Merge branch 'master' into production

This commit is contained in:
Nick Winter 2014-12-01 13:53:40 -08:00
commit b49d880fd9
16 changed files with 70 additions and 60 deletions

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@ -34,9 +34,15 @@
<script src="/javascripts/aether.js" defer></script>
<script src="/javascripts/app.js" defer></script> <!-- it's all Backbone! -->
<script>
// Placeholder for iPad, which inspects the user object at the bottom of an injected page.
window.userObject = "userObjectTag";
window.me = {
get: function(attribute) { return window.userObject[attribute]; }
}
onLoad = function() {
FastClick.attach(document.body);
window.userObject = "userObjectTag";
require('core/initialize');
}
</script>

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@ -20,6 +20,7 @@ module.exports = ModuleLoader = class ModuleLoader extends CocoClass
wrapped = _.wrap window.require, (func, name, loaderPath) ->
# vendor libraries aren't actually wrapped with common.js, so short circuit those requires
return {} if _.string.startsWith(name, 'vendor/')
name = 'core/auth' if name is 'lib/auth' # proxy for iPad until it's been updated to use the new, refactored location. TODO: remove this
return func(name, loaderPath)
_.extend wrapped, window.require # for functions like 'list'
window.require = wrapped

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@ -176,7 +176,7 @@ module.exports = class LevelLoader extends CocoClass
for obj in objUniq articleVersions
url = "/db/article/#{obj.original}/version/#{obj.majorVersion}"
@maybeLoadURL url, Article, 'article'
if obj = @level.get 'nextLevel'
if obj = @level.get 'nextLevel' # TODO: update to get next level from campaigns, not this old property
url = "/db/level/#{obj.original}/version/#{obj.majorVersion}"
@maybeLoadURL url, Level, 'level'

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@ -680,9 +680,9 @@ module.exports = nativeDescription: "Deutsch (Deutschland)", englishDescription:
diplomat_launch_url: "Launch im Oktober"
diplomat_introduction_suf: "ist das es ein großes Interesse an CodeCombat in anderen Ländern gibt! Wir stellen eine Truppe von Übersetzern zusammen, die gewillt sind einen Satz Wörten in einen anderen Satz Wörter umzuwandeln um CodeCombat der Welt so zugänglich wie möglich zu machen. Wenn du es magst eine Vorschau von zukünftigem Content zu erhalten und diese Level so schnell wie möglich deinen Landsleuten zur Verfügung zu stellen, dann ist diese Klasse vielleicht für dich."
# diplomat_attribute_1: "Fluency in English and the language you would like to translate to. When conveying complicated ideas, it's important to have a strong grasp in both!"
# diplomat_i18n_page_prefix: "You can start translating our levels by going to our"
# diplomat_i18n_page: "translations page"
# diplomat_i18n_page_suffix: ", or our interface and website on GitHub."
diplomat_i18n_page_prefix: "Du kanns anfangen unsere Levels zu übersetzen, indem du auf unsere"
diplomat_i18n_page: "Übersetzungs-Seite"
diplomat_i18n_page_suffix: "gehst, oder unsere Schnittstelle und Webseite bei GitHub benutzt."
diplomat_join_pref_github: "Finde deine Sprachdatei "
diplomat_github_url: "bei GitHub"
diplomat_join_suf_github: ", editiere sie online und reiche einen Pull Request ein. Außerdem, hake die Checkbox unten an um über neue Entwicklungen bei der Internationalisierung auf dem laufenden zu bleiben!"
@ -844,7 +844,7 @@ module.exports = nativeDescription: "Deutsch (Deutschland)", englishDescription:
thang_names: "Thang Namen"
files: "Dateien"
top_simulators: "Top Simulatoren"
# source_document: "Source Document"
source_document: "Quelldokument"
document: "Dokument"
sprite_sheet: "Sprite Sheet"
employers: "Arbeitgeber"
@ -1086,7 +1086,7 @@ module.exports = nativeDescription: "Deutsch (Deutschland)", englishDescription:
player_code: "Spieler Code"
employers:
# deprecation_warning_title: "Sorry, CodeCombat is not recruiting right now."
deprecation_warning_title: "Leider sucht CodeCombat derzeit keine neuen Mitarbeiter."
# deprecation_warning: "We are focusing on beginner levels instead of finding expert developers for the time being."
hire_developers_not_credentials: "Stellen Sie Entwickler ein, nicht Qualifikationen." # We are not actively recruiting right now, so there's no need to add new translations for the rest of this section.
get_started: "Legen Sie los"

