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RootView = require ' views/kinds/RootView '
template = require ' templates/play/world-map-view '
LevelSession = require ' models/LevelSession '
CocoCollection = require ' collections/CocoCollection '
AudioPlayer = require ' lib/AudioPlayer '
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PlayLevelModal = require ' views/play/modal/PlayLevelModal '
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ThangType = require ' models/ThangType '
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class LevelSessionsCollection extends CocoCollection
url: ' '
model: LevelSession
constructor: (model) ->
super ( )
@url = " /db/user/ #{ me . id } /level.sessions?project=state.complete,levelID "
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module.exports = class WorldMapView extends RootView
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id: ' world-map-view '
template: template
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terrain: ' Dungeon ' # or Grass
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events:
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' click .map-background ' : ' onClickMap '
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' click .level a ' : ' onClickLevel '
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' click .level-info-container .start-level ' : ' onClickStartLevel '
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' mouseenter .level a ' : ' onMouseEnterLevel '
' mouseleave .level a ' : ' onMouseLeaveLevel '
' mousemove .map ' : ' onMouseMoveMap '
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' click # volume-button ' : ' onToggleVolume '
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constructor: (options) ->
super options
@levelStatusMap = { }
@levelPlayCountMap = { }
@sessions = @ supermodel . loadCollection ( new LevelSessionsCollection ( ) , ' your_sessions ' , null , 0 ) . model
@ listenToOnce @ sessions , ' sync ' , @ onSessionsLoaded
@ getLevelPlayCounts ( )
$ ( window ) . on ' resize ' , @ onWindowResize
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@ playAmbientSound ( )
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@ preloadTopHeroes ( )
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@hadEverChosenHero = me . get ( ' heroConfig ' ) ? . thangType
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destroy: ->
$ ( window ) . off ' resize ' , @ onWindowResize
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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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super ( )
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getLevelPlayCounts: ->
success = (levelPlayCounts) =>
return if @ destroyed
for level in levelPlayCounts
@ levelPlayCountMap [ level . _id ] = playtime: level . playtime , sessions: level . sessions
@ render ( ) if @ supermodel . finished ( )
levelIDs = [ ]
for campaign in campaigns
for level in campaign . levels
levelIDs . push level . id
levelPlayCountsRequest = @ supermodel . addRequestResource ' play_counts ' , {
url: ' /db/level/-/play_counts '
data: { ids: levelIDs }
method: ' POST '
success: success
} , 0
levelPlayCountsRequest . load ( )
getRenderData: (context={}) ->
context = super ( context )
context.campaigns = campaigns
for campaign in context . campaigns
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for level , index in campaign . levels
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level . x ? = 10 + 80 * Math . random ( )
level . y ? = 10 + 80 * Math . random ( )
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#level.locked = index > 0 and not me.earnedLevel level.original
level.locked = false # Until we can solve the bug.
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context.levelStatusMap = @ levelStatusMap
context.levelPlayCountMap = @ levelPlayCountMap
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context.isIPadApp = application . isIPadApp
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context.mapType = _ . string . slugify @ terrain
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context
afterRender: ->
super ( )
@ onWindowResize ( )
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unless application . isIPadApp
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_ . defer => @ $el . find ( ' .game-controls .btn ' ) . tooltip ( ) # Have to defer or i18n doesn't take effect.
