Merge remote-tracking branch 'origin/web-dev-levels' into game-dev-levels

# Conflicts:
#	app/views/play/level/PlayLevelView.coffee
This commit is contained in:
Scott Erickson 2016-07-15 16:01:57 -07:00
commit ab704a1cab
100 changed files with 754 additions and 1903 deletions

View file

@ -0,0 +1,139 @@
// TODO: don't serve this script from codecombat.com; serve it from a harmless extra domain we don't have yet.
window.addEventListener('message', receiveMessage, false);
var concreteDOM;
var virtualDOM;
var goalStates;
var allowedOrigins = [
/https:\/\/codecombat\.com/,
/http:\/\/localhost:3000/,
/http:\/\/direct\.codecombat\.com/,
/http:\/\/staging\.codecombat\.com/,
/http:\/\/.*codecombat-staging-codecombat\.runnableapp\.com/,
];
function receiveMessage(event) {
var origin = event.origin || event.originalEvent.origin; // For Chrome, the origin property is in the event.originalEvent object.
var allowed = false;
allowedOrigins.forEach(function(pattern) {
allowed = allowed || pattern.test(origin);
});
if (!allowed) {
console.log('Ignoring message from bad origin:', origin);
return;
}
//console.log(event);
switch (event.data.type) {
case 'create':
create(event.data.dom);
checkGoals(event.data.goals, event.source);
break;
case 'update':
if (virtualDOM)
update(event.data.dom);
else
create(event.data.dom);
checkGoals(event.data.goals, event.source);
break;
case 'log':
console.log(event.data.text);
break;
default:
console.log('Unknown message type:', event.data.type);
}
}
function create(dom) {
concreteDOM = deku.dom.create(event.data.dom);
virtualDOM = event.data.dom;
// TODO: target the actual HTML tag and combine our initial structure for styles/scripts/tags with theirs
$('body').empty().append(concreteDOM);
}
function update(dom) {
function dispatch() {} // Might want to do something here in the future
var context = {}; // Might want to use this to send shared state to every component
var changes = deku.diff.diffNode(virtualDOM, event.data.dom);
changes.reduce(deku.dom.update(dispatch, context), concreteDOM); // Rerender
virtualDOM = event.data.dom;
}
function checkGoals(goals) {
var newGoalStates = {};
var overallSuccess = true;
goals.forEach(function(goal) {
var $result = $(goal.html.selector);
//console.log('ran selector', goal.html.selector, 'to find element(s)', $result);
var success = true;
goal.html.valueChecks.forEach(function(check) {
//console.log(' ... and should make sure that the value of', check.eventProps, 'is', _.omit(check, 'eventProps'), '?', matchesCheck($result, check))
success = success && matchesCheck($result, check);
});
overallSuccess = overallSuccess && success;
newGoalStates[goal.id] = {status: success ? 'success' : 'incomplete'}; // No 'failure' state
});
if (!_.isEqual(newGoalStates, goalStates)) {
goalStates = newGoalStates;
var overallStatus = overallSuccess ? 'success' : null; // Can't really get to 'failure', just 'incomplete', which is represented by null here
event.source.postMessage({type: 'goals-updated', goalStates: goalStates, overallStatus: overallStatus}, event.origin);
}
}
function downTheChain(obj, keyChain) {
if (!obj)
return null;
if (!_.isArray(keyChain))
return obj[keyChain];
var value = obj;
while (keyChain.length && value) {
if (keyChain[0].match(/\(.*\)$/)) {
var args, argsString = keyChain[0].match(/\((.*)\)$/)[1];
if (argsString)
args = eval(argsString).split(/, ?/g).filter(function(x) { return x !== ''; }); // TODO: can/should we avoid eval here?
else
args = [];
value = value[keyChain[0].split('(')[0]].apply(value, args); // value.text(), value.css('background-color'), etc.
}
else
value = value[keyChain[0]];
keyChain = keyChain.slice(1);
}
return value;
};
function matchesCheck(value, check) {
var v = downTheChain(value, check.eventProps);
if ((check.equalTo != null) && v !== check.equalTo) {
return false;
}
if ((check.notEqualTo != null) && v === check.notEqualTo) {
return false;
}
if ((check.greaterThan != null) && !(v > check.greaterThan)) {
return false;
}
if ((check.greaterThanOrEqualTo != null) && !(v >= check.greaterThanOrEqualTo)) {
return false;
}
if ((check.lessThan != null) && !(v < check.lessThan)) {
return false;
}
if ((check.lessThanOrEqualTo != null) && !(v <= check.lessThanOrEqualTo)) {
return false;
}
if ((check.containingString != null) && (!v || v.search(check.containingString) === -1)) {
return false;
}
if ((check.notContainingString != null) && (v != null ? v.search(check.notContainingString) : void 0) !== -1) {
return false;
}
if ((check.containingRegexp != null) && (!v || v.search(new RegExp(check.containingRegexp)) === -1)) {
return false;
}
if ((check.notContainingRegexp != null) && (v != null ? v.search(new RegExp(check.notContainingRegexp)) : void 0) !== -1) {
return false;
}
return true;
}

View file

@ -19,6 +19,7 @@ var languagesImported = {};
var ensureLanguageImported = function(language) {
if (languagesImported[language]) return;
if (language === 'html') return;
importScripts("/javascripts/app/vendor/aether-" + language + ".js");
languagesImported[language] = true;
};

View file

@ -80,7 +80,7 @@ var myImportScripts = importScripts;
var languagesImported = {};
var ensureLanguageImported = function(language) {
if (languagesImported[language]) return;
if (language === 'javascript') return; // Only has JSHint, but we don't need to lint here.
if (language === 'javascript' || language === 'html') return; // Only has JSHint, but we don't need to lint here.
myImportScripts("/javascripts/app/vendor/aether-" + language + ".js");
languagesImported[language] = true;
};

View file

@ -0,0 +1,31 @@
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta http-equiv="X-UA-Compatible" content="IE=edge">
<meta name="viewport" content="width=device-width, initial-scale=1">
<!-- The above 3 meta tags *must* come first in the head; any other head content must come *after* these tags -->
<title>My CodeCombat Website</title>
<script src="https://cdn.jsdelivr.net/lodash/4.13.1/lodash.min.js" integrity="sha256-8SeyqJ7ZAZx8WnIgP/bgK6LGIjKjhojNPHSMV/fo29Y=" crossorigin="anonymous"></script>
<script src="https://code.jquery.com/jquery-2.2.4.min.js" integrity="sha256-BbhdlvQf/xTY9gja0Dq3HiwQF8LaCRTXxZKRutelT44=" crossorigin="anonymous"></script>
<script src="/javascripts/web-dev-listener.js"></script>
<script src="/javascripts/app/vendor/aether-html.js"></script>
<!-- Latest compiled and minified CSS -->
<link rel="stylesheet" href="https://maxcdn.bootstrapcdn.com/bootstrap/3.3.6/css/bootstrap.min.css" integrity="sha384-1q8mTJOASx8j1Au+a5WDVnPi2lkFfwwEAa8hDDdjZlpLegxhjVME1fgjWPGmkzs7" crossorigin="anonymous">
<!-- Optional theme -->
<link rel="stylesheet" href="https://maxcdn.bootstrapcdn.com/bootstrap/3.3.6/css/bootstrap-theme.min.css" integrity="sha384-fLW2N01lMqjakBkx3l/M9EahuwpSfeNvV63J5ezn3uZzapT0u7EYsXMjQV+0En5r" crossorigin="anonymous">
<!-- Latest compiled and minified JavaScript -->
<script src="https://maxcdn.bootstrapcdn.com/bootstrap/3.3.6/js/bootstrap.min.js" integrity="sha384-0mSbJDEHialfmuBBQP6A4Qrprq5OVfW37PRR3j5ELqxss1yVqOtnepnHVP9aJ7xS" crossorigin="anonymous"></script>
</head>
<body>
<h1>Loading...</h1>
</body>
</html>

View file

@ -1,6 +0,0 @@
module.exports = class RealTimeCollection extends Backbone.Firebase.Collection
constructor: (savePath) ->
# TODO: Don't hard code this here
# TODO: Use prod path in prod
@firebase = 'https://codecombat.firebaseio.com/test/db/' + savePath
super()

View file

@ -245,6 +245,12 @@ particleKinds['level-dungeon-game-dev'] = particleKinds['level-dungeon-game-dev-
colorMiddle: hsl 0.7, 0.75, 0.5
colorEnd: hsl 0.7, 0.75, 0.3
particleKinds['level-dungeon-web-dev'] = particleKinds['level-dungeon-web-dev-premium'] = ext particleKinds['level-dungeon-hero-ladder'],
emitter:
colorStart: hsl 0.7, 0.25, 0.7
colorMiddle: hsl 0.7, 0.25, 0.5
colorEnd: hsl 0.7, 0.25, 0.3
particleKinds['level-dungeon-premium-item'] = ext particleKinds['level-dungeon-gate'],
emitter:
particleCount: 2000
@ -300,6 +306,12 @@ particleKinds['level-forest-game-dev'] = particleKinds['level-forest-game-dev-pr
colorMiddle: hsl 0.7, 0.75, 0.5
colorEnd: hsl 0.7, 0.75, 0.3
particleKinds['level-forest-web-dev'] = particleKinds['level-forest-web-dev-premium'] = ext particleKinds['level-forest-hero-ladder'],
emitter:
colorStart: hsl 0.7, 0.25, 0.7
colorMiddle: hsl 0.7, 0.25, 0.5
colorEnd: hsl 0.7, 0.25, 0.3
particleKinds['level-forest-premium-item'] = ext particleKinds['level-forest-gate'],
emitter:
particleCount: 2000
@ -355,6 +367,12 @@ particleKinds['level-desert-game-dev'] = particleKinds['level-desert-game-dev-pr
colorMiddle: hsl 0.7, 0.75, 0.5
colorEnd: hsl 0.7, 0.75, 0.3
particleKinds['level-desert-web-dev'] = particleKinds['level-desert-web-dev-premium'] = ext particleKinds['level-desert-hero-ladder'],
emitter:
colorStart: hsl 0.7, 0.25, 0.7
colorMiddle: hsl 0.7, 0.25, 0.5
colorEnd: hsl 0.7, 0.25, 0.3
particleKinds['level-mountain-premium-hero'] = ext particleKinds['level-mountain-premium'],
emitter:
particleCount: 200
@ -395,6 +413,12 @@ particleKinds['level-mountain-game-dev'] = particleKinds['level-mountain-game-de
colorMiddle: hsl 0.7, 0.75, 0.5
colorEnd: hsl 0.7, 0.75, 0.3
particleKinds['level-mountain-web-dev'] = particleKinds['level-mountain-web-dev-premium'] = ext particleKinds['level-mountain-hero-ladder'],
emitter:
colorStart: hsl 0.7, 0.25, 0.7
colorMiddle: hsl 0.7, 0.25, 0.5
colorEnd: hsl 0.7, 0.25, 0.3
particleKinds['level-glacier-premium-hero'] = ext particleKinds['level-glacier-premium'],
emitter:
particleCount: 200
@ -435,6 +459,12 @@ particleKinds['level-glacier-game-dev'] = particleKinds['level-glacier-game-dev-
colorMiddle: hsl 0.7, 0.75, 0.5
colorEnd: hsl 0.7, 0.75, 0.3
particleKinds['level-glacier-web-dev'] = particleKinds['level-glacier-web-dev-premium'] = ext particleKinds['level-glacier-hero-ladder'],
emitter:
colorStart: hsl 0.7, 0.25, 0.7
colorMiddle: hsl 0.7, 0.25, 0.5
colorEnd: hsl 0.7, 0.25, 0.3
particleKinds['level-volcano-premium-hero'] = ext particleKinds['level-volcano-premium'],
emitter:
particleCount: 200
@ -474,3 +504,9 @@ particleKinds['level-volcano-game-dev'] = particleKinds['level-volcano-game-dev-
colorStart: hsl 0.7, 0.75, 0.7
colorMiddle: hsl 0.7, 0.75, 0.5
colorEnd: hsl 0.7, 0.75, 0.3
particleKinds['level-volcano-web-dev'] = particleKinds['level-volcano-web-dev-premium'] = ext particleKinds['level-volcano-hero-ladder'],
emitter:
colorStart: hsl 0.7, 0.25, 0.7
colorMiddle: hsl 0.7, 0.25, 0.5
colorEnd: hsl 0.7, 0.25, 0.3

View file

@ -125,8 +125,6 @@ module.exports = class CocoRouter extends Backbone.Router
'legal': go('LegalView')
'multiplayer': go('MultiplayerView')
'play(/)': go('play/CampaignView') # extra slash is to get Facebook app to work
'play/ladder/:levelID/:leagueType/:leagueID': go('ladder/LadderView')
'play/ladder/:levelID': go('ladder/LadderView')

View file

@ -8,7 +8,6 @@ channelSchemas =
'errors': require 'schemas/subscriptions/errors'
'ipad': require 'schemas/subscriptions/ipad'
'misc': require 'schemas/subscriptions/misc'
'multiplayer': require 'schemas/subscriptions/multiplayer'
'play': require 'schemas/subscriptions/play'
'surface': require 'schemas/subscriptions/surface'
'tome': require 'schemas/subscriptions/tome'

View file

@ -2,6 +2,7 @@ CocoModel = require 'models/CocoModel'
CocoCollection = require 'collections/CocoCollection'
{me} = require('core/auth')
locale = require 'locale/locale'
utils = require 'core/utils'
initializeFilePicker = ->
require('core/services/filepicker')() unless window.application.isIPadApp
@ -234,21 +235,14 @@ class ImageFileTreema extends TreemaNode.nodeMap.string
@refreshDisplay()
codeLanguages =
javascript: 'ace/mode/javascript'
coffeescript: 'ace/mode/coffee'
python: 'ace/mode/python'
lua: 'ace/mode/lua'
java: 'ace/mode/java'
class CodeLanguagesObjectTreema extends TreemaNode.nodeMap.object
childPropertiesAvailable: ->
(key for key in _.keys(codeLanguages) when not @data[key]? and not (key is 'javascript' and @workingSchema.skipJavaScript))
(key for key in _.keys(utils.aceEditModes) when not @data[key]? and not (key is 'javascript' and @workingSchema.skipJavaScript))
class CodeLanguageTreema extends TreemaNode.nodeMap.string
buildValueForEditing: (valEl, data) ->
super(valEl, data)
valEl.find('input').autocomplete(source: _.keys(codeLanguages), minLength: 0, delay: 0, autoFocus: true)
valEl.find('input').autocomplete(source: _.keys(utils.aceEditModes), minLength: 0, delay: 0, autoFocus: true)
valEl
class CodeTreema extends TreemaNode.nodeMap.ace
@ -256,8 +250,8 @@ class CodeTreema extends TreemaNode.nodeMap.ace
super(arguments...)
@workingSchema.aceTabSize = 4
# TODO: Find a less hacky solution for this
@workingSchema.aceMode = mode if mode = codeLanguages[@keyForParent]
@workingSchema.aceMode = mode if mode = codeLanguages[@parent?.data?.language]
@workingSchema.aceMode = mode if mode = utils.aceEditModes[@keyForParent]
@workingSchema.aceMode = mode if mode = utils.aceEditModes[@parent?.data?.language]
class CoffeeTreema extends CodeTreema
constructor: ->

View file

@ -259,7 +259,7 @@ startsWithVowel = (s) -> s[0] in 'aeiouAEIOU'
module.exports.filterMarkdownCodeLanguages = (text, language) ->
return '' unless text
currentLanguage = language or me.get('aceConfig')?.language or 'python'
excludedLanguages = _.without ['javascript', 'python', 'coffeescript', 'clojure', 'lua', 'java', 'io'], currentLanguage
excludedLanguages = _.without ['javascript', 'python', 'coffeescript', 'clojure', 'lua', 'java', 'io', 'html'], currentLanguage
# Exclude language-specific code blocks like ```python (... code ...)``` for each non-target language.
codeBlockExclusionRegex = new RegExp "```(#{excludedLanguages.join('|')})\n[^`]+```\n?", 'gm'
# Exclude language-specific images like ![python - image description](image url) for each non-target language.
@ -290,12 +290,12 @@ module.exports.filterMarkdownCodeLanguages = (text, language) ->
return text
module.exports.aceEditModes = aceEditModes =
'javascript': 'ace/mode/javascript'
'coffeescript': 'ace/mode/coffee'
'python': 'ace/mode/python'
'java': 'ace/mode/java'
'lua': 'ace/mode/lua'
'java': 'ace/mode/java'
javascript: 'ace/mode/javascript'
coffeescript: 'ace/mode/coffee'
python: 'ace/mode/python'
lua: 'ace/mode/lua'
java: 'ace/mode/java'
html: 'ace/mode/html'
module.exports.initializeACE = (el, codeLanguage) ->
contents = $(el).text().trim()

View file

@ -22,6 +22,7 @@ module.exports = Bus = class Bus extends CocoClass
'auth:me-synced': 'onMeSynced'
connect: ->
# Put Firebase back in bower if you want to use this
Backbone.Mediator.publish 'bus:connecting', {bus: @}
Firebase.goOnline()
@fireRef = new Firebase(Bus.fireHost + '/' + @docName)

View file

@ -115,9 +115,7 @@ module.exports = class God extends CocoClass
getUserCodeMap: (spells) ->
userCodeMap = {}
for spellKey, spell of spells
for thangID, spellThang of spell.thangs
continue if spellThang.thang?.programmableMethods[spell.name].cloneOf
(userCodeMap[thangID] ?= {})[spell.name] = spellThang.aether.serialize()
(userCodeMap[spell.thang.thang.id] ?= {})[spell.name] = spell.thang.aether.serialize()
userCodeMap

View file

@ -41,7 +41,6 @@ module.exports = class LevelBus extends Bus
@fireScriptsRef = @fireRef?.child('scripts')
setSession: (@session) ->
@listenTo(@session, 'change:multiplayer', @onMultiplayerChanged)
@timerIntervalID = setInterval(@incrementSessionPlaytime, 1000)
onIdleChanged: (e) ->
@ -53,8 +52,7 @@ module.exports = class LevelBus extends Bus
@session.set('playtime', (@session.get('playtime') ? 0) + 1)
onPoint: ->
return true unless @session?.get('multiplayer')
super()
return true
onMeSynced: =>
super()
@ -236,17 +234,11 @@ module.exports = class LevelBus extends Bus
@changedSessionProperties.chat = true
@saveSession()
onMultiplayerChanged: ->
@changedSessionProperties.multiplayer = true
@session.updatePermissions()
@changedSessionProperties.permissions = true
@saveSession()
# Debounced as saveSession
reallySaveSession: ->
return if _.isEmpty @changedSessionProperties
# don't let peeking admins mess with the session accidentally
return unless @session.get('multiplayer') or @session.get('creator') is me.id
return unless @session.get('creator') is me.id
return if @session.fake
Backbone.Mediator.publish 'level:session-will-save', session: @session
patch = {}

View file

@ -72,9 +72,18 @@ module.exports = class LevelLoader extends CocoClass
@listenToOnce @level, 'sync', @onLevelLoaded
onLevelLoaded: ->
if not @sessionless and @level.get('type', true) in ['hero', 'hero-ladder', 'hero-coop', 'course']
if not @sessionless and @level.isType('hero', 'hero-ladder', 'hero-coop', 'course')
@sessionDependenciesRegistered = {}
if (@courseID and @level.get('type', true) not in ['course', 'course-ladder']) or window.serverConfig.picoCTF
if @level.isType('web-dev')
@headless = true
if @sessionless
# When loading a web-dev level in the level editor, pretend it's a normal hero level so we can put down our placeholder Thang.
# TODO: avoid this whole roundabout Thang-based way of doing web-dev levels
originalGet = @level.get
@level.get = ->
return 'hero' if arguments[0] is 'type'
originalGet.apply @, arguments
if (@courseID and not @level.isType('course', 'course-ladder')) or window.serverConfig.picoCTF
# Because we now use original hero levels for both hero and course levels, we fake being a course level in this context.
originalGet = @level.get
@level.get = ->
@ -179,7 +188,7 @@ module.exports = class LevelLoader extends CocoClass
@consolidateFlagHistory() if @opponentSession?.loaded
else if session is @opponentSession
@consolidateFlagHistory() if @session.loaded
if @level.get('type', true) in ['course'] # course-ladder is hard to handle because there's 2 sessions
if @level.isType('course') # course-ladder is hard to handle because there's 2 sessions
heroThangType = me.get('heroConfig')?.thangType or ThangType.heroes.captain
console.log "Course mode, loading custom hero: ", heroThangType if LOG
url = "/db/thang.type/#{heroThangType}/version"
@ -188,7 +197,7 @@ module.exports = class LevelLoader extends CocoClass
@worldNecessities.push heroResource
@sessionDependenciesRegistered[session.id] = true
return
return unless @level.get('type', true) in ['hero', 'hero-ladder', 'hero-coop']
return unless @level.isType('hero', 'hero-ladder', 'hero-coop')
heroConfig = session.get('heroConfig')
heroConfig ?= me.get('heroConfig') if session is @session and not @headless
heroConfig ?= {}
@ -453,7 +462,7 @@ module.exports = class LevelLoader extends CocoClass
@grabTeamConfigs()
@thangTypeTeams = {}
for thang in @level.get('thangs')
if @level.get('type', true) in ['hero', 'course'] and thang.id is 'Hero Placeholder'
if @level.isType('hero', 'course') and thang.id is 'Hero Placeholder'
continue # No team colors for heroes on single-player levels
for component in thang.components
if team = component.config?.team
@ -481,6 +490,7 @@ module.exports = class LevelLoader extends CocoClass
initWorld: ->
return if @initialized
@initialized = true
return if @level.isType('web-dev')
@world = new World()
@world.levelSessionIDs = if @opponentSessionID then [@sessionID, @opponentSessionID] else [@sessionID]
@world.submissionCount = @session?.get('state')?.submissionCount ? 0

View file

@ -74,7 +74,7 @@ module.exports = class LevelSetupManager extends CocoClass
@session.set 'heroConfig', {"thangType":raider,"inventory":{}}
@onInventoryModalPlayClicked()
return
if @level.get('type', true) in ['course', 'course-ladder'] or window.serverConfig.picoCTF
if @level.isType('course', 'course-ladder', 'game-dev', 'web-dev') or window.serverConfig.picoCTF
@onInventoryModalPlayClicked()
return
@heroesModal = new PlayHeroesModal({supermodel: @supermodel, session: @session, confirmButtonI18N: 'play.next', level: @level, hadEverChosenHero: @options.hadEverChosenHero})

View file

@ -10,7 +10,6 @@ Letterbox = require './Letterbox'
Dimmer = require './Dimmer'
CountdownScreen = require './CountdownScreen'
PlaybackOverScreen = require './PlaybackOverScreen'
WaitingScreen = require './WaitingScreen'
DebugDisplay = require './DebugDisplay'
CoordinateDisplay = require './CoordinateDisplay'
CoordinateGrid = require './CoordinateGrid'
@ -70,7 +69,6 @@ module.exports = Surface = class Surface extends CocoClass
'level:set-letterbox': 'onSetLetterbox'
'application:idle-changed': 'onIdleChanged'
'camera:zoom-updated': 'onZoomUpdated'
'playback:real-time-playback-waiting': 'onRealTimePlaybackWaiting'
'playback:real-time-playback-started': 'onRealTimePlaybackStarted'
'playback:real-time-playback-ended': 'onRealTimePlaybackEnded'
'level:flag-color-selected': 'onFlagColorSelected'
@ -135,7 +133,6 @@ module.exports = Surface = class Surface extends CocoClass
@countdownScreen = new CountdownScreen camera: @camera, layer: @screenLayer, showsCountdown: @world.showsCountdown
@playbackOverScreen = new PlaybackOverScreen camera: @camera, layer: @screenLayer, playerNames: @options.playerNames
@normalStage.addChildAt @playbackOverScreen.dimLayer, 0 # Put this below the other layers, actually, so we can more easily read text on the screen.
@waitingScreen = new WaitingScreen camera: @camera, layer: @screenLayer
@initCoordinates()
@webGLStage.enableMouseOver(10)
@webGLStage.addEventListener 'stagemousemove', @onMouseMove
@ -602,9 +599,6 @@ module.exports = Surface = class Surface extends CocoClass
#- Real-time playback
onRealTimePlaybackWaiting: (e) ->
@onRealTimePlaybackStarted e
onRealTimePlaybackStarted: (e) ->
return if @realTime
@realTimeInputEvents.reset()
@ -741,7 +735,6 @@ module.exports = Surface = class Surface extends CocoClass
@dimmer?.destroy()
@countdownScreen?.destroy()
@playbackOverScreen?.destroy()
@waitingScreen?.destroy()
@coordinateDisplay?.destroy()
@coordinateGrid?.destroy()
@normalStage.clear()

