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Level = require ' models/Level '
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LevelComponent = require ' models/LevelComponent '
LevelSystem = require ' models/LevelSystem '
Article = require ' models/Article '
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LevelSession = require ' models/LevelSession '
ThangType = require ' models/ThangType '
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ThangNamesCollection = require ' collections/ThangNamesCollection '
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CocoClass = require ' lib/CocoClass '
AudioPlayer = require ' lib/AudioPlayer '
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app = require ' application '
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World = require ' lib/world/world '
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# This is an initial stab at unifying loading and setup into a single place which can
# monitor everything and keep a LoadingScreen visible overall progress.
#
# Would also like to incorporate into here:
# * World Building
# * Sprite map generation
# * Connecting to Firebase
module.exports = class LevelLoader extends CocoClass
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constructor: (options) ->
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@t0 = new Date ( ) . getTime ( )
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super ( )
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@supermodel = options . supermodel
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@ supermodel . setMaxProgress 0.2
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@levelID = options . levelID
@sessionID = options . sessionID
@opponentSessionID = options . opponentSessionID
@team = options . team
@headless = options . headless
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@spectateMode = options . spectateMode ? false
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@worldNecessities = [ ]
@ listenTo @ supermodel , ' resource-loaded ' , @ onWorldNecessityLoaded
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@ loadLevel ( )
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@ loadAudio ( )
@ playJingle ( )
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if @ supermodel . finished ( )
@ onSupermodelLoaded ( )
else
@ listenToOnce @ supermodel , ' loaded-all ' , @ onSupermodelLoaded
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# Supermodel (Level) Loading
loadLevel: ->
@level = @ supermodel . getModel ( Level , @ levelID ) or new Level _id: @ levelID
if @ level . loaded
@ onLevelLoaded ( )
else
@level = @ supermodel . loadModel ( @ level , ' level ' ) . model
@ listenToOnce @ level , ' sync ' , @ onLevelLoaded
onLevelLoaded: ->
@ loadSession ( )
@ populateLevel ( )
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Backbone . Mediator . publish ' level:loaded ' , level: @ level , team: @ team ? ' humans '
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# Session Loading
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loadSession: ->
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return if @ headless
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if @ sessionID
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url = " /db/level.session/ #{ @ sessionID } "
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else
url = " /db/level/ #{ @ levelID } /session "
url += " ?team= #{ @ team } " if @ team
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session = new LevelSession ( ) . setURL url
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@sessionResource = @ supermodel . loadModel ( session , ' level_session ' , { cache: false } )
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@session = @ sessionResource . model
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if @ session . loaded
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@ session . setURL ' /db/level.session/ ' + @ session . id
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@ loadDependenciesForSession @ session
else
@ listenToOnce @ session , ' sync ' , ->
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@ session . setURL ' /db/level.session/ ' + @ session . id
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@ loadDependenciesForSession @ session
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if @ opponentSessionID
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opponentSession = new LevelSession ( ) . setURL " /db/level.session/ #{ @ opponentSessionID } "
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@opponentSessionResource = @ supermodel . loadModel ( opponentSession , ' opponent_session ' )
@opponentSession = @ opponentSessionResource . model
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if @ opponentSession . loaded
@ loadDependenciesForSession @ opponentSession
else
@ listenToOnce @ opponentSession , ' sync ' , @ loadDependenciesForSession
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loadDependenciesForSession: (session) ->
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if session is @ session
Backbone . Mediator . publish ' level:session-loaded ' , level: @ level , session: @ session
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return unless @ level . get ( ' type ' , true ) is ' hero '
heroConfig = session . get ( ' heroConfig ' )
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heroConfig ? = me . get ( ' heroConfig ' )
heroConfig ? = { inventory: { } , thangType: ' 529ffbf1cf1818f2be000001 ' } # If we got here not from PlayLevelModal (like level editor preview), assign Tharin as the hero.
