mirror of
https://github.com/codeninjasllc/codecombat.git
synced 2024-11-27 09:35:39 -05:00
Upgraded choose hero view for locked heroes. Went back to animated heroes instead of feature images. Removed some server logs.
This commit is contained in:
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commit
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11 changed files with 171 additions and 47 deletions
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@ -56,6 +56,7 @@
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confirm: "Confirm"
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owned: "Owned" # For items you own
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locked: "Locked"
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purchasable: "Purchasable" # For a hero you unlocked but haven't purchased
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available: "Available"
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skills_granted: "Skills Granted" # Property documentation details
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heroes: "Heroes" # Tooltip on hero shop button from /play
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@ -353,6 +354,8 @@
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range: "Range" # As in "attack or visual range"
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blocks: "Blocks" # As in "this shield blocks this much damage"
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skills: "Skills"
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available_for_purchase: "Available for Purchase"
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level_to_unlock: "Level to unlock:"
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skill_docs:
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writable: "writable" # Hover over "attack" in Your Skills while playing a level to see most of this
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@ -86,8 +86,8 @@ module.exports = class User extends CocoModel
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gemsEarned + gemsPurchased - gemsSpent
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heroes: ->
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heroes = (me.get('earned')?.heroes ? []).concat(me.get('purchased')?.heroes ? []).concat([ThangType.heroes.captain, ThangType.heroes.knight])
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heroes = _.values ThangType.heroes if me.isAdmin()
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heroes = (me.get('purchased')?.heroes ? []).concat([ThangType.heroes.captain, ThangType.heroes.knight])
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#heroes = _.values ThangType.heroes if me.isAdmin()
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heroes
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items: -> (me.get('earned')?.items ? []).concat(me.get('purchased')?.items ? []).concat([ThangType.items['simple-boots']])
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levels: -> (me.get('earned')?.levels ? []).concat(me.get('purchased')?.levels ? [])
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@ -149,8 +149,9 @@ _.extend ThangTypeSchema.properties,
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type: 'number'
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description: 'Snap to this many meters in the y-direction.'
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components: c.array {title: 'Components', description: 'Thangs are configured by changing the Components attached to them.', uniqueItems: true, format: 'thang-components-array'}, ThangComponentSchema # TODO: uniqueness should be based on 'original', not whole thing
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i18n: {type: 'object', format: 'i18n', props: ['name', 'description', 'extendedName'], description: 'Help translate this ThangType\'s name and description.'}
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i18n: {type: 'object', format: 'i18n', props: ['name', 'description', 'extendedName', 'unlockLevelName'], description: 'Help translate this ThangType\'s name and description.'}
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extendedName: {type: 'string', title: 'Extended Hero Name', description: 'The long form of the hero\'s name. Ex.: "Captain Anya Weston".'}
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unlockLevelName: {type: 'string', title: 'Unlock Level Name', description: 'The name of the level in which the hero is unlocked.'}
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ThangTypeSchema.required = []
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@ -91,8 +91,9 @@ $heroCanvasHeight: 265px
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left: 21px
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top: 18px
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&.locked
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&.locked:not(.purchasable)
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.hero-avatar
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background-color: goldenrod
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@include filter(contrast(50%) brightness(65%))
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.lock-indicator
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@ -102,6 +103,10 @@ $heroCanvasHeight: 265px
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top: 30%
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@include filter(invert(90%))
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&.purchasable
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.hero-avatar
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background-color: goldenrod
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//- Small transformations to jumble the hero icons a little
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@ -142,7 +147,7 @@ $heroCanvasHeight: 265px
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#hero-carousel
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.hero-item
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&.locked
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&.locked:not(.purchasable)
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@include opacity(0.6)
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canvas, .hero-feature-image
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@ -236,6 +241,60 @@ $heroCanvasHeight: 265px
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.glyphicon
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@include scaleXY(-1, 1)
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//- Different footer states
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#purchasable-hero-explanation
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position: absolute
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left: 32px
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top: 532px
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width: 541px
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height: 97px
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padding: 10px 40px
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h2
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color: #333
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text-align: center
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#locked-hero-explanation
