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RootView = require ' views/kinds/RootView '
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template = require ' templates/play/level '
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{ me } = require ' lib/auth '
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ThangType = require ' models/ThangType '
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utils = require ' lib/utils '
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storage = require ' lib/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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RealTimeModel = require ' models/RealTimeModel '
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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RealTimeCollection = require ' collections/RealTimeCollection '
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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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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 '
' level:play-next-level ' : ' onPlayNextLevel '
' level:edit-wizard-settings ' : ' showWizardSettingsModal '
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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:loaded ' : ' onLevelLoaded '
' 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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shortcuts:
' ctrl+s ' : ' onCtrlS '
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# Initial Setup #############################################################
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constructor: (options, @levelID) ->
console . profile ? ( ) if PROFILE_ME
super options
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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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@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 ' , 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; " > ' ) )
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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 , @ 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 ' )
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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 "
application . tracker ? . trackEvent ' Finished Level Load ' , level: @ levelID , label: @ levelID , loadDuration: loadDuration , [ ' Google Analytics ' ]
application . tracker ? . trackTiming loadDuration , ' Level Load Time ' , @ levelID , @ levelID
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application . tracker ? . trackEvent ' Play Level ' , Action: ' Loaded ' , levelID: @ levelID
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# CocoView overridden methods ###############################################
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getRenderData: ->
c = super ( )
c.world = @ world
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if me . get ( ' hourOfCode ' ) and me . get ( ' preferredLanguage ' , true ) is ' en-US '
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# 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 LevelLoadingView autoUnveil: @ options . autoUnveil , 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
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@ insertSubView new LevelPlaybackView session: @ session , levelID: @ levelID , level: @ level
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@ insertSubView new GoalsView { }
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@ insertSubView new LevelFlagsView 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 }
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@ insertSubView new ChatView levelID: @ levelID , sessionID: @ session . id , session: @ session
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@ insertSubView new ProblemAlertView { }
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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
@ bus . connect ( ) if @ session . get ( ' multiplayer ' )
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# Load Completed Setup ######################################################
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onLevelLoaded: (e) ->
# Just the level has been loaded by the level loader
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@ showWizardSettingsModal ( ) if not me . get ( ' name ' ) and not @ isIPadApp ( ) and not ( e . level . get ( ' type ' , true ) in [ ' hero ' , ' hero-ladder ' , ' hero-coop ' ] )
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onSessionLoaded: (e) ->
# 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 ( ) 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 ( @ levelLoader . level . get ( ' type ' ) in [ ' ladder ' , ' ladder-tutorial ' ] )
me . set ( ' lastLevel ' , @ levelID )
me . save ( )
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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
@ 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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application . tracker ? . trackEvent ' Play Level ' , Action: ' Start Level ' , levelID: @ levelID
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playAmbientSound: ->
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 . frame and @ level . get ( ' type ' , true ) 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
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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
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 ' ,
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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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@ 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 . nextLevelURL = @ getNextLevelURL ( ) # 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 ' , 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 ,
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viewArgs: [ { supermodel: if @ hasReceivedMemoryWarning then null else @ supermodel } , nextLevelID ] }
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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) -> @ 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 ( )
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 ( )
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session . save { screenshot: screenshot } , { patch: true , type: ' PUT ' }
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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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@ $el . removeClass ' real-time '
@ onWindowResize ( )
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if @ world . frames . length is @ world . totalFrames
_ . delay @ onSubmissionComplete , 750 # Wait for transition to end.
else
@waitingForSubmissionComplete = true
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@ onRealTimeMultiplayerPlaybackEnded ( )
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onSubmissionComplete: =>
return if @ destroyed
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# TODO: Show a victory dialog specific to hero-ladder level
if @ goalManager . checkOverallStatus ( ) is ' success ' and not @ options . realTimeMultiplayerSessionID ?
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Backbone . Mediator . publish ' level:show-victory ' , showModal: true
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destroy: ->
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@ levelLoader ? . destroy ( )
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@ surface ? . destroy ( )
@ god ? . destroy ( )
@ goalManager ? . destroy ( )
@ scriptManager ? . destroy ( )
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@ setupManager ? . destroy ( )
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if ambientSound = @ ambientSound
# Doesn't seem to work; stops immediately.
createjs . Tween . get ( ambientSound ) . to ( { volume: 0.0 } , 1500 ) . call -> ambientSound . stop ( )
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$ ( 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 . nextLevelURL
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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
#
# Real-time state variables:
# @realTimePlayerStatus - User's real-time multiplayer state for this level
# @realTimePlayerGameStatus - User's state for current real-time multiplayer game session
# @realTimeSession - Current real-time multiplayer game session
# @realTimeOpponent - Current real-time multiplayer opponent
# @realTimePlayers - Real-time players for current real-time multiplayer game session
# @realTimeSessionCollection - Collection of all real-time multiplayer sessions
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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
# TODO: Ditch backfire and just use Firebase directly. Easier to debug, richer APIs (E.g. presence stuff).
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onRealTimeMultiplayerLevelLoaded: ->
return if @ realTimePlayerStatus ?