session . set ' heroConfig ' , heroConfig unless _ . isEqual heroConfig , session . get ( ' heroConfig ' )
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url = " /db/thang.type/ #{ heroConfig . thangType } /version "
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@ worldNecessities . push @ maybeLoadURL ( url , ThangType , ' thang ' )
for itemThangType in _ . values ( heroConfig . inventory )
url = " /db/thang.type/ #{ itemThangType } /version?project=name,components,original "
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@ worldNecessities . push @ maybeLoadURL ( url , ThangType , ' thang ' )
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# Grabbing the rest of the required data for the level
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populateLevel: ->
thangIDs = [ ]
componentVersions = [ ]
systemVersions = [ ]
articleVersions = [ ]
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flagThang = thangType: ' 53fa25f25bc220000052c2be ' , id: ' Placeholder Flag ' , components: [ ]
for thang in ( @ level . get ( ' thangs ' ) or [ ] ) . concat [ flagThang ]
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thangIDs . push thang . thangType
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@ loadThangsRequiredByLevelThang ( thang )
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for comp in thang . components or [ ]
componentVersions . push _ . pick ( comp , [ ' original ' , ' majorVersion ' ] )
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for system in @ level . get ( ' systems ' ) or [ ]
systemVersions . push _ . pick ( system , [ ' original ' , ' majorVersion ' ] )
if indieSprites = system ? . config ? . indieSprites
for indieSprite in indieSprites
thangIDs . push indieSprite . thangType
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unless @ headless
for article in @ level . get ( ' documentation ' ) ? . generalArticles or [ ]
articleVersions . push _ . pick ( article , [ ' original ' , ' majorVersion ' ] )
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objUniq = (array) -> _ . uniq array , false , (arg) -> JSON . stringify ( arg )
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worldNecessities = [ ]
@thangIDs = _ . uniq thangIDs
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@thangNames = new ThangNamesCollection ( @ thangIDs )
worldNecessities . push @ supermodel . loadCollection ( @ thangNames , ' thang_names ' )
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@ listenToOnce @ thangNames , ' sync ' , @ onThangNamesLoaded
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worldNecessities . push @ sessionResource if @ sessionResource ? . isLoading
worldNecessities . push @ opponentSessionResource if @ opponentSessionResource ? . isLoading
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for obj in objUniq componentVersions
url = " /db/level.component/ #{ obj . original } /version/ #{ obj . majorVersion } "
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worldNecessities . push @ maybeLoadURL ( url , LevelComponent , ' component ' )
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for obj in objUniq systemVersions
url = " /db/level.system/ #{ obj . original } /version/ #{ obj . majorVersion } "
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worldNecessities . push @ maybeLoadURL ( url , LevelSystem , ' system ' )
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for obj in objUniq articleVersions
url = " /db/article/ #{ obj . original } /version/ #{ obj . majorVersion } "
@ maybeLoadURL url , Article , ' article '
if obj = @ level . get ' nextLevel '
url = " /db/level/ #{ obj . original } /version/ #{ obj . majorVersion } "
@ maybeLoadURL url , Level , ' level '
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unless @ headless
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wizard = ThangType . loadUniversalWizard ( )
@ supermodel . loadModel wizard , ' thang '
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@worldNecessities = @ worldNecessities . concat worldNecessities
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loadThangsRequiredByLevelThang: (levelThang) ->
@ loadThangsRequiredFromComponentList levelThang . components
loadThangsRequiredByThangType: (thangType) ->
@ loadThangsRequiredFromComponentList thangType . get ( ' components ' )
loadThangsRequiredFromComponentList: (components) ->
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return unless components
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requiredThangTypes = [ ]
for component in components when component . config
if component . original is LevelComponent . EquipsID
requiredThangTypes . push itemThangType for itemThangType in _ . values ( component . config . inventory ? { } )
else if component . config . requiredThangTypes
requiredThangTypes = requiredThangTypes . concat component . config . requiredThangTypes
for thangType in requiredThangTypes
url = " /db/thang.type/ #{ thangType } /version?project=name,components,original "
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@ worldNecessities . push @ maybeLoadURL ( url , ThangType , ' thang ' )
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onThangNamesLoaded: (thangNames) ->
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for thangType in thangNames . models
@ loadDefaultComponentsForThangType ( thangType )
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@ loadThangsRequiredByThangType ( thangType )
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loadDefaultComponentsForThangType: (thangType) ->
return unless components = thangType . get ( ' components ' )
for component in components
url = " /db/level.component/ #{ component . original } /version/ #{ component . majorVersion } "