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@ $el . find ( ' .level ' ) . tooltip ( )
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@ $el . addClass _ . string . slugify @ terrain
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@ updateVolume ( )
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onSessionsLoaded: (e) ->
for session in @ sessions . models
@ levelStatusMap [ session . get ( ' levelID ' ) ] = if session . get ( ' state ' ) ? . complete then ' complete ' else ' started '
@ render ( )
onClickMap: (e) ->
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@ $levelInfo ? . hide ( )
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# Easy-ish way of figuring out coordinates for placing level dots.
x = e . offsetX / @ $el . find ( ' .map-background ' ) . width ( )
y = ( 1 - e . offsetY / @ $el . find ( ' .map-background ' ) . height ( ) )
console . log " x: #{ ( 100 * x ) . toFixed ( 2 ) } \n y: #{ ( 100 * y ) . toFixed ( 2 ) } \n "
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onClickLevel: (e) ->
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e . preventDefault ( )
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e . stopPropagation ( )
@ $levelInfo ? . hide ( )
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return if $ ( e . target ) . attr ( ' disabled ' ) or $ ( e . target ) . parent ( ) . hasClass ' locked '
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if application . isIPadApp
levelID = $ ( e . target ) . parents ( ' .level ' ) . data ( ' level-id ' )
@$levelInfo = @ $el . find ( " .level-info-container[data-level-id= #{ levelID } ] " ) . show ( )
@ adjustLevelInfoPosition e
else
@ startLevel $ ( e . target ) . parents ( ' .level ' )
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onClickStartLevel: (e) ->
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@ startLevel $ ( e . target ) . parents ( ' .level-info-container ' )
startLevel: (levelElement) ->
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playLevelModal = new PlayLevelModal supermodel: @ supermodel , levelID: levelElement . data ( ' level-id ' ) , levelPath: levelElement . data ( ' level-path ' ) , levelName: levelElement . data ( ' level-name ' ) , hadEverChosenHero: @ hadEverChosenHero
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@ openModalView playLevelModal
@ $levelInfo ? . hide ( )
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onMouseEnterLevel: (e) ->
return if application . isIPadApp
levelID = $ ( e . target ) . parents ( ' .level ' ) . data ( ' level-id ' )
@$levelInfo = @ $el . find ( " .level-info-container[data-level-id= #{ levelID } ] " ) . show ( )
@ adjustLevelInfoPosition e
onMouseLeaveLevel: (e) ->
return if application . isIPadApp
levelID = $ ( e . target ) . parents ( ' .level ' ) . data ( ' level-id ' )
@ $el . find ( " .level-info-container[data-level-id= ' #{ levelID } ' ] " ) . hide ( )
onMouseMoveMap: (e) ->
return if application . isIPadApp
@ adjustLevelInfoPosition e
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adjustLevelInfoPosition: (e) ->
return unless @ $levelInfo
@ $map ? = @ $el . find ( ' .map ' )
mapOffset = @ $map . offset ( )
mapX = e . pageX - mapOffset . left
mapY = e . pageY - mapOffset . top
margin = 20
width = @ $levelInfo . outerWidth ( )
@ $levelInfo . css ( ' left ' , Math . min ( Math . max ( margin , mapX - width / 2 ) , @ $map . width ( ) - width - margin ) )
height = @ $levelInfo . outerHeight ( )
top = mapY - @ $levelInfo . outerHeight ( ) - 60
if top < 20
top = mapY + 60
@ $levelInfo . css ( ' top ' , top )
onWindowResize: (e) =>
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mapHeight = iPadHeight = 1536
mapWidth = if @ terrain is ' Dungeon ' then 2350 else 2500
iPadWidth = 2048
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aspectRatio = mapWidth / mapHeight
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iPadAspectRatio = iPadWidth / iPadHeight
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pageWidth = $ ( window ) . width ( )
pageHeight = $ ( window ) . height ( )
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widthRatio = pageWidth / mapWidth
heightRatio = pageHeight / mapHeight
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iPadWidthRatio = pageWidth / iPadWidth
if @ terrain is ' Dungeon '
# Make sure we can see almost the whole map, fading to background in one dimension.
if heightRatio <= iPadWidthRatio
# Full width, full height, left and right margin
resultingHeight = pageHeight
resultingWidth = resultingHeight * aspectRatio
else if iPadWidthRatio < heightRatio * ( iPadAspectRatio / aspectRatio )
# Cropped width, full height, left and right margin
resultingWidth = pageWidth
resultingHeight = resultingWidth / aspectRatio
else
# Cropped width, full height, top and bottom margin
resultingWidth = pageWidth * aspectRatio / iPadAspectRatio
resultingHeight = resultingWidth / aspectRatio
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else
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# Scale it in either dimension so that we're always full on one of the dimensions.