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position: absolute
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left: 32px
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top: 527px
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width: 541px
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height: 102px
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padding: 10px 40px
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text-align: center
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h2
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color: #333
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margin-top: 12px
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margin-bottom: 5px
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#purchase-hero-button
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width: 209px
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height: 110px
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position: absolute
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left: 588px
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top: 522px
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line-height: 100px
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text-align: center
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text-transform: uppercase
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font-size: 24.5px
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font-family: Open Sans Condensed
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color: white
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border: 3px solid rgb(7,65,83)
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background: rgb(0,119,168)
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border-radius: 0
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&:disabled
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background: rgb(72, 106, 113)
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opacity: 1
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color: rgba(255,255,255, 0.4)
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> *
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@include opacity(0.9)
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&:hover > *
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@include opacity(1)
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//- Programming select box
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@ -9,7 +9,7 @@
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span.glyphicon.glyphicon-remove
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#equipped
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if selectedHero
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if selectedHero && selectedHero.get('featureImage')
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img(src="/file/"+selectedHero.get('featureImage'))#hero-image
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for slot in ['head', 'eyes', 'neck', 'torso', 'gloves', 'wrists', 'left-hand', 'right-hand', 'waist', 'feet', 'left-ring', 'right-ring', 'minion', 'flag', 'pet', 'programming-book', 'misc-0', 'misc-1']
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@ -12,13 +12,13 @@
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.carousel-indicator-container
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ol.carousel-indicators
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for hero, index in heroes
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li(data-hero-id=hero.get('original'), title=hero.name, data-slide-to=index, data-target="#hero-carousel", class="hero-indicator hero-index-" + index + (hero.locked ? " locked" : ""))
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li(data-hero-id=hero.get('original'), title=hero.name, data-slide-to=index, data-target="#hero-carousel", class="hero-indicator hero-index-" + index + (hero.locked ? " locked" : "") + (hero.purchasable ? " purchasable" : ""))
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.hero-avatar
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if hero.locked
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if hero.locked && !hero.purchasable
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img.lock-indicator(src="/images/pages/game-menu/lock.png", draggable="false")
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.carousel-inner
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for hero in heroes
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div(class="item hero-item" + (hero.locked ? " locked" : ""), data-hero-id=hero.get('original'))
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div(class="item hero-item" + (hero.locked ? " locked" : "") + (hero.purchasable ? " purchasable" : ""), data-hero-id=hero.get('original'))
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canvas.hero-canvas
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.hero-feature-image
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img(draggable="false")
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@ -28,7 +28,7 @@
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.hero-stat-row
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.stat-label(data-i18n='choose_hero.status')
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.stat-value(data-i18n=hero.locked ? 'play.locked' : 'play.available')
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.stat-value(data-i18n=hero.purchasable ? 'play.purchasable' : (hero.locked ? 'play.locked' : 'play.available'))
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.hero-stat-row
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.stat-label(data-i18n='choose_hero.weapons')
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@ -51,7 +51,26 @@
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a.right(role="button", data-slide="next", href="#hero-carousel")
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span.glyphicon.glyphicon-play
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#hero-footer
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if visibleHero
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if visibleHero.purchasable
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#purchasable-hero-explanation
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h2(data-i18n="choose_hero.available_for_purchase") Available for Purchase
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button.btn.unlock-button#purchase-hero-button
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span.spr(data-i18n="play.unlock") Unlock
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span= visibleHero.get('gems')
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span.gem.gem-20
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else if visibleHero.locked
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//#locked-hero-explanation= lockedExplanation
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#locked-hero-explanation
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h2
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span= visibleHero.name
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span.spl(data-i18n="play.locked") Locked
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span.spr(data-i18n="choose_hero.level_to_unlock") Level to unlock:
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strong= visibleHero.unlockLevelName || '???'
