codecombat/app/views/game-menu/InventoryView.coffee

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CocoView = require 'views/kinds/CocoView'
template = require 'templates/game-menu/inventory-view'
{me} = require 'lib/auth'
ThangType = require 'models/ThangType'
CocoCollection = require 'collections/CocoCollection'
ItemView = require './ItemView'
SpriteBuilder = require 'lib/sprites/SpriteBuilder'
module.exports = class InventoryView extends CocoView
id: 'inventory-view'
className: 'tab-pane'
template: template
slots: ['head', 'eyes', 'neck', 'torso', 'wrists', 'gloves', 'left-ring', 'right-ring', 'right-hand', 'left-hand', 'waist', 'feet', 'programming-book', 'pet', 'minion', 'flag'] #, 'misc-0', 'misc-1'] # TODO: bring in misc slot(s) again when we have space
events:
'click .item-slot': 'onItemSlotClick'
'click #available-equipment .list-group-item:not(.equipped)': 'onAvailableItemClick'
'dblclick #available-equipment .list-group-item:not(.equipped)': 'onAvailableItemDoubleClick'
'dblclick .item-slot .item-view': 'onEquippedItemDoubleClick'
subscriptions:
'level:hero-selection-updated': 'onHeroSelectionUpdated'
shortcuts:
'esc': 'clearSelection'
initialize: (options) ->
super(arguments...)
@items = new CocoCollection([], {model: ThangType})
@equipment = options.equipment or @options.session?.get('heroConfig')?.inventory or me.get('heroConfig')?.inventory or {}
@equipment = $.extend true, {}, @equipment
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@requireLevelEquipment()
@items.url = '/db/thang.type?view=items&project=name,components,original,rasterIcon'
@supermodel.loadCollection(@items, 'items')
destroy: ->
@stage?.removeAllChildren()
super()
onLoaded: ->
item.notInLevel = true for item in @items.models
super()
getRenderData: (context={}) ->
context = super(context)
context.equipped = _.values(@equipment)
context.items = @items.models
context.unlockedItems = []
context.lockedItems = []
for item in @items.models
item.classes = item.getAllowedSlots()
item.classes.push 'equipped' if item.get('original') in context.equipped
locked = @allowedItems and not (item.get('original') in @allowedItems)
item.classes.push 'locked' if locked
(if locked then context.lockedItems else context.unlockedItems).push item
@items.models.sort (a, b) -> ('locked' in a.classes) - ('locked' in b.classes)
context.slots = @slots
context.equipment = _.clone @equipment
for slot, itemOriginal of context.equipment
item = _.find @items.models, (item) -> item.get('original') is itemOriginal
context.equipment[slot] = item
context
afterRender: ->
super()
return unless @supermodel.finished()
keys = (item.get('original') for item in @items.models)
itemMap = _.zipObject keys, @items.models
# Fill in equipped items
for slottedItemStub in @$el.find('.replace-me')
itemID = $(slottedItemStub).data('item-id')
item = itemMap[itemID]
itemView = new ItemView({item: item, includes: {}})
itemView.render()
$(slottedItemStub).replaceWith(itemView.$el)
@registerSubView(itemView)
for availableItemEl in @$el.find('#available-equipment .list-group-item')
itemID = $(availableItemEl).data('item-id')
item = itemMap[itemID]
itemView = new ItemView({item: item, includes: {name: true}})
itemView.render()
$(availableItemEl).append(itemView.$el)
@registerSubView(itemView)
continue if $(availableItemEl).hasClass 'locked'
dragHelper = itemView.$el.find('img').clone().addClass('draggable-item')
do (dragHelper, itemView) =>
itemView.$el.draggable
revert: 'invalid'
appendTo: @$el
cursorAt: {left: 35.5, top: 35.5}
helper: -> dragHelper
revertDuration: 200
distance: 10
scroll: false
zIndex: 100
itemView.$el.on 'dragstart', =>
@onAvailableItemClick target: itemView.$el.parent() unless itemView.$el.parent().hasClass 'active'
for itemSlot in @$el.find '.item-slot'
slot = $(itemSlot).data 'slot'
do (slot, itemSlot) =>
$(itemSlot).droppable
drop: (e, ui) => @onAvailableItemDoubleClick()
accept: (el) -> $(el).parent().hasClass slot
activeClass: 'droppable'
hoverClass: 'droppable-hover'
tolerance: 'touch'
@makeEquippedSlotDraggable $(itemSlot)
@$el.find('#selected-items').hide() # Hide until one is selected
@delegateEvents()
if @selectedHero and not @startedLoadingFirstHero
@loadHero()
@requireLevelEquipment()
afterInsert: ->
super()
@canvasWidth = @$el.find('canvas').innerWidth()
@canvasHeight = @$el.find('canvas').innerHeight()
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@inserted = true
makeEquippedSlotDraggable: (slot) ->
unequip = => @unequipItemFromSlot slot
shouldStayEquippedWhenDropped = (isValidDrop) ->
pos = $(@).position()
revert = Math.abs(pos.left) < $(@).outerWidth() and Math.abs(pos.top) < $(@).outerHeight()
unequip() if not revert
revert
# TODO: figure out how to make this actually above the available items list (the .ui-draggable-helper img is still inside .item-view and so underlaps...)