View file

@ -1,65 +0,0 @@
CocoClass = require 'core/CocoClass'
RealTimeCollection = require 'collections/RealTimeCollection'
module.exports = class WaitingScreen extends CocoClass
subscriptions:
'playback:real-time-playback-waiting': 'onRealTimePlaybackWaiting'
'playback:real-time-playback-started': 'onRealTimePlaybackStarted'
'playback:real-time-playback-ended': 'onRealTimePlaybackEnded'
'real-time-multiplayer:player-status': 'onRealTimeMultiplayerPlayerStatus'
constructor: (options) ->
super()
options ?= {}
@camera = options.camera
@layer = options.layer
@waitingText = options.text or 'Waiting...'
console.error @toString(), 'needs a camera.' unless @camera
console.error @toString(), 'needs a layer.' unless @layer
@build()
onCastingBegins: (e) -> @show() unless e.preload
onCastingEnds: (e) -> @hide()
toString: -> '<WaitingScreen>'
build: ->
@dimLayer = new createjs.Container()
@dimLayer.mouseEnabled = @dimLayer.mouseChildren = false
@dimLayer.addChild @dimScreen = new createjs.Shape()
@dimScreen.graphics.beginFill('rgba(0,0,0,0.5)').rect 0, 0, @camera.canvasWidth, @camera.canvasHeight
@dimLayer.alpha = 0
@dimLayer.addChild @makeWaitingText()
makeWaitingText: ->
size = Math.ceil @camera.canvasHeight / 8
text = new createjs.Text @waitingText, "#{size}px Open Sans Condensed", '#F7B42C'
text.shadow = new createjs.Shadow '#000', Math.ceil(@camera.canvasHeight / 300), Math.ceil(@camera.canvasHeight / 300), Math.ceil(@camera.canvasHeight / 120)
text.textAlign = 'center'
text.textBaseline = 'middle'
text.x = @camera.canvasWidth / 2
text.y = @camera.canvasHeight / 2
@text = text
return text
show: ->
return if @showing
@showing = true
@dimLayer.alpha = 0
createjs.Tween.removeTweens @dimLayer
createjs.Tween.get(@dimLayer).to({alpha: 1}, 500)
@layer.addChild @dimLayer
hide: ->
return unless @showing
@showing = false
createjs.Tween.removeTweens @dimLayer
createjs.Tween.get(@dimLayer).to({alpha: 0}, 500).call => @layer.removeChild @dimLayer unless @destroyed
onRealTimeMultiplayerPlayerStatus: (e) -> @text.text = e.status
onRealTimePlaybackWaiting: (e) -> @show()
onRealTimePlaybackStarted: (e) -> @hide()
onRealTimePlaybackEnded: (e) -> @hide()

View file

@ -38,6 +38,7 @@ module.exports = class GoalManager extends CocoClass
subscriptions:
'god:new-world-created': 'onNewWorldCreated'
'god:new-html-goal-states': 'onNewHTMLGoalStates'
'level:restarted': 'onLevelRestarted'
backgroundSubscriptions:
@ -86,6 +87,9 @@ module.exports = class GoalManager extends CocoClass
@world = e.world
@updateGoalStates(e.goalStates) if e.goalStates?
onNewHTMLGoalStates: (e) ->
@updateGoalStates(e.goalStates) if e.goalStates?
updateGoalStates: (newGoalStates) ->
for goalID, goalState of newGoalStates
continue unless @goalStates[goalID]?
@ -114,7 +118,7 @@ module.exports = class GoalManager extends CocoClass
goalStates: @goalStates
goals: @goals
overallStatus: overallStatus
timedOut: @world.totalFrames is @world.maxTotalFrames and overallStatus not in ['success', 'failure']
timedOut: @world? and (@world.totalFrames is @world.maxTotalFrames and overallStatus not in ['success', 'failure'])
Backbone.Mediator.publish('goal-manager:new-goal-states', event)
checkOverallStatus: (ignoreIncomplete=false) ->
@ -264,7 +268,7 @@ module.exports = class GoalManager extends CocoClass
mostEagerGoal = _.min matchedGoals, 'worldEndsAfter'
victory = overallStatus is 'success'
tentative = overallStatus is 'success'
@world.endWorld victory, mostEagerGoal.worldEndsAfter, tentative if mostEagerGoal isnt Infinity
@world?.endWorld victory, mostEagerGoal.worldEndsAfter, tentative if mostEagerGoal isnt Infinity
updateGoalState: (goalID, thangID, progressObjectName, frameNumber) ->
# A thang has done something related to the goal!
@ -291,7 +295,7 @@ module.exports = class GoalManager extends CocoClass
mostEagerGoal = _.min matchedGoals, 'worldEndsAfter'
victory = overallStatus is 'success'
tentative = overallStatus is 'success'
@world.endWorld victory, mostEagerGoal.worldEndsAfter, tentative if mostEagerGoal isnt Infinity
@world?.endWorld victory, mostEagerGoal.worldEndsAfter, tentative if mostEagerGoal isnt Infinity
goalIsPositive: (goalID) ->
# Positive goals are completed when all conditions are true (kill all these thangs)

View file

@ -481,9 +481,7 @@
tome_cast_button_ran: "Ran"
tome_submit_button: "Submit"
tome_reload_method: "Reload original code for this method" # Title text for individual method reload button.
tome_select_method: "Select a Method"
tome_see_all_methods: "See all methods you can edit" # Title text for method list selector (shown when there are multiple programmable methods).
tome_select_a_thang: "Select Someone for "
tome_available_spells: "Available Spells"
tome_your_skills: "Your Skills"
tome_current_method: "Current Method"
@ -1879,6 +1877,9 @@
vectors: "Vectors"
while_loops: "While Loops"
recursion: "Recursion"
basic_html: "Basic HTML" # TODO: these web-dev concepts will change, don't need to translate
basic_css: "Basic CSS"
basic_web_scripting: "Basic Web Scripting"
delta:
added: "Added"
@ -1890,16 +1891,6 @@
merge_conflict_with: "MERGE CONFLICT WITH"
no_changes: "No Changes"
multiplayer:
multiplayer_title: "Multiplayer Settings" # We'll be changing this around significantly soon. Until then, it's not important to translate.
multiplayer_toggle: "Enable multiplayer"
multiplayer_toggle_description: "Allow others to join your game."
multiplayer_link_description: "Give this link to anyone to have them join you."
multiplayer_hint_label: "Hint:"
multiplayer_hint: " Click the link to select all, then press ⌘-C or Ctrl-C to copy the link."
multiplayer_coming_soon: "More multiplayer features to come!"
multiplayer_sign_in_leaderboard: "Sign in or create an account and get your solution on the leaderboard."
legal:
page_title: "Legal"
opensource_intro: "CodeCombat is completely open source."

View file

@ -34,7 +34,7 @@ module.exports = class Level extends CocoModel
for tt in supermodel.getModels ThangType
if tmap[tt.get('original')] or
(tt.get('kind') isnt 'Hero' and tt.get('kind')? and tt.get('components') and not tt.notInLevel) or
(tt.get('kind') is 'Hero' and ((@get('type', true) in ['course', 'course-ladder', 'game-dev']) or tt.get('original') in sessionHeroes))
(tt.get('kind') is 'Hero' and (@isType('course', 'course-ladder', 'game-dev') or tt.get('original') in sessionHeroes))
o.thangTypes.push (original: tt.get('original'), name: tt.get('name'), components: $.extend(true, [], tt.get('components')))
@sortThangComponents o.thangTypes, o.levelComponents, 'ThangType'
@fillInDefaultComponentConfiguration o.thangTypes, o.levelComponents
@ -59,7 +59,7 @@ module.exports = class Level extends CocoModel
denormalize: (supermodel, session, otherSession) ->
o = $.extend true, {}, @attributes
if o.thangs and @get('type', true) in ['hero', 'hero-ladder', 'hero-coop', 'course', 'course-ladder', 'game-dev']
if o.thangs and @isType('hero', 'hero-ladder', 'hero-coop', 'course', 'course-ladder', 'game-dev', 'web-dev')
thangTypesWithComponents = (tt for tt in supermodel.getModels(ThangType) when tt.get('components')?)
thangTypesByOriginal = _.indexBy thangTypesWithComponents, (tt) -> tt.get('original') # Optimization
for levelThang in o.thangs
@ -68,7 +68,7 @@ module.exports = class Level extends CocoModel
denormalizeThang: (levelThang, supermodel, session, otherSession, thangTypesByOriginal) ->
levelThang.components ?= []
isHero = /Hero Placeholder/.test(levelThang.id) and @get('type', true) in ['hero', 'hero-ladder', 'hero-coop']
isHero = /Hero Placeholder/.test(levelThang.id) and @isType('hero', 'hero-ladder', 'hero-coop')
if isHero and otherSession
# If it's a hero and there's another session, find the right session for it.
# If there is no other session (playing against default code, or on single player), clone all placeholders.
@ -147,7 +147,7 @@ module.exports = class Level extends CocoModel
levelThang.components.push placeholderComponent
# Load the user's chosen hero AFTER getting stats from default char
if /Hero Placeholder/.test(levelThang.id) and @get('type', true) in ['course'] and not @headless and not @sessionless
if /Hero Placeholder/.test(levelThang.id) and @isType('course') and not @headless and not @sessionless
heroThangType = me.get('heroConfig')?.thangType or ThangType.heroes.captain
levelThang.thangType = heroThangType if heroThangType
@ -263,6 +263,9 @@ module.exports = class Level extends CocoModel
isLadder: ->
return @get('type')?.indexOf('ladder') > -1
isType: (types...) ->
return @get('type', true) in types
fetchNextForCourse: ({ levelOriginalID, courseInstanceID, courseID, sessionID }, options={}) ->
if courseInstanceID
options.url = "/db/course_instance/#{courseInstanceID}/levels/#{levelOriginalID}/sessions/#{sessionID}/next"

View file

@ -15,8 +15,6 @@ module.exports = class LevelSession extends CocoModel
updatePermissions: ->
permissions = @get 'permissions', true
permissions = (p for p in permissions when p.target isnt 'public')
if @get('multiplayer')
permissions.push {target: 'public', access: 'write'}
@set 'permissions', permissions
getSourceFor: (spellKey) ->
@ -76,6 +74,7 @@ module.exports = class LevelSession extends CocoModel
wait
recordScores: (scores, level) ->
return unless scores
state = @get 'state'
oldTopScores = state.topScores ? []
newTopScores = []

View file

@ -1,6 +0,0 @@
module.exports = class RealTimeModel extends Backbone.Firebase.Model
constructor: (savePath) ->
# TODO: Don't hard code this here
# TODO: Use prod path in prod
@firebase = 'https://codecombat.firebaseio.com/test/db/' + savePath
super()

View file

@ -61,7 +61,7 @@ _.extend CampaignSchema.properties, {
i18n: { type: 'object', format: 'hidden' }
requiresSubscription: { type: 'boolean' }
replayable: { type: 'boolean' }
type: {'enum': ['ladder', 'ladder-tutorial', 'hero', 'hero-ladder', 'hero-coop', 'course', 'course-ladder', 'game-dev']}
type: {'enum': ['ladder', 'ladder-tutorial', 'hero', 'hero-ladder', 'hero-coop', 'course', 'course-ladder', 'game-dev', 'web-dev']}
slug: { type: 'string', format: 'hidden' }
original: { type: 'string', format: 'hidden' }
adventurer: { type: 'boolean' }

View file

@ -114,6 +114,9 @@ GoalSchema = c.object {title: 'Goal', description: 'A goal that the player can a
targets: c.array {title: 'Targets', description: 'The target items which the Thangs must not collect.', minItems: 1}, thang
codeProblems: c.array {title: 'Code Problems', description: 'A list of Thang IDs that should not have any code problems, or team names.', uniqueItems: true, minItems: 1, 'default': ['humans']}, thang
linesOfCode: {title: 'Lines of Code', description: 'A mapping of Thang IDs or teams to how many many lines of code should be allowed (well, statements).', type: 'object', default: {humans: 10}, additionalProperties: {type: 'integer', description: 'How many lines to allow for this Thang.'}}
html: c.object {title: 'HTML', description: 'A jQuery selector and what its result should be'},
selector: {type: 'string', description: 'jQuery selector to run on the user HTML, like "h1:first-child"'}
valueChecks: c.array {title: 'Value checks', description: 'Logical checks on the resulting value for this goal to pass.', format: 'event-prereqs'}, EventPrereqSchema
ResponseSchema = c.object {title: 'Dialogue Button', description: 'A button to be shown to the user with the dialogue.', required: ['text']},
text: {title: 'Title', description: 'The text that will be on the button', 'default': 'Okay', type: 'string', maxLength: 30}
@ -313,7 +316,7 @@ _.extend LevelSchema.properties,
icon: {type: 'string', format: 'image-file', title: 'Icon'}
banner: {type: 'string', format: 'image-file', title: 'Banner'}
goals: c.array {title: 'Goals', description: 'An array of goals which are visible to the player and can trigger scripts.'}, GoalSchema
type: c.shortString(title: 'Type', description: 'What kind of level this is.', 'enum': ['campaign', 'ladder', 'ladder-tutorial', 'hero', 'hero-ladder', 'hero-coop', 'course', 'course-ladder', 'game-dev'])
type: c.shortString(title: 'Type', description: 'What kind of level this is.', 'enum': ['campaign', 'ladder', 'ladder-tutorial', 'hero', 'hero-ladder', 'hero-coop', 'course', 'course-ladder', 'game-dev', 'web-dev'])
terrain: c.terrainString
showsGuide: c.shortString(title: 'Shows Guide', description: 'If the guide is shown at the beginning of the level.', 'enum': ['first-time', 'always'])
requiresSubscription: {title: 'Requires Subscription', description: 'Whether this level is available to subscribers only.', type: 'boolean'}

View file

@ -37,8 +37,6 @@ _.extend LevelSessionSchema.properties,
type: 'string'
levelID:
type: 'string'
multiplayer:
type: 'boolean'
creator: c.objectId
links:
[

View file

@ -261,4 +261,7 @@ me.concept = me.shortString enum: [
'vectors'
'while_loops'
'recursion'
'basic_html'
'basic_css'
'basic_web_scripting'
]

View file

@ -45,6 +45,10 @@ module.exports =
'god:streaming-world-updated': worldUpdatedEventSchema
'god:new-html-goal-states': c.object {required: ['goalStates', 'overallStatus']},
goalStates: goalStatesSchema
overallStatus: {type: ['string', 'null'], enum: ['success', 'failure', 'incomplete', null]}
'god:goals-calculated': c.object {required: ['goalStates', 'god']},
god: {type: 'object'}
goalStates: goalStatesSchema

View file

@ -1,21 +0,0 @@
c = require 'schemas/schemas'
module.exports =
'real-time-multiplayer:created-game': c.object {title: 'Multiplayer created game', required: ['realTimeSessionID']},
realTimeSessionID: {type: 'string'}
'real-time-multiplayer:joined-game': c.object {title: 'Multiplayer joined game', required: ['realTimeSessionID']},
realTimeSessionID: {type: 'string'}
'real-time-multiplayer:left-game': c.object {title: 'Multiplayer left game'},
userID: {type: 'string'}
'real-time-multiplayer:manual-cast': c.object {title: 'Multiplayer manual cast'}
'real-time-multiplayer:new-opponent-code': c.object {title: 'Multiplayer new opponent code', required: ['code', 'codeLanguage']},
code: {type: 'object'}
codeLanguage: {type: 'string'}
team: {type: 'string'}
'real-time-multiplayer:player-status': c.object {title: 'Multiplayer player status', required: ['status']},
status: {type: 'string'}

View file

@ -96,8 +96,6 @@ module.exports =
'playback:stop-real-time-playback': c.object {}
'playback:real-time-playback-waiting': c.object {}
'playback:real-time-playback-started': c.object {}
'playback:real-time-playback-ended': c.object {}

View file

@ -39,8 +39,6 @@ module.exports =
variableChain: c.array {}, {type: 'string'}
frame: {type: 'integer', minimum: 0}
'tome:toggle-spell-list': c.object {title: 'Toggle Spell List', description: 'Published when you toggle the dropdown for a thang\'s spells'}
'tome:reload-code': c.object {title: 'Reload Code', description: 'Published when you reset a spell to its original source', required: []},
spell: {type: 'object'}
@ -91,10 +89,6 @@ module.exports =
problems: {type: 'array'}
isCast: {type: 'boolean'}
'tome:spell-shown': c.object {title: 'Spell Shown', description: 'Published when we show a spell', required: ['thang', 'spell']},
thang: {type: 'object'}
spell: {type: 'object'}
'tome:change-language': c.object {title: 'Tome Change Language', description: 'Published when the Tome should update its programming language', required: ['language']},
language: {type: 'string'}
reload: {type: 'boolean', description: 'Whether player code should reload to the default when the language changes.'}
@ -146,3 +140,7 @@ module.exports =
lineOffsetPx: {type: ['number', 'undefined']}
'tome:hide-problem-alert': c.object {title: 'Hide Problem Alert'}
'tome:jiggle-problem-alert': c.object {title: 'Jiggle Problem Alert'}
'tome:html-updated': c.object {title: 'HTML Updated', required: ['html', 'create']},
html: {type: 'string', description: 'The full HTML to display'}
create: {type: 'boolean', description: 'Whether we should (re)create the DOM (as opposed to updating it)'}

View file

@ -25,8 +25,10 @@ $gameControlMargin: 30px
margin-bottom: -$levelDotHeight / 3 + $levelDotZ
#campaign-view
width: 100%
height: 100%
top: 0
right: 0
bottom: 0
left: 0
position: absolute
.gradient
@ -616,6 +618,8 @@ $gameControlMargin: 30px
.gameplay-container
position: absolute
height: 100%
width: 100%
body.ipad #campaign-view
// iPad only supports up to Kithgard Gates for now.

View file

@ -124,37 +124,6 @@
@include rotate(-15deg)
vertical-align: middle
.multiplayer-area-container
position: relative
width: 100%
height: 50px
pointer-events: none
.multiplayer-area
min-width: 200px
max-width: 293px
height: 60px
margin: 0 auto
padding: 8px
border-style: solid
border-image: url(/images/level/control_bar_level_name_background.png) 30 fill round
border-width: 0 15px 15px 15px
text-align: center
position: absolute
left: 50%
cursor: pointer
pointer-events: all
@include translate(-50%, 0)
.multiplayer-label
font-size: 12px
color: $control-yellow-highlight
margin-bottom: -5px
.multiplayer-status
color: white
font-size: 18px
.buttons-area
position: absolute
right: 35px
@ -210,11 +179,6 @@ html.no-borderimage
background: transparent url(/images/level/control_bar_level_name_background.png)
background-size: contain
background-repeat: no-repeat
#control-bar-view .multiplayer-area
border: 0
background: transparent url(/images/level/control_bar_level_name_background.png)
background-size: contain
background-repeat: no-repeat
body:not(.ipad)

View file

@ -74,6 +74,13 @@ $UNVEIL_TIME: 1.2s
.progress-or-start-container.intro-footer
bottom: 30px
@media screen and ( min-height: 900px )
background: transparent
border: 1px solid transparent
border-width: 124px 76px 64px 40px
border-image: url(/images/level/code_editor_background.png) 124 76 64 40 fill round
padding: 0 35px 0 15px
.level-loading-goals
text-align: left

View file

@ -113,6 +113,14 @@
width: -webkit-calc(100% - 38px)
width: calc(100% - 38px)
&.web-dev.hero .properties
.property-entry-item-group
width: 100px
.spell-palette-entry-view
margin-left: 0
width: 100px
@media only screen and (max-width: 1100px)
#spell-palette-view
// Make sure we have enough room for at least two columns

View file

@ -1,15 +1,7 @@
@import "app/styles/mixins"
@import "app/styles/bootstrap/variables"
.spell-list-entry-view
.method-signature
background-color: transparent
border: 0
font-size: 1.1em
display: inline-block
padding: 4px
.spell-list-entry-view.spell-tab
#spell-top-bar-view
$height: 87px
$paddingTop: 10px
$paddingBottom: 25px
@ -46,12 +38,6 @@
> *:not(.spell-tool-buttons)
@include opacity(0.5)
.thang-avatar-view
width: $childSize - 10px
margin: 5px 0.4vw
display: inline-block
float: left
.btn.btn-small
margin-top: 15px
margin-right: 1.3vw
@ -97,46 +83,8 @@
.thang-avatar-wrapper
border-width: 0
.spell-list-entry-view:not(.spell-tab)
cursor: pointer
@include opacity(0.90)
clear: both
padding: 5px
position: relative
&:hover
@include opacity(1)
background-color: hsla(240, 40, 80, 0.25)
&.shows-top-divider:not(:first-child)
border-top: 1px dashed #ccc
.method-signature
margin-top: 5px
.thang-names
float: right
margin: 8px
font-variant: small-caps
color: darken(#ca8, 50%)
white-space: nowrap
overflow: hidden
text-overflow: ellipsis
font-size: 13px
max-width: 35%
text-align: right
.thang-avatar-view
width: 40px
float: right
.thang-avatar-wrapper
margin: 0 5px 0 0
//margin: 2px 10px 2px 5px
//html.no-borderimage
// .spell-list-entry-view.spell-tab
// .spell-top-bar-view
// border-width: 0
// border-image: none
// background: transparent url(/images/level/code_editor_tab_background.png) no-repeat

View file

@ -1,20 +0,0 @@
@import "app/styles/mixins"
@import "app/styles/bootstrap/variables"
#spell-list-view
display: none
position: absolute
z-index: 10
top: 50px
left: 0%
right: 10%
padding: 4%
border-style: solid
border-image: url(/images/level/popover_border_background.png) 16 12 fill round
border-width: 16px 12px
html.no-borderimage
#spell-list-view
background: transparent url(/images/level/popover_background.png)
background-size: 100% 100%
border: 0

View file

@ -1,30 +0,0 @@
@import "app/styles/mixins"
@import "app/styles/bootstrap/variables"
.spell-list-entry-view
.spell-list-entry-thangs-view
position: absolute
z-index: 11
top: 50px
right: -10%
max-width: 70%
max-height: 500px
overflow: scroll
padding: 4%
border-style: solid
border-image: url(/images/level/popover_border_background.png) 16 12 fill round
border-width: 16px 12px
.thang-avatar-view
cursor: pointer
max-width: 100px
width: 20%
display: inline-block
html.no-borderimage
.spell-list-entry-view
.spell-list-entry-thangs-view
background: transparent url(/images/level/popover_background.png)
background-size: 100% 100%
border: 0

View file

@ -0,0 +1,53 @@
#web-surface-view
background-color: white
iframe
width: 100%
height: 100%
//
// body
// background-color: initial
// color: initial
//
// html, body, div, span, applet, object, iframe,
// h1, h2, h3, h4, h5, h6, p, blockquote, pre,
// a, abbr, acronym, address, big, cite, code,
// del, dfn, em, img, ins, kbd, q, s, samp,
// small, strike, strong, sub, sup, tt, var,
// b, u, i, center,
// dl, dt, dd, ol, ul, li,
// fieldset, form, label, legend,
// table, caption, tbody, tfoot, thead, tr, th, td,
// article, aside, canvas, details, embed,
// figure, figcaption, footer, header, hgroup,
// menu, nav, output, ruby, section, summary,
// time, mark, audio, video
// margin: initial
// padding: initial
// border: initial
// font-size: innitial
// font: initial
// vertical-align: baseline
//
// // HTML5 display-role reset for older browsers
// article, aside, details, figcaption, figure,
// footer, header, hgroup, menu, nav, section
// display: block
//
// body
// line-height: 1
//
// ol, ul
// list-style: none
//
// blockquote, q
// quotes: none
//
// blockquote:before, blockquote:after, q:before, q:after
// content: ''
// content: none
//
// table
// border-collapse: collapse
// border-spacing: 0
//

View file

@ -1,8 +0,0 @@
#multiplayer-view
textarea
width: 100%
box-sizing: border-box
padding: 5px
text-align: center
height: 30px
font-size: 11px

View file

@ -272,6 +272,29 @@ $level-resize-transition-time: 0.5s
right: 45%
z-index: 1000000
&.web-dev
position: absolute
top: 0
bottom: 0
left: 0
right: 0
#playback-view, #thang-hud, #level-dialogue-view, #play-footer, #level-footer-background, #level-footer-shadow
display: none
.game-container, .level-content, #game-area, #canvas-wrapper
height: 100%
#canvas-wrapper canvas
display: none
#web-surface-view
position: absolute
top: 0
right: 0
left: 0
bottom: 0
html.fullscreen-editor
#level-view
#fullscreen-editor-background-screen

View file

@ -104,7 +104,7 @@ block content
tr
td
if previousLevelCompleted || view.teacherMode || !passedLastCompletedLevel || levelStatus
- var i18n = level.get('type') === 'course-ladder' ? 'play.compete' : 'home.play';
- var i18n = level.isType('course-ladder') ? 'play.compete' : 'home.play';
button.btn.btn-success.btn-play-level(data-level-slug=level.get('slug'), data-i18n=i18n, data-level-id=level.get('original'))
if view.showGameDevButtons
- var levelOriginal = level.get('original');

View file

@ -64,7 +64,7 @@ block header
a
span.glyphicon-floppy-disk.glyphicon
if level.get('type') === 'ladder'
if level.isType('ladder')
li.dropdown
a(data-toggle='dropdown').play-with-team-parent
span.glyphicon-play.glyphicon

View file

@ -5,7 +5,7 @@ block modal-header-content
block modal-body-content
if view.level.get('type') != 'course-ladder'
if !view.level.isType('course-ladder')
h4.language-selection(data-i18n="ladder.select_your_language") Select your language!
.form-group.select-group
select#tome-language(name="language")

View file

@ -9,15 +9,6 @@
.glyphicon.glyphicon-play
span(data-i18n=me.isSessionless() ? "nav.courses" : (ladderGame ? "general.ladder" : "nav.play")).home-text Levels
if isMultiplayerLevel && !observing
.multiplayer-area-container
.multiplayer-area
.multiplayer-label(data-i18n="play_level.control_bar_multiplayer")
if multiplayerStatus
.multiplayer-status= multiplayerStatus
else
.multiplayer-status(data-i18n="play_level.control_bar_join_game")
else
.level-name-area-container
.level-name-area
.level-label(data-i18n="play_level.level")

