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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 '
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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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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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' 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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# Initial Setup #############################################################
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constructor: (options, @levelID) ->
console . profile ? ( ) if PROFILE_ME
super options
if not me . get ( ' hourOfCode ' ) and @ getQueryVariable " hour_of_code "
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@ setUpHourOfCode ( )
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@isEditorPreview = @ getQueryVariable ' dev '
@sessionID = @ getQueryVariable ' session '
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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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# wait to see if it's just given to us through setLevel
f = => @ load ( ) unless @ levelLoader
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setTimeout f , 100
else
@ load ( )
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application . tracker ? . trackEvent ' Started Level Load ' , level: @ levelID , label: @ levelID , [ ' Google Analytics ' ]
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setUpHourOfCode: ->
me . set ' hourOfCode ' , true
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me . patch ( )
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$ ( ' body ' ) . append ( $ ( " <img src= ' http://code.org/api/hour/begin_codecombat.png ' style= ' visibility: hidden; ' > " ) )
application . tracker ? . trackEvent ' Hour of Code Begin ' , { }
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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
@ 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: @ getQueryVariable ( ' opponent ' ) , team: @ getQueryVariable ( " team " )
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@ listenToOnce @ levelLoader , ' world-necessities-loaded ' , @ onWorldNecessitiesLoaded
# CocoView overridden methods ###############################################
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updateProgress: (progress) ->
super ( progress )
return if @ seenDocs
return unless @ levelLoader . session . loaded and @ levelLoader . level . loaded
return unless showFrequency = @ levelLoader . level . get ( ' showsGuide ' )
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 '
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options =
docs: @ levelLoader . level . get ( ' documentation ' )
supermodel: @ supermodel
firstOnly: true
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@ openModalView ( new DocsModal ( options ) , true )
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Backbone . Mediator . subscribeOnce ' modal-closed ' , @ onLevelStarted , @
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return true
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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: ->
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super ( )
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window . onPlayLevelViewLoaded ? @ # still a hack
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@ insertSubView @loadingView = new LoadingView { }
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@ $el . find ( ' # level-done-button ' ) . hide ( )
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$ ( ' body ' ) . addClass ( ' is-playing ' )
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afterInsert: ->
super ( )
@ showWizardSettingsModal ( ) if not me . get ( ' name ' )
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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 " ) ? @ world . teamForPlayer ( 0 )
@ 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 )
@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
@otherSession = @ levelLoader . opponentSession
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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: ->
@ god . setLevel @ level . serialize @ supermodel
@ 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
Backbone . Mediator . publish ' level:team-set ' , team: team
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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
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@ insertSubView new PlaybackView session: @ session
@ insertSubView new GoalsView { }
@ insertSubView new GoldView { }
@ insertSubView new HUDView { }
@ insertSubView new ChatView levelID: @ levelID , sessionID: @ session . id , session: @ session
worldName = utils . i18n @ level . attributes , ' name '
@controlBar = @ insertSubView new ControlBarView { worldName: worldName , session: @ session , level: @ level , supermodel: @ supermodel , playableTeams: @ world . playableTeams }
#Backbone.Mediator.publish('level-set-debug', debug: true) if me.displayName() is 'Nick!'
initVolume: ->
volume = me . get ( ' volume ' )
volume = 1.0 unless volume ?
