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RootView = require ' views/core/RootView '
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template = require ' templates/play/level '
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{ me } = require ' core/auth '
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ThangType = require ' models/ThangType '
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utils = require ' core/utils '
storage = require ' core/storage '
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{ createAetherOptions } = require ' lib/aether_utils '
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# tools
Surface = require ' lib/surface/Surface '
God = require ' lib/God '
GoalManager = require ' lib/world/GoalManager '
ScriptManager = require ' lib/scripts/ScriptManager '
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LevelBus = require ' lib/LevelBus '
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LevelLoader = require ' lib/LevelLoader '
LevelSession = require ' models/LevelSession '
Level = require ' models/Level '
LevelComponent = require ' models/LevelComponent '
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Article = require ' models/Article '
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Camera = require ' lib/surface/Camera '
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AudioPlayer = require ' lib/AudioPlayer '
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# subviews
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LevelLoadingView = require ' ./LevelLoadingView '
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ProblemAlertView = require ' ./tome/ProblemAlertView '
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TomeView = require ' ./tome/TomeView '
ChatView = require ' ./LevelChatView '
HUDView = require ' ./LevelHUDView '
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LevelDialogueView = require ' ./LevelDialogueView '
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ControlBarView = require ' ./ControlBarView '
LevelPlaybackView = require ' ./LevelPlaybackView '
GoalsView = require ' ./LevelGoalsView '
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LevelFlagsView = require ' ./LevelFlagsView '
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GoldView = require ' ./LevelGoldView '
VictoryModal = require ' ./modal/VictoryModal '
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HeroVictoryModal = require ' ./modal/HeroVictoryModal '
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InfiniteLoopModal = require ' ./modal/InfiniteLoopModal '
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LevelSetupManager = require ' lib/LevelSetupManager '
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ContactModal = require ' views/core/ContactModal '
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PROFILE_ME = false
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module.exports = class PlayLevelView extends RootView
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id: ' level-view '
template: template
cache: false
shortcutsEnabled: true
isEditorPreview: false
subscriptions:
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' level:set-volume ' : (e) -> createjs . Sound . setVolume ( if e . volume is 1 then 0.6 else e . volume ) # Quieter for now until individual sound FX controls work again.
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' level:show-victory ' : ' onShowVictory '
' level:restart ' : ' onRestartLevel '
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' level:highlight-dom ' : ' onHighlightDOM '
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' level:end-highlight-dom ' : ' onEndHighlight '
' level:focus-dom ' : ' onFocusDom '
' level:disable-controls ' : ' onDisableControls '
' level:enable-controls ' : ' onEnableControls '
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' god:world-load-progress-changed ' : ' onWorldLoadProgressChanged '
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' god:new-world-created ' : ' onNewWorld '
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' god:streaming-world-updated ' : ' onNewWorld '
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' god:infinite-loop ' : ' onInfiniteLoop '
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' level:reload-from-data ' : ' onLevelReloadFromData '
' level:reload-thang-type ' : ' onLevelReloadThangType '
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' level:session-will-save ' : ' onSessionWillSave '
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' level:started ' : ' onLevelStarted '
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' level:loading-view-unveiling ' : ' onLoadingViewUnveiling '
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' level:loading-view-unveiled ' : ' onLoadingViewUnveiled '
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' level:session-loaded ' : ' onSessionLoaded '
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' playback:real-time-playback-waiting ' : ' onRealTimePlaybackWaiting '
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' playback:real-time-playback-started ' : ' onRealTimePlaybackStarted '
' playback:real-time-playback-ended ' : ' onRealTimePlaybackEnded '
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' real-time-multiplayer:created-game ' : ' onRealTimeMultiplayerCreatedGame '
' real-time-multiplayer:joined-game ' : ' onRealTimeMultiplayerJoinedGame '
' real-time-multiplayer:left-game ' : ' onRealTimeMultiplayerLeftGame '
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' real-time-multiplayer:manual-cast ' : ' onRealTimeMultiplayerCast '
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' ipad:memory-warning ' : ' onIPadMemoryWarning '
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' store:item-purchased ' : ' onItemPurchased '
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events:
' click # level-done-button ' : ' onDonePressed '
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' click # stop-real-time-playback-button ' : -> Backbone . Mediator . publish ' playback:stop-real-time-playback ' , { }
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' click # fullscreen-editor-background-screen ' : (e) -> Backbone . Mediator . publish ' tome:toggle-maximize ' , { }
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' click .contact-link ' : ' onContactClicked '
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shortcuts:
' ctrl+s ' : ' onCtrlS '
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' esc ' : ' onEscapePressed '
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# Initial Setup #############################################################
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constructor: (options, @levelID) ->
console . profile ? ( ) if PROFILE_ME
super options
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@isEditorPreview = @ getQueryVariable ' dev '
@sessionID = @ getQueryVariable ' session '
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@observing = @ getQueryVariable ' observing '
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@opponentSessionID = @ getQueryVariable ( ' opponent ' )
@ opponentSessionID ? = @ options . opponent
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$ ( window ) . on ' resize ' , @ onWindowResize
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@saveScreenshot = _ . throttle @ saveScreenshot , 30000
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if @ isEditorPreview
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@supermodel.shouldSaveBackups = (model) -> # Make sure to load possibly changed things from localStorage.
model . constructor . className in [ ' Level ' , ' LevelComponent ' , ' LevelSystem ' , ' ThangType ' ]
f = => @ load ( ) unless @ levelLoader # Wait to see if it's just given to us through setLevel.
