This commit is contained in:
Scott Erickson 2014-02-13 10:38:43 -08:00
commit 2b742da9e4
5 changed files with 375 additions and 6 deletions

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@ -0,0 +1,16 @@
.level-content
#control-bar-view
#canvas-wrapper
canvas(width=924, height=589)#surface
#canvas-left-gradient.gradient
#canvas-top-gradient.gradient
#goals-view.hide
#gold-view.hide.expanded
#level-chat-view
#playback-view
#thang-hud
.footer
.content
p(class='footer-link-text')
a(title='Contact', tabindex=-1, data-toggle="coco-modal", data-target="modal/contact", data-i18n="nav.contact") Contact

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@ -0,0 +1,336 @@
View = require 'views/kinds/RootView'
template = require 'templates/play/spectate'
{me} = require('lib/auth')
ThangType = require 'models/ThangType'
# temp hard coded data
World = require 'lib/world/world'
docs = require 'lib/world/docs'
# tools
Surface = require 'lib/surface/Surface'
God = require 'lib/God'
GoalManager = require 'lib/world/GoalManager'
ScriptManager = require 'lib/scripts/ScriptManager'
LevelBus = require('lib/LevelBus')
LevelLoader = require 'lib/LevelLoader'
LevelSession = require 'models/LevelSession'
Level = require 'models/Level'
LevelComponent = require 'models/LevelComponent'
Camera = require 'lib/surface/Camera'
# subviews
TomeView = require './level/tome/tome_view'
ChatView = require './level/level_chat_view'
HUDView = require './level/hud_view'
ControlBarView = require './level/control_bar_view'
PlaybackView = require './level/playback_view'
GoalsView = require './level/goals_view'
GoldView = require './level/gold_view'
VictoryModal = require './level/modal/victory_modal'
InfiniteLoopModal = require './level/modal/infinite_loop_modal'
LoadingScreen = require 'lib/LoadingScreen'
PROFILE_ME = false
PlayLevelView = require './level_view'
module.exports = class SpectateLevelView extends View
id: 'spectate-level-view'
template: template
cache: false
shortcutsEnabled: true
startsLoading: true
isEditorPreview: false
subscriptions:
'level-set-volume': (e) -> createjs.Sound.setVolume(e.volume)
'level-highlight-dom': 'onHighlightDom'
'end-level-highlight-dom': 'onEndHighlight'
'level-focus-dom': 'onFocusDom'
'level-disable-controls': 'onDisableControls'
'level-enable-controls': 'onEnableControls'
'god:new-world-created': 'onNewWorld'
'god:infinite-loop': 'onInfiniteLoop'
'edit-wizard-settings': 'showWizardSettingsModal'
'surface:world-set-up': 'onSurfaceSetUpNewWorld'
'level:session-will-save': 'onSessionWillSave'
'level:set-team': 'setTeam'
events:
'click #level-done-button': 'onDonePressed'
constructor: (options, @levelID) ->
console.profile?() if PROFILE_ME
super options
console.log @levelID
@ogreSessionID = @getQueryVariable 'ogres'
@humanSessionID = @getQueryVariable 'humans'
$(window).on('resize', @onWindowResize)
@supermodel.once 'error', =>
msg = $.i18n.t('play_level.level_load_error', defaultValue: "Level could not be loaded.")
@$el.html('<div class="alert">' + msg + '</div>')
@load()
setLevel: (@level, @supermodel) ->
@god?.level = @level.serialize @supermodel
if @world
serializedLevel = @level.serialize(@supermodel)
@world.loadFromLevel serializedLevel, false
else
@load()
load: ->
@levelLoader = new LevelLoader(@levelID, @supermodel, @sessionID)
@levelLoader.once 'loaded-all', @onLevelLoaderLoaded
@god = new God()
getRenderData: ->
c = super()
c.world = @world
c
afterRender: ->
window.onPlayLevelViewLoaded? @ # still a hack
@loadingScreen = new LoadingScreen(@$el.find('canvas')[0])
@loadingScreen.show()
super()
onLevelLoaderLoaded: =>
#needs editing
@session = @levelLoader.session
@world = @levelLoader.world
@level = @levelLoader.level
@levelLoader.destroy()
@levelLoader = null
@loadingScreen.destroy()
@god.level = @level.serialize @supermodel
@god.worldClassMap = @world.classMap
#@setTeam @world.teamForPlayer _.size @session.get 'players' # TODO: players aren't initialized yet?