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else if visibleHero.loaded
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.form
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.form-group.select-group
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span.help-block(data-i18n="choose_hero.programming_language_description") Which programming language do you want to use?
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@ -14,3 +14,4 @@ module.exports = class ThangTypeI18NView extends I18NEditModelView
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@wrapRow('Name', ['name'], name, i18n[lang]?.name, [])
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@wrapRow('Description', ['description'], @model.get('description'), i18n[lang]?.description, [], 'markdown')
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@wrapRow('Extended Hero Name', ['extendedName'], @model.get('extendedName'), i18n[lang]?.extendedName, [])
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@wrapRow('Unlock Level Name', ['unlockLevelName'], @model.get('unlockLevelName'), i18n[lang]?.unlockLevelName, [])
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@ -28,21 +28,26 @@ module.exports = class PlayHeroesModal extends ModalView
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@confirmButtonI18N = options.confirmButtonI18N ? "common.save"
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@heroes = new CocoCollection([], {model: ThangType})
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@heroes.url = '/db/thang.type?view=heroes'
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@heroes.setProjection ['original','name','slug','soundTriggers','featureImage','gems','heroClass','description','components','extendedName','i18n']
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@heroes.setProjection ['original','name','slug','soundTriggers','featureImage','gems','heroClass','description','components','extendedName','unlockLevelName','i18n']
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@heroes.comparator = 'gems'
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@listenToOnce @heroes, 'sync', @onHeroesLoaded
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@supermodel.loadCollection(@heroes, 'heroes')
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@stages = {}
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@session = options.session
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@initCodeLanguageList options.hadEverChosenHero
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@heroAnimationInterval = setInterval @animateHeroes, 2500
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onHeroesLoaded: ->
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for hero in @heroes.models
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@formatHero hero for hero in @heroes.models
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formatHero: (hero) ->
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hero.name = utils.i18n hero.attributes, 'extendedName' # or whatever the property name ends up being
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hero.name ?= utils.i18n hero.attributes, 'name'
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hero.description = utils.i18n hero.attributes, 'description'
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hero.unlockLevelName = utils.i18n hero.attributes, 'unlockLevelName'
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original = hero.get('original')
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hero.locked = original not in [ThangType.heroes.captain, ThangType.heroes.knight] and not me.ownsHero(original)
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hero.locked = not me.ownsHero(original)
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hero.purchasable = hero.locked and (original in (me.get('earned')?.heroes ? []))
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hero.class = (hero.get('heroClass') or 'warrior').toLowerCase()
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hero.stats = hero.getHeroStats()
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@ -53,6 +58,7 @@ module.exports = class PlayHeroesModal extends ModalView
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context.codeLanguages = @codeLanguageList
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context.codeLanguage = @codeLanguage = @options?.session?.get('codeLanguage') ? me.get('aceConfig')?.language ? 'python'
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context.confirmButtonI18N = @confirmButtonI18N
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context.visibleHero = @visibleHero
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context
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afterRender: ->
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@ -73,6 +79,11 @@ module.exports = class PlayHeroesModal extends ModalView
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@buildCodeLanguages()
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Backbone.Mediator.publish 'audio-player:play-sound', trigger: 'game-menu-open', volume: 1
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rerenderFooter: ->
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@formatHero @visibleHero
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@renderSelectors '#hero-footer'
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@buildCodeLanguages()
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initCodeLanguageList: (hadEverChosenHero) ->
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@codeLanguageList = [
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{id: 'python', name: "Python (#{$.i18n.t('choose_hero.default')})"}
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@ -93,7 +104,8 @@ module.exports = class PlayHeroesModal extends ModalView
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@preloadHero heroIndex + 1
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@preloadHero heroIndex - 1
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@selectedHero = hero unless hero.locked
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$('#choose-inventory-button').prop 'disabled', hero.locked
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@visibleHero = hero
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@rerenderFooter()
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@trigger 'hero-loaded', {hero: hero}
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getFullHero: (original) ->
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@ -111,7 +123,8 @@ module.exports = class PlayHeroesModal extends ModalView
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loadHero: (hero, heroIndex, preloading=false) ->
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createjs.Ticker.removeEventListener 'tick', stage for stage in _.values @stages
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if featureImage = hero.get 'featureImage'
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# TODO: make sure we are going to axe featureImage, then remove this
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if false and featureImage = hero.get 'featureImage'
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$(".hero-item[data-hero-id='#{hero.get('original')}'] canvas").hide()
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$(".hero-item[data-hero-id='#{hero.get('original')}'] .hero-feature-image").show().find('img').prop('src', '/file/' + featureImage)
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@playSelectionSound hero unless preloading
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@ -129,27 +142,53 @@ module.exports = class PlayHeroesModal extends ModalView
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builder = new SpriteBuilder(fullHero)
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movieClip = builder.buildMovieClip(fullHero.get('actions').attack?.animation ? fullHero.get('actions').idle.animation)
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movieClip.scaleX = movieClip.scaleY = canvas.prop('height') / 120 # Average hero height is ~110px tall at normal resolution
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if fullHero.get('name') in ['Knight', 'Robot Walker'] # These are too big, so shrink them.