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@ -6,7 +6,7 @@ module.exports = nativeDescription: "Português (Portugal)", englishDescription:
play: "Jogar" # The big play button that just starts playing a level
old_browser: "Ups, o teu navegador é demasiado antigo para que o CodeCombat funcione. Desculpa!" # Warning that shows up on really old Firefox/Chrome/Safari
old_browser_suffix: "Mesmo assim podes tentar, mas provavelmente não irá funcionar."
# ipad_browser: "Bad news: CodeCombat doesn't run on iPad in the browser. Good news: our native iPad app is awaiting Apple approval."
ipad_browser: "Más notícias: o CodeCombat não funciona no navegador do iPad. Boas notícias: a nossa aplicação nativa para iPad está à espera da aprovação da Apple."
campaign: "Campanha"
for_beginners: "Para Iniciantes"
multiplayer: "Multijogador" # Not currently shown on home page
@ -915,9 +915,9 @@ module.exports = nativeDescription: "Português (Portugal)", englishDescription:
cla_url: "CLA"
contributor_description_suffix: "com o qual deves concordar antes de contribuir."
code_title: "Código - MIT"
# code_description_prefix: "All code owned by CodeCombat or hosted on codecombat.com, both in the GitHub repository or in the codecombat.com database, is licensed under the"
code_description_prefix: "Todo o código do CodeCombat ou hospedado em codecombat.com, tanto no repositório do GitHub como na base de dados de codecombat.com, está resguardado sob a"
mit_license_url: "licença do MIT"
# code_description_suffix: "This includes all code in Systems and Components that are made available by CodeCombat for the purpose of creating levels."
code_description_suffix: "Isto inclui todo o código dentro dos Sistemas e dos Componentes, o qual é disponibilizado pelo CodeCombat para a criação de níveis."
art_title: "Arte/Música - Creative Commons "
art_description_prefix: "Todos os conteúdos comuns estão disponíveis à luz da"
cc_license_url: "Licença 'Creative Commons Attribution 4.0 International'"

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@ -124,6 +124,15 @@ module.exports = class User extends CocoModel
application.tracker.identify gemPromptGroup: @gemPromptGroup unless me.isAdmin()
@gemPromptGroup
getHideLockedLevelsGroup: ->
return @hideLockedLevelsGroup if @hideLockedLevelsGroup
group = if me.isAdmin() then 0 else me.get('testGroupNumber') % 2
@hideLockedLevelsGroup = switch group
when 0 then 'show'
when 1 then 'hide'
application.tracker.identify hideLockedLevelsGroup: @hideLockedLevelsGroup unless me.isAdmin()
@hideLockedLevelsGroup
tiersByLevel = [-1, 0, 0.05, 0.14, 0.18, 0.32, 0.41, 0.5, 0.64, 0.82, 0.91, 1.04, 1.22, 1.35, 1.48, 1.65, 1.78, 1.96, 2.1, 2.24, 2.38, 2.55, 2.69, 2.86, 3.03, 3.16, 3.29, 3.42, 3.58, 3.74, 3.89, 4.04, 4.19, 4.32, 4.47, 4.64, 4.79, 4.96,
5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 5, 10, 10.5, 11, 11.5, 12, 12.5, 13, 13.5, 14, 14.5, 15
]

