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Figured out how to get the world to properly get shown if the world is created before the level loader is completely finished.
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2 changed files with 5 additions and 7 deletions
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@ -84,6 +84,8 @@ module.exports = Surface = class Surface extends CocoClass
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@initAudio()
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@onResize = _.debounce @onResize, 500
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$(window).on 'resize', @onResize
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if @world.ended
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_.defer => @setWorld @world
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destroy: ->
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@dead = true
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@ -60,7 +60,6 @@ module.exports = class PlayLevelView extends View
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'surface:world-set-up': 'onSurfaceSetUpNewWorld'
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'level:session-will-save': 'onSessionWillSave'
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'level:set-team': 'setTeam'
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'god:new-world-created': 'loadSoundsForWorld'
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'level:started': 'onLevelStarted'
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'level:loading-view-unveiled': 'onLoadingViewUnveiled'
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@ -309,9 +308,6 @@ module.exports = class PlayLevelView extends View
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$('#level-done-button', @$el).hide()
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application.tracker?.trackEvent 'Confirmed Restart', level: @world.name, label: @world.name
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onNewWorld: (e) ->
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@world = e.world
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onInfiniteLoop: (e) ->
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return unless e.firstWorld
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@openModalView new InfiniteLoopModal()
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@ -484,11 +480,11 @@ module.exports = class PlayLevelView extends View
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# Dynamic sound loading
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loadSoundsForWorld: (e) ->
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onNewWorld: (e) ->
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return if @headless
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world = e.world
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@world = e.world
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thangTypes = @supermodel.getModels(ThangType)
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for [spriteName, message] in world.thangDialogueSounds()
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for [spriteName, message] in @world.thangDialogueSounds()
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continue unless thangType = _.find thangTypes, (m) -> m.get('name') is spriteName
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continue unless sound = AudioPlayer.soundForDialogue message, thangType.get('soundTriggers')
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AudioPlayer.preloadSoundReference sound
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