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return if me . get ( ' anonymous ' )
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unless @ options . realTimeMultiplayerSessionID ?
players = new RealTimeCollection ( ' multiplayer_players/ ' + @ levelID )
players . create
id: me . id
name: me . get ( ' name ' )
state: ' playing '
created: new Date ( ) . toISOString ( )
heartbeat: new Date ( ) . toISOString ( )
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@realTimePlayerStatus = new RealTimeModel ( ' multiplayer_players/ ' + @ levelID + ' / ' + me . id )
@timerMultiplayerHeartbeatID = setInterval @ onRealTimeMultiplayerHeartbeat , 60 * 1000
@ cleanupRealTimeSessions ( )
cleanupRealTimeSessions: ->
@realTimeSessionCollection = new RealTimeCollection ' multiplayer_level_sessions '
@ realTimeSessionCollection . on ' add ' , @ cleanupRealTimeSession
@ realTimeSessionCollection . each @ cleanupRealTimeSession
cleanupRealTimeSession: (session) =>
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return if @ options . realTimeMultiplayerSessionID ? and @ options . realTimeMultiplayerSessionID is session . id
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if session . get ( ' state ' ) isnt ' finished '
players = new RealTimeCollection ' multiplayer_level_sessions/ ' + session . id + ' /players '
players . each (player) =>
if player . id is me . id
p = new RealTimeModel ' multiplayer_level_sessions/ ' + session . id + ' /players/ ' + me . id
console . info ' Cleaning up previous real-time multiplayer session ' , session . id
p . set ' state ' , ' left '
session . set ' state ' , ' finished '
onRealTimeMultiplayerLevelUnloaded: ->
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# console.log 'PlayLevelView onRealTimeMultiplayerLevelUnloaded'
if @ timerMultiplayerHeartbeatID ?
clearInterval @ timerMultiplayerHeartbeatID
@timerMultiplayerHeartbeatID = null
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if @ realTimeSessionCollection ?
@ realTimeSessionCollection . off ' add ' , @ cleanupRealTimeSession
@realTimeSessionCollection = null
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# TODO: similar to game ending cleanup
if @ realTimeOpponent ?
@ realTimeOpponent . off ' change ' , @ onRealTimeOpponentChanged
@realTimeOpponent = null
if @ realTimePlayers ?
@ realTimePlayers . off ' add ' , @ onRealTimePlayerAdded
@realTimePlayers = null
if @ realTimeSession ?
@ realTimeSession . off ' change ' , @ onRealTimeSessionChanged
@realTimeSession = null
if @ realTimePlayerGameStatus ?
@realTimePlayerGameStatus = null
if @ realTimePlayerStatus ?
@realTimePlayerStatus = null
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onRealTimeMultiplayerHeartbeat: =>
@ realTimePlayerStatus . set ' heartbeat ' , new Date ( ) . toISOString ( ) if @ realTimePlayerStatus
onRealTimeMultiplayerCreatedGame: (e) ->
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@ joinRealTimeMultiplayerGame e
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@ realTimePlayerGameStatus . set ' state ' , ' coding '
@ realTimePlayerStatus . set ' state ' , ' available '
Backbone . Mediator . publish ' real-time-multiplayer:player-status ' , status: ' Waiting for opponent.. '
onRealTimeSessionChanged: (e) =>
# console.log 'PlayLevelView onRealTimeSessionChanged', e
if e . get ( ' state ' ) is ' finished '
@ realTimeGameEnded ( )
Backbone . Mediator . publish ' real-time-multiplayer:left-game ' , { }
onRealTimePlayerAdded: (e) =>
# console.log 'PlayLevelView onRealTimePlayerAdded', e
# Assume game is full, game on
if @ realTimeSession . get ( ' state ' ) is ' creating '
@ realTimeSession . set ' state ' , ' coding '
@ realTimePlayerStatus . set ' state ' , ' unavailable '
@realTimeOpponent = new RealTimeModel ( ' multiplayer_level_sessions/ ' + @ realTimeSession . id + ' /players/ ' + e . id )
@ realTimeOpponent . on ' change ' , @ onRealTimeOpponentChanged
Backbone . Mediator . publish ' real-time-multiplayer:player-status ' , status: ' Playing against ' + e . get ( ' name ' )
else
console . error ' PlayLevelView onRealTimePlayerAdded session in unexpected state ' , @ realTimeSession . get ( ' state ' )
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onRealTimeOpponentChanged: (e) =>
# console.log 'PlayLevelView onRealTimeOpponentChanged', e
switch @ realTimeOpponent . get ( ' state ' )
when ' left '
console . info ' Real-time multiplayer opponent left the game '
opponentID = @ realTimeOpponent . id
@ 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: @ realTimeOpponent . get ( ' name ' ) + ' waiting for your code '
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joinRealTimeMultiplayerGame: (e) ->
unless @ realTimeSession ?
