codecombat/app/views/play/spectate_view.coffee

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View = require 'views/kinds/RootView'
template = require 'templates/play/spectate'
{me} = require('lib/auth')
ThangType = require 'models/ThangType'
utils = require 'lib/utils'
World = require 'lib/world/world'
# tools
Surface = require 'lib/surface/Surface'
God = require 'lib/God'
GoalManager = require 'lib/world/GoalManager'
ScriptManager = require 'lib/scripts/ScriptManager'
LevelLoader = require 'lib/LevelLoader'
LevelSession = require 'models/LevelSession'
Level = require 'models/Level'
LevelComponent = require 'models/LevelComponent'
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Article = require 'models/Article'
Camera = require 'lib/surface/Camera'
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AudioPlayer = require 'lib/AudioPlayer'
# subviews
TomeView = require './level/tome/tome_view'
ChatView = require './level/level_chat_view'
HUDView = require './level/hud_view'
ControlBarView = require './level/control_bar_view'
PlaybackView = require './level/playback_view'
GoalsView = require './level/goals_view'
GoldView = require './level/gold_view'
VictoryModal = require './level/modal/victory_modal'
InfiniteLoopModal = require './level/modal/infinite_loop_modal'
LoadingScreen = require 'lib/LoadingScreen'
PROFILE_ME = false
module.exports = class SpectateLevelView extends View
id: 'spectate-level-view'
template: template
cache: false
shortcutsEnabled: true
startsLoading: true
isEditorPreview: false
subscriptions:
'level-set-volume': (e) -> createjs.Sound.setVolume(e.volume)
'level-highlight-dom': 'onHighlightDom'
'end-level-highlight-dom': 'onEndHighlight'
'level-focus-dom': 'onFocusDom'
'level-disable-controls': 'onDisableControls'
'level-enable-controls': 'onEnableControls'
'god:new-world-created': 'onNewWorld'
'god:infinite-loop': 'onInfiniteLoop'
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'level-reload-from-data': 'onLevelReloadFromData'
'play-next-level': 'onPlayNextLevel'
'surface:world-set-up': 'onSurfaceSetUpNewWorld'
'level:set-team': 'setTeam'
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'god:new-world-created': 'loadSoundsForWorld'
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'next-game-pressed': 'onNextGamePressed'
events:
'click #level-done-button': 'onDonePressed'
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shortcuts:
'ctrl+s': 'onCtrlS'
constructor: (options, @levelID) ->
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@originalOptions = _.cloneDeep(options)
console.profile?() if PROFILE_ME
super options
$(window).on('resize', @onWindowResize)
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@supermodel.once 'error', @onLevelLoadError
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@sessionOne = @getQueryVariable 'session-one'
@sessionTwo = @getQueryVariable 'session-two'
if not @sessionOne or not @sessionTwo
@fetchRandomSessionPair (err, data) =>
if err? then return console.log "There was an error fetching the random session pair: #{data}"
@sessionOne = data[0]._id
@sessionTwo = data[1]._id
@load()
else
@load()
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onLevelLoadError: (e) =>
application.router.navigate "/play?not_found=#{@levelID}", {trigger: true}
setLevel: (@level, @supermodel) ->
@god?.level = @level.serialize @supermodel
if @world
serializedLevel = @level.serialize(@supermodel)
@world.loadFromLevel serializedLevel, false
else
@load()
load: ->
@levelLoader = new LevelLoader
supermodel: @supermodel
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levelID: @levelID
sessionID: @sessionOne
opponentSessionID: @sessionTwo
spectateMode: true
team: @getQueryVariable("team")
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@levelLoader.once 'loaded-all', @onLevelLoaderLoaded, @
@levelLoader.on 'progress', @onLevelLoaderProgressChanged, @
@god = new God()
getRenderData: ->
c = super()
c.world = @world
c
afterRender: ->
window.onPlayLevelViewLoaded? @ # still a hack
@loadingScreen = new LoadingScreen(@$el.find('canvas')[0])
@loadingScreen.show()
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@$el.find('#level-done-button').hide()
super()
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onLevelLoaderProgressChanged: ->
return if @seenDocs
return unless showFrequency = @levelLoader.level.get('showGuide')
session = @levelLoader.session
diff = new Date().getTime() - new Date(session.get('created')).getTime()
return if showFrequency is 'first-time' and diff > (5 * 60 * 1000)
return unless @levelLoader.level.loaded
articles = @levelLoader.supermodel.getModels Article
for article in articles
return unless article.loaded
@showGuide()
showGuide: ->
@seenDocs = true
DocsModal = require './level/modal/docs_modal'
options = {docs: @levelLoader.level.get('documentation'), supermodel: @supermodel}
@openModalView(new DocsModal(options), true)
Backbone.Mediator.subscribeOnce 'modal-closed', @onLevelLoaderLoaded, @
return true
onLevelLoaderLoaded: ->
return unless @levelLoader.progress() is 1 # double check, since closing the guide may trigger this early
# Save latest level played in local storage
if window.currentModal and not window.currentModal.destroyed
@loadingScreen.showReady()
return Backbone.Mediator.subscribeOnce 'modal-closed', @onLevelLoaderLoaded, @
@grabLevelLoaderData()
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#at this point, all requisite data is loaded, and sessions are not denormalized
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team = @world.teamForPlayer(0)
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@loadOpponentTeam(team)
@loadingScreen.destroy()
@god.level = @level.serialize @supermodel
@god.worldClassMap = @world.classMap
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@setTeam team
@initSurface()
@initGoalManager()
@initScriptManager()
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@insertSubviews ladderGame: @otherSession?
