Merge remote-tracking branch 'upstream/master'

This commit is contained in:
Ruben Vereecken 2014-07-29 16:50:31 +02:00
commit f3e5b30f11
166 changed files with 1819 additions and 1454 deletions

View file

@ -6,7 +6,10 @@ NotFoundView = require('views/NotFoundView')
go = (path) -> -> @routeDirectly path, arguments
module.exports = class CocoRouter extends Backbone.Router
subscribe: ->
initialize: ->
# http://nerds.airbnb.com/how-to-add-google-analytics-page-tracking-to-57536
@bind 'route', @_trackPageView
Backbone.Mediator.subscribe 'gapi-loaded', @onGPlusAPILoaded, @
Backbone.Mediator.subscribe 'router:navigate', @onNavigate, @
@ -14,12 +17,24 @@ module.exports = class CocoRouter extends Backbone.Router
'': go('HomeView')
'about': go('AboutView')
'admin': go('AdminView')
'account/profile(/:userID)': go('account/JobProfileView')
'account/settings': go('account/AccountSettingsView')
'account/unsubscribe': go('account/UnsubscribeView')
'admin': go('admin/MainAdminView')
'admin/candidates': go('admin/CandidatesView')
'admin/clas': go('admin/CLAsView')
'admin/employers': go('admin/EmployersListView')
'admin/files': go('admin/FilesView')
'admin/level-sessions': go('admin/LevelSessionsView')
'admin/users': go('admin/UsersView')
'beta': go('HomeView')
'cla': go('CLAView')
'community': go('CommunityView')
'contribute': go('contribute/MainContributeView')
'contribute/adventurer': go('contribute/AdventurerView')
'contribute/ambassador': go('contribute/AmbassadorView')
@ -28,71 +43,84 @@ module.exports = class CocoRouter extends Backbone.Router
'contribute/diplomat': go('contribute/DiplomatView')
'contribute/scribe': go('contribute/ScribeView')
'db/*path': 'routeToServer'
'demo(/*subpath)': go('DemoView')
'docs/components': go('docs/ComponentDocumentationView')
'editor': go('editor/MainEditorView')
'editor/achievement': go('editor/achievement/AchievementSearchView')
'editor/achievement': go('editor/achievement/AchievementEditView')
'editor/article': go('editor/article/ArticleSearchView')
'editor/article/preview': go('editor/article/ArticlePreviewView')
'editor/article/:articleID': go('editor/article/ArticleEditView')
'editor/level': go('editor/level/LevelSearchView')
'editor/level/:levelID': go('editor/level/LevelEditView')
'editor/thang': go('editor/thang/ThangTypeSearchView')
'editor/thang/:thangID': go('editor/thang/ThangTypeEditView')
'employers': go('EmployersView')
'file/*path': 'routeToServer'
'legal': go('LegalView')
'multiplayer': go('MultiplayerView')
'play': go('play/MainPlayView')
'play/ladder/:levelID': go('play/ladder/LadderView')
'play/ladder': go('play/ladder/MainLadderView')
'play/level/:levelID': go('play/level/PlayLevelView')
'play/spectate/:levelID': go('play/SpectateView')
'preview': go('HomeView')
'teachers': go('TeachersView')
'test(/*subpath)': go('TestView')
'*name': 'showNotFoundView'
# editor views tend to have the same general structure
'editor/:model(/:slug_or_id)(/:subview)': 'editorModelView'
routeToServer: (e) ->
window.location.href = window.location.href
# Direct links
'play/ladder/:levelID': go('play/ladder/ladder_view')
'play/ladder': go('play/ladder_home')
# db and file urls call the server directly
'db/*path': 'routeToServer'
'file/*path': 'routeToServer'
# most go through here
'*name': 'general'
home: -> @openRoute('home')
general: (name) ->
@openRoute(name)
editorModelView: (modelName, slugOrId, subview) ->
modulePrefix = "views/editor/#{modelName}/"
suffix = subview or (if slugOrId then 'edit' else 'home')
ViewClass = @tryToLoadModule(modulePrefix + suffix)
unless ViewClass
#console.log('could not hack it', modulePrefix + suffix)
args = (a for a in arguments when a)
args.splice(0, 0, 'editor')
return @openRoute(args.join('/'))
view = new ViewClass({}, slugOrId)
routeDirectly: (path, args) ->
path = "views/#{path}"
ViewClass = @tryToLoadModule path
return @openView @notFoundView() if not ViewClass
view = new ViewClass({}, args...) # options, then any path fragment args
view.render()
@openView if view then view else @notFoundView()
cache: {}
openRoute: (route) ->
route = route.split('?')[0]
route = route.split('#')[0]
view = @getViewFromCache(route)
@openView(view)
tryToLoadModule: (path) ->
try
return require(path)
catch error
if error.toString().search('Cannot find module "' + path + '" from') is -1
throw error
showNotFoundView: ->
@openView @notFoundView()
notFoundView: ->
view = new NotFoundView()
view.render()
openView: (view) ->
@closeCurrentView()
$('#page-container').empty().append view.el
window.currentView = view
@activateTab()
@renderLoginButtons()
window.scrollTo(0, view.scrollY) if view.scrollY?
