Merge branch 'master' into production

This commit is contained in:
Nick Winter 2014-09-22 23:06:54 -07:00
commit 9e73bf52e8
11 changed files with 60 additions and 37 deletions

View file

@ -108,7 +108,7 @@ class AudioPlayer extends CocoClass
# TODO: load Interface sounds somehow, somewhere, somewhen
preloadSoundReference: (sound) ->
name = @nameForSoundReference sound
return unless name = @nameForSoundReference sound
filename = '/file/' + name
@preloadSound filename, name
filename

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@ -97,12 +97,21 @@ module.exports = class LevelLoader extends CocoClass
heroConfig ?= {inventory: {}, thangType: '529ffbf1cf1818f2be000001'} # If we got here not from PlayLevelModal (like level editor preview), assign Tharin as the hero.
session.set 'heroConfig', heroConfig unless _.isEqual heroConfig, session.get('heroConfig')
url = "/db/thang.type/#{heroConfig.thangType}/version"
@worldNecessities.push @maybeLoadURL(url, ThangType, 'thang')
if heroResource = @maybeLoadURL(url, ThangType, 'thang')
@worldNecessities.push heroResource
else
heroThangType = @supermodel.getModel url
@loadDefaultComponentsForThangType heroThangType
@loadThangsRequiredByThangType heroThangType
for itemThangType in _.values(heroConfig.inventory)
url = "/db/thang.type/#{itemThangType}/version?project=name,components,original"
@worldNecessities.push @maybeLoadURL(url, ThangType, 'thang')
if itemResource = @maybeLoadURL(url, ThangType, 'thang')
@worldNecessities.push itemResource
else
itemThangType = @supermodel.getModel url
@loadDefaultComponentsForThangType itemThangType
@loadThangsRequiredByThangType itemThangType
# Grabbing the rest of the required data for the level

View file

@ -90,7 +90,7 @@ module.exports = CocoSprite = class CocoSprite extends CocoClass
setUpSprite: ->
for trigger, sounds of @thangType.get('soundTriggers') or {} when trigger isnt 'say'
AudioPlayer.preloadSoundReference sound for sound in sounds
AudioPlayer.preloadSoundReference sound for sound in sounds when sound
if @thangType.get('raster')
@stillLoading = false
@actions = {}

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@ -68,6 +68,7 @@ module.exports = class World
setThang: (thang) ->
for old, i in @thangs
console.error 'world trying to set', thang, 'over', old unless old? and thang?
if old.id is thang.id
@thangs[i] = thang
@thangMap[thang.id] = thang

View file

@ -122,25 +122,6 @@ $stashWidth: $totalWidth - $equippedWidth - $stashMargin
margin-bottom: $heroContainerBottomMargin / 2 - 1
border-top: 1px solid #aaa
.panel
text-align: center
width: 31.3%
margin: 5px 2% 5px 0
float: left
cursor: pointer
.panel-heading
padding: 5px
.panel-info .panel-body
background-color: #e0f0f5
.panel-body
height: 50px
padding: 5px
overflow: scroll
font-size: 12px
#available-equipment
width: $stashWidth
position: absolute
@ -163,6 +144,11 @@ $stashWidth: $totalWidth - $equippedWidth - $stashMargin
background-color: #e0f0f5
&.equipped
display: none
&.restricted
@include opacity(0.5)
.item-info:after
content: ' (locked)'
.item-view
cursor: pointer

View file

@ -17,7 +17,10 @@ block modal-footer-content
a.btn.btn-primary(href="/play/ladder/#{level.get('slug')}#my-matches", data-dismiss="modal", data-i18n="play_level.victory_go_ladder") Return to Ladder
else if hasNextLevel
button.btn.btn-success.next-level-button(data-dismiss="modal", data-i18n="play_level.victory_play_next_level") Play Next Level
a.btn.btn-primary(href="/play-hero", data-dismiss="modal", data-i18n="play_level.victory_go_home") Go Home
else if level.get('type', true) === 'hero'
a.btn.btn-success(href="/play-hero", data-dismiss="modal", data-i18n="play_level.victory_play_next_level") Play Next Level
else
a.btn.btn-primary(href="/", data-dismiss="modal", data-i18n="play_level.victory_go_home") Go Home
if me.get('anonymous')
p.sign-up-poke
button.btn.btn-success.sign-up-button.btn-large(data-toggle="coco-modal", data-target="modal/SignupModal", data-i18n="play_level.victory_sign_up") Sign Up to Save Progress

View file

@ -23,6 +23,7 @@ module.exports = class GameMenuModal extends ModalView
@options.showDevBits = me.isAdmin() or /https?:\/\/localhost/.test(window.location.href)
@options.showInventory = @options.level.get('type', true) is 'hero'
@options.levelID = @options.level.get('slug')
@options.startingSessionHeroConfig = $.extend {}, true, (@options.session.get('heroConfig') ? {})
getRenderData: (context={}) ->
context = super(context)
@ -51,7 +52,7 @@ module.exports = class GameMenuModal extends ModalView
Backbone.Mediator.publish 'audio-player:play-sound', trigger: 'game-menu-close', volume: 1
updateConfig: ->
sessionHeroConfig = $.extend {}, true, (@options.session.get('heroConfig') ? {})
sessionHeroConfig = @options.startingSessionHeroConfig
lastHeroConfig = me.get('heroConfig') ? {}
thangType = @subviews.choose_hero_view.selectedHero?.get 'original'
inventory = @subviews.inventory_view.getCurrentEquipmentConfig()

