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+ GNU AFFERO GENERAL PUBLIC LICENSE
+ Version 3, 19 November 2007
+
+ Copyright (C) 2007 Free Software Foundation, Inc. <http://fsf.org/>
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+ Preamble
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+ How to Apply These Terms to Your New Programs
+
+ If you develop a new program, and you want it to be of the greatest
+possible use to the public, the best way to achieve this is to make it
+free software which everyone can redistribute and change under these terms.
+
+ To do so, attach the following notices to the program. It is safest
+to attach them to the start of each source file to most effectively
+state the exclusion of warranty; and each file should have at least
+the "copyright" line and a pointer to where the full notice is found.
+
+ <one line to give the program's name and a brief idea of what it does.>
+ Copyright (C) <year> <name of author>
+
+ This program is free software: you can redistribute it and/or modify
+ it under the terms of the GNU Affero General Public License as published by
+ the Free Software Foundation, either version 3 of the License, or
+ (at your option) any later version.
+
+ This program is distributed in the hope that it will be useful,
+ but WITHOUT ANY WARRANTY; without even the implied warranty of
+ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ GNU Affero General Public License for more details.
+
+ You should have received a copy of the GNU Affero General Public License
+ along with this program. If not, see <http://www.gnu.org/licenses/>.
+
+Also add information on how to contact you by electronic and paper mail.
+
+ If your software can interact with users remotely through a computer
+network, you should also make sure that it provides a way for users to
+get its source. For example, if your program is a web application, its
+interface could display a "Source" link that leads users to an archive
+of the code. There are many ways you could offer source, and different
+solutions will be better for different programs; see section 13 for the
+specific requirements.
+
+ You should also get your employer (if you work as a programmer) or school,
+if any, to sign a "copyright disclaimer" for the program, if necessary.
+For more information on this, and how to apply and follow the GNU AGPL, see
+<http://www.gnu.org/licenses/>.
--- /dev/null
+# HexBog, a word game
+# Copyright (C) 2012 Jason Woofenden
+
+# This program is free software: you can redistribute it and/or modify
+# it under the terms of the GNU Affero General Public License as published by
+# the Free Software Foundation, either version 3 of the License, or
+# (at your option) any later version.
+
+# This program is distributed in the hope that it will be useful,
+# but WITHOUT ANY WARRANTY; without even the implied warranty of
+# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+# GNU Affero General Public License for more details.
+
+# You should have received a copy of the GNU Affero General Public License
+# along with this program. If not, see <http://www.gnu.org/licenses/>.
+
+##############################################
+############## settings ################
+##############################################
+
+tile_radius = 26
+tile_width = tile_radius * 2
+
+fade_ms = 400
+slide_ms = 2000
+
+board_col_heights = [5, 6, 7, 8, 7, 6, 5]
+
+
+##############################################################
+############## fix javascript some more ################
+##############################################################
+
+# so annoying that setTimeout has its arguments in the wrong order
+timeout = (ms, callback) ->
+ setTimeout callback, ms
+
+# warning: it's shalow (sub-elements are not cloned)