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@ -5,7 +5,7 @@ block content
div(class="job-profile-container")
h1#login-message
|Please
a.auth-button login
a.login-button login
| to view this profile.
else if user.loaded
if allowedToEditJobProfile

View file

@ -83,7 +83,7 @@
p
strong You must be signed in to sign this agreement.
button.btn.btn-primary.auth-button
button.btn.btn-primary.login-button
span(data-i18n="login.log_in") Log In
span.spr.spl /
span(data-i18n="login.sign_up") Create Account

View file

@ -7,7 +7,7 @@ if me.attributes.anonymous
| To subscribe for class emails, you'll need to be logged in first.
strong.spl
a.auth-button
a.signup-button
span(data-i18n="login.log_in") Log In
span.spr.spl /
span(data-i18n="login.sign_up") Create Account

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@ -50,7 +50,7 @@ block modal-body-content
block modal-footer-content
if me.get('anonymous')
p.sign-up-poke.hide
button.btn.btn-success.sign-up-button.btn-large(data-toggle="coco-modal", data-target="modal/SignupModal", data-i18n="play_level.victory_sign_up") Sign Up to Save Progress
button.btn.btn-success.sign-up-button.btn-large(data-toggle="coco-modal", data-target="core/AuthModal", data-i18n="play_level.victory_sign_up") Sign Up to Save Progress
span(data-i18n="play_level.victory_sign_up_poke") Want to save your code? Create a free account!
div#totals.pull-left

View file

@ -23,7 +23,7 @@ block modal-footer-content
a.btn.btn-primary(href="/", data-dismiss="modal", data-i18n="play_level.victory_go_home") Go Home
if me.get('anonymous')
p.sign-up-poke
button.btn.btn-success.sign-up-button.btn-large(data-toggle="coco-modal", data-target="modal/SignupModal", data-i18n="play_level.victory_sign_up") Sign Up to Save Progress
button.btn.btn-success.sign-up-button.btn-large(data-toggle="coco-modal", data-target="core/AuthModal", data-i18n="play_level.victory_sign_up") Sign Up to Save Progress
span(data-i18n="play_level.victory_sign_up_poke") Want to save your code? Create a free account!
p.clearfix
else

