Point out (and require) equipping of necessary items for first set of levels. Can now drag items to unequip.

This commit is contained in:
Nick Winter 2014-10-09 15:54:18 -07:00
parent 4f0b7c8d60
commit 7487df5af8
4 changed files with 77 additions and 20 deletions

View file

@ -68,6 +68,10 @@ $stashWidth: $totalWidth - $equippedWidth - $stashMargin
border-color: #28f
@include box-shadow(0 0 10px #28f)
&.should-equip
background-color: #8fa
outline: 2px solid #8af
&.droppable
outline: 2px solid blue
@ -189,6 +193,14 @@ $stashWidth: $totalWidth - $equippedWidth - $stashMargin
.item-info:after
content: ' (available)'
&.should-equip
background-color: #8fa
outline: 2px solid #8af
.item-info:after
content: ' (drag to equip)'
font-weight: bold
&.equipped
background-color: #ff5

View file

@ -29,7 +29,6 @@ module.exports = class InventoryView extends CocoView
@items = new CocoCollection([], {model: ThangType})
@equipment = options.equipment or @options.session?.get('heroConfig')?.inventory or me.get('heroConfig')?.inventory or {}
@equipment = $.extend true, {}, @equipment
@assignLevelEquipment()
@items.url = '/db/thang.type?view=items&project=name,components,original,rasterIcon'
@supermodel.loadCollection(@items, 'items')
@ -103,26 +102,44 @@ module.exports = class InventoryView extends CocoView
for itemSlot in @$el.find '.item-slot'
slot = $(itemSlot).data 'slot'
#$(itemSlot).find('.placeholder').css('background-image', "url(/images/pages/game-menu/slot-#{slot}.png)")
do (slot) =>
do (slot, itemSlot) =>
$(itemSlot).droppable
drop: (e, ui) => @onAvailableItemDoubleClick()
accept: (el) -> $(el).parent().hasClass slot
activeClass: 'droppable'
hoverClass: 'droppable-hover'
tolerance: 'touch'
@makeEquippedSlotDraggable $(itemSlot)
@$el.find('#selected-items').hide() # Hide until one is selected
@delegateEvents()
if @selectedHero and not @startedLoadingFirstHero
@loadHero()
@requireLevelEquipment()
afterInsert: ->
super()
@canvasWidth = @$el.find('canvas').innerWidth()
@canvasHeight = @$el.find('canvas').innerHeight()
makeEquippedSlotDraggable: (slot) ->
unequip = => @unequipItemFromSlot slot
shouldStayEquippedWhenDropped = (isValidDrop) ->
pos = $(@).position()
revert = Math.abs(pos.left) < $(@).outerWidth() and Math.abs(pos.top) < $(@).outerHeight()
unequip() if not revert
revert
# TODO: figure out how to make this actually above the available items list (the .ui-draggable-helper img is still inside .item-view and so underlaps...)
$(slot).find('img').draggable
revert: shouldStayEquippedWhenDropped
appendTo: @$el
cursorAt: {left: 35.5, top: 35.5}
revertDuration: 200
distance: 10
scroll: false
zIndex: 100
clearSelection: ->
@$el.find('.item-slot.selected').removeClass 'selected'
@$el.find('.list-group-item').removeClass('active')
@ -197,7 +214,10 @@ module.exports = class InventoryView extends CocoView
for el in @$el.find('#available-equipment .list-group-item')
itemID = $(el).find('.item-view').data('item-id')
if itemID is itemIDToUnequip
return $(el).removeClass('equipped')
unequipped = $(el).removeClass('equipped')
break
@requireLevelEquipment() if unequipped
return unequipped
equipSelectedItemToSlot: (slot) ->
selectedItemContainer = @getSelectedAvailableItemContainer()
@ -207,6 +227,8 @@ module.exports = class InventoryView extends CocoView
slotContainer.html(newItemHTML)
slotContainer.find('.item-view').data('item-id', selectedItemContainer.find('.item-view').data('item-id'))
@$el.find('.list-group-item').removeClass('active')
@makeEquippedSlotDraggable slot
@requireLevelEquipment()
onSelectionChanged: ->
@$el.find('.item-slot').show()
@ -290,7 +312,7 @@ module.exports = class InventoryView extends CocoView
config[slotName] = item.get('original')
config
assignLevelEquipment: ->
requireLevelEquipment: ->
# This is temporary, until we have a more general way of awarding items and configuring needed/locked items per level.
gear =
'simple-boots': '53e237bf53457600003e3f05'
@ -306,17 +328,35 @@ module.exports = class InventoryView extends CocoView
'shadow-guard': {feet: 'simple-boots'}
'true-names': {feet: 'simple-boots', 'right-hand': 'longsword'}
'the-raised-sword': {feet: 'simple-boots', 'right-hand': 'longsword', torso: 'leather-tunic'}
'the-first-kithmaze': {feet: 'simple-boots', 'right-hand': 'longsword', torso: 'leather-tunic', 'programming-book': 'programmaticon-i'}
'the-second-kithmaze': {feet: 'simple-boots', 'right-hand': 'longsword', torso: 'leather-tunic', 'programming-book': 'programmaticon-i'}
'new-sight': {feet: 'simple-boots', 'right-hand': 'longsword', torso: 'leather-tunic', 'programming-book': 'programmaticon-i'}
'lowly-kithmen': {feet: 'simple-boots', 'right-hand': 'longsword', torso: 'leather-tunic', 'programming-book': 'programmaticon-i', eyes: 'crude-glasses'}
'a-bolt-in-the-dark': {feet: 'simple-boots', 'right-hand': 'longsword', torso: 'leather-tunic', 'programming-book': 'programmaticon-i', eyes: 'crude-glasses'}
'the-first-kithmaze': {feet: 'simple-boots', 'programming-book': 'programmaticon-i'}
'the-second-kithmaze': {feet: 'simple-boots', 'programming-book': 'programmaticon-i'}
'new-sight': {'right-hand': 'longsword', 'programming-book': 'programmaticon-i'}
'lowly-kithmen': {feet: 'simple-boots', 'right-hand': 'longsword', 'programming-book': 'programmaticon-i', eyes: 'crude-glasses'}
'a-bolt-in-the-dark': {feet: 'simple-boots', 'right-hand': 'longsword', torso: 'leather-tunic', eyes: 'crude-glasses'}
'the-final-kithmaze': {feet: 'simple-boots', 'right-hand': 'longsword', torso: 'leather-tunic', 'programming-book': 'programmaticon-i', eyes: 'crude-glasses'}
'kithgard-gates': {feet: 'simple-boots', 'right-hand': 'builders-hammer', torso: 'leather-tunic', 'programming-book': 'programmaticon-i', eyes: 'crude-glasses'}
'defence-of-plainswood': {feet: 'simple-boots', 'right-hand': 'builders-hammer', torso: 'leather-tunic', 'programming-book': 'programmaticon-i', eyes: 'crude-glasses'}
'kithgard-gates': {feet: 'simple-boots', 'right-hand': 'builders-hammer'}
'defence-of-plainswood': {feet: 'simple-boots', 'right-hand': 'builders-hammer'}
# TODO: figure out leather boots for plainswood (or next one?)
return unless necessaryGear = gearByLevel[@options.levelID]
for slot, item of necessaryGear ? {}
@equipment[slot] ?= gear[item]
if @supermodel.finished()
equipment = @getCurrentEquipmentConfig() # Make sure @equipment is updated
else
equipment = @equipment
hadRequired = @remainingRequiredEquipment?.length
@remainingRequiredEquipment = []
@$el.find('.should-equip').removeClass('should-equip')
for slot, item of necessaryGear
continue if item is 'leather-tunic' and $('#world-map-view') # Don't tell them they need it until they need it in the level
continue if equipment[slot] and not (item is 'builders-hammer' and @equipment[slot] is gear.longsword)
availableSlotSelector = "#available-equipment li[data-item-id='#{gear[item]}']"
@highlightElement availableSlotSelector, delay: 500, sides: ['right'], rotation: Math.PI / 2
@$el.find(availableSlotSelector).addClass 'should-equip'
@$el.find("#equipped div[data-slot='#{slot}']").addClass 'should-equip'
@remainingRequiredEquipment.push slot: slot, item: gear[item]
if hadRequired and not @remainingRequiredEquipment.length
@endHighlight()
@highlightElement '#play-level-button', duration: 5000
$('#play-level-button').prop('disabled', @remainingRequiredEquipment.length > 0)
# Restrict available items to those that would be available by this item.
@allowedItems = []
@ -370,7 +410,9 @@ module.exports = class InventoryView extends CocoView
onShown: ->
# Called when we switch tabs to this within the modal
@requireLevelEquipment()
@loadHero()
onHidden: ->
# Called when the modal itself is dismissed
@endHighlight()