View file

@ -48,7 +48,7 @@ block modal-body-content
textarea(data-i18n="[placeholder]play_level.victory_review_placeholder")
.clearfix
if level.get('type', true) === 'hero' || level.get('type') == 'hero-ladder'
if level.isType('hero', 'hero-ladder', 'game-dev', 'web-dev')
for achievement in achievements
- var animate = achievement.completed && !achievement.completedAWhileAgo
.achievement-panel(class=achievement.completedAWhileAgo ? 'earned' : '' data-achievement-id=achievement.id data-animate=animate)
@ -118,7 +118,7 @@ block modal-footer-content
.next-level-buttons
if readyToRank
.ladder-submission-view
else if level.get('type') === 'hero-ladder'
else if level.isType('hero-ladder')
button.btn.btn-illustrated.btn-primary.btn-lg.return-to-ladder-button(data-href="/play/ladder/#{level.get('slug')}#my-matches", data-dismiss="modal", data-i18n="play_level.victory_return_to_ladder") Return to Ladder
else
button.btn.btn-illustrated.btn-success.btn-lg.world-map-button.next-level-button.hide#continue-button(data-i18n="common.continue") Continue

View file

@ -13,7 +13,7 @@ block modal-body-content
block modal-footer-content
if readyToRank
.ladder-submission-view
else if level.get('type') === 'ladder'
else if level.isType('ladder')
a.btn.btn-primary(href="/play/ladder/#{level.get('slug')}#my-matches", data-dismiss="modal", data-i18n="play_level.victory_return_to_ladder") Return to Ladder
else
a.btn.btn-primary(href="/", data-dismiss="modal", data-i18n="play_level.victory_go_home") Go Home

View file

@ -3,12 +3,6 @@
.hinge.hinge-2
.hinge.hinge-3
if includeSpellList
.btn.btn-small.btn-illustrated.spell-list-button(data-i18n="[title]play_level.tome_see_all_methods", title="See all methods you can edit")
.glyphicon.glyphicon-chevron-down
.thang-avatar-placeholder
.spell-tool-buttons
.btn.btn-small.btn-illustrated.btn-warning.reload-code(data-i18n="[title]play_level.tome_reload_method", title="Reload original code for this method")
.glyphicon.glyphicon-repeat

View file

@ -1 +0,0 @@
h5(data-i18n="play_level.tome_select_method") Select a Method

View file

@ -1,7 +0,0 @@
if showTopDivider
// Don't repeat Thang names when not changed from previous entry
.thang-names(title=thangNames)= thangNames
code #{spell.name}(#{parameters})

View file

@ -1,3 +0,0 @@
h4
span(data-i18n="play_level.tome_select_a_thang") Select Someone for
code #{view.spell.name}(#{(view.spell.parameters || []).join(", ")})

View file

@ -95,7 +95,7 @@ if !selectedMethod
else if language == 'io'
span= (doc.ownerName == 'this' ? '' : doc.ownerName + ' ') + docName + '(' + argumentExamples.join(', ') + ')'
if (doc.type != 'function' && doc.type != 'snippet') || doc.name == 'now'
if (doc.type != 'function' && doc.type != 'snippet' && doc.owner != 'HTML') || doc.name == 'now'
p.value
strong
span(data-i18n="skill_docs.current_value") Current Value

View file

@ -1,11 +1,7 @@
#spell-list-tab-entry-view
#spell-list-view
#spell-top-bar-view
#cast-button-view
#spell-view
#spell-palette-view

View file

@ -0,0 +1 @@
iframe(src="/web-dev-iframe.html")

View file

@ -1,90 +0,0 @@
if !ladderGame
.form
.form-group.checkbox
label(for="multiplayer")
input#multiplayer(name="multiplayer", type="checkbox", checked=multiplayer)
span(data-i18n="multiplayer.multiplayer_toggle") Enable multiplayer
span.help-block(data-i18n="multiplayer.multiplayer_toggle_description") Allow others to join your game.
hr
div#link-area
p(data-i18n="multiplayer.multiplayer_link_description") Give this link to anyone to have them join you.
textarea.well#multiplayer-join-link(readonly=true)= joinLink
p
strong(data-i18n="multiplayer.multiplayer_hint_label") Hint:
span(data-i18n="multiplayer.multiplayer_hint") Click the link to select all, then press ⌘-C or Ctrl-C to copy the link.
p(data-i18n="multiplayer.multiplayer_coming_soon") More multiplayer features to come!
if ladderGame
if me.get('anonymous')
p(data-i18n="multiplayer.multiplayer_sign_in_leaderboard") Sign in or create an account and get your solution on the leaderboard.
else if realTimeSessions && realTimeSessionsPlayers
button#create-game-button Create Game
hr
div#created-multiplayer-session
h3 Your Game
if currentRealTimeSession
div
span(style="margin:10px")= currentRealTimeSession.get('levelID')
span(style="margin:10px")= currentRealTimeSession.get('creatorName')
span(style="margin:10px")= currentRealTimeSession.get('state')
span(style="margin:10px")= currentRealTimeSession.id
button#leave-game-button(data-item=item) Leave Game
div
- var players = realTimeSessionsPlayers[currentRealTimeSession.id]
if players
span(style="margin:10px") Players:
- for (var i=0; i < players.length; i++) {
span(style="margin:10px")= players.at(i).get('name')
span(style="margin:10px")= players.at(i).get('team')
span(style="margin:10px")= players.at(i).get('state')
- }
else
span No Players?
else
div Click something above to create a game.
hr
div#open-games
h3 Open Games
//- TODO: do not let you join ones with same-team opponent
- var noOpenGames = true
- for (var i=0; i < realTimeSessions.length; i++) {
if (currentRealTimeSession && realTimeSessions.at(i).id == currentRealTimeSession.id)
- continue
if levelID === realTimeSessions.at(i).get('levelID') && realTimeSessions.at(i).get('state') === 'creating'
- var id = realTimeSessions.at(i).get('id')
- var players = realTimeSessionsPlayers[id]
if players && players.length === 1
- noOpenGames = false
- var creatorName = realTimeSessions.at(i).get('creatorName')
- var creator = realTimeSessions.at(i).get('creator')
- var state = realTimeSessions.at(i).get('state')
- var item = realTimeSessions.at(i)
div
button#join-game-button(data-item=item) Join Game
span(style="margin:10px")= levelID
span(style="margin:10px")= creatorName
span(style="margin:10px")= state
span(style="margin:10px")= id
div
span(style="margin:10px") Players:
span(style="margin:10px")= players.at(0).get('name')
span(style="margin:10px")= players.at(0).get('team')
span(style="margin:10px")= players.at(0).get('state')
- }
if noOpenGames
div No games available.
hr
.ladder-submission-view
else
a.btn.btn-primary(href="/play/ladder/#{levelSlug}#my-matches", data-i18n="multiplayer.victory_go_ladder") Return to Ladder

View file

@ -24,6 +24,8 @@ if view.showAds()
#canvas-wrapper
canvas(width=924, height=589)#webgl-surface
canvas(width=924, height=589)#normal-surface
#web-surface-view
#ascii-surface
#canvas-left-gradient.gradient
#canvas-top-gradient.gradient

View file

@ -195,7 +195,7 @@ module.exports = class ClanDetailsView extends RootView
if level.concepts?
for concept in level.concepts
@conceptsProgression.push concept unless concept in @conceptsProgression
if level.type is 'hero-ladder' and level.slug not in ['capture-their-flag']
if level.type is 'hero-ladder' and level.slug not in ['capture-their-flag'] # Would use isType, but it's not a Level model
@arenas.push level
@campaignLevelProgressions.push campaignLevelProgression
@render?()

View file

@ -87,7 +87,7 @@ module.exports = class CourseDetailsView extends RootView
@levelConceptMap[level.get('original')] ?= {}
for concept in level.get('concepts')
@levelConceptMap[level.get('original')][concept] = true
if level.get('type') is 'course-ladder'
if level.isType('course-ladder')
@arenaLevel = level
# console.log 'onLevelSessionsSync'
@ -131,7 +131,7 @@ module.exports = class CourseDetailsView extends RootView
levelID = $(e.target).closest('.btn-play-level').data('level-id')
level = @levels.findWhere({original: levelID})
window.tracker?.trackEvent 'Students Class Course Play Level', category: 'Students', courseID: @courseID, courseInstanceID: @courseInstanceID, levelSlug: levelSlug, ['Mixpanel']
if level.get('type') is 'course-ladder'
if level.isType('course-ladder')
viewClass = 'views/ladder/LadderView'
viewArgs = [{supermodel: @supermodel}, levelSlug]
route = '/play/ladder/' + levelSlug

View file

@ -46,7 +46,7 @@ module.exports = class ThangComponentConfigView extends CocoView
schema.default ?= {}
_.merge schema.default, @additionalDefaults if @additionalDefaults
if @level?.get('type', true) in ['hero', 'hero-ladder', 'hero-coop', 'course', 'course-ladder', 'game-dev']
if @level?.isType('hero', 'hero-ladder', 'hero-coop', 'course', 'course-ladder', 'game-dev', 'web-dev')
schema.required = []
treemaOptions =
supermodel: @supermodel

View file

@ -37,6 +37,7 @@ require 'vendor/aether-python'
require 'vendor/aether-coffeescript'
require 'vendor/aether-lua'
require 'vendor/aether-java'
require 'vendor/aether-html'
module.exports = class LevelEditView extends RootView
id: 'editor-level-view'

View file

@ -41,7 +41,7 @@ module.exports = class LevelThangEditView extends CocoView
level: @level
world: @world
if @level.get('type', true) in ['hero', 'hero-ladder', 'hero-coop', 'course', 'course-ladder', 'game-dev'] then options.thangType = thangType
if @level.isType('hero', 'hero-ladder', 'hero-coop', 'course', 'course-ladder', 'game-dev', 'web-dev') then options.thangType = thangType
@thangComponentEditView = new ThangComponentsEditView options
@listenTo @thangComponentEditView, 'components-changed', @onComponentsChanged

View file

@ -636,14 +636,14 @@ module.exports = class ThangsTabView extends CocoView
if batchInsert
if thangType.get('name') is 'Hero Placeholder'
thangID = 'Hero Placeholder'
return if not (@level.get('type', true) in ['hero', 'hero-ladder', 'hero-coop', 'course', 'course-ladder', 'game-dev']) or @getThangByID(thangID)
return if not @level.isType('hero', 'hero-ladder', 'hero-coop', 'course', 'course-ladder', 'game-dev', 'web-dev') or @getThangByID(thangID)
else
thangID = "Random #{thangType.get('name')} #{@thangsBatch.length}"
else
thangID = Thang.nextID(thangType.get('name'), @world) until thangID and not @getThangByID(thangID)
if @cloneSourceThang
components = _.cloneDeep @getThangByID(@cloneSourceThang.id).components
else if @level.get('type', true) in ['hero', 'hero-ladder', 'hero-coop', 'course', 'course-ladder', 'game-dev']
else if @level.isType('hero', 'hero-ladder', 'hero-coop', 'course', 'course-ladder', 'game-dev', 'web-dev')
components = [] # Load them all from default ThangType Components
else
components = _.cloneDeep thangType.get('components') ? []

View file

@ -51,7 +51,7 @@ module.exports = class VerifierView extends RootView
for campaign in @campaigns.models when campaign.get('type') in ['course', 'hero'] and campaign.get('slug') isnt 'picoctf'
@levelsByCampaign[campaign.get('slug')] ?= {levels: [], checked: true}
campaignInfo = @levelsByCampaign[campaign.get('slug')]
for levelID, level of campaign.get('levels') when level.type not in ['hero-ladder', 'course-ladder', 'game-dev']
for levelID, level of campaign.get('levels') when level.type not in ['hero-ladder', 'course-ladder', 'game-dev', 'web-dev'] # Would use isType, but it's not a Level model
campaignInfo.levels.push level.slug
filterCodeLanguages: ->

View file

@ -94,52 +94,6 @@ heroArenas = [
}
]
oldArenas = [
{
name: 'Criss-Cross'
difficulty: 5
id: 'criss-cross'
image: '/file/db/level/5391f3d519dc22b8082159b2/banner2.png'
description: 'Participate in a bidding war with opponents to reach the other side!'
}
{
name: 'Greed'
difficulty: 4
id: 'greed'
image: '/file/db/level/53558b5a9914f5a90d7ccddb/greed_banner.jpg'
description: 'Liked Dungeon Arena and Gold Rush? Put them together in this economic arena!'
}
{
name: 'Sky Span (Testing)'
difficulty: 3
id: 'sky-span'
image: '/file/db/level/53c80fce0ddbef000084c667/sky-Span-banner.jpg'
description: 'Preview version of an upgraded Dungeon Arena. Help us with hero balance before release!'
}
{
name: 'Dungeon Arena'
difficulty: 3
id: 'dungeon-arena'
image: '/file/db/level/53173f76c269d400000543c2/Level%20Banner%20Dungeon%20Arena.jpg'
description: 'Play head-to-head against fellow Wizards in a dungeon melee!'
}
{
name: 'Gold Rush'
difficulty: 3
id: 'gold-rush'
image: '/file/db/level/533353722a61b7ca6832840c/Gold-Rush.png'
description: 'Prove you are better at collecting gold than your opponent!'
}
{
name: 'Brawlwood'
difficulty: 4
id: 'brawlwood'
image: '/file/db/level/52d97ecd32362bc86e004e87/Level%20Banner%20Brawlwood.jpg'
description: 'Combat the armies of other Wizards in a strategic forest arena! (Fast computer required.)'
}
]
campaigns = [
{id: 'multiplayer', name: 'Multiplayer Arenas', description: '... in which you code head-to-head against other players.', levels: heroArenas}
#{id: 'old_multiplayer', name: '(Deprecated) Old Multiplayer Arenas', description: 'Relics of a more civilized age. No simulations are run for these older, hero-less multiplayer arenas.', levels: oldArenas}
]

View file

@ -24,7 +24,7 @@ module.exports = class SimulateTabView extends CocoView
onLoaded: ->
super()
@render()
if (document.location.hash is '#simulate' or @options.level.get('type') is 'course-ladder') and not @simulator
if (document.location.hash is '#simulate' or @options.level.isType('course-ladder')) and not @simulator
@startSimulating()
afterRender: ->

View file

@ -398,7 +398,7 @@ module.exports = class CampaignView extends RootView
@particleMan.attach @$el.find('.map')
for level in @campaign.renderedLevels ? {}
particleKey = ['level', @terrain.replace('-branching-test', '')]
particleKey.push level.type if level.type and not (level.type in ['hero', 'course'])
particleKey.push level.type if level.type and not (level.type in ['hero', 'course']) # Would use isType, but it's not a Level model
particleKey.push 'replayable' if level.replayable
particleKey.push 'premium' if level.requiresSubscription
particleKey.push 'gate' if level.slug in ['kithgard-gates', 'siege-of-stonehold', 'clash-of-clones', 'summits-gate']
@ -532,7 +532,7 @@ module.exports = class CampaignView extends RootView
levelElement = $(e.target).parents('.level-info-container')
levelSlug = levelElement.data('level-slug')
level = _.find _.values(@campaign.get('levels')), slug: levelSlug
if level.type in ['hero-ladder', 'course-ladder']
if level.type in ['hero-ladder', 'course-ladder'] # Would use isType, but it's not a Level model
Backbone.Mediator.publish 'router:navigate', route: "/play/ladder/#{levelSlug}", viewClass: 'views/ladder/LadderView', viewArgs: [{supermodel: @supermodel}, levelSlug]
else
@showLeaderboard levelSlug

View file

@ -144,9 +144,6 @@ module.exports = class SpectateLevelView extends RootView
if c then myCode[thang][spell] = c else delete myCode[thang][spell]
@session.set('code', myCode)
if @session.get('multiplayer') and @otherSession?
# For now, ladderGame will disallow multiplayer, because session code combining doesn't play nice yet.
@session.set 'multiplayer', false
onLevelStarted: (e) ->
go = =>
@ -181,7 +178,7 @@ module.exports = class SpectateLevelView extends RootView
@insertSubView new GoldView {}
@insertSubView new HUDView {level: @level}
@insertSubView new DuelStatsView level: @level, session: @session, otherSession: @otherSession, supermodel: @supermodel, thangs: @world.thangs if @level.get('type') in ['hero-ladder', 'course-ladder']
@insertSubView new DuelStatsView level: @level, session: @session, otherSession: @otherSession, supermodel: @supermodel, thangs: @world.thangs if @level.isType('hero-ladder', 'course-ladder')
@insertSubView @controlBar = new ControlBarView {worldName: utils.i18n(@level.attributes, 'name'), session: @session, level: @level, supermodel: @supermodel, spectateGame: true}
# callbacks

View file

@ -7,17 +7,13 @@ Classroom = require 'models/Classroom'
Course = require 'models/Course'
CourseInstance = require 'models/CourseInstance'
GameMenuModal = require 'views/play/menu/GameMenuModal'
RealTimeModel = require 'models/RealTimeModel'
RealTimeCollection = require 'collections/RealTimeCollection'
LevelSetupManager = require 'lib/LevelSetupManager'
GameMenuModal = require 'views/play/menu/GameMenuModal'
module.exports = class ControlBarView extends CocoView
id: 'control-bar-view'
template: template
subscriptions:
'bus:player-states-changed': 'onPlayerStatesChanged'
'level:disable-controls': 'onDisableControls'
'level:enable-controls': 'onEnableControls'
'ipad:memory-warning': 'onIPadMemoryWarning'
@ -28,7 +24,6 @@ module.exports = class ControlBarView extends CocoView
'click': -> Backbone.Mediator.publish 'tome:focus-editor', {}
'click .levels-link-area': 'onClickHome'
'click .home a': 'onClickHome'
'click .multiplayer-area': 'onClickMultiplayer'
'click #control-bar-sign-up-button': 'onClickSignupButton'
constructor: (options) ->
@ -45,7 +40,7 @@ module.exports = class ControlBarView extends CocoView
@observing = options.session.get('creator') isnt me.id
@levelNumber = ''
if @level.get('type') is 'course' and @level.get('campaignIndex')?
if @level.isType('course', 'game-dev', 'web-dev') and @level.get('campaignIndex')?
@levelNumber = @level.get('campaignIndex') + 1
if @courseInstanceID
@courseInstance = new CourseInstance(_id: @courseInstanceID)
@ -64,9 +59,6 @@ module.exports = class ControlBarView extends CocoView
@supermodel.trackRequest(@campaign.fetch())
)
super options
if @level.get('type') in ['hero-ladder', 'course-ladder'] and me.isAdmin()
@isMultiplayerLevel = true
@multiplayerStatusManager = new MultiplayerStatusManager @levelID, @onMultiplayerStateChanged
if @level.get 'replayable'
@listenTo @session, 'change-difficulty', @onSessionDifficultyChanged
@ -79,25 +71,10 @@ module.exports = class ControlBarView extends CocoView
setBus: (@bus) ->
onPlayerStatesChanged: (e) ->
# TODO: this doesn't fire any more. Replacement?
return unless @bus is e.bus
numPlayers = _.keys(e.players).length
return if numPlayers is @numPlayers
@numPlayers = numPlayers
text = 'Multiplayer'
text += " (#{numPlayers})" if numPlayers > 1
$('#multiplayer-button', @$el).text(text)
onMultiplayerStateChanged: => @render?()
getRenderData: (c={}) ->
super c
c.worldName = @worldName
c.multiplayerEnabled = @session.get('multiplayer')
c.ladderGame = @level.get('type') in ['ladder', 'hero-ladder', 'course-ladder']
if c.isMultiplayerLevel = @isMultiplayerLevel
c.multiplayerStatus = @multiplayerStatusManager?.status
c.ladderGame = @level.isType('ladder', 'hero-ladder', 'course-ladder')
if @level.get 'replayable'
c.levelDifficulty = @session.get('state')?.difficulty ? 0
if @observing
@ -110,23 +87,23 @@ module.exports = class ControlBarView extends CocoView
if me.isSessionless()
@homeLink = "/teachers/courses"
@homeViewClass = "views/courses/TeacherCoursesView"
else if @level.get('type', true) in ['ladder', 'ladder-tutorial', 'hero-ladder', 'course-ladder']
else if @level.isType('ladder', 'ladder-tutorial', 'hero-ladder', 'course-ladder')
levelID = @level.get('slug')?.replace(/\-tutorial$/, '') or @level.id
@homeLink = '/play/ladder/' + levelID
@homeViewClass = 'views/ladder/LadderView'
@homeViewArgs.push levelID
if leagueID = @getQueryVariable 'league'
leagueType = if @level.get('type') is 'course-ladder' then 'course' else 'clan'
leagueType = if @level.isType('course-ladder') then 'course' else 'clan'
@homeViewArgs.push leagueType
@homeViewArgs.push leagueID
@homeLink += "/#{leagueType}/#{leagueID}"
else if @level.get('type', true) in ['hero', 'hero-coop'] or window.serverConfig.picoCTF
else if @level.isType('hero', 'hero-coop') or window.serverConfig.picoCTF
@homeLink = '/play'
@homeViewClass = 'views/play/CampaignView'
campaign = @level.get 'campaign'
@homeLink += '/' + campaign
@homeViewArgs.push campaign
else if @level.get('type', true) in ['course']
else if @level.isType('course')
@homeLink = '/courses'
@homeViewClass = 'views/courses/CoursesView'
if @courseID
@ -136,7 +113,8 @@ module.exports = class ControlBarView extends CocoView
if @courseInstanceID
@homeLink += "/#{@courseInstanceID}"
@homeViewArgs.push @courseInstanceID
#else if @level.get('type', true) is 'game-dev' # TODO
#else if @level.isType('game-dev') # TODO
#else if @level.isType('web-dev') # TODO
else
@homeLink = '/'
@homeViewClass = 'views/HomeView'
@ -153,16 +131,13 @@ module.exports = class ControlBarView extends CocoView
@setupManager.open()
onClickHome: (e) ->
if @level.get('type', true) in ['course']
if @level.isType('course')
category = if me.isTeacher() then 'Teachers' else 'Students'
window.tracker?.trackEvent 'Play Level Back To Levels', category: category, levelSlug: @levelSlug, ['Mixpanel']
e.preventDefault()
e.stopImmediatePropagation()
Backbone.Mediator.publish 'router:navigate', route: @homeLink, viewClass: @homeViewClass, viewArgs: @homeViewArgs
onClickMultiplayer: (e) ->
@showGameMenuModal e, 'multiplayer'
onClickSignupButton: (e) ->
window.tracker?.trackEvent 'Started Signup', category: 'Play Level', label: 'Control Bar', level: @levelID
@ -183,62 +158,4 @@ module.exports = class ControlBarView extends CocoView
destroy: ->
@setupManager?.destroy()
@multiplayerStatusManager?.destroy()
super()
# MultiplayerStatusManager ######################################################
#
# Manages the multiplayer status, and calls @statusChangedCallback when it changes.
#
# It monitors these:
# Real-time multiplayer players
# Internal multiplayer status
#
# Real-time state variables:
# @playersCollection - Real-time multiplayer players
#
# TODO: Not currently using player counts. Should remove if we keep simple design.
#
class MultiplayerStatusManager
constructor: (@levelID, @statusChangedCallback) ->
@status = ''
# @players = {}
# @playersCollection = new RealTimeCollection('multiplayer_players/' + @levelID)
# @playersCollection.on 'add', @onPlayerAdded
# @playersCollection.each (player) => @onPlayerAdded player
Backbone.Mediator.subscribe 'real-time-multiplayer:player-status', @onMultiplayerPlayerStatus
destroy: ->
Backbone.Mediator.unsubscribe 'real-time-multiplayer:player-status', @onMultiplayerPlayerStatus
# @playersCollection?.off 'add', @onPlayerAdded
# player.off 'change', @onPlayerChanged for id, player of @players
onMultiplayerPlayerStatus: (e) =>
@status = e.status
@statusChangedCallback()
# onPlayerAdded: (player) =>
# unless player.id is me.id
# @players[player.id] = new RealTimeModel('multiplayer_players/' + @levelID + '/' + player.id)
# @players[player.id].on 'change', @onPlayerChanged
# @countPlayers player
#
# onPlayerChanged: (player) =>
# @countPlayers player
#
# countPlayers: (changedPlayer) =>
# # TODO: save this stale hearbeat threshold setting somewhere
# staleHeartbeat = new Date()
# staleHeartbeat.setMinutes staleHeartbeat.getMinutes() - 3
# @playerCount = 0
# @playersCollectionAvailable = 0
# @playersCollectionUnavailable = 0
# @playersCollection.each (player) =>
# # Assume changedPlayer is fresher than entry in @playersCollection collection
# player = changedPlayer if changedPlayer? and player.id is changedPlayer.id
# unless staleHeartbeat >= new Date(player.get('heartbeat'))
# @playerCount++
# @playersCollectionAvailable++ if player.get('state') is 'available'
# @playersCollectionUnavailable++ if player.get('state') is 'unavailable'
# @statusChangedCallback()

View file

@ -18,6 +18,7 @@ module.exports = class LevelChatView extends CocoView
constructor: (options) ->
@levelID = options.levelID
@session = options.session
# TODO: we took out session.multiplayer, so this will not fire. If we want to resurrect it, we'll of course need a new way of activating chat.
@listenTo(@session, 'change:multiplayer', @updateMultiplayerVisibility)
@sessionID = options.sessionID
@bus = LevelBus.get(@levelID, @sessionID)