if heightRatio > widthRatio
resultingHeight = pageHeight
resultingWidth = resultingHeight * aspectRatio
else
resultingWidth = pageWidth
resultingHeight = resultingWidth / aspectRatio
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resultingMarginX = ( pageWidth - resultingWidth ) / 2
resultingMarginY = ( pageHeight - resultingHeight ) / 2
@ $el . find ( ' .map ' ) . css ( width: resultingWidth , height: resultingHeight , ' margin-left ' : resultingMarginX , ' margin-top ' : resultingMarginY )
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playAmbientSound: ->
return if @ ambientSound
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return unless file = { Dungeon: ' ambient-dungeon ' , Grass: ' ambient-map-grass ' } [ @ terrain ]
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src = " /file/interface/ #{ file } #{ AudioPlayer . ext } "
unless AudioPlayer . getStatus ( src ) ? . loaded
AudioPlayer . preloadSound src
Backbone . Mediator . subscribeOnce ' audio-player:loaded ' , @ playAmbientSound , @
return
@ambientSound = createjs . Sound . play src , loop : - 1 , volume: 0.1
createjs . Tween . get ( @ ambientSound ) . to ( { volume: 1.0 } , 1000 )
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preloadTopHeroes: ->
for heroID in [ ' captain ' , ' knight ' ]
url = " /db/thang.type/ #{ ThangType . heroes [ heroID ] } /version "
continue if @ supermodel . getModel url
fullHero = new ThangType ( )
fullHero . setURL url
@ supermodel . loadModel fullHero , ' thang '
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updateVolume: (volume) ->
volume ? = me . get ( ' volume ' ) ? 1.0
classes = [ ' vol-off ' , ' vol-down ' , ' vol-up ' ]
button = $ ( ' # volume-button ' , @ $el )
button . toggleClass ' vol-off ' , volume <= 0.0
button . toggleClass ' vol-down ' , 0.0 < volume < 1.0
button . toggleClass ' vol-up ' , volume >= 1.0
createjs . Sound . setVolume ( if volume is 1 then 0.6 else volume ) # Quieter for now until individual sound FX controls work again.
if volume isnt me . get ' volume '
me . set ' volume ' , volume
me . patch ( )
onToggleVolume: (e) ->
button = $ ( e . target ) . closest ( ' # volume-button ' )
classes = [ ' vol-off ' , ' vol-down ' , ' vol-up ' ]
volumes = [ 0 , 0.4 , 1.0 ]
for oldClass , i in classes
if button . hasClass oldClass
newI = ( i + 1 ) % classes . length
break
else if i is classes . length - 1 # no oldClass
newI = 2
@ updateVolume volumes [ newI ]
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tutorials = [
{
name: ' Rescue Mission '
difficulty: 1
id: ' rescue-mission '
image: ' /file/db/level/52740644904ac0411700067c/rescue_mission_icon.png '
description: ' Tharin has been captured! Start here. '
x: 17.23
y: 36.94
}
{
name: ' Grab the Mushroom '
difficulty: 1
id: ' grab-the-mushroom '
image: ' /file/db/level/529662dfe0df8f0000000007/grab_the_mushroom_icon.png '
description: ' Grab a powerup and smash a big ogre. '
x: 22.6
y: 35.1
}
{
name: ' Drink Me '
difficulty: 1
id: ' drink-me '
image: ' /file/db/level/525dc5589a0765e496000006/drink_me_icon.png '
description: ' Drink up and slay two munchkins. '
x: 27.74
y: 35.17
}
{
name: ' Taunt the Guards '
difficulty: 1
id: ' taunt-the-guards '
image: ' /file/db/level/5276c9bdcf83207a2801ff8f/taunt_icon.png '
description: ' Tharin, if clever, can escape with Phoebe. '
x: 32.7
y: 36.7
}
{
name: ' It \' s a Trap '
difficulty: 1
id: ' its-a-trap '
image: ' /file/db/level/528aea2d7f37fc4e0700016b/its_a_trap_icon.png '
description: ' Organize a dungeon ambush with archers. '
x: 37.6
y: 40.0
}
{
name: ' Break the Prison '
difficulty: 1
id: ' break-the-prison '
image: ' /file/db/level/5275272c69abdcb12401216e/break_the_prison_icon.png '
