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View = require ' views/kinds/RootView '
template = require ' templates/play/level '
{ me } = require ( ' lib/auth ' )
ThangType = require ' models/ThangType '
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utils = require ' lib/utils '
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# temp hard coded data
World = require ' lib/world/world '
# tools
Surface = require ' lib/surface/Surface '
God = require ' lib/God '
GoalManager = require ' lib/world/GoalManager '
ScriptManager = require ' lib/scripts/ScriptManager '
LevelBus = require ( ' lib/LevelBus ' )
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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LoadingView = require ' ./level/level_loading_view '
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TomeView = require ' ./level/tome/tome_view '
ChatView = require ' ./level/level_chat_view '
HUDView = require ' ./level/hud_view '
ControlBarView = require ' ./level/control_bar_view '
PlaybackView = require ' ./level/playback_view '
GoalsView = require ' ./level/goals_view '
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GoldView = require ' ./level/gold_view '
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VictoryModal = require ' ./level/modal/victory_modal '
InfiniteLoopModal = require ' ./level/modal/infinite_loop_modal '
PROFILE_ME = false
module.exports = class PlayLevelView extends View
id: ' level-view '
template: template
cache: false
shortcutsEnabled: true
startsLoading: true
isEditorPreview: false
subscriptions:
' level-set-volume ' : (e) -> createjs . Sound . setVolume ( e . volume )
' level-show-victory ' : ' onShowVictory '
' restart-level ' : ' onRestartLevel '
' level-highlight-dom ' : ' onHighlightDom '
' end-level-highlight-dom ' : ' onEndHighlight '
' level-focus-dom ' : ' onFocusDom '
' level-disable-controls ' : ' onDisableControls '
' level-enable-controls ' : ' onEnableControls '
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' god:new-world-created ' : ' onNewWorld '
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' god:infinite-loop ' : ' onInfiniteLoop '
' level-reload-from-data ' : ' onLevelReloadFromData '
' play-next-level ' : ' onPlayNextLevel '
' edit-wizard-settings ' : ' showWizardSettingsModal '
' surface:world-set-up ' : ' onSurfaceSetUpNewWorld '
' level:session-will-save ' : ' onSessionWillSave '
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' level:set-team ' : ' setTeam '
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' god:new-world-created ' : ' loadSoundsForWorld '
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' level:started ' : ' onLevelStarted '
' level:loading-view-unveiled ' : ' onLoadingViewUnveiled '
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events:
' click # level-done-button ' : ' onDonePressed '
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shortcuts:
' ctrl+s ' : ' onCtrlS '
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constructor: (options, @levelID) ->
console . profile ? ( ) if PROFILE_ME
super options
if not me . get ( ' hourOfCode ' ) and @ getQueryVariable " hour_of_code "
me . set ' hourOfCode ' , true
me . save ( )
$ ( ' body ' ) . append ( $ ( " <img src= ' http://code.org/api/hour/begin_codecombat.png ' style= ' visibility: hidden; ' > " ) )
window . tracker ? . trackEvent ' Hour of Code Begin ' , { }
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@isEditorPreview = @ getQueryVariable ' dev '
@sessionID = @ getQueryVariable ' session '
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$ ( window ) . on ( ' resize ' , @ onWindowResize )
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@ supermodel . once ' error ' , @ onLevelLoadError
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@saveScreenshot = _ . throttle @ saveScreenshot , 30000
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if @ isEditorPreview
f = =>
@supermodel.shouldSaveBackups = (model) ->
model . constructor . className in [ ' Level ' , ' LevelComponent ' , ' LevelSystem ' ]
@ load ( ) unless @ levelLoader
setTimeout f , 100
else
@ load ( )
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onLevelLoadError: (e) =>
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application . router . navigate " /play?not_found= #{ @ levelID } " , { trigger: true }
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setLevel: (@level, @supermodel) ->
@ god ? . level = @ level . serialize @ supermodel