@ worldNecessities . push @ maybeLoadURL ( url , LevelComponent , ' component ' )
onWorldNecessityLoaded: (resource) ->
index = @ worldNecessities . indexOf ( resource )
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if resource . name is ' thang '
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@ loadDefaultComponentsForThangType ( resource . model )
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@ loadThangsRequiredByThangType ( resource . model )
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return unless index >= 0
@ worldNecessities . splice ( index , 1 )
@worldNecessities = ( r for r in @ worldNecessities when r ? )
@ onWorldNecessitiesLoaded ( ) if @ worldNecessities . length is 0
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onWorldNecessitiesLoaded: =>
@ initWorld ( )
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@ supermodel . clearMaxProgress ( )
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@ trigger ' world-necessities-loaded '
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return if @ headless
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thangsToLoad = _ . uniq ( ( t . spriteName for t in @ world . thangs when t . exists ) )
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nameModelTuples = ( [ thangType . get ( ' name ' ) , thangType ] for thangType in @ thangNames . models )
nameModelMap = _ . zipObject nameModelTuples
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@ spriteSheetsToBuild ? = [ ]
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for thangTypeName in thangsToLoad
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thangType = nameModelMap [ thangTypeName ]
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continue if not thangType or thangType . isFullyLoaded ( )
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thangType . fetch ( )
thangType = @ supermodel . loadModel ( thangType , ' thang ' ) . model
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res = @ supermodel . addSomethingResource ' sprite_sheet ' , 5
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res.thangType = thangType
res . markLoading ( )
@ spriteSheetsToBuild . push res
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@buildLoopInterval = setInterval @ buildLoop , 5 if @ spriteSheetsToBuild . length
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maybeLoadURL: (url, Model, resourceName) ->
return if @ supermodel . getModel ( url )
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model = new Model ( ) . setURL url
@ supermodel . loadModel ( model , resourceName )
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onSupermodelLoaded: ->
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return if @ destroyed
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console . log ' SuperModel for Level loaded in ' , new Date ( ) . getTime ( ) - @ t0 , ' ms '
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@ loadLevelSounds ( )
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@ denormalizeSession ( )
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app . tracker . updatePlayState ( @ level , @ session ) unless @ headless
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buildLoop: =>
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someLeft = false
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for spriteSheetResource , i in @ spriteSheetsToBuild ? [ ]
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continue if spriteSheetResource . spriteSheetKeys
someLeft = true
thangType = spriteSheetResource . thangType
if thangType . loaded and not thangType . loading
keys = @ buildSpriteSheetsForThangType spriteSheetResource . thangType
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if keys and keys . length
@ listenTo spriteSheetResource . thangType , ' build-complete ' , @ onBuildComplete
spriteSheetResource.spriteSheetKeys = keys
else
spriteSheetResource . markLoaded ( )
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clearInterval @ buildLoopInterval unless someLeft
onBuildComplete: (e) ->
resource = null
for resource in @ spriteSheetsToBuild
break if e . thangType is resource . thangType
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return console . error ' Did not find spriteSheetToBuildResource for ' , e unless resource
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resource.spriteSheetKeys = ( k for k in resource . spriteSheetKeys when k isnt e . key )
resource . markLoaded ( ) if resource . spriteSheetKeys . length is 0
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denormalizeSession: ->
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return if @ headless or @ sessionDenormalized or @ spectateMode
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patch =
' levelName ' : @ level . get ( ' name ' )
' levelID ' : @ level . get ( ' slug ' ) or @ level . id
if me . id is @ session . get ' creator '
patch.creatorName = me . get ( ' name ' )
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for key , value of patch
if @ session . get ( key ) is value
delete patch [ key ]
unless _ . isEmpty patch
@ session . set key , value for key , value of patch
tempSession = new LevelSession _id: @ session . id
tempSession . save ( patch , { patch: true } )
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@sessionDenormalized = true
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# Building sprite sheets
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buildSpriteSheetsForThangType: (thangType) ->
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return if @ headless
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# TODO: Finish making sure the supermodel loads the raster image before triggering load complete, and that the cocosprite has access to the asset.