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@ -10,30 +10,32 @@
if !level.hidden
- var next = level.id == nextLevel || (!seenNext && levelStatusMap[level.id] != "complete" && !level.locked && !level.disabled && (!level.practice || me.getBranchingGroup() == 'all-practice'));
- seenNext = seenNext || next;
div(style="left: #{level.x}%; bottom: #{level.y}%; background-color: #{level.color}", class="level" + (next ? " next" : "") + (level.disabled ? " disabled" : "") + (level.locked ? " locked" : "") + " " + levelStatusMap[level.id] || "", data-level-id=level.id, title=level.name + (level.disabled ? ' (Coming Soon to Adventurers)' : ''))
a(href=level.type == 'hero' ? '#' : level.disabled ? "/play" : "/play/#{level.levelPath || 'level'}/#{level.id}", disabled=level.disabled, data-level-id=level.id, data-level-path=level.levelPath || 'level', data-level-name=level.name)
div(style="left: #{level.x}%; bottom: #{level.y}%", class="level-shadow" + (next ? " next" : "") + " " + levelStatusMap[level.id] || "")
.level-info-container(data-level-id=level.id, data-level-path=level.levelPath || 'level', data-level-name=level.name)
div(class="level-info " + (levelStatusMap[level.id] || ""))
h3= level.name + (level.disabled ? " (Coming soon!)" : (level.locked ? " (Locked)" : ""))
.level-description= level.description
if level.disabled
p
span.spr(data-i18n="play.awaiting_levels_adventurer_prefix") We release five levels per week.
a.spr(href="/contribute/adventurer")
strong(data-i18n="play.awaiting_levels_adventurer") Sign up as an Adventurer
span.spl(data-i18n="play.awaiting_levels_adventurer_suffix") to be the first to play new levels.
- var playCount = levelPlayCountMap[level.id]
if playCount && playCount.sessions > 20
div
span.spr #{playCount.sessions}
span(data-i18n="play.players") players
span.spr , #{Math.round(playCount.playtime / 3600)}
span(data-i18n="play.hours_played") hours played
.campaign-label(style="color: #{campaign.color}")= campaign.name
if isIPadApp && !level.disabled && !level.locked
button.btn.btn-success.btn-lg.start-level(data-i18n="common.play") Play
//- A/B Test hiding locked levels
if !hideLockedLevels || !level.locked
div(style="left: #{level.x}%; bottom: #{level.y}%; background-color: #{level.color}", class="level" + (next ? " next" : "") + (level.disabled ? " disabled" : "") + (level.locked ? " locked" : "") + " " + levelStatusMap[level.id] || "", data-level-id=level.id, title=level.name + (level.disabled ? ' (Coming Soon to Adventurers)' : ''))
a(href=level.type == 'hero' ? '#' : level.disabled ? "/play" : "/play/#{level.levelPath || 'level'}/#{level.id}", disabled=level.disabled, data-level-id=level.id, data-level-path=level.levelPath || 'level', data-level-name=level.name)
div(style="left: #{level.x}%; bottom: #{level.y}%", class="level-shadow" + (next ? " next" : "") + " " + levelStatusMap[level.id] || "")
.level-info-container(data-level-id=level.id, data-level-path=level.levelPath || 'level', data-level-name=level.name)
div(class="level-info " + (levelStatusMap[level.id] || ""))
h3= level.name + (level.disabled ? " (Coming soon!)" : (level.locked ? " (Locked)" : ""))
.level-description= level.description
if level.disabled
p
span.spr(data-i18n="play.awaiting_levels_adventurer_prefix") We release five levels per week.
a.spr(href="/contribute/adventurer")
strong(data-i18n="play.awaiting_levels_adventurer") Sign up as an Adventurer
span.spl(data-i18n="play.awaiting_levels_adventurer_suffix") to be the first to play new levels.
- var playCount = levelPlayCountMap[level.id]
if playCount && playCount.sessions > 20
div
span.spr #{playCount.sessions}
span(data-i18n="play.players") players
span.spr , #{Math.round(playCount.playtime / 3600)}
span(data-i18n="play.hours_played") hours played
.campaign-label(style="color: #{campaign.color}")= campaign.name
if isIPadApp && !level.disabled && !level.locked
button.btn.btn-success.btn-lg.start-level(data-i18n="common.play") Play
if mapType === 'dungeon' && forestIsAvailable
a#forest-link.glyphicon.glyphicon-share-alt.campaign-switch(href="/play/forest", data-i18n="[title]play.campaign_forest")
if mapType === 'forest'

View file

@ -1,4 +1,4 @@
SignupModalView = require 'views/modal/SignupModal'
AuthModal = require 'views/core/AuthModal'
RootView = require 'views/core/RootView'
{me} = require 'core/auth'
contributorSignupAnonymousTemplate = require 'templates/contribute/contributor_signup_anonymous'
@ -37,7 +37,7 @@ module.exports = class ContributeClassView extends RootView
me.setEmailSubscription subscription+'News', checked
me.patch()
@openModalView new SignupModalView() if me.get 'anonymous'
@openModalView new AuthModal() if me.get 'anonymous'
el.parent().find('.saved-notification').finish().show('fast').delay(3000).fadeOut(2000)
contributors: []