@setTeam @getQueryVariable("team") ? @world.teamForPlayer(0)
@initSurface()
@initGoalManager()
@initScriptManager()
@insertSubviews()
@initVolume()
@session.on 'change:multiplayer', @onMultiplayerChanged, @
@originalSessionState = _.cloneDeep(@session.get('state'))
@register()
@controlBar.setBus(@bus)
@surface.showLevel()
onSupermodelLoadedOne: =>
@modelsLoaded ?= 0
@modelsLoaded += 1
@updateInitString()
updateInitString: ->
return if @surface
@modelsLoaded ?= 0
canvas = @$el.find('#surface')[0]
ctx = canvas.getContext('2d')
ctx.font="20px Georgia"
ctx.clearRect(0, 0, canvas.width, canvas.height)
ctx.fillText("Loaded #{@modelsLoaded} thingies",50,50)
insertSubviews: ->
#needs editing
@insertSubView @tome = new TomeView levelID: @levelID, session: @session, thangs: @world.thangs, supermodel: @supermodel
@insertSubView new PlaybackView {}
@insertSubView new GoalsView {}
@insertSubView new GoldView {}
@insertSubView new HUDView {}
@insertSubView new ChatView levelID: @levelID, sessionID: @session.id, session: @session
worldName = @level.get('i18n')?[me.lang()]?.name ? @level.get('name')
@controlBar = @insertSubView new ControlBarView {worldName: worldName, session: @session, level: @level, supermodel: @supermodel, playableTeams: @world.playableTeams}
#Backbone.Mediator.publish('level-set-debug', debug: true) if me.displayName() is 'Nick!'
afterInsert: ->
super()
onWindowResize: (s...) ->
$('#pointer').css('opacity', 0.0)
onDisableControls: (e) =>
return if e.controls and not ('level' in e.controls)
@shortcutsEnabled = false
@wasFocusedOn = document.activeElement
$('body').focus()
onEnableControls: (e) =>
return if e.controls? and not ('level' in e.controls)
@shortcutsEnabled = true
$(@wasFocusedOn).focus() if @wasFocusedOn
@wasFocusedOn = null
onDonePressed: => @showVictory()
onNewWorld: (e) ->
@world = e.world
onInfiniteLoop: (e) ->
return unless e.firstWorld
@openModalView new InfiniteLoopModal()
window.tracker?.trackEvent 'Saw Initial Infinite Loop', level: @world.name, label: @world.name
getNextLevel: ->
nextLevelOriginal = @level.get('nextLevel')?.original
levels = @supermodel.getModels(Level)
return l for l in levels when l.get('original') is nextLevelOriginal
onHighlightDom: (e) =>
if e.delay
delay = e.delay
delete e.delay
@pointerInterval = _.delay((=> @onHighlightDom e), delay)
return
@addPointer()
selector = e.selector + ':visible'
dom = $(selector)
return if parseFloat(dom.css('opacity')) is 0.0
offset = dom.offset()
return if not offset
target_left = offset.left + dom.outerWidth() * 0.5
target_top = offset.top + dom.outerHeight() * 0.5
body = $('#level-view')
if e.sides
if 'left' in e.sides then target_left = offset.left
if 'right' in e.sides then target_left = offset.left + dom.outerWidth()
if 'top' in e.sides then target_top = offset.top
if 'bottom' in e.sides then target_top = offset.top + dom.outerHeight()
else
# aim to hit the side if the target is entirely on one side of the screen
if offset.left > body.outerWidth()*0.5
target_left = offset.left