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setTimeout f , 100
else
@ load ( )
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application . tracker ? . trackEvent ' Started Level Load ' , category: ' Play Level ' , level: @ levelID , label: @ levelID , [ ' Google Analytics ' ] unless @ observing
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setLevel: (@level, givenSupermodel) ->
@supermodel.models = givenSupermodel . models
@supermodel.collections = givenSupermodel . collections
@supermodel.shouldSaveBackups = givenSupermodel . shouldSaveBackups
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serializedLevel = @ level . serialize @ supermodel , @ session , @ otherSession
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@ god ? . setLevel serializedLevel
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if @ world
@ world . loadFromLevel serializedLevel , false
else
@ load ( )
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load: ->
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@loadStartTime = new Date ( )
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@god = new God debugWorker: true
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@levelLoader = new LevelLoader supermodel: @ supermodel , levelID: @ levelID , sessionID: @ sessionID , opponentSessionID: @ opponentSessionID , team: @ getQueryVariable ( ' team ' ) , observing: @ observing
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@ listenToOnce @ levelLoader , ' world-necessities-loaded ' , @ onWorldNecessitiesLoaded
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trackLevelLoadEnd: ->
return if @ isEditorPreview
@loadEndTime = new Date ( )
loadDuration = @ loadEndTime - @ loadStartTime
console . debug " Level unveiled after #{ ( loadDuration / 1000 ) . toFixed ( 2 ) } s "
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unless @ observing
application . tracker ? . trackEvent ' Finished Level Load ' , category: ' Play Level ' , label: @ levelID , level: @ levelID , loadDuration: loadDuration , [ ' Google Analytics ' ]
application . tracker ? . trackTiming loadDuration , ' Level Load Time ' , @ levelID , @ levelID
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# CocoView overridden methods ###############################################
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getRenderData: ->
c = super ( )
c.world = @ world
c
afterRender: ->
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super ( )
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window . onPlayLevelViewLoaded ? @ # still a hack
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@ insertSubView @loadingView = new LevelLoadingView autoUnveil: @ options . autoUnveil or @ observing , level: @ levelLoader ? . level ? @ level # May not have @level loaded yet
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@ $el . find ( ' # level-done-button ' ) . hide ( )
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$ ( ' body ' ) . addClass ( ' is-playing ' )
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$ ( ' body ' ) . bind ( ' touchmove ' , false ) if @ isIPadApp ( )
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afterInsert: ->
super ( )
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# Partially Loaded Setup ####################################################
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onWorldNecessitiesLoaded: ->
# Called when we have enough to build the world, but not everything is loaded
@ grabLevelLoaderData ( )
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team = @ getQueryVariable ( ' team ' ) ? @ session . get ( ' team ' ) ? @ world . teamForPlayer ( 0 )
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@ loadOpponentTeam ( team )
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@ setupGod ( )
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@ setTeam team
@ initGoalManager ( )
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@ insertSubviews ( )
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@ initVolume ( )
@ listenTo ( @ session , ' change:multiplayer ' , @ onMultiplayerChanged )
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@originalSessionState = $ . extend ( true , { } , @ session . get ( ' state ' ) )
@ register ( )
@ controlBar . setBus ( @ bus )
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@ initScriptManager ( )
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grabLevelLoaderData: ->
@session = @ levelLoader . session
@world = @ levelLoader . world
@level = @ levelLoader . level
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@ $el . addClass ' hero ' if @ level . get ( ' type ' , true ) in [ ' hero ' , ' hero-ladder ' , ' hero-coop ' ]
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@ $el . addClass ' flags ' if _ . any ( @ world . thangs , (t) -> ( t . programmableProperties and ' findFlags ' in t . programmableProperties ) or t . inventory ? . flag ) or @ level . get ( ' slug ' ) is ' sky-span '
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# TODO: Update terminology to always be opponentSession or otherSession
# TODO: E.g. if it's always opponent right now, then variable names should be opponentSession until we have coop play
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@otherSession = @ levelLoader . opponentSession
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@worldLoadFakeResources = [ ] # first element (0) is 1%, last (100) is 100%
for percent in [ 1 . . 100 ]
@ worldLoadFakeResources . push @ supermodel . addSomethingResource " world_simulation_ #{ percent } % " , 1
onWorldLoadProgressChanged: (e) ->
return unless @ worldLoadFakeResources
@ lastWorldLoadPercent ? = 0
worldLoadPercent = Math . floor 100 * e . progress
for percent in [ @ lastWorldLoadPercent + 1 . . worldLoadPercent ] by 1
@ worldLoadFakeResources [ percent - 1 ] . markLoaded ( )
@lastWorldLoadPercent = worldLoadPercent
@worldFakeLoadResources = null if worldLoadPercent is 100 # Done, don't need to watch progress any more.
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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
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if ( not @ session . get ( ' teamSpells ' ) ) and @ otherSession ? . get ( ' teamSpells ' )
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@ session . set ( ' teamSpells ' , @ otherSession . get ( ' teamSpells ' ) )
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opponentCode = @ otherSession ? . get ( ' transpiledCode ' ) or { }
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myCode = @ session . get ( ' code ' ) or { }
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
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setupGod: ->
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@ god . setLevel @ level . serialize @ supermodel , @ session , @ otherSession
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@ god . setLevelSessionIDs if @ otherSession then [ @ session . id , @ otherSession . id ] else [ @ session . id ]
@ god . setWorldClassMap @ world . classMap
setTeam: (team) ->
team = team ? . team unless _ . isString team
team ? = ' humans '
me.team = team
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@ session . set ' team ' , team
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Backbone . Mediator . publish ' level:team-set ' , team: team # Needed for scripts
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@team = team
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initGoalManager: ->
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@goalManager = new GoalManager ( @ world , @ level . get ( ' goals ' ) , @ team )
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@ god . setGoalManager @ goalManager
insertSubviews: ->
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@ insertSubView @tome = new TomeView levelID: @ levelID , session: @ session , otherSession: @ otherSession , thangs: @ world . thangs , supermodel: @ supermodel , level: @ level , observing: @ observing
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@ insertSubView new LevelPlaybackView session: @ session , level: @ level
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@ insertSubView new GoalsView { }
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@ insertSubView new LevelFlagsView levelID: @ levelID , world: @ world if @ $el . hasClass ' flags '
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@ insertSubView new GoldView { }
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@ insertSubView new HUDView { level: @ level }
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@ insertSubView new LevelDialogueView { level: @ level , sessionID: @ session . id }
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@ insertSubView new ChatView levelID: @ levelID , sessionID: @ session . id , session: @ session
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@ insertSubView new ProblemAlertView session: @ session , level: @ level , supermodel: @ supermodel
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worldName = utils . i18n @ level . attributes , ' name '
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@controlBar = @ insertSubView new ControlBarView { worldName: worldName , session: @ session , level: @ level , supermodel: @ supermodel }
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#_.delay (=> Backbone.Mediator.publish('level:set-debug', debug: true)), 5000 if @isIPadApp() # if me.displayName() is 'Nick'
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initVolume: ->
volume = me . get ( ' volume ' )
volume = 1.0 unless volume ?
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Backbone . Mediator . publish ' level:set-volume ' , volume: volume
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initScriptManager: ->
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@scriptManager = new ScriptManager ( { scripts: @ world . scripts or [ ] , view: @ , session: @ session , levelID: @ level . get ( ' slug ' ) } )
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@ scriptManager . loadFromSession ( )
register: ->
@bus = LevelBus . get ( @ levelID , @ session . id )
@ bus . setSession ( @ session )
@ bus . setSpells @ tome . spells
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if @ session . get ( ' multiplayer ' ) and not me . isAdmin ( )
@ session . set ' multiplayer ' , false # Temp: multiplayer has bugged out some sessions, so ignoring it.