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movieClip.scaleX *= 0.7
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movieClip.scaleY *= 0.7
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movieClip.regX = -fullHero.get('positions').registration.x
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movieClip.regY = -fullHero.get('positions').registration.y
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movieClip.x = canvas.prop('width') * 0.5
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movieClip.y = canvas.prop('height') * 0.925 # This is where the feet go.
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if fullHero.get('name') is 'Knight'
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movieClip.scaleX *= 0.7
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movieClip.scaleY *= 0.7
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if fullHero.get('name') is 'Potion Master'
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movieClip.scaleX *= 0.9
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movieClip.scaleY *= 0.9
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movieClip.regX *= 1.1
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movieClip.regY *= 1.4
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if fullHero.get('name') is 'Samurai'
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movieClip.scaleX *= 0.7
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movieClip.scaleY *= 0.7
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movieClip.regX *= 1.2
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movieClip.regY *= 1.35
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if fullHero.get('name') is 'Librarian'
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movieClip.regX *= 0.7
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movieClip.regY *= 1.2
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if fullHero.get('name') is 'Sorcerer'
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movieClip.scaleX *= 0.9
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movieClip.scaleY *= 0.9
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movieClip.regX *= 1.15
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movieClip.regY *= 1.3
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stage = new createjs.Stage(canvas[0])
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@stages[heroIndex] = stage
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stage.addChild movieClip
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stage.update()
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movieClip.loop = false
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movieClip.gotoAndPlay 0
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unless preloading
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createjs.Ticker.addEventListener 'tick', stage
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@playSelectionSound hero
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@rerenderFooter()
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if fullHero.loaded
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_.defer onLoaded
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else
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@listenToOnce fullHero, 'sync', onLoaded
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fullHero
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animateHeroes: =>
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return unless @visibleHero
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heroIndex = Math.max 0, _.findIndex(@heroes.models, ((hero) => hero.get('original') is @visibleHero.get('original')))
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@stages[heroIndex]?.children?[0]?.gotoAndPlay? 0
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playSelectionSound: (hero) ->
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return if @$el.hasClass 'secret'
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@currentSoundInstance?.stop()
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@ -208,6 +247,7 @@ module.exports = class PlayHeroesModal extends ModalView
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Backbone.Mediator.publish 'audio-player:play-sound', trigger: 'game-menu-close', volume: 1
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destroy: ->
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clearInterval @heroAnimationInterval
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for heroIndex, stage of @stages
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createjs.Ticker.removeEventListener "tick", stage
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stage.removeAllChildren()
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@ -31,6 +31,7 @@ ThangTypeHandler = class ThangTypeHandler extends Handler
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'heroClass'
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'tier'
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'extendedName'
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'unlockLevelName'
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]
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hasAccess: (req) ->
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@ -22,7 +22,7 @@ connectToScoringQueue = ->
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queues.queueClient.registerQueue 'scoring', {}, (error, data) ->
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if error? then throw new Error "There was an error registering the scoring queue: #{error}"
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scoringTaskQueue = data
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log.info 'Connected to scoring task queue!'