view.afterInsert()
view.didReappear() if view.fromCache
view.didReappear()
closeCurrentView: ->
if window.currentView?.reloadOnClose
return document.location.reload()
window.currentModal?.hide?()
return unless window.currentView?
window.currentView.destroy()
onGPlusAPILoaded: =>
@renderLoginButtons()
@ -117,71 +145,10 @@ module.exports = class CocoRouter extends Backbone.Router
else
console.warn 'Didn\'t have gapi.signin to render G+ login button. (DoNotTrackMe extension?)'
getViewFromCache: (route) ->
if route of @cache
@cache[route].fromCache = true
return @cache[route]
view = @getView(route)
@cache[route] = view if view?.cache
return view
routeDirectly: (path, args) ->
if window.currentView?.reloadOnClose
return document.location.reload()
path = "views/#{path}"
ViewClass = @tryToLoadModule path
return @openView @notFoundView() if not ViewClass
view = new ViewClass({}, args...) # options, then any path fragment args
view.render()
@openView(view)
getView: (route, suffix='_view') ->
# iteratively breaks down the url pieces looking for the view
# passing the broken off pieces as args. This way views like 'resource/14394893'
# will get passed to the resource view with arg '14394893'
pieces = _.string.words(route, '/')
split = Math.max(1, pieces.length-1)
while split > -1
sub_route = _.string.join('/', pieces[0..split]...)
path = "views/#{sub_route}#{suffix}"
ViewClass = @tryToLoadModule(path)
break if ViewClass
split -= 1
return @notFoundView() if not ViewClass
args = pieces[split+1..]
view = new ViewClass({}, args...) # options, then any path fragment args
view.render()
tryToLoadModule: (path) ->
try
return require(path)
catch error
if error.toString().search('Cannot find module "' + path + '" from') is -1
throw error
notFoundView: ->
view = new NotFoundView()
view.render()
closeCurrentView: ->
window.currentModal?.hide?()
return unless window.currentView?
if window.currentView.cache
window.currentView.scrollY = window.scrollY
window.currentView.willDisappear()
else
window.currentView.destroy()
activateTab: ->
base = _.string.words(document.location.pathname[1..], '/')[0]
$("ul.nav li.#{base}").addClass('active')
initialize: ->
@cache = {}
# http://nerds.airbnb.com/how-to-add-google-analytics-page-tracking-to-57536
@bind 'route', @_trackPageView
_trackPageView: ->
window.tracker?.trackPageView()
@ -196,6 +163,3 @@ module.exports = class CocoRouter extends Backbone.Router
@openView view
else
@openView e.view
routeToServer: (e) ->
window.location.href = window.location.href

View file

@ -35,7 +35,7 @@ preload = (arrayOfImages) ->
$('<img/>')[0].src = @
Application = initialize: ->
Router = require('lib/Router')
Router = require('Router')
@tracker = new Tracker()
@facebookHandler = new FacebookHandler()
@gplusHandler = new GPlusHandler()
@ -53,7 +53,6 @@ Application = initialize: ->
#resPostPath: '/languages/add/__lng__/__ns__'
}, (t) =>
@router = new Router()
@router.subscribe()
onIdleChanged = (to) => => Backbone.Mediator.publish 'application:idle-changed', idle: @userIsIdle = to
@idleTracker = new Idle
onAway: onIdleChanged true

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@ -35,8 +35,6 @@ init = ->
treemaExt = require 'treema-ext'
treemaExt.setup()
$ -> init()
handleNormalUrls = ->
# http://artsy.github.com/blog/2012/06/25/replacing-hashbang-routes-with-pushstate/
$(document).on 'click', "a[href^='/']", (event) ->
@ -93,3 +91,5 @@ watchForErrors = ->
#msg += "\nError: #{error}" if error?