description: ' More comrades are imprisoned! '
x: 44.1
y: 39.5
}
{
name: ' Taunt '
difficulty: 1
id: ' taunt '
image: ' /file/db/level/525f150306e1ab0962000018/taunt_icon.png '
description: ' Taunt the ogre to claim victory. '
x: 38.5
y: 44.1
}
{
name: ' Cowardly Taunt '
difficulty: 1
id: ' cowardly-taunt '
image: ' /file/db/level/525abfd9b12777d78e000009/cowardly_taunt_icon.png '
description: ' Lure infuriated ogres to their doom. '
x: 39.2
y: 50.1
}
{
name: ' Commanding Followers '
difficulty: 1
id: ' commanding-followers '
image: ' /file/db/level/525ef8ef06e1ab0962000003/commanding_followers_icon.png '
description: ' Lead allied soldiers into battle. '
x: 39.1
y: 54.7
}
{
name: ' Mobile Artillery '
difficulty: 1
id: ' mobile-artillery '
image: ' /file/db/level/525085419851b83f4b000001/mobile_artillery_icon.png '
description: ' Blow ogres up! '
x: 39.5
y: 60.2
}
]
experienced = [
{
name: ' Hunter Triplets '
difficulty: 2
id: ' hunter-triplets '
image: ' /file/db/level/526711d9add4f8965f000002/hunter_triplets_icon.png '
description: ' Three soldiers go ogre hunting. '
x: 51.76
y: 35.5
}
{
name: ' Emphasis on Aim '
difficulty: 2
id: ' emphasis-on-aim '
image: ' /file/db/level/525f384d96cd77000000000f/munchkin_masher_icon.png '
description: ' Choose your targets carefully. '
x: 61.47
y: 33.46
}
{
name: ' Zone of Danger '
difficulty: 3
id: ' zone-of-danger '
image: ' /file/db/level/526ae95c1e5cd30000000008/zone_of_danger_icon.png '
description: ' Target the ogres swarming into arrow range. '
x: 65.72
y: 26.72
}
{
name: ' Molotov Medic '
difficulty: 2
id: ' molotov-medic '
image: ' /file/db/level/52602ecb026e8481e7000001/generic_1.png '
description: ' Tharin must play support in this dungeon battle. '
x: 70.95
y: 18.64
}
{
name: ' Gridmancer '
difficulty: 5
id: ' gridmancer '
image: ' /file/db/level/52ae2460ef42c52f13000008/gridmancer_icon.png '
description: ' Super algorithm challenge level! '
x: 61.41
y: 17.22
}
]
arenas = [
{
name: ' Criss-Cross '
difficulty: 5
id: ' criss-cross '
image: ' /file/db/level/528aea2d7f37fc4e0700016b/its_a_trap_icon.png '
description: ' Participate in a bidding war with opponents to reach the other side! '
levelPath: ' ladder '
x: 49.43
y: 21.48
}
{
name: ' Greed '
difficulty: 4
id: ' greed '
image: ' /file/db/level/526fd3043c637ece50001bb2/the_herd_icon.png '
description: ' Liked Dungeon Arena and Gold Rush? Put them together in this economic arena! '
levelPath: ' ladder '
x: 45.00
y: 23.34
}
{
name: ' Dungeon Arena '
difficulty: 3
id: ' dungeon-arena '
image: ' /file/db/level/526ae95c1e5cd30000000008/zone_of_danger_icon.png '
description: ' Play head-to-head against fellow Wizards in a dungeon melee! '
levelPath: ' ladder '
x: 36.82
y: 23.17
}
{
name: ' Gold Rush '
difficulty: 3
id: ' gold-rush '
image: ' /file/db/level/52602ecb026e8481e7000001/generic_1.png '
description: ' Prove you are better at collecting gold than your opponent! '
levelPath: ' ladder '
x: 30.8
y: 16.87
}
{
name: ' Brawlwood '
difficulty: 4
id: ' brawlwood '
image: ' /file/db/level/525ef8ef06e1ab0962000003/commanding_followers_icon.png '
description: ' Combat the armies of other Wizards in a strategic forest arena! (Fast computer required.) '
levelPath: ' ladder '
x: 41.93
y: 12.79
}
{
name: ' Sky Span (Testing) '
difficulty: 3
id: ' sky-span '
image: ' /file/db/level/526ae95c1e5cd30000000008/zone_of_danger_icon.png '
description: ' Preview version of an upgraded Dungeon Arena. Help us with hero balance before release! '
levelPath: ' ladder '
x: 53.12
y: 11.37
}
]
classicAlgorithms = [
{
name: ' Bubble Sort Bootcamp Battle '
difficulty: 3
id: ' bubble-sort-bootcamp-battle '
image: ' /file/db/level/525ef8ef06e1ab0962000003/commanding_followers_icon.png '
