codecombat/app/views/play/level_view.coffee

483 lines
17 KiB
CoffeeScript
Raw Normal View History

2014-01-03 13:32:13 -05:00
View = require 'views/kinds/RootView'
template = require 'templates/play/level'
{me} = require('lib/auth')
ThangType = require 'models/ThangType'
utils = require 'lib/utils'
2014-01-03 13:32:13 -05:00
# temp hard coded data
World = require 'lib/world/world'
# tools
Surface = require 'lib/surface/Surface'
God = require 'lib/God'
GoalManager = require 'lib/world/GoalManager'
ScriptManager = require 'lib/scripts/ScriptManager'
LevelBus = require('lib/LevelBus')
LevelLoader = require 'lib/LevelLoader'
LevelSession = require 'models/LevelSession'
Level = require 'models/Level'
LevelComponent = require 'models/LevelComponent'
Article = require 'models/Article'
2014-01-03 13:32:13 -05:00
Camera = require 'lib/surface/Camera'
AudioPlayer = require 'lib/AudioPlayer'
2014-01-03 13:32:13 -05:00
# subviews
2014-03-14 20:06:08 -04:00
LoadingView = require './level/level_loading_view'
2014-01-03 13:32:13 -05:00
TomeView = require './level/tome/tome_view'
ChatView = require './level/level_chat_view'
HUDView = require './level/hud_view'
ControlBarView = require './level/control_bar_view'
PlaybackView = require './level/playback_view'
GoalsView = require './level/goals_view'
2014-02-11 15:02:27 -05:00
GoldView = require './level/gold_view'
2014-01-03 13:32:13 -05:00
VictoryModal = require './level/modal/victory_modal'
InfiniteLoopModal = require './level/modal/infinite_loop_modal'
PROFILE_ME = false
module.exports = class PlayLevelView extends View
id: 'level-view'
template: template
cache: false
shortcutsEnabled: true
startsLoading: true
isEditorPreview: false
subscriptions:
'level-set-volume': (e) -> createjs.Sound.setVolume(e.volume)
'level-show-victory': 'onShowVictory'
'restart-level': 'onRestartLevel'
'level-highlight-dom': 'onHighlightDom'
'end-level-highlight-dom': 'onEndHighlight'
'level-focus-dom': 'onFocusDom'
'level-disable-controls': 'onDisableControls'
'level-enable-controls': 'onEnableControls'
'god:new-world-created': 'onNewWorld'
2014-01-03 13:32:13 -05:00
'god:infinite-loop': 'onInfiniteLoop'
'level-reload-from-data': 'onLevelReloadFromData'
'play-next-level': 'onPlayNextLevel'
'edit-wizard-settings': 'showWizardSettingsModal'
'surface:world-set-up': 'onSurfaceSetUpNewWorld'
'level:session-will-save': 'onSessionWillSave'
2014-02-06 20:31:08 -05:00
'level:set-team': 'setTeam'
'god:new-world-created': 'loadSoundsForWorld'
2014-03-14 20:06:08 -04:00
'level:started': 'onLevelStarted'
'level:loading-view-unveiled': 'onLoadingViewUnveiled'
2014-01-03 13:32:13 -05:00
events:
'click #level-done-button': 'onDonePressed'
2014-02-20 18:11:20 -05:00
shortcuts:
'ctrl+s': 'onCtrlS'
2014-01-03 13:32:13 -05:00
constructor: (options, @levelID) ->
console.profile?() if PROFILE_ME
super options
if not me.get('hourOfCode') and @getQueryVariable "hour_of_code"
me.set 'hourOfCode', true
me.save()
$('body').append($("<img src='http://code.org/api/hour/begin_codecombat.png' style='visibility: hidden;'>"))
window.tracker?.trackEvent 'Hour of Code Begin', {}
@isEditorPreview = @getQueryVariable 'dev'
@sessionID = @getQueryVariable 'session'
2014-01-03 13:32:13 -05:00
$(window).on('resize', @onWindowResize)
2014-02-12 15:41:41 -05:00
@supermodel.once 'error', @onLevelLoadError
2014-01-03 13:32:13 -05:00
@saveScreenshot = _.throttle @saveScreenshot, 30000
if @isEditorPreview
f = =>
@supermodel.shouldSaveBackups = (model) ->
model.constructor.className in ['Level', 'LevelComponent', 'LevelSystem']
@load() unless @levelLoader
setTimeout f, 100
else
@load()
2014-01-03 13:32:13 -05:00
2014-02-12 15:41:41 -05:00
onLevelLoadError: (e) =>
application.router.navigate "/play?not_found=#{@levelID}", {trigger: true}
2014-02-12 15:41:41 -05:00