#msg += "\nStack: #{stack}" if stack = error?.stack
noty text: msg, layout: 'topCenter', type: 'error', killer: false, timeout: 5000, dismissQueue: true, maxVisible: 3, callback: {onClose: -> --currentErrors}
$ -> init()

View file

@ -28,10 +28,12 @@ Filters.brightness = (pixels, adjustment) ->
i+=4
return pixels
module.exports.darkenImage = darkenImage = (img, pct=0.5) ->
module.exports.darkenImage = darkenImage = (img, borderImageSelector, pct=0.5) ->
jqimg = $(img)
cachedValue = jqimg.data('darkened')
return img.src = cachedValue if cachedValue
if cachedValue
$(borderImageSelector).css 'border-image-source', 'url(' + cachedValue + ')'
return img.src = cachedValue
jqimg.data('original', img.src) unless jqimg.data('original')
if not (img.naturalWidth > 0 and img.naturalHeight > 0)
console.warn 'Tried to darken image', img, 'but it has natural dimensions', img.naturalWidth, img.naturalHeight
@ -41,9 +43,11 @@ module.exports.darkenImage = darkenImage = (img, pct=0.5) ->
ctx = c.getContext('2d')
ctx.putImageData(imageData, 0, 0)
img.src = c.toDataURL()
$(borderImageSelector).css 'border-image-source', 'url(' + img.src + ')'
jqimg.data('darkened', img.src)
module.exports.revertImage = revertImage = (img) ->
module.exports.revertImage = revertImage = (img, borderImageSelector) ->
jqimg = $(img)
return unless jqimg.data('original')
$(borderImageSelector).css 'border-image-source', 'url(' + jqimg.data('original') + ')'
img.src = jqimg.data('original')

View file

@ -597,7 +597,7 @@ module.exports = CocoSprite = class CocoSprite extends CocoClass
if @thangType.get('name') in ['Arrow', 'Spear'] and @thang.action is 'die'
@marks.shadow?.hide()
mark.update() for name, mark of @marks
#@thang.effectNames = ['berserk', 'confuse', 'control', 'curse', 'fear', 'poison', 'paralyze', 'regen', 'sleep', 'slow', 'haste']
#@thang.effectNames = ['warcry', 'confuse', 'control', 'curse', 'fear', 'poison', 'paralyze', 'regen', 'sleep', 'slow', 'haste']
@updateEffectMarks() if @thang?.effectNames?.length or @previousEffectNames?.length
updateEffectMarks: ->

View file

@ -1,7 +1,7 @@
module.exports = nativeDescription: "Deutsch (Schweiz)", englishDescription: "German (Switzerland)", translation:
common:
loading: "Lade..."
saving: "Spiichere..."
saving: "Speichere..."
sending: "Sende..."
send: "G'sendet"
cancel: "Abbreche"
@ -40,7 +40,7 @@ module.exports = nativeDescription: "Deutsch (Schweiz)", englishDescription: "Ge
okay: "Okay"
not_found:
page_not_found: "Siite nöd gfunde"
page_not_found: "Siite nid gfunde"
nav:
play: "Levels"
@ -51,8 +51,8 @@ module.exports = nativeDescription: "Deutsch (Schweiz)", englishDescription: "Ge
account: "Account"
admin: "Admin"
home: "Home"
contribute: "Spende"
# legal: "Legal"
contribute: "Mitmache"
legal: "Rechtlichs"
about: "Über"
contact: "Kontakt"
twitter_follow: "Folge"
@ -100,26 +100,26 @@ module.exports = nativeDescription: "Deutsch (Schweiz)", englishDescription: "Ge
for_beginners: "Für Afänger"
multiplayer: "Multiplayer"
for_developers: "Für Entwickler"
# javascript_blurb: "The language of the web. Great for writing websites, web apps, HTML5 games, and servers."
# python_blurb: "Simple yet powerful, Python is a great general purpose programming language."
# coffeescript_blurb: "Nicer JavaScript syntax."
javascript_blurb: "D Internetsproch. Super zum Websiite, Web Apps, HTML5 Games und Server schriibe."
python_blurb: "Eifach und doch mächtig. Python isch grossartigi, allgemein isetzbari Programmiersproch."
coffeescript_blurb: "Nettere JavaScript Syntax."