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if @ world
serializedLevel = @ level . serialize ( @ supermodel )
@ world . loadFromLevel serializedLevel , false
else
@ load ( )
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load: ->
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@levelLoader = new LevelLoader supermodel: @ supermodel , levelID: @ levelID , sessionID: @ sessionID , opponentSessionID: @ getQueryVariable ( ' opponent ' ) , team: @ getQueryVariable ( " team " )
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@ levelLoader . once ' loaded-all ' , @ onLevelLoaderLoaded , @
@ levelLoader . on ' progress ' , @ onLevelLoaderProgressChanged , @
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@god = new God ( )
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getRenderData: ->
c = super ( )
c.world = @ world
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if me . get ( ' hourOfCode ' ) and me . lang ( ) is ' en-US '
# Show the Hour of Code footer explanation until it's been more than a day
elapsed = ( new Date ( ) - new Date ( me . get ( ' dateCreated ' ) ) )
c.explainHourOfCode = elapsed < 86400 * 1000
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c
afterRender: ->
window . onPlayLevelViewLoaded ? @ # still a hack
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@ insertSubView @loadingView = new LoadingView { }
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@ $el . find ( ' # level-done-button ' ) . hide ( )
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super ( )
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onLevelLoaderProgressChanged: ->
return if @ seenDocs
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return unless @ levelLoader . session . loaded and @ levelLoader . level . loaded
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return unless showFrequency = @ levelLoader . level . get ( ' showsGuide ' )
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session = @ levelLoader . session
diff = new Date ( ) . getTime ( ) - new Date ( session . get ( ' created ' ) ) . getTime ( )
return if showFrequency is ' first-time ' and diff > ( 5 * 60 * 1000 )
articles = @ levelLoader . supermodel . getModels Article
for article in articles
return unless article . loaded
@ showGuide ( )
showGuide: ->
@seenDocs = true
DocsModal = require ' ./level/modal/docs_modal '
options = { docs: @ levelLoader . level . get ( ' documentation ' ) , supermodel: @ supermodel }
@ openModalView ( new DocsModal ( options ) , true )
Backbone . Mediator . subscribeOnce ' modal-closed ' , @ onLevelLoaderLoaded , @
return true
onLevelLoaderLoaded: ->
return unless @ levelLoader . progress ( ) is 1 # double check, since closing the guide may trigger this early
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@ loadingView . showReady ( )
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if window . currentModal and not window . currentModal . destroyed
return Backbone . Mediator . subscribeOnce ' modal-closed ' , @ onLevelLoaderLoaded , @
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# Save latest level played in local storage
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if not ( @ levelLoader . level . get ( ' type ' ) in [ ' ladder ' , ' ladder-tutorial ' ] )
me . set ( ' lastLevel ' , @ levelID )
me . save ( )
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@ grabLevelLoaderData ( )
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team = @ getQueryVariable ( " team " ) ? @ world . teamForPlayer ( 0 )
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@ loadOpponentTeam ( team )
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@god.level = @ level . serialize @ supermodel
@god.worldClassMap = @ world . classMap
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@ setTeam team
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@ initSurface ( )
@ initGoalManager ( )
@ initScriptManager ( )
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@ insertSubviews ladderGame: ( @ level . get ( ' type ' ) is " ladder " )
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@ initVolume ( )
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@ session . on ' change:multiplayer ' , @ onMultiplayerChanged , @
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@originalSessionState = $ . extend ( true , { } , @ session . get ( ' state ' ) )
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@ register ( )
@ controlBar . setBus ( @ bus )
@ surface . showLevel ( )
