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RootView = require ' views/core/RootView '
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template = require ' templates/play/play-level-view '
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{ me } = require ' core/auth '
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ThangType = require ' models/ThangType '
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utils = require ' core/utils '
storage = require ' core/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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Simulator = require ' lib/simulator/Simulator '
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GameUIState = require ' models/GameUIState '
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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 '
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DuelStatsView = require ' ./DuelStatsView '
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VictoryModal = require ' ./modal/VictoryModal '
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HeroVictoryModal = require ' ./modal/HeroVictoryModal '
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CourseVictoryModal = require ' ./modal/CourseVictoryModal '
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PicoCTFVictoryModal = require ' ./modal/PicoCTFVictoryModal '
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InfiniteLoopModal = require ' ./modal/InfiniteLoopModal '
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LevelSetupManager = require ' lib/LevelSetupManager '
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ContactModal = require ' views/core/ContactModal '
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HintsView = require ' ./HintsView '
HintsState = require ' ./HintsState '
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WebSurfaceView = require ' ./WebSurfaceView '
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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 ' : ' onSetVolume '
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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 '
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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 '
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' level:session-loaded ' : ' onSessionLoaded '
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' playback:real-time-playback-started ' : ' onRealTimePlaybackStarted '
' playback:real-time-playback-ended ' : ' onRealTimePlaybackEnded '
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' ipad:memory-warning ' : ' onIPadMemoryWarning '
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' store:item-purchased ' : ' onItemPurchased '
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events:
' c lick # 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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' click .contact-link ' : ' onContactClicked '
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shortcuts:
' ctrl+s ' : ' onCtrlS '
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' esc ' : ' onEscapePressed '
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# Initial Setup #############################################################
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constructor: (options, @levelID) ->
console . profile ? ( ) if PROFILE_ME
super options
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@courseID = options . courseID or @ getQueryVariable ' course '
@courseInstanceID = options . courseInstanceID or @ getQueryVariable ' course-instance '
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@isEditorPreview = @ getQueryVariable ' dev '
@sessionID = @ getQueryVariable ' session '
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@observing = @ getQueryVariable ' observing '
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@opponentSessionID = @ getQueryVariable ( ' opponent ' )
@ opponentSessionID ? = @ options . opponent
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@gameUIState = new GameUIState ( )
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$ ( window ) . on ' resize ' , @ onWindowResize
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application . tracker ? . enableInspectletJS ( @ levelID )
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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 ' , category: ' Play Level ' , level: @ levelID , label: @ levelID unless @ observing
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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 , headless: false , sessionless: false }
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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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levelLoaderOptions = supermodel: @ supermodel , levelID: @ levelID , sessionID: @ sessionID , opponentSessionID: @ opponentSessionID , team: @ getQueryVariable ( ' team ' ) , observing: @ observing , courseID: @ courseID
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if me . isSessionless ( )
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levelLoaderOptions.fakeSessionConfig = { }
@levelLoader = new LevelLoader levelLoaderOptions
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@ listenToOnce @ levelLoader , ' world-necessities-loaded ' , @ onWorldNecessitiesLoaded
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@ listenTo @ levelLoader , ' world-necessity-load-failed ' , @ onWorldNecessityLoadFailed
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onLevelLoaded: (e) ->
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return if @ destroyed
unless e . level . isType ( ' web-dev ' )
@god = new God ( {
@ gameUIState
indefiniteLength: e . level . isType ( ' game-dev ' )
} )
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@ setupGod ( ) if @ waitingToSetUpGod
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trackLevelLoadEnd: ->
return if @ isEditorPreview
@loadEndTime = new Date ( )
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@loadDuration = @ loadEndTime - @ loadStartTime
console . debug " Level unveiled after #{ ( @ loadDuration / 1000 ) . toFixed ( 2 ) } s "
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unless @ observing
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application . tracker ? . trackEvent ' Finished Level Load ' , category: ' Play Level ' , label: @ levelID , level: @ levelID , loadDuration: @ loadDuration
application . tracker ? . trackTiming @ loadDuration , ' Level Load Time ' , @ levelID , @ levelID
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isCourseMode: -> @ courseID and @ courseInstanceID
showAds: ->
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return false # No ads for now.
