Added a button to switch between world maps.

This commit is contained in:
Scott Erickson 2014-10-29 09:47:00 -07:00
parent 1e51ad7111
commit 02eacbbc8f
5 changed files with 72 additions and 50 deletions

View file

@ -89,6 +89,7 @@ module.exports = class CocoRouter extends Backbone.Router
'play/ladder': go('play/ladder/MainLadderView')
'play/level/:levelID': go('play/level/PlayLevelView')
'play/spectate/:levelID': go('play/SpectateView')
'play/:map': go('play/WorldMapView')
'preview': go('HomeView')

View file

@ -76,6 +76,8 @@
campaign_player_created_description: "... in which you battle against the creativity of your fellow <a href=\"/contribute#artisan\">Artisan Wizards</a>."
campaign_classic_algorithms: "Classic Algorithms"
campaign_classic_algorithms_description: "... in which you learn the most popular algorithms in Computer Science."
campaign_forest: "Forest Campaign"
campaign_dungeon: "Dungeon Campaign"
login:
sign_up: "Create Account"

View file

@ -206,7 +206,17 @@ $gameControlMargin: 30px
margin-left: $gameControlMargin
width: $gameControlSize
height: $gameControlSize
background: url(/images/pages/play/menu_icons.png) no-repeat
position: relative
img
position: absolute
left: 0
top: 0
width: 100%
height: 100%
background-size: cover
@include transition(0.5s ease)
@include box-shadow(2px 2px 4px black)

View file

@ -6,32 +6,31 @@
img.map-background(src="/images/pages/play/map_" + mapType + ".jpg", alt="")
- var seenNext = nextLevel;
each campaign in campaigns
each level in campaign.levels
if level.hidden
continue;
- var next = level.id == nextLevel || (!seenNext && levelStatusMap[level.id] != "complete" && !level.locked && !level.disabled);
- seenNext = seenNext || next;
div(style="left: #{level.x}%; bottom: #{level.y}%; background-color: #{level.color}", class="level" + (next ? " next" : "") + (level.disabled ? " disabled" : "") + (level.locked ? " locked" : "") + " " + levelStatusMap[level.id] || "", data-level-id=level.id, title=level.name)
a(href=level.type == 'hero' ? '#' : level.disabled ? "/play" : "/play/#{level.levelPath || 'level'}/#{level.id}", disabled=level.disabled, data-level-id=level.id, data-level-path=level.levelPath || 'level', data-level-name=level.name)
div(style="left: #{level.x}%; bottom: #{level.y}%", class="level-shadow" + (next ? " next" : "") + " " + levelStatusMap[level.id] || "")
.level-info-container(data-level-id=level.id, data-level-path=level.levelPath || 'level', data-level-name=level.name)
div(class="level-info " + (levelStatusMap[level.id] || ""))
h3= level.name + (level.disabled ? " (Coming soon!)" : (level.locked ? " (Locked)" : ""))
.level-description= level.description
span(data-i18n="play.level_difficulty") Difficulty:
each i in Array(level.difficulty)
i.icon-star
- var playCount = levelPlayCountMap[level.id]
if playCount && playCount.sessions > 20
div
span.spr #{playCount.sessions}
span(data-i18n="play.players") players
span.spr , #{Math.round(playCount.playtime / 3600)}
span(data-i18n="play.hours_played") hours played
.campaign-label(style="color: #{campaign.color}")= campaign.name
if isIPadApp
button.btn.btn-success.btn-lg.start-level(data-i18n="common.play") Play
each level in campaign.levels
if level.hidden
continue;
- var next = level.id == nextLevel || (!seenNext && levelStatusMap[level.id] != "complete" && !level.locked && !level.disabled);
- seenNext = seenNext || next;
div(style="left: #{level.x}%; bottom: #{level.y}%; background-color: #{level.color}", class="level" + (next ? " next" : "") + (level.disabled ? " disabled" : "") + (level.locked ? " locked" : "") + " " + levelStatusMap[level.id] || "", data-level-id=level.id, title=level.name)
a(href=level.type == 'hero' ? '#' : level.disabled ? "/play" : "/play/#{level.levelPath || 'level'}/#{level.id}", disabled=level.disabled, data-level-id=level.id, data-level-path=level.levelPath || 'level', data-level-name=level.name)
div(style="left: #{level.x}%; bottom: #{level.y}%", class="level-shadow" + (next ? " next" : "") + " " + levelStatusMap[level.id] || "")
.level-info-container(data-level-id=level.id, data-level-path=level.levelPath || 'level', data-level-name=level.name)
div(class="level-info " + (levelStatusMap[level.id] || ""))
h3= level.name + (level.disabled ? " (Coming soon!)" : (level.locked ? " (Locked)" : ""))
.level-description= level.description
span(data-i18n="play.level_difficulty") Difficulty:
each i in Array(level.difficulty)
i.icon-star
- var playCount = levelPlayCountMap[level.id]
if playCount && playCount.sessions > 20
div
span.spr #{playCount.sessions}
span(data-i18n="play.players") players
span.spr , #{Math.round(playCount.playtime / 3600)}
span(data-i18n="play.hours_played") hours played
.campaign-label(style="color: #{campaign.color}")= campaign.name
if isIPadApp
button.btn.btn-success.btn-lg.start-level(data-i18n="common.play") Play
.game-controls.header-font
if me.isAdmin()
@ -47,6 +46,13 @@
a.btn.achievements(href="/user/#{me.getSlugOrID()}/stats", data-i18n="[title]play.achievements")
a.btn.account(href="/user/#{me.getSlugOrID()}", data-i18n="[title]play.account")
a.btn.settings(href='/account', data-i18n="[title]play.settings")
if mapType === 'forest'
a.btn(href="/play/dungeon", data-i18n="[title]play.campaign_dungeon")
img(src="/images/pages/play/map_dungeon_icon.jpg").img-thumbnail
if mapType === 'dungeon'
a.btn(href="/play/forest", data-i18n="[title]play.campaign_forest")
img(src="/images/pages/play/map_forest_icon.jpg").img-thumbnail
.old-levels
a(href="/play-old", data-i18n="play.older_campaigns").header-font Older Campaigns