else if offset.left + dom.outerWidth() < body.outerWidth()*0.5
target_left = offset.left + dom.outerWidth()
# aim to hit the bottom or top if the target is entirely on the top or bottom of the screen
if offset.top > body.outerWidth()*0.5
target_top = offset.top
else if offset.top + dom.outerHeight() < body.outerHeight()*0.5
target_top = offset.top + dom.outerHeight()
if e.offset
target_left += e.offset.x
target_top += e.offset.y
@pointerRadialDistance = -47 # - Math.sqrt(Math.pow(dom.outerHeight()*0.5, 2), Math.pow(dom.outerWidth()*0.5))
@pointerRotation = e.rotation ? Math.atan2(body.outerWidth()*0.5 - target_left, target_top - body.outerHeight()*0.5)
pointer = $('#pointer')
pointer
.css('opacity', 1.0)
.css('transition', 'none')
.css('transform', "rotate(#{@pointerRotation}rad) translate(-3px, #{@pointerRadialDistance}px)")
.css('top', target_top - 50)
.css('left', target_left - 50)
setTimeout((=>
@animatePointer()
clearInterval(@pointerInterval)
@pointerInterval = setInterval(@animatePointer, 1200)
), 1)
animatePointer: =>
pointer = $('#pointer')
pointer.css('transition', 'all 0.6s ease-out')
pointer.css('transform', "rotate(#{@pointerRotation}rad) translate(-3px, #{@pointerRadialDistance-50}px)")
setTimeout((=>
pointer.css('transform', "rotate(#{@pointerRotation}rad) translate(-3px, #{@pointerRadialDistance}px)").css('transition', 'all 0.4s ease-in')), 800)
onFocusDom: (e) => $(e.selector).focus()
onEndHighlight: =>
$('#pointer').css('opacity', 0.0)
clearInterval(@pointerInterval)
# initialization
addPointer: ->
p = $('#pointer')
return if p.length
@$el.append($('<img src="/images/level/pointer.png" id="pointer">'))
initSurface: ->
surfaceCanvas = $('canvas#surface', @$el)
@surface = new Surface(@world, surfaceCanvas, thangTypes: @supermodel.getModels(ThangType), playJingle: not @isEditorPreview)
worldBounds = @world.getBounds()
bounds = [{x:worldBounds.left, y:worldBounds.top}, {x:worldBounds.right, y:worldBounds.bottom}]
@surface.camera.setBounds(bounds)
@surface.camera.zoomTo({x:0, y:0}, 0.1, 0)
initGoalManager: ->
@goalManager = new GoalManager(@world)
@god.goalManager = @goalManager
initScriptManager: ->
@scriptManager = new ScriptManager({scripts: @world.scripts or [], view:@, session: @session})
@scriptManager.loadFromSession()
initVolume: ->
volume = me.get('volume')
volume = 1.0 unless volume?
Backbone.Mediator.publish 'level-set-volume', volume: volume
onSurfaceSetUpNewWorld: ->
return if @alreadyLoadedState
@alreadyLoadedState = true
state = @originalSessionState
if state.frame
Backbone.Mediator.publish 'level-set-time', { time: 0, frameOffset: state.frame }
if state.selected
# TODO: Should also restore selected spell here by saving spellName
Backbone.Mediator.publish 'level-select-sprite', { thangID: state.selected, spellName: null }
if state.playing?
Backbone.Mediator.publish 'level-set-playing', { playing: state.playing }
register: ->
@bus = LevelBus.get(@levelID, @session.id)
@bus.setSession(@session)
@bus.setTeamSpellMap @tome.teamSpellMap
@bus.connect() if @session.get('multiplayer')
