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tips, instructions, better selection display
[hexbog.git] / main.coffee
index be5a85f..9db18fe 100644 (file)
@@ -85,7 +85,6 @@ 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 = []
 selected = []
 
 letters = "ABCDEFGHIJKLMNOPQRSTUVWXYZ"
@@ -234,19 +233,34 @@ init_board = ->
                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)
-
        # 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_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
+               $big_tip.html word
+               if word.length < 3
+                       $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.addClass('good')
+                       else
+                               $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
@@ -285,9 +299,6 @@ selected_word = ->
        word += board[i] for i in selected
        return word.toLowerCase()
 
-html_slide = (num) ->
-       html_tiles[num].animate {top: "#{tile_top_px[num]}px"}, slide_ms
-
 save_game = ->
        encoded = ''
        for t in board
@@ -296,42 +307,56 @@ save_game = ->
        set_cookie 'hexbog', encoded, 365
        window.location.hash = encoded
 
+# remove the selected tiles from the board, create new tiles, and slide everything into place
 blip_selection = ->
-       faders = selected.clone().num_sort()
+       faders = selected.num_sort()
        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
-               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 = -20 - tile_width
-                               new_slide = 1
-                               top_tile = cur_top
-                       html_tiles[fader].remove()
-                       dest = fader
-                       aboves = board_aboves[fader].clone().reverse()
+       update_selection_display()
+       for i in faders
+               html_tiles[i].unbind('click').fadeOut fade_ms
+       timeout fade_ms + 1, ->
+               # which tiles need to be slid down
+               sliders = (false for i in board)
+
+               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
+                       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
+
+                       html_tiles[deleted].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
                                html_tiles[dest] = html_tiles[above]
                                html_tiles[dest].data 'tile_number', dest
                                board[dest] = board[above]
-                               slides[dest] = slides[above] + 1
+                               sliders[dest] = true
                                --dest
-                       new_tile top_tile, board_left_px[top_tile], new_px
-                       slides[top_tile] = new_slide
-                       new_px -= tile_width
-                       new_px -= 50
-                       new_slide += 1
-               for i in [0 .. board.length - 1]
-                       if slides[i]
-                               html_slide i
+                       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
+                               html_tiles[i].animate {top: "#{tile_top_px[i]}px"}, slide_ms
+                               sliders[i] = false
                save_game()
-       update_selection_display()
+
+score_for = (word) -> Math.round(Math.pow(1.7, word.length))
 
 activate_selection = ->
        word = selected_word()
@@ -343,7 +368,7 @@ activate_selection = ->
                # FIXME make this automatically part of the selection display
                log "Not on word list: \"#{word}\""
                return
-       word_score = Math.round(Math.pow(1.7, word.length))
+       word_score = score_for word
        score += word_score
        $score_display.html score
        # FIXME make some kind of animation showing score gain
@@ -411,7 +436,8 @@ $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_body = $('#definition_body')
@@ -479,6 +505,8 @@ extract_wiktionary_definiton = (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'
@@ -487,12 +515,12 @@ 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().replace(edit_link_regex, '')
                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()
+                       text = $(el).text().replace(edit_link_regex, '')
                        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'
@@ -521,7 +549,7 @@ extract_wiktionary_definiton = (html) ->
 
 
 look_up_definition = (word) ->
-       $definition_body.html "Looking up definition for \"#{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
@@ -532,6 +560,8 @@ 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
                                $definition_body.html "Sorry, couldn't find a definition for \"#{word}\"."
        })
@@ -599,5 +629,6 @@ init_game = ->
        init_board()
        init_html_board()
        init_start_over_link()
+       update_selection_display()
 
 $(init_game)