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Made it so that high scores and level victories are not achieved when playing changed levels from inside the level editor. Some additions for Nalfar.
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4 changed files with 5 additions and 2 deletions
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@ -24,7 +24,7 @@ module.exports = class ThangType extends CocoModel
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librarian: '52fbf74b7e01835453bd8d8e'
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'potion-master': '52e9adf7427172ae56002172'
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sorcerer: '52fd1524c7e6cf99160e7bc9'
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necromancer: ''
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necromancer: '55652fb3b9effa46a1f775fd'
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'dark-wizard': ''
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@heroClasses:
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Warrior: ['captain', 'knight', 'samurai', 'raider', 'goliath', 'guardian']
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@ -439,6 +439,7 @@ module.exports = class PlayLevelView extends RootView
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application.tracker?.trackTiming victoryTime, 'Level Victory Time', @levelID, @levelID
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showVictory: ->
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return if @isEditorPreview and @level.hasLocalChanges() # Don't award achievements when beating level changed in level editor
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@endHighlight()
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options = {level: @level, supermodel: @supermodel, session: @session, hasReceivedMemoryWarning: @hasReceivedMemoryWarning}
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ModalClass = if @level.get('type', true) in ['hero', 'hero-ladder', 'hero-coop'] then HeroVictoryModal else VictoryModal
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@ -537,6 +538,7 @@ module.exports = class PlayLevelView extends RootView
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onSubmissionComplete: =>
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return if @destroyed
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return if @isEditorPreview and @level.hasLocalChanges() # Don't award achievements when beating level changed in level editor
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# TODO: Show a victory dialog specific to hero-ladder level
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if @goalManager.checkOverallStatus() is 'success' and not @options.realTimeMultiplayerSessionID?
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showModalFn = -> Backbone.Mediator.publish 'level:show-victory', showModal: true
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@ -72,6 +72,7 @@ module.exports = class CastButtonView extends CocoView
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@updateReplayability()
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onDoneButtonClick: (e) ->
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return if @getQueryVariable('dev') and @level.hasLocalChanges() # Don't award achievements when beating level changed in level editor
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@options.session.recordScores @world.scores, @options.level
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Backbone.Mediator.publish 'level:show-victory', showModal: true
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@ -178,7 +178,7 @@ module.exports = class PlayHeroesModal extends ModalView
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layer.container.children[0].y = 250/m
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if fullHero.get('slug') in ['forest-archer', 'librarian', 'sorcerer', 'potion-master', 'necromancer']
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layer.container.children[0].y -= 3
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if fullHero.get('slug') in ['librarian', 'sorcerer', 'potion-master']
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if fullHero.get('slug') in ['librarian', 'sorcerer', 'potion-master', 'necromancer']
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layer.container.children[0].x -= 3
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stage = new createjs.SpriteStage(canvas[0])
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