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

View file

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

View file

@ -29,13 +29,30 @@ throwScoringQueueRegistrationError = (error) ->
throw new Error "There was an error registering the scoring queue."
module.exports.createNewTask = (req, res) ->
scoringTaskQueue.sendMessage req.body, 0, (err, data) ->
return errors.badInput res, "There was an error creating the message, reason: #{err}" if err?
return errors.badInput res, "The session ID is invalid" unless typeof req.body.session is "string"
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
res.end()
sessionToScore.submitted = true
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) ->
userID = getUserIDFromRequest req,res
return errors.forbidden res, "You need to be logged in to simulate games" if isUserAnonymous req