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if @ otherSession
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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 ' )
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grabLevelLoaderData: ->
@session = @ levelLoader . session
@world = @ levelLoader . world
@level = @ levelLoader . level
@otherSession = @ levelLoader . opponentSession
@ levelLoader . destroy ( )
@levelLoader = null
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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
opponentCode = @ otherSession ? . get ( ' submittedCode ' ) or { }
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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onLevelStarted: (e) ->
@ loadingView ? . unveil ( )
onLoadingViewUnveiled: (e) ->
@ removeSubView @ loadingView
@loadingView = null
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onSupermodelLoadedOne: =>
@ modelsLoaded ? = 0
@ modelsLoaded += 1
@ updateInitString ( )
updateInitString: ->
return if @ surface
@ modelsLoaded ? = 0
canvas = @ $el . find ( ' # surface ' ) [ 0 ]
ctx = canvas . getContext ( ' 2d ' )
ctx . font = " 20px Georgia "
ctx . clearRect ( 0 , 0 , canvas . width , canvas . height )
ctx . fillText ( " Loaded #{ @ modelsLoaded } thingies " , 50 , 50 )
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insertSubviews: (subviewOptions) ->
@ insertSubView @tome = new TomeView levelID: @ levelID , session: @ session , thangs: @ world . thangs , supermodel: @ supermodel , ladderGame: subviewOptions . ladderGame
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@ insertSubView new PlaybackView { }
@ insertSubView new GoalsView { }
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@ insertSubView new GoldView { }
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@ insertSubView new HUDView { }
@ insertSubView new ChatView levelID: @ levelID , sessionID: @ session . id , session: @ session
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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 , playableTeams: @ world . playableTeams , ladderGame: subviewOptions . ladderGame }
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#Backbone.Mediator.publish('level-set-debug', debug: true) if me.displayName() is 'Nick!'
afterInsert: ->
super ( )
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@ showWizardSettingsModal ( ) if not me . get ( ' name ' )
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# callbacks
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onCtrlS: (e) ->
e . preventDefault ( )
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onLevelReloadFromData: (e) ->
isReload = Boolean @ world
@ setLevel e . level , e . supermodel
if isReload
@ scriptManager . setScripts ( e . level . get ( ' scripts ' ) )
Backbone . Mediator . publish ' tome:cast-spell ' # a bit hacky
onWindowResize: (s...) ->
$ ( ' # pointer ' ) . css ( ' opacity ' , 0.0 )
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onDisableControls: (e) ->
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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 ( )
@ showVictory ( ) if e . showModal
setTimeout ( @ preloadNextLevel , 3000 )
showVictory: ->
options = { level: @ level , supermodel: @ supermodel , session : @ session }
docs = new VictoryModal ( options )
@ openModalView ( docs )
window . tracker ? . trackEvent ' Saw Victory ' , level: @ world . name , label: @ world . name
onRestartLevel: ->
@ tome . reloadAllCode ( )
Backbone . Mediator . publish ' level:restarted '
$ ( ' # level-done-button ' , @ $el ) . hide ( )
window . tracker ? . trackEvent ' Confirmed Restart ' , level: @ world . name , label: @ world . name
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onNewWorld: (e) ->
@world = e . world
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onInfiniteLoop: (e) ->
return unless e . firstWorld
@ openModalView new InfiniteLoopModal ( )
window . tracker ? . trackEvent ' Saw Initial Infinite Loop ' , level: @ world . name , label: @ world . name
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onPlayNextLevel: ->
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nextLevel = @ getNextLevel ( )
nextLevelID = nextLevel . get ( ' slug ' ) or nextLevel . id
url = " /play/level/ #{ nextLevelID } "
Backbone . Mediator . publish ' router:navigate ' , {
route: url ,
viewClass: PlayLevelView ,
viewArgs: [ { supermodel : @ supermodel } , nextLevelID ] }
getNextLevel: ->
nextLevelOriginal = @ level . get ( ' nextLevel ' ) ? . original