+Array::clone = ->
+ return this.slice(0)
+
+Array::sum = ->
+ ret = 0
+ 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]
+
+
+##############################################################
+############## cookies (auto-save game) ################
+##############################################################
+
+set_cookie = (name, value, days) ->
+ date = new Date()
+ date.setTime date.getTime()+(days*24*60*60*1000)
+ cookie = "#{name}=#{value}; expires=#{date.toGMTString()}; path=/"
+ document.cookie = cookie
+window.sc = set_cookie
+
+get_cookie = (name) ->
+ key = name + '='
+ for c in document.cookie.split /; */
+ if c.indexOf key is 0
+ return c.substr key.length
+ return null
+
+delete_cookie = (name) ->
+ set_cookie name, '', -1
+window.dc = delete_cookie
+
+
+board_cols = board_col_heights.length
+board_tiles = board_col_heights.sum()
+board_col_top_px = []
+score = 0
+board = new Array(board_tiles) # letters ("Qu" or single letter)
+board_neighbors = [] # array of tile numbers "next to" this one
+board_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
+
+slides = []
+selected = []
+
+letters = "ABCDEFGHIJKLMNOPQRSTUVWXYZ"
+letter_distribution = [
+ 9 # A
+ 2 # B
+ 2 # C
+ 4 # D
+ 14 # E
+ 2 # F
+ 3 # G
+ 2 # H
+ 7 # I
+ 1 # J
+ 1 # K
+ 4 # L
+ 2 # M
+ 6 # N
+ 8 # O
+ 2 # P
+ 1 # Q
+ 6 # R
+ 7 # S
+ 6 # T
+ 2 # U
+ 2 # V
+ 2 # W
+ 1 # X
+ 2 # Y
+ 1 # Z
+]
+
+letter_distribution_total = letter_distribution.sum()
+
+
+new_letter_queue = []
+new_letter = ->
+ if new_letter_queue.length
+ l = new_letter_queue.shift()
+ if l is 'Q'
+ return 'Qu'
+ else
+ return l
+ 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
+
+
+
+# in memory it's layed out like this:
+# a c f j m
+# b d g k n
+# e h l
+# i
+# for display, columns are slid vertically like so:
+# f
+# c j
+# a g m
+# d k
+# b h n
+# e l
+# i
+#
+# work out which grid spaces are connected
+init_board_layout = () ->
+ col_offset = 0
+ middle_col = (board_cols - 1) / 2
+
+ # how many tiles before the current tile?
+ for col_num in [0 .. board_cols - 1]
+ if col_num < middle_col
+ fw_other = 1
+ else
+ fw_other = -1
+
+ if col_num > middle_col
+ bw_other = 1
+ else
+ bw_other = -1
+
+ is_first_col = col_num is 0
+ is_last_col = col_num is board_cols - 1
+
+ neighbors = []
+ push = (offset) ->
+ neighbors.push col_offset + offset
+
+ col_top_px = Math.abs col_num - middle_col
+ col_top_px *= tile_radius
+ board_col_top_px.push col_top_px
+
+ above = []
+ for i in [0 .. board_col_heights[col_num] - 1]
+ is_top_tile = i is 0
+ is_bottom_tile = i is board_col_heights[col_num] - 1
+
+ # link tile number to pixel "top" and "left" of containing column
+ board_top_px.push col_top_px
+ board_left_px.push col_num * tile_width
+
+ # aboves (array of tile numbers above, starting from top)
+ board_aboves.push above.clone()
+ above.push i + col_offset
+
+ # 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
+
+ # neighbors (array of tile numbers "next to" this one)
+ neighbors = []
+ unless is_top_tile # upward link
+ push i - 1
+ unless is_bottom_tile # downward links
+ 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]
+ unless is_top_tile and bw_other is -1
+ push i - board_col_heights[col_num - 1] + bw_other
+ unless is_last_col # rightward links
+ unless is_bottom_tile and fw_other is -1
+ push i + board_col_heights[col_num]
+ 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]
+
+
+init_board = ->
+ encoded = window.location.hash
+ if encoded? and encoded.charAt 0 is '#'
+ encoded = encoded.substr 1
+ 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), 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()
+
+$selection_display = null # initialized by init_html_board
+$score_display = null # initialized by init_html_board