2014-01-03 13:32:13 -05:00
setLevel: (@level, @supermodel) ->
@god?.level = @level.serialize @supermodel
2014-01-21 02:14:34 -05:00
if @world
serializedLevel = @level.serialize(@supermodel)
@world.loadFromLevel serializedLevel, false
else
@load()
2014-01-15 21:37:47 -05:00
load: ->
2014-02-15 18:44:45 -05:00
@levelLoader = new LevelLoader supermodel: @supermodel, levelID: @levelID, sessionID: @sessionID, opponentSessionID: @getQueryVariable('opponent'), team: @getQueryVariable("team")
@levelLoader.once 'loaded-all', @onLevelLoaderLoaded, @
@levelLoader.on 'progress', @onLevelLoaderProgressChanged, @
@god = new God()
2014-01-03 13:32:13 -05:00
getRenderData: ->
c = super()
c.world = @world
if me.get('hourOfCode') and me.lang() is 'en-US'
# Show the Hour of Code footer explanation until it's been more than a day
elapsed = (new Date() - new Date(me.get('dateCreated')))
c.explainHourOfCode = elapsed < 86400 * 1000
2014-01-03 13:32:13 -05:00
c
afterRender: ->
window.onPlayLevelViewLoaded? @ # still a hack
2014-03-14 20:06:08 -04:00
@insertSubView @loadingView = new LoadingView {}
@$el.find('#level-done-button').hide()
2014-01-03 13:32:13 -05:00
super()
onLevelLoaderProgressChanged: ->
return if @seenDocs
return unless @levelLoader.session.loaded and @levelLoader.level.loaded
return unless showFrequency = @levelLoader.level.get('showsGuide')
session = @levelLoader.session
diff = new Date().getTime() - new Date(session.get('created')).getTime()
return if showFrequency is 'first-time' and diff > (5 * 60 * 1000)
articles = @levelLoader.supermodel.getModels Article
for article in articles
return unless article.loaded
@showGuide()
showGuide: ->
@seenDocs = true
DocsModal = require './level/modal/docs_modal'
options = {docs: @levelLoader.level.get('documentation'), supermodel: @supermodel}
@openModalView(new DocsModal(options), true)
Backbone.Mediator.subscribeOnce 'modal-closed', @onLevelLoaderLoaded, @
return true
onLevelLoaderLoaded: ->
return unless @levelLoader.progress() is 1 # double check, since closing the guide may trigger this early
if window.currentModal and not window.currentModal.destroyed
2014-03-14 20:06:08 -04:00
@loadingView.showReady()
return Backbone.Mediator.subscribeOnce 'modal-closed', @onLevelLoaderLoaded, @
# Save latest level played in local storage
2014-03-16 20:12:55 -04:00
localStorage["lastLevel"] = @levelID if localStorage? and not (@levelLoader.level.get('type') in ['ladder', 'ladder-tutorial'])
@grabLevelLoaderData()
2014-02-17 20:42:41 -05:00
team = @getQueryVariable("team") ? @world.teamForPlayer(0)
@loadOpponentTeam(team)
@god.level = @level.serialize @supermodel
@god.worldClassMap = @world.classMap
2014-02-17 20:42:41 -05:00
@setTeam team
2014-01-03 13:32:13 -05:00
@initSurface()
@initGoalManager()
@initScriptManager()
@insertSubviews ladderGame: (@level.get('type') is "ladder")
2014-01-03 13:32:13 -05:00
@initVolume()
2014-02-11 18:38:36 -05:00
@session.on 'change:multiplayer', @onMultiplayerChanged, @
2014-01-03 13:32:13 -05:00
@originalSessionState = _.cloneDeep(@session.get('state'))
@register()
@controlBar.setBus(@bus)
@surface.showLevel()
if @otherSession
# TODO: colorize name and cloud by team, colorize wizard by user's color config
@surface.createOpponentWizard id: @otherSession.get('creator'), name: @otherSession.get('creatorName'), team: @otherSession.get('team')
grabLevelLoaderData: ->
@session = @levelLoader.session
@world = @levelLoader.world
@level = @levelLoader.level
@otherSession = @levelLoader.opponentSession
@levelLoader.destroy()
@levelLoader = null
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
opponentCode = @otherSession?.get('submittedCode') or {}
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)
if @session.get('multiplayer') and @otherSession?
