codecombat/app/views/play/level/LevelFlagsView.coffee

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CocoView = require 'views/kinds/CocoView'
template = require 'templates/play/level/level-flags-view'
{me} = require 'lib/auth'
RealTimeCollection = require 'collections/RealTimeCollection'
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multiplayerFlagDelay = 0.5 # Long, static second delay for now; should be more than enough.
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module.exports = class LevelFlagsView extends CocoView
id: 'level-flags-view'
template: template
className: 'secret'
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subscriptions:
'playback:real-time-playback-started': 'onRealTimePlaybackStarted'
'playback:real-time-playback-ended': 'onRealTimePlaybackEnded'
'surface:stage-mouse-down': 'onStageMouseDown'
'god:new-world-created': 'onNewWorld'
'god:streaming-world-updated': 'onNewWorld'
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'surface:remove-flag': 'onRemoveFlag'
'real-time-multiplayer:joined-game': 'onJoinedMultiplayerGame'
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events:
'click .green-flag': -> @onFlagSelected color: 'green', source: 'button'
'click .black-flag': -> @onFlagSelected color: 'black', source: 'button'
'click .violet-flag': -> @onFlagSelected color: 'violet', source: 'button'
shortcuts:
'g': -> @onFlagSelected color: 'green', source: 'shortcut'
'b': -> @onFlagSelected color: 'black', source: 'shortcut'
'v': -> @onFlagSelected color: 'violet', source: 'shortcut'
'esc': -> @onFlagSelected color: null, source: 'shortcut'
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'delete, del, backspace': 'onDeletePressed'
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constructor: (options) ->
super options
@world = options.world
onRealTimePlaybackStarted: (e) ->
@realTime = true
@$el.show()
@flags = {}
@flagHistory = []
onRealTimePlaybackEnded: (e) ->
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@onFlagSelected color: null
@realTime = false
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@$el.hide()
onFlagSelected: (e) ->
return unless @realTime
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color = if e.color is @flagColor then null else e.color
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@flagColor = color
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Backbone.Mediator.publish 'level:flag-color-selected', color: color
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@$el.find('.flag-button').removeClass('active')
@$el.find(".#{color}-flag").addClass('active') if color
onStageMouseDown: (e) ->
return unless @flagColor and @realTime
pos = x: e.worldPos.x, y: e.worldPos.y
delay = if @realTimeFlags then multiplayerFlagDelay else 0
now = @world.dt * @world.frames.length
flag = player: me.id, team: me.team, color: @flagColor, pos: pos, time: now + delay, active: true
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@flags[@flagColor] = flag
@flagHistory.push flag
@realTimeFlags?.create flag
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Backbone.Mediator.publish 'level:flag-updated', flag
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#console.log 'trying to place flag at', @world.age, 'and think it will happen by', flag.time
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onDeletePressed: (e) ->
return unless @realTime
Backbone.Mediator.publish 'surface:remove-selected-flag', {}
onRemoveFlag: (e) ->
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delete @flags[e.color]
delay = if @realTimeFlags then multiplayerFlagDelay else 0
now = @world.dt * @world.frames.length
flag = player: me.id, team: me.team, color: e.color, time: now + delay, active: false
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@flagHistory.push flag
Backbone.Mediator.publish 'level:flag-updated', flag
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#console.log e.color, 'deleted at time', flag.time
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onNewWorld: (event) ->
return unless event.world.name is @world.name
@world = @options.world = event.world
onJoinedMultiplayerGame: (e) ->
@realTimeFlags = new RealTimeCollection('multiplayer_level_sessions/' + e.session.id + '/flagHistory')
@realTimeFlags.on 'add', @onRealTimeMultiplayerFlagAdded
@realTimeFlags.on 'remove', @onRealTimeMultiplayerFlagRemoved
onLeftMultiplayerGame: (e) ->
if @realTimeFlags
@realTimeFlags.off()
@realTimeFlags = null
onRealTimeMultiplayerFlagAdded: (e) =>
if e.get('player') != me.id
# TODO: what is @flags used for?
# Build local flag from Backbone.Model flag
flag =
player: e.get('player')
team: e.get('team')
color: e.get('color')
pos: e.get('pos')
time: e.get('time')
active: e.get('active')
@flagHistory.push flag
Backbone.Mediator.publish 'level:flag-updated', flag
onRealTimeMultiplayerFlagRemoved: (e) =>