@initVolume()
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@originalSessionState = _.cloneDeep(@session.get('state'))
@register()
@controlBar.setBus(@bus)
@surface.showLevel()
if me.id isnt @session.get 'creator'
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@surface.createOpponentWizard
id: @session.get('creator')
name: @session.get('creatorName')
team: @session.get('team')
@surface.createOpponentWizard
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id: @otherSession.get('creator')
name: @otherSession.get('creatorName')
team: @otherSession.get('team')
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grabLevelLoaderData: ->
@session = @levelLoader.session
@world = @levelLoader.world
@level = @levelLoader.level
@otherSession = @levelLoader.opponentSession
@levelLoader.destroy()
@levelLoader = null
loadOpponentTeam: (myTeam) ->
opponentSpells = []
for spellTeam, spells of @session.get('teamSpells') ? @otherSession?.get('teamSpells') ? {}
continue if spellTeam is myTeam or not myTeam
opponentSpells = opponentSpells.concat spells
opponentCode = @otherSession?.get('submittedCode') or {}
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myCode = @session.get('submittedCode') or {}
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for spell in opponentSpells
[thang, spell] = spell.split '/'
c = opponentCode[thang]?[spell]
myCode[thang] ?= {}
if c then myCode[thang][spell] = c else delete myCode[thang][spell]
@session.set('code', myCode)
if @session.get('multiplayer') and @otherSession?
# For now, ladderGame will disallow multiplayer, because session code combining doesn't play nice yet.
@session.set 'multiplayer', false
onSupermodelLoadedOne: =>
@modelsLoaded ?= 0
@modelsLoaded += 1
@updateInitString()
updateInitString: ->
return if @surface
@modelsLoaded ?= 0
canvas = @$el.find('#surface')[0]
ctx = canvas.getContext('2d')
ctx.font="20px Georgia"
ctx.clearRect(0, 0, canvas.width, canvas.height)
ctx.fillText("Loaded #{@modelsLoaded} thingies",50,50)
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insertSubviews: (subviewOptions) ->
@insertSubView @tome = new TomeView levelID: @levelID, session: @session, thangs: @world.thangs, supermodel: @supermodel, ladderGame: subviewOptions.ladderGame
@insertSubView new PlaybackView {}
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@insertSubView new GoldView {}
@insertSubView new HUDView {}
worldName = utils.i18n @level.attributes, 'name'
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@controlBar = @insertSubView new ControlBarView {worldName: worldName, session: @session, level: @level, supermodel: @supermodel, playableTeams: @world.playableTeams, spectateGame: true}
#Backbone.Mediator.publish('level-set-debug', debug: true) if me.displayName() is 'Nick!'