View file

@ -19,7 +19,6 @@ class LevelSessionsCollection extends CocoCollection
module.exports = class WorldMapView extends RootView
id: 'world-map-view'
template: template
terrain: 'Dungeon' # or Grass
events:
'click .map-background': 'onClickMap'
@ -30,7 +29,8 @@ module.exports = class WorldMapView extends RootView
'mousemove .map': 'onMouseMoveMap'
'click #volume-button': 'onToggleVolume'
constructor: (options) ->
constructor: (options, @terrain) ->
@terrain ?= 'dungeon' # or 'forest'
super options
@nextLevel = @getQueryVariable 'next'
@levelStatusMap = {}
@ -78,18 +78,17 @@ module.exports = class WorldMapView extends RootView
getRenderData: (context={}) ->
context = super(context)
context.campaigns = campaigns
for campaign in context.campaigns
for level, index in campaign.levels
level.x ?= 10 + 80 * Math.random()
level.y ?= 10 + 80 * Math.random()
level.locked = index > 0 and not me.earnedLevel level.original
window.levelUnlocksNotWorking = true if level.locked and level.id is @nextLevel # Temporary
level.locked = false if window.levelUnlocksNotWorking # Temporary; also possible in HeroVictoryModal
level.color = campaign.color
if level.practice
level.color = 'rgb(80, 130, 200)' unless me.getBranchingGroup() is 'all-practice'
level.hidden = true if me.getBranchingGroup() is 'no-practice'
context.campaign = _.find campaigns, { id: @terrain }
for level, index in context.campaign.levels
level.x ?= 10 + 80 * Math.random()
level.y ?= 10 + 80 * Math.random()
level.locked = index > 0 and not me.earnedLevel level.original
window.levelUnlocksNotWorking = true if level.locked and level.id is @nextLevel # Temporary
level.locked = false if window.levelUnlocksNotWorking # Temporary; also possible in HeroVictoryModal
level.color = 'rgb(255, 80, 60)'
if level.practice
level.color = 'rgb(80, 130, 200)' unless me.getBranchingGroup() is 'all-practice'
level.hidden = true if me.getBranchingGroup() is 'no-practice'
context.levelStatusMap = @levelStatusMap
context.levelPlayCountMap = @levelPlayCountMap
context.isIPadApp = application.isIPadApp
@ -176,7 +175,7 @@ module.exports = class WorldMapView extends RootView
onWindowResize: (e) =>
mapHeight = iPadHeight = 1536
mapWidth = if @terrain is 'Dungeon' then 2350 else 2500
mapWidth = if @terrain is 'dungeon' then 2350 else 2500
iPadWidth = 2048
aspectRatio = mapWidth / mapHeight
iPadAspectRatio = iPadWidth / iPadHeight
@ -185,7 +184,7 @@ module.exports = class WorldMapView extends RootView
widthRatio = pageWidth / mapWidth
heightRatio = pageHeight / mapHeight
iPadWidthRatio = pageWidth / iPadWidth
if @terrain is 'Dungeon'
if @terrain is 'dungeon'