# clojure_blurb: "A modern Lisp."
# lua_blurb: "Game scripting language."
# io_blurb: "Simple but obscure."
lua_blurb: "D Sproch für Game Scripts."
io_blurb: "Eifach aber undurchsichtig."
play:
choose_your_level: "Wähl dis Level us"
adventurer_prefix: "Du chasch zu de untere Level zrugg goh oder die kommende Level diskutiere "
adventurer_forum: "s Abentürer-Forum"
# adventurer_suffix: "."
adventurer_prefix: "Du chasch zu de untere Level zrugg goh oder die kommende Level diskutiere im "
adventurer_forum: "Abentürer-Forum"
adventurer_suffix: "."
campaign_beginner: "Afängerkampagne"
campaign_beginner_description: "... i dere du d Zauberkunst vom Programmiere lernsch."
campaign_dev: "Zuefälligi schwierigeri Level"
campaign_dev_description: "... i dene du s Interface kenne lernsch, während du öppis chli Schwierigers machsch."
campaign_multiplayer: "Multiplayer Arenas"
campaign_multiplayer_description: "... i dene du Chopf a Chopf geg anderi Spieler spielsch."
# campaign_player_created: "Player-Created"
# campaign_player_created_description: "... in which you battle against the creativity of your fellow <a href=\"/contribute#artisan\">Artisan Wizards</a>."
campaign_player_created: "Vo Spieler erstellti Level"
campaign_player_created_description: "... i dene du gege d Kreativität vome <a href=\"/contribute#artisan\">Handwerker Zauberer</a> kämpfsch."
level_difficulty: "Schwierigkeit: "
play_as: "Spiel als"
spectate: "Zueluege"
@ -129,19 +129,19 @@ module.exports = nativeDescription: "Deutsch (Schweiz)", englishDescription: "Ge
welcome: "Mir ghöred gern vo dir! Benutz das Formular zum üs e E-Mail schicke."
contribute_prefix: "Wenn du dra interessiert bisch, mitzhelfe denn lueg doch mol verbii uf üsere "
contribute_page: "Contribute Page"
# contribute_suffix: "!"
forum_prefix: "Für öffentlichi Sache versuechs mol bi"
contribute_suffix: "!"
forum_prefix: "Für öffentlichi Sache versuechs mol stattdesse i "
forum_page: "üsem Forum"
forum_suffix: " stattdesse."
forum_suffix: "."
send: "Feedback schicke"
# contact_candidate: "Contact Candidate"
# recruitment_reminder: "Use this form to reach out to candidates you are interested in interviewing. Remember that CodeCombat charges 15% of first-year salary. The fee is due upon hiring the employee and is refundable for 90 days if the employee does not remain employed. Part time, remote, and contract employees are free, as are interns."
contact_candidate: "Kandidat kontaktiere"
recruitment_reminder: "Benutz das Formular zum mit Kandidate Kontakt ufneh, i die du interessiert bisch. Bhalt in Erinnerig, dass CodeCombat 15% vom erstjöhrige Lohn verrechnet. De Betrag wird fällig, sobald de Programmierer agstellt wird und chan 90 Täg lang zruggverrechnet werde wenn de Agstellti nid agstellt bliibt. Teilziitarbeit, Fernarbeit und temporäri Agstellti sind chostelos, s gliiche gilt für Interni Mitarbeiter."
diplomat_suggestion:
title: "Hilf, CodeCombat z übersetze!"
sub_heading: "Mir bruuched dini Sprochfähigkeite."
pitch_body: "Mir entwickled CodeCombat in Englisch, aber mir hend scho Spieler uf de ganze Welt. Vieli devo würed gern uf Schwiizerdütsch spiele, aber chönd kei Englisch. Wenn du beides chasch, denk doch mol drüber noh, dich bi üs als Diplomat izträge und z helfe, d CodeCombat Websiite und alli Level uf Schwiizerdütsch z übersetze."
missing_translations: "Until we can translate everything into Swiss German, you'll see generic German or English when Swiss German isn't available."
missing_translations: "Bis mir alles chönd uf Schwiizerdütsch übersetze wirsch du döt generisches Dütsch oder Englisch gseh, wo Schwiizerdütsch nid verfüegbar isch."
learn_more: "Lern meh drüber, en Diplomat zsii"
subscribe_as_diplomat: "Abonnier als en Diplomat"
@ -152,7 +152,7 @@ module.exports = nativeDescription: "Deutsch (Schweiz)", englishDescription: "Ge
color: "Farb"
group: "Gruppe"
clothes: "Chleider"
trim: "Zueschniide"
trim: "Deko"
cloud: "Wolke"
team: "Team"
spell: "Zauberspruch"
@ -219,93 +219,93 @@ module.exports = nativeDescription: "Deutsch (Schweiz)", englishDescription: "Ge
next_name: "Name?"
next_short_description: "schriibe e churzi Beschriibig."
next_long_description: "beschriib dini Wunschstell."
