Hid parts of game menu that aren't ready yet.

This commit is contained in:
Nick Winter 2014-08-12 09:13:23 -07:00
parent 8fafd46b7f
commit 9fd31c70e7
4 changed files with 26 additions and 14 deletions

View file

@ -1,17 +1,18 @@
h3(data-i18n="play_level.reload_title") Reload All Code?
p(data-i18n="play_level.reload_really") Are you sure you want to reload this level back to the beginning?
if showDevBits
p
a(href='#', data-dismiss="modal", aria-hidden="true", data-i18n="play_level.reload_confirm").btn.btn-primary#restart-level-confirm-button Reload All
p
a(href='#', data-dismiss="modal", aria-hidden="true", data-i18n="play_level.reload_confirm").btn.btn-primary#restart-level-confirm-button Reload All
img(src="/images/pages/game-menu/choose-hero-stub.png")
div(data-i18n="choose_hero.temp") Temp
h3 Interactions
ul
li Click a language button. Click save as default language if you want to carry it over to following levels.
li Click a hero. Right here its just a simple list on the left with a picture of the hero on the right. Might instead have a carousel on the left and stats on the right. Basically this needs more thought because its starting to look like the inventory screen, but this is more for later. Might also have the wizard coloring used here for heroes.
li Click equip and it puts in basically the inventory screen view to choose which items to start the level with.
li Click begin. A new LevelSession is created. LevelLoader is given the new/updated LevelSession, new data is loaded, world reruns.
img(src="/images/pages/game-menu/choose-hero-stub.png")
div(data-i18n="choose_hero.temp") Temp
h3 Interactions
ul
li Click a language button. Click save as default language if you want to carry it over to following levels.
li Click a hero. Right here its just a simple list on the left with a picture of the hero on the right. Might instead have a carousel on the left and stats on the right. Basically this needs more thought because its starting to look like the inventory screen, but this is more for later. Might also have the wizard coloring used here for heroes.
li Click equip and it puts in basically the inventory screen view to choose which items to start the level with.
li Click begin. A new LevelSession is created. LevelLoader is given the new/updated LevelSession, new data is loaded, world reruns.

View file

@ -5,6 +5,11 @@ block modal-header
block modal-body-content
.tabbable.tabs-left
- var submenus = ["inventory", "choose-hero", "save-load", "options", "guide", "multiplayer"]
- if (!showDevBits) { // Not done yet.
- submenus.splice(4, 1);
- submenus.splice(2, 1);
- submenus.splice(0, 1);
- }
ul.nav.nav-tabs
for submenu, index in submenus
li(class=index ? "" : "active")

View file

@ -13,6 +13,7 @@ module.exports = class ChooseHeroView extends CocoView
getRenderData: (context={}) ->
context = super(context)
context.showDevBits = @options.showDevBits
context
afterRender: ->

View file

@ -14,17 +14,22 @@ module.exports = class GameMenuModal extends ModalView
modalWidthPercent: 95
id: 'game-menu-modal'
constructor: (options) ->
super options
@options.showDevBits = me.isAdmin() or /https?:\/\/localhost/.test(window.location.href)
events:
'change input.select': 'onSelectionChanged'
getRenderData: (context={}) ->
context = super(context)
context.showDevBits = @options.showDevBits
context
afterRender: ->
super()
@insertSubView new submenuView @options for submenuView in submenuViews
@subviews.inventory_view.$el.addClass 'active'
(if @options.showDevBits then @subviews.inventory_view else @subviews.choose_hero_view).$el.addClass 'active'
onHidden: ->
subview.onHidden?() for subviewKey, subview of @subviews