View file

@ -1,9 +1,6 @@
CocoView = require 'views/core/CocoView'
template = require 'templates/play/level/level-flags-view'
{me} = require 'core/auth'
RealTimeCollection = require 'collections/RealTimeCollection'
multiplayerFlagDelay = 0.5 # Long, static second delay for now; should be more than enough.
module.exports = class LevelFlagsView extends CocoView
id: 'level-flags-view'
@ -17,7 +14,6 @@ module.exports = class LevelFlagsView extends CocoView
'god:new-world-created': 'onNewWorld'
'god:streaming-world-updated': 'onNewWorld'
'surface:remove-flag': 'onRemoveFlag'
'real-time-multiplayer:joined-game': 'onJoinedMultiplayerGame'
events:
'click .green-flag': -> @onFlagSelected color: 'green', source: 'button'
@ -60,9 +56,8 @@ module.exports = class LevelFlagsView extends CocoView
return unless @flagColor and @realTime
@playSound 'menu-button-click' # TODO: different flag placement sound?
pos = x: e.worldPos.x, y: e.worldPos.y
delay = if @realTimeFlags then multiplayerFlagDelay else 0
now = @world.dt * @world.frames.length
flag = player: me.id, team: me.team, color: @flagColor, pos: pos, time: now + delay, active: true, source: 'click'
flag = player: me.id, team: me.team, color: @flagColor, pos: pos, time: now, active: true, source: 'click'
@flags[@flagColor] = flag
@flagHistory.push flag
@realTimeFlags?.create flag
@ -75,9 +70,8 @@ module.exports = class LevelFlagsView extends CocoView
onRemoveFlag: (e) ->
delete @flags[e.color]
delay = if @realTimeFlags then multiplayerFlagDelay else 0
now = @world.dt * @world.frames.length
flag = player: me.id, team: me.team, color: e.color, time: now + delay, active: false, source: 'click'
flag = player: me.id, team: me.team, color: e.color, time: now, active: false, source: 'click'
@flagHistory.push flag
Backbone.Mediator.publish 'level:flag-updated', flag
#console.log e.color, 'deleted at time', flag.time
@ -85,31 +79,3 @@ module.exports = class LevelFlagsView extends CocoView
onNewWorld: (event) ->
return unless event.world.name is @world.name
@world = @options.world = event.world
onJoinedMultiplayerGame: (e) ->
@realTimeFlags = new RealTimeCollection("multiplayer_level_sessions/#{@levelID}/#{e.realTimeSessionID}/flagHistory")
@realTimeFlags.on 'add', @onRealTimeMultiplayerFlagAdded
@realTimeFlags.on 'remove', @onRealTimeMultiplayerFlagRemoved
onLeftMultiplayerGame: (e) ->
if @realTimeFlags
@realTimeFlags.off 'add', @onRealTimeMultiplayerFlagAdded
@realTimeFlags.off 'remove', @onRealTimeMultiplayerFlagRemoved
@realTimeFlags = null
onRealTimeMultiplayerFlagAdded: (e) =>
if e.get('player') != me.id
# TODO: what is @flags used for?
# Build local flag from Backbone.Model flag
flag =
player: e.get('player')
team: e.get('team')
color: e.get('color')
pos: e.get('pos')
time: e.get('time')
active: e.get('active')
#source: 'click'? e.get('source')? nothing?
@flagHistory.push flag
Backbone.Mediator.publish 'level:flag-updated', flag
onRealTimeMultiplayerFlagRemoved: (e) =>

View file

@ -49,7 +49,7 @@ module.exports = class LevelGoalsView extends CocoView
goals = []
for goal in e.goals
state = e.goalStates[goal.id]
continue if goal.optional and @level.get('type', true) is 'course' and state.status isnt 'success'
continue if goal.optional and @level.isType('course') and state.status isnt 'success'
if goal.hiddenGoal
continue if goal.optional and state.status isnt 'success'
continue if not goal.optional and state.status isnt 'failure'

View file

@ -100,7 +100,7 @@ module.exports = class LevelHUDView extends CocoView
@stage?.stopTalking()
createProperties: ->
if @options.level.get('type') in ['game-dev']
if @options.level.isType('game-dev')
name = 'Game' # TODO: we don't need the HUD at all
else if @thang.id in ['Hero Placeholder', 'Hero Placeholder 1']
name = @thangType?.getHeroShortName() or 'Hero'

View file

@ -59,7 +59,7 @@ module.exports = class LevelLoadingView extends CocoView
goalList = goalContainer.find('ul')
goalCount = 0
for goalID, goal of @level.get('goals') when (not goal.team or goal.team is (e.team or 'humans')) and not goal.hiddenGoal
continue if goal.optional and @level.get('type', true) is 'course'
continue if goal.optional and @level.isType('course')
name = utils.i18n goal, 'name'
goalList.append $('<li>' + name + '</li>')
++goalCount
@ -169,7 +169,7 @@ module.exports = class LevelLoadingView extends CocoView
@playSound 'loading-view-unveil', 0.5
@$el.find('.left-wing').css left: '-100%', backgroundPosition: 'right -400px top 0'
@$el.find('.right-wing').css right: '-100%', backgroundPosition: 'left -400px top 0'
$('#level-footer-background').detach().appendTo('#page-container').slideDown(duration)
$('#level-footer-background').detach().appendTo('#page-container').slideDown(duration) unless @level.isType('web-dev')
unveilIntro: =>
return if @destroyed or not @intro or @unveiled

View file

@ -21,7 +21,6 @@ module.exports = class LevelPlaybackView extends CocoView
'tome:cast-spells': 'onTomeCast'
'playback:real-time-playback-ended': 'onRealTimePlaybackEnded'
'playback:stop-real-time-playback': 'onStopRealTimePlayback'
'real-time-multiplayer:manual-cast': 'onRealTimeMultiplayerCast'
events:
'click #music-button': 'onToggleMusic'
@ -110,11 +109,6 @@ module.exports = class LevelPlaybackView extends CocoView
Backbone.Mediator.publish 'playback:real-time-playback-started', {}
@playSound 'real-time-playback-start'
onRealTimeMultiplayerCast: (e) ->
@realTime = true
@togglePlaybackControls false
Backbone.Mediator.publish 'playback:real-time-playback-waiting', {}
onWindowResize: (s...) =>
@barWidth = $('.progress', @$el).width()

View file

@ -44,6 +44,7 @@ LevelSetupManager = require 'lib/LevelSetupManager'
ContactModal = require 'views/core/ContactModal'
HintsView = require './HintsView'
HintsState = require './HintsState'
WebSurfaceView = require './WebSurfaceView'
PROFILE_ME = false
@ -72,14 +73,10 @@ module.exports = class PlayLevelView extends RootView
'level:started': 'onLevelStarted'
'level:loading-view-unveiling': 'onLoadingViewUnveiling'
'level:loading-view-unveiled': 'onLoadingViewUnveiled'
'level:loaded': 'onLevelLoaded'
'level:session-loaded': 'onSessionLoaded'
'playback:real-time-playback-waiting': 'onRealTimePlaybackWaiting'
'playback:real-time-playback-started': 'onRealTimePlaybackStarted'
'playback:real-time-playback-ended': 'onRealTimePlaybackEnded'
'real-time-multiplayer:created-game': 'onRealTimeMultiplayerCreatedGame'
'real-time-multiplayer:joined-game': 'onRealTimeMultiplayerJoinedGame'
'real-time-multiplayer:left-game': 'onRealTimeMultiplayerLeftGame'
'real-time-multiplayer:manual-cast': 'onRealTimeMultiplayerCast'
'ipad:memory-warning': 'onIPadMemoryWarning'
'store:item-purchased': 'onItemPurchased'
@ -137,7 +134,6 @@ module.exports = class PlayLevelView extends RootView
load: ->
@loadStartTime = new Date()
@god = new God({@gameUIState})
levelLoaderOptions = supermodel: @supermodel, levelID: @levelID, sessionID: @sessionID, opponentSessionID: @opponentSessionID, team: @getQueryVariable('team'), observing: @observing, courseID: @courseID
if me.isSessionless()
levelLoaderOptions.fakeSessionConfig = {}
@ -145,6 +141,9 @@ module.exports = class PlayLevelView extends RootView
@listenToOnce @levelLoader, 'world-necessities-loaded', @onWorldNecessitiesLoaded
@listenTo @levelLoader, 'world-necessity-load-failed', @onWorldNecessityLoadFailed
onLevelLoaded: (e) ->
@god = new God({@gameUIState}) unless e.level.isType('web-dev')
trackLevelLoadEnd: ->
return if @isEditorPreview
@loadEndTime = new Date()
@ -192,8 +191,6 @@ module.exports = class PlayLevelView extends RootView
@initGoalManager()
@insertSubviews()
@initVolume()
@listenTo(@session, 'change:multiplayer', @onMultiplayerChanged)
@register()
@controlBar.setBus(@bus)
@initScriptManager()
@ -203,9 +200,12 @@ module.exports = class PlayLevelView extends RootView
grabLevelLoaderData: ->
@session = @levelLoader.session
@world = @levelLoader.world
@level = @levelLoader.level
@$el.addClass 'hero' if @level.get('type', true) in ['hero', 'hero-ladder', 'hero-coop', 'course', 'course-ladder', 'game-dev']
if @level.isType('web-dev')
@$el.addClass 'web-dev' # Hide some of the elements we won't be using
return
@world = @levelLoader.world
@$el.addClass 'hero' if @level.isType('hero', 'hero-ladder', 'hero-coop', 'course', 'course-ladder', 'game-dev') # TODO: figure out what this does and comment it
@$el.addClass 'flags' if _.any(@world.thangs, (t) -> (t.programmableProperties and 'findFlags' in t.programmableProperties) or t.inventory?.flag) or @level.get('slug') is 'sky-span'
# TODO: Update terminology to always be opponentSession or otherSession
# TODO: E.g. if it's always opponent right now, then variable names should be opponentSession until we have coop play
@ -239,11 +239,9 @@ module.exports = class PlayLevelView extends RootView
myCode[thang] ?= {}
if c then myCode[thang][spell] = c else delete myCode[thang][spell]
@session.set('code', myCode)
if @session.get('multiplayer') and @otherSession?
# For now, ladderGame will disallow multiplayer, because session code combining doesn't play nice yet.
@session.set 'multiplayer', false
setupGod: ->
return if @level.isType('web-dev')
@god.setLevel @level.serialize {@supermodel, @session, @otherSession, headless: false, sessionless: false}
@god.setLevelSessionIDs if @otherSession then [@session.id, @otherSession.id] else [@session.id]
@god.setWorldClassMap @world.classMap
@ -258,22 +256,23 @@ module.exports = class PlayLevelView extends RootView
initGoalManager: ->
@goalManager = new GoalManager(@world, @level.get('goals'), @team)
@god.setGoalManager @goalManager
@god?.setGoalManager @goalManager
insertSubviews: ->
@hintsState = new HintsState({ hidden: true }, { @session, @level })
@insertSubView @tome = new TomeView { @levelID, @session, @otherSession, thangs: @world.thangs, @supermodel, @level, @observing, @courseID, @courseInstanceID, @god, @hintsState }
@insertSubView new LevelPlaybackView session: @session, level: @level
@insertSubView @tome = new TomeView { @levelID, @session, @otherSession, thangs: @world?.thangs ? [], @supermodel, @level, @observing, @courseID, @courseInstanceID, @god, @hintsState }
@insertSubView new LevelPlaybackView session: @session, level: @level unless @level.isType('web-dev')
@insertSubView new GoalsView {level: @level}
@insertSubView new LevelFlagsView levelID: @levelID, world: @world if @$el.hasClass 'flags'
@insertSubView new GoldView {} unless @level.get('slug') in ['wakka-maul']
@insertSubView new HUDView {level: @level}
@insertSubView new GoldView {} unless @level.get('slug') in ['wakka-maul'] unless @level.isType('web-dev')
@insertSubView new HUDView {level: @level} unless @level.isType('web-dev')
@insertSubView new LevelDialogueView {level: @level, sessionID: @session.id}
@insertSubView new ChatView levelID: @levelID, sessionID: @session.id, session: @session
@insertSubView new ProblemAlertView session: @session, level: @level, supermodel: @supermodel
@insertSubView new DuelStatsView level: @level, session: @session, otherSession: @otherSession, supermodel: @supermodel, thangs: @world.thangs if @level.get('type') in ['hero-ladder', 'course-ladder']
@insertSubView new DuelStatsView level: @level, session: @session, otherSession: @otherSession, supermodel: @supermodel, thangs: @world.thangs if @level.isType('hero-ladder', 'course-ladder')
@insertSubView @controlBar = new ControlBarView {worldName: utils.i18n(@level.attributes, 'name'), session: @session, level: @level, supermodel: @supermodel, courseID: @courseID, courseInstanceID: @courseInstanceID}
@insertSubView @hintsView = new HintsView({ @session, @level, @hintsState }), @$('.hints-view')
@insertSubView @webSurface = new WebSurfaceView {level: @level, @goalManager} if @level.isType('web-dev')
#_.delay (=> Backbone.Mediator.publish('level:set-debug', debug: true)), 5000 if @isIPadApp() # if me.displayName() is 'Nick'
initVolume: ->
@ -282,6 +281,7 @@ module.exports = class PlayLevelView extends RootView
Backbone.Mediator.publish 'level:set-volume', volume: volume
initScriptManager: ->
return if @level.isType('web-dev')
@scriptManager = new ScriptManager({scripts: @world.scripts or [], view: @, session: @session, levelID: @level.get('slug')})
@scriptManager.loadFromSession()
@ -289,9 +289,7 @@ module.exports = class PlayLevelView extends RootView
@bus = LevelBus.get(@levelID, @session.id)
@bus.setSession(@session)
@bus.setSpells @tome.spells
if @session.get('multiplayer') and not me.isAdmin()
@session.set 'multiplayer', false # Temp: multiplayer has bugged out some sessions, so ignoring it.
@bus.connect() if @session.get('multiplayer')
#@bus.connect() if @session.get('multiplayer') # TODO: session's multiplayer flag removed; connect bus another way if we care about it
# Load Completed Setup ######################################################
@ -310,13 +308,11 @@ module.exports = class PlayLevelView extends RootView
else if e.level.get('slug') is 'assembly-speed'
raider = '55527eb0b8abf4ba1fe9a107'
e.session.set 'heroConfig', {"thangType":raider,"inventory":{}}
else if e.level.get('type', true) in ['hero', 'hero-ladder', 'hero-coop'] and not _.size e.session.get('heroConfig')?.inventory ? {}
else if e.level.isType('hero', 'hero-ladder', 'hero-coop') and not _.size e.session.get('heroConfig')?.inventory ? {}
@setupManager?.destroy()
@setupManager = new LevelSetupManager({supermodel: @supermodel, level: e.level, levelID: @levelID, parent: @, session: e.session, courseID: @courseID, courseInstanceID: @courseInstanceID})
@setupManager.open()
@onRealTimeMultiplayerLevelLoaded e.session if e.level.get('type') in ['hero-ladder', 'course-ladder']
onLoaded: ->
_.defer => @onLevelLoaderLoaded()
@ -325,13 +321,16 @@ module.exports = class PlayLevelView extends RootView
return unless @levelLoader.progress() is 1 # double check, since closing the guide may trigger this early
# Save latest level played.
if not @observing and not (@levelLoader.level.get('type') in ['ladder', 'ladder-tutorial'])
if not @observing and not (@levelLoader.level.isType('ladder', 'ladder-tutorial'))
me.set('lastLevel', @levelID)
me.save()
application.tracker?.identify()
@saveRecentMatch() if @otherSession
@levelLoader.destroy()
@levelLoader = null
if @level.isType('web-dev')
Backbone.Mediator.publish 'level:started', {}
else
@initSurface()
saveRecentMatch: ->
@ -360,7 +359,7 @@ module.exports = class PlayLevelView extends RootView
@surface.camera.zoomTo({x: 0, y: 0}, 0.1, 0)
findPlayerNames: ->
return {} unless @level.get('type') in ['ladder', 'hero-ladder', 'course-ladder']
return {} unless @level.isType('ladder', 'hero-ladder', 'course-ladder')
playerNames = {}
for session in [@session, @otherSession] when session?.get('team')
playerNames[session.get('team')] = session.get('creatorName') or 'Anonymous'
@ -369,33 +368,30 @@ module.exports = class PlayLevelView extends RootView
# Once Surface is Loaded ####################################################
onLevelStarted: ->
return unless @surface?
return unless @surface? or @webSurface?
@loadingView.showReady()
@trackLevelLoadEnd()
if window.currentModal and not window.currentModal.destroyed and window.currentModal.constructor isnt VictoryModal
return Backbone.Mediator.subscribeOnce 'modal:closed', @onLevelStarted, @
@surface.showLevel()
@surface?.showLevel()
Backbone.Mediator.publish 'level:set-time', time: 0
if (@isEditorPreview or @observing) and not @getQueryVariable('intro')
@loadingView.startUnveiling()
@loadingView.unveil true
else
@scriptManager.initializeCamera()
@scriptManager?.initializeCamera()
onLoadingViewUnveiling: (e) ->
@selectHero()
onLoadingViewUnveiled: (e) ->
if @level.get('type') in ['course-ladder', 'hero-ladder'] or @observing
if @level.isType('course-ladder', 'hero-ladder') or @observing
# We used to autoplay by default, but now we only do it if the level says to in the introduction script.
Backbone.Mediator.publish 'level:set-playing', playing: true
@loadingView.$el.remove()
@removeSubView @loadingView
@loadingView = null
@playAmbientSound()
if @options.realTimeMultiplayerSessionID?
Backbone.Mediator.publish 'playback:real-time-playback-waiting', {}
@realTimeMultiplayerContinueGame @options.realTimeMultiplayerSessionID
# TODO: Is it possible to create a Mongoose ObjectId for 'ls', instead of the string returned from get()?
application.tracker?.trackEvent 'Started Level', category:'Play Level', levelID: @levelID, ls: @session?.get('_id') unless @observing
$(window).trigger 'resize'
@ -423,7 +419,7 @@ module.exports = class PlayLevelView extends RootView
Backbone.Mediator.publish 'level:suppress-selection-sounds', suppress: true
Backbone.Mediator.publish 'tome:select-primary-sprite', {}
Backbone.Mediator.publish 'level:suppress-selection-sounds', suppress: false
@surface.focusOnHero()
@surface?.focusOnHero()
perhapsStartSimulating: ->
return unless @shouldSimulate()
@ -440,7 +436,7 @@ module.exports = class PlayLevelView extends RootView
simulateNextGame: ->
return @simulator.fetchAndSimulateOneGame() if @simulator
simulatorOptions = background: true, leagueID: @courseInstanceID
simulatorOptions.levelID = @level.get('slug') if @level.get('type', true) in ['course-ladder', 'hero-ladder']
simulatorOptions.levelID = @level.get('slug') if @level.isType('course-ladder', 'hero-ladder')
@simulator = new Simulator simulatorOptions
# Crude method of mitigating Simulator memory leak issues
fetchAndSimulateOneGameOriginal = @simulator.fetchAndSimulateOneGame
@ -462,31 +458,30 @@ module.exports = class PlayLevelView extends RootView
cores = window.navigator.hardwareConcurrency or defaultCores # Available on Chrome/Opera, soon Safari
defaultHeapLimit = 793000000
heapLimit = window.performance?.memory?.jsHeapSizeLimit or defaultHeapLimit # Only available on Chrome, basically just says 32- vs. 64-bit
levelType = @level.get 'type', true
gamesSimulated = me.get('simulatedBy')
console.debug "Should we start simulating? Cores:", window.navigator.hardwareConcurrency, "Heap limit:", window.performance?.memory?.jsHeapSizeLimit, "Load duration:", @loadDuration
return false unless $.browser?.desktop
return false if $.browser?.msie or $.browser?.msedge
return false if $.browser.linux
return false if me.level() < 8
if levelType in ['course', 'game-dev']
if @level.isType('course', 'game-dev', 'web-dev')
return false
else if levelType is 'hero' and gamesSimulated
else if @level.isType('hero') and gamesSimulated
return false if stillBuggy
return false if cores < 8
return false if heapLimit < defaultHeapLimit
return false if @loadDuration > 10000
else if levelType is 'hero-ladder' and gamesSimulated
else if @level.isType('hero-ladder') and gamesSimulated
return false if stillBuggy
return false if cores < 4
return false if heapLimit < defaultHeapLimit
return false if @loadDuration > 15000
else if levelType is 'hero-ladder' and not gamesSimulated
else if @level.isType('hero-ladder') and not gamesSimulated
return false if stillBuggy
return false if cores < 8
return false if heapLimit <= defaultHeapLimit
return false if @loadDuration > 20000
else if levelType is 'course-ladder'
else if @level.isType('course-ladder')
return false if cores <= defaultCores
return false if heapLimit < defaultHeapLimit
return false if @loadDuration > 18000
@ -542,7 +537,7 @@ module.exports = class PlayLevelView extends RootView
onDonePressed: -> @showVictory()
onShowVictory: (e) ->
$('#level-done-button').show() unless @level.get('type', true) in ['hero', 'hero-ladder', 'hero-coop', 'course', 'course-ladder', 'game-dev']
$('#level-done-button').show() unless @level.isType('hero', 'hero-ladder', 'hero-coop', 'course', 'course-ladder', 'game-dev', 'web-dev')
@showVictory() if e.showModal
return if @victorySeen
@victorySeen = true
@ -560,12 +555,11 @@ module.exports = class PlayLevelView extends RootView
return if @level.hasLocalChanges() # Don't award achievements when beating level changed in level editor
@endHighlight()
options = {level: @level, supermodel: @supermodel, session: @session, hasReceivedMemoryWarning: @hasReceivedMemoryWarning, courseID: @courseID, courseInstanceID: @courseInstanceID, world: @world}
ModalClass = if @level.get('type', true) in ['hero', 'hero-ladder', 'hero-coop', 'course', 'course-ladder', 'game-dev'] then HeroVictoryModal else VictoryModal
ModalClass = if @level.isType('hero', 'hero-ladder', 'hero-coop', 'course', 'course-ladder', 'game-dev', 'web-dev') then HeroVictoryModal else VictoryModal
ModalClass = CourseVictoryModal if @isCourseMode() or me.isSessionless()
if @level.get('type', true) is 'course-ladder'
if @level.isType('course-ladder')
ModalClass = CourseVictoryModal
options.courseInstanceID = @getQueryVariable 'league'
# TODO: Figure out how the course victory modal can get the course
ModalClass = PicoCTFVictoryModal if window.serverConfig.picoCTF
victoryModal = new ModalClass(options)
@openModalView(victoryModal)
@ -589,13 +583,6 @@ module.exports = class PlayLevelView extends RootView
onFocusDom: (e) -> $(e.selector).focus()
onMultiplayerChanged: (e) ->
if @session.get('multiplayer')
@bus.connect()
else
@bus.removeFirebaseData =>
@bus.disconnect()
onContactClicked: (e) ->
Backbone.Mediator.publish 'level:contact-button-pressed', {}
@openModalView contactModal = new ContactModal levelID: @level.get('slug') or @level.id, courseID: @courseID, courseInstanceID: @courseInstanceID
@ -634,10 +621,6 @@ module.exports = class PlayLevelView extends RootView
AudioPlayer.preloadSoundReference sound
# Real-time playback
onRealTimePlaybackWaiting: (e) ->
@$el.addClass('real-time').focus()
@onWindowResize()
onRealTimePlaybackStarted: (e) ->
@$el.addClass('real-time').focus()
@onWindowResize()
@ -650,14 +633,12 @@ module.exports = class PlayLevelView extends RootView
_.delay @onSubmissionComplete, 750 # Wait for transition to end.
else
@waitingForSubmissionComplete = true
@onRealTimeMultiplayerPlaybackEnded()
onSubmissionComplete: =>
return if @destroyed
Backbone.Mediator.publish 'level:set-time', ratio: 1
return if @level.hasLocalChanges() # Don't award achievements when beating level changed in level editor
# TODO: Show a victory dialog specific to hero-ladder level
if @goalManager.checkOverallStatus() is 'success' and not @options.realTimeMultiplayerSessionID?
if @goalManager.checkOverallStatus() is 'success'
showModalFn = -> Backbone.Mediator.publish 'level:show-victory', showModal: true
@session.recordScores @world.scores, @level
if @level.get 'replayable'
@ -682,7 +663,6 @@ module.exports = class PlayLevelView extends RootView
#@instance.save() unless @instance.loading
delete window.nextURL
console.profileEnd?() if PROFILE_ME
@onRealTimeMultiplayerLevelUnloaded()
application.tracker?.disableInspectletJS()
super()
@ -698,358 +678,3 @@ module.exports = class PlayLevelView extends RootView
@setupManager?.destroy()
@setupManager = new LevelSetupManager({supermodel: @supermodel, level: @level, levelID: @levelID, parent: @, session: @session, hadEverChosenHero: true})
@setupManager.open()
# Start Real-time Multiplayer ######################################################
#
# This view acts as a hub for the real-time multiplayer session for the current level.
#
# It performs these actions:
# Player heartbeat
# Publishes player status
# Updates real-time multiplayer session state
# Updates real-time multiplayer player state
# Cleans up old sessions (sets state to 'finished')
# Real-time multiplayer cast handshake
# Swap teams on game joined, if necessary
# Reload PlayLevelView on real-time submit, automatically continue game and real-time playback
#
# It monitors these:
# Real-time multiplayer sessions
# Current real-time multiplayer session
# Internal multiplayer create/joined/left events
#
# Real-time state variables.
# Each Ref is Firebase reference, and may have a matching Data suffixed variable with the latest data received.
# @realTimePlayerRef - User's real-time multiplayer player for this level
# @realTimePlayerGameRef - User's current real-time multiplayer player game session
# @realTimeSessionRef - Current real-time multiplayer game session
# @realTimeOpponentRef - Current real-time multiplayer opponent
# @realTimePlayersRef - Real-time players for current real-time multiplayer game session
# @options.realTimeMultiplayerSessionID - Need to continue an existing real-time multiplayer session
#
# TODO: Move this code to it's own file, or possibly the LevelBus
# TODO: Save settings somewhere reasonable
multiplayerFireHost: 'https://codecombat.firebaseio.com/test/db/'
onRealTimeMultiplayerLevelLoaded: (session) ->
# console.log 'PlayLevelView onRealTimeMultiplayerLevelLoaded'
return if @realTimePlayerRef?
return if me.get('anonymous')
@realTimePlayerRef = new Firebase "#{@multiplayerFireHost}multiplayer_players/#{@levelID}/#{me.id}"
unless @options.realTimeMultiplayerSessionID?
# TODO: Wait for name instead of using 'Anon', or try and update it later?
name = me.get('name') ? session.get('creatorName') ? 'Anon'
@realTimePlayerRef.set
id: me.id # TODO: is this redundant info necessary?
name: name
state: 'playing'
created: new Date().toISOString()
heartbeat: new Date().toISOString()
@timerMultiplayerHeartbeatID = setInterval @onRealTimeMultiplayerHeartbeat, 60 * 1000
@cleanupRealTimeSessions()
cleanupRealTimeSessions: ->
# console.log 'PlayLevelView cleanupRealTimeSessions'
# TODO: Reduce this call, possibly by username and dates
realTimeSessionCollection = new Firebase "#{@multiplayerFireHost}multiplayer_level_sessions/#{@levelID}"
realTimeSessionCollection.once 'value', (collectionSnapshot) =>
for multiplayerSessionID, multiplayerSession of collectionSnapshot.val()
continue if @options.realTimeMultiplayerSessionID? and @options.realTimeMultiplayerSessionID is multiplayerSessionID
continue unless multiplayerSession.state isnt 'finished'
player = realTimeSessionCollection.child "#{multiplayerSession.id}/players/#{me.id}"
player.once 'value', (playerSnapshot) =>
if playerSnapshot.val()
console.info 'Cleaning up previous real-time multiplayer session', multiplayerSessionID
player.update 'state': 'left'
multiplayerSessionRef = realTimeSessionCollection.child "#{multiplayerSessionID}"
multiplayerSessionRef.update 'state': 'finished'
onRealTimeMultiplayerLevelUnloaded: ->
# console.log 'PlayLevelView onRealTimeMultiplayerLevelUnloaded'
if @timerMultiplayerHeartbeatID?
clearInterval @timerMultiplayerHeartbeatID
@timerMultiplayerHeartbeatID = null
# TODO: similar to game ending cleanup
if @realTimeOpponentRef?
@realTimeOpponentRef.off 'value', @onRealTimeOpponentChanged
@realTimeOpponentRef = null
if @realTimePlayersRef?
@realTimePlayersRef.off 'child_added', @onRealTimePlayerAdded
@realTimePlayersRef = null
if @realTimeSessionRef?
@realTimeSessionRef.off 'value', @onRealTimeSessionChanged
@realTimeSessionRef = null
if @realTimePlayerGameRef?
@realTimePlayerGameRef = null
if @realTimePlayerRef?
@realTimePlayerRef = null
onRealTimeMultiplayerHeartbeat: =>
# console.log 'PlayLevelView onRealTimeMultiplayerHeartbeat', @realTimePlayerRef
@realTimePlayerRef.update 'heartbeat': new Date().toISOString() if @realTimePlayerRef?
onRealTimeMultiplayerCreatedGame: (e) ->
# console.log 'PlayLevelView onRealTimeMultiplayerCreatedGame'
@joinRealTimeMultiplayerGame e
@realTimePlayerGameRef.update 'state': 'coding'
@realTimePlayerRef.update 'state': 'available'
Backbone.Mediator.publish 'real-time-multiplayer:player-status', status: 'Waiting for opponent..'
onRealTimeSessionChanged: (snapshot) =>
# console.log 'PlayLevelView onRealTimeSessionChanged', snapshot.val()
@realTimeSessionData = snapshot.val()
if @realTimeSessionData?.state is 'finished'
@realTimeGameEnded()
Backbone.Mediator.publish 'real-time-multiplayer:left-game', {}
onRealTimePlayerAdded: (snapshot) =>
# console.log 'PlayLevelView onRealTimePlayerAdded', snapshot.val()
# Assume game is full, game on
data = snapshot.val()
if data? and data.id isnt me.id
@realTimeOpponentData = data
# console.log 'PlayLevelView onRealTimePlayerAdded opponent', @realTimeOpponentData, @realTimePlayersData
@realTimePlayersData[@realTimeOpponentData.id] = @realTimeOpponentData
if @realTimeSessionData?.state is 'creating'
@realTimeSessionRef.update 'state': 'coding'
@realTimePlayerRef.update 'state': 'unavailable'
@realTimeOpponentRef = @realTimeSessionRef.child "players/#{@realTimeOpponentData.id}"
@realTimeOpponentRef.on 'value', @onRealTimeOpponentChanged
Backbone.Mediator.publish 'real-time-multiplayer:player-status', status: "Playing against #{@realTimeOpponentData.name}"
onRealTimeOpponentChanged: (snapshot) =>
# console.log 'PlayLevelView onRealTimeOpponentChanged', snapshot.val()
@realTimeOpponentData = snapshot.val()
switch @realTimeOpponentData?.state
when 'left'
console.info 'Real-time multiplayer opponent left the game'
opponentID = @realTimeOpponentData.id
@realTimeGameEnded()
Backbone.Mediator.publish 'real-time-multiplayer:left-game', userID: opponentID
when 'submitted'
# TODO: What should this message say?
Backbone.Mediator.publish 'real-time-multiplayer:player-status', status: "#{@realTimeOpponentData.name} waiting for your code"
joinRealTimeMultiplayerGame: (e) ->
# console.log 'PlayLevelView joinRealTimeMultiplayerGame', e
unless @realTimeSessionRef?
@session.set('submittedCodeLanguage', @session.get('codeLanguage'))
@session.save()
@realTimeSessionRef = new Firebase "#{@multiplayerFireHost}multiplayer_level_sessions/#{@levelID}/#{e.realTimeSessionID}"
@realTimePlayersRef = @realTimeSessionRef.child 'players'
# Look for opponent
@realTimeSessionRef.once 'value', (multiplayerSessionSnapshot) =>
if @realTimeSessionData = multiplayerSessionSnapshot.val()
@realTimePlayersRef.once 'value', (playsSnapshot) =>
if @realTimePlayersData = playsSnapshot.val()
for id, player of @realTimePlayersData
if id isnt me.id
@realTimeOpponentRef = @realTimeSessionRef.child "players/#{id}"
@realTimeOpponentRef.once 'value', (opponentSnapshot) =>
if @realTimeOpponentData = opponentSnapshot.val()
@updateTeam()
else
console.error 'Could not lookup multiplayer opponent data.'
@realTimeOpponentRef.on 'value', @onRealTimeOpponentChanged
Backbone.Mediator.publish 'real-time-multiplayer:player-status', status: 'Playing against ' + player.name
else
console.error 'Could not lookup multiplayer session players data.'
# TODO: need child_removed too?
@realTimePlayersRef.on 'child_added', @onRealTimePlayerAdded
else
console.error 'Could not lookup multiplayer session data.'
@realTimeSessionRef.on 'value', @onRealTimeSessionChanged
@realTimePlayerGameRef = @realTimeSessionRef.child "players/#{me.id}"
# TODO: Follow up in MultiplayerView to see if double joins can be avoided
# else
# console.error 'Joining real-time multiplayer game with an existing @realTimeSessionRef.'
onRealTimeMultiplayerJoinedGame: (e) ->
# console.log 'PlayLevelView onRealTimeMultiplayerJoinedGame', e
@joinRealTimeMultiplayerGame e
@realTimePlayerGameRef.update 'state': 'coding'
@realTimePlayerRef.update 'state': 'unavailable'
onRealTimeMultiplayerLeftGame: (e) ->
# console.log 'PlayLevelView onRealTimeMultiplayerLeftGame', e
if e.userID? and e.userID is me.id
@realTimePlayerGameRef.update 'state': 'left'
@realTimeGameEnded()
realTimeMultiplayerContinueGame: (realTimeSessionID) ->
# console.log 'PlayLevelView realTimeMultiplayerContinueGame', realTimeSessionID, me.id
Backbone.Mediator.publish 'real-time-multiplayer:joined-game', realTimeSessionID: realTimeSessionID
console.info 'Setting my game status to ready'
@realTimePlayerGameRef.update 'state': 'ready'
if @realTimeOpponentData.state is 'ready'
@realTimeOpponentIsReady()
else
console.info 'Waiting for opponent to be ready'
@realTimeOpponentRef.on 'value', @realTimeOpponentMaybeReady
realTimeOpponentMaybeReady: (snapshot) =>
# console.log 'PlayLevelView realTimeOpponentMaybeReady'
if @realTimeOpponentData = snapshot.val()
if @realTimeOpponentData.state is 'ready'
@realTimeOpponentRef.off 'value', @realTimeOpponentMaybeReady
@realTimeOpponentIsReady()
realTimeOpponentIsReady: =>
console.info 'All real-time multiplayer players are ready!'
@realTimeSessionRef.update 'state': 'running'
Backbone.Mediator.publish 'real-time-multiplayer:player-status', status: 'Battling ' + @realTimeOpponentData.name
Backbone.Mediator.publish 'tome:manual-cast', {realTime: true}
realTimeGameEnded: ->
if @realTimeOpponentRef?
@realTimeOpponentRef.off 'value', @onRealTimeOpponentChanged
@realTimeOpponentRef = null
if @realTimePlayersRef?
@realTimePlayersRef.off 'child_added', @onRealTimePlayerAdded
@realTimePlayersRef = null
if @realTimeSessionRef?
@realTimeSessionRef.off 'value', @onRealTimeSessionChanged
@realTimeSessionRef.update 'state': 'finished'
@realTimeSessionRef = null
if @realTimePlayerGameRef?
@realTimePlayerGameRef = null
if @realTimePlayerRef?
@realTimePlayerRef.update 'state': 'playing'
Backbone.Mediator.publish 'real-time-multiplayer:player-status', status: ''
onRealTimeMultiplayerCast: (e) ->
# console.log 'PlayLevelView onRealTimeMultiplayerCast', @realTimeSessionData, @realTimePlayersData
unless @realTimeSessionRef?
console.error 'Real-time multiplayer cast without multiplayer session.'
return
unless @realTimeSessionData?
console.error 'Real-time multiplayer cast without multiplayer data.'
return
unless @realTimePlayersData?
console.error 'Real-time multiplayer cast without multiplayer players data.'
return
# Set submissionCount for created real-time multiplayer session
if me.id is @realTimeSessionData.creator
sessionState = @session.get('state')
if sessionState?
submissionCount = sessionState.submissionCount ? 0
console.info 'Setting multiplayer submissionCount to', submissionCount
@realTimeSessionRef.update 'submissionCount': submissionCount
else
console.error 'Failed to read sessionState in onRealTimeMultiplayerCast'
console.info 'Submitting my code'
permissions = @session.get 'permissions' ? []
unless _.find(permissions, (p) -> p.target is 'public' and p.access is 'read')
permissions.push target:'public', access:'read'
@session.set 'permissions', permissions
@session.patch()
@realTimePlayerGameRef.update 'state': 'submitted'
console.info 'Other player is', @realTimeOpponentData.state
if @realTimeOpponentData.state in ['submitted', 'ready']
@realTimeOpponentSubmittedCode @realTimeOpponentData, @realTimePlayerGameData
else
# Wait for opponent to submit their code
Backbone.Mediator.publish 'real-time-multiplayer:player-status', status: "Waiting for code from #{@realTimeOpponentData.name}"
@realTimeOpponentRef.on 'value', @realTimeOpponentMaybeSubmitted
realTimeOpponentMaybeSubmitted: (snapshot) =>
if @realTimeOpponentData = snapshot.val()
if @realTimeOpponentData.state in ['submitted', 'ready']
@realTimeOpponentRef.off 'value', @realTimeOpponentMaybeSubmitted
@realTimeOpponentSubmittedCode @realTimeOpponentData, @realTimePlayerGameData
onRealTimeMultiplayerPlaybackEnded: ->
# console.log 'PlayLevelView onRealTimeMultiplayerPlaybackEnded'
if @realTimeSessionRef?
@realTimeSessionRef.update 'state': 'coding'
@realTimePlayerGameRef.update 'state': 'coding'
if @realTimeOpponentData?
Backbone.Mediator.publish 'real-time-multiplayer:player-status', status: "Playing against #{@realTimeOpponentData.name}"
realTimeOpponentSubmittedCode: (opponentPlayer, myPlayer) =>
# console.log 'PlayLevelView realTimeOpponentSubmittedCode', @realTimeSessionData.id, opponentPlayer.level_session
# Read submissionCount for joined real-time multiplayer session
if me.id isnt @realTimeSessionData.creator
sessionState = @session.get('state') ? {}
newSubmissionCount = @realTimeSessionData.submissionCount
if newSubmissionCount?
# TODO: This isn't always getting updated where the random seed generation uses it.
sessionState.submissionCount = parseInt newSubmissionCount
console.info 'Got multiplayer submissionCount', sessionState.submissionCount
@session.set 'state', sessionState
@session.patch()
# Reload this level so the opponent session can easily be wired up
Backbone.Mediator.publish 'router:navigate',
route: "/play/level/#{@levelID}"
viewClass: PlayLevelView
viewArgs: [{supermodel: @supermodel, autoUnveil: true, realTimeMultiplayerSessionID: @realTimeSessionData.id, opponent: opponentPlayer.level_session, team: @team}, @levelID]
updateTeam: ->
# If not creator, and same team as creator, then switch teams
# TODO: Assumes there are only 'humans' and 'ogres'
unless @realTimeOpponentData?
console.error 'Tried to switch teams without real-time multiplayer opponent data.'
return
unless @realTimeSessionData?
console.error 'Tried to switch teams without real-time multiplayer session data.'
return
return if me.id is @realTimeSessionData.creator
oldTeam = @realTimeOpponentData.team
return unless oldTeam is @session.get('team')
# Need to switch to other team
newTeam = if oldTeam is 'humans' then 'ogres' else 'humans'
console.info "Switching from team #{oldTeam} to #{newTeam}"
# Move code from old team to new team
# Assumes teamSpells has matching spells for each team
# TODO: Similar to code in loadOpponentTeam, consolidate?
code = @session.get 'code'
teamSpells = @session.get 'teamSpells'
for oldSpellKey in teamSpells[oldTeam]
[oldThang, oldSpell] = oldSpellKey.split '/'
oldCode = code[oldThang]?[oldSpell]
continue unless oldCode?
# Move oldCode to new team under same spell
for newSpellKey in teamSpells[newTeam]
[newThang, newSpell] = newSpellKey.split '/'
if newSpell is oldSpell
# Found spell location under new team
# console.log "Swapping spell=#{oldSpell} from #{oldThang} to #{newThang}"
if code[newThang]?[oldSpell]?
# Option 1: have a new spell to swap
code[oldThang][oldSpell] = code[newThang][oldSpell]
else
# Option 2: no new spell to swap
delete code[oldThang][oldSpell]
code[newThang] = {} unless code[newThang]?
code[newThang][oldSpell] = oldCode
break
@setTeam newTeam # Sets @session 'team'
sessionState = @session.get('state')
if sessionState?
# TODO: Don't hard code thangID
sessionState.selected = if newTeam is 'humans' then 'Hero Placeholder' else 'Hero Placeholder 1'
@session.set 'state', sessionState
@session.set 'code', code
@session.patch()
if sessionState?
# TODO: Don't hardcode spellName
Backbone.Mediator.publish 'level:select-sprite', thangID: sessionState.selected, spellName: 'plan'
# End Real-time Multiplayer ######################################################