Backbone . Mediator . publish ' level-set-volume ' , volume: volume
initScriptManager: ->
@scriptManager = new ScriptManager ( { scripts: @ world . scripts or [ ] , view : @ , session: @ session } )
@ scriptManager . loadFromSession ( )
register: ->
@bus = LevelBus . get ( @ levelID , @ session . id )
@ bus . setSession ( @ session )
@ bus . setSpells @ tome . spells
@ bus . connect ( ) if @ session . get ( ' multiplayer ' )
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# Load Completed Setup ######################################################
onLoaded: ->
_ . defer => @ onLevelLoaded ( )
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onLevelLoaded: ->
# 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 in local storage
if not ( @ levelLoader . level . get ( ' type ' ) in [ ' ladder ' , ' ladder-tutorial ' ] )
me . set ( ' lastLevel ' , @ levelID )
me . save ( )
@ levelLoader . destroy ( )
@levelLoader = null
@ initSurface ( )
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 )
# Once Surface is Loaded ####################################################
onLevelStarted: ->
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@ loadingView . showReady ( )
if window . currentModal and not window . currentModal . destroyed
return Backbone . Mediator . subscribeOnce ' modal-closed ' , @ onLevelStarted , @
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@ surface . showLevel ( )
if @ otherSession
# TODO: colorize name and cloud by team, colorize wizard by user's color config
@ surface . createOpponentWizard id: @ otherSession . get ( ' creator ' ) , name: @ otherSession . get ( ' creatorName ' ) , team: @ otherSession . get ( ' team ' )
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@ loadingView ? . unveil ( )
onLoadingViewUnveiled: (e) ->
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@ loadingView . $el . remove ( )
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@ removeSubView @ loadingView
@loadingView = null
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unless @ isEditorPreview
@loadEndTime = new Date ( )
loadDuration = @ loadEndTime - @ loadStartTime
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console . debug " Level unveiled after #{ ( loadDuration / 1000 ) . toFixed ( 2 ) } s "
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application . tracker ? . trackEvent ' Finished Level Load ' , level: @ levelID , label: @ levelID , loadDuration: loadDuration , [ ' Google Analytics ' ]
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application . tracker ? . trackTiming loadDuration , ' Level Load Time ' , @ levelID , @ levelID
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onSurfaceSetUpNewWorld: ->
return if @ alreadyLoadedState
@alreadyLoadedState = true
state = @ originalSessionState
if state . frame and @ level . get ( ' type ' ) isnt ' ladder ' # https://github.com/codecombat/codecombat/issues/714
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 }
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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 )
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return if @ victorySeen
@victorySeen = true
victoryTime = ( new Date ( ) ) - @ loadEndTime
if victoryTime > 10 * 1000 # Don't track it if we're reloading an already-beaten level
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application . tracker ? . trackEvent ' Saw Victory ' , level: @ level . get ( ' name ' ) , label: @ level . get ( ' name ' )
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application . tracker ? . trackTiming victoryTime , ' Level Victory Time ' , @ levelID , @ levelID , 100
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showVictory: ->
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options = { level: @ level , supermodel: @ supermodel , session: @ session }
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docs = new VictoryModal ( options )
@ openModalView ( docs )
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if me . get ( ' anonymous ' )
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window . nextLevelURL = @ getNextLevelURL ( ) # Signup will go here on completion instead of reloading.
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onRestartLevel: ->
@ tome . reloadAllCode ( )
Backbone . Mediator . publish ' level:restarted '
$ ( ' # level-done-button ' , @ $el ) . hide ( )
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application . tracker ? . trackEvent ' Confirmed Restart ' , level: @ level . get ( ' name ' ) , label: @ level . get ( ' name ' )
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onInfiniteLoop: (e) ->
return unless e . firstWorld
@ openModalView new InfiniteLoopModal ( )
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application . tracker ? . trackEvent ' Saw Initial Infinite Loop ' , level: @ level . get ( ' name ' ) , label: @ level . get ( ' name ' )
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onPlayNextLevel: ->
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nextLevelID = @ getNextLevelID ( )
nextLevelURL = @ getNextLevelURL ( )
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Backbone . Mediator . publish ' router:navigate ' , {
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route: nextLevelURL ,
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viewClass: PlayLevelView ,
viewArgs: [ { supermodel : @ supermodel } , nextLevelID ] }
getNextLevel: ->
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return null unless nextLevelOriginal = @ level . get ( ' nextLevel ' ) ? . original
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levels = @ supermodel . getModels ( Level )
return l for l in levels when l . get ( ' original ' ) is nextLevelOriginal
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getNextLevelID: ->
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return null unless nextLevel = @ getNextLevel ( )
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nextLevelID = nextLevel . get ( ' slug ' ) or nextLevel . id
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getNextLevelURL: ->
return null unless @ getNextLevelID ( )
" /play/level/ #{ @ getNextLevelID ( ) } "
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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 )
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setTimeout ( ()=>
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return if @ destroyed
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@ animatePointer ( )
clearInterval ( @ pointerInterval )
@pointerInterval = setInterval ( @ animatePointer , 1200 )
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, 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 ( )
addPointer: ->
p = $ ( ' # pointer ' )
return if p . length
@ $el . append ( $ ( ' <img src= " /images/level/pointer.png " id= " pointer " > ' ) )
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
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 ( )
session . save { screenshot: screenshot } , { patch: true }
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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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for [ spriteName , message ] in @ world . thangDialogueSounds ( )
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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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destroy: ->
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@ levelLoader ? . destroy ( )
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@ surface ? . destroy ( )
@ god ? . destroy ( )
@ goalManager ? . destroy ( )
@ scriptManager ? . destroy ( )
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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
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delete window . nextLevelURL
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console . profileEnd ? ( ) if PROFILE_ME
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super ( )