X-Git-Url: https://jasonwoof.com/gitweb/?p=hexbog.git;a=blobdiff_plain;f=main.coffee;h=147b76a2ff4680e47cd7b2881ea122ae5aac5db2;hp=04670557f2d7211008a21202d1ba4204e240f6bd;hb=643696e68d5a23c907592334432796738fcc288c;hpb=0b70e4b47604d7a6ee1f851c31bb5ce2f6410044 diff --git a/main.coffee b/main.coffee index 0467055..147b76a 100644 --- a/main.coffee +++ b/main.coffee @@ -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] @@ -74,16 +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 -board = new Array(board_tiles) # letters ("Qu" or single letter) -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 = [] @@ -125,18 +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 @@ -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 - # 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 = [] @@ -209,40 +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) + 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_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 "#{word}" + $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 @@ -251,9 +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 = -> @@ -261,98 +332,290 @@ 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() +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.num_sort() + adjust_difficulty_level() + word_length = selected_word().length + faders = selected selected = [] 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 + 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 - 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] - 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 - html_tiles[i].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)) + 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 - 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 - log "blipped \"#{word}\" for #{word_score} points" blip_selection() look_up_definition word $('#definition').click() @@ -368,67 +631,98 @@ show_definition = (word, type, definition, language) -> html += '
Definition ©wiktionary.org CC-BY-SA
' $definition_body.html html - -select_tile = (num) -> - html_tile = html_tiles[num] - # html_tile.css backgroundColor: tile_selected_color - selected.push num +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 = $("
").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 = $("
#{letter}
") + html_tile = $("
#{letter}
") $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_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) -> @@ -478,14 +772,14 @@ extract_wiktionary_definiton = (html) -> # archive,codebase,data,usemap: # href: # 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' @@ -494,10 +788,10 @@ 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() @@ -505,8 +799,8 @@ extract_wiktionary_definiton = (html) -> 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' @@ -520,7 +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 @@ -528,7 +822,7 @@ 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 @@ -545,25 +839,14 @@ 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 += ' ' + 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 $score_display.html score - for i in [0...board_tiles] - selected.push i + for s in spaces + selected.push s.tile blip_selection() init_start_over_link = -> @@ -593,14 +876,10 @@ init_keybinding = -> when 27 unselect_all() -$log = undefined -init_log = -> - $log = $('#log') -log = (msg) -> - console.log msg if console.log? +log = (args...) -> + console.log args... if console?.log? init_game = -> - init_log() if $(window).height() >= 440 $('#centerer').css('margin-top', '25px') init_keybinding() @@ -608,5 +887,6 @@ init_game = -> init_board() init_html_board() init_start_over_link() + update_selection_display() $(init_game)