View file

@ -57,12 +57,9 @@ module.exports = class ThangAvatarView extends CocoView
@$el.toggleClass 'selected', Boolean(selected)
onProblemsUpdated: (e) ->
return unless @thang?.id of e.spell.thangs
myProblems = []
for thangID, spellThang of e.spell.thangs when thangID is @thang.id
#aether = if e.isCast and spellThang.castAether then spellThang.castAether else spellThang.aether
aether = spellThang.castAether # try only paying attention to the actually cast ones
myProblems = myProblems.concat aether.getAllProblems() if aether
return unless @thang?.id is e.spell.thang?.thang.id
aether = e.spell.thang.castAether
myProblems = aether?.getAllProblems() ? []
worstLevel = null
for level in ['error', 'warning', 'info'] when _.some myProblems, {level: level}
worstLevel = level

View file

@ -0,0 +1,65 @@
CocoView = require 'views/core/CocoView'
State = require 'models/State'
template = require 'templates/play/level/web-surface-view'
module.exports = class WebSurfaceView extends CocoView
id: 'web-surface-view'
template: template
subscriptions:
'tome:html-updated': 'onHTMLUpdated'
initialize: (options) ->
@state = new State
blah: 'blah'
@goals = (goal for goal in options.goalManager.goals when goal.html)
# Consider https://www.npmjs.com/package/css-select to do this on virtualDOM instead of in iframe on concreteDOM
super(options)
afterRender: ->
super()
@iframe = @$('iframe')[0]
$(@iframe).on 'load', (e) =>
window.addEventListener 'message', @onIframeMessage
#@iframe.contentWindow.postMessage {type: 'log', text: 'Player HTML iframe is ready.'}, "*"
@iframeLoaded = true
@onIframeLoaded?()
@onIframeLoaded = null
# TODO: make clicking Run actually trigger a 'create' update here (for resetting scripts)
onHTMLUpdated: (e) ->
unless @iframeLoaded
return @onIframeLoaded = => @onHTMLUpdated e unless @destroyed
dom = htmlparser2.parseDOM e.html, {}
body = _.find(dom, name: 'body') ? {name: 'body', attribs: null, children: dom}
html = _.find(dom, name: 'html') ? {name: 'html', attribs: null, children: [body]}
# TODO: pull out the actual scripts, styles, and body/elements they are doing so we can merge them with our initial structure on the other side
virtualDOM = @dekuify html
messageType = if e.create or not @virtualDOM then 'create' else 'update'
@iframe.contentWindow.postMessage {type: messageType, dom: virtualDOM, goals: @goals}, '*'
@virtualDOM = virtualDOM
dekuify: (elem) ->
return elem.data if elem.type is 'text'
return null if elem.type is 'comment' # TODO: figure out how to make a comment in virtual dom
unless elem.name
console.log("Failed to dekuify", elem)
return elem.type
deku.element(elem.name, elem.attribs, (@dekuify(c) for c in elem.children ? []))
onIframeMessage: (e) =>
origin = e.origin or e.originalEvent.origin
unless origin is window.location.origin
return console.log 'Ignoring message from bad origin:', origin
unless event.source is @iframe.contentWindow
return console.log 'Ignoring message from somewhere other than our iframe:', event.source
switch event.data.type
when 'goals-updated'
Backbone.Mediator.publish 'god:new-html-goal-states', goalStates: event.data.goalStates, overallStatus: event.data.overallStatus
else
console.warn 'Unknown message type', event.data.type, 'for message', e, 'from origin', origin
destroy: ->
window.removeEventListener 'message', @onIframeMessage
super()

View file

@ -49,7 +49,7 @@ module.exports = class HeroVictoryModal extends ModalView
@session = options.session
@level = options.level
@thangTypes = {}
if @level.get('type', true) in ['hero', 'hero-ladder', 'course', 'course-ladder', 'game-dev']
if @level.isType('hero', 'hero-ladder', 'course', 'course-ladder', 'game-dev', 'web-dev')
achievements = new CocoCollection([], {
url: "/db/achievement?related=#{@session.get('level').original}"
model: Achievement
@ -63,17 +63,17 @@ module.exports = class HeroVictoryModal extends ModalView
else
@readyToContinue = true
@playSound 'victory'
if @level.get('type', true) is 'course'
if @level.isType('course', 'game-dev', 'web-dev')
if nextLevel = @level.get('nextLevel')
@nextLevel = new Level().setURL "/db/level/#{nextLevel.original}/version/#{nextLevel.majorVersion}"
@nextLevel = @supermodel.loadModel(@nextLevel).model
if @courseID
@course = new Course().setURL "/db/course/#{@courseID}"
@course = @supermodel.loadModel(@course).model
if @level.get('type', true) in ['course', 'course-ladder']
if @level.isType('course', 'course-ladder')
@saveReviewEventually = _.debounce(@saveReviewEventually, 2000)
@loadExistingFeedback()
# TODO: support game-dev
# TODO: support 'game-dev' and 'web-dev' (not the same as 'course' since can be played outside of courses)
destroy: ->
clearInterval @sequentialAnimationInterval
@ -154,8 +154,8 @@ module.exports = class HeroVictoryModal extends ModalView
getRenderData: ->
c = super()
c.levelName = utils.i18n @level.attributes, 'name'
# TODO: support 'game-dev'
if @level.get('type', true) not in ['hero', 'game-dev']
# TODO: support 'game-dev', 'web-dev'
if @level.isType('hero', 'game-dev', 'web-dev')
c.victoryText = utils.i18n @level.get('victory') ? {}, 'body'
earnedAchievementMap = _.indexBy(@newEarnedAchievements or [], (ea) -> ea.get('achievement'))
for achievement in (@achievements?.models or [])
@ -192,7 +192,7 @@ module.exports = class HeroVictoryModal extends ModalView
c.thangTypes = @thangTypes
c.me = me
c.readyToRank = @level.get('type', true) in ['hero-ladder', 'course-ladder'] and @session.readyToRank()
c.readyToRank = @level.isType('hero-ladder', 'course-ladder') and @session.readyToRank()
c.level = @level
c.i18n = utils.i18n
@ -211,10 +211,10 @@ module.exports = class HeroVictoryModal extends ModalView
# Show the "I'm done" button between 30 - 120 minutes if they definitely came from Hour of Code
c.showHourOfCodeDoneButton = showDone
c.showLeaderboard = @level.get('scoreTypes')?.length > 0 and @level.get('type', true) isnt 'course'
c.showLeaderboard = @level.get('scoreTypes')?.length > 0 and not @level.isType('course')
c.showReturnToCourse = not c.showLeaderboard and not me.get('anonymous') and @level.get('type', true) in ['course', 'course-ladder']
c.isCourseLevel = @level.get('type', true) in ['course']
c.showReturnToCourse = not c.showLeaderboard and not me.get('anonymous') and @level.isType('course', 'course-ladder')
c.isCourseLevel = @level.isType('course')
c.currentCourseName = @course?.get('name')
c.currentLevelName = @level?.get('name')
c.nextLevelName = @nextLevel?.get('name')
@ -223,17 +223,17 @@ module.exports = class HeroVictoryModal extends ModalView
afterRender: ->
super()
@$el.toggleClass 'with-achievements', @level.get('type', true) in ['hero', 'hero-ladder', 'game-dev'] # TODO: support game-dev
@$el.toggleClass 'with-achievements', @level.isType('hero', 'hero-ladder', 'game-dev', 'web-dev') # TODO: support game-dev, web-dev
return unless @supermodel.finished()
@playSelectionSound hero, true for original, hero of @thangTypes # Preload them
@updateSavingProgressStatus()
@initializeAnimations()
if @level.get('type', true) in ['hero-ladder', 'course-ladder']
if @level.isType('hero-ladder', 'course-ladder')
@ladderSubmissionView = new LadderSubmissionView session: @session, level: @level
@insertSubView @ladderSubmissionView, @$el.find('.ladder-submission-view')
initializeAnimations: ->
return @endSequentialAnimations() unless @level.get('type', true) in ['hero', 'hero-ladder', 'game-dev'] # TODO: support game-dev
return @endSequentialAnimations() unless @level.isType('hero', 'hero-ladder', 'game-dev', 'web-dev') # TODO: support game-dev, web-dev
@updateXPBars 0
#playVictorySound = => @playSound 'victory-title-appear' # TODO: actually add this
@$el.find('#victory-header').delay(250).queue(->
@ -264,7 +264,7 @@ module.exports = class HeroVictoryModal extends ModalView
beginSequentialAnimations: ->
return if @destroyed
return unless @level.get('type', true) in ['hero', 'hero-ladder', 'game-dev'] # TODO: support game-dev
return unless @level.isType('hero', 'hero-ladder', 'game-dev', 'web-dev') # TODO: support game-dev, web-dev
@sequentialAnimatedPanels = _.map(@animatedPanels.find('.reward-panel'), (panel) -> {
number: $(panel).data('number')
previousNumber: $(panel).data('previous-number')
@ -379,7 +379,7 @@ module.exports = class HeroVictoryModal extends ModalView
clearInterval @sequentialAnimationInterval
@animationComplete = true
@updateSavingProgressStatus()
Backbone.Mediator.publish 'music-player:enter-menu', terrain: @level.get('terrain', true)
Backbone.Mediator.publish 'music-player:enter-menu', terrain: @level.get('terrain', true) or 'forest'
updateSavingProgressStatus: ->
@$el.find('#saving-progress-label').toggleClass('hide', @readyToContinue)
@ -394,7 +394,7 @@ module.exports = class HeroVictoryModal extends ModalView
viewArgs = [{supermodel: if @options.hasReceivedMemoryWarning then null else @supermodel}, @level.get('slug')]
ladderURL = "/play/ladder/#{@level.get('slug') || @level.id}"
if leagueID = (@courseInstanceID or @getQueryVariable 'league')
leagueType = if @level.get('type') is 'course-ladder' then 'course' else 'clan'
leagueType = if @level.isType('course-ladder') then 'course' else 'clan'
viewArgs.push leagueType
viewArgs.push leagueID
ladderURL += "/#{leagueType}/#{leagueID}"
@ -414,14 +414,14 @@ module.exports = class HeroVictoryModal extends ModalView
{'kithgard-gates': 'forest', 'kithgard-mastery': 'forest', 'siege-of-stonehold': 'desert', 'clash-of-clones': 'mountain', 'summits-gate': 'glacier'}[@level.get('slug')] or @level.get 'campaign' # Much easier to just keep this updated than to dynamically figure it out.
getNextLevelLink: (returnToCourse=false) ->
if @level.get('type', true) is 'course' and nextLevel = @level.get('nextLevel') and not returnToCourse
if @level.isType('course', 'game-dev', 'web-dev') and nextLevel = @level.get('nextLevel') and not returnToCourse # TODO: support game-dev and web-dev
# need to do something more complicated to load its slug
console.log 'have @nextLevel', @nextLevel, 'from nextLevel', nextLevel
link = "/play/level/#{@nextLevel.get('slug')}"
if @courseID
link += "?course=#{@courseID}"
link += "&course-instance=#{@courseInstanceID}" if @courseInstanceID
else if @level.get('type', true) is 'course'
else if @level.isType('course')
link = "/courses"
if @courseID
link += "/#{@courseID}"
@ -440,12 +440,12 @@ module.exports = class HeroVictoryModal extends ModalView
justBeatLevel: @level
supermodel: if @options.hasReceivedMemoryWarning then null else @supermodel
_.merge options, extraOptions if extraOptions
if @level.get('type', true) is 'course' and @nextLevel and not options.returnToCourse
if @level.isType('course') and @nextLevel and not options.returnToCourse
viewClass = require 'views/play/level/PlayLevelView'
options.courseID = @courseID
options.courseInstanceID = @courseInstanceID
viewArgs = [options, @nextLevel.get('slug')]
else if @level.get('type', true) is 'course'
else if @level.isType('course')
# TODO: shouldn't set viewClass and route in different places
viewClass = require 'views/courses/CoursesView'
viewArgs = [options]
@ -453,7 +453,7 @@ module.exports = class HeroVictoryModal extends ModalView
viewClass = require 'views/courses/CourseDetailsView'
viewArgs.push @courseID
viewArgs.push @courseInstanceID if @courseInstanceID
else if @level.get('type', true) is 'course-ladder'
else if @level.isType('course-ladder')
leagueID = @courseInstanceID or @getQueryVariable 'league'
nextLevelLink = "/play/ladder/#{@level.get('slug')}"
nextLevelLink += "/course/#{leagueID}" if leagueID