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if application . isProduction ( ) && ! me . isPremium ( ) && ! me . isTeacher ( ) && ! window . serverConfig . picoCTF && ! @ isCourseMode ( )
return me . getCampaignAdsGroup ( ) is ' leaderboard-ads '
false
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# CocoView overridden methods ###############################################
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getRenderData: ->
c = super ( )
c.world = @ world
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 or @ observing , level: @ levelLoader ? . level ? @ level , session: @ levelLoader ? . session ? @ session # 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 ) ? ' humans '
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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 ( )
@ register ( )
@ controlBar . setBus ( @ bus )
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@ initScriptManager ( )
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onWorldNecessityLoadFailed: (resource) ->
@ loadingView . onLoadError ( resource )
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grabLevelLoaderData: ->
@session = @ levelLoader . session
@level = @ levelLoader . level
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if @ level . isType ( ' web-dev ' )
@ $el . addClass ' web-dev ' # Hide some of the elements we won't be using
return
@world = @ levelLoader . world
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if @ level . isType ( ' game-dev ' )
@ $el . addClass ' game-dev '
@howToPlayText = utils . i18n ( @ level . attributes , ' studentPlayInstructions ' )
@ howToPlayText ? = $ . i18n . t ( ' play_game_dev_level.default_student_instructions ' )
@howToPlayText = marked ( @ howToPlayText , { sanitize: true } )
@ renderSelectors ( ' # how-to-play-game-dev-panel ' )
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@ $el . addClass ' hero ' if @ level . isType ( ' hero ' , ' hero-ladder ' , ' hero-coop ' , ' course ' , ' course-ladder ' , ' game-dev ' ) # TODO: figure out what this does and comment it
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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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unless @ level . isType ( ' game-dev ' )
@worldLoadFakeResources = [ ] # first element (0) is 1%, last (99) is 100%
for percent in [ 1 . . 100 ]
@ worldLoadFakeResources . push @ supermodel . addSomethingResource 1
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@ renderSelectors ' # stop-real-time-playback-button '
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onWorldLoadProgressChanged: (e) ->
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return unless e . god is @ god
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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 ( ' code ' ) 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 )
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setupGod: ->
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return if @ level . isType ( ' web-dev ' )
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return @waitingToSetUpGod = true unless @ god
@waitingToSetUpGod = undefined
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@ god . setLevel @ level . serialize { @ supermodel , @ session , @ otherSession , headless: false , sessionless: false }
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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
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insertSubviews: ->
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@hintsState = new HintsState ( { hidden: true } , { @ session , @ level } )
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@ insertSubView @tome = new TomeView { @ levelID , @ session , @ otherSession , thangs: @ world ? . thangs ? [ ] , @ supermodel , @ level , @ observing , @ courseID , @ courseInstanceID , @ god , @ hintsState }
@ insertSubView new LevelPlaybackView session: @ session , level: @ level unless @ level . isType ( ' web-dev ' )
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@ insertSubView new GoalsView { level: @ level }
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@ insertSubView new LevelFlagsView levelID: @ levelID , world: @ world if @ $el . hasClass ' flags '
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@ insertSubView new GoldView { } unless @ level . get ( ' slug ' ) in [ ' wakka-maul ' ] unless @ level . isType ( ' web-dev ' )
@ insertSubView new HUDView { level: @ level } unless @ level . isType ( ' web-dev ' )
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@ insertSubView new LevelDialogueView { level: @ level , sessionID: @ session . id }
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@ insertSubView new ChatView levelID: @ levelID , sessionID: @ session . id , session: @ session
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@ insertSubView new ProblemAlertView session: @ session , level: @ level , supermodel: @ supermodel
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@ insertSubView new DuelStatsView level: @ level , session: @ session , otherSession: @ otherSession , supermodel: @ supermodel , thangs: @ world . thangs if @ level . isType ( ' hero-ladder ' , ' course-ladder ' )
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@ insertSubView @controlBar = new ControlBarView { worldName: utils . i18n ( @ level . attributes , ' name ' ) , session: @ session , level: @ level , supermodel: @ supermodel , courseID: @ courseID , courseInstanceID: @ courseInstanceID }
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@ insertSubView @hintsView = new HintsView ( { @ session , @ level , @ hintsState } ) , @ $ ( ' .hints-view ' )
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@ insertSubView @webSurface = new WebSurfaceView { level: @ level , @ goalManager } if @ level . isType ( ' web-dev ' )
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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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return if @ level . isType ( ' web-dev ' )
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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
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#@bus.connect() if @session.get('multiplayer') # TODO: session's multiplayer flag removed; connect bus another way if we care about it
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# Load Completed Setup ######################################################