# For now, ladderGame will disallow multiplayer, because session code combining doesn't play nice yet.
@session.set 'multiplayer', false
2014-01-03 13:32:13 -05:00
2014-03-14 20:06:08 -04:00
onLevelStarted: (e) ->
@loadingView?.unveil()
onLoadingViewUnveiled: (e) ->
@removeSubView @loadingView
@loadingView = null
2014-01-03 13:32:13 -05:00
onSupermodelLoadedOne: =>
@modelsLoaded ?= 0
@modelsLoaded += 1
@updateInitString()
updateInitString: ->
return if @surface
@modelsLoaded ?= 0
canvas = @$el.find('#surface')[0]
ctx = canvas.getContext('2d')
ctx.font="20px Georgia"
ctx.clearRect(0, 0, canvas.width, canvas.height)
ctx.fillText("Loaded #{@modelsLoaded} thingies",50,50)
insertSubviews: (subviewOptions) ->
@insertSubView @tome = new TomeView levelID: @levelID, session: @session, thangs: @world.thangs, supermodel: @supermodel, ladderGame: subviewOptions.ladderGame
2014-01-03 13:32:13 -05:00
@insertSubView new PlaybackView {}
@insertSubView new GoalsView {}
2014-02-11 15:02:27 -05:00
@insertSubView new GoldView {}
2014-01-03 13:32:13 -05:00
@insertSubView new HUDView {}
@insertSubView new ChatView levelID: @levelID, sessionID: @session.id, session: @session
worldName = utils.i18n @level.attributes, 'name'
@controlBar = @insertSubView new ControlBarView {worldName: worldName, session: @session, level: @level, supermodel: @supermodel, playableTeams: @world.playableTeams, ladderGame: subviewOptions.ladderGame}
2014-01-03 13:32:13 -05:00
#Backbone.Mediator.publish('level-set-debug', debug: true) if me.displayName() is 'Nick!'
afterInsert: ->
super()
2014-02-24 15:52:35 -05:00
@showWizardSettingsModal() if not me.get('name')
2014-01-03 13:32:13 -05:00
# callbacks
2014-02-20 18:11:20 -05:00
onCtrlS: (e) ->
e.preventDefault()
2014-01-03 13:32:13 -05:00
onLevelReloadFromData: (e) ->
isReload = Boolean @world
@setLevel e.level, e.supermodel
if isReload
@scriptManager.setScripts(e.level.get('scripts'))
Backbone.Mediator.publish 'tome:cast-spell' # a bit hacky
onWindowResize: (s...) ->
$('#pointer').css('opacity', 0.0)
2014-02-12 15:41:41 -05:00
onDisableControls: (e) ->
2014-01-03 13:32:13 -05:00
return if e.controls and not ('level' in e.controls)
@shortcutsEnabled = false
@wasFocusedOn = document.activeElement
$('body').focus()
2014-02-12 15:41:41 -05:00
onEnableControls: (e) ->
2014-01-03 13:32:13 -05:00
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
2014-02-12 15:41:41 -05:00
onShowVictory: (e) ->
2014-01-03 13:32:13 -05:00
$('#level-done-button').show()
@showVictory() if e.showModal
setTimeout(@preloadNextLevel, 3000)
showVictory: ->
options = {level: @level, supermodel: @supermodel, session:@session}
docs = new VictoryModal(options)
@openModalView(docs)
window.tracker?.trackEvent 'Saw Victory', level: @world.name, label: @world.name
onRestartLevel: ->
@tome.reloadAllCode()
Backbone.Mediator.publish 'level:restarted'
$('#level-done-button', @$el).hide()
window.tracker?.trackEvent 'Confirmed Restart', level: @world.name, label: @world.name
onNewWorld: (e) ->
@world = e.world
2014-01-03 13:32:13 -05:00
onInfiniteLoop: (e) ->
return unless e.firstWorld
@openModalView new InfiniteLoopModal()
window.tracker?.trackEvent 'Saw Initial Infinite Loop', level: @world.name, label: @world.name
2014-02-12 15:41:41 -05:00
onPlayNextLevel: ->
2014-01-03 13:32:13 -05:00
nextLevel = @getNextLevel()
nextLevelID = nextLevel.get('slug') or nextLevel.id
url = "/play/level/#{nextLevelID}"
Backbone.Mediator.publish 'router:navigate', {
route: url,
viewClass: PlayLevelView,
viewArgs: [{supermodel:@supermodel}, nextLevelID]}
getNextLevel: ->
nextLevelOriginal = @level.get('nextLevel')?.original
levels = @supermodel.getModels(Level)