View file

@ -71,7 +71,7 @@ module.exports = class VictoryModal extends ModalView
c.me = me
c.levelName = utils.i18n @level.attributes, 'name'
c.level = @level
if c.level.get('type') is 'ladder'
if c.level.isType('ladder')
c.readyToRank = @session.readyToRank()
c

View file

@ -18,9 +18,6 @@ module.exports = class CastButtonView extends CocoView
'tome:cast-spells': 'onCastSpells'
'tome:manual-cast-denied': 'onManualCastDenied'
'god:new-world-created': 'onNewWorld'
'real-time-multiplayer:created-game': 'onJoinedRealTimeMultiplayerGame'
'real-time-multiplayer:joined-game': 'onJoinedRealTimeMultiplayerGame'
'real-time-multiplayer:left-game': 'onLeftRealTimeMultiplayerGame'
'goal-manager:new-goal-states': 'onNewGoalStates'
'god:goals-calculated': 'onGoalsCalculated'
'playback:ended-changed': 'onPlaybackEndedChanged'
@ -43,9 +40,9 @@ module.exports = class CastButtonView extends CocoView
super()
@castButton = $('.cast-button', @$el)
spell.view?.createOnCodeChangeHandlers() for spellKey, spell of @spells
if @options.level.get('hidesSubmitUntilRun') or @options.level.get 'hidesRealTimePlayback'
if @options.level.get('hidesSubmitUntilRun') or @options.level.get('hidesRealTimePlayback') or @options.level.isType('web-dev')
@$el.find('.submit-button').hide() # Hide Submit for the first few until they run it once.
if @options.session.get('state')?.complete and @options.level.get 'hidesRealTimePlayback'
if @options.session.get('state')?.complete and (@options.level.get('hidesRealTimePlayback') or @options.level.isType('web-dev'))
@$el.find('.done-button').show()
if @options.level.get('slug') in ['course-thornbush-farm', 'thornbush-farm']
@$el.find('.submit-button').hide() # Hide submit until first win so that script can explain it.
@ -71,9 +68,7 @@ module.exports = class CastButtonView extends CocoView
Backbone.Mediator.publish 'tome:manual-cast', {}
onCastRealTimeButtonClick: (e) ->
if @inRealTimeMultiplayerSession
Backbone.Mediator.publish 'real-time-multiplayer:manual-cast', {}
else if @options.level.get('replayable') and (timeUntilResubmit = @options.session.timeUntilResubmit()) > 0
if @options.level.get('replayable') and (timeUntilResubmit = @options.session.timeUntilResubmit()) > 0
Backbone.Mediator.publish 'tome:manual-cast-denied', timeUntilResubmit: timeUntilResubmit
else
Backbone.Mediator.publish 'tome:manual-cast', {realTime: true}
@ -81,7 +76,7 @@ module.exports = class CastButtonView extends CocoView
onDoneButtonClick: (e) ->
return if @options.level.hasLocalChanges() # Don't award achievements when beating level changed in level editor
@options.session.recordScores @world.scores, @options.level
@options.session.recordScores @world?.scores, @options.level
Backbone.Mediator.publish 'level:show-victory', showModal: true
onSpellChanged: (e) ->
@ -118,7 +113,7 @@ module.exports = class CastButtonView extends CocoView
@winnable = winnable
@$el.toggleClass 'winnable', @winnable
Backbone.Mediator.publish 'tome:winnability-updated', winnable: @winnable, level: @options.level
if @options.level.get 'hidesRealTimePlayback'
if @options.level.get('hidesRealTimePlayback') or @options.level.isType('web-dev')
@$el.find('.done-button').toggle @winnable
else if @winnable and @options.level.get('slug') in ['course-thornbush-farm', 'thornbush-farm']
@$el.find('.submit-button').show() # Hide submit until first win so that script can explain it.
@ -178,9 +173,3 @@ module.exports = class CastButtonView extends CocoView
return unless placeholder.length
@ladderSubmissionView = new LadderSubmissionView session: @options.session, level: @options.level, mirrorSession: @mirrorSession
@insertSubView @ladderSubmissionView, placeholder
onJoinedRealTimeMultiplayerGame: (e) ->
@inRealTimeMultiplayerSession = true
onLeftRealTimeMultiplayerGame: (e) ->
@inRealTimeMultiplayerSession = false

View file

@ -42,12 +42,15 @@ module.exports = class DocFormatter
@fillOutDoc()
fillOutDoc: ->
# TODO: figure out how to do html docs for web-dev levels
if _.isString @doc
@doc = name: @doc, type: typeof @options.thang[@doc]
if @options.isSnippet
@doc.type = 'snippet'
@doc.owner = 'snippets'
@doc.shortName = @doc.shorterName = @doc.title = @doc.name
else if @doc.owner is 'HTML'
@doc.shortName = @doc.shorterName = @doc.title = @doc.name
else
@doc.owner ?= 'this'
ownerName = @doc.ownerName = if @doc.owner isnt 'this' then @doc.owner else switch @options.language
@ -139,7 +142,7 @@ module.exports = class DocFormatter
if @doc.args
arg.example = arg.example.replace thisToken[@options.language], 'hero' for arg in @doc.args when arg.example
if @doc.shortName is 'loop' and @options.level.get('type', true) in ['course', 'course-ladder']
if @doc.shortName is 'loop' and @options.level.isType('course', 'course-ladder')
@replaceSimpleLoops()
replaceSimpleLoops: ->
@ -185,6 +188,7 @@ module.exports = class DocFormatter
[docName, args]
formatValue: (v) ->
return null if @options.level.isType('web-dev')
return null if @doc.type is 'snippet'
return @options.thang.now() if @doc.name is 'now'
return '[Function]' if not v and @doc.type is 'function'

View file

@ -14,7 +14,6 @@ module.exports = class ProblemAlertView extends CocoView
'level:restart': 'onHideProblemAlert'
'tome:jiggle-problem-alert': 'onJiggleProblemAlert'
'tome:manual-cast': 'onHideProblemAlert'
'real-time-multiplayer:manual-cast': 'onHideProblemAlert'
events:
'click .close': 'onRemoveClicked'

View file

@ -1,5 +1,5 @@
SpellView = require './SpellView'
SpellListTabEntryView = require './SpellListTabEntryView'
SpellTopBarView = require './SpellTopBarView'
{me} = require 'core/auth'
{createAetherOptions} = require 'lib/aether_utils'
utils = require 'core/utils'
@ -7,7 +7,7 @@ utils = require 'core/utils'
module.exports = class Spell
loaded: false
view: null
entryView: null
topBarView: null
constructor: (options) ->
@spellKey = options.spellKey
@ -20,8 +20,6 @@ module.exports = class Spell
@supermodel = options.supermodel
@skipProtectAPI = options.skipProtectAPI
@worker = options.worker
@levelID = options.levelID
@levelType = options.level.get('type', true)
@level = options.level
p = options.programmableMethod
@ -47,30 +45,38 @@ module.exports = class Spell
if p.aiSource and not @otherSession and not @canWrite()
@source = @originalSource = p.aiSource
@isAISource = true
@thangs = {}
if @canRead() # We can avoid creating these views if we'll never use them.
@view = new SpellView {spell: @, level: options.level, session: @session, otherSession: @otherSession, worker: @worker, god: options.god, @supermodel}
@view = new SpellView {spell: @, level: options.level, session: @session, otherSession: @otherSession, worker: @worker, god: options.god, @supermodel, levelID: options.levelID}
@view.render() # Get it ready and code loaded in advance
@tabView = new SpellListTabEntryView
@topBarView = new SpellTopBarView
hintsState: options.hintsState
spell: @
supermodel: @supermodel
codeLanguage: @language
level: options.level
@tabView.render()
@topBarView.render()
Backbone.Mediator.publish 'tome:spell-created', spell: @
destroy: ->
@view?.destroy()
@tabView?.destroy()
@thangs = null
@topBarView?.destroy()
@thang = null
@worker = null
setLanguage: (@language) ->
@language = 'html' if @level.isType('web-dev')
#console.log 'setting language to', @language, 'so using original source', @languages[language] ? @languages.javascript
@originalSource = @languages[@language] ? @languages.javascript
@originalSource = @addPicoCTFProblem() if window.serverConfig.picoCTF
if @level.isType('web-dev')
playerCode = @originalSource.match(/<playercode>\n([\s\S]*)\n *<\/playercode>/)[1]
playerCodeLines = playerCode.split('\n')
indentation = playerCodeLines[0].length - playerCodeLines[0].trim().length
playerCode = (line.substr(indentation) for line in playerCodeLines).join('\n')
@wrapperCode = @originalSource.replace /<playercode>[\s\S]*<\/playercode>/, ''
@originalSource = playerCode
# Translate comments chosen spoken language.
return unless @commentContext
context = $.extend true, {}, @commentContext
@ -87,7 +93,7 @@ module.exports = class Spell
catch e
console.error "Couldn't create example code template of", @originalSource, "\nwith context", context, "\nError:", e
if /loop/.test(@originalSource) and @levelType in ['course', 'course-ladder']
if /loop/.test(@originalSource) and @level.isType('course', 'course-ladder')
# Temporary hackery to make it look like we meant while True: in our sample code until we can update everything
@originalSource = switch @language
when 'python' then @originalSource.replace /loop:/, 'while True:'
@ -96,6 +102,9 @@ module.exports = class Spell
when 'coffeescript' then @originalSource
else @originalSource
constructHTML: (source) ->
@wrapperCode.replace '', source
addPicoCTFProblem: ->
return @originalSource unless problem = @level.picoCTFProblem
description = """
@ -105,13 +114,13 @@ module.exports = class Spell
("// #{line}" for line in description.split('\n')).join('\n') + '\n' + @originalSource
addThang: (thang) ->
if @thangs[thang.id]
@thangs[thang.id].thang = thang
if @thang?.thang.id is thang.id
@thang.thang = thang
else
@thangs[thang.id] = {thang: thang, aether: @createAether(thang), castAether: null}
@thang = {thang: thang, aether: @createAether(thang), castAether: null}
removeThangID: (thangID) ->
delete @thangs[thangID]
@thang = null if @thang?.thang.id is thangID
canRead: (team) ->
(team ? me.team) in @permissions.read or (team ? me.team) in @permissions.readwrite
@ -127,28 +136,16 @@ module.exports = class Spell
@source = source
else
source = @getSource()
[pure, problems] = [null, null]
for thangID, spellThang of @thangs
unless pure
pure = spellThang.aether.transpile source
problems = spellThang.aether.problems
#console.log 'aether transpiled', source.length, 'to', spellThang.aether.pure.length, 'for', thangID, @spellKey
else
spellThang.aether.raw = source
spellThang.aether.pure = pure
spellThang.aether.problems = problems
#console.log 'aether reused transpilation for', thangID, @spellKey
unless @language is 'html'
@thang?.aether.transpile source
null
hasChanged: (newSource=null, currentSource=null) ->
(newSource ? @originalSource) isnt (currentSource ? @source)
hasChangedSignificantly: (newSource=null, currentSource=null, cb) ->
for thangID, spellThang of @thangs
aether = spellThang.aether
break
unless aether
console.error @toString(), 'couldn\'t find a spellThang with aether of', @thangs
unless aether = @thang?.aether
console.error @toString(), 'couldn\'t find a spellThang with aether', @thang
cb false
if @worker
workerMessage =
@ -169,9 +166,9 @@ module.exports = class Spell
createAether: (thang) ->
writable = @permissions.readwrite.length > 0 and not @isAISource
skipProtectAPI = @skipProtectAPI or not writable or @levelType in ['game-dev']
skipProtectAPI = @skipProtectAPI or not writable or @level.isType('game-dev')
problemContext = @createProblemContext thang
includeFlow = (@levelType in ['hero', 'hero-ladder', 'hero-coop', 'course', 'course-ladder', 'game-dev']) and not skipProtectAPI
includeFlow = @level.isType('hero', 'hero-ladder', 'hero-coop', 'course', 'course-ladder', 'game-dev') and not skipProtectAPI
aetherOptions = createAetherOptions
functionName: @name
codeLanguage: @language
@ -190,9 +187,8 @@ module.exports = class Spell
aether
updateLanguageAether: (@language) ->
for thangId, spellThang of @thangs
spellThang.aether?.setLanguage @language
spellThang.castAether = null
@thang?.aether?.setLanguage @language
@thang?.castAether = null
Backbone.Mediator.publish 'tome:spell-changed-language', spell: @, language: @language
if @worker
workerMessage =

View file

@ -17,7 +17,6 @@ module.exports = class SpellDebugView extends CocoView
'god:new-world-created': 'onNewWorld'
'god:debug-value-return': 'handleDebugValue'
'god:debug-world-load-progress-changed': 'handleWorldLoadProgressChanged'
'tome:spell-shown': 'changeCurrentThangAndSpell'
'tome:cast-spells': 'onTomeCast'
'surface:frame-changed': 'onFrameChanged'
'tome:spell-has-changed-significantly-calculation': 'onSpellChangedCalculation'
@ -98,10 +97,6 @@ module.exports = class SpellDebugView extends CocoView
currentObject = currentObject[key]
currentObject[keys[keys.length - 1]] = value
changeCurrentThangAndSpell: (thangAndSpellObject) ->
@thang = thangAndSpellObject.thang
@spell = thangAndSpellObject.spell
handleDebugValue: (e) ->
{key, value} = e
@workerIsSimulating = false

View file

@ -1,33 +0,0 @@
CocoView = require 'views/core/CocoView'
ThangAvatarView = require 'views/play/level/ThangAvatarView'
template = require 'templates/play/level/tome/spell_list_entry_thangs'
module.exports = class SpellListEntryThangsView extends CocoView
className: 'spell-list-entry-thangs-view'
template: template
constructor: (options) ->
super options
@thangs = options.thangs
@thang = options.thang
@spell = options.spell
@avatars = []
afterRender: ->
super()
avatar.destroy() for avatar in @avatars if @avatars
@avatars = []
spellName = @spell.name
for thang in @thangs
avatar = new ThangAvatarView thang: thang, includeName: true, supermodel: @supermodel, creator: @
@$el.append avatar.el
avatar.render()
avatar.setSelected thang is @thang
avatar.$el.data('thang-id', thang.id).click (e) ->
Backbone.Mediator.publish 'level:select-sprite', thangID: $(@).data('thang-id'), spellName: spellName
avatar.onProblemsUpdated spell: @spell
@avatars.push avatar
destroy: ->
avatar.destroy() for avatar in @avatars
super()

View file

@ -1,115 +0,0 @@
# TODO: This still needs a way to send problem states to its Thang
CocoView = require 'views/core/CocoView'
ThangAvatarView = require 'views/play/level/ThangAvatarView'
SpellListEntryThangsView = require 'views/play/level/tome/SpellListEntryThangsView'
template = require 'templates/play/level/tome/spell_list_entry'
module.exports = class SpellListEntryView extends CocoView
tagName: 'div' #'li'
className: 'spell-list-entry-view'
template: template
controlsEnabled: true
subscriptions:
'tome:problems-updated': 'onProblemsUpdated'
'tome:spell-changed-language': 'onSpellChangedLanguage'
'level:disable-controls': 'onDisableControls'
'level:enable-controls': 'onEnableControls'
'god:new-world-created': 'onNewWorld'
events:
'click': 'onClick'
'mouseenter .thang-avatar-view': 'onMouseEnterAvatar'
'mouseleave .thang-avatar-view': 'onMouseLeaveAvatar'
constructor: (options) ->
super options
@spell = options.spell
@showTopDivider = options.showTopDivider
getRenderData: (context={}) ->
context = super context
context.spell = @spell
context.thangNames = (thangID for thangID, spellThang of @spell.thangs when spellThang.thang.exists).join(', ') # + ', Marcus, Robert, Phoebe, Will Smith, Zap Brannigan, You, Gandaaaaalf'
context.showTopDivider = @showTopDivider
context
getPrimarySpellThang: ->
if @lastSelectedThang
spellThang = _.find @spell.thangs, (spellThang) => spellThang.thang.id is @lastSelectedThang.id
return spellThang if spellThang
for thangID, spellThang of @spell.thangs
continue unless spellThang.thang.exists
return spellThang # Just do the first one else
afterRender: ->
super()
return unless @options.showTopDivider # Don't repeat Thang avatars when not changed from previous entry
return @$el.hide() unless spellThang = @getPrimarySpellThang()
@$el.show()
@avatar?.destroy()
@avatar = new ThangAvatarView thang: spellThang.thang, includeName: false, supermodel: @supermodel
@$el.prepend @avatar.el # Before rendering, so render can use parent for popover
@avatar.render()
@avatar.setSharedThangs _.size @spell.thangs
@$el.addClass 'shows-top-divider' if @options.showTopDivider
setSelected: (selected, @lastSelectedThang) ->
@avatar?.setSelected selected
onClick: (e) ->
spellThang = @getPrimarySpellThang()
Backbone.Mediator.publish 'level:select-sprite', thangID: spellThang.thang.id, spellName: @spell.name
onMouseEnterAvatar: (e) ->
return unless @controlsEnabled and _.size(@spell.thangs) > 1
@showThangs()
onMouseLeaveAvatar: (e) ->
return unless @controlsEnabled and _.size(@spell.thangs) > 1
@hideThangsTimeout = _.delay @hideThangs, 100
showThangs: ->
clearTimeout @hideThangsTimeout if @hideThangsTimeout
return if @thangsView
spellThang = @getPrimarySpellThang()
return unless spellThang
@thangsView = new SpellListEntryThangsView thangs: (spellThang.thang for thangID, spellThang of @spell.thangs), thang: spellThang.thang, spell: @spell, supermodel: @supermodel
@thangsView.render()
@$el.append @thangsView.el
@thangsView.$el.mouseenter (e) => @onMouseEnterAvatar()
@thangsView.$el.mouseleave (e) => @onMouseLeaveAvatar()
hideThangs: =>
return unless @thangsView
@thangsView.off 'mouseenter mouseleave'
@thangsView.$el.remove()
@thangsView.destroy()
@thangsView = null
onProblemsUpdated: (e) ->
return unless e.spell is @spell
@$el.toggleClass 'user-code-problem', e.problems.length
onSpellChangedLanguage: (e) ->
return unless e.spell is @spell
@render() # So that we can update parameters if needed
onDisableControls: (e) -> @toggleControls e, false
onEnableControls: (e) -> @toggleControls e, true
toggleControls: (e, enabled) ->
return if e.controls and not ('editor' in e.controls)
return if enabled is @controlsEnabled
@controlsEnabled = enabled
disabled = not enabled
# Should refactor the disabling list so we can target the spell list separately?
# Should not call it 'editor' any more?
@$el.toggleClass('disabled', disabled).find('*').prop('disabled', disabled)
onNewWorld: (e) ->
@lastSelectedThang = e.world.thangMap[@lastSelectedThang.id] if @lastSelectedThang
destroy: ->
@avatar?.destroy()
super()

View file

@ -1,96 +0,0 @@
# The SpellListView has SpellListEntryViews, which have ThangAvatarViews.
# The SpellListView serves as a dropdown triggered from a SpellListTabEntryView, which actually isn't in a list, just had a lot of similar parts.
# There is only one SpellListView, and it belongs to the TomeView.
# TODO: showTopDivider should change when we reorder
CocoView = require 'views/core/CocoView'
template = require 'templates/play/level/tome/spell_list'
{me} = require 'core/auth'
SpellListEntryView = require './SpellListEntryView'
module.exports = class SpellListView extends CocoView
className: 'spell-list-view'
id: 'spell-list-view'
template: template
subscriptions:
'god:new-world-created': 'onNewWorld'
constructor: (options) ->
super options
@entries = []
@sortSpells()
sortSpells: ->
# Keep only spells for which we have permissions
spells = _.filter @options.spells, (s) -> s.canRead()
@spells = _.sortBy spells, @sortScoreForSpell
#console.log 'Kept sorted spells', @spells
sortScoreForSpell: (s) =>
# Sort by most spells per fewest Thangs
# Lower comes first
score = 0
# Selected spell at the top
score -= 9001900190019001 if s is @spell
# Spells for selected thang at the top
score -= 900190019001 if @thang and @thang.id of s.thangs
# Read-only spells at the bottom
score += 90019001 unless s.canWrite()
# The more Thangs sharing a spell, the lower
score += 9001 * _.size(s.thangs)
# The more spells per Thang, the higher
score -= _.filter(@spells, (s2) -> thangID of s2.thangs).length for thangID of s.thangs
score
sortEntries: ->
# Call sortSpells before this
@entries = _.sortBy @entries, (entry) => _.indexOf @spells, entry.spell
@$el.append entry.$el for entry in @entries
afterRender: ->
super()
@addSpellListEntries()
addSpellListEntries: ->
newEntries = []
lastThangs = null
for spell, index in @spells
continue if _.find @entries, spell: spell
theseThangs = _.keys(spell.thangs)
changedThangs = not lastThangs or not _.isEqual theseThangs, lastThangs
lastThangs = theseThangs
newEntries.push entry = new SpellListEntryView spell: spell, showTopDivider: changedThangs, supermodel: @supermodel, level: @options.level
@entries.push entry
for entry in newEntries
@$el.append entry.el
entry.render() # Render after appending so that we can access parent container for popover
rerenderEntries: ->
entry.render() for entry in @entries
onNewWorld: (e) ->
@thang = e.world.thangMap[@thang.id] if @thang
setThangAndSpell: (@thang, @spell) ->
@entries[0]?.setSelected false
@sortSpells()
@sortEntries()
@entries[0].setSelected true, @thang
addThang: (thang) ->
@sortSpells()
@addSpellListEntries()
adjustSpells: (spells) ->
for entry in @entries when _.isEmpty entry.spell.thangs
entry.$el.remove()
entry.destroy()
@spells = @options.spells = spells
@sortSpells()
@addSpellListEntries()
destroy: ->
entry.destroy() for entry in @entries
super()

View file

@ -33,7 +33,7 @@ module.exports = class SpellPaletteEntryView extends CocoView
afterRender: ->
super()
@$el.addClass(@doc.type)
@$el.addClass _.string.slugify @doc.type
placement = -> if $('body').hasClass('dialogue-view-active') then 'top' else 'left'
@$el.popover(
animation: false
@ -84,7 +84,7 @@ module.exports = class SpellPaletteEntryView extends CocoView
Backbone.Mediator.publish 'tome:palette-pin-toggled', entry: @, pinned: @popoverPinned
onClick: (e) =>
if true or @options.level.get('type', true) in ['hero', 'hero-ladder', 'hero-coop', 'course', 'course-ladder', 'game-dev']
if true or @options.level.isType('hero', 'hero-ladder', 'hero-coop', 'course', 'course-ladder', 'game-dev')
# Jiggle instead of pin for hero levels
# Actually, do it all the time, because we recently busted the pin CSS. TODO: restore pinning
jigglyPopover = $('.spell-palette-popover.popover')

