Stopped locking levels for now, since the achievements aren't quite unlocking them correctly.

This commit is contained in:
Nick Winter 2014-09-26 03:52:57 -07:00
parent f0408a85d3
commit cf9cf6f98b
2 changed files with 5 additions and 4 deletions

View file

@ -73,6 +73,6 @@ module.exports = class User extends CocoModel
gemsSpent = sum(purchased.heroes) + sum(purchased.items) + sum(purchased.levels)
gemsEarned + gemsPurchased - gemsSpent
earnedHero: (heroOriginal) -> heroOriginal in me.get('earned')?.heroes ? []
earnedItem: (itemOriginal) -> itemOriginal in me.get('earned')?.items ? []
earnedLevel: (levelOriginal) -> levelOriginal in me.get('earned')?.levels ? []
earnedHero: (heroOriginal) -> heroOriginal in (me.get('earned')?.heroes ? [])
earnedItem: (itemOriginal) -> itemOriginal in (me.get('earned')?.items ? [])
earnedLevel: (levelOriginal) -> levelOriginal in (me.get('earned')?.levels ? [])

View file

@ -68,7 +68,8 @@ module.exports = class WorldMapView extends RootView
for level, index in campaign.levels
level.x ?= 10 + 80 * Math.random()
level.y ?= 10 + 80 * Math.random()
level.locked = index > 0 and not me.earnedLevel level.original
#level.locked = index > 0 and not me.earnedLevel level.original
level.locked = false # Not working yet, but time for sleep.
context.levelStatusMap = @levelStatusMap
context.levelPlayCountMap = @levelPlayCountMap
context.isIPadApp = application.isIPadApp