return l for l in levels when l.get('original') is nextLevelOriginal
2014-02-12 15:41:41 -05:00
onHighlightDom: (e) ->
2014-01-03 13:32:13 -05:00
if e.delay
delay = e.delay
delete e.delay
@pointerInterval = _.delay((=> @onHighlightDom e), delay)
return
@addPointer()
selector = e.selector + ':visible'
dom = $(selector)
return if parseFloat(dom.css('opacity')) is 0.0
offset = dom.offset()
return if not offset
target_left = offset.left + dom.outerWidth() * 0.5
target_top = offset.top + dom.outerHeight() * 0.5
body = $('#level-view')
if e.sides
if 'left' in e.sides then target_left = offset.left
if 'right' in e.sides then target_left = offset.left + dom.outerWidth()
if 'top' in e.sides then target_top = offset.top
if 'bottom' in e.sides then target_top = offset.top + dom.outerHeight()
else
# aim to hit the side if the target is entirely on one side of the screen
if offset.left > body.outerWidth()*0.5
target_left = offset.left
else if offset.left + dom.outerWidth() < body.outerWidth()*0.5
target_left = offset.left + dom.outerWidth()
# aim to hit the bottom or top if the target is entirely on the top or bottom of the screen
if offset.top > body.outerWidth()*0.5
target_top = offset.top
else if offset.top + dom.outerHeight() < body.outerHeight()*0.5
target_top = offset.top + dom.outerHeight()
if e.offset
target_left += e.offset.x
target_top += e.offset.y
@pointerRadialDistance = -47 # - Math.sqrt(Math.pow(dom.outerHeight()*0.5, 2), Math.pow(dom.outerWidth()*0.5))
@pointerRotation = e.rotation ? Math.atan2(body.outerWidth()*0.5 - target_left, target_top - body.outerHeight()*0.5)
pointer = $('#pointer')
pointer
.css('opacity', 1.0)
.css('transition', 'none')
.css('transform', "rotate(#{@pointerRotation}rad) translate(-3px, #{@pointerRadialDistance}px)")
.css('top', target_top - 50)
.css('left', target_left - 50)
setTimeout((=>
@animatePointer()
clearInterval(@pointerInterval)
@pointerInterval = setInterval(@animatePointer, 1200)
), 1)
2014-02-12 15:41:41 -05:00
animatePointer: ->
2014-01-03 13:32:13 -05:00
pointer = $('#pointer')
pointer.css('transition', 'all 0.6s ease-out')
pointer.css('transform', "rotate(#{@pointerRotation}rad) translate(-3px, #{@pointerRadialDistance-50}px)")
setTimeout((=>
pointer.css('transform', "rotate(#{@pointerRotation}rad) translate(-3px, #{@pointerRadialDistance}px)").css('transition', 'all 0.4s ease-in')), 800)
2014-02-12 15:41:41 -05:00
onFocusDom: (e) -> $(e.selector).focus()
2014-01-03 13:32:13 -05:00
2014-02-12 15:41:41 -05:00
onEndHighlight: ->
2014-01-03 13:32:13 -05:00
$('#pointer').css('opacity', 0.0)
clearInterval(@pointerInterval)
2014-02-11 18:38:36 -05:00
onMultiplayerChanged: (e) ->
2014-01-03 13:32:13 -05:00
if @session.get('multiplayer')
@bus.connect()
else
@bus.removeFirebaseData =>
@bus.disconnect()
# initialization
addPointer: ->
p = $('#pointer')
return if p.length
@$el.append($('<img src="/images/level/pointer.png" id="pointer">'))
initSurface: ->
surfaceCanvas = $('canvas#surface', @$el)
@surface = new Surface(@world, surfaceCanvas, thangTypes: @supermodel.getModels(ThangType), playJingle: not @isEditorPreview)
worldBounds = @world.getBounds()
bounds = [{x:worldBounds.left, y:worldBounds.top}, {x:worldBounds.right, y:worldBounds.bottom}]
@surface.camera.setBounds(bounds)
@surface.camera.zoomTo({x:0, y:0}, 0.1, 0)
initGoalManager: ->
@goalManager = new GoalManager(@world, @level.get('goals'))
2014-01-03 13:32:13 -05:00
@god.goalManager = @goalManager
initScriptManager: ->
@scriptManager = new ScriptManager({scripts: @world.scripts or [], view:@, session: @session})
@scriptManager.loadFromSession()
initVolume: ->
volume = me.get('volume')
volume = 1.0 unless volume?