View file

@ -87,6 +87,7 @@ module.exports = class SpellPaletteView extends CocoView
entry.$el.addClass 'first-entry'
@$el.addClass 'hero'
@$el.toggleClass 'shortenize', Boolean @shortenize
@$el.toggleClass 'web-dev', @options.level.isType('web-dev')
@updateMaxHeight() unless application.isIPadApp
afterInsert: ->
@ -100,7 +101,9 @@ module.exports = class SpellPaletteView extends CocoView
return unless @isHero
# We figure out how many columns we can fit, width-wise, and then guess how many rows will be needed.
# We can then assign a height based on the number of rows, and the flex layout will do the rest.
columnWidth = if @shortenize then 175 else 212
columnWidth = 212
columnWidth = 175 if @shortenize
columnWidth = 100 if @options.level.isType('web-dev')
nColumns = Math.floor @$el.find('.properties-this').innerWidth() / columnWidth # will always have 2 columns, since at 1024px screen we have 424px .properties
columns = ({items: [], nEntries: 0} for i in [0 ... nColumns])
orderedColumns = []
@ -153,11 +156,12 @@ module.exports = class SpellPaletteView extends CocoView
JSON: 'programmableJSONProperties'
LoDash: 'programmableLoDashProperties'
Vector: 'programmableVectorProperties'
HTML: 'programmableHTMLProperties'
snippets: 'programmableSnippets'
else
propStorage =
'this': ['apiProperties', 'apiMethods']
if not (@options.level.get('type', true) in ['hero', 'hero-ladder', 'hero-coop', 'course', 'course-ladder', 'game-dev']) or not @options.programmable
if not @options.level.isType('hero', 'hero-ladder', 'hero-coop', 'course', 'course-ladder', 'game-dev', 'web-dev') or not @options.programmable
@organizePalette propStorage, allDocs, excludedDocs
else
@organizePaletteHero propStorage, allDocs, excludedDocs
@ -192,14 +196,14 @@ module.exports = class SpellPaletteView extends CocoView
return 'more' if entry.doc.owner is 'this' and entry.doc.name in (propGroups.more ? [])
entry.doc.owner
@entries = _.sortBy @entries, (entry) ->
order = ['this', 'more', 'Math', 'Vector', 'String', 'Object', 'Array', 'Function', 'snippets']
order = ['this', 'more', 'Math', 'Vector', 'String', 'Object', 'Array', 'Function', 'HTML', 'snippets']
index = order.indexOf groupForEntry entry
index = String.fromCharCode if index is -1 then order.length else index
index += entry.doc.name
if tabbify and _.find @entries, ((entry) -> entry.doc.owner isnt 'this')
@entryGroups = _.groupBy @entries, groupForEntry
else
i18nKey = if @options.level.get('type', true) in ['hero', 'hero-ladder', 'hero-coop', 'course', 'course-ladder', 'game-dev'] then 'play_level.tome_your_skills' else 'play_level.tome_available_spells'
i18nKey = if @options.level.isType('hero', 'hero-ladder', 'hero-coop', 'course', 'course-ladder', 'game-dev', 'web-dev') then 'play_level.tome_your_skills' else 'play_level.tome_available_spells'
defaultGroup = $.i18n.t i18nKey
@entryGroups = {}
@entryGroups[defaultGroup] = @entries
@ -243,7 +247,7 @@ module.exports = class SpellPaletteView extends CocoView
console.log @thang.id, "couldn't find item ThangType for", slot, thangTypeName
# Get any Math-, Vector-, etc.-owned properties into their own tabs
for owner, storage of propStorage when not (owner in ['this', 'more', 'snippets'])
for owner, storage of propStorage when not (owner in ['this', 'more', 'snippets', 'HTML'])
continue unless @thang[storage]?.length
@tabs ?= {}
@tabs[owner] = []
@ -257,7 +261,7 @@ module.exports = class SpellPaletteView extends CocoView
# Assign any unassigned properties to the hero itself.
for owner, storage of propStorage
continue unless owner in ['this', 'more', 'snippets']
continue unless owner in ['this', 'more', 'snippets', 'HTML']
for prop in _.reject(@thang[storage] ? [], (prop) -> itemsByProp[prop] or prop[0] is '_') # no private properties
continue if prop is 'say' and @options.level.get 'hidesSay' # Hide for Dungeon Campaign
continue if prop is 'moveXY' and @options.level.get('slug') is 'slalom' # Hide for Slalom
@ -282,6 +286,9 @@ module.exports = class SpellPaletteView extends CocoView
doc ?= prop
if doc
@entries.push @addEntry(doc, @shortenize, owner is 'snippets', item, propIndex > 0)
if @options.level.isType('web-dev')
@entryGroups = _.groupBy @entries, (entry) -> entry.doc.type
else
@entryGroups = _.groupBy @entries, (entry) -> itemsByProp[entry.doc.name]?.get('name') ? 'Hero'
iOSEntryGroups = {}
for group, entries of @entryGroups

View file

@ -1,25 +1,21 @@
SpellListEntryView = require './SpellListEntryView'
ThangAvatarView = require 'views/play/level/ThangAvatarView'
template = require 'templates/play/level/tome/spell_list_tab_entry'
LevelComponent = require 'models/LevelComponent'
DocFormatter = require './DocFormatter'
template = require 'templates/play/level/tome/spell-top-bar-view'
ReloadLevelModal = require 'views/play/level/modal/ReloadLevelModal'
CocoView = require 'views/core/CocoView'
module.exports = class SpellListTabEntryView extends SpellListEntryView
module.exports = class SpellTopBarView extends CocoView
template: template
id: 'spell-list-tab-entry-view'
id: 'spell-top-bar-view'
controlsEnabled: true
subscriptions:
'level:disable-controls': 'onDisableControls'
'level:enable-controls': 'onEnableControls'
'tome:spell-loaded': 'onSpellLoaded'
'tome:spell-changed': 'onSpellChanged'
'god:new-world-created': 'onNewWorld'
'tome:spell-changed-language': 'onSpellChangedLanguage'
'tome:toggle-maximize': 'onToggleMaximize'
events:
'click .spell-list-button': 'onDropdownClick'
'click .reload-code': 'onCodeReload'
'click .beautify-code': 'onBeautifyClick'
'click .fullscreen-code': 'onToggleMaximize'
@ -27,6 +23,7 @@ module.exports = class SpellListTabEntryView extends SpellListEntryView
constructor: (options) ->
@hintsState = options.hintsState
@spell = options.spell
super(options)
getRenderData: (context={}) ->
@ -35,9 +32,7 @@ module.exports = class SpellListTabEntryView extends SpellListEntryView
shift = $.i18n.t 'keyboard_shortcuts.shift'
context.beautifyShortcutVerbose = "#{ctrl}+#{shift}+B: #{$.i18n.t 'keyboard_shortcuts.beautify'}"
context.maximizeShortcutVerbose = "#{ctrl}+#{shift}+M: #{$.i18n.t 'keyboard_shortcuts.maximize_editor'}"
context.includeSpellList = @options.level.get('slug') in ['break-the-prison', 'zone-of-danger', 'k-means-cluster-wars', 'brawlwood', 'dungeon-arena', 'sky-span', 'minimax-tic-tac-toe']
context.codeLanguage = @options.codeLanguage
context.levelType = @options.level.get 'type', true
context
afterRender: ->
@ -45,51 +40,6 @@ module.exports = class SpellListTabEntryView extends SpellListEntryView
@$el.addClass 'spell-tab'
@attachTransitionEventListener()
onNewWorld: (e) ->
@thang = e.world.thangMap[@thang.id] if @thang
setThang: (thang) ->
return if thang.id is @thang?.id
@thang = thang
@spellThang = @spell.thangs[@thang.id]
@buildAvatar()
@buildDocs() unless @docsBuilt
buildAvatar: ->
avatar = new ThangAvatarView thang: @thang, includeName: false, supermodel: @supermodel
if @avatar
@avatar.$el.replaceWith avatar.$el
@avatar.destroy()
else
@$el.find('.thang-avatar-placeholder').replaceWith avatar.$el
@avatar = avatar
@avatar.render()
buildDocs: ->
return if @spell.name is 'plan' # Too confusing for beginners
@docsBuilt = true
lcs = @supermodel.getModels LevelComponent
found = false
for lc in lcs when not found
for doc in lc.get('propertyDocumentation') ? []
if doc.name is @spell.name
found = true
break
return unless found
docFormatter = new DocFormatter doc: doc, thang: @thang, language: @options.codeLanguage, selectedMethod: true
@$el.find('.method-signature').popover(
animation: true
html: true
placement: 'bottom'
trigger: 'hover'
content: docFormatter.formatPopover()
container: @$el.parent()
).on 'show.bs.popover', =>
@playSound 'spell-tab-entry-open', 0.75
onMouseEnterAvatar: (e) -> # Don't call super
onMouseLeaveAvatar: (e) -> # Don't call super
onClick: (e) -> # Don't call super
onDisableControls: (e) -> @toggleControls e, false
onEnableControls: (e) -> @toggleControls e, true
@ -98,15 +48,8 @@ module.exports = class SpellListTabEntryView extends SpellListEntryView
@hintsState.set('hidden', not @hintsState.get('hidden'))
window.tracker?.trackEvent 'Hints Clicked', category: 'Students', levelSlug: @options.level.get('slug'), hintCount: @hintsState.get('hints')?.length ? 0, ['Mixpanel']
onDropdownClick: (e) ->
return unless @controlsEnabled
Backbone.Mediator.publish 'tome:toggle-spell-list', {}
@playSound 'spell-list-open'
onCodeReload: (e) ->
#return unless @controlsEnabled
#Backbone.Mediator.publish 'tome:reload-code', spell: @spell # Old: just reload the current code
@openModalView new ReloadLevelModal() # New: prompt them to restart the level
@openModalView new ReloadLevelModal()
onBeautifyClick: (e) ->
return unless @controlsEnabled
@ -134,14 +77,10 @@ module.exports = class SpellListTabEntryView extends SpellListEntryView
onSpellChangedLanguage: (e) ->
return unless e.spell is @spell
@options.codeLanguage = e.language
@$el.find('.method-signature').popover 'destroy'
@render()
@docsBuilt = false
@buildDocs() if @thang
@updateReloadButton()
toggleControls: (e, enabled) ->
# Don't call super; do it differently
return if e.controls and not ('editor' in e.controls)
return if enabled is @controlsEnabled
@controlsEnabled = enabled
@ -163,8 +102,5 @@ module.exports = class SpellListTabEntryView extends SpellListEntryView
$codearea.on transitionListener, =>
$codearea.css 'z-index', 2 unless $('html').hasClass 'fullscreen-editor'
destroy: ->
@avatar?.destroy()
@$el.find('.method-signature').popover 'destroy'
super()

View file

@ -61,7 +61,6 @@ module.exports = class SpellView extends CocoView
@supermodel = options.supermodel
@worker = options.worker
@session = options.session
@listenTo(@session, 'change:multiplayer', @onMultiplayerChanged)
@spell = options.spell
@problems = []
@savedProblems = {} # Cache saved user code problems to prevent duplicates
@ -77,11 +76,7 @@ module.exports = class SpellView extends CocoView
@fillACE()
@createOnCodeChangeHandlers()
@lockDefaultCode()
if @session.get('multiplayer')
@createFirepad()
else
# needs to happen after the code generating this view is complete
_.defer @onAllLoaded
_.defer @onAllLoaded # Needs to happen after the code generating this view is complete
createACE: ->
# Test themes and settings here: http://ace.ajax.org/build/kitchen-sink.html
@ -231,7 +226,7 @@ module.exports = class SpellView extends CocoView
disableSpaces = @options.level.get('disableSpaces') or false
aceConfig = me.get('aceConfig') ? {}
disableSpaces = false if aceConfig.keyBindings and aceConfig.keyBindings isnt 'default' # Not in vim/emacs mode
disableSpaces = false if @spell.language in ['lua', 'java', 'coffeescript'] # Don't disable for more advanced/experimental languages
disableSpaces = false if @spell.language in ['lua', 'java', 'coffeescript', 'html'] # Don't disable for more advanced/experimental languages
if not disableSpaces or (_.isNumber(disableSpaces) and disableSpaces < me.level())
return @ace.execCommand 'insertstring', ' '
line = @aceDoc.getLine @ace.getCursorPosition().row
@ -402,7 +397,6 @@ module.exports = class SpellView extends CocoView
wrapper => orig.apply obj, args
obj[method]
finishRange = (row, startRow, startColumn) =>
range = new Range startRow, startColumn, row, @aceSession.getLine(row).length - 1
range.start = @aceDoc.createAnchor range.start
@ -476,6 +470,7 @@ module.exports = class SpellView extends CocoView
# TODO: Turn on more autocompletion based on level sophistication
# TODO: E.g. using the language default snippets yields a bunch of crazy non-beginner suggestions
# TODO: Options logic shouldn't exist both here and in updateAutocomplete()
return if @spell.language is 'html'
popupFontSizePx = @options.level.get('autocompleteFontSizePx') ? 16
@zatanna = new Zatanna @ace,
basic: false
@ -502,8 +497,6 @@ module.exports = class SpellView extends CocoView
return unless @zatanna and @autocomplete
@zatanna.addCodeCombatSnippets @options.level, @, e
translateFindNearest: ->
# If they have advanced glasses but are playing a level which assumes earlier glasses, we'll adjust the sample code to use the more advanced APIs instead.
oldSource = @getSource()
@ -514,14 +507,9 @@ module.exports = class SpellView extends CocoView
@updateACEText newSource
_.delay (=> @recompile?()), 1000
onMultiplayerChanged: ->
if @session.get('multiplayer')
@createFirepad()
else
@firepad?.dispose()
createFirepad: ->
# load from firebase or the original source if there's nothing there
# Currently not called; could be brought back for future multiplayer modes.
# Load from firebase or the original source if there's nothing there.
return if @firepadLoading
@eventsSuppressed = true
@loaded = false
@ -532,10 +520,9 @@ module.exports = class SpellView extends CocoView
@fireRef = new Firebase fireURL
firepadOptions = userId: me.id
@firepad = Firepad.fromACE @fireRef, @ace, firepadOptions
@firepad.on 'ready', @onFirepadLoaded
@firepadLoading = true
onFirepadLoaded: =>
@firepad.on 'ready', =>
return if @destroyed
@firepadLoading = false
firepadSource = @ace.getValue()
if firepadSource
@ -552,9 +539,10 @@ module.exports = class SpellView extends CocoView
Backbone.Mediator.publish 'tome:spell-loaded', spell: @spell
@eventsSuppressed = false # Now that the initial change is in, we can start running any changed code
@createToolbarView()
@updateHTML create: true if @options.level.isType('web-dev')
createDebugView: ->
return if @options.level.get('type', true) in ['hero', 'hero-ladder', 'hero-coop', 'course', 'course-ladder', 'game-dev'] # We'll turn this on later, maybe, but not yet.
return if @options.level.isType('hero', 'hero-ladder', 'hero-coop', 'course', 'course-ladder', 'game-dev', 'web-dev') # We'll turn this on later, maybe, but not yet.
@debugView = new SpellDebugView ace: @ace, thang: @thang, spell:@spell
@$el.append @debugView.render().$el.hide()
@ -573,7 +561,7 @@ module.exports = class SpellView extends CocoView
@saveSpade()
getSource: ->
@ace.getValue() # could also do @firepad.getText()
@ace.getValue()
setThang: (thang) ->
@focus()
@ -581,7 +569,7 @@ module.exports = class SpellView extends CocoView
@updateLines()
return if thang.id is @thang?.id
@thang = thang
@spellThang = @spell.thangs[@thang.id]
@spellThang = @spell.thang
@createDebugView() unless @debugView
@debugView?.thang = @thang
@createTranslationView() unless @translationView
@ -624,11 +612,11 @@ module.exports = class SpellView extends CocoView
lineHeight = @ace.renderer.lineHeight or 20
tomeHeight = $('#tome-view').innerHeight()
spellPaletteView = $('#spell-palette-view')
spellListTabEntryHeight = $('#spell-list-tab-entry-view').outerHeight()
spellTopBarHeight = $('#spell-top-bar-view').outerHeight()
spellToolbarHeight = $('.spell-toolbar-view').outerHeight()
@spellPaletteHeight ?= spellPaletteView.outerHeight() # Remember this until resize, since we change it afterward
spellPaletteAllowedHeight = Math.min @spellPaletteHeight, tomeHeight / 3
maxHeight = tomeHeight - spellListTabEntryHeight - spellToolbarHeight - spellPaletteAllowedHeight
maxHeight = tomeHeight - spellTopBarHeight - spellToolbarHeight - spellPaletteAllowedHeight
linesAtMaxHeight = Math.floor(maxHeight / lineHeight)
lines = Math.max 8, Math.min(screenLineCount + 2, linesAtMaxHeight)
# 2 lines buffer is nice
@ -675,6 +663,7 @@ module.exports = class SpellView extends CocoView
cast = @$el.parent().length
@recompile cast, e.realTime
@focus() if cast
@updateHTML create: true if @options.level.isType('web-dev')
onCodeReload: (e) ->
return unless e.spell is @spell or not e.spell
@ -725,6 +714,8 @@ module.exports = class SpellView extends CocoView
]
onSignificantChange.push _.debounce @checkRequiredCode, 750 if @options.level.get 'requiredCode'
onSignificantChange.push _.debounce @checkSuspectCode, 750 if @options.level.get 'suspectCode'
onAnyChange.push _.throttle @updateHTML, 10 if @options.level.isType('web-dev')
@onCodeChangeMetaHandler = =>
return if @eventsSuppressed
#@playSound 'code-change', volume: 0.5 # Currently not using this sound.
@ -737,6 +728,9 @@ module.exports = class SpellView extends CocoView
onCursorActivity: => # Used to refresh autocast delay; doesn't do anything at the moment.
updateHTML: (options={}) =>
Backbone.Mediator.publish 'tome:html-updated', html: @spell.constructHTML(@getSource()), create: Boolean(options.create)
# Design for a simpler system?
# * Keep Aether linting, debounced, on any significant change
# - All problems just vanish when you make any change to the code
@ -811,7 +805,7 @@ module.exports = class SpellView extends CocoView
for aetherProblem, problemIndex in aether.getAllProblems()
continue if key = aetherProblem.userInfo?.key and key of seenProblemKeys
seenProblemKeys[key] = true if key
@problems.push problem = new Problem aether, aetherProblem, @ace, isCast, @spell.levelID
@problems.push problem = new Problem aether, aetherProblem, @ace, isCast, @options.levelID
if isCast and problemIndex is 0
if problem.aetherProblem.range?
lineOffsetPx = 0
@ -859,7 +853,7 @@ module.exports = class SpellView extends CocoView
@userCodeProblem.set 'errRange', aetherProblem.range if aetherProblem.range
@userCodeProblem.set 'errType', aetherProblem.type if aetherProblem.type
@userCodeProblem.set 'language', aether.language.id if aether.language?.id
@userCodeProblem.set 'levelID', @spell.levelID if @spell.levelID
@userCodeProblem.set 'levelID', @options.levelID if @options.levelID
@userCodeProblem.save()
null
@ -907,16 +901,14 @@ module.exports = class SpellView extends CocoView
return if @spell.source.indexOf('while') isnt -1 # If they're working with while-loops, it's more likely to be an incomplete infinite loop, so don't preload.
return if @spell.source.length > 500 # Only preload on really short methods
return if @spellThang?.castAether?.metrics?.statementsExecuted > 2000 # Don't preload if they are running significant amounts of user code
return if @options.level.isType('web-dev')
oldSource = @spell.source
oldSpellThangAethers = {}
for thangID, spellThang of @spell.thangs
oldSpellThangAethers[thangID] = spellThang.aether.serialize() # Get raw, pure, and problems
oldSpellThangAether = @spell.thang?.aether.serialize()
@spell.transpile @getSource()
@cast true
@spell.source = oldSource
for thangID, spellThang of @spell.thangs
for key, value of oldSpellThangAethers[thangID]
spellThang.aether[key] = value
for key, value of oldSpellThangAether
@spell.thang.aether[key] = value
onSpellChanged: (e) ->
@spellHasChanged = true
@ -933,10 +925,10 @@ module.exports = class SpellView extends CocoView
return unless e.god is @options.god
return @onInfiniteLoop e if e.problem.id is 'runtime_InfiniteLoop'
return unless e.problem.userInfo.methodName is @spell.name
return unless spellThang = _.find @spell.thangs, (spellThang, thangID) -> thangID is e.problem.userInfo.thangID
return unless @spell.thang?.thang.id is e.problem.userInfo.thangID
@spell.hasChangedSignificantly @getSource(), null, (hasChanged) =>
return if hasChanged
spellThang.aether.addProblem e.problem
@spell.thang.aether.addProblem e.problem
@lastUpdatedAetherSpellThang = null # force a refresh without a re-transpile
@updateAether false, false
@ -957,13 +949,14 @@ module.exports = class SpellView extends CocoView
@updateAether false, false
onNewWorld: (e) ->
@spell.removeThangID thangID for thangID of @spell.thangs when not e.world.getThangByID thangID
for thangID, spellThang of @spell.thangs
thang = e.world.getThangByID(thangID)
aether = e.world.userCodeMap[thangID]?[@spell.name] # Might not be there if this is a new Programmable Thang.
spellThang.castAether = aether
spellThang.aether = @spell.createAether thang
#console.log thangID, @spell.spellKey, 'ran', aether.metrics.callsExecuted, 'times over', aether.metrics.statementsExecuted, 'statements, with max recursion depth', aether.metrics.maxDepth, 'and full flow/metrics', aether.metrics, aether.flow
if thang = e.world.getThangByID @spell.thang?.thang.id
aether = e.world.userCodeMap[thang.id]?[@spell.name]
@spell.thang.castAether = aether
@spell.thang.aether = @spell.createAether thang
#console.log thang.id, @spell.spellKey, 'ran', aether.metrics.callsExecuted, 'times over', aether.metrics.statementsExecuted, 'statements, with max recursion depth', aether.metrics.maxDepth, 'and full flow/metrics', aether.metrics, aether.flow
else
@spell.thang = null
@spell.transpile() # TODO: is there any way we can avoid doing this if it hasn't changed? Causes a slight hang.
@updateAether false, false
@ -990,8 +983,6 @@ module.exports = class SpellView extends CocoView
@ace.insert "{x=#{e.x}, y=#{e.y}}"
else
@ace.insert "{x: #{e.x}, y: #{e.y}}"
@highlightCurrentLine()
onStatementIndexUpdated: (e) ->
@ -1156,7 +1147,7 @@ module.exports = class SpellView extends CocoView
toggleBackground: =>
# TODO: make the background an actual background and do the CSS trick
# used in spell_list_entry.sass for disabling
# used in spell-top-bar-view.sass for disabling
background = @$el.find('img.code-background')[0]
if background.naturalWidth is 0 # not loaded yet
return _.delay @toggleBackground, 100
@ -1260,7 +1251,7 @@ module.exports = class SpellView extends CocoView
@debugView?.destroy()
@translationView?.destroy()
@toolbarView?.destroy()
@zatanna.addSnippets [], @editorLang if @editorLang?
@zatanna?.addSnippets [], @editorLang if @editorLang?
$(window).off 'resize', @onWindowResize
window.clearTimeout @saveSpadeTimeout
@saveSpadeTimeout = null

