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Show floating hero player names in course-ladder levels
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parent
2588bfb08b
commit
69379fb54f
5 changed files with 7 additions and 6 deletions
app
lib/surface
views
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@ -476,9 +476,8 @@ module.exports = Lank = class Lank extends CocoClass
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bar.scaleX = healthPct / @options.floatingLayer.resolutionFactor
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if @thang.showsName
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@setNameLabel(if @thang.health <= 0 then '' else @thang.id)
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# Let's try just using the DuelStatsView instead of this.
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#else if @options.playerName
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# @setNameLabel @options.playerName
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else if @options.playerName
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@setNameLabel @options.playerName
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configureMouse: ->
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@sprite.cursor = 'pointer' if @thang?.isSelectable
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@ -51,6 +51,7 @@ module.exports = Surface = class Surface extends CocoClass
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coords: null # use world defaults, or set to false/true to override
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showInvisible: false
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frameRate: 30 # Best as a divisor of 60, like 15, 30, 60, with RAF_SYNCHED timing.
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levelType: 'hero'
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subscriptions:
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'level:disable-controls': 'onDisableControls'
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@ -111,7 +112,7 @@ module.exports = Surface = class Surface extends CocoClass
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canvasHeight = parseInt @normalCanvas.attr('height'), 10
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@screenLayer.addChild new Letterbox canvasWidth: canvasWidth, canvasHeight: canvasHeight
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@lankBoss = new LankBoss camera: @camera, webGLStage: @webGLStage, surfaceTextLayer: @surfaceTextLayer, world: @world, thangTypes: @options.thangTypes, choosing: @options.choosing, navigateToSelection: @options.navigateToSelection, showInvisible: @options.showInvisible, playerNames: @options.playerNames
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@lankBoss = new LankBoss camera: @camera, webGLStage: @webGLStage, surfaceTextLayer: @surfaceTextLayer, world: @world, thangTypes: @options.thangTypes, choosing: @options.choosing, navigateToSelection: @options.navigateToSelection, showInvisible: @options.showInvisible, playerNames: if @options.levelType is 'course-ladder' then @options.playerNames else null
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@countdownScreen = new CountdownScreen camera: @camera, layer: @screenLayer, showsCountdown: @world.showsCountdown
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@playbackOverScreen = new PlaybackOverScreen camera: @camera, layer: @screenLayer, playerNames: @options.playerNames
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@normalStage.addChildAt @playbackOverScreen.dimLayer, 0 # Put this below the other layers, actually, so we can more easily read text on the screen.
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@ -209,6 +209,7 @@ module.exports = class ThangsTabView extends CocoView
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thangTypes: @supermodel.getModels(ThangType)
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showInvisible: true
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frameRate: 15
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levelType: @level.get 'type', true
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}
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@surface.playing = false
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@surface.setWorld @world
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@ -196,7 +196,7 @@ module.exports = class SpectateLevelView extends RootView
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initSurface: ->
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webGLSurface = $('canvas#webgl-surface', @$el)
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normalSurface = $('canvas#normal-surface', @$el)
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@surface = new Surface @world, normalSurface, webGLSurface, thangTypes: @supermodel.getModels(ThangType), spectateGame: true, playerNames: @findPlayerNames()
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@surface = new Surface @world, normalSurface, webGLSurface, thangTypes: @supermodel.getModels(ThangType), spectateGame: true, playerNames: @findPlayerNames(), levelType: @level.get('type', true)
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worldBounds = @world.getBounds()
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bounds = [{x:worldBounds.left, y:worldBounds.top}, {x:worldBounds.right, y:worldBounds.bottom}]
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@surface.camera.setBounds(bounds)
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@ -324,7 +324,7 @@ module.exports = class PlayLevelView extends RootView
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initSurface: ->
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webGLSurface = $('canvas#webgl-surface', @$el)
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normalSurface = $('canvas#normal-surface', @$el)
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@surface = new Surface(@world, normalSurface, webGLSurface, thangTypes: @supermodel.getModels(ThangType), observing: @observing, playerNames: @findPlayerNames())
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@surface = new Surface(@world, normalSurface, webGLSurface, thangTypes: @supermodel.getModels(ThangType), observing: @observing, playerNames: @findPlayerNames(), levelType: @level.get('type', true))
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worldBounds = @world.getBounds()
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bounds = [{x: worldBounds.left, y: worldBounds.top}, {x: worldBounds.right, y: worldBounds.bottom}]
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@surface.camera.setBounds(bounds)
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