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@ bus . connect ( ) if @ session . get ( ' multiplayer ' )
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# Load Completed Setup ######################################################
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onSessionLoaded: (e) ->
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Backbone . Mediator . publish " ipad:language-chosen " , language: e . session . get ( ' codeLanguage ' ) ? " python "
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# Just the level and session have been loaded by the level loader
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if e . level . get ( ' type ' , true ) in [ ' hero ' , ' hero-ladder ' , ' hero-coop ' ] and not _ . size e . session . get ( ' heroConfig ' ) ? . inventory ? { }
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@ setupManager ? . destroy ( )
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@setupManager = new LevelSetupManager ( { supermodel: @ supermodel , levelID: @ levelID , parent: @ , session: @ session } )
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@ setupManager . open ( )
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@ onRealTimeMultiplayerLevelLoaded e . session if e . level . get ( ' type ' ) in [ ' hero-ladder ' ]
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onLoaded: ->
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_ . defer => @ onLevelLoaderLoaded ( )
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onLevelLoaderLoaded: ->
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# Everything is now loaded
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return unless @ levelLoader . progress ( ) is 1 # double check, since closing the guide may trigger this early
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# Save latest level played.
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if not @ observing and not ( @ levelLoader . level . get ( ' type ' ) in [ ' ladder ' , ' ladder-tutorial ' ] )
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me . set ( ' lastLevel ' , @ levelID )
me . save ( )
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application . tracker ? . identify ( )
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@ saveRecentMatch ( ) if @ otherSession
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@ levelLoader . destroy ( )
@levelLoader = null
@ initSurface ( )
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saveRecentMatch: ->
allRecentlyPlayedMatches = storage . load ( ' recently-played-matches ' ) ? { }
recentlyPlayedMatches = allRecentlyPlayedMatches [ @ levelID ] ? [ ]
allRecentlyPlayedMatches [ @ levelID ] = recentlyPlayedMatches
recentlyPlayedMatches . unshift yourTeam: me . team , otherSessionID: @ otherSession . id , opponentName: @ otherSession . get ( ' creatorName ' ) unless _ . find recentlyPlayedMatches , otherSessionID: @ otherSession . id
recentlyPlayedMatches . splice ( 8 )
storage . save ' recently-played-matches ' , allRecentlyPlayedMatches
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initSurface: ->
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webGLSurface = $ ( ' canvas # webgl-surface ' , @ $el )
normalSurface = $ ( ' canvas # normal-surface ' , @ $el )
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@surface = new Surface ( @ world , normalSurface , webGLSurface , thangTypes: @ supermodel . getModels ( ThangType ) , playJingle: not @ isEditorPreview , wizards: not ( @ level . get ( ' type ' , true ) in [ ' hero ' , ' hero-ladder ' , ' hero-coop ' ] ) )
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worldBounds = @ world . getBounds ( )
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bounds = [ { x: worldBounds . left , y: worldBounds . top } , { x: worldBounds . right , y: worldBounds . bottom } ]
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@ surface . camera . setBounds ( bounds )
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@ surface . camera . zoomTo ( { x: 0 , y: 0 } , 0.1 , 0 )
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# Once Surface is Loaded ####################################################
onLevelStarted: ->
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return unless @ surface ?
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@ loadingView . showReady ( )
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@ trackLevelLoadEnd ( )
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if window . currentModal and not window . currentModal . destroyed and window . currentModal . constructor isnt VictoryModal
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return Backbone . Mediator . subscribeOnce ' modal:closed ' , @ onLevelStarted , @
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@ surface . showLevel ( )
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if @ otherSession and not ( @ level . get ( ' type ' , true ) in [ ' hero ' , ' hero-ladder ' , ' hero-coop ' ] )
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# TODO: colorize name and cloud by team, colorize wizard by user's color config
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@ surface . createOpponentWizard id: @ otherSession . get ( ' creator ' ) , name: @ otherSession . get ( ' creatorName ' ) , team: @ otherSession . get ( ' team ' ) , levelSlug: @ level . get ( ' slug ' ) , codeLanguage: @ otherSession . get ( ' submittedCodeLanguage ' )
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if @ isEditorPreview or @ observing
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@ loadingView . startUnveiling ( )
@ loadingView . unveil ( )
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onLoadingViewUnveiling: (e) ->
@ restoreSessionState ( )
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onLoadingViewUnveiled: (e) ->
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@ loadingView . $el . remove ( )
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@ removeSubView @ loadingView
@loadingView = null
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@ playAmbientSound ( )
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if @ options . realTimeMultiplayerSessionID ?
Backbone . Mediator . publish ' playback:real-time-playback-waiting ' , { }
@ realTimeMultiplayerContinueGame @ options . realTimeMultiplayerSessionID
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# TODO: Is it possible to create a Mongoose ObjectId for 'ls', instead of the string returned from get()?