onSessionWillSave: (e) ->
# Something interesting has happened, so (at a lower frequency), we'll save a screenshot.
@saveScreenshot e.session
# Throttled
saveScreenshot: (session) =>
return unless screenshot = @surface?.screenshot()
session.save {screenshot: screenshot}, {patch: true}
setTeam: (team) ->
team = team?.team unless _.isString team
team ?= 'humans'
me.team = team
Backbone.Mediator.publish 'level:team-set', team: team
destroy: ->
super()
@levelLoader?.destroy()
@surface?.destroy()
@god?.destroy()
@goalManager?.destroy()
@scriptManager?.destroy()
$(window).off('resize', @onWindowResize)
delete window.world # not sure where this is set, but this is one way to clean it up
clearInterval(@pointerInterval)
@bus?.destroy()
#@instance.save() unless @instance.loading
console.profileEnd?() if PROFILE_ME
@session.off 'change:multiplayer', @onMultiplayerChanged, @

View file

@ -7,7 +7,7 @@ class LevelSessionHandler extends Handler
modelClass: LevelSession modelClass: LevelSession
editableProperties: ['multiplayer', 'players', 'code', 'completed', 'state', editableProperties: ['multiplayer', 'players', 'code', 'completed', 'state',
'levelName', 'creatorName', 'levelID', 'screenshot', 'levelName', 'creatorName', 'levelID', 'screenshot',
'chat', 'teamSpells'] 'chat', 'teamSpells','submitted']
getByRelationship: (req, res, args...) -> getByRelationship: (req, res, args...) ->
return @sendNotFoundError(res) unless args.length is 2 and args[1] is 'active' return @sendNotFoundError(res) unless args.length is 2 and args[1] is 'active'

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@ -67,7 +67,7 @@ _.extend LevelSessionSchema.properties,
meanStrength: {type: 'number', default: 25} meanStrength: {type: 'number', default: 25}
standardDeviation: {type:'number', default:25/3, minimum: 0} standardDeviation: {type:'number', default:25/3, minimum: 0}
totalScore: {type: 'number', default: 10} totalScore: {type: 'number', default: 10}
submitted: {type: 'boolean', default: false, index:true}
c.extendBasicProperties LevelSessionSchema, 'level.session' c.extendBasicProperties LevelSessionSchema, 'level.session'
c.extendPermissionsProperties LevelSessionSchema, 'level.session' c.extendPermissionsProperties LevelSessionSchema, 'level.session'

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@ -29,13 +29,30 @@ throwScoringQueueRegistrationError = (error) ->
throw new Error "There was an error registering the scoring queue." throw new Error "There was an error registering the scoring queue."
module.exports.createNewTask = (req, res) -> module.exports.createNewTask = (req, res) ->
scoringTaskQueue.sendMessage req.body, 0, (err, data) -> return errors.badInput res, "The session ID is invalid" unless typeof req.body.session is "string"
return errors.badInput res, "There was an error creating the message, reason: #{err}" if err? LevelSession.findOne { "_id": req.body.session}, (err, sessionToScore) ->
return errors.serverError res, "There was an error finding the given session." if err?
res.send data sessionToScore.submitted = true
res.end() LevelSession.update { "_id": req.body.session}, {"submitted":true}, (err, data) ->
return errors.serverError res, "There was an error saving the submitted bool of the session." if err?
LevelSession.find { "levelID": "project-dota", "submitted": true}, (err, submittedSessions) ->
taskPairs = []
for session in submittedSessions
if String(session._id) isnt req.body.session
taskPairs.push [req.body.session,String session._id]
async.each taskPairs, sendTaskPairToQueue, (taskPairError) ->
return errors.serverError res, "There was an error sending the task pairs to the queue" if taskPairError?
sendResponseObject req, res, {"message":"All task pairs were succesfully sent to the queue"}
sendTaskPairToQueue = (taskPair, callback) ->
taskObject =
sessions: taskPair
scoringTaskQueue.sendMessage taskObject, 0, (err,data) ->
callback err,data
module.exports.dispatchTaskToConsumer = (req, res) -> module.exports.dispatchTaskToConsumer = (req, res) ->
userID = getUserIDFromRequest req,res userID = getUserIDFromRequest req,res
return errors.forbidden res, "You need to be logged in to simulate games" if isUserAnonymous req return errors.forbidden res, "You need to be logged in to simulate games" if isUserAnonymous req