description: ' Write a bubble sort to organize your soldiers. - by Alexandru Caciulescu '
x: 26.37
y: 93.02
}
{
name: ' Ogres of Hanoi '
difficulty: 3
id: ' ogres-of-hanoi '
image: ' /file/db/level/526fd3043c637ece50001bb2/the_herd_icon.png '
description: ' Transfer a stack of ogres while preserving their honor. - by Alexandru Caciulescu '
x: 32.39
y: 92.67
}
{
name: ' Danger! Minefield '
difficulty: 3
id: ' danger-minefield '
image: ' /file/db/level/526bda3fe79aefde2a003e36/mobile_artillery_icon.png '
description: ' Learn how to find prime numbers while defusing mines! - by Alexandru Caciulescu '
x: 38.07
y: 92.76
}
{
name: ' K-means++ Cluster Wars '
difficulty: 4
id: ' k-means-cluster-wars '
image: ' /file/db/level/525ef8ef06e1ab0962000003/commanding_followers_icon.png '
description: ' Learn cluster analysis while leading armies into battle! - by Alexandru Caciulescu '
x: 43.75
y: 90.36
}
{
name: ' Quicksort the Spiral '
difficulty: 3
id: ' quicksort-the-spiral '
image: ' /file/db/level/525ef8ef06e1ab0962000003/commanding_followers_icon.png '
description: ' Learn Quicksort while sorting a spiral of ogres! - by Alexandru Caciulescu '
x: 48.97
y: 87.08
}
{
name: ' Minimax Tic-Tac-Toe '
difficulty: 4
id: ' minimax-tic-tac-toe '
image: ' /file/db/level/525ef8ef06e1ab0962000003/commanding_followers_icon.png '
description: ' Learn how to make a game AI with the Minimax algorithm. - by Alexandru Caciulescu '
x: 55.96
y: 82.73
}
]
playerCreated = [
{
name: ' Extra Extrapolation '
difficulty: 2
id: ' extra-extrapolation '
image: ' /file/db/level/526bda3fe79aefde2a003e36/mobile_artillery_icon.png '
description: ' Predict your target \' s position for deadly aim. - by Sootn '
x: 42.67
y: 67.98
}
{
name: ' The Right Route '
difficulty: 1
id: ' the-right-route '
image: ' /file/db/level/526fd3043c637ece50001bb2/the_herd_icon.png '
description: ' Strike at the weak point in an array of enemies. - by Aftermath '
x: 47.38
y: 70.55
}
{
name: ' Sword Loop '
difficulty: 2
id: ' sword-loop '
image: ' /file/db/level/525dc5589a0765e496000006/drink_me_icon.png '
description: ' Kill the ogres and save the peasants with for-loops. - by Prabh Simran Singh Baweja '
x: 52.66
y: 69.66
}
{
name: ' Coin Mania '
difficulty: 2
id: ' coin-mania '
image: ' /file/db/level/529662dfe0df8f0000000007/grab_the_mushroom_icon.png '
description: ' Learn while-loops to grab coins and potions. - by Prabh Simran Singh Baweja '
x: 58.46
y: 66.38
}
{
name: ' Find the Spy '
difficulty: 2
id: ' find-the-spy '
image: ' /file/db/level/526ae95c1e5cd30000000008/zone_of_danger_icon.png '
description: ' Identify the spies hidden among your soldiers - by Nathan Gossett '
x: 63.11
y: 62.74
}
{
name: ' Harvest Time '
difficulty: 2
id: ' harvest-time '
image: ' /file/db/level/529662dfe0df8f0000000007/grab_the_mushroom_icon.png '
description: ' Collect a hundred mushrooms in just five lines of code - by Nathan Gossett '
x: 69.19
y: 60.61
}
{
name: ' Guide Everyone Home '
difficulty: 2
id: ' guide-everyone-home '
image: ' /file/db/level/52740644904ac0411700067c/rescue_mission_icon.png '
description: ' Fetch the wizards teleporting into the area - by Nathan Gossett '
x: 77.54
y: 65.94
}
{
name: " Let ' s go Fly a Kite "
difficulty: 3
id: ' lets-go-fly-a-kite '
image: ' /file/db/level/526711d9add4f8965f000002/hunter_triplets_icon.png '
description: ' There is a horde of ogres marching on your village. Stay out of reach and use your bow to take them out! - by Danny Whittaker '
x: 84.29
y: 61.23
}
]
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hero = [
{
name: ' Dungeons of Kithgard '
type: ' hero '
difficulty: 1
id: ' dungeons-of-kithgard '
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original: ' 528110f30268d018e3000001 '