# next_skills: "list at least five skills."
# next_work: "chronicle your work history."
next_skills: "liste mindestens füf Fähigkeite uf."
next_work: "liste din bruefliche Werdegang uf."
# next_education: "recount your educational ordeals."
next_projects: "Zeig üs bis zu drü Projekt a dene du scho gschaffet hesch."
next_links: "füeg persönlichi oder Social Media Links ih."
# next_photo: "add an optional professional photo."
# next_active: "mark yourself open to offers to show up in searches."
next_photo: "füeg optional es professionells Foti hinzue."
next_active: "markier dich selber als offe für Agebot zum i Suechafroge uftauche."
example_blog: "Blog"
example_personal_site: "Eigeni Websiite"
links_header: "Eigeni Links"
# links_blurb: "Link any other sites or profiles you want to highlight, like your GitHub, your LinkedIn, or your blog."
# links_name: "Link Name"
# links_name_help: "What are you linking to?"
# links_link_blurb: "Link URL"
# basics_header: "Update basic info"
# basics_active: "Open to Offers"
# basics_active_help: "Want interview offers right now?"
# basics_job_title: "Desired Job Title"
# basics_job_title_help: "What role are you looking for?"
# basics_city: "City"
# basics_city_help: "City you want to work in (or live in now)."
# basics_country: "Country"
# basics_country_help: "Country you want to work in (or live in now)."
# basics_visa: "US Work Status"
# basics_visa_help: "Are you authorized to work in the US, or do you need visa sponsorship? (If you live in Canada or Australia, mark authorized.)"
# basics_looking_for: "Looking For"
# basics_looking_for_full_time: "Full-time"
# basics_looking_for_part_time: "Part-time"
links_blurb: "Verlinke anderi Sitene oder Profil wo du willsch hervorhebe, wie zum Bispiel dis GitHub, dis LinkedIn Profil oder din Blog."
links_name: "Link Name"
links_name_help: "Woane verlinksch?"
links_link_blurb: "Link URL"
basics_header: "Eifachi infos update"
basics_active: "Offe für Agebot"
basics_active_help: "Wötsch ez gad Interview Agebot?"
basics_job_title: "Erwünschte Job Titel"
basics_job_title_help: "Noch welem Job suechsch?"
basics_city: "Stadt"
basics_city_help: "D Stadt wo du willsch schaffe (oder im Moment wohnsch)."
basics_country: "Land"
basics_country_help: "Country you want to work in (or live in now)."
basics_visa: "US Work Status"
basics_visa_help: "Hesch du d Berechtigung zum i de USA schaffe oder bruchsch du e Visa Sponsorship? (Wenn du in Kanada oder Australie wohnsch, markier als berechtigt.)"
basics_looking_for: "Ich sueche nach"
basics_looking_for_full_time: "Vollziit"
basics_looking_for_part_time: "Teilziit"
# basics_looking_for_remote: "Remote"
# basics_looking_for_contracting: "Contracting"
# basics_looking_for_internship: "Internship"
# basics_looking_for_help: "What kind of developer position do you want?"
# name_header: "Fill in your name"
# name_anonymous: "Anonymous Developer"
# name_help: "Name you want employers to see, like 'Nick Winter'."
# short_description_header: "Write a short description of yourself"
# short_description_blurb: "Add a tagline to help an employer quickly learn more about you."
# short_description: "Tagline"
# short_description_help: "Who are you, and what are you looking for? 140 characters max."
# skills_header: "Skills"
# skills_help: "Tag relevant developer skills in order of proficiency."
# long_description_header: "Describe your desired position"
# long_description_blurb: "Tell employers how awesome you are and what role you want."
# long_description: "Self Description"
# long_description_help: "Describe yourself to potential employers. Keep it short and to the point. We recommend outlining the position that would most interest you. Tasteful markdown okay; 600 characters max."
