codecombat/app/views/play/level/LevelGoalsView.coffee

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CocoView = require 'views/kinds/CocoView'
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template = require 'templates/play/level/goals'
{me} = require 'lib/auth'
utils = require 'lib/utils'
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stateIconMap =
success: 'glyphicon-ok'
failure: 'glyphicon-remove'
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module.exports = class LevelGoalsView extends CocoView
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id: 'goals-view'
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template: template
className: 'secret expanded'
playbackEnded: false
mouseEntered: false
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subscriptions:
'goal-manager:new-goal-states': 'onNewGoalStates'
'level:set-letterbox': 'onSetLetterbox'
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'surface:playback-restarted': 'onSurfacePlaybackRestarted'
'surface:playback-ended': 'onSurfacePlaybackEnded'
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events:
'mouseenter': ->
@mouseEntered = true
@updatePlacement()
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'mouseleave': ->
@mouseEntered = false
@updatePlacement()
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onNewGoalStates: (e) ->
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firstRun = not @previousGoalStatus?
@previousGoalStatus ?= {}
@$el.find('.goal-status').addClass 'secret'
classToShow = null
classToShow = 'success' if e.overallStatus is 'success'
classToShow = 'failure' if e.overallStatus is 'failure'
classToShow ?= 'timed-out' if e.timedOut
classToShow ?= 'incomplete'
@$el.find('.goal-status.'+classToShow).removeClass 'secret'
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list = $('#primary-goals-list', @$el)
list.empty()
goals = []
for goal in e.goals
state = e.goalStates[goal.id]
continue if goal.hiddenGoal and state.status isnt 'failure'
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continue if goal.team and me.team isnt goal.team
text = utils.i18n goal, 'name'
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if state.killed
dead = _.filter(_.values(state.killed)).length
targeted = _.values(state.killed).length
if targeted > 1
# Does this make sense?
if goal.isPositive
completed = dead
else
completed = targeted - dead
text = text + " (#{completed}/#{targeted})"
# This should really get refactored, along with GoalManager, so that goals have a standard
# representation of how many are done, how many are needed, what that means, etc.
li = $('<li></li>').addClass("status-#{state.status}").text(text)
li.prepend($('<i></i>').addClass('glyphicon').addClass(iconClass) if iconClass = stateIconMap[state.status])
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list.append(li)
goals.push goal
if not firstRun and state.status is 'success' and @previousGoalStatus[goal.id] isnt 'success'
@soundToPlayWhenPlaybackEnded = 'goal-success'
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else if not firstRun and state.status isnt 'success' and @previousGoalStatus[goal.id] is 'success'
@soundToPlayWhenPlaybackEnded = 'goal-incomplete-again'
else
@soundToPlayWhenPlaybackEnded = null
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@previousGoalStatus[goal.id] = state.status
if goals.length > 0 and @$el.hasClass 'secret'
@$el.removeClass('secret')
@lastSizeTweenTime = new Date()
@updatePlacement()
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onSurfacePlaybackRestarted: ->
@playbackEnded = false
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@$el.removeClass 'brighter'
@lastSizeTweenTime = new Date()
@updatePlacement()
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onSurfacePlaybackEnded: ->
@playbackEnded = true
@updateHeight()
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@$el.addClass 'brighter'
@lastSizeTweenTime = new Date()
@updatePlacement()
if @soundToPlayWhenPlaybackEnded
Backbone.Mediator.publish 'audio-player:play-sound', trigger: @soundToPlayWhenPlaybackEnded, volume: 1
updateHeight: ->
return if @$el.hasClass('brighter') or @$el.hasClass('secret')
return if (new Date() - @lastSizeTweenTime) < 500 # Don't measure this while still animating, might get the wrong value. Should match sass transition time.
@normalHeight = @$el.outerHeight()
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updatePlacement: ->
expand = @playbackEnded or @mouseEntered
return if expand is @expanded
@updateHeight()
sound = if expand then 'goals-expand' else 'goals-collapse'
top = if expand then -10 else 26 - (@normalHeight ? @$el.outerHeight())
@$el.css 'top', top
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if @soundTimeout
# Don't play the sound we were going to play after all; the transition has reversed.
clearTimeout @soundTimeout
@soundTimeout = null
else if @expanded?
# Play it when the transition ends, not when it begins.
@soundTimeout = _.delay @playToggleSound, 500, sound
@expanded = expand
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playToggleSound: (sound) =>
return if @destroyed
Backbone.Mediator.publish 'audio-player:play-sound', trigger: sound, volume: 1
@soundTimeout = null
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onSetLetterbox: (e) ->
@$el.toggle not e.on
@updatePlacement()