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https://github.com/codeninjasllc/codecombat.git
synced 2025-04-01 15:50:11 -04:00
Fixed showing hero unlock portraits on world map. Showing them now even before their levels are unlocked, and showing until you purchase, not just unlock them.
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parent
fd0e7a8c44
commit
1630b30351
3 changed files with 24 additions and 9 deletions
app
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@ -66,7 +66,7 @@ $gameControlMargin: 30px
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.level, .level-shadow
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position: absolute
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border-radius: 100%
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border-radius: 50%
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-webkit-transform: scaleY(0.75)
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transform: scaleY(0.75)
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@ -130,16 +130,24 @@ $gameControlMargin: 30px
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&.started .glyphicon-star
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left: 0.5px
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img.hero-portrait
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width: 120%
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position: absolute
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height: auto
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bottom: 75%
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left: 75%
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border: 1px solid black
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border-radius: 100%
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background: white
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margin-left: 0
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margin-bottom: 0
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img.hero-portrait
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position: absolute
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border: 1px solid black
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border-radius: 50%
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background: white
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width: $levelDotWidth * 1.5
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height: $levelDotHeight * 1.5
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margin-left: -0.5 * $levelDotWidth * 1.5
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margin-bottom: -$levelDotHeight / 3 * 1.5
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.level-shadow
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z-index: 1
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@ -425,6 +433,9 @@ $gameControlMargin: 30px
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vertical-align: bottom
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margin: -20px 0 -6px 5px
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.particle-man
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z-index: 2
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body:not(.ipad) #campaign-view
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.level-info-container
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@ -8,8 +8,8 @@
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each level in levels
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if !level.hidden
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div(style="left: #{level.position.x}%; bottom: #{level.position.y}%; background-color: #{level.color}", class="level" + (level.next ? " next" : "") + (level.disabled ? " disabled" : "") + (level.locked ? " locked" : "") + " " + levelStatusMap[level.slug] || "", data-level-slug=level.slug, data-level-original=level.original, title=i18n(level, 'name') + (level.disabled ? ' (Coming Soon to Adventurers)' : ''))
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if level.unlocksHero && !level.unlockedHero
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img.hero-portrait(src=level.unlocksHero.img)
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if level.unlocksHero && !level.purchasedHero
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img.hero-portrait(src="/file/db/thang.type/#{level.unlocksHero}/portrait.png")
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a(href=level.type == 'hero' ? '#' : level.disabled ? "/play" : "/play/#{level.levelPath || 'level'}/#{level.slug}", disabled=level.disabled, data-level-slug=level.slug, data-level-path=level.levelPath || 'level', data-level-name=level.name)
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if level.requiresSubscription
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img.star(src="/images/pages/play/star.png")
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@ -40,6 +40,8 @@
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if isIPadApp && !level.disabled && !level.locked
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button.btn.btn-success.btn-lg.start-level(data-i18n="common.play") Play
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else if level.unlocksHero && !level.purchasedHero
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img.hero-portrait(src="/file/db/thang.type/#{level.unlocksHero}/portrait.png", style="left: #{level.position.x}%; bottom: #{level.position.y}%;")
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for adjacentCampaign in adjacentCampaigns
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a(href=(editorMode ? "/editor/campaign/" : "/play/") + adjacentCampaign.slug)
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@ -146,8 +146,10 @@ module.exports = class CampaignView extends RootView
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level.color = 'rgb(255, 80, 60)'
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if level.requiresSubscription
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level.color = 'rgb(80, 130, 200)'
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if unlocksHero = _.find(level.rewards, 'hero')?.hero
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level.unlocksHero = unlocksHero
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if level.unlocksHero
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level.unlockedHero = level.unlocksHero.originalID in (me.get('earned')?.heroes or [])
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level.purchasedHero = level.unlocksHero in (me.get('purchased')?.heroes or [])
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level.hidden = level.locked
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unless level.disabled
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++context.levelsTotal
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