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application . tracker ? . trackEvent ' Started Level ' , category : ' Play Level ' , levelID: @ levelID , ls: @ session ? . get ( ' _id ' ) unless @ observing
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playAmbientSound: ->
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return if @ destroyed
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return if @ ambientSound
return unless file = { Dungeon: ' ambient-dungeon ' , Grass: ' ambient-grass ' } [ @ level . get ( ' terrain ' ) ]
src = " /file/interface/ #{ file } #{ AudioPlayer . ext } "
unless AudioPlayer . getStatus ( src ) ? . loaded
AudioPlayer . preloadSound src
Backbone . Mediator . subscribeOnce ' audio-player:loaded ' , @ playAmbientSound , @
return
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@ambientSound = createjs . Sound . play src , loop : - 1 , volume: 0.1
createjs . Tween . get ( @ ambientSound ) . to ( { volume: 1.0 } , 10000 )
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restoreSessionState: ->
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return if @ alreadyLoadedState
@alreadyLoadedState = true
state = @ originalSessionState
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if not @ level or @ level . get ( ' type ' , true ) in [ ' hero ' , ' hero-ladder ' , ' hero-coop ' ]
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Backbone . Mediator . publish ' level:suppress-selection-sounds ' , suppress: true
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Backbone . Mediator . publish ' tome:select-primary-sprite ' , { }
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Backbone . Mediator . publish ' level:suppress-selection-sounds ' , suppress: false
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@ surface . focusOnHero ( )
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Backbone . Mediator . publish ' level:set-time ' , time: 0
Backbone . Mediator . publish ' level:set-playing ' , playing: true
else
if state . selected
# TODO: Should also restore selected spell here by saving spellName
Backbone . Mediator . publish ' level:select-sprite ' , thangID: state . selected , spellName: null
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# callbacks
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onCtrlS: (e) ->
e . preventDefault ( )
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onEscapePressed: (e) ->
return unless @ $el . hasClass ' real-time '
Backbone . Mediator . publish ' playback:stop-real-time-playback ' , { }
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onLevelReloadFromData: (e) ->
isReload = Boolean @ world
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@ setLevel e . level , e . supermodel
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if isReload
@ scriptManager . setScripts ( e . level . get ( ' scripts ' ) )
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Backbone . Mediator . publish ' tome:cast-spell ' , { } # a bit hacky
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onLevelReloadThangType: (e) ->
tt = e . thangType
for url , model of @ supermodel . models
if model . id is tt . id
for key , val of tt . attributes
model . attributes [ key ] = val
break
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Backbone . Mediator . publish ' tome:cast-spell ' , { }
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onWindowResize: (e) => @ endHighlight ( )
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onDisableControls: (e) ->
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return if e . controls and not ( ' level ' in e . controls )
@shortcutsEnabled = false
@wasFocusedOn = document . activeElement
$ ( ' body ' ) . focus ( )
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onEnableControls: (e) ->
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return if e . controls ? and not ( ' level ' in e . controls )
@shortcutsEnabled = true
$ ( @ wasFocusedOn ) . focus ( ) if @ wasFocusedOn
@wasFocusedOn = null
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onDonePressed: -> @ showVictory ( )
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onShowVictory: (e) ->
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$ ( ' # level-done-button ' ) . show ( ) unless @ level . get ( ' type ' , true ) in [ ' hero ' , ' hero-ladder ' , ' hero-coop ' ]
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@ showVictory ( ) if e . showModal
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return if @ victorySeen
@victorySeen = true
victoryTime = ( new Date ( ) ) - @ loadEndTime
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if not @ observing and victoryTime > 10 * 1000 # Don't track it if we're reloading an already-beaten level
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application . tracker ? . trackEvent ' Saw Victory ' ,
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category: ' Play Level '
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level: @ level . get ( ' name ' )
label: @ level . get ( ' name ' )
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levelID: @ levelID
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ls: @ session ? . get ( ' _id ' )
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application . tracker ? . trackTiming victoryTime , ' Level Victory Time ' , @ levelID , @ levelID , 100
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showVictory: ->
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@ endHighlight ( )
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options = { level: @ level , supermodel: @ supermodel , session: @ session , hasReceivedMemoryWarning: @ hasReceivedMemoryWarning }
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ModalClass = if @ level . get ( ' type ' , true ) in [ ' hero ' , ' hero-ladder ' , ' hero-coop ' ] then HeroVictoryModal else VictoryModal
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victoryModal = new ModalClass ( options )
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@ openModalView ( victoryModal )
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if me . get ( ' anonymous ' )
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window . nextURL = ' /play/ ' + ( @ level . get ( ' campaign ' ) ? ' ' ) # Signup will go here on completion instead of reloading.
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onRestartLevel: ->
@ tome . reloadAllCode ( )
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Backbone . Mediator . publish ' level:restarted ' , { }
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$ ( ' # level-done-button ' , @ $el ) . hide ( )
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application . tracker ? . trackEvent ' Confirmed Restart ' , category: ' Play Level ' , level: @ level . get ( ' name ' ) , label: @ level . get ( ' name ' ) unless @ observing
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onInfiniteLoop: (e) ->
return unless e . firstWorld
@ openModalView new InfiniteLoopModal ( )
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application . tracker ? . trackEvent ' Saw Initial Infinite Loop ' , category: ' Play Level ' , level: @ level . get ( ' name ' ) , label: @ level . get ( ' name ' ) unless @ observing
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onHighlightDOM: (e) -> @ highlightElement e . selector , delay: e . delay , sides: e . sides , offset: e . offset , rotation: e . rotation
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onEndHighlight: -> @ endHighlight ( )
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onFocusDom: (e) -> $ ( e . selector ) . focus ( )
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onMultiplayerChanged: (e) ->
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if @ session . get ( ' multiplayer ' )
@ bus . connect ( )
else
@ bus . removeFirebaseData =>
@ bus . disconnect ( )
onSessionWillSave: (e) ->
# Something interesting has happened, so (at a lower frequency), we'll save a screenshot.
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#@saveScreenshot e.session
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# Throttled
saveScreenshot: (session) =>
return unless screenshot = @ surface ? . screenshot ( )
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session . save { screenshot: screenshot } , { patch: true , type: ' PUT ' }
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onContactClicked: (e) ->
@ openModalView contactModal = new ContactModal ( )
screenshot = @ surface . screenshot ( 1 , ' image/png ' , 1.0 , 1 )
body =
b64png: screenshot . replace ' data:image/png;base64, ' , ' '
filename: " screenshot- #{ @ levelID } - #{ _ . string . slugify ( ( new Date ( ) ) . toString ( ) ) } .png "
path: " db/user/ #{ me . id } "
mimetype: ' image/png '
contactModal.screenshotURL = " http://codecombat.com/file/ #{ body . path } / #{ body . filename } "
window . screenshot = screenshot
window . screenshotURL = contactModal . screenshotURL
$ . ajax ' /file ' , type: ' POST ' , data: body , success: (e) ->
contactModal . updateScreenshot ? ( )
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# Dynamic sound loading
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onNewWorld: (e) ->
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return if @ headless
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scripts = @ world . scripts # Since these worlds don't have scripts, preserve them.
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@world = e . world
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@world.scripts = scripts
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thangTypes = @ supermodel . getModels ( ThangType )
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startFrame = @ lastWorldFramesLoaded ? 0
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finishedLoading = @ world . frames . length is @ world . totalFrames
if finishedLoading
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@lastWorldFramesLoaded = 0
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if @ waitingForSubmissionComplete
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_ . defer @ onSubmissionComplete # Give it a frame to make sure we have the latest goals
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@waitingForSubmissionComplete = false
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else
@lastWorldFramesLoaded = @ world . frames . length
for [ spriteName , message ] in @ world . thangDialogueSounds startFrame
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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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# Real-time playback
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onRealTimePlaybackWaiting: (e) ->
@ $el . addClass ( ' real-time ' ) . focus ( )
@ onWindowResize ( )
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onRealTimePlaybackStarted: (e) ->
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@ $el . addClass ( ' real-time ' ) . focus ( )
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@ onWindowResize ( )
onRealTimePlaybackEnded: (e) ->
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return unless @ $el . hasClass ' real-time '
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@ $el . removeClass ' real-time '
@ onWindowResize ( )
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if @ world . frames . length is @ world . totalFrames
_ . delay @ onSubmissionComplete , 750 # Wait for transition to end.
else
@waitingForSubmissionComplete = true
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@ onRealTimeMultiplayerPlaybackEnded ( )
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onSubmissionComplete: =>
return if @ destroyed
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# TODO: Show a victory dialog specific to hero-ladder level
if @ goalManager . checkOverallStatus ( ) is ' success ' and not @ options . realTimeMultiplayerSessionID ?