+$definition_word = null # initialized by init_html_board
+$definition_link = null # initialized by init_html_board
+$definition_type = null # initialized by init_html_board
+$definition_language = null # initialized by init_html_board
+$definition_text = null # initialized by init_html_board
+$definition_credit = null # initialized by init_html_board
+update_selection_display = ->
+ word = selected_word()
+ $selection_display.html word
+
+ # color the selected tiles according to whether they're a word or not
+ if word.length
+ classes = ['selected_word', 'selected']
+ if is_word word
+ c = 0
+ else
+ c = 1
+ for num in selected
+ html_tiles[num].addClass classes[c]
+ html_tiles[num].removeClass classes[1 - c]
+
+# unselects the last tile of the selecetion
+unselect_tile = ->
+ _unselect_tile()
+ update_selection_display()
+
+_unselect_tile = ->
+ num = selected.pop()
+ html_tile = html_tiles[num]
+ html_tile.removeClass 'selected_word'
+ html_tile.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
+ return word.toLowerCase()
+
+html_slide = (num, dist) ->
+ if dist
+ cur = html_tiles[num].css 'top'
+ cur = Number(cur.substr(0, cur.length - 2))
+ dest = cur + (dist * tile_width)
+ html_tiles[num].animate {top: "#{dest}px"}, slide_ms
+
+save_game = ->
+ encoded = ''
+ for t in board
+ encoded += t.substr 0, 1
+ encoded += score
+ set_cookie 'hexbog', encoded, 365
+ window.location.hash = encoded
+
+blip_selection = ->
+ faders = selected.clone().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 = board_top_px[fader] - tile_width
+ new_slide = 1
+ top_tile = cur_top
+ html_tiles[fader].remove()
+ dest = fader
+ aboves = board_aboves[fader].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
+ --dest
+ new_tile top_tile, board_left_px[top_tile], new_px
+ slides[top_tile] = new_slide
+ new_px -= tile_width
+ new_slide += 1
+ for i in [0 .. board.length - 1]
+ html_slide i, slides[i]
+ slides[i] = 0
+ save_game()
+ update_selection_display()
+
+activate_selection = ->
+ word = selected_word()
+ if word.length < 3
+ log "Too short: \"#{word}\""
+ return
+ unless is_word word
+ log "Not on word list: \"#{word}\""
+ return
+ score += Math.round(Math.pow(1.7, word.length))
+ $score_display.html score
+ log "blipped: #{word}"
+ blip_selection()
+ look_up_definition word
+
+
+definition_credited = false
+show_definition = (word, type, definition, language) ->
+ if language is 'English'
+ $definition_language.html ''
+ else
+ $definition_language.html " (#{language})"
+ $definition_type.html type
+ $definition_link.attr 'href', "http://en.wiktionary.org/wiki/#{word}"
+ $definition_word.html word.substr(0, 1).toUpperCase() + word.substr(1)
+ $definition_text.html definition
+ unless definition_credited
+ definition_credited = true
+ $definition_credit.html "Definitions © <a href=\"http://en.wiktionary.org/\" target=\"_blank\">wiktionary.org</a> CC-BY-SA"
+
+
+select_tile = (num) ->
+ html_tile = html_tiles[num]
+ # html_tile.css backgroundColor: tile_selected_color
+ selected.push num
+ update_selection_display()
+ return
+
+new_tile = (num, x, y) ->
+ letter = new_letter()
+
+ html_tile = $("<div class=\"tile\" style=\"left: #{x}px; top: #{y}px\" unselectable=\"on\">#{letter}</div>")
+ $board.append(html_tile)
+
+ html_tile.data 'tile_number', num
+ board[num] = letter
+ html_tiles[num] = html_tile
+
+ html_tile.click ->
+ me = $(this)
+ num = me.data 'tile_number'
+ if num in selected
+ nth_of_word = selected.indexOf(num)
+ first = nth_of_word is 0
+ last = nth_of_word is selected.length - 1
+
+ if first and last
+ unselect_all() # Clicking only selected letter unselects it
+ else if first and !last
+ shrink_selection 1 # Clicking start of word goes back to just that letter
+ # should this unselect all?