# work_experience: "Work Experience"
# work_header: "Chronicle your work history"
# work_years: "Years of Experience"
# work_years_help: "How many years of professional experience (getting paid) developing software do you have?"
# work_blurb: "List your relevant work experience, most recent first."
# work_employer: "Employer"
# work_employer_help: "Name of your employer."
# work_role: "Job Title"
# work_role_help: "What was your job title or role?"
# work_duration: "Duration"
# work_duration_help: "When did you hold this gig?"
# work_description: "Description"
# work_description_help: "What did you do there? (140 chars; optional)"
# education: "Education"
basics_looking_for_internship: "Praktikum"
basics_looking_for_help: "Weli Art vo Entwicklerposition möchtisch du?"
name_header: "Füll din Name us"
name_anonymous: "Anonyme Entwickler"
name_help: "De Name wo d Entwickler söled gseh, z.B. 'Nick Winter'."
short_description_header: "Schriib e churzi Beschriibi vo dir."
short_description_blurb: "Füeg e Tagline hinzue, damit Arbeitgeber chönd schnell öppis über dich erfahre."
short_description: "Tagline"
short_description_help: "Wer bisch du und noch wa suechsch? 140 Charakter max."
skills_header: "Fähigkeite"
skills_help: "Tagge relevanti Entwicklerfähigkeite gordnet nach Kenntnis."
long_description_header: "Beschriib dini Wunschposition"
long_description_blurb: "Verzell de Arbetgeber wie fantastisch du bisch und weli Position du gern hettsch."
long_description: "Selbstbeschriibig"
long_description_help: "Beschriib dich de potentielle Arbetgeber. Halte es churz und relevant. Mir empfehled, churz d Position z umrahme, wo dich am meiste interessiert. Stilvolli Herabsetzig okay; 600 Charakter max."
work_experience: "Arbeitserfahrig"
work_header: "Liste dini Arbeitserfahrig uf"
work_years: "Johr a Arbeitserfahrig"
work_years_help: "Wieviel (bezahlti) Johre Erfahrig hesch du im Bereich Softwareentwicklig?"
work_blurb: "Liste dini relevant Arbeitserfahrig uf, s neuste als Ersts."
work_employer: "Arbeitgeber"
work_employer_help: "Name vo dim Arbeitgeber."
work_role: "Job Titel"
work_role_help: "Was hesch für en Job Titel / Position gha?"
work_duration: "Ziitduur"
work_duration_help: "Wenn hesch die Astellig gha?"
work_description: "Beschriibig"
work_description_help: "Wa hesch du det gmacht? (140 Charakter; optional)"
education: "Usbildig"
# education_header: "Recount your academic ordeals"
# education_blurb: "List your academic ordeals."
# education_school: "School"
# education_school_help: "Name of your school."
# education_degree: "Degree"
# education_degree_help: "What was your degree and field of study?"
# education_duration: "Dates"
# education_duration_help: "When?"
# education_description: "Description"
# education_description_help: "Highlight anything about this educational experience. (140 chars; optional)"
education_school: "Schuel"
education_school_help: "De Name vo dinere Schuel."
education_degree: "Abschluss"
education_degree_help: "Was isch din Abschluss und dis Studiefach gsi?"
education_duration: "Date"
education_duration_help: "Wenn?"
education_description: "Beschriibig"
education_description_help: "Öppis wo du willsch hervorhebe bezüglich dere Usbildig. (140 Charakter; optional)"
# our_notes: "CodeCombat's Notes"
# remarks: "Remarks"
# projects: "Projects"
# projects_header: "Add 3 projects"
# projects_header_2: "Projects (Top 3)"
# projects_blurb: "Highlight your projects to amaze employers."
# project_name: "Project Name"
# project_name_help: "What was the project called?"
# project_description: "Description"
# project_description_help: "Briefly describe the project."
# project_picture: "Picture"
# project_picture_help: "Upload a 230x115px or larger image showing off the project."
# project_link: "Link"
# project_link_help: "Link to the project."
remarks: "Bemerkige"
projects: "Projekt"
projects_header: "Füeg 3 Projekt hinzue"
projects_header_2: "Projekt (Top 3)"
projects_blurb: "Hebe dini Projekt hervor zum Arbeitgeber in Stuune z versetze."
project_name: "Projektname"
project_name_help: "Wie het s Projekt gheisse?"
project_description: "Beschriibig"
project_description_help: "Beschriib churz dis Projekt."
project_picture: "Bild"
project_picture_help: "Lad es Bild ufe wo 230x115px oder grösser isch zum dis Projekt präsentiere."
project_link: "Link"
project_link_help: "Link zum Projekt."
