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Spell Saved -> Code Saved. Re-enabled level locking, with a fallback for when victory modals are hanging.
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4 changed files with 12 additions and 5 deletions
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@ -227,7 +227,7 @@
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tome_available_spells: "Available Spells"
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tome_your_skills: "Your Skills"
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hud_continue: "Continue (shift+space)"
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spell_saved: "Spell Saved"
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code_saved: "Code Saved"
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skip_tutorial: "Skip (esc)"
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keyboard_shortcuts: "Key Shortcuts"
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loading_ready: "Ready!"
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@ -3,4 +3,4 @@ span.code-background
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div.ace
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.save-status(data-i18n="play_level.spell_saved") Spell Saved
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.save-status(data-i18n="play_level.code_saved") Code Saved
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@ -82,8 +82,8 @@ module.exports = class WorldMapView extends RootView
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for level, index in campaign.levels
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level.x ?= 10 + 80 * Math.random()
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level.y ?= 10 + 80 * Math.random()
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#level.locked = index > 0 and not me.earnedLevel level.original
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level.locked = false # Until we can solve the bug.
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level.locked = index > 0 and not me.earnedLevel level.original
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level.locked = false if window.levelUnlocksNotWorking
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context.levelStatusMap = @levelStatusMap
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context.levelPlayCountMap = @levelPlayCountMap
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context.isIPadApp = application.isIPadApp
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@ -30,6 +30,7 @@ module.exports = class HeroVictoryModal extends ModalView
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@achievements = @supermodel.loadCollection(achievements, 'achievements').model
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@listenToOnce @achievements, 'sync', @onAchievementsLoaded
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@readyToContinue = false
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@waitingToContinueSince = new Date()
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Backbone.Mediator.publish 'audio-player:play-sound', trigger: 'victory'
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onAchievementsLoaded: ->
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@ -59,7 +60,13 @@ module.exports = class HeroVictoryModal extends ModalView
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res = @supermodel.loadCollection(earnedAchievements, 'earned_achievements')
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@earnedAchievements = res.model
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@listenTo @earnedAchievements, 'sync', ->
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if @earnedAchievements.models.length < @earnedAchievements.sizeShouldBe
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if (new Date() - @waitingToContinueSince) > 15 * 1000
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# In case there is some network problem, like we saw with CloudFlare + school proxies, we'll let them keep playing.
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application.tracker?.trackEvent 'Unlocking Failed', level: @level.get('slug'), label: @level.get('slug')
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window.levelUnlocksNotWorking = true
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@readyToContinue = true
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@updateSavingProgressStatus()
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else if @earnedAchievements.models.length < @earnedAchievements.sizeShouldBe
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@earnedAchievements.fetch()
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else
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@listenToOnce me, 'sync', ->
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