Cleaned up the LevelView, organizing it so that initialization code roughly runs in order, and set it up so that the ScriptManager is created earlier.

This commit is contained in:
Scott Erickson 2014-05-19 17:10:41 -07:00
parent 62ad8dd26a
commit b410d91203
2 changed files with 127 additions and 130 deletions

View file

@ -135,6 +135,7 @@ module.exports = class LevelLoader extends CocoClass
onWorldNecessitiesLoaded: =>
@initWorld()
@supermodel.clearMaxProgress()
@trigger 'world-necessities-loaded'
return if @headless and not @editorMode
thangsToLoad = _.uniq( (t.spriteName for t in @world.thangs when t.exists) )
nameModelTuples = ([thangType.get('name'), thangType] for thangType in @thangNames.models)

View file

@ -68,15 +68,14 @@ module.exports = class PlayLevelView extends View
shortcuts:
'ctrl+s': 'onCtrlS'
# Initial Setup #############################################################
constructor: (options, @levelID) ->
console.profile?() if PROFILE_ME
super options
if not me.get('hourOfCode') and @getQueryVariable "hour_of_code"
me.set 'hourOfCode', true
me.save()
$('body').append($("<img src='http://code.org/api/hour/begin_codecombat.png' style='visibility: hidden;'>"))
application.tracker?.trackEvent 'Hour of Code Begin', {}
@setUpHourOfCode()
@isEditorPreview = @getQueryVariable 'dev'
@sessionID = @getQueryVariable 'session'
@ -91,10 +90,12 @@ module.exports = class PlayLevelView extends View
else
@load()
application.tracker?.trackEvent 'Started Level Load', level: @levelID, label: @levelID
onLevelLoadError: (e) ->
# TODO NOW: remove this in favor of the supermodel handling it
application.router.navigate "/play?not_found=#{@levelID}", {trigger: true}
setUpHourOfCode: ->
me.set 'hourOfCode', true
me.save()
$('body').append($("<img src='http://code.org/api/hour/begin_codecombat.png' style='visibility: hidden;'>"))
application.tracker?.trackEvent 'Hour of Code Begin', {}
setLevel: (@level, givenSupermodel) ->
@supermodel.models = givenSupermodel.models
@ -112,6 +113,30 @@ module.exports = class PlayLevelView extends View
@loadStartTime = new Date()
@god = new God debugWorker: true
@levelLoader = new LevelLoader supermodel: @supermodel, levelID: @levelID, sessionID: @sessionID, opponentSessionID: @getQueryVariable('opponent'), team: @getQueryVariable("team")
@listenToOnce @levelLoader, 'world-necessities-loaded', @onWorldNecessitiesLoaded
# CocoView overridden methods ###############################################
updateProgress: (progress) ->
super(progress)
return if @seenDocs
return unless @levelLoader.session.loaded and @levelLoader.level.loaded
return unless showFrequency = @levelLoader.level.get('showsGuide')
session = @levelLoader.session
diff = new Date().getTime() - new Date(session.get('created')).getTime()
return if showFrequency is 'first-time' and diff > (5 * 60 * 1000)
articles = @levelLoader.supermodel.getModels Article
for article in articles
return unless article.loaded
@showGuide()
showGuide: ->
@seenDocs = true
DocsModal = require './level/modal/docs_modal'
options = {docs: @levelLoader.level.get('documentation'), supermodel: @supermodel}
@openModalView(new DocsModal(options), true)
Backbone.Mediator.subscribeOnce 'modal-closed', @onLevelLoaded, @
return true
getRenderData: ->
c = super()
@ -129,62 +154,26 @@ module.exports = class PlayLevelView extends View
@$el.find('#level-done-button').hide()
$('body').addClass('is-playing')
updateProgress: (progress) ->
super(progress)
if not @worldInitialized and @levelLoader.session.loaded and @levelLoader.level.loaded and @levelLoader.world and (not @levelLoader.opponentSession or @levelLoader.opponentSession.loaded)
@grabLevelLoaderData()
@onWorldInitialized()
return if @seenDocs
return unless @levelLoader.session.loaded and @levelLoader.level.loaded
return unless showFrequency = @levelLoader.level.get('showsGuide')
session = @levelLoader.session
diff = new Date().getTime() - new Date(session.get('created')).getTime()
return if showFrequency is 'first-time' and diff > (5 * 60 * 1000)
articles = @levelLoader.supermodel.getModels Article
for article in articles
return unless article.loaded
@showGuide()
afterInsert: ->
super()
@showWizardSettingsModal() if not me.get('name')
onWorldInitialized: ->
@worldInitialized = true
# Partially Loaded Setup ####################################################
onWorldNecessitiesLoaded: ->
# Called when we have enough to build the world, but not everything is loaded
@grabLevelLoaderData()
team = @getQueryVariable("team") ? @world.teamForPlayer(0)