View file

@ -2,36 +2,26 @@
# - a CastButtonView, which has
# - a cast button
# - a submit/done button
# - for each spell (programmableMethod):
# - for each spell (programmableMethod) (which is now just always only 'plan')
# - a Spell, which has
# - a list of Thangs that share that Spell, with one aether per Thang per Spell
# - a Thang that uses that Spell, with an aether and a castAether
# - a SpellView, which has
# - tons of stuff; the meat
# - a SpellListView, which has
# - for each spell:
# - a SpellListEntryView, which has
# - icons for each Thang
# - the spell name
# - a reload button
# - documentation for that method (in a popover)
# - a SpellTopBarView, which has some controls
# - a SpellPaletteView, which has
# - for each programmableProperty:
# - a SpellPaletteEntryView
#
# The CastButtonView and SpellListView always show.
# The CastButtonView always shows.
# The SpellPaletteView shows the entries for the currently selected Programmable Thang.
# The SpellView shows the code and runtime state for the currently selected Spell and, specifically, Thang.
# The SpellView obscures most of the SpellListView when present. We might mess with this.
# You can switch a SpellView to showing the runtime state of another Thang sharing that Spell.
# SpellPaletteViews are destroyed and recreated whenever you switch Thangs.
# The SpellListView shows spells to which your team has read or readwrite access.
# It doubles as a Thang selector, since it's there when nothing is selected.
CocoView = require 'views/core/CocoView'
template = require 'templates/play/level/tome/tome'
{me} = require 'core/auth'
Spell = require './Spell'
SpellListView = require './SpellListView'
SpellPaletteView = require './SpellPaletteView'
CastButtonView = require './CastButtonView'
@ -44,7 +34,6 @@ module.exports = class TomeView extends CocoView
subscriptions:
'tome:spell-loaded': 'onSpellLoaded'
'tome:cast-spell': 'onCastSpell'
'tome:toggle-spell-list': 'onToggleSpellList'
'tome:change-language': 'updateLanguageForAllSpells'
'surface:sprite-selected': 'onSpriteSelected'
'god:new-world-created': 'onNewWorld'
@ -52,16 +41,16 @@ module.exports = class TomeView extends CocoView
'tome:select-primary-sprite': 'onSelectPrimarySprite'
events:
'click #spell-view': 'onSpellViewClick'
'click': 'onClick'
afterRender: ->
super()
@worker = @createWorker()
programmableThangs = _.filter @options.thangs, (t) -> t.isProgrammable and t.programmableMethods
@createSpells programmableThangs, programmableThangs[0]?.world # Do before spellList, thangList, and castButton
unless @options.level.get('type', true) in ['hero', 'hero-ladder', 'hero-coop', 'course', 'course-ladder', 'game-dev']
@spellList = @insertSubView new SpellListView spells: @spells, supermodel: @supermodel, level: @options.level
if @options.level.isType('web-dev')
if @fakeProgrammableThang = @createFakeProgrammableThang()
programmableThangs = [@fakeProgrammableThang]
@createSpells programmableThangs, programmableThangs[0]?.world # Do before castButton
@castButton = @insertSubView new CastButtonView spells: @spells, level: @options.level, session: @options.session, god: @options.god
@teamSpellMap = @generateTeamSpellMap(@spells)
unless programmableThangs.length
@ -72,10 +61,8 @@ module.exports = class TomeView extends CocoView
delete @options.thangs
onNewWorld: (e) ->
thangs = _.filter e.world.thangs, 'inThangList'
programmableThangs = _.filter thangs, (t) -> t.isProgrammable and t.programmableMethods
programmableThangs = _.filter e.thangs, (t) -> t.isProgrammable and t.programmableMethods and t.inThangList
@createSpells programmableThangs, e.world
@spellList?.adjustSpells @spells
onCommentMyCode: (e) ->
for spellKey, spell of @spells when spell.canWrite()
@ -114,13 +101,10 @@ module.exports = class TomeView extends CocoView
@thangSpells[thang.id] = []
for methodName, method of thang.programmableMethods
pathComponents = [thang.id, methodName]
if method.cloneOf
pathComponents[0] = method.cloneOf # referencing another Thang's method
pathComponents[0] = _.string.slugify pathComponents[0]
spellKey = pathComponents.join '/'
@thangSpells[thang.id].push spellKey
unless method.cloneOf
skipProtectAPI = @getQueryVariable 'skip_protect_api', (@options.levelID in ['gridmancer', 'minimax-tic-tac-toe'])
skipProtectAPI = @getQueryVariable 'skip_protect_api', false
spell = @spells[spellKey] = new Spell
hintsState: @options.hintsState
programmableMethod: method
@ -140,7 +124,7 @@ module.exports = class TomeView extends CocoView
god: @options.god
for thangID, spellKeys of @thangSpells
thang = world.getThangByID thangID
thang = @fakeProgrammableThang ? world.getThangByID thangID
if thang
@spells[spellKey].addThang thang for spellKey in spellKeys
else
@ -161,6 +145,7 @@ module.exports = class TomeView extends CocoView
@cast e?.preload, e?.realTime
cast: (preload=false, realTime=false) ->
return if @options.level.isType('web-dev')
sessionState = @options.session.get('state') ? {}
if realTime
sessionState.submissionCount = (sessionState.submissionCount ? 0) + 1
@ -172,53 +157,27 @@ module.exports = class TomeView extends CocoView
difficulty = Math.max 0, difficulty - 1 # Show the difficulty they won, not the next one.
Backbone.Mediator.publish 'tome:cast-spells', spells: @spells, preload: preload, realTime: realTime, submissionCount: sessionState.submissionCount ? 0, flagHistory: sessionState.flagHistory ? [], difficulty: difficulty, god: @options.god, fixedSeed: @options.fixedSeed
onToggleSpellList: (e) ->
@spellList?.rerenderEntries()
@spellList?.$el.toggle()
onSpellViewClick: (e) ->
@spellList?.$el.hide()
onClick: (e) ->
Backbone.Mediator.publish 'tome:focus-editor', {} unless $(e.target).parents('.popover').length
clearSpellView: ->
@spellView?.dismiss()
@spellView?.$el.after('<div id="' + @spellView.id + '"></div>').detach()
@spellView = null
@spellTabView?.$el.after('<div id="' + @spellTabView.id + '"></div>').detach()
@spellTabView = null
@removeSubView @spellPaletteView if @spellPaletteView
@spellPaletteView = null
@$el.find('#spell-palette-view').hide()
@castButton?.$el.hide()
onSpriteSelected: (e) ->
return if @spellView and @options.level.get('type', true) in ['hero', 'hero-ladder', 'hero-coop', 'course', 'course-ladder', 'game-dev'] # Never deselect the hero in the Tome.
thang = e.thang
spellName = e.spellName
@spellList?.$el.hide()
return @clearSpellView() unless thang
spell = @spellFor thang, spellName
unless spell?.canRead()
@clearSpellView()
@updateSpellPalette thang, spell if spell
return
return if @spellView and @options.level.get('type', true) in ['hero', 'hero-ladder', 'hero-coop', 'course', 'course-ladder', 'game-dev', 'web-dev'] # Never deselect the hero in the Tome.
spell = @spellFor e.thang, e.spellName
if spell?.canRead()
@setSpellView spell, e.thang
setSpellView: (spell, thang) ->
unless spell.view is @spellView
@clearSpellView()
@spellView = spell.view
@spellTabView = spell.tabView
@spellTopBarView = spell.topBarView
@$el.find('#' + @spellView.id).after(@spellView.el).remove()
@$el.find('#' + @spellTabView.id).after(@spellTabView.el).remove()
@$el.find('#' + @spellTopBarView.id).after(@spellTopBarView.el).remove()
@castButton?.attachTo @spellView
Backbone.Mediator.publish 'tome:spell-shown', thang: thang, spell: spell
@updateSpellPalette thang, spell
@spellList?.setThangAndSpell thang, spell
@spellView?.setThang thang
@spellTabView?.setThang thang
updateSpellPalette: (thang, spell) ->
return unless thang and @spellPaletteView?.thang isnt thang and thang.programmableProperties or thang.apiProperties
return unless thang and @spellPaletteView?.thang isnt thang and (thang.programmableProperties or thang.apiProperties or thang.programmableHTMLProperties)
useHero = /hero/.test(spell.getSource()) or not /(self[\.\:]|this\.|\@)/.test(spell.getSource())
@spellPaletteView = @insertSubView new SpellPaletteView { thang, @supermodel, programmable: spell?.canRead(), language: spell?.language ? @options.session.get('codeLanguage'), session: @options.session, level: @options.level, courseID: @options.courseID, courseInstanceID: @options.courseInstanceID, useHero }
@spellPaletteView.toggleControls {}, spell.view.controlsEnabled if spell?.view # TODO: know when palette should have been disabled but didn't exist
@ -246,13 +205,27 @@ module.exports = class TomeView extends CocoView
@cast()
onSelectPrimarySprite: (e) ->
# This is only fired by PlayLevelView for hero levels currently
if @options.level.isType('web-dev')
@setSpellView @spells['hero-placeholder/plan'], @fakeProgrammableThang
return
# This is fired by PlayLevelView
# TODO: Don't hard code these hero names
if @options.session.get('team') is 'ogres'
Backbone.Mediator.publish 'level:select-sprite', thangID: 'Hero Placeholder 1'
else
Backbone.Mediator.publish 'level:select-sprite', thangID: 'Hero Placeholder'
createFakeProgrammableThang: ->
return null unless hero = _.find @options.level.get('thangs'), id: 'Hero Placeholder'
return null unless programmableConfig = _.find(hero.components, (component) -> component.config?.programmableMethods).config
usesHTMLConfig = _.find(hero.components, (component) -> component.config?.programmableHTMLProperties).config
console.warn "Couldn't find usesHTML config; is it presented and not defaulted on the Hero Placeholder?" unless usesHTMLConfig
thang =
id: 'Hero Placeholder'
isProgrammable: true
thang = _.merge thang, programmableConfig, usesHTMLConfig
thang
destroy: ->
spell.destroy() for spellKey, spell of @spells
@worker?.terminate()

View file

@ -265,7 +265,7 @@ module.exports = class Zatanna
when 'python' then 'loop:\n self.moveRight()\n ${1:}'
when 'javascript' then 'loop {\n this.moveRight();\n ${1:}\n}'
else content
if /loop/.test(content) and level.get('type') in ['course', 'course-ladder']
if /loop/.test(content) and level.isType('course', 'course-ladder')
# Temporary hackery to make it look like we meant while True: in our loop snippets until we can update everything
content = switch e.language
when 'python' then content.replace /loop:/, 'while True:'

View file

@ -5,7 +5,6 @@ submenuViews = [
require 'views/play/menu/SaveLoadView'
require 'views/play/menu/OptionsView'
require 'views/play/menu/GuideView'
require 'views/play/menu/MultiplayerView'
]
module.exports = class GameMenuModal extends ModalView
@ -31,11 +30,10 @@ module.exports = class GameMenuModal extends ModalView
getRenderData: (context={}) ->
context = super(context)
docs = @options.level.get('documentation') ? {}
submenus = ['guide', 'options', 'save-load', 'multiplayer']
submenus = ['guide', 'options', 'save-load']
submenus = _.without submenus, 'options' if window.serverConfig.picoCTF
submenus = _.without submenus, 'guide' unless docs.specificArticles?.length or docs.generalArticles?.length or window.serverConfig.picoCTF
submenus = _.without submenus, 'save-load' unless me.isAdmin() or /https?:\/\/localhost/.test(window.location.href)
submenus = _.without submenus, 'multiplayer' unless me.isAdmin() or (@level?.get('type') in ['ladder', 'hero-ladder', 'course-ladder'] and @level.get('slug') not in ['ace-of-coders', 'elemental-wars'])
@includedSubmenus = submenus
context.showTab = @options.showTab ? submenus[0]
context.submenus = submenus
@ -43,11 +41,10 @@ module.exports = class GameMenuModal extends ModalView
'options': 'cog'
'guide': 'list'
'save-load': 'floppy-disk'
'multiplayer': 'globe'
context
showsChooseHero: ->
return false if @level?.get('type') in ['course', 'course-ladder']
return false if @level?.isType('course', 'course-ladder')
return false if @options.levelID in ['zero-sum', 'ace-of-coders', 'elemental-wars']
return true
@ -55,7 +52,6 @@ module.exports = class GameMenuModal extends ModalView
super()
@insertSubView new submenuView @options for submenuView in submenuViews
firstView = switch @options.showTab
when 'multiplayer' then @subviews.multiplayer_view
when 'guide' then @subviews.guide_view
else
if 'guide' in @includedSubmenus then @subviews.guide_view else @subviews.options_view

View file

@ -19,7 +19,7 @@ module.exports = class LevelGuideView extends CocoView
@levelSlug = options.level.get('slug')
@sessionID = options.session.get('_id')
@requiresSubscription = not me.isPremium()
@isCourseLevel = options.level.get('type', true) in ['course', 'course-ladder']
@isCourseLevel = options.level.isType('course', 'course-ladder') # TODO: figure this out for game-dev, web-dev levels
@helpVideos = if @isCourseLevel then [] else options.level.get('helpVideos') ? []
@trackedHelpVideoStart = @trackedHelpVideoFinish = false
# A/B Testing video tutorial styles

View file

@ -1,229 +0,0 @@
CocoView = require 'views/core/CocoView'
template = require 'templates/play/menu/multiplayer-view'
{me} = require 'core/auth'
ThangType = require 'models/ThangType'
LadderSubmissionView = require 'views/play/common/LadderSubmissionView'
RealTimeModel = require 'models/RealTimeModel'
RealTimeCollection = require 'collections/RealTimeCollection'
module.exports = class MultiplayerView extends CocoView
id: 'multiplayer-view'
className: 'tab-pane'
template: template
subscriptions:
'ladder:game-submitted': 'onGameSubmitted'
events:
'click textarea': 'onClickLink'
'change #multiplayer': 'updateLinkSection'
'click #create-game-button': 'onCreateRealTimeGame'
'click #join-game-button': 'onJoinRealTimeGame'
'click #leave-game-button': 'onLeaveRealTimeGame'
constructor: (options) ->
super(options)
@level = options.level
@levelID = @level?.get 'slug'
@session = options.session
@listenTo @session, 'change:multiplayer', @updateLinkSection
@watchRealTimeSessions() if @level?.get('type') in ['hero-ladder', 'course-ladder'] and me.isAdmin()
destroy: ->
@realTimeSessions?.off 'add', @onRealTimeSessionAdded
@currentRealTimeSession?.off 'change', @onCurrentRealTimeSessionChanged
collection.off() for id, collection of @realTimeSessionsPlayers
super()
getRenderData: ->
c = super()
c.joinLink = "#{document.location.href.replace(/\?.*/, '').replace('#', '')}?session=#{@session.id}"
c.multiplayer = @session.get 'multiplayer'
c.team = @session.get 'team'
c.levelSlug = @levelID
# For now, ladderGame will disallow multiplayer, because session code combining doesn't play nice yet.
if @level?.get('type') in ['ladder', 'hero-ladder', 'course-ladder']
c.ladderGame = true
c.readyToRank = @session?.readyToRank()
# Real-time multiplayer stuff
if @level?.get('type') in ['hero-ladder', 'course-ladder'] and me.isAdmin()
c.levelID = @session.get('levelID')
c.realTimeSessions = @realTimeSessions
c.currentRealTimeSession = @currentRealTimeSession if @currentRealTimeSession
c.realTimeSessionsPlayers = @realTimeSessionsPlayers if @realTimeSessionsPlayers
# console.log 'MultiplayerView getRenderData', c.levelID
# console.log 'realTimeSessions', c.realTimeSessions
# console.log c.realTimeSessions.at(c.realTimeSessions.length - 1).get('state') if c.realTimeSessions.length > 0
# console.log 'currentRealTimeSession', c.currentRealTimeSession
# console.log 'realTimeSessionPlayers', c.realTimeSessionsPlayers
c
afterRender: ->
super()
@updateLinkSection()
@ladderSubmissionView = new LadderSubmissionView session: @session, level: @level
@insertSubView @ladderSubmissionView, @$el.find('.ladder-submission-view')
@$el.find('#created-multiplayer-session').toggle Boolean(@currentRealTimeSession?)
@$el.find('#create-game-button').toggle Boolean(not (@currentRealTimeSession?))
onClickLink: (e) ->
e.target.select()
onGameSubmitted: (e) ->
# Preserve the supermodel as we navigate back to the ladder.
viewArgs = [{supermodel: if @options.hasReceivedMemoryWarning then null else @supermodel}, @levelID]
ladderURL = "/play/ladder/#{@levelID}"
if leagueID = @getQueryVariable 'league'
leagueType = if @level?.get('type') is 'course-ladder' then 'course' else 'clan'
viewArgs.push leagueType
viewArgs.push leagueID
ladderURL += "/#{leagueType}/#{leagueID}"
ladderURL += '#my-matches'
Backbone.Mediator.publish 'router:navigate', route: ladderURL, viewClass: 'views/ladder/LadderView', viewArgs: viewArgs
updateLinkSection: ->
multiplayer = @$el.find('#multiplayer').prop('checked')
la = @$el.find('#link-area')
la.toggle if @level?.get('type') in ['ladder', 'hero-ladder', 'course-ladder'] then false else Boolean(multiplayer)
true
onHidden: ->
multiplayer = Boolean(@$el.find('#multiplayer').prop('checked'))
@session.set('multiplayer', multiplayer)
# Real-time Multiplayer ######################################################
#
# This view is responsible for joining and leaving real-time multiplayer games.
#
# It performs these actions:
# Display your current game (level, players)
# Display open games
# Create game button, if not in a game
# Join game button
# Leave game button, if in a game
#
# It monitors these:
# Real-time multiplayer sessions (for open games, player states)
# Current real-time multiplayer game session for changes
# Players for real-time multiplayer game session
#
# Real-time state variables:
# @realTimeSessionsPlayers - Collection of player lists for active real-time multiplayer sessions
# @realTimeSessions - Active real-time multiplayer sessions
# @currentRealTimeSession - Our current real-time multiplayer session
#
# TODO: Ditch backfire and just use Firebase directly. Easier to debug, richer APIs (E.g. presence stuff).
watchRealTimeSessions: ->
# Setup monitoring of real-time multiplayer level sessions
@realTimeSessionsPlayers = {}
# TODO: only request sessions for this level, !team, etc.
@realTimeSessions = new RealTimeCollection("multiplayer_level_sessions/#{@levelID}")
@realTimeSessions.on 'add', @onRealTimeSessionAdded
@realTimeSessions.each (rts) => @watchRealTimeSession rts
watchRealTimeSession: (rts) ->
return if rts.get('state') is 'finished'
return if rts.get('levelID') isnt @session.get('levelID')
# console.log 'MultiplayerView watchRealTimeSession', rts
# Setup monitoring of players for given session
# TODO: verify we need this
realTimeSession = new RealTimeModel("multiplayer_level_sessions/#{@levelID}/#{rts.id}")
realTimeSession.on 'change', @onRealTimeSessionChanged
@realTimeSessionsPlayers[rts.id] = new RealTimeCollection("multiplayer_level_sessions/#{@levelID}/#{rts.id}/players")
@realTimeSessionsPlayers[rts.id].on 'add', @onRealTimePlayerAdded
@findCurrentRealTimeSession rts
findCurrentRealTimeSession: (rts) ->
# Look for our current real-time session (level, level state, member player)
return if @currentRealTimeSession or not @realTimeSessionsPlayers?
if rts.get('levelID') is @session.get('levelID') and rts.get('state') isnt 'finished'
@realTimeSessionsPlayers[rts.id].each (player) =>
if player.id is me.id and player.get('state') isnt 'left'
# console.log 'MultiplayerView found current real-time session', rts
@currentRealTimeSession = new RealTimeModel("multiplayer_level_sessions/#{@levelID}/#{rts.id}")
@currentRealTimeSession.on 'change', @onCurrentRealTimeSessionChanged
# TODO: Is this necessary? Shouldn't everyone already know we joined a game at this point?
Backbone.Mediator.publish 'real-time-multiplayer:joined-game', realTimeSessionID: @currentRealTimeSession.id
onRealTimeSessionAdded: (rts) =>
@watchRealTimeSession rts
@render()
onRealTimeSessionChanged: (rts) =>
# console.log 'MultiplayerView onRealTimeSessionChanged', rts.get('state')
# TODO: @realTimeSessions isn't updated before we call render() here
# TODO: so this game isn't updated in open games list
@render?()
onCurrentRealTimeSessionChanged: (rts) =>
# console.log 'MultiplayerView onCurrentRealTimeSessionChanged', rts
if rts.get('state') is 'finished'
@currentRealTimeSession.off 'change', @onCurrentRealTimeSessionChanged
@currentRealTimeSession = null
@render?()
onRealTimePlayerAdded: (e) =>
@render?()
onCreateRealTimeGame: ->
@playSound 'menu-button-click'
s = @realTimeSessions.create {
creator: @session.get('creator')
creatorName: @session.get('creatorName')
levelID: @session.get('levelID')
created: (new Date()).toISOString()
state: 'creating'
}
@currentRealTimeSession = @realTimeSessions.get(s.id)
@currentRealTimeSession.on 'change', @onCurrentRealTimeSessionChanged
# TODO: s.id === @currentRealTimeSession.id ?
players = new RealTimeCollection("multiplayer_level_sessions/#{@levelID}/#{@currentRealTimeSession.id}/players")
players.create
id: me.id
state: 'coding'
name: @session.get('creatorName')
team: @session.get('team')
level_session: @session.id
Backbone.Mediator.publish 'real-time-multiplayer:created-game', realTimeSessionID: @currentRealTimeSession.id
@render()
onJoinRealTimeGame: (e) ->
return if @currentRealTimeSession
@playSound 'menu-button-click'
item = @$el.find(e.target).data('item')
@currentRealTimeSession = @realTimeSessions.get(item.id)
@currentRealTimeSession.on 'change', @onCurrentRealTimeSessionChanged
if @realTimeSessionsPlayers[item.id]
# TODO: SpellView updateTeam() should take care of this team swap update in the real-time multiplayer session
creatorID = @currentRealTimeSession.get('creator')
creator = @realTimeSessionsPlayers[item.id].get(creatorID)
creatorTeam = creator.get('team')
myTeam = @session.get('team')
if myTeam is creatorTeam
myTeam = if creatorTeam is 'humans' then 'ogres' else 'humans'
@realTimeSessionsPlayers[item.id].create
id: me.id
state: 'coding'
name: me.get('name')
team: myTeam
level_session: @session.id
else
console.error 'MultiplayerView onJoinRealTimeGame did not have a players collection', @currentRealTimeSession
Backbone.Mediator.publish 'real-time-multiplayer:joined-game', realTimeSessionID: @currentRealTimeSession.id
@render()
onLeaveRealTimeGame: (e) ->
@playSound 'menu-button-click'
if @currentRealTimeSession
@currentRealTimeSession.off 'change', @onCurrentRealTimeSessionChanged
@currentRealTimeSession = null
Backbone.Mediator.publish 'real-time-multiplayer:left-game', userID: me.id
else
console.error "Tried to leave a game with no currentMultiplayerSession"
@render()

View file

@ -32,9 +32,8 @@
"firepad": "~0.1.2",
"marked": "~0.3.0",
"moment": "~2.5.0",
"aether": "~0.5.6",
"aether": "~0.5.21",
"underscore.string": "~2.3.3",
"firebase": "~1.0.2",
"d3": "~3.4.4",
"jsondiffpatch": "0.1.8",
"nanoscroller": "~0.8.0",
@ -44,7 +43,6 @@
"validated-backbone-mediator": "~0.1.3",
"jquery.browser": "~0.0.6",
"modernizr": "~2.8.3",
"backfire": "~0.3.0",
"fastclick": "~1.0.3",
"three.js": "~0.71.0",
"lscache": "~1.0.5",
@ -64,9 +62,6 @@
"backbone": {
"main": "backbone.js"
},
"backfire": {
"main": "backbone-firebase.min.js"
},
"lodash": {
"main": "dist/lodash.js"
},
@ -112,13 +107,12 @@
"aether": {
"main": [
"build/aether.js",
"build/clojure.js",
"build/coffeescript.js",
"build/io.js",
"build/javascript.js",
"build/lua.js",
"build/python.js",
"build/java.js"
"build/java.js",
"build/html.js"
]
}
},

View file

@ -115,7 +115,7 @@ exports.config =
'javascripts/app/vendor/aether-lua.js': 'bower_components/aether/build/lua.js'
'javascripts/app/vendor/aether-java.js': 'bower_components/aether/build/java.js'
'javascripts/app/vendor/aether-python.js': 'bower_components/aether/build/python.js'
'javascripts/app/vendor/aether-java.js': 'bower_components/aether/build/java.js'
'javascripts/app/vendor/aether-html.js': 'bower_components/aether/build/html.js'
# Any vendor libraries we don't want the client to load immediately
'javascripts/app/vendor/d3.js': regJoin('^bower_components/d3')

View file

@ -53,7 +53,7 @@
"dependencies": {
"JQDeferred": "~2.1.0",
"ace-builds": "https://github.com/ajaxorg/ace-builds/archive/3fb55e8e374ab02ce47c1ae55ffb60a1835f3055.tar.gz",
"aether": "~0.5.6",
"aether": "~0.5.21",
"async": "0.2.x",
"aws-sdk": "~2.0.0",
"bayesian-battle": "0.0.7",
@ -75,7 +75,7 @@
"mailchimp-api": "2.0.x",
"moment": "~2.5.0",
"mongodb": "^2.0.28",
"mongoose": "^4.2.9",
"mongoose": "4.5.3",
"mongoose-cache": "https://github.com/nwinter/mongoose-cache/tarball/master",
"node-force-domain": "~0.1.0",
"node-gyp": "~0.13.0",

View file

@ -31,6 +31,6 @@ AnalyticsLogEventSchema.statics.logEvent = (user, event, properties={}) ->
unless config.proxy
analyticsMongoose = mongoose.createConnection()
analyticsMongoose.open "mongodb://#{config.mongo.analytics_host}:#{config.mongo.analytics_port}/#{config.mongo.analytics_db}", (error) ->
log.error "Couldnt connect to analytics", error if error
log.error "Couldn't connect to analytics", error if error
module.exports = AnalyticsLogEvent = analyticsMongoose.model('analytics.log.event', AnalyticsLogEventSchema, config.mongo.analytics_collection)

View file

@ -83,7 +83,7 @@ LevelSessionSchema.pre 'save', (next) ->
next()
LevelSessionSchema.statics.privateProperties = ['code', 'submittedCode', 'unsubscribed']
LevelSessionSchema.statics.editableProperties = ['multiplayer', 'players', 'code', 'codeLanguage', 'completed', 'state',
LevelSessionSchema.statics.editableProperties = ['players', 'code', 'codeLanguage', 'completed', 'state',
'levelName', 'creatorName', 'levelID',
'chat', 'teamSpells', 'submitted', 'submittedCodeLanguage',
'unsubscribed', 'playtime', 'heroConfig', 'team',
@ -110,7 +110,7 @@ if config.mongo.level_session_replica_string?
levelSessionMongo = mongoose.createConnection()
levelSessionMongo.open config.mongo.level_session_replica_string, (error) ->
if error
log.error "Couldnt connect to session mongo!", error
log.error "Couldn't connect to session mongo!", error
else
log.info "Connected to seperate level session server with string", config.mongo.level_session_replica_string
else
@ -122,7 +122,7 @@ if config.mongo.level_session_aux_replica_string?
auxLevelSessionMongo = mongoose.createConnection()
auxLevelSessionMongo.open config.mongo.level_session_aux_replica_string, (error) ->
if error
log.error "Couldnt connect to AUX session mongo!", error
log.error "Couldn't connect to AUX session mongo!", error
else
log.info "Connected to seperate level AUX session server with string", config.mongo.level_session_aux_replica_string