levels = @ supermodel . getModels ( Level )
return l for l in levels when l . get ( ' original ' ) is nextLevelOriginal
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onHighlightDom: (e) ->
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if e . delay
delay = e . delay
delete e . delay
@pointerInterval = _ . delay ( ( => @ onHighlightDom e ) , delay )
return
@ addPointer ( )
selector = e . selector + ' :visible '
dom = $ ( selector )
return if parseFloat ( dom . css ( ' opacity ' ) ) is 0.0
offset = dom . offset ( )
return if not offset
target_left = offset . left + dom . outerWidth ( ) * 0.5
target_top = offset . top + dom . outerHeight ( ) * 0.5
body = $ ( ' # level-view ' )
if e . sides
if ' left ' in e . sides then target_left = offset . left
if ' right ' in e . sides then target_left = offset . left + dom . outerWidth ( )
if ' top ' in e . sides then target_top = offset . top
if ' bottom ' in e . sides then target_top = offset . top + dom . outerHeight ( )
else
# aim to hit the side if the target is entirely on one side of the screen
if offset . left > body . outerWidth ( ) * 0.5
target_left = offset . left
else if offset . left + dom . outerWidth ( ) < body . outerWidth ( ) * 0.5
target_left = offset . left + dom . outerWidth ( )
# aim to hit the bottom or top if the target is entirely on the top or bottom of the screen
if offset . top > body . outerWidth ( ) * 0.5
target_top = offset . top
else if offset . top + dom . outerHeight ( ) < body . outerHeight ( ) * 0.5
target_top = offset . top + dom . outerHeight ( )
if e . offset
target_left += e . offset . x
target_top += e . offset . y
@pointerRadialDistance = - 47 # - Math.sqrt(Math.pow(dom.outerHeight()*0.5, 2), Math.pow(dom.outerWidth()*0.5))
@pointerRotation = e . rotation ? Math . atan2 ( body . outerWidth ( ) * 0.5 - target_left , target_top - body . outerHeight ( ) * 0.5 )
pointer = $ ( ' # pointer ' )
pointer
. css ( ' opacity ' , 1.0 )
. css ( ' transition ' , ' none ' )
. css ( ' transform ' , " rotate( #{ @ pointerRotation } rad) translate(-3px, #{ @ pointerRadialDistance } px) " )
. css ( ' top ' , target_top - 50 )
. css ( ' left ' , target_left - 50 )
setTimeout ( ( =>
@ animatePointer ( )
clearInterval ( @ pointerInterval )
@pointerInterval = setInterval ( @ animatePointer , 1200 )
) , 1 )
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animatePointer: ->
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pointer = $ ( ' # pointer ' )
pointer . css ( ' transition ' , ' all 0.6s ease-out ' )
pointer . css ( ' transform ' , " rotate( #{ @ pointerRotation } rad) translate(-3px, #{ @ pointerRadialDistance - 50 } px) " )
setTimeout ( ( =>
pointer . css ( ' transform ' , " rotate( #{ @ pointerRotation } rad) translate(-3px, #{ @ pointerRadialDistance } px) " ) . css ( ' transition ' , ' all 0.4s ease-in ' ) ) , 800 )
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onFocusDom: (e) -> $ ( e . selector ) . focus ( )
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onEndHighlight: ->
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$ ( ' # pointer ' ) . css ( ' opacity ' , 0.0 )
clearInterval ( @ pointerInterval )
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onMultiplayerChanged: (e) ->
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if @ session . get ( ' multiplayer ' )
@ bus . connect ( )
else
@ bus . removeFirebaseData =>
@ bus . disconnect ( )
# initialization
addPointer: ->
p = $ ( ' # pointer ' )
return if p . length
@ $el . append ( $ ( ' <img src= " /images/level/pointer.png " id= " pointer " > ' ) )
initSurface: ->
surfaceCanvas = $ ( ' canvas # surface ' , @ $el )
@surface = new Surface ( @ world , surfaceCanvas , thangTypes: @ supermodel . getModels ( ThangType ) , playJingle: not @ isEditorPreview )
worldBounds = @ world . getBounds ( )
bounds = [ { x : worldBounds . left , y : worldBounds . top } , { x : worldBounds . right , y : worldBounds . bottom } ]
@ surface . camera . setBounds ( bounds )
@ surface . camera . zoomTo ( { x : 0 , y : 0 } , 0.1 , 0 )
initGoalManager: ->
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@goalManager = new GoalManager ( @ world , @ level . get ( ' goals ' ) )
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@god.goalManager = @ goalManager
initScriptManager: ->
@scriptManager = new ScriptManager ( { scripts: @ world . scripts or [ ] , view : @ , session: @ session } )
@ scriptManager . loadFromSession ( )
initVolume: ->
volume = me . get ( ' volume ' )
volume = 1.0 unless volume ?