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onSessionLoaded: (e) ->
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return if @ session
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Backbone . Mediator . publish " ipad:language-chosen " , language: e . session . get ( ' codeLanguage ' ) ? " python "
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# Just the level and session have been loaded by the level loader
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if e . level . get ( ' slug ' ) is ' zero-sum '
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sorcerer = ' 52fd1524c7e6cf99160e7bc9 '
if e . session . get ( ' creator ' ) is ' 532dbc73a622924444b68ed9 ' # Wizard Dude gets his own avatar
sorcerer = ' 53e126a4e06b897606d38bef '
e . session . set ' heroConfig ' , { " thangType " : sorcerer , " inventory " : { " misc-0 " : " 53e2396a53457600003e3f0f " , " programming-book " : " 546e266e9df4a17d0d449be5 " , " minion " : " 54eb5dbc49fa2d5c905ddf56 " , " feet " : " 53e214f153457600003e3eab " , " right-hand " : " 54eab7f52b7506e891ca7202 " , " left-hand " : " 5463758f3839c6e02811d30f " , " wrists " : " 54693797a2b1f53ce79443e9 " , " gloves " : " 5469425ca2b1f53ce7944421 " , " torso " : " 546d4a549df4a17d0d449a97 " , " neck " : " 54693274a2b1f53ce79443c9 " , " eyes " : " 546941fda2b1f53ce794441d " , " head " : " 546d4ca19df4a17d0d449abf " } }
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else if e . level . get ( ' slug ' ) in [ ' ace-of-coders ' , ' elemental-wars ' ]
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goliath = ' 55e1a6e876cb0948c96af9f8 '
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e . session . set ' heroConfig ' , { " thangType " : goliath , " inventory " : { " eyes " : " 53eb99f41a100989a40ce46e " , " neck " : " 54693274a2b1f53ce79443c9 " , " wrists " : " 54693797a2b1f53ce79443e9 " , " feet " : " 546d4d8e9df4a17d0d449acd " , " minion " : " 54eb5bf649fa2d5c905ddf4a " , " programming-book " : " 557871261ff17fef5abee3ee " } }
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else if e . level . get ( ' slug ' ) is ' assembly-speed '
raider = ' 55527eb0b8abf4ba1fe9a107 '
e . session . set ' heroConfig ' , { " thangType " : raider , " inventory " : { } }
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else if e . level . isType ( ' 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 , level: e . level , levelID: @ levelID , parent: @ , session: e . session , courseID: @ courseID , courseInstanceID: @ courseInstanceID } )
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@ setupManager . open ( )
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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 @ observing and not ( @ levelLoader . level . isType ( ' ladder ' , ' ladder-tutorial ' ) )
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me . set ( ' lastLevel ' , @ levelID )
me . save ( )
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application . tracker ? . identify ( )
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@ saveRecentMatch ( ) if @ otherSession
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@ levelLoader . destroy ( )
@levelLoader = null
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if @ level . isType ( ' web-dev ' )
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Backbone . Mediator . publish ' level:started ' , { }
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else
@ 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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surfaceOptions = {
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thangTypes: @ supermodel . getModels ( ThangType )
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@ observing
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playerNames: @ findPlayerNames ( )
levelType: @ level . get ( ' type ' , true )
stayVisible: @ showAds ( )
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@ gameUIState
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@ level # TODO: change from levelType to level
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}
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@surface = new Surface ( @ world , normalSurface , webGLSurface , surfaceOptions )
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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 )
2014-05-19 20:10:41 -04:00
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findPlayerNames: ->
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return { } unless @ level . isType ( ' ladder ' , ' hero-ladder ' , ' course-ladder ' )
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playerNames = { }
for session in [ @ session , @ otherSession ] when session ? . get ( ' team ' )
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playerNames [ session . get ( ' team ' ) ] = session . get ( ' creatorName ' ) or ' Anonymous '
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playerNames
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# Once Surface is Loaded ####################################################
onLevelStarted: ->
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return unless @ surface ? or @ webSurface ?
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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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Backbone . Mediator . publish ' level:set-time ' , time: 0
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if ( @ isEditorPreview or @ observing ) and not @ getQueryVariable ( ' intro ' )
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@ loadingView . startUnveiling ( )
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@ loadingView . unveil true
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else
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@ scriptManager ? . initializeCamera ( )
2014-03-14 20:06:08 -04:00
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onLoadingViewUnveiling: (e) ->
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@ selectHero ( )
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onLoadingViewUnveiled: (e) ->
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if @ level . isType ( ' course-ladder ' , ' hero-ladder ' ) or @ observing
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# We used to autoplay by default, but now we only do it if the level says to in the introduction script.