# TODO: Necessary for real-time multiplayer sessions?
@ session . set ( ' submittedCodeLanguage ' , @ session . get ( ' codeLanguage ' ) )
@ session . save ( )
@realTimeSession = new RealTimeModel ' multiplayer_level_sessions/ ' + e . realTimeSessionID
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@ realTimeSession . on ' change ' , @ onRealTimeSessionChanged
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@realTimePlayers = new RealTimeCollection ' multiplayer_level_sessions/ ' + e . realTimeSessionID + ' /players '
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@ realTimePlayers . on ' add ' , @ onRealTimePlayerAdded
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@realTimePlayerGameStatus = new RealTimeModel ' multiplayer_level_sessions/ ' + e . realTimeSessionID + ' /players/ ' + me . id
# TODO: Follow up in MultiplayerView to see if double joins can be avoided
# else
# console.error 'Joining real-time multiplayer game with an existing @realTimeSession.'
onRealTimeMultiplayerJoinedGame: (e) ->
# console.log 'PlayLevelView onRealTimeMultiplayerJoinedGame', e
@ joinRealTimeMultiplayerGame e
@ realTimePlayerGameStatus . set ' state ' , ' coding '
@ realTimePlayerStatus . set ' state ' , ' unavailable '
unless @ realTimeOpponent ?
for id , player of @ realTimeSession . get ( ' players ' )
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if id isnt me . id
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@realTimeOpponent = new RealTimeModel ' multiplayer_level_sessions/ ' + e . realTimeSessionID + ' /players/ ' + id
@ realTimeOpponent . on ' change ' , @ onRealTimeOpponentChanged
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Backbone . Mediator . publish ' real-time-multiplayer:player-status ' , status: ' Playing against ' + player . name
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unless @ realTimeOpponent ?
console . error ' Did not find an oppoonent in onRealTimeMultiplayerJoinedGame. '
@ updateTeam ( )
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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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@ realTimePlayerGameStatus . set ' state ' , ' left '
@ 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 '
@ realTimePlayerGameStatus . set ' state ' , ' ready '
if @ realTimeOpponent . get ( ' state ' ) is ' ready '
@ realTimeOpponentIsReady ( )
else
console . info ' Waiting for opponent to be ready '
@ realTimeOpponent . on ' change ' , @ realTimeOpponentMaybeReady
realTimeOpponentMaybeReady: =>
# console.log 'PlayLevelView realTimeOpponentMaybeReady'
if @ realTimeOpponent . get ( ' state ' ) is ' ready '
@ realTimeOpponent . off ' change ' , @ realTimeOpponentMaybeReady
@ realTimeOpponentIsReady ( )
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realTimeOpponentIsReady: =>
console . info ' All real-time multiplayer players are ready! '
@ realTimeSession . set ' state ' , ' running '
Backbone . Mediator . publish ' real-time-multiplayer:player-status ' , status: ' Battling ' + @ realTimeOpponent . get ( ' name ' )
Backbone . Mediator . publish ' tome:manual-cast ' , { realTime: true }
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realTimeGameEnded: ->
if @ realTimeOpponent ?
@ realTimeOpponent . off ' change ' , @ onRealTimeOpponentChanged
@realTimeOpponent = null
if @ realTimePlayers ?
@ realTimePlayers . off ' add ' , @ onRealTimePlayerAdded
@realTimePlayers = null
if @ realTimeSession ?
@ realTimeSession . off ' change ' , @ onRealTimeSessionChanged
@ realTimeSession . set ' state ' , ' finished '
@realTimeSession = null
if @ realTimePlayerGameStatus ?
@realTimePlayerGameStatus = null
if @ realTimePlayerStatus ?