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description: ' Grab the gem, but touch nothing else. Start here. '
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x: 14
y: 15.5
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}
{
name: ' Gems in the Deep '
type: ' hero '
difficulty: 1
id: ' gems-in-the-deep '
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original: ' 54173c90844506ae0195a0b4 '
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description: ' Quickly collect the gems; you will need them. '
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x: 32
y: 15.5
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}
{
name: ' Shadow Guard '
type: ' hero '
difficulty: 1
id: ' shadow-guard '
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original: ' 54174347844506ae0195a0b8 '
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description: ' Evade the Kithgard minion. '
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x: 54
y: 9
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}
{
name: ' True Names '
type: ' hero '
difficulty: 1
id: ' true-names '
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original: ' 541875da4c16460000ab990f '
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description: ' Learn an enemy \' s true name to defeat it. '
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x: 74
y: 12
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}
{
name: ' The Raised Sword '
type: ' hero '
difficulty: 1
id: ' the-raised-sword '
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original: ' 5418aec24c16460000ab9aa6 '
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description: ' Learn to equip yourself for combat. '
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x: 85
y: 20
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}
{
name: ' The First Kithmaze '
type: ' hero '
difficulty: 1
id: ' the-first-kithmaze '
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original: ' 5418b9d64c16460000ab9ab4 '
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description: ' The builders of Kith constructed many mazes to confuse travelers. '
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x: 70
y: 28
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}
{
name: ' The Second Kithmaze '
type: ' hero '
difficulty: 1
id: ' the-second-kithmaze '
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original: ' 5418cf256bae62f707c7e1c3 '
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description: ' Many have tried, few have found their way through this maze. '
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x: 55.54
y: 26.96
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}
{
name: ' New Sight '
type: ' hero '
difficulty: 1
id: ' new-sight '
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original: ' 5418d40f4c16460000ab9ac2 '
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description: ' A true name can only be seen with the correct lenses. '
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x: 67
y: 41
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}
{
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name: ' Lowly Kithmen '
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type: ' hero '
difficulty: 1
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id: ' lowly-kithmen '
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original: ' 541b24511ccc8eaae19f3c1f '
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description: ' Use your glasses to seek out and attack the Kithmen. '
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x: 74
y: 48
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}
{