Backbone . Mediator . publish ' level:set-playing ' , playing: true
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@ loadingView . $el . remove ( )
2014-03-14 20:06:08 -04:00
@ removeSubView @ loadingView
@loadingView = null
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@ playAmbientSound ( )
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# TODO: Is it possible to create a Mongoose ObjectId for 'ls', instead of the string returned from get()?
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application . tracker ? . trackEvent ' Started Level ' , category : ' Play Level ' , levelID: @ levelID , ls: @ session ? . get ( ' _id ' ) unless @ observing
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$ ( window ) . trigger ' resize '
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_ . delay ( => @ perhapsStartSimulating ? ( ) ) , 10 * 1000
2014-09-22 01:10:52 -04:00
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onSetVolume: (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.
if e . volume and not @ ambientSound
@ playAmbientSound ( )
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playAmbientSound: ->
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return if @ destroyed
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return if @ ambientSound
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return unless me . get ' volume '
2014-09-22 01:10:52 -04:00
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 )
2014-03-13 12:02:19 -04:00
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selectHero: ->
Backbone . Mediator . publish ' level:suppress-selection-sounds ' , suppress: true
Backbone . Mediator . publish ' tome:select-primary-sprite ' , { }
Backbone . Mediator . publish ' level:suppress-selection-sounds ' , suppress: false
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@ surface ? . focusOnHero ( )
2014-01-03 13:32:13 -05:00
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perhapsStartSimulating: ->
return unless @ shouldSimulate ( )
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return console . error " Should not auto-simulate until we fix how these languages are loaded "
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# TODO: how can we not require these as part of /play bundle?
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##require "vendor/aether-#{codeLanguage}" for codeLanguage in ['javascript', 'python', 'coffeescript', 'lua', 'java']
#require 'vendor/aether-javascript'
#require 'vendor/aether-python'
#require 'vendor/aether-coffeescript'
#require 'vendor/aether-lua'
#require 'vendor/aether-java'
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@ simulateNextGame ( )
simulateNextGame: ->
return @ simulator . fetchAndSimulateOneGame ( ) if @ simulator
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simulatorOptions = background: true , leagueID: @ courseInstanceID
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simulatorOptions.levelID = @ level . get ( ' slug ' ) if @ level . isType ( ' course-ladder ' , ' hero-ladder ' )
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@simulator = new Simulator simulatorOptions
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# Crude method of mitigating Simulator memory leak issues
fetchAndSimulateOneGameOriginal = @ simulator . fetchAndSimulateOneGame
@simulator.fetchAndSimulateOneGame = =>
if @ simulator . simulatedByYou >= 10
console . log ' ------------------- Destroying Simulator and making a new one ----------------- '
@ simulator . destroy ( )
@simulator = null
@ simulateNextGame ( )
else
fetchAndSimulateOneGameOriginal . apply @ simulator
@ simulator . fetchAndSimulateOneGame ( )
shouldSimulate: ->
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return true if @ getQueryVariable ( ' simulate ' ) is true
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return false if @ getQueryVariable ( ' simulate ' ) is false
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stillBuggy = true # Keep this true while we still haven't fixed the zombie worker problem when simulating the more difficult levels on Chrome
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defaultCores = 2
cores = window . navigator . hardwareConcurrency or defaultCores # Available on Chrome/Opera, soon Safari
defaultHeapLimit = 793000000
heapLimit = window . performance ? . memory ? . jsHeapSizeLimit or defaultHeapLimit # Only available on Chrome, basically just says 32- vs. 64-bit
gamesSimulated = me . get ( ' simulatedBy ' )
console . debug " Should we start simulating? Cores: " , window . navigator . hardwareConcurrency , " Heap limit: " , window . performance ? . memory ? . jsHeapSizeLimit , " Load duration: " , @ loadDuration
return false unless $ . browser ? . desktop
return false if $ . browser ? . msie or $ . browser ? . msedge
return false if $ . browser . linux
return false if me . level ( ) < 8
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if @ level . isType ( ' course ' , ' game-dev ' , ' web-dev ' )
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return false
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else if @ level . isType ( ' hero ' ) and gamesSimulated
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return false if stillBuggy
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return false if cores < 8
return false if heapLimit < defaultHeapLimit
return false if @ loadDuration > 10000
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else if @ level . isType ( ' hero-ladder ' ) and gamesSimulated
