From: Jason Woofenden Date: Sun, 24 Nov 2013 18:17:41 +0000 (-0500) Subject: proper data structures for spaces, columns, etc X-Git-Url: https://jasonwoof.com/gitweb/?p=hexbog.git;a=commitdiff_plain;h=0521f06243210249fbde700173da318dd5a0cd71 proper data structures for spaces, columns, etc --- diff --git a/Makefile b/Makefile index 929563b..482d85b 100644 --- a/Makefile +++ b/Makefile @@ -10,7 +10,8 @@ index.js: main.coffee coffee -bc -o .coffee-tmp main.coffee && mv .coffee-tmp/main.js index.js index_min.js: wordlist_compressed.js index.js - cat /usr/share/javascript/jquery/jquery.min.js index.js | uglifyjs -nc -o $@ + cat /usr/share/javascript/jquery/jquery.min.js index.js > $@ + #cat /usr/share/javascript/jquery/jquery.min.js index.js | uglifyjs -nc -o $@ wordlist_min.js: wordlist_compressed.js index.js cat wordlist_compressed.js | uglifyjs -nc -o $@ diff --git a/main.coffee b/main.coffee index 89bc695..02b1bdb 100644 --- a/main.coffee +++ b/main.coffee @@ -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 = [] @@ -160,49 +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 = [] @@ -212,34 +216,37 @@ 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, board_tiles).split '' + 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(board_tiles), 10) + score = parseInt(encoded.substr(num_spaces), 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 + 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 @@ -272,9 +279,9 @@ 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 + if encoded? and encoded.length > num_spaces load_game encoded # work out which grid spaces are connected @@ -315,9 +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 = -> @@ -325,8 +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' @@ -337,21 +343,21 @@ unselect_all = -> 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 = '1' # save format - for i in [0...tiles.length] by 2 - int = tiles[i].text.toLowerCase().charCodeAt(0) - char_a + for i in [0...spaces.length] by 2 + int = spaces[i].tile.text.toLowerCase().charCodeAt(0) - char_a int *= 11 - int += tiles[i].hp + int += spaces[i].tile.hp int *= 26 - int += tiles[i+1].text.toLowerCase().charCodeAt(0) - char_a + int += spaces[i+1].tile.text.toLowerCase().charCodeAt(0) - char_a int *= 11 - int += tiles[i+1].hp + int += spaces[i+1].tile.hp for d in [0...3] encoded += save_charset.substr(int % 44, 1) int = Math.floor(int / 44) @@ -366,24 +372,23 @@ unsink = (tile) -> # remove the selected tiles from the board, create new tiles, and slide everything into place blip_selection = -> - 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() + 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 @@ -439,11 +444,11 @@ blip_selection = -> boom[1].flips = 0 boom[1].force = 0 # unsink/heal the whole board - for t in tiles - if t.hp is 0 - unsink t + for s in spaces + if s.tile.hp is 0 + unsink s.tile else - t.new_hp = 10 + s.tile.new_hp = 10 for b in boom if b.flips is 'all' or b.flips >= b.down.length for t in b.down @@ -460,57 +465,53 @@ blip_selection = -> 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 - 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 + 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, -> - # 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 - 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 + # 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)) @@ -529,7 +530,6 @@ 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() @@ -546,42 +546,45 @@ 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) -> +new_tile = (space, y) -> + x = space.left_px l = new_letter() letter = l.letter hp = l.hp html_tile = $("
#{letter}
") $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' - return if tiles[num].hp < 1 - if num in selected - if selected_word().length > 2 and num is selected.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 - if selected.length > 1 + if selected.length is 1 unselect_all() - select_tile num else unselect_all() - else # (not clicking on selected tile) - if selected.length > 0 and not (num in board_neighbors[selected.last()]) + 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 num - + select_tile tile + return tile $board = null init_html_board = -> @@ -593,13 +596,8 @@ 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) -> @@ -716,25 +714,12 @@ 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 $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 = -> @@ -764,8 +749,8 @@ 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