       selected.push num
+select_tile = (tile) ->
+       selected.push tile
        update_selection_display()
-       return
-
-new_tile = (num, x, y) ->
-       letter = new_letter()
 
-       hp = Math.floor(Math.random() * HP_MAX)
+new_tile = (space, y) ->
+       x = space.left_px
+       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)
+       html_tile.show()
 
-       html_tile.data 'tile_number', num
-       tiles[num] = text: letter, dom: html_tile, hp: hp, id: num
+       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 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
 init_html_board = ->
@@ -489,13 +676,8 @@ init_html_board = ->
        $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) ->
@@ -545,14 +727,14 @@ 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)
 
        valid_parts = ["Abbreviation", "Adjective", "Adverb", "Article", "Cardinal number", "Conjunction", "Determiner", "Interjection", "Noun", "Numeral", "Particle", "Preposition", "Pronoun", "Verb"]
 
-       edit_link_regex = new RegExp(' ?\\[edit\\] ?')
-
        elements.each (i, el) ->
                #which tag: el.tagName
                if el.tagName is 'H2'
@@ -561,10 +743,10 @@ 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().replace(edit_link_regex, '')
+                       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().replace(edit_link_regex, '')
+                       text = $(el).text()
                        for p in valid_parts
                                if text is "#{p}"
                                        part = p.toLowerCase()
@@ -612,25 +794,14 @@ look_up_definition = (word) ->
                                $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 += '   ' + tiles[j].text for j in [board_min_height + index .. board_tiles - 1] by 2 * board_min_height + 1
-               else
-                       ret += ' ' + tiles[j].text + '  ' 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 = ->
@@ -660,8 +831,8 @@ init_keybinding = ->
                        when 27
                                unselect_all()
 
-log = (msg) ->
-       console.log msg if console?.log?
+log = (args...) ->
+       console.log args... if console?.log?
 
 init_game = ->
        if $(window).height() >= 440