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Stopped locking levels for now, since the achievements aren't quite unlocking them correctly.
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2 changed files with 5 additions and 4 deletions
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@ -73,6 +73,6 @@ module.exports = class User extends CocoModel
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gemsSpent = sum(purchased.heroes) + sum(purchased.items) + sum(purchased.levels)
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gemsEarned + gemsPurchased - gemsSpent
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earnedHero: (heroOriginal) -> heroOriginal in me.get('earned')?.heroes ? []
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earnedItem: (itemOriginal) -> itemOriginal in me.get('earned')?.items ? []
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earnedLevel: (levelOriginal) -> levelOriginal in me.get('earned')?.levels ? []
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earnedHero: (heroOriginal) -> heroOriginal in (me.get('earned')?.heroes ? [])
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earnedItem: (itemOriginal) -> itemOriginal in (me.get('earned')?.items ? [])
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earnedLevel: (levelOriginal) -> levelOriginal in (me.get('earned')?.levels ? [])
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@ -68,7 +68,8 @@ 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 = index > 0 and not me.earnedLevel level.original
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level.locked = false # Not working yet, but time for sleep.
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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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