afterInsert: ->
super()
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# callbacks
onCtrlS: (e) ->
e.preventDefault()
onLevelReloadFromData: (e) ->
isReload = Boolean @world
@setLevel e.level, e.supermodel
if isReload
@scriptManager.setScripts(e.level.get('scripts'))
Backbone.Mediator.publish 'tome:cast-spell' # a bit hacky
onWindowResize: (s...) ->
$('#pointer').css('opacity', 0.0)
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onDisableControls: (e) ->
return if e.controls and not ('level' in e.controls)
@shortcutsEnabled = false
@wasFocusedOn = document.activeElement
$('body').focus()
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onEnableControls: (e) ->
return if e.controls? and not ('level' in e.controls)
@shortcutsEnabled = true
$(@wasFocusedOn).focus() if @wasFocusedOn
@wasFocusedOn = null
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onDonePressed: -> return
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onNewWorld: (e) ->
@world = e.world
onInfiniteLoop: (e) ->
return unless e.firstWorld
@openModalView new InfiniteLoopModal()
window.tracker?.trackEvent 'Saw Initial Infinite Loop', level: @world.name, label: @world.name
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onPlayNextLevel: ->
nextLevel = @getNextLevel()
nextLevelID = nextLevel.get('slug') or nextLevel.id
url = "/play/level/#{nextLevelID}"
Backbone.Mediator.publish 'router:navigate', {
route: url,
viewClass: PlayLevelView,
viewArgs: [{supermodel:@supermodel}, nextLevelID]}
getNextLevel: ->
nextLevelOriginal = @level.get('nextLevel')?.original
levels = @supermodel.getModels(Level)
return l for l in levels when l.get('original') is nextLevelOriginal
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onHighlightDom: (e) ->
if e.delay
delay = e.delay
delete e.delay
@pointerInterval = _.delay((=> @onHighlightDom e), delay)
return
@addPointer()
selector = e.selector + ':visible'
dom = $(selector)
return if parseFloat(dom.css('opacity')) is 0.0
offset = dom.offset()
return if not offset
target_left = offset.left + dom.outerWidth() * 0.5
target_top = offset.top + dom.outerHeight() * 0.5
body = $('#level-view')
if e.sides
if 'left' in e.sides then target_left = offset.left
if 'right' in e.sides then target_left = offset.left + dom.outerWidth()
if 'top' in e.sides then target_top = offset.top
if 'bottom' in e.sides then target_top = offset.top + dom.outerHeight()
else
# aim to hit the side if the target is entirely on one side of the screen
if offset.left > body.outerWidth()*0.5
target_left = offset.left
else if offset.left + dom.outerWidth() < body.outerWidth()*0.5
target_left = offset.left + dom.outerWidth()
# aim to hit the bottom or top if the target is entirely on the top or bottom of the screen
if offset.top > body.outerWidth()*0.5
target_top = offset.top
else if offset.top + dom.outerHeight() < body.outerHeight()*0.5
target_top = offset.top + dom.outerHeight()
if e.offset
target_left += e.offset.x
target_top += e.offset.y
@pointerRadialDistance = -47 # - Math.sqrt(Math.pow(dom.outerHeight()*0.5, 2), Math.pow(dom.outerWidth()*0.5))
@pointerRotation = e.rotation ? Math.atan2(body.outerWidth()*0.5 - target_left, target_top - body.outerHeight()*0.5)
pointer = $('#pointer')
pointer
.css('opacity', 1.0)
.css('transition', 'none')
.css('transform', "rotate(#{@pointerRotation}rad) translate(-3px, #{@pointerRadialDistance}px)")
.css('top', target_top - 50)
.css('left', target_left - 50)
setTimeout((=>
@animatePointer()
clearInterval(@pointerInterval)
@pointerInterval = setInterval(@animatePointer, 1200)
), 1)
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animatePointer: ->
pointer = $('#pointer')
pointer.css('transition', 'all 0.6s ease-out')
pointer.css('transform', "rotate(#{@pointerRotation}rad) translate(-3px, #{@pointerRadialDistance-50}px)")
setTimeout((=>
pointer.css('transform', "rotate(#{@pointerRotation}rad) translate(-3px, #{@pointerRadialDistance}px)").css('transition', 'all 0.4s ease-in')), 800)
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onFocusDom: (e) -> $(e.selector).focus()
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onEndHighlight: ->
$('#pointer').css('opacity', 0.0)
clearInterval(@pointerInterval)
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onMultiplayerChanged: (e) ->
if @session.get('multiplayer')
@bus.connect()
else
@bus.removeFirebaseData =>
@bus.disconnect()
# initialization
addPointer: ->
p = $('#pointer')
return if p.length
@$el.append($('<img src="/images/level/pointer.png" id="pointer">'))
initSurface: ->
surfaceCanvas = $('canvas#surface', @$el)
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@surface = new Surface(@world, surfaceCanvas, thangTypes: @supermodel.getModels(ThangType), playJingle: not @isEditorPreview, spectateGame: true)
worldBounds = @world.getBounds()
bounds = [{x:worldBounds.left, y:worldBounds.top}, {x:worldBounds.right, y:worldBounds.bottom}]
@surface.camera.setBounds(bounds)
@surface.camera.zoomTo({x:0, y:0}, 0.1, 0)
initGoalManager: ->
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@goalManager = new GoalManager(@world, @level.get('goals'))
@god.goalManager = @goalManager
initScriptManager: ->
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if @world.scripts
nonVictoryPlaybackScripts = _.reject @world.scripts, (script) ->
script.id.indexOf("Set Camera Boundaries and Goals") == -1
else
console.log "World scripts don't exist!"