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#log.info 'Connected to scoring task queue!'
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module.exports.messagesInQueueCount = (req, res) ->
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scoringTaskQueue.totalMessagesInQueue (err, count) ->
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@ -189,10 +189,10 @@ module.exports.getTwoGames = (req, res) ->
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'creator': session.creator
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'totalScore': session.totalScore
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taskObject.sessions.push sessionInformation
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console.log 'Dispatching random game between', taskObject.sessions[0].creatorName, 'and', taskObject.sessions[1].creatorName
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#console.log 'Dispatching random game between', taskObject.sessions[0].creatorName, 'and', taskObject.sessions[1].creatorName
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sendResponseObject req, res, taskObject
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else
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console.log "Directly simulating #{humansGameID} vs. #{ogresGameID}."
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#console.log "Directly simulating #{humansGameID} vs. #{ogresGameID}."
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LevelSession.findOne(_id: humansGameID).select(selection).lean().exec (err, humanSession) =>
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if err? then return errors.serverError(res, 'Couldn\'t find the human game')
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LevelSession.findOne(_id: ogresGameID).select(selection).lean().exec (err, ogreSession) =>
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@ -217,7 +217,7 @@ module.exports.getTwoGames = (req, res) ->
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module.exports.recordTwoGames = (req, res) ->
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sessions = req.body.sessions
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console.log 'Recording non-chained result of', sessions?[0]?.name, sessions[0]?.metrics?.rank, 'and', sessions?[1]?.name, sessions?[1]?.metrics?.rank
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#console.log 'Recording non-chained result of', sessions?[0]?.name, sessions[0]?.metrics?.rank, 'and', sessions?[1]?.name, sessions?[1]?.metrics?.rank
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yetiGuru = clientResponseObject: req.body, isRandomMatch: true
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async.waterfall [
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@ -608,7 +608,7 @@ updateMatchesInSession = (matchObject, sessionID, callback) ->
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updateUserSimulationCounts = (reqUserID, callback) ->
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incrementUserSimulationCount reqUserID, 'simulatedBy', (err) =>
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if err? then return callback err
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console.log 'Incremented user simulation count!'
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#console.log 'Incremented user simulation count!'
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unless @isRandomMatch
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incrementUserSimulationCount @levelSession.creator, 'simulatedFor', callback
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else
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@ -648,7 +648,7 @@ determineIfSessionShouldContinueAndUpdateLog = (cb) ->
|
|||
ratio = (updatedSession.numberOfLosses) / (totalNumberOfGamesPlayed)
|
||||
if ratio > 0.33
|
||||
cb 'shouldn\'t continue'
|
||||
console.log "Ratio(#{ratio}) is bad, ending simulation"
|
||||
#console.log "Ratio(#{ratio}) is bad, ending simulation"
|
||||
else
|
||||
#console.log "Ratio(#{ratio}) is good, so continuing simulations"
|
||||
cb null
|
||||
|
|
|
@ -25,7 +25,7 @@ productionLogging = (tokens, req, res) ->
|
|||
else if status >= 300 then color = 36
|
||||
elapsed = (new Date()) - req._startTime
|
||||
elapsedColor = if elapsed < 500 then 90 else 31
|
||||
if (status isnt 200 and status isnt 204 and status isnt 304 and status isnt 302) or elapsed > 500
|
||||
if (status isnt 200 and status isnt 201 and status isnt 204 and status isnt 304 and status isnt 302) or elapsed > 500
|
||||
return "\x1b[90m#{req.method} #{req.originalUrl} \x1b[#{color}m#{res.statusCode} \x1b[#{elapsedColor}m#{elapsed}ms\x1b[0m"
|
||||
null
|
||||
|
||||
|
|
Loading…
Reference in a new issue