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name: ' Closing the Distance '
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type: ' hero '
difficulty: 1
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id: ' closing-the-distance '
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original: ' 541b288e1ccc8eaae19f3c25 '
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description: ' Kithmen are not the only ones to stand in your way. '
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x: 76
y: 60
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}
{
name: ' The Final Kithmaze '
type: ' hero '
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difficulty: 1
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id: ' the-final-kithmaze '
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original: ' 541b434e1ccc8eaae19f3c33 '
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description: ' To escape you must find your way through an Elder Kithman \' s maze. '
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x: 82
y: 70
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}
{
name: ' Kithgard Gates '
type: ' hero '
difficulty: 1
id: ' kithgard-gates '
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original: ' 541c9a30c6362edfb0f34479 '
2014-09-22 17:05:13 -04:00
description: ' Escape the Kithgard dungeons and don \' t let the guardians get you. '
2014-09-25 16:17:41 -04:00
disabled: true
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x: 89
y: 82
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}
{
name: ' Defence of Plainswood '
type: ' hero '
difficulty: 1
id: ' defence-of-plainswood '
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original: ' 541b67f71ccc8eaae19f3c62 '
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description: ' Protect the peasants from the pursuing ogres. '
2014-09-25 16:17:41 -04:00
disabled: true
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x: 95.31
y: 88.26
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}
#{
# name: ''
# type: 'hero'
# difficulty: 1
# id: ''
# description: ''
# x: 58.46
# y: 66.38
# }
#{
# name: ''
# type: 'hero'
# difficulty: 1
# id: ''
# description: ''
# x: 63.11
# y: 62.74
# }
#{
# name: ''
# type: 'hero'
# difficulty: 1
# id: ''
# description: ''
# x: 69.19
# y: 60.61
# }
#{
# name: ''
# type: 'hero'
# difficulty: 1
# id: ''
# description: ''
# x: 77.54
# y: 65.94
#}
#{
# name: ''
# type: 'hero'
# difficulty: 1
# id: ''
# description: ''
# x: 84.29
# y: 61.23
#}
]
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campaigns = [
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#{id: 'beginner', name: 'Beginner Campaign', description: '... in which you learn the wizardry of programming.', levels: tutorials, color: "rgb(255, 80, 60)"}
#{id: 'multiplayer', name: 'Multiplayer Arenas', description: '... in which you code head-to-head against other players.', levels: arenas, color: "rgb(80, 5, 60)"}
#{id: 'dev', name: 'Random Harder Levels', description: '... in which you learn the interface while doing something a little harder.', levels: experienced, color: "rgb(80, 60, 255)"}
#{id: 'classic' ,name: 'Classic Algorithms', description: '... in which you learn the most popular algorithms in Computer Science.', levels: classicAlgorithms, color: "rgb(110, 80, 120)"}
#{id: 'player_created', name: 'Player-Created', description: '... in which you battle against the creativity of your fellow <a href=\"/contribute#artisan\">Artisan Wizards</a>.', levels: playerCreated, color: "rgb(160, 160, 180)"}
{ id: ' beginner ' , name: ' Beginner Campaign ' , levels: hero , color: ' rgb(255, 80, 60) ' }
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]