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"LettersFall 5" - Beta1 - 100% Cross-Platform!


JeZxLee
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"LettersFall 5" - Beta1 - 100% Cross-Platform!

 

Hi,

We have finally finished Beta1 of our 100% cross-platform HTML5 word game "LettersFall 5"...

Please help us test Beta1 before official release by playing game at following URL:
http://LettersFall.com

If you have any suggestions or find any problems then reply to this forum post.
(when posting please include your Operating System and Internet browser you are using)

Thank you for your help!

JeZxLee

 

LF5-HTML5-InGame.png
LF5-HTML5-Title.png

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I'm using Firefox on Windows 8.1. I like your title screen. It reminds me of old-time computer gaming (DOS-era maybe?). :) I recommend removing the pause that happens whenever you submit a word. It would make the game play a lot faster.

Hi,

 

Thank you for playing our HTML5 video game!

It would be impossible to remove the check word delay

because the dictionary is 400,000+ words and needs time to scan through it.

(it is somewhat optimized with separate files for each of the 26 English language letters)

 

Thanks!

 

JeZxLee

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Hi,

 

Thank you for playing our HTML5 video game!

It would be impossible to remove the check word delay

because the dictionary is 400,000+ words and needs time to scan through it.

(it is somewhat optimized with separate files for each of the 26 English language letters)

 

Thanks!

 

JeZxLee

 

Oh my you don't mean you are basically doing a linear search :o

function CheckSelectedLettersForWord(){var playerWordToCheck = "";var currentDictionaryWord = "";    for (var index = 0; index < 11; index++)    {	if (SelectedLetterPlayfieldX[index] != -1 && SelectedLetterPlayfieldY[index] != -1)	    playerWordToCheck += String.fromCharCode( 96 + Playfield[ SelectedLetterPlayfieldX[index] ][ SelectedLetterPlayfieldY[index] ] );	else  break;    }    var index = 0;    while (currentDictionaryWord != "1")    {	if      (Playfield[ SelectedLetterPlayfieldX[0] ][ SelectedLetterPlayfieldY[0] ] ==  1)  currentDictionaryWord = Awords[index];	else if (Playfield[ SelectedLetterPlayfieldX[0] ][ SelectedLetterPlayfieldY[0] ] ==  2)  currentDictionaryWord = Bwords[index];	else if (Playfield[ SelectedLetterPlayfieldX[0] ][ SelectedLetterPlayfieldY[0] ] ==  3)  currentDictionaryWord = Cwords[index];	else if (Playfield[ SelectedLetterPlayfieldX[0] ][ SelectedLetterPlayfieldY[0] ] ==  4)  currentDictionaryWord = Dwords[index];	else if (Playfield[ SelectedLetterPlayfieldX[0] ][ SelectedLetterPlayfieldY[0] ] ==  5)  currentDictionaryWord = Ewords[index];	else if (Playfield[ SelectedLetterPlayfieldX[0] ][ SelectedLetterPlayfieldY[0] ] ==  6)  currentDictionaryWord = Fwords[index];	else if (Playfield[ SelectedLetterPlayfieldX[0] ][ SelectedLetterPlayfieldY[0] ] ==  7)  currentDictionaryWord = Gwords[index];	else if (Playfield[ SelectedLetterPlayfieldX[0] ][ SelectedLetterPlayfieldY[0] ] ==  8)  currentDictionaryWord = Hwords[index];	else if (Playfield[ SelectedLetterPlayfieldX[0] ][ SelectedLetterPlayfieldY[0] ] ==  9)  currentDictionaryWord = Iwords[index];	else if (Playfield[ SelectedLetterPlayfieldX[0] ][ SelectedLetterPlayfieldY[0] ] == 10)  currentDictionaryWord = Jwords[index];	else if (Playfield[ SelectedLetterPlayfieldX[0] ][ SelectedLetterPlayfieldY[0] ] == 11)  currentDictionaryWord = Kwords[index];	else if (Playfield[ SelectedLetterPlayfieldX[0] ][ SelectedLetterPlayfieldY[0] ] == 12)  currentDictionaryWord = Lwords[index];	else if (Playfield[ SelectedLetterPlayfieldX[0] ][ SelectedLetterPlayfieldY[0] ] == 13)  currentDictionaryWord = Mwords[index];	else if (Playfield[ SelectedLetterPlayfieldX[0] ][ SelectedLetterPlayfieldY[0] ] == 14)  currentDictionaryWord = Nwords[index];	else if (Playfield[ SelectedLetterPlayfieldX[0] ][ SelectedLetterPlayfieldY[0] ] == 15)  currentDictionaryWord = Owords[index];	else if (Playfield[ SelectedLetterPlayfieldX[0] ][ SelectedLetterPlayfieldY[0] ] == 16)  currentDictionaryWord = Pwords[index];	else if (Playfield[ SelectedLetterPlayfieldX[0] ][ SelectedLetterPlayfieldY[0] ] == 17)  currentDictionaryWord = Qwords[index];	else if (Playfield[ SelectedLetterPlayfieldX[0] ][ SelectedLetterPlayfieldY[0] ] == 18)  currentDictionaryWord = Rwords[index];	else if (Playfield[ SelectedLetterPlayfieldX[0] ][ SelectedLetterPlayfieldY[0] ] == 19)  currentDictionaryWord = Swords[index];	else if (Playfield[ SelectedLetterPlayfieldX[0] ][ SelectedLetterPlayfieldY[0] ] == 20)  currentDictionaryWord = Twords[index];	else if (Playfield[ SelectedLetterPlayfieldX[0] ][ SelectedLetterPlayfieldY[0] ] == 21)  currentDictionaryWord = Uwords[index];	else if (Playfield[ SelectedLetterPlayfieldX[0] ][ SelectedLetterPlayfieldY[0] ] == 22)  currentDictionaryWord = Vwords[index];	else if (Playfield[ SelectedLetterPlayfieldX[0] ][ SelectedLetterPlayfieldY[0] ] == 23)  currentDictionaryWord = Wwords[index];	else if (Playfield[ SelectedLetterPlayfieldX[0] ][ SelectedLetterPlayfieldY[0] ] == 24)  currentDictionaryWord = Xwords[index];	else if (Playfield[ SelectedLetterPlayfieldX[0] ][ SelectedLetterPlayfieldY[0] ] == 25)  currentDictionaryWord = Ywords[index];	else if (Playfield[ SelectedLetterPlayfieldX[0] ][ SelectedLetterPlayfieldY[0] ] == 26)  currentDictionaryWord = Zwords[index];	if (currentDictionaryWord == playerWordToCheck)  return(true);		index++;    }    return(false);}

Oh, that's nasty, at the very least move the if-chain outside the inner loop...

EDIT: this seems 10 - 100 times slower when I test compared to adding all the words as keys to an associative array and doing a single lookup to see if the word is present at call time

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