@loadOpponentTeam(team)
@god.setLevel @level.serialize @supermodel
@god.setLevelSessionIDs if @otherSession then [@session.id, @otherSession.id] else [@session.id]
@god.setWorldClassMap @world.classMap
@setupGod()
@setTeam team
@initGoalManager()
@insertSubviews ladderGame: (@level.get('type') is "ladder")
@insertSubviews()
@initVolume()
@listenTo(@session, 'change:multiplayer', @onMultiplayerChanged)
@originalSessionState = $.extend(true, {}, @session.get('state'))
@register()
@controlBar.setBus(@bus)
showGuide: ->
@seenDocs = true
DocsModal = require './level/modal/docs_modal'
options = {docs: @levelLoader.level.get('documentation'), supermodel: @supermodel}
@openModalView(new DocsModal(options), true)
Backbone.Mediator.subscribeOnce 'modal-closed', @onLevelLoaded, @
return true
onLoaded: ->
_.defer => @onLevelLoaded()
onLevelLoaded: ->
return unless @levelLoader.progress() is 1 # double check, since closing the guide may trigger this early
@loadingView.showReady()
if window.currentModal and not window.currentModal.destroyed
return Backbone.Mediator.subscribeOnce 'modal-closed', @onLevelLoaded, @
# Save latest level played in local storage
if not (@levelLoader.level.get('type') in ['ladder', 'ladder-tutorial'])
me.set('lastLevel', @levelID)
me.save()
@levelLoader.destroy()
@levelLoader = null
@initSurface()
@initScriptManager()
grabLevelLoaderData: ->
@ -212,7 +201,78 @@ module.exports = class PlayLevelView extends View
# For now, ladderGame will disallow multiplayer, because session code combining doesn't play nice yet.
@session.set 'multiplayer', false
onLevelStarted: (e) ->
setupGod: ->
@god.setLevel @level.serialize @supermodel
@god.setLevelSessionIDs if @otherSession then [@session.id, @otherSession.id] else [@session.id]
@god.setWorldClassMap @world.classMap
setTeam: (team) ->
team = team?.team unless _.isString team
team ?= 'humans'
me.team = team
Backbone.Mediator.publish 'level:team-set', team: team
initGoalManager: ->
@goalManager = new GoalManager(@world, @level.get('goals'))
@god.setGoalManager @goalManager
insertSubviews: ->
@insertSubView @tome = new TomeView levelID: @levelID, session: @session, thangs: @world.thangs, supermodel: @supermodel
@insertSubView new PlaybackView session: @session
@insertSubView new GoalsView {}
@insertSubView new GoldView {}
@insertSubView new HUDView {}
@insertSubView new ChatView levelID: @levelID, sessionID: @session.id, session: @session
worldName = utils.i18n @level.attributes, 'name'
@controlBar = @insertSubView new ControlBarView {worldName: worldName, session: @session, level: @level, supermodel: @supermodel, playableTeams: @world.playableTeams}
#Backbone.Mediator.publish('level-set-debug', debug: true) if me.displayName() is 'Nick!'
initVolume: ->
volume = me.get('volume')
volume = 1.0 unless volume?
Backbone.Mediator.publish 'level-set-volume', volume: volume
initScriptManager: ->
@scriptManager = new ScriptManager({scripts: @world.scripts or [], view:@, session: @session})
@scriptManager.loadFromSession()
register: ->
@bus = LevelBus.get(@levelID, @session.id)
@bus.setSession(@session)
@bus.setSpells @tome.spells
@bus.connect() if @session.get('multiplayer')
# Load Completed Setup ######################################################
onLoaded: ->
_.defer => @onLevelLoaded()
onLevelLoaded: ->
# Everything is now loaded
return unless @levelLoader.progress() is 1 # double check, since closing the guide may trigger this early
@loadingView.showReady()
if window.currentModal and not window.currentModal.destroyed
return Backbone.Mediator.subscribeOnce 'modal-closed', @onLevelLoaded, @
# Save latest level played in local storage
if not (@levelLoader.level.get('type') in ['ladder', 'ladder-tutorial'])
me.set('lastLevel', @levelID)
me.save()
@levelLoader.destroy()
@levelLoader = null
@initSurface()
initSurface: ->
surfaceCanvas = $('canvas#surface', @$el)
@surface = new Surface(@world, surfaceCanvas, thangTypes: @supermodel.getModels(ThangType), playJingle: not @isEditorPreview)
worldBounds = @world.getBounds()
bounds = [{x:worldBounds.left, y:worldBounds.top}, {x:worldBounds.right, y:worldBounds.bottom}]
@surface.camera.setBounds(bounds)
@surface.camera.zoomTo({x:0, y:0}, 0.1, 0)
# Once Surface is Loaded ####################################################
onLevelStarted: ->
@surface.showLevel()
if @otherSession
# TODO: colorize name and cloud by team, colorize wizard by user's color config
@ -229,34 +289,17 @@ module.exports = class PlayLevelView extends View
application.tracker?.trackEvent 'Finished Level Load', level: @levelID, label: @levelID, loadDuration: loadDuration