$(slot).find('img').draggable
revert: shouldStayEquippedWhenDropped
appendTo: @$el
cursorAt: {left: 35.5, top: 35.5}
revertDuration: 200
distance: 10
scroll: false
zIndex: 100
clearSelection: ->
@$el.find('.item-slot.selected').removeClass 'selected'
@$el.find('.list-group-item').removeClass('active')
@onSelectionChanged()
onItemSlotClick: (e) ->
slot = $(e.target).closest('.item-slot')
wasActive = slot.hasClass('selected')
@unselectAllSlots()
@unselectAllAvailableEquipment() if slot.hasClass('disabled')
if wasActive
@hideSelectedSlotItem()
@unselectAllAvailableEquipment()
else
@selectSlot(slot)
@onSelectionChanged()
onAvailableItemClick: (e) ->
itemContainer = $(e.target).closest('.list-group-item')
return if itemContainer.hasClass 'locked'
wasActive = itemContainer.hasClass 'active'
@unselectAllAvailableEquipment()
@selectAvailableItem(itemContainer) unless wasActive
@onSelectionChanged()
onAvailableItemDoubleClick: (e) ->
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if e
itemContainer = $(e.target).closest('.list-group-item')
return if itemContainer.hasClass 'locked'
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@selectAvailableItem itemContainer
@onSelectionChanged()
slot = @getSelectedSlot()
slot = @$el.find('.item-slot:not(.disabled):first') if not slot.length
@unequipItemFromSlot(slot)
@equipSelectedItemToSlot(slot)
@onSelectionChanged()
onEquippedItemDoubleClick: (e) ->
@unselectAllAvailableEquipment()
slot = $(e.target).closest('.item-slot')
@selectAvailableItem(@unequipItemFromSlot(slot))
@onSelectionChanged()
getSelectedSlot: ->
@$el.find('#equipped .item-slot.selected')
unselectAllAvailableEquipment: ->
@$el.find('#available-equipment .list-group-item').removeClass('active')
unselectAllSlots: ->
@$el.find('#equipped .item-slot.selected').removeClass('selected')
selectSlot: (slot) ->
slot.addClass('selected')
getSlot: (name) ->
@$el.find(".item-slot[data-slot=#{name}]")
getSelectedAvailableItemContainer: ->
@$el.find('#available-equipment .list-group-item.active')
getAvailableItemContainer: (itemID) ->
@$el.find("#available-equipment .list-group-item[data-item-id='#{itemID}']")
selectAvailableItem: (itemContainer) ->
itemContainer?.addClass('active')
unequipItemFromSlot: (slot) ->
itemIDToUnequip = slot.find('.item-view').data('item-id')
return unless itemIDToUnequip
slot.find('.item-view').detach()
for el in @$el.find('#available-equipment .list-group-item')
itemID = $(el).find('.item-view').data('item-id')
if itemID is itemIDToUnequip
unequipped = $(el).removeClass('equipped')
break
@requireLevelEquipment() if unequipped
return unequipped
equipSelectedItemToSlot: (slot) ->
selectedItemContainer = @getSelectedAvailableItemContainer()
newItemHTML = selectedItemContainer.html()
selectedItemContainer.addClass('equipped')
slotContainer = slot.find('.item-container')
slotContainer.html(newItemHTML)
slotContainer.find('.item-view').data('item-id', selectedItemContainer.find('.item-view').data('item-id'))
@$el.find('.list-group-item').removeClass('active')
@makeEquippedSlotDraggable slot
@requireLevelEquipment()
onSelectionChanged: ->
@$el.find('.item-slot').show()
selectedSlot = @$el.find('.item-slot.selected')
selectedItem = @$el.find('#available-equipment .list-group-item.active')
if selectedSlot.length
@$el.find('#available-equipment .list-group-item').hide()
unlockedCount = @$el.find("#available-equipment .list-group-item.#{selectedSlot.data('slot')}:not(.locked)").show().length
lockedCount = @$el.find("#available-equipment .list-group-item.#{selectedSlot.data('slot')}.locked").show().length
@$el.find('#unlocked-description').text("#{unlockedCount} #{selectedSlot.data('slot')} items owned").toggle unlockedCount > 0
@$el.find('#locked-description').text("#{lockedCount} #{selectedSlot.data('slot')} items locked").toggle lockedCount > 0
selectedSlotItemID = selectedSlot.find('.item-view').data('item-id')
if selectedSlotItemID
item = _.find @items.models, {id: selectedSlotItemID}