# if f = thangType.get('raster')
# queue = new createjs.LoadQueue()
# queue.loadFile('/file/'+f)
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@ grabThangTypeTeams ( ) unless @ thangTypeTeams
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keys = [ ]
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for team in @ thangTypeTeams [ thangType . get ( ' original ' ) ] ? [ null ]
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spriteOptions = { resolutionFactor: SPRITE_RESOLUTION_FACTOR , async: true }
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if thangType . get ( ' kind ' ) is ' Floor '
spriteOptions.resolutionFactor = 2
if team and color = @ teamConfigs [ team ] ? . color
spriteOptions.colorConfig = team: color
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key = @ buildSpriteSheet thangType , spriteOptions
if _ . isString ( key ) then keys . push key
keys
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grabThangTypeTeams: ->
@ grabTeamConfigs ( )
@thangTypeTeams = { }
for thang in @ level . get ( ' thangs ' )
for component in thang . components
if team = component . config ? . team
@ thangTypeTeams [ thang . thangType ] ? = [ ]
@ thangTypeTeams [ thang . thangType ] . push team unless team in @ thangTypeTeams [ thang . thangType ]
break
@ thangTypeTeams
grabTeamConfigs: ->
for system in @ level . get ( ' systems ' )
if @teamConfigs = system . config ? . teamConfigs
break
unless @ teamConfigs
# Hack: pulled from Alliance System code. TODO: put in just one place.
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@teamConfigs = { ' humans ' : { ' superteam ' : ' humans ' , ' color ' : { ' hue ' : 0 , ' saturation ' : 0.75 , ' lightness ' : 0.5 } , ' playable ' : true } , ' ogres ' : { ' superteam ' : ' ogres ' , ' color ' : { ' hue ' : 0.66 , ' saturation ' : 0.75 , ' lightness ' : 0.5 } , ' playable ' : false } , ' neutral ' : { ' superteam ' : ' neutral ' , ' color ' : { ' hue ' : 0.33 , ' saturation ' : 0.75 , ' lightness ' : 0.5 } } }
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@ teamConfigs
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buildSpriteSheet: (thangType, options) ->
if thangType . get ( ' name ' ) is ' Wizard '
options.colorConfig = me . get ( ' wizard ' ) ? . colorConfig or { }
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thangType . buildSpriteSheet options
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# World init
initWorld: ->
return if @ initialized
@initialized = true
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@world = new World ( )
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@world.levelSessionIDs = if @ opponentSessionID then [ @ sessionID , @ opponentSessionID ] else [ @ sessionID ]
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serializedLevel = @ level . serialize ( @ supermodel , @ session )
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@ world . loadFromLevel serializedLevel , false
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console . log ' World has been initialized from level loader. '
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# Initial Sound Loading
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playJingle: ->
return if @ headless
# Apparently the jingle, when it tries to play immediately during all this loading, you can't hear it.
# Add the timeout to fix this weird behavior.
f = ->
jingles = [ ' ident_1 ' , ' ident_2 ' ]
AudioPlayer . playInterfaceSound jingles [ Math . floor Math . random ( ) * jingles . length ]
setTimeout f , 500
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loadAudio: ->
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return if @ headless
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AudioPlayer . preloadInterfaceSounds [ ' victory ' ]
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loadLevelSounds: ->
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return if @ headless
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scripts = @ level . get ' scripts '
return unless scripts
for script in scripts when script . noteChain
for noteGroup in script . noteChain when noteGroup . sprites
for sprite in noteGroup . sprites when sprite . say ? . sound
AudioPlayer . preloadSoundReference ( sprite . say . sound )
thangTypes = @ supermodel . getModels ( ThangType )
for thangType in thangTypes
for trigger , sounds of thangType . get ( ' soundTriggers ' ) or { } when trigger isnt ' say '
AudioPlayer . preloadSoundReference sound for sound in sounds
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# everything else sound wise is loaded as needed as worlds are generated
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progress: -> @ supermodel . progress
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destroy: ->
clearInterval @ buildLoopInterval if @ buildLoopInterval
super ( )