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return false if stillBuggy
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return false if cores < 4
return false if heapLimit < defaultHeapLimit
return false if @ loadDuration > 15000
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else if @ level . isType ( ' hero-ladder ' ) and not gamesSimulated
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return false if stillBuggy
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return false if cores < 8
return false if heapLimit <= defaultHeapLimit
return false if @ loadDuration > 20000
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else if @ level . isType ( ' course-ladder ' )
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return false if cores <= defaultCores
return false if heapLimit < defaultHeapLimit
return false if @ loadDuration > 18000
else
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console . warn " Unwritten level type simulation heuristics; fill these in for new level type #{ @ level . get ( ' type ' ) } ? "
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return false if stillBuggy
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return false if cores < 8
return false if heapLimit < defaultHeapLimit
return false if @ loadDuration > 10000
console . debug " We should have the power. Begin background ladder simulation. "
true
2014-01-03 13:32:13 -05:00
# callbacks
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onCtrlS: (e) ->
e . preventDefault ( )
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onEscapePressed: (e) ->
return unless @ $el . hasClass ' real-time '
Backbone . Mediator . publish ' playback:stop-real-time-playback ' , { }
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onLevelReloadFromData: (e) ->
isReload = Boolean @ world
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@ setLevel e . level , e . supermodel
2014-01-03 13:32:13 -05:00
if isReload
@ scriptManager . setScripts ( e . level . get ( ' scripts ' ) )
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Backbone . Mediator . publish ' tome:cast-spell ' , { } # a bit hacky
2014-01-03 13:32:13 -05:00
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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) =>
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@ endHighlight ( )
2014-01-03 13:32:13 -05:00
2014-02-12 15:41:41 -05:00
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
2014-02-12 15:41:41 -05:00
onDonePressed: -> @ showVictory ( )
2014-01-03 13:32:13 -05:00
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onShowVictory: (e={}) ->
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$ ( ' # level-done-button ' ) . show ( ) unless @ level . isType ( ' hero ' , ' hero-ladder ' , ' hero-coop ' , ' course ' , ' course-ladder ' , ' game-dev ' , ' web-dev ' )
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@ showVictory ( _ . pick ( e , ' manual ' ) ) if e . showModal
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return if @ victorySeen
@victorySeen = true
victoryTime = ( new Date ( ) ) - @ loadEndTime
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if not @ observing and 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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category: ' Play Level '
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level: @ level . get ( ' name ' )
label: @ level . get ( ' name ' )
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levelID: @ levelID
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ls: @ session ? . get ( ' _id ' )
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application . tracker ? . trackTiming victoryTime , ' Level Victory Time ' , @ levelID , @ levelID
2014-01-03 13:32:13 -05:00
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showVictory: (options={}) ->
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return if @ level . hasLocalChanges ( ) # Don't award achievements when beating level changed in level editor
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return if @ level . isType ( ' game-dev ' ) and @ level . get ( ' shareable ' ) and not options . manual
2014-11-12 18:28:08 -05:00
@ endHighlight ( )
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options = { level: @ level , supermodel: @ supermodel , session: @ session , hasReceivedMemoryWarning: @ hasReceivedMemoryWarning , courseID: @ courseID , courseInstanceID: @ courseInstanceID , world: @ world }
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ModalClass = if @ level . isType ( ' hero ' , ' hero-ladder ' , ' hero-coop ' , ' course ' , ' course-ladder ' , ' game-dev ' , ' web-dev ' ) then HeroVictoryModal else VictoryModal
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ModalClass = CourseVictoryModal if @ isCourseMode ( ) or me . isSessionless ( )
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if @ level . isType ( ' course-ladder ' )
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ModalClass = CourseVictoryModal
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options.courseInstanceID = @ getQueryVariable ( ' course-instance ' ) or @ getQueryVariable ( ' league ' )
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ModalClass = PicoCTFVictoryModal if window . serverConfig . picoCTF
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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 . nextURL = ' /play/ ' + ( @ level . get ( ' campaign ' ) ? ' ' ) # Signup will go here on completion instead of reloading.