Backbone . Mediator . publish ' level-set-volume ' , volume: volume
onSurfaceSetUpNewWorld: ->
return if @ alreadyLoadedState
@alreadyLoadedState = true
state = @ originalSessionState
if state . frame
Backbone . Mediator . publish ' level-set-time ' , { time: 0 , frameOffset: state . frame }
if state . selected
# TODO: Should also restore selected spell here by saving spellName
Backbone . Mediator . publish ' level-select-sprite ' , { thangID: state . selected , spellName: null }
if state . playing ?
Backbone . Mediator . publish ' level-set-playing ' , { playing: state . playing }
preloadNextLevel: =>
# TODO: Loading models in the middle of gameplay causes stuttering. Most of the improvement in loading time is simply from passing the supermodel from this level to the next, but if we can find a way to populate the level early without it being noticeable, that would be even better.
# return if @destroyed
# return if @preloaded
# nextLevel = @getNextLevel()
# @supermodel.populateModel nextLevel
# @preloaded = true
register: ->
@bus = LevelBus . get ( @ levelID , @ session . id )
@ bus . setSession ( @ session )
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@ bus . setSpells @ tome . spells
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@ bus . connect ( ) if @ session . get ( ' multiplayer ' )
onSessionWillSave: (e) ->
# Something interesting has happened, so (at a lower frequency), we'll save a screenshot.
@ saveScreenshot e . session
# Throttled
saveScreenshot: (session) =>
return unless screenshot = @ surface ? . screenshot ( )
session . save { screenshot: screenshot } , { patch: true }
setTeam: (team) ->
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team = team ? . team unless _ . isString team
team ? = ' humans '
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me.team = team
Backbone . Mediator . publish ' level:team-set ' , team: team
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# Dynamic sound loading
loadSoundsForWorld: (e) ->
return if @ headless
world = e . world
thangTypes = @ supermodel . getModels ( ThangType )
for [ spriteName , message ] in world . thangDialogueSounds ( )
continue unless thangType = _ . find thangTypes , (m) -> m . get ( ' name ' ) is spriteName
continue unless sound = AudioPlayer . soundForDialogue message , thangType . get ( ' soundTriggers ' )
AudioPlayer . preloadSoundReference sound
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destroy: ->
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@ supermodel ? . off ' error ' , @ onLevelLoadError
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@ levelLoader ? . off ' loaded-all ' , @ onLevelLoaderLoaded
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@ levelLoader ? . destroy ( )
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@ surface ? . destroy ( )
@ god ? . destroy ( )
@ goalManager ? . destroy ( )
@ scriptManager ? . destroy ( )
$ ( 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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clearInterval ( @ pointerInterval )
@ bus ? . destroy ( )
#@instance.save() unless @instance.loading
console . profileEnd ? ( ) if PROFILE_ME
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@ session ? . off ' change:multiplayer ' , @ onMultiplayerChanged , @
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@onLevelLoadError = null
@onLevelLoaderLoaded = null
@onSupermodelLoadedOne = null
@preloadNextLevel = null
@saveScreenshot = null
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super ( )