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showModalFn = -> Backbone . Mediator . publish ' level:show-victory ' , showModal: true
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@ session . recordScores @ world . scores , @ level
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if @ level . get ' replayable '
@ session . increaseDifficulty showModalFn
else
showModalFn ( )
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destroy: ->
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@ levelLoader ? . destroy ( )
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@ surface ? . destroy ( )
@ god ? . destroy ( )
@ goalManager ? . destroy ( )
@ scriptManager ? . destroy ( )
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@ setupManager ? . destroy ( )
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if ambientSound = @ ambientSound
# Doesn't seem to work; stops immediately.
createjs . Tween . get ( ambientSound ) . to ( { volume: 0.0 } , 1500 ) . call -> ambientSound . stop ( )
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$ ( window ) . off ' resize ' , @ onWindowResize
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delete window . world # not sure where this is set, but this is one way to clean it up
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@ bus ? . destroy ( )
#@instance.save() unless @instance.loading
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delete window . nextURL
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console . profileEnd ? ( ) if PROFILE_ME
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@ onRealTimeMultiplayerLevelUnloaded ( )
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super ( )
Real-time multiplayer initial commit
Simple matchmaking, synchronous multiplayer PVP, flags!
Rough matchmaking is under the game menu multiplayer tab, for ladder
games only. After creating a 2-person game there, you can exit that
modal and real-time cast to play against each other.
If you’re the first person to cast, you’ll sit at the real-time level
playback view waiting until the other player casts. When they do, you
both should start the real-time playback (and start placing flags like
crazy people).
If in a multiplayer session, the real-time simulation runs the players’
code against each other. Your multiplayer opponent’s name should be up
near the level name.
Multiplayer sessions are stored completely in Firebase for now, and
removed if both players leave the game. There’s plenty of bugs,
synchronization issues, and minimal polish to add before we push it to
master.
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onIPadMemoryWarning: (e) ->
@hasReceivedMemoryWarning = true
onItemPurchased: (e) ->
heroConfig = @ session . get ( ' heroConfig ' ) ? { }
inventory = heroConfig . inventory ? { }
slot = e . item . getAllowedSlots ( ) [ 0 ]
if slot and not inventory [ slot ]
# Open up the inventory modal so they can equip the new item
@ setupManager ? . destroy ( )
@setupManager = new LevelSetupManager ( { supermodel: @ supermodel , levelID: @ levelID , parent: @ , session: @ session , hadEverChosenHero: true } )
@ setupManager . open ( )
# Start Real-time Multiplayer ######################################################
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#
# This view acts as a hub for the real-time multiplayer session for the current level.
#
# It performs these actions:
# Player heartbeat
# Publishes player status
# Updates real-time multiplayer session state
# Updates real-time multiplayer player state
# Cleans up old sessions (sets state to 'finished')
# Real-time multiplayer cast handshake
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# Swap teams on game joined, if necessary
# Reload PlayLevelView on real-time submit, automatically continue game and real-time playback
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#
# It monitors these:
# Real-time multiplayer sessions
# Current real-time multiplayer session
# Internal multiplayer create/joined/left events
#
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# Real-time state variables.
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# Each Ref is Firebase reference, and may have a matching Data suffixed variable with the latest data received.
# @realTimePlayerRef - User's real-time multiplayer player for this level
# @realTimePlayerGameRef - User's current real-time multiplayer player game session
# @realTimeSessionRef - Current real-time multiplayer game session
# @realTimeOpponentRef - Current real-time multiplayer opponent
# @realTimePlayersRef - Real-time players for current real-time multiplayer game session
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# @options.realTimeMultiplayerSessionID - Need to continue an existing real-time multiplayer session
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#
# TODO: Move this code to it's own file, or possibly the LevelBus
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# TODO: Save settings somewhere reasonable
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multiplayerFireHost: ' https://codecombat.firebaseio.com/test/db/ '
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onRealTimeMultiplayerLevelLoaded: (session) ->
# console.log 'PlayLevelView onRealTimeMultiplayerLevelLoaded'
return if @ realTimePlayerRef ?
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return if me . get ( ' anonymous ' )
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@realTimePlayerRef = new Firebase " #{ @ multiplayerFireHost } multiplayer_players/ #{ @ levelID } / #{ me . id } "
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unless @ options . realTimeMultiplayerSessionID ?
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# TODO: Wait for name instead of using 'Anon', or try and update it later?
name = me . get ( ' name ' ) ? session . get ( ' creatorName ' ) ? ' Anon '
@ realTimePlayerRef . set
id: me . id # TODO: is this redundant info necessary?
name: name
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state: ' playing '
created: new Date ( ) . toISOString ( )
heartbeat: new Date ( ) . toISOString ( )
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@timerMultiplayerHeartbeatID = setInterval @ onRealTimeMultiplayerHeartbeat , 60 * 1000
@ cleanupRealTimeSessions ( )
cleanupRealTimeSessions: ->
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# console.log 'PlayLevelView cleanupRealTimeSessions'
# TODO: Reduce this call, possibly by username and dates
realTimeSessionCollection = new Firebase " #{ @ multiplayerFireHost } multiplayer_level_sessions/ #{ @ levelID } "
realTimeSessionCollection . once ' value ' , (collectionSnapshot) =>
for multiplayerSessionID , multiplayerSession of collectionSnapshot . val ( )
continue if @ options . realTimeMultiplayerSessionID ? and @ options . realTimeMultiplayerSessionID is multiplayerSessionID
continue unless multiplayerSession . state isnt ' finished '
player = realTimeSessionCollection . child " #{ multiplayerSession . id } /players/ #{ me . id } "
player . once ' value ' , (playerSnapshot) =>
if playerSnapshot . val ( )
console . info ' Cleaning up previous real-time multiplayer session ' , multiplayerSessionID
player . update ' state ' : ' left '
multiplayerSessionRef = realTimeSessionCollection . child " #{ multiplayerSessionID } "
multiplayerSessionRef . update ' state ' : ' finished '
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onRealTimeMultiplayerLevelUnloaded: ->
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# console.log 'PlayLevelView onRealTimeMultiplayerLevelUnloaded'
if @ timerMultiplayerHeartbeatID ?
clearInterval @ timerMultiplayerHeartbeatID
@timerMultiplayerHeartbeatID = null
2014-10-31 19:33:43 -04:00
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# TODO: similar to game ending cleanup
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if @ realTimeOpponentRef ?