Backbone.Mediator.publish 'level-set-volume', volume: volume
onSurfaceSetUpNewWorld: ->
return if @alreadyLoadedState
@alreadyLoadedState = true
state = @originalSessionState
if state.frame
Backbone.Mediator.publish 'level-set-time', { time: 0, frameOffset: state.frame }
if state.selected
# TODO: Should also restore selected spell here by saving spellName
Backbone.Mediator.publish 'level-select-sprite', { thangID: state.selected, spellName: null }
if state.playing?
Backbone.Mediator.publish 'level-set-playing', { playing: state.playing }
preloadNextLevel: =>
# TODO: Loading models in the middle of gameplay causes stuttering. Most of the improvement in loading time is simply from passing the supermodel from this level to the next, but if we can find a way to populate the level early without it being noticeable, that would be even better.
# return if @destroyed
# return if @preloaded
# nextLevel = @getNextLevel()
# @supermodel.populateModel nextLevel
# @preloaded = true
register: ->
@bus = LevelBus.get(@levelID, @session.id)
@bus.setSession(@session)
@bus.setSpells @tome.spells
2014-01-03 13:32:13 -05:00
@bus.connect() if @session.get('multiplayer')
onSessionWillSave: (e) ->
# Something interesting has happened, so (at a lower frequency), we'll save a screenshot.
@saveScreenshot e.session
# Throttled
saveScreenshot: (session) =>
return unless screenshot = @surface?.screenshot()
session.save {screenshot: screenshot}, {patch: true}
setTeam: (team) ->
2014-02-06 20:31:08 -05:00
team = team?.team unless _.isString team
team ?= 'humans'
2014-01-03 13:32:13 -05:00
me.team = team
Backbone.Mediator.publish 'level:team-set', team: team
# Dynamic sound loading
loadSoundsForWorld: (e) ->
return if @headless
world = e.world
thangTypes = @supermodel.getModels(ThangType)
for [spriteName, message] in world.thangDialogueSounds()
continue unless thangType = _.find thangTypes, (m) -> m.get('name') is spriteName
continue unless sound = AudioPlayer.soundForDialogue message, thangType.get('soundTriggers')
AudioPlayer.preloadSoundReference sound
2014-01-03 13:32:13 -05:00
destroy: ->
@supermodel?.off 'error', @onLevelLoadError
2014-02-12 15:41:41 -05:00
@levelLoader?.off 'loaded-all', @onLevelLoaderLoaded
@levelLoader?.destroy()
2014-01-03 13:32:13 -05:00
@surface?.destroy()
@god?.destroy()
@goalManager?.destroy()
@scriptManager?.destroy()
$(window).off('resize', @onWindowResize)
2014-02-11 17:24:06 -05:00
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
clearInterval(@pointerInterval)
@bus?.destroy()
#@instance.save() unless @instance.loading
console.profileEnd?() if PROFILE_ME
@session?.off 'change:multiplayer', @onMultiplayerChanged, @
2014-02-12 15:41:41 -05:00
@onLevelLoadError = null
@onLevelLoaderLoaded = null
@onSupermodelLoadedOne = null
@preloadNextLevel = null
@saveScreenshot = null
super()