Merge branch 'master' into production

This commit is contained in:
Nick Winter 2014-10-24 13:03:28 -07:00
commit 5c70ae6120
6 changed files with 23 additions and 4 deletions

View file

@ -93,7 +93,7 @@ class AudioPlayer extends CocoClass
filename = if _.string.startsWith(name, '/file/') then name else '/file/' + name
unless @hasLoadedSound filename
@soundsToPlayWhenLoaded[name] = audioOptions.volume
audioOptions = @applyPanning audioOptions, pos if @camera and pos
audioOptions = @applyPanning audioOptions, pos if @camera and not @camera.destroyed and pos
instance = createjs.Sound.play name, audioOptions
# For some reason, individual sound volume control doesn't work any more.
# I tried updating to SoundJS NEXT on 2014-09-10, but couldn't get any sounds to play with that one.

View file

@ -99,7 +99,7 @@ module.exports = Surface = class Surface extends CocoClass
@normalStage = new createjs.Stage(@normalCanvas[0])
@webGLStage = new createjs.SpriteStage(@webGLCanvas[0])
@normalStage.nextStage = @webGLStage
@camera = AudioPlayer.camera = new Camera @webGLCanvas
@camera = AudioPlayer.camera = new Camera @webGLCanvas unless @options.choosing
@normalLayers.push @surfaceTextLayer = new Layer name: 'Surface Text', layerPriority: 1, transform: Layer.TRANSFORM_SURFACE_TEXT, camera: @camera
@normalLayers.push @gridLayer = new Layer name: 'Grid', layerPriority: 2, transform: Layer.TRANSFORM_SURFACE, camera: @camera

View file

@ -68,6 +68,7 @@ module.exports.thangNames = thangNames =
'Buffy'
'Allankrita'
'Kay'
'Shannon'
]
'Peasant M': [
'Yorik'
@ -86,6 +87,7 @@ module.exports.thangNames = thangNames =
'Durfkor'
'Paps'
'Hodor'
'James'
]
'Peasant F': [
'Hilda'
@ -375,4 +377,5 @@ module.exports.thangNames = thangNames =
'Leona'
'Jarin'
'Helena'
'Philips'
]

View file

@ -198,7 +198,7 @@ me.FunctionArgumentSchema = me.object {
'default': null
me.codeSnippet = me.object {description: 'A language-specific code snippet'},
code: {type: 'string', title: 'Snippet', default: '', description: 'Code snippet. Use ${1:defaultValue} syntax to add flexible arguments'}
code: {type: 'string', format: 'code', title: 'Snippet', default: '', description: 'Code snippet. Use ${1:defaultValue} syntax to add flexible arguments'}
tab: {type: 'string', title: 'Tab Trigger', description: 'Tab completion text. Will be expanded to the snippet if typed and hit tab.'}
me.activity = me.object {description: 'Stats on an activity'},

View file

@ -128,6 +128,7 @@ module.exports = class WorldMapView extends RootView
levelID = $(e.target).parents('.level').data('level-id')
@$levelInfo = @$el.find(".level-info-container[data-level-id=#{levelID}]").show()
@adjustLevelInfoPosition e
@endHighlight()
else
levelElement = $(e.target).parents('.level')
levelID = levelElement.data('level-id')

View file

@ -234,7 +234,22 @@ module.exports = class SpellView extends CocoView
meta: 'press enter'
name: doc.name
tabTrigger: doc.snippets[e.language].tab
snippetEntries.push entry
if doc.name is 'findNearestEnemy'
# Remember if we have findNearestEnemy so attack snippet can be updated
haveFindNearestEnemy = true
if doc.name is 'attack'
# Postpone this until we know if findNearestEnemy is available
attackEntry = entry
else
snippetEntries.push entry
# TODO: Generalize this snippet replacement
# TODO: Where should this logic live, and what format should it be in?
if attackEntry?
unless haveFindNearestEnemy
# No findNearestEnemy, so update attack snippet to string-based target
attackEntry.content = attackEntry.content.replace '${1:enemy}', '"${1:Enemy Name}"'
snippetEntries.push attackEntry
# window.zatannaInstance = @zatanna
# window.snippetEntries = snippetEntries