@ realTimeOpponentRef . off ' value ' , @ onRealTimeOpponentChanged
@realTimeOpponentRef = null
if @ realTimePlayersRef ?
@ realTimePlayersRef . off ' child_added ' , @ onRealTimePlayerAdded
@realTimePlayersRef = null
if @ realTimeSessionRef ?
@ realTimeSessionRef . off ' value ' , @ onRealTimeSessionChanged
@realTimeSessionRef = null
if @ realTimePlayerGameRef ?
@realTimePlayerGameRef = null
if @ realTimePlayerRef ?
@realTimePlayerRef = null
2014-11-17 18:07:10 -05:00
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onRealTimeMultiplayerHeartbeat: =>
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# console.log 'PlayLevelView onRealTimeMultiplayerHeartbeat', @realTimePlayerRef
@ realTimePlayerRef . update ' heartbeat ' : new Date ( ) . toISOString ( ) if @ realTimePlayerRef ?
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onRealTimeMultiplayerCreatedGame: (e) ->
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# console.log 'PlayLevelView onRealTimeMultiplayerCreatedGame'
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@ joinRealTimeMultiplayerGame e
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@ realTimePlayerGameRef . update ' state ' : ' coding '
@ realTimePlayerRef . update ' state ' : ' available '
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Backbone . Mediator . publish ' real-time-multiplayer:player-status ' , status: ' Waiting for opponent.. '
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onRealTimeSessionChanged: (snapshot) =>
# console.log 'PlayLevelView onRealTimeSessionChanged', snapshot.val()
@realTimeSessionData = snapshot . val ( )
if @ realTimeSessionData ? . state is ' finished '
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@ realTimeGameEnded ( )
Backbone . Mediator . publish ' real-time-multiplayer:left-game ' , { }
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onRealTimePlayerAdded: (snapshot) =>
# console.log 'PlayLevelView onRealTimePlayerAdded', snapshot.val()
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# Assume game is full, game on
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data = snapshot . val ( )
if data ? and data . id isnt me . id
@realTimeOpponentData = data
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# console.log 'PlayLevelView onRealTimePlayerAdded opponent', @realTimeOpponentData, @realTimePlayersData
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@ realTimePlayersData [ @ realTimeOpponentData . id ] = @ realTimeOpponentData
if @ realTimeSessionData ? . state is ' creating '
@ realTimeSessionRef . update ' state ' : ' coding '
@ realTimePlayerRef . update ' state ' : ' unavailable '
@realTimeOpponentRef = @ realTimeSessionRef . child " players/ #{ @ realTimeOpponentData . id } "
@ realTimeOpponentRef . on ' value ' , @ onRealTimeOpponentChanged
Backbone . Mediator . publish ' real-time-multiplayer:player-status ' , status: " Playing against #{ @ realTimeOpponentData . name } "
onRealTimeOpponentChanged: (snapshot) =>
# console.log 'PlayLevelView onRealTimeOpponentChanged', snapshot.val()
@realTimeOpponentData = snapshot . val ( )
switch @ realTimeOpponentData ? . state
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when ' left '
console . info ' Real-time multiplayer opponent left the game '
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opponentID = @ realTimeOpponentData . id
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@ realTimeGameEnded ( )
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Backbone . Mediator . publish ' real-time-multiplayer:left-game ' , userID: opponentID
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when ' submitted '
# TODO: What should this message say?
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Backbone . Mediator . publish ' real-time-multiplayer:player-status ' , status: " #{ @ realTimeOpponentData . name } waiting for your code "
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joinRealTimeMultiplayerGame: (e) ->
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# console.log 'PlayLevelView joinRealTimeMultiplayerGame', e
unless @ realTimeSessionRef ?
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@ session . set ( ' submittedCodeLanguage ' , @ session . get ( ' codeLanguage ' ) )
@ session . save ( )
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@realTimeSessionRef = new Firebase " #{ @ multiplayerFireHost } multiplayer_level_sessions/ #{ @ levelID } / #{ e . realTimeSessionID } "
@realTimePlayersRef = @ realTimeSessionRef . child ' players '
2014-11-27 12:44:08 -05:00
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# Look for opponent
@ realTimeSessionRef . once ' value ' , (multiplayerSessionSnapshot) =>
if @realTimeSessionData = multiplayerSessionSnapshot . val ( )
@ realTimePlayersRef . once ' value ' , (playsSnapshot) =>
if @realTimePlayersData = playsSnapshot . val ( )
for id , player of @ realTimePlayersData
if id isnt me . id
@realTimeOpponentRef = @ realTimeSessionRef . child " players/ #{ id } "
@ realTimeOpponentRef . once ' value ' , (opponentSnapshot) =>
if @realTimeOpponentData = opponentSnapshot . val ( )
@ updateTeam ( )
else
console . error ' Could not lookup multiplayer opponent data. '
@ realTimeOpponentRef . on ' value ' , @ onRealTimeOpponentChanged
Backbone . Mediator . publish ' real-time-multiplayer:player-status ' , status: ' Playing against ' + player . name
else
console . error ' Could not lookup multiplayer session players data. '
# TODO: need child_removed too?
@ realTimePlayersRef . on ' child_added ' , @ onRealTimePlayerAdded
else
console . error ' Could not lookup multiplayer session data. '
@ realTimeSessionRef . on ' value ' , @ onRealTimeSessionChanged
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@realTimePlayerGameRef = @ realTimeSessionRef . child " players/ #{ me . id } "
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# TODO: Follow up in MultiplayerView to see if double joins can be avoided
# else
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# console.error 'Joining real-time multiplayer game with an existing @realTimeSessionRef.'