View file

@ -60,6 +60,7 @@ module.exports = class CocoView extends Backbone.View
view.destroy() for id, view of @subviews
$('#modal-wrapper .modal').off 'hidden.bs.modal', @modalClosed
@endHighlight()
@getPointer(false).remove()
@[key] = undefined for key, value of @
@destroyed = true
@off = doNothing
@ -354,16 +355,17 @@ module.exports = class CocoView extends Backbone.View
setTimeout (=> $pointer.css transition: 'all 0.4s ease-in', transform: "rotate(#{@pointerRotation}rad) translate(-3px, #{@pointerRadialDistance}px)"), 800
endHighlight: ->
@getPointer().css('opacity', 0.0)
@getPointer(false).css('opacity', 0.0)
clearInterval @pointerInterval
clearTimeout @pointerDelayTimeout
clearTimeout @pointerDurationTimeout
@pointerInterval = @pointerDelayTimeout = @pointerDurationTimeout = null
getPointer: ->
return $pointer if ($pointer = @$el.find('.highlight-pointer')) and $pointer.length
$pointer = $('<img src="/images/level/pointer.png" class="highlight-pointer">')
@$el.append($pointer)
getPointer: (add=true) ->
return $pointer if ($pointer = $(".highlight-pointer[data-cid='#{@cid}']")) and ($pointer.length or not add)
$pointer = $("<img src='/images/level/pointer.png' class='highlight-pointer' data-cid='#{@cid}'>")
$pointer.css('z-index', 1040) if @$el.parents('#modal-wrapper').length
$('body').append($pointer)
$pointer
# Utilities

View file

@ -64,7 +64,7 @@ module.exports = class PlayLevelModal extends ModalView
updateConfig: (callback, skipSessionSave) ->
sessionHeroConfig = @options.session.get('heroConfig') ? {}
lastHeroConfig = me.get('heroConfig') ? {}
thangType = @subviews.choose_hero_view.selectedHero.get 'original'
thangType = @subviews.choose_hero_view.selectedHero?.get('original') ? sessionHeroConfig.thangType ? lastHeroConfig.thangType
inventory = @subviews.inventory_view.getCurrentEquipmentConfig()
patchSession = patchMe = false
props = thangType: thangType, inventory: inventory
@ -101,6 +101,7 @@ module.exports = class PlayLevelModal extends ModalView
@chooseHeroView.onShown()
onClickPlayLevel: (e) ->
return if @$el.find('#play-level-button').prop 'disabled'
@showLoading()
@updateConfig =>
@navigatingToPlay = true