application.tracker?.trackTiming loadDuration, 'Level Load Time', @levelID, @levelID
onSupermodelLoadedOne: =>
@modelsLoaded ?= 0
@modelsLoaded += 1
@updateInitString()
updateInitString: ->
return if @surface
@modelsLoaded ?= 0
canvas = @$el.find('#surface')[0]
ctx = canvas.getContext('2d')
ctx.font="20px Georgia"
ctx.clearRect(0, 0, canvas.width, canvas.height)
ctx.fillText("Loaded #{@modelsLoaded} thingies",50,50)
insertSubviews: ->
@insertSubView @tome = new TomeView levelID: @levelID, session: @session, thangs: @world.thangs, supermodel: @supermodel
@insertSubView new PlaybackView session: @session
@insertSubView new GoalsView {}
@insertSubView new GoldView {}
@insertSubView new HUDView {}
@insertSubView new ChatView levelID: @levelID, sessionID: @session.id, session: @session
worldName = utils.i18n @level.attributes, 'name'
@controlBar = @insertSubView new ControlBarView {worldName: worldName, session: @session, level: @level, supermodel: @supermodel, playableTeams: @world.playableTeams}
#Backbone.Mediator.publish('level-set-debug', debug: true) if me.displayName() is 'Nick!'
afterInsert: ->
super()
@showWizardSettingsModal() if not me.get('name')
onSurfaceSetUpNewWorld: ->
return if @alreadyLoadedState
@alreadyLoadedState = true
state = @originalSessionState
if state.frame and @level.get('type') isnt 'ladder' # https://github.com/codecombat/codecombat/issues/714
Backbone.Mediator.publish 'level-set-time', { time: 0, frameOffset: state.frame }
if state.selected
# TODO: Should also restore selected spell here by saving spellName
Backbone.Mediator.publish 'level-select-sprite', { thangID: state.selected, spellName: null }
if state.playing?
Backbone.Mediator.publish 'level-set-playing', { playing: state.playing }
# callbacks
@ -412,46 +455,11 @@ module.exports = class PlayLevelView extends View
@bus.removeFirebaseData =>
@bus.disconnect()
# initialization
addPointer: ->
p = $('#pointer')
return if p.length
@$el.append($('<img src="/images/level/pointer.png" id="pointer">'))
initSurface: ->
surfaceCanvas = $('canvas#surface', @$el)
@surface = new Surface(@world, surfaceCanvas, thangTypes: @supermodel.getModels(ThangType), playJingle: not @isEditorPreview)
worldBounds = @world.getBounds()
bounds = [{x:worldBounds.left, y:worldBounds.top}, {x:worldBounds.right, y:worldBounds.bottom}]
@surface.camera.setBounds(bounds)
@surface.camera.zoomTo({x:0, y:0}, 0.1, 0)
initGoalManager: ->
@goalManager = new GoalManager(@world, @level.get('goals'))
@god.setGoalManager @goalManager
initScriptManager: ->
@scriptManager = new ScriptManager({scripts: @world.scripts or [], view:@, session: @session})
@scriptManager.loadFromSession()
initVolume: ->
volume = me.get('volume')
volume = 1.0 unless volume?
Backbone.Mediator.publish 'level-set-volume', volume: volume
onSurfaceSetUpNewWorld: ->
return if @alreadyLoadedState
@alreadyLoadedState = true
state = @originalSessionState
if state.frame and @level.get('type') isnt 'ladder' # https://github.com/codecombat/codecombat/issues/714
Backbone.Mediator.publish 'level-set-time', { time: 0, frameOffset: state.frame }
if state.selected
# TODO: Should also restore selected spell here by saving spellName
Backbone.Mediator.publish 'level-select-sprite', { thangID: state.selected, spellName: null }
if state.playing?
Backbone.Mediator.publish 'level-set-playing', { playing: state.playing }
preloadNextLevel: =>
# TODO: Loading models in the middle of gameplay causes stuttering. Most of the improvement in loading time is simply from passing the supermodel from this level to the next, but if we can find a way to populate the level early without it being noticeable, that would be even better.
# return if @destroyed
@ -460,12 +468,6 @@ module.exports = class PlayLevelView extends View
# @supermodel.populateModel nextLevel
# @preloaded = true
register: ->
@bus = LevelBus.get(@levelID, @session.id)
@bus.setSession(@session)
@bus.setSpells @tome.spells
@bus.connect() if @session.get('multiplayer')
onSessionWillSave: (e) ->
# Something interesting has happened, so (at a lower frequency), we'll save a screenshot.
#@saveScreenshot e.session
@ -475,12 +477,6 @@ module.exports = class PlayLevelView extends View
return unless screenshot = @surface?.screenshot()
session.save {screenshot: screenshot}, {patch: true}
setTeam: (team) ->
team = team?.team unless _.isString team
team ?= 'humans'
me.team = team
Backbone.Mediator.publish 'level:team-set', team: team
# Dynamic sound loading
onNewWorld: (e) ->