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onRealTimeMultiplayerJoinedGame: (e) ->
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# console.log 'PlayLevelView onRealTimeMultiplayerJoinedGame', e
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@ joinRealTimeMultiplayerGame e
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@ realTimePlayerGameRef . update ' state ' : ' coding '
@ realTimePlayerRef . update ' state ' : ' unavailable '
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onRealTimeMultiplayerLeftGame: (e) ->
# console.log 'PlayLevelView onRealTimeMultiplayerLeftGame', e
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if e . userID ? and e . userID is me . id
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@ realTimePlayerGameRef . update ' state ' : ' left '
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@ realTimeGameEnded ( )
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realTimeMultiplayerContinueGame: (realTimeSessionID) ->
# console.log 'PlayLevelView realTimeMultiplayerContinueGame', realTimeSessionID, me.id
Backbone . Mediator . publish ' real-time-multiplayer:joined-game ' , realTimeSessionID: realTimeSessionID
console . info ' Setting my game status to ready '
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@ realTimePlayerGameRef . update ' state ' : ' ready '
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if @ realTimeOpponentData . state is ' ready '
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@ realTimeOpponentIsReady ( )
else
console . info ' Waiting for opponent to be ready '
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@ realTimeOpponentRef . on ' value ' , @ realTimeOpponentMaybeReady
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realTimeOpponentMaybeReady: (snapshot) =>
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# console.log 'PlayLevelView realTimeOpponentMaybeReady'
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if @realTimeOpponentData = snapshot . val ( )
if @ realTimeOpponentData . state is ' ready '
@ realTimeOpponentRef . off ' value ' , @ realTimeOpponentMaybeReady
@ realTimeOpponentIsReady ( )
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realTimeOpponentIsReady: =>
console . info ' All real-time multiplayer players are ready! '
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@ realTimeSessionRef . update ' state ' : ' running '
Backbone . Mediator . publish ' real-time-multiplayer:player-status ' , status: ' Battling ' + @ realTimeOpponentData . name
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Backbone . Mediator . publish ' tome:manual-cast ' , { realTime: true }
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realTimeGameEnded: ->
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if @ realTimeOpponentRef ?
@ realTimeOpponentRef . off ' value ' , @ onRealTimeOpponentChanged
@realTimeOpponentRef = null
if @ realTimePlayersRef ?
@ realTimePlayersRef . off ' child_added ' , @ onRealTimePlayerAdded
@realTimePlayersRef = null
if @ realTimeSessionRef ?
@ realTimeSessionRef . off ' value ' , @ onRealTimeSessionChanged
@ realTimeSessionRef . update ' state ' : ' finished '
@realTimeSessionRef = null
if @ realTimePlayerGameRef ?
@realTimePlayerGameRef = null
if @ realTimePlayerRef ?
@ realTimePlayerRef . update ' state ' : ' playing '
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Backbone . Mediator . publish ' real-time-multiplayer:player-status ' , status: ' '
Real-time multiplayer initial commit
Simple matchmaking, synchronous multiplayer PVP, flags!
Rough matchmaking is under the game menu multiplayer tab, for ladder
games only. After creating a 2-person game there, you can exit that
modal and real-time cast to play against each other.
If you’re the first person to cast, you’ll sit at the real-time level
playback view waiting until the other player casts. When they do, you
both should start the real-time playback (and start placing flags like
crazy people).
If in a multiplayer session, the real-time simulation runs the players’
code against each other. Your multiplayer opponent’s name should be up
near the level name.
Multiplayer sessions are stored completely in Firebase for now, and
removed if both players leave the game. There’s plenty of bugs,
synchronization issues, and minimal polish to add before we push it to
master.
2014-08-29 02:34:07 -04:00
onRealTimeMultiplayerCast: (e) ->
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# console.log 'PlayLevelView onRealTimeMultiplayerCast', @realTimeSessionData, @realTimePlayersData
unless @ realTimeSessionRef ?
console . error ' Real-time multiplayer cast without multiplayer session. '
return
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unless @ realTimeSessionData ?
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console . error ' Real-time multiplayer cast without multiplayer data. '
return
unless @ realTimePlayersData ?
console . error ' Real-time multiplayer cast without multiplayer players data. '
Real-time multiplayer initial commit
Simple matchmaking, synchronous multiplayer PVP, flags!
Rough matchmaking is under the game menu multiplayer tab, for ladder
games only. After creating a 2-person game there, you can exit that
modal and real-time cast to play against each other.
If you’re the first person to cast, you’ll sit at the real-time level
playback view waiting until the other player casts. When they do, you
both should start the real-time playback (and start placing flags like
crazy people).
If in a multiplayer session, the real-time simulation runs the players’
code against each other. Your multiplayer opponent’s name should be up
near the level name.
Multiplayer sessions are stored completely in Firebase for now, and
removed if both players leave the game. There’s plenty of bugs,
synchronization issues, and minimal polish to add before we push it to
master.
2014-08-29 02:34:07 -04:00
return
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# Set submissionCount for created real-time multiplayer session
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if me . id is @ realTimeSessionData . creator
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sessionState = @ session . get ( ' state ' )
if sessionState ?
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submissionCount = sessionState . submissionCount ? 0
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console . info ' Setting multiplayer submissionCount to ' , submissionCount
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@ realTimeSessionRef . update ' submissionCount ' : submissionCount
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else
console . error ' Failed to read sessionState in onRealTimeMultiplayerCast '
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console . info ' Submitting my code '
# Transpiling code copied from scripts/transpile.coffee
# TODO: Should this live somewhere else?
transpiledCode = { }
for thang , spells of @ session . get ( ' code ' )
transpiledCode [ thang ] = { }
for spellID , spell of spells
spellName = thang + ' / ' + spellID
continue if @ session . get ( ' teamSpells ' ) and not ( spellName in @ session . get ( ' teamSpells ' ) [ @ session . get ( ' team ' ) ] )
# console.log "PlayLevelView Transpiling spell #{spellName}"
aetherOptions = createAetherOptions functionName: spellID , codeLanguage: @ session . get ( ' submittedCodeLanguage ' ) , includeFlow: true
aether = new Aether aetherOptions
transpiledCode [ thang ] [ spellID ] = aether . transpile spell
# console.log "PlayLevelView transpiled code", transpiledCode
@ session . set ' transpiledCode ' , transpiledCode
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permissions = @ session . get ' permissions ' ? [ ]
unless _ . find ( permissions , (p) -> p . target is ' public ' and p . access is ' read ' )
permissions . push target : ' public ' , access : ' read '
@ session . set ' permissions ' , permissions
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@ session . patch ( )
@ realTimePlayerGameRef . update ' state ' : ' submitted '
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console . info ' Other player is ' , @ realTimeOpponentData . state
if @ realTimeOpponentData . state in [ ' submitted ' , ' ready ' ]
@ realTimeOpponentSubmittedCode @ realTimeOpponentData , @ realTimePlayerGameData
Real-time multiplayer initial commit
Simple matchmaking, synchronous multiplayer PVP, flags!