@ realTimePlayerStatus . set ' state ' , ' playing '
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', e
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unless @ realTimeSession
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
console . error ' onRealTimeMultiplayerCast without a multiplayerSession '
return
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# Set submissionCount for created real-time multiplayer session
if me . id is @ realTimeSession . get ( ' creator ' )
sessionState = @ session . get ( ' state ' )
if sessionState ?
submissionCount = sessionState . submissionCount
console . info ' Setting multiplayer submissionCount to ' , submissionCount
@ realTimeSession . set ' submissionCount ' , submissionCount
else
console . error ' Failed to read sessionState in onRealTimeMultiplayerCast '
2014-10-31 19:33:43 -04:00
players = new RealTimeCollection ( ' multiplayer_level_sessions/ ' + @ realTimeSession . id + ' /players ' )
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
myPlayer = opponentPlayer = null
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players . each (player) ->
if player . id is me . id
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
myPlayer = player
else
opponentPlayer = player
if myPlayer
console . info ' Submitting my code '
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# Transpile 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 ' )
aether = new Aether aetherOptions
transpiledCode [ thang ] [ spellID ] = aether . transpile spell
# console.log "PlayLevelView transpiled code", transpiledCode
@ session . set ' transpiledCode ' , transpiledCode
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@ session . patch ( )
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
myPlayer . set ' state ' , ' submitted '
else
console . error ' Did not find my player in onRealTimeMultiplayerCast '
if opponentPlayer
# TODO: Shouldn't need nested opponentPlayer change listeners here
state = opponentPlayer . get ( ' state ' )
console . info ' Other player is ' , state
if state in [ ' submitted ' , ' ready ' ]
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@ realTimeOpponentSubmittedCode opponentPlayer , myPlayer
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
# Wait for opponent to submit their code
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Backbone . Mediator . publish ' real-time-multiplayer:player-status ' , status: ' Waiting for code from ' + @ realTimeOpponent . get ( ' 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
opponentPlayer . on ' change ' , (e) =>
state = opponentPlayer . get ( ' state ' )
if state in [ ' submitted ' , ' ready ' ]
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@ realTimeOpponentSubmittedCode opponentPlayer , myPlayer
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opponentPlayer . off ' change '
else
console . error ' Did not find opponent player in onRealTimeMultiplayerCast '
2014-10-31 19:33:43 -04:00
onRealTimeMultiplayerPlaybackEnded: ->
if @ realTimeSession ?
@ realTimeSession . set ' state ' , ' coding '
@ realTimePlayers . each (player) -> player . set ' state ' , ' coding ' if player . id is me . id
if @ realTimeOpponent ?
Backbone . Mediator . publish ' real-time-multiplayer:player-status ' , status: ' Playing against ' + @ realTimeOpponent . get ( ' 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) =>
2014-11-17 18:07:10 -05:00
# console.log 'PlayLevelView realTimeOpponentSubmittedCode', @realTimeSession.id, opponentPlayer.get('level_session')
# Read submissionCount for joined real-time multiplayer session
if me . id isnt @ realTimeSession . get ( ' creator ' )
sessionState = @ session . get ( ' state ' ) ? { }
newSubmissionCount = @ realTimeSession . get ' submissionCount '
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
viewArgs: [ { supermodel: @ supermodel , autoUnveil: true , realTimeMultiplayerSessionID: @ realTimeSession . id , opponent: opponentPlayer . get ( ' level_session ' ) , team: @ team } , @ levelID ]
updateTeam: ->
# If not creator, and same team as creator, then switch teams
# TODO: Assumes there are only 'humans' and 'ogres'
unless @ realTimeOpponent ?
console . error ' Tried to switch teams without a real-time opponent. '
return
unless @ realTimeSession ?
console . error ' Tried to switch teams without a real-time session. '
return
return if me . id is @ realTimeSession . get ( ' creator ' )
oldTeam = @ realTimeOpponent . get ( ' 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
console . log " Swapping spell= #{ oldSpell } from #{ oldThang } to #{ newThang } "
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 '
2014-11-18 00:30:44 -05:00
@ session . set ' state ' , sessionState
2014-11-17 18:07:10 -05:00
@ session . set ' code ' , code
@ session . patch ( )
if sessionState ?
# TODO: Don't hardcode spellName
Backbone . Mediator . publish ' level:select-sprite ' , thangID: sessionState . selected , spellName: ' plan '
2014-11-18 14:21:29 -05:00
2014-11-22 23:48:04 -05:00
# End Real-time Multiplayer ######################################################