@showSelectedSlotItem(item)
else
@hideSelectedSlotItem()
else
unlockedCount = @$el.find('#available-equipment .list-group-item:not(.locked)').show().length
lockedCount = @$el.find('#available-equipment .list-group-item.locked').show().length
@$el.find('#unlocked-description').text("#{unlockedCount} items owned").toggle unlockedCount > 0
@$el.find('#locked-description').text("#{lockedCount} items locked").toggle lockedCount > 0
#@$el.find('#available-equipment .list-group-item.equipped').hide()
@$el.find('.item-slot').removeClass('disabled')
if selectedItem.length
item = _.find @items.models, {id:selectedItem.find('.item-view').data('item-id')}
# update which slots are enabled
allowedSlots = item.getAllowedSlots()
for slotEl in @$el.find('.item-slot')
slotName = $(slotEl).data('slot')
if slotName not in allowedSlots
$(slotEl).addClass('disabled')
@showSelectedAvailableItem(item)
else
@hideSelectedAvailableItem()
@delegateEvents()
showSelectedSlotItem: (item) ->
if not @selectedEquippedItemView
@selectedEquippedItemView = new ItemView({
item: item, includes: {name: true, stats: true, props: true}})
@insertSubView(@selectedEquippedItemView, @$el.find('#selected-equipped-item .item-view-stub'))
else
@selectedEquippedItemView.$el.show()
@selectedEquippedItemView.item = item
@selectedEquippedItemView.render()
@$el.find('#selected-items').show()
@$el.find('#selected-equipped-item').show()
hideSelectedSlotItem: ->
@selectedEquippedItemView?.$el.hide().parent().hide()
@$el.find('#selected-items').hide() unless @selectedEquippedItemView?.$el?.is(':visible')
showSelectedAvailableItem: (item) ->
if not @selectedAvailableItemView
@selectedAvailableItemView = new ItemView({
item: item, includes: {name: true, stats: true, props: true}})
@insertSubView(@selectedAvailableItemView, @$el.find('#selected-available-item .item-view-stub'))
else
@selectedAvailableItemView.$el.show()
@selectedAvailableItemView.item = item
@selectedAvailableItemView.render()
@$el.find('#selected-items').show()
@$el.find('#selected-available-item').show()
hideSelectedAvailableItem: ->
@selectedAvailableItemView?.$el.hide().parent().hide()
@$el.find('#selected-items').hide() unless @selectedEquippedItemView?.$el?.is(':visible')
getCurrentEquipmentConfig: ->
config = {}
for slot in @$el.find('.item-slot')
slotName = $(slot).data('slot')
slotItemID = $(slot).find('.item-view').data('item-id')
continue unless slotItemID
item = _.find @items.models, {id:slotItemID}
config[slotName] = item.get('original')
config
requireLevelEquipment: ->
# This is temporary, until we have a more general way of awarding items and configuring needed/locked items per level.
gear =
'simple-boots': '53e237bf53457600003e3f05'
'longsword': '53e218d853457600003e3ebe'
'leather-tunic': '53e22eac53457600003e3efc'
#'leather-boots': '53e2384453457600003e3f07'
'programmaticon-i': '53e4108204c00d4607a89f78'
'crude-glasses': '53e238df53457600003e3f0b'
'builders-hammer': '53f4e6e3d822c23505b74f42'
gearByLevel =
'dungeons-of-kithgard': {feet: 'simple-boots'}
'gems-in-the-deep': {feet: 'simple-boots'}
'shadow-guard': {feet: 'simple-boots'}
'true-names': {feet: 'simple-boots', 'right-hand': 'longsword'}
'the-raised-sword': {feet: 'simple-boots', 'right-hand': 'longsword', torso: 'leather-tunic'}
'the-first-kithmaze': {feet: 'simple-boots', 'programming-book': 'programmaticon-i'}
'the-second-kithmaze': {feet: 'simple-boots', 'programming-book': 'programmaticon-i'}
'new-sight': {'right-hand': 'longsword', 'programming-book': 'programmaticon-i'}
'lowly-kithmen': {feet: 'simple-boots', 'right-hand': 'longsword', 'programming-book': 'programmaticon-i', eyes: 'crude-glasses'}
'closing-the-distance': {feet: 'simple-boots', 'right-hand': 'longsword', torso: 'leather-tunic', eyes: 'crude-glasses'}
'the-final-kithmaze': {feet: 'simple-boots', 'right-hand': 'longsword', torso: 'leather-tunic', 'programming-book': 'programmaticon-i', eyes: 'crude-glasses'}
