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154 lines
5.9 KiB
CoffeeScript
154 lines
5.9 KiB
CoffeeScript
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# There's one TomeView per Level. It has:
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# - a CastButtonView, which has
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# - a cast button
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# - an autocast settings options button
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# - for each spell (programmableMethod):
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# - a Spell, which has
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# - a list of Thangs that share that Spell, with one aether per Thang per Spell
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# - a SpellView, which has
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# - tons of stuff; the meat
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# - a SpellListView, which has
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# - for each spell:
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# - a SpellListEntryView, which has
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# - icons for each Thang
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# - the spell name
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# - a reload button
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# - documentation for that method (in a popover)
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# - a SpellPaletteView, which has
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# - for each programmableProperty:
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# - a SpellPaletteEntryView
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#
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# The CastButtonView and SpellListView always show.
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# The SpellPaletteView shows the entries for the currently selected Programmable Thang.
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# The SpellView shows the code and runtime state for the currently selected Spell and, specifically, Thang.
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# The SpellView obscures most of the SpellListView when present. We might mess with this.
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# You can switch a SpellView to showing the runtime state of another Thang sharing that Spell.
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# SpellPaletteViews are destroyed and recreated whenever you switch Thangs.
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# The SpellListView shows spells to which your team has read or readwrite access.
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# It doubles as a Thang selector, since it's there when nothing is selected.
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View = require 'views/kinds/CocoView'
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template = require 'templates/play/level/tome/tome'
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{me} = require 'lib/auth'
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Spell = require './spell'
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SpellListView = require './spell_list_view'
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ThangListView = require './thang_list_view'
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SpellPaletteView = require './spell_palette_view'
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CastButtonView = require './cast_button_view'
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module.exports = class TomeView extends View
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id: 'tome-view'
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template: template
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controlsEnabled: true
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cache: false
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subscriptions:
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'tome:spell-loaded': "onSpellLoaded"
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'tome:cast-spell': "onCastSpell"
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'tome:toggle-spell-list': 'onToggleSpellList'
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'surface:sprite-selected': 'onSpriteSelected'
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events:
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'click #spell-view': 'onSpellViewClick'
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'click': -> Backbone.Mediator.publish 'focus-editor'
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constructor: (options) ->
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super options
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afterRender: ->
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super()
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programmableThangs = _.filter @options.thangs, 'isProgrammable'
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@createSpells programmableThangs # Do before spellList, thangList, and castButton
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@spellList = @insertSubView new SpellListView spells: @spells
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@thangList = @insertSubView new ThangListView spells: @spells, thangs: @options.thangs
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@castButton = @insertSubView new CastButtonView spells: @spells
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createSpells: (programmableThangs) ->
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# If needed, we could make this able to update when programmableThangs changes.
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# We haven't done that yet, so call it just once on init.
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pathPrefixComponents = ['play', 'level', @options.levelID, @options.session.id, 'code']
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@spells = {}
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@thangSpells = {}
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for thang in programmableThangs
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world = thang.world
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@thangSpells[thang.id] = []
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for methodName, method of thang.programmableMethods
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pathComponents = [thang.id, methodName]
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if method.cloneOf
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pathComponents[0] = method.cloneOf # referencing another Thang's method
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pathComponents[0] = _.string.slugify pathComponents[0]
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spellKey = pathComponents.join '/'
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@thangSpells[thang.id].push spellKey
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unless method.cloneOf
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spell = @spells[spellKey] = new Spell method, spellKey, pathPrefixComponents.concat(pathComponents), @options.session
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for thangID, spellKeys of @thangSpells
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thang = world.getThangByID(thangID)
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@spells[spellKey].addThang thang for spellKey in spellKeys
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null
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onSpellLoaded: (e) ->
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for spellID, spell of @spells
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return unless spell.loaded
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@cast()
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onCastSpell: (e) ->
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# A single spell is cast.
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# Hmm; do we need to make sure other spells are all cast here?
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@cast()
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cast: ->
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Backbone.Mediator.publish 'tome:cast-spells', spells: @spells
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onToggleSpellList: (e) ->
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@spellList.$el.toggle()
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onSpellViewClick: (e) ->
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@spellList.$el.hide()
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clearSpellView: ->
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@spellView?.dismiss()
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@spellView?.$el.after('<div id="' + @spellView.id + '"></div>').detach()
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@spellView = null
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@spellTabView?.$el.after('<div id="' + @spellTabView.id + '"></div>').detach()
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@spellTabView = null
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@removeSubView @spellPaletteView if @spellPaletteView
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@thangList.$el.show()
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onSpriteSelected: (e) ->
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thang = e.thang
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spellName = e.spellName
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@spellList.$el.hide()
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return @clearSpellView() unless thang?.isProgrammable
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selectedThangSpells = (@spells[spellKey] for spellKey in @thangSpells[thang.id])
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if spellName
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spell = _.find selectedThangSpells, {name: spellName}
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else
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spell = @thangList.topSpellForThang thang
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#spell = selectedThangSpells[0] # TODO: remember last selected spell for this thang
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return @clearSpellView() unless spell?.canRead()
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@spellList.setThangAndSpell thang, spell
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return if spell.view is @spellView
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@clearSpellView()
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@spellView = spell.view
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@spellTabView = spell.tabView
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@$el.find('#' + @spellView.id).after(@spellView.el).remove()
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@$el.find('#' + @spellTabView.id).after(@spellTabView.el).remove()
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@spellView.setThang thang
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@spellTabView.setThang thang
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@thangList.$el.hide()
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@spellPaletteView = @insertSubView new SpellPaletteView thang: thang
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@spellPaletteView.toggleControls {}, @spellView.controlsEnabled # TODO: know when palette should have been disabled but didn't exist
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# New, good event
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Backbone.Mediator.publish 'tome:spell-shown', thang: thang, spell: spell
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# Bad, old one for old scripts (TODO)
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Backbone.Mediator.publish 'editor:tab-shown', thang: thang, methodName: spell.name
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reloadAllCode: ->
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spell.view.reloadCode false for spellKey, spell of @spells
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Backbone.Mediator.publish 'tome:cast-spells', spells: @spells
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destroy: ->
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super()
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for spellKey, spell of @spells
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spell.view.destroy()
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