# Make sure we can see almost the whole map, fading to background in one dimension.
if heightRatio <= iPadWidthRatio
# Full width, full height, left and right margin
@ -213,7 +212,7 @@ module.exports = class WorldMapView extends RootView
playAmbientSound: ->
return if @ambientSound
return unless file = {Dungeon: 'ambient-dungeon', Grass: 'ambient-map-grass'}[@terrain]
return unless file = {dungeon: 'ambient-dungeon', forest: 'ambient-map-grass'}[@terrain]
src = "/file/interface/#{file}#{AudioPlayer.ext}"
unless AudioPlayer.getStatus(src)?.loaded
AudioPlayer.preloadSound src
@ -224,7 +223,7 @@ module.exports = class WorldMapView extends RootView
playMusic: ->
@musicPlayer = new MusicPlayer()
musicFile = {Dungeon: '/music/music-menu-dungeon', Grass: '/music/music-menu-grass'}[@terrain]
musicFile = {dungeon: '/music/music-menu-dungeon', forest: '/music/music-menu-grass'}[@terrain]
Backbone.Mediator.publish 'music-player:play-music', play: true, file: musicFile
storage.save("loaded-menu-music-#{@terrain}", true) unless @probablyCachedMusic
@ -597,7 +596,7 @@ playerCreated = [
}
]
hero = [
dungeon = [
{
name: 'Dungeons of Kithgard'
type: 'hero'
@ -866,6 +865,9 @@ hero = [
nextLevels:
continue: 'defense-of-plainswood'
}
]
forest = [
{
name: 'Defense of Plainswood'
type: 'hero'
@ -873,8 +875,8 @@ hero = [
id: 'defense-of-plainswood'
original: '541b67f71ccc8eaae19f3c62'
description: 'Protect the peasants from the pursuing ogres.'
x: 95.31
y: 88.26
x: 48
y: 65
}
{
name: 'Dueling Grounds'
@ -884,8 +886,8 @@ hero = [
original: '5442ba0e1e835500007eb1c7'
description: 'Battle head-to-head against another hero in this basic beginner combat arena.'
disabled: not me.isAdmin()
x: 17.54
y: 78.39
x: 26
y: 77
}
#{
# name: ''
@ -941,5 +943,6 @@ WorldMapView.campaigns = campaigns = [
#{id: 'dev', name: 'Random Harder Levels', description: '... in which you learn the interface while doing something a little harder.', levels: experienced, color: "rgb(80, 60, 255)"}
#{id: 'classic_algorithms' ,name: 'Classic Algorithms', description: '... in which you learn the most popular algorithms in Computer Science.', levels: classicAlgorithms, color: "rgb(110, 80, 120)"}
#{id: 'player_created', name: 'Player-Created', description: '... in which you battle against the creativity of your fellow <a href=\"/contribute#artisan\">Artisan Wizards</a>.', levels: playerCreated, color: "rgb(160, 160, 180)"}
{id: 'beginner', name: 'Beginner Campaign', levels: hero, color: 'rgb(255, 80, 60)'}
{id: 'dungeon', name: 'Dungeon Campaign', levels: dungeon }
{id: 'forest', name: 'Forest Campaign', levels: forest }
]