Fixed a few minor bugs.

This commit is contained in:
Nick Winter 2014-08-24 16:48:59 -07:00
parent 3125c2b129
commit 1a7e4554f0
4 changed files with 8 additions and 1 deletions

View file

@ -78,6 +78,10 @@ module.exports = class LevelLoader extends CocoClass
@listenToOnce @opponentSession, 'sync', @loadDependenciesForSession
loadDependenciesForSession: (session) ->
return if @levelID is 'sky-span' # TODO
# TODO: I think this runs afoul of https://github.com/codecombat/codecombat/issues/1108
# TODO: this shouldn't happen when it's not a hero level, but we don't have level loaded yet,
# and the sessions are being created with default hero config regardless of whether it's a hero level.
if heroConfig = session.get('heroConfig')
url = "/db/thang.type/#{heroConfig.thangType}/version?project=name,components,original"
@worldNecessities.push @maybeLoadURL(url, ThangType, 'thang')

View file

@ -321,6 +321,7 @@ module.exports = CocoSprite = class CocoSprite extends CocoClass
@lastPos = p1.copy?() or _.clone(p1)
@hasMoved = true
if @thangType.get('name') is 'Flag' and not @notOfThisWorld
# Let the pending flags know we're here (but not this call stack, they need to delete themselves, and we may be iterating sprites).
_.defer => Backbone.Mediator.publish 'surface:flag-appeared', sprite: @
updateBaseScale: ->
@ -521,7 +522,7 @@ module.exports = CocoSprite = class CocoSprite extends CocoClass
@letterboxOn = e.on
onMouseEvent: (e, ourEventName) ->
return if @letterboxOn
return if @letterboxOn or not @imageObject
p = @imageObject
p = p.parent while p.parent
newEvent = sprite: @, thang: @thang, originalEvent: e, canvas:p.canvas

View file

@ -38,6 +38,7 @@ module.exports = class LevelFlagsView extends CocoView
onRealTimePlaybackEnded: (e) ->
@realTime = false
@onFlagSelected color: null
@$el.hide()
onFlagSelected: (e) ->

View file

@ -209,6 +209,7 @@ module.exports = class TomeView extends CocoView
spellFor: (thang, spellName) ->
return null unless thang?.isProgrammable
return unless @thangSpells[thang.id] # Probably in streaming mode, where we don't update until it's done.
selectedThangSpells = (@spells[spellKey] for spellKey in @thangSpells[thang.id])
if spellName
spell = _.find selectedThangSpells, {name: spellName}