Rough matchmaking is under the game menu multiplayer tab, for ladder
games only. After creating a 2-person game there, you can exit that
modal and real-time cast to play against each other.
If you’re the first person to cast, you’ll sit at the real-time level
playback view waiting until the other player casts. When they do, you
both should start the real-time playback (and start placing flags like
crazy people).
If in a multiplayer session, the real-time simulation runs the players’
code against each other. Your multiplayer opponent’s name should be up
near the level name.
Multiplayer sessions are stored completely in Firebase for now, and
removed if both players leave the game. There’s plenty of bugs,
synchronization issues, and minimal polish to add before we push it to
master.
2014-08-29 02:34:07 -04:00
else
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# Wait for opponent to submit their code
Backbone . Mediator . publish ' real-time-multiplayer:player-status ' , status: " Waiting for code from #{ @ realTimeOpponentData . name } "
@ realTimeOpponentRef . on ' value ' , @ realTimeOpponentMaybeSubmitted
realTimeOpponentMaybeSubmitted: (snapshot) =>
if @realTimeOpponentData = snapshot . val ( )
if @ realTimeOpponentData . state in [ ' submitted ' , ' ready ' ]
@ realTimeOpponentRef . off ' value ' , @ realTimeOpponentMaybeSubmitted
@ realTimeOpponentSubmittedCode @ realTimeOpponentData , @ realTimePlayerGameData
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onRealTimeMultiplayerPlaybackEnded: ->
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# console.log 'PlayLevelView onRealTimeMultiplayerPlaybackEnded'
if @ realTimeSessionRef ?
@ realTimeSessionRef . update ' state ' : ' coding '
@ realTimePlayerGameRef . update ' state ' : ' coding '
if @ realTimeOpponentData ?
Backbone . Mediator . publish ' real-time-multiplayer:player-status ' , status: " Playing against #{ @ realTimeOpponentData . name } "
Real-time multiplayer initial commit
Simple matchmaking, synchronous multiplayer PVP, flags!
Rough matchmaking is under the game menu multiplayer tab, for ladder
games only. After creating a 2-person game there, you can exit that
modal and real-time cast to play against each other.
If you’re the first person to cast, you’ll sit at the real-time level
playback view waiting until the other player casts. When they do, you
both should start the real-time playback (and start placing flags like
crazy people).
If in a multiplayer session, the real-time simulation runs the players’
code against each other. Your multiplayer opponent’s name should be up
near the level name.
Multiplayer sessions are stored completely in Firebase for now, and
removed if both players leave the game. There’s plenty of bugs,
synchronization issues, and minimal polish to add before we push it to
master.
2014-08-29 02:34:07 -04:00
2014-10-31 19:33:43 -04:00
realTimeOpponentSubmittedCode: (opponentPlayer, myPlayer) =>
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# console.log 'PlayLevelView realTimeOpponentSubmittedCode', @realTimeSessionData.id, opponentPlayer.level_session
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# Read submissionCount for joined real-time multiplayer session
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if me . id isnt @ realTimeSessionData . creator
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sessionState = @ session . get ( ' state ' ) ? { }
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newSubmissionCount = @ realTimeSessionData . submissionCount
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if newSubmissionCount ?
# TODO: This isn't always getting updated where the random seed generation uses it.
sessionState.submissionCount = parseInt newSubmissionCount
console . info ' Got multiplayer submissionCount ' , sessionState . submissionCount
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@ session . set ' state ' , sessionState
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@ session . patch ( )
# Reload this level so the opponent session can easily be wired up
Backbone . Mediator . publish ' router:navigate ' ,
route: " /play/level/ #{ @ levelID } "
viewClass: PlayLevelView
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viewArgs: [ { supermodel: @ supermodel , autoUnveil: true , realTimeMultiplayerSessionID: @ realTimeSessionData . id , opponent: opponentPlayer . level_session , team: @ team } , @ levelID ]
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updateTeam: ->
# If not creator, and same team as creator, then switch teams
# TODO: Assumes there are only 'humans' and 'ogres'
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unless @ realTimeOpponentData ?
console . error ' Tried to switch teams without real-time multiplayer opponent data. '
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return
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unless @ realTimeSessionData ?
console . error ' Tried to switch teams without real-time multiplayer session data. '
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return
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return if me . id is @ realTimeSessionData . creator
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oldTeam = @ realTimeOpponentData . team
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return unless oldTeam is @ session . get ( ' team ' )
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# Need to switch to other team
newTeam = if oldTeam is ' humans ' then ' ogres ' else ' humans '
console . info " Switching from team #{ oldTeam } to #{ newTeam } "
# Move code from old team to new team
# Assumes teamSpells has matching spells for each team
# TODO: Similar to code in loadOpponentTeam, consolidate?
code = @ session . get ' code '
teamSpells = @ session . get ' teamSpells '
for oldSpellKey in teamSpells [ oldTeam ]
[ oldThang , oldSpell ] = oldSpellKey . split ' / '
oldCode = code [ oldThang ] ? [ oldSpell ]
continue unless oldCode ?
# Move oldCode to new team under same spell
for newSpellKey in teamSpells [ newTeam ]
[ newThang , newSpell ] = newSpellKey . split ' / '
if newSpell is oldSpell
# Found spell location under new team
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# console.log "Swapping spell=#{oldSpell} from #{oldThang} to #{newThang}"
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if code [ newThang ] ? [ oldSpell ] ?
# Option 1: have a new spell to swap
code [ oldThang ] [ oldSpell ] = code [ newThang ] [ oldSpell ]
else
# Option 2: no new spell to swap
delete code [ oldThang ] [ oldSpell ]
code [ newThang ] = { } unless code [ newThang ] ?
code [ newThang ] [ oldSpell ] = oldCode
break
@ setTeam newTeam # Sets @session 'team'
sessionState = @ session . get ( ' state ' )
if sessionState ?
# TODO: Don't hard code thangID
sessionState.selected = if newTeam is ' humans ' then ' Hero Placeholder ' else ' Hero Placeholder 1 '
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@ session . set ' state ' , sessionState
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@ session . set ' code ' , code
@ session . patch ( )
if sessionState ?
# TODO: Don't hardcode spellName
Backbone . Mediator . publish ' level:select-sprite ' , thangID: sessionState . selected , spellName: ' plan '
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# End Real-time Multiplayer ######################################################