+ else if last
+ activate_selection()
+ else
+ shrink_selection nth_of_word + 1
+ else # (not clicking on selected tile)
+ if selected.length is 0
+ select_tile num
+ else
+ unless num in board_neighbors[selected.last()]
+ unselect_all()
+ select_tile num
+
+
+$board = null
+html_tiles = []
+init_html_board = ->
+ $('#loading').remove()
+ $selection_display = $('#selection')
+ $score_display = $('#score')
+ $score_display.html score
+ $definition_word = $('#definition_word')
+ $definition_type = $('#definition_type')
+ $definition_language = $('#definition_language')
+ $definition_link = $('#definition_link')
+ $definition_text = $('#definition_text')
+ $definition_credit = $('#definition_credit')
+ $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++
+
+word_bins = []; word_bins.push(',') for [0...997]
+hash_word = (word) ->
+ h = 0
+ for i in [0...word.length]
+ h ^= word.charCodeAt(i) << ((i*3) % 21)
+ return h % 997
+is_word = (str) ->
+ word_bins[hash_word str].indexOf(",#{str},") > -1
+
+# this is called automatically by the compressed wordlist
+parse_word_list = (compressed) ->
+ prefix = ''
+ cap_a = "A".charCodeAt 0
+ i = 0
+ next_chunk = ->
+ chunk = compressed[i]
+ for word in chunk.match(/[a-z]*[A-Z]/g)
+ # the capital letter (at the end of the match) says how many characters
+ # from the end of the previous word should be removed to create the prefix
+ # for the next word. "A" for 0, "B" for 1, "C" for 2, etc
+ bs = word[word.length - 1].charCodeAt(0) - cap_a
+ word = prefix + word[0 ... word.length - 1]
+ word_bins[hash_word word] += word + ','
+ prefix = word[0 ... word.length - bs]
+ if ++i is compressed.length
+ return
+ else
+ timeout 1, next_chunk
+ timeout 1, next_chunk
+
+extract_wiktionary_definiton = (html) ->
+ found = false
+ finds = {}
+ language = false
+ part = false
+
+ # clean HTML
+ ##################
+ # when we instantiate the html so we can use dom traversal, the browser
+ # will start loading images and such. This section attempts to mangle the
+ # html so no resources are loaded when the html is parsed.
+
+ # attributes
+ # src: <img>, <audio>, etc
+ # onload: only <body>?
+ # 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
+
+ elements = $(html)
+
+ valid_parts = ["Abbreviation", "Adjective", "Adverb", "Article", "Cardinal number", "Conjunction", "Determiner", "Interjection", "Noun", "Numeral", "Particle", "Preposition", "Pronoun", "Verb"]
+
+ elements.each (i, el) ->
+ #which tag: el.tagName
+ if el.tagName is 'H2'
+ # if we found a definition in the previous language section, run with it
+ # (we only stop for verbs, in hopes of finding one in english)
+ 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
+ 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()
+ for p in valid_parts
+ if text is "[edit] #{p}"
+ part = p.toLowerCase()
+ # FIXME break
+ 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'
+ else
+ if part is 'verb'
+ key = 'verb'
+ else
+ key = 'nonverb'
+ finds[key] ?= [part, new_def, language]
+ found = true
+ if part is 'verb'
+ # verbs are the best! stop scanning when we find one
+ return false # break
+ if found.verb
+ return false # break
+
+ part_defs = (finds[i] for i in ['verb', 'nonverb', 'obsolete'] when finds[i])
+ unless part_defs.length
+ return false
+
+ return part_defs[0]
+
+
+look_up_definition = (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
+ dataType: 'jsonp'
+ cache: true
+ success: (data, error_msg, xhr) ->
+ if data?.parse?.text?['*']?
+ tdl = extract_wiktionary_definiton data.parse.text['*']
+ if tdl
+ show_definition word, tdl[0], tdl[1], tdl[2]
+ else
+ log "Sorry, couldn't find a definition for \"#{word}\""
+ error: ->
+ log "wiktionary failed to load: \"#{error_msg}\""
+ })
+
+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
+ $score_display.html score
+ for i in [0...board_tiles]
+ selected.push i
+ blip_selection()
+
+init_start_over_link = ->
+ $('#start-over').click (event) ->
+ event.preventDefault()
+ if confirm "Are you sure you want to start over? There is no undo."
+ start_over()
+
+$log = undefined
+init_log = ->
+ $log = $('#log')
+log = (msg) ->
+ $log.children().last().remove()
+ $log.prepend $('<div></div>').html msg
+
+init_game = ->
+ init_log()
+ init_board()
+ init_html_board()
+ init_start_over_link()
+
+$(init_game)