nonVictoryPlaybackScripts = []
console.log nonVictoryPlaybackScripts
@scriptManager = new ScriptManager({scripts: nonVictoryPlaybackScripts, view:@, session: @session})
@scriptManager.loadFromSession()
initVolume: ->
volume = me.get('volume')
volume = 1.0 unless volume?
Backbone.Mediator.publish 'level-set-volume', volume: volume
onSurfaceSetUpNewWorld: ->
return if @alreadyLoadedState
@alreadyLoadedState = true
state = @originalSessionState
if state.playing?
Backbone.Mediator.publish 'level-set-playing', { playing: state.playing }
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register: -> return
onSessionWillSave: (e) ->
# Something interesting has happened, so (at a lower frequency), we'll save a screenshot.
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console.log "Session is saving but shouldn't save!!!!!!!"
# Throttled
saveScreenshot: (session) =>
return unless screenshot = @surface?.screenshot()
session.save {screenshot: screenshot}, {patch: true}
setTeam: (team) ->
team = team?.team unless _.isString team
team ?= 'humans'
me.team = team
Backbone.Mediator.publish 'level:team-set', team: team
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# Dynamic sound loading
loadSoundsForWorld: (e) ->
return if @headless
world = e.world
thangTypes = @supermodel.getModels(ThangType)
for [spriteName, message] in world.thangDialogueSounds()
continue unless thangType = _.find thangTypes, (m) -> m.get('name') is spriteName
continue unless sound = AudioPlayer.soundForDialogue message, thangType.get('soundTriggers')
AudioPlayer.preloadSoundReference sound
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onNextGamePressed: (e) ->
console.log "You want to see the next game!"
@fetchRandomSessionPair (err, data) =>
if err? then return console.log "There was an error fetching the random session pair: #{data}"
@sessionOne = data[0]._id
@sessionTwo = data[1]._id
console.log "Playing session #{@sessionOne} against #{@sessionTwo}"
url = "/play/spectate/dungeon-arena?session-one=#{@sessionOne}&session-two=#{@sessionTwo}"
Backbone.Mediator.publish 'router:navigate', {
route: url,
viewClass: SpectateLevelView,
viewArgs: [{spectateSessions:{sessionOne: @sessionOne, sessionTwo: @sessionTwo}}, "dungeon-arena"]}
fetchRandomSessionPair: (cb) ->
console.log "Fetching random session pair!"
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randomSessionPairURL = "/db/level/#{@levelID}/random_session_pair"
$.ajax
url: randomSessionPairURL
type: "GET"
complete: (jqxhr, textStatus) ->
if textStatus isnt "success"
cb("error", jqxhr.statusText)
else
cb(null, $.parseJSON(jqxhr.responseText))
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destroy: ()->
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@supermodel?.off 'error', @onLevelLoadError
@levelLoader?.off 'loaded-all', @onLevelLoaderLoaded
@levelLoader?.destroy()
@surface?.destroy()
@god?.destroy()
@goalManager?.destroy()
@scriptManager?.destroy()
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$(window).off('resize', @onWindowResize)
delete window.world # not sure where this is set, but this is one way to clean it up
clearInterval(@pointerInterval)
console.profileEnd?() if PROFILE_ME
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@session?.off 'change:multiplayer', @onMultiplayerChanged, @
@onLevelLoadError = null
@onLevelLoaderLoaded = null
@onSupermodelLoadedOne = null
@preloadNextLevel = null
@saveScreenshot = null
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super()