2014-01-03 13:32:13 -05:00
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 ' , category: ' Play Level ' , level: @ level . get ( ' name ' ) , label: @ level . get ( ' name ' ) unless @ observing
2014-01-03 13:32:13 -05:00
onInfiniteLoop: (e) ->
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return unless e . firstWorld and e . god is @ god
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@ openModalView new InfiniteLoopModal nonUserCodeProblem: e . nonUserCodeProblem
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application . tracker ? . trackEvent ' Saw Initial Infinite Loop ' , category: ' Play Level ' , level: @ level . get ( ' name ' ) , label: @ level . get ( ' name ' ) unless @ observing
2014-01-03 13:32:13 -05:00
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onHighlightDOM: (e) -> @ highlightElement e . selector , delay: e . delay , sides: e . sides , offset: e . offset , rotation: e . rotation
2014-01-03 13:32:13 -05:00
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onEndHighlight: -> @ endHighlight ( )
2014-01-03 13:32:13 -05:00
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onFocusDom: (e) -> $ ( e . selector ) . focus ( )
2014-01-03 13:32:13 -05:00
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onContactClicked: (e) ->
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Backbone . Mediator . publish ' level:contact-button-pressed ' , { }
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@ openModalView contactModal = new ContactModal levelID: @ level . get ( ' slug ' ) or @ level . id , courseID: @ courseID , courseInstanceID: @ courseInstanceID
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screenshot = @ surface . screenshot ( 1 , ' image/png ' , 1.0 , 1 )
body =
b64png: screenshot . replace ' data:image/png;base64, ' , ' '
filename: " screenshot- #{ @ levelID } - #{ _ . string . slugify ( ( new Date ( ) ) . toString ( ) ) } .png "
path: " db/user/ #{ me . id } "
mimetype: ' image/png '
contactModal.screenshotURL = " http://codecombat.com/file/ #{ body . path } / #{ body . filename } "
window . screenshot = screenshot
window . screenshotURL = contactModal . screenshotURL
$ . ajax ' /file ' , type: ' POST ' , data: body , success: (e) ->
contactModal . updateScreenshot ? ( )
2014-02-19 14:42:33 -05:00
# 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.
2014-05-14 13:35:16 -04:00
@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
2014-09-22 17:05:13 -04:00
finishedLoading = @ world . frames . length is @ world . totalFrames
if finishedLoading
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@lastWorldFramesLoaded = 0
2014-09-22 17:05:13 -04:00
if @ waitingForSubmissionComplete
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_ . defer @ onSubmissionComplete # Give it a frame to make sure we have the latest goals
2014-09-22 17:05:13 -04:00
@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
2014-08-23 16:54:52 -04:00
# Real-time playback
onRealTimePlaybackStarted: (e) ->
2014-08-23 20:26:56 -04:00
@ $el . addClass ( ' real-time ' ) . focus ( )
2016-08-12 17:38:32 -04:00
@ $ ( ' # how-to-play-game-dev-panel ' ) . removeClass ( ' hide ' ) if @ level . isType ( ' game-dev ' )
2014-08-23 16:54:52 -04:00
@ onWindowResize ( )
onRealTimePlaybackEnded: (e) ->
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return unless @ $el . hasClass ' real-time '
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@ $ ( ' # how-to-play-game-dev-panel ' ) . addClass ( ' hide ' ) if @ level . isType ( ' game-dev ' )
2014-08-23 16:54:52 -04:00
@ $el . removeClass ' real-time '
@ onWindowResize ( )
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if @ world . frames . length is @ world . totalFrames and not @ surface . countdownScreen ? . showing
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_ . delay @ onSubmissionComplete , 750 # Wait for transition to end.
else
@waitingForSubmissionComplete = true
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onSubmissionComplete: =>
return if @ destroyed
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Backbone . Mediator . publish ' level:set-time ' , ratio: 1
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return if @ level . hasLocalChanges ( ) # Don't award achievements when beating level changed in level editor
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if @ goalManager . checkOverallStatus ( ) is ' success '
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showModalFn = -> Backbone . Mediator . publish ' level:show-victory ' , showModal: true
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@ session . recordScores @ world . scores , @ level
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if @ level . get ' replayable '
@ session . increaseDifficulty showModalFn
else
showModalFn ( )
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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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@ simulator ? . 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 ( )
2014-08-29 20:52:47 -04:00
$ ( 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
2014-01-03 13:32:13 -05:00
@ bus ? . destroy ( )
#@instance.save() unless @instance.loading
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delete window . nextURL
2014-01-03 13:32:13 -05:00
console . profileEnd ? ( ) if PROFILE_ME
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application . tracker ? . disableInspectletJS ( )
2014-02-14 13:57:47 -05:00
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.
2014-08-29 02:34:07 -04:00
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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 ( )
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@setupManager = new LevelSetupManager ( { supermodel: @ supermodel , level: @ level , levelID: @ levelID , parent: @ , session: @ session , hadEverChosenHero: true } )
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@ setupManager . open ( )