'kithgard-gates': {feet: 'simple-boots', 'right-hand': 'builders-hammer'}
'defence-of-plainswood': {feet: 'simple-boots', 'right-hand': 'builders-hammer'}
# TODO: figure out leather boots for plainswood (or next one?)
return unless necessaryGear = gearByLevel[@options.levelID]
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if @inserted
if @supermodel.finished()
equipment = @getCurrentEquipmentConfig() # Make sure @equipment is updated
else
equipment = @equipment
hadRequired = @remainingRequiredEquipment?.length
@remainingRequiredEquipment = []
@$el.find('.should-equip').removeClass('should-equip')
inWorldMap = $('#world-map-view').length
for slot, item of necessaryGear
continue if item is 'leather-tunic' and inWorldMap # Don't tell them they need it until they need it in the level
continue if equipment[slot] and not (item is 'builders-hammer' and @equipment[slot] is gear.longsword)
availableSlotSelector = "#available-equipment li[data-item-id='#{gear[item]}']"
@highlightElement availableSlotSelector, delay: 500, sides: ['right'], rotation: Math.PI / 2
@$el.find(availableSlotSelector).addClass 'should-equip'
@$el.find("#equipped div[data-slot='#{slot}']").addClass 'should-equip'
@remainingRequiredEquipment.push slot: slot, item: gear[item]
if hadRequired and not @remainingRequiredEquipment.length
@endHighlight()
@highlightElement (if inWorldMap then '#play-level-button' else '.overlaid-close-button'), duration: 5000
$('#play-level-button').prop('disabled', @remainingRequiredEquipment.length > 0)
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# Restrict available items to those that would be available by this item.
@allowedItems = []
for level, items of gearByLevel
for slot, item of items
@allowedItems.push gear[item] unless gear[item] in @allowedItems
break if level is @options.levelID
for item in me.get('earned')?.items ? [] when not (item in @allowedItems)
@allowedItems.push item
onHeroSelectionUpdated: (e) ->
@selectedHero = e.hero
@loadHero()
loadHero: ->
return unless @supermodel.finished() and @selectedHero and not @$el.hasClass 'secret'
@startedLoadingFirstHero = true
@stage?.removeAllChildren()
if featureImage = @selectedHero.get 'featureImage'
@$el.find(".equipped-hero-canvas").hide()
@$el.find(".hero-feature-image").show().find('img').prop('src', '/file/' + featureImage)
return
if @selectedHero.loaded and movieClip = @movieClips?[@selectedHero.get('original')]
@stage.addChild(movieClip)
@stage.update()
return
onLoaded = =>
return unless canvas = @$el.find(".equipped-hero-canvas")
@canvasWidth ||= canvas.width()
@canvasHeight ||= canvas.height()
canvas.prop width: @canvasWidth, height: @canvasHeight
builder = new SpriteBuilder(@selectedHero)
movieClip = builder.buildMovieClip(@selectedHero.get('actions').attack?.animation ? @selectedHero.get('actions').idle.animation)
movieClip.scaleX = movieClip.scaleY = canvas.prop('height') / 120 # Average hero height is ~110px at normal resolution
if @selectedHero.get('name') in ['Knight', 'Robot Walker'] # These are too big, so shrink them.
movieClip.scaleX *= 0.7
movieClip.scaleY *= 0.7
movieClip.regX = -@selectedHero.get('positions').registration.x
movieClip.regY = -@selectedHero.get('positions').registration.y
movieClip.x = canvas.prop('width') * 0.5
movieClip.y = canvas.prop('height') * 0.95 # This is where the feet go.
movieClip.gotoAndPlay 0
@stage ?= new createjs.Stage(canvas[0])
@stage.addChild movieClip
@stage.update()
@movieClips ?= {}
@movieClips[@selectedHero.get('original')] = movieClip
if @selectedHero.loaded
if @selectedHero.isFullyLoaded()
_.defer onLoaded
else
console.error 'Hmm, trying to render a hero we have not loaded...?', @selectedHero
else
@listenToOnce @selectedHero, 'sync', onLoaded
onShown: ->
# Called when we switch tabs to this within the modal
@requireLevelEquipment()
@loadHero()
onHidden: ->
# Called when the modal itself is dismissed
@endHighlight()