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@ -69,7 +69,9 @@ module.exports = class WorldMapView extends RootView
@hadEverChosenHero = me.get('heroConfig')?.thangType
@listenTo me, 'change:purchased', -> @renderSelectors('#gems-count')
@listenTo me, 'change:spent', -> @renderSelectors('#gems-count')
window.tracker?.trackEvent 'Loaded World Map', category: 'World Map', ['Google Analytics']
# A/B Test hiding locked levels
# window.tracker?.trackEvent 'Loaded World Map', category: 'World Map', ['Google Analytics']
window.tracker?.trackEvent 'Loaded World Map', category: 'World Map', hideLockedLevelsGroup: me.getHideLockedLevelsGroup()
# If it's a new player who didn't appear to come from Hour of Code, we register her here without setting the hourOfCode property.
elapsed = (new Date() - new Date(me.get('dateCreated')))
@ -135,6 +137,8 @@ module.exports = class WorldMapView extends RootView
context.mapType = _.string.slugify @terrain
context.nextLevel = @nextLevel
context.forestIsAvailable = @startedForestLevel or '541b67f71ccc8eaae19f3c62' in (me.get('earned')?.levels or [])
# A/B Test hiding locked levels
context.hideLockedLevels = me.getHideLockedLevelsGroup() is 'hide'
context
afterRender: ->

View file

@ -417,7 +417,6 @@ module.exports = class PlayLevelView extends RootView
onShowVictory: (e) ->
$('#level-done-button').show() unless @level.get('type', true) in ['hero', 'hero-ladder', 'hero-coop']
@showVictory() if e.showModal
setTimeout(@preloadNextLevel, 3000)
return if @victorySeen
@victorySeen = true
victoryTime = (new Date()) - @loadEndTime
@ -457,14 +456,10 @@ module.exports = class PlayLevelView extends RootView
viewClass: PlayLevelView,
viewArgs: [{supermodel: if @hasReceivedMemoryWarning then null else @supermodel}, nextLevelID]}
getNextLevel: ->
return null unless nextLevelOriginal = @level.get('nextLevel')?.original
levels = @supermodel.getModels(Level)
return l for l in levels when l.get('original') is nextLevelOriginal
getNextLevelID: ->
return null unless nextLevel = @getNextLevel()
nextLevelID = nextLevel.get('slug') or nextLevel.id
for campaign in require('views/play/WorldMapView').campaigns
for level in campaign.levels
return level.nextLevels?.continue if level.id is @level.get('slug')
getNextLevelURL: ->
return null unless @getNextLevelID()
@ -483,14 +478,6 @@ module.exports = class PlayLevelView extends RootView
@bus.removeFirebaseData =>
@bus.disconnect()
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
# return if @preloaded
# nextLevel = @getNextLevel()
# @supermodel.populateModel nextLevel
# @preloaded = true
onSessionWillSave: (e) ->
# Something interesting has happened, so (at a lower frequency), we'll save a screenshot.
#@saveScreenshot e.session

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@ -225,7 +225,7 @@ module.exports.recordTwoGames = (req, res) ->
updateSessions.bind(yetiGuru)
indexNewScoreArray.bind(yetiGuru)
addMatchToSessions.bind(yetiGuru)
updateUserSimulationCounts.bind(yetiGuru, req.user._id)
updateUserSimulationCounts.bind(yetiGuru, req.user?._id)
], (err, successMessageObject) ->
if err? then return errors.serverError res, "There was an error recording the single game:#{err}"
sendResponseObject req, res, {'message': 'The single game was submitted successfully!'}
@ -450,7 +450,7 @@ module.exports.processTaskResult = (req, res) ->
updateSessions.bind(yetiGuru)
indexNewScoreArray.bind(yetiGuru)
addMatchToSessions.bind(yetiGuru)
updateUserSimulationCounts.bind(yetiGuru, req.user._id)
updateUserSimulationCounts.bind(yetiGuru, req.user?._id)
determineIfSessionShouldContinueAndUpdateLog.bind(yetiGuru)
findNearestBetterSessionID.bind(yetiGuru)
addNewSessionsToQueue.bind(yetiGuru)
@ -615,6 +615,7 @@ updateUserSimulationCounts = (reqUserID, callback) ->
callback null
incrementUserSimulationCount = (userID, type, callback) =>
return callback null unless userID
inc = {}
inc[type] = 1
User.update {_id: userID}, {$inc: inc}, (err, affected) ->