# player_code: "Player Code"
# employers:
# hire_developers_not_credentials: "Hire developers, not credentials."
hire_developers_not_credentials: "Stell Entwickler ah, nid Zügnis."
# get_started: "Get Started"
# already_screened: "We've already technically screened all our candidates"
# filter_further: ", but you can also filter further:"
@ -381,94 +381,94 @@ module.exports = nativeDescription: "Deutsch (Schweiz)", englishDescription: "Ge
multiplayer_link_description: "Gib de Link jedem, wo mit dir will spiele."
multiplayer_hint_label: "Hiiwis:"
multiplayer_hint: " Klick uf de Link zum alles uswähle und druck ⌘-C or Ctrl-C zum de Link kopiere"
# multiplayer_coming_soon: "More multiplayer features to come!"
multiplayer_coming_soon: "Meh Multiplayer Features chömed no!"
# multiplayer_sign_in_leaderboard: "Sign in or create an account and get your solution on the leaderboard."
# guide_title: "Guide"
# tome_minion_spells: "Your Minions' Spells"
# tome_read_only_spells: "Read-Only Spells"
# tome_other_units: "Other Units"
# tome_cast_button_castable: "Cast Spell"
# tome_cast_button_casting: "Casting"
guide_title: "Handbuech"
tome_minion_spells: "Zaubersprüch vo dine Minions"
tome_read_only_spells: "Read-Only Zaubersprüch"
tome_other_units: "Anderi Einheite"
tome_cast_button_castable: "Zauber beschwöre"
tome_cast_button_casting: "Wird beschwore"
# tome_cast_button_cast: "Spell Cast"
# tome_autocast_delay: "Autocast Delay"
# tome_select_spell: "Select a Spell"
# tome_select_a_thang: "Select Someone for "
# tome_available_spells: "Available Spells"
# hud_continue: "Continue (shift+space)"
# spell_saved: "Spell Saved"
# skip_tutorial: "Skip (esc)"
tome_select_spell: "Wähl en Zauberspruch us"
tome_select_a_thang: "Wähl öpper us für"
tome_available_spells: "Verfüegbari Zaubersprüch"
hud_continue: "Wiiter (shift+space)"
spell_saved: "Zauberspruch gspeicheret"
skip_tutorial: "Überspringe (esc)"
# editor_config: "Editor Config"
# editor_config_title: "Editor Configuration"
# editor_config_level_language_label: "Language for This Level"
# editor_config_level_language_description: "Define the programming language for this particular level."
# editor_config_default_language_label: "Default Programming Language"
# editor_config_default_language_description: "Define the programming language you want to code in when starting new levels."
editor_config_title: "Editor Konfiguration"
editor_config_level_language_label: "Sproch für das Level"
editor_config_level_language_description: "Wähl d Programmiersproch us für das bestimmte Level."
editor_config_default_language_label: "Vorigstellti Programmiersproch"
editor_config_default_language_description: "Wähl us i welere Programmiersproch du willsch code wenn du es neus Level startisch."
# editor_config_keybindings_label: "Key Bindings"
# editor_config_keybindings_default: "Default (Ace)"
editor_config_keybindings_default: "Voristellig (Ace)"
# editor_config_keybindings_description: "Adds additional shortcuts known from the common editors."
# editor_config_livecompletion_label: "Live Autocompletion"
# editor_config_livecompletion_description: "Displays autocomplete suggestions while typing."
# editor_config_invisibles_label: "Show Invisibles"
# editor_config_invisibles_description: "Displays invisibles such as spaces or tabs."
# editor_config_indentguides_label: "Show Indent Guides"
# editor_config_indentguides_description: "Displays vertical lines to see indentation better."
# editor_config_behaviors_label: "Smart Behaviors"
# editor_config_behaviors_description: "Autocompletes brackets, braces, and quotes."
# keyboard_shortcuts: "Key Shortcuts"
editor_config_livecompletion_label: "Live Auto-Vervollständigung"
editor_config_livecompletion_description: "Schlot dir möglichi Wortvervollständigunge vor während du tippsch."
editor_config_invisibles_label: "Unsichtbari Zeiche azeige"
editor_config_invisibles_description: "Zeigt unsichtbari Zeiche ah wie z.B. space und tab."