View file

@ -39,7 +39,6 @@ module.exports = class InventoryView extends CocoView
super()
onLoaded: ->
@items.models = _.filter(@items.models, (item) => item.get('original') in @allowedItems) if @allowedItems
item.notInLevel = true for item in @items.models
super()
@ -51,6 +50,8 @@ module.exports = class InventoryView extends CocoView
for item in @items.models
item.classes = item.getAllowedSlots()
item.classes.push 'equipped' if item.get('original') in context.equipped
item.classes.push 'restricted' if @allowedItems and not (item.get('original') in @allowedItems)
@items.models.sort (a, b) -> ('restricted' in a.classes) - ('restricted' in b.classes)
context.slots = @slots
context.equipment = _.clone @equipment
@ -82,6 +83,7 @@ module.exports = class InventoryView extends CocoView
itemView.render()
$(availableItemEl).append(itemView.$el)
@registerSubView(itemView)
continue if $(availableItemEl).hasClass 'restricted'
dragHelper = itemView.$el.find('img').clone().addClass('draggable-item')
do (dragHelper, itemView) =>
itemView.$el.draggable
@ -134,13 +136,17 @@ module.exports = class InventoryView extends CocoView
onAvailableItemClick: (e) ->
itemContainer = $(e.target).closest('.list-group-item')
return if itemContainer.hasClass 'restricted'
wasActive = itemContainer.hasClass 'active'
@unselectAllAvailableEquipment()
@selectAvailableItem(itemContainer) unless wasActive
@onSelectionChanged()
onAvailableItemDoubleClick: (e) ->
@selectAvailableItem $(e.target).closest('.list-group-item') if e
if e
itemContainer = $(e.target).closest('.list-group-item')
return if itemContainer.hasClass 'restricted'
@selectAvailableItem itemContainer
@onSelectionChanged()
slot = @getSelectedSlot()
slot = @$el.find('.item-slot:not(.disabled):first') if not slot.length
@ -316,7 +322,13 @@ module.exports = class InventoryView extends CocoView
necessaryGear = gearByLevel[@options.levelID]
for slot, item of necessaryGear ? {}
@equipment[slot] ?= gear[item]
@allowedItems = _.union(_.values(gear), _.values(@equipment)) if necessaryGear # If it's one of these levels, don't show the extra items.
# Restrict available items to those that would be available by this item.
@allowedItems = []
for level, items of gearByLevel
for slot, item of items
@allowedItems.push gear[item] unless gear[item] in @allowedItems
break if level is @options.levelID
onHeroSelectionUpdated: (e) ->
@selectedHero = e.hero

View file

@ -199,7 +199,12 @@ module.exports = class LevelHUDView extends CocoView
group.append('<span class="hud-hint">' + sk + '</span>')
group.append($('<button class="btn btn-small banner with-dot">' + s + ' <div class="dot"></div></button>'))
@lastResponses = null
@bubble.append($("<h3>#{@speaker ? 'Captain Anya'}</h3>"))
if @speaker is 'Hero Placeholder'
# Doesn't work if it fires from a script; we don't really know who we are then.
name = {knight: 'Tharin', captain: 'Anya'}[@speakerSprite?.thang?.id] ? 'Hero'
else
name = @speaker
@bubble.append($("<h3>#{name}</h3>"))
@animator = new DialogueAnimator(message, @bubble)
@messageInterval = setInterval(@addMoreMessage, 1000 / 30) # 30 FPS

View file

@ -369,12 +369,15 @@ module.exports = class PlayLevelView extends RootView
return if @alreadyLoadedState
@alreadyLoadedState = true
state = @originalSessionState
if state.frame and @level.get('type', true) isnt 'ladder' # https://github.com/codecombat/codecombat/issues/714
Backbone.Mediator.publish 'level:set-time', time: 0, frameOffset: state.frame
if @level.get('type', true) is 'hero'
Backbone.Mediator.publish 'tome:select-primary-sprite', {}
@surface.focusOnHero()
else if state.selected
Backbone.Mediator.publish 'level:set-time', time: 0
Backbone.Mediator.publish 'level:set-playing', playing: true
else
if state.frame and @level.get('type', true) isnt 'ladder' # https://github.com/codecombat/codecombat/issues/714
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?

View file

@ -34,6 +34,9 @@ module.exports = class VictoryModal extends ModalView
@session = options.session
@saveReviewEventually = _.debounce(@saveReviewEventually, 2000)
@loadExistingFeedback()
if @level.get('type', true) is 'hero'
@closeButton = false
@closesOnClickOutside = false
super options
loadExistingFeedback: ->