editor_config_indentguides_label: "Izüg azeige"
editor_config_indentguides_description: "Zeigt vertikali Linie zum de Zeileizug besser gseh."
editor_config_behaviors_label: "Intelligents Verhalte"
editor_config_behaviors_description: "Auto-vervollständigt Chlammere und Ahfüerigszeiche."
keyboard_shortcuts: "Shortcuts"
# loading_ready: "Ready!"
# tip_insert_positions: "Shift+Click a point on the map to insert it into the spell editor."
# tip_toggle_play: "Toggle play/paused with Ctrl+P."
tip_insert_positions: "Shift+Klick uf en Punkt uf de Charte zums in Zauberspruch-Editor ifüege."
tip_toggle_play: "Play/Pausiert mit Ctrl+P ischalte."
# tip_scrub_shortcut: "Ctrl+[ and Ctrl+] rewind and fast-forward."
# tip_guide_exists: "Click the guide at the top of the page for useful info."
# tip_open_source: "CodeCombat is 100% open source!"
# tip_beta_launch: "CodeCombat launched its beta in October, 2013."
# tip_js_beginning: "JavaScript is just the beginning."
# tip_autocast_setting: "Adjust autocast settings by clicking the gear on the cast button."
# think_solution: "Think of the solution, not the problem."
# tip_theory_practice: "In theory, there is no difference between theory and practice. But in practice, there is. - Yogi Berra"
# tip_error_free: "There are two ways to write error-free programs; only the third one works. - Alan Perlis"
# tip_debugging_program: "If debugging is the process of removing bugs, then programming must be the process of putting them in. - Edsger W. Dijkstra"
# tip_forums: "Head over to the forums and tell us what you think!"
# tip_baby_coders: "In the future, even babies will be Archmages."
# tip_morale_improves: "Loading will continue until morale improves."
# tip_all_species: "We believe in equal opportunities to learn programming for all species."
# tip_reticulating: "Reticulating spines."
# tip_harry: "Yer a Wizard, "
# tip_great_responsibility: "With great coding skill comes great debug responsibility."
# tip_munchkin: "If you don't eat your vegetables, a munchkin will come after you while you're asleep."
# tip_binary: "There are only 10 types of people in the world: those who understand binary, and those who don't."
# tip_commitment_yoda: "A programmer must have the deepest commitment, the most serious mind. ~ Yoda"
# tip_no_try: "Do. Or do not. There is no try. - Yoda"
# tip_patience: "Patience you must have, young Padawan. - Yoda"
# tip_documented_bug: "A documented bug is not a bug; it is a feature."
# tip_impossible: "It always seems impossible until it's done. - Nelson Mandela"
# tip_talk_is_cheap: "Talk is cheap. Show me the code. - Linus Torvalds"
# tip_first_language: "The most disastrous thing that you can ever learn is your first programming language. - Alan Kay"
# tip_hardware_problem: "Q: How many programmers does it take to change a light bulb? A: None, it's a hardware problem."
# time_current: "Now:"
# time_total: "Max:"
# time_goto: "Go to:"
# infinite_loop_try_again: "Try Again"
# infinite_loop_reset_level: "Reset Level"
# infinite_loop_comment_out: "Comment Out My Code"
tip_guide_exists: "Klick ufs Handbuech im obere Teil vo de Siite zum nützlichi Infos becho."
tip_open_source: "CodeCombat isch 100% Open Source!"
tip_beta_launch: "D CodeCombat Beta isch im Oktober 2013 online gange."
tip_js_beginning: "JavaScript isch nur de Afang."
tip_autocast_setting: "Passe d Auto-Beschwöre Istellige ah, indem du ufs Zahrad bim Beschwöre-Chnopf drucksch."
think_solution: "Denk über d Lösig noh, nid über s Problem."
tip_theory_practice: "Theoretisch gits kein Unterschied zwüsche Theorie und Praxis. Praktisch aber scho. - Yogi Berra"
tip_error_free: "Es git zwei Arte zum fehlerfreii Programm schriibe; nur di dritt funktioniert. - Alan Perils"
tip_debugging_program: "Wenn Debugging de Prozess isch, mit dem mehr Bugs entfernt, denn mues Programmiere de sii, mit dem mer sie dri tuet. - Edsger W. Dijkstra"
tip_forums: "Chum übere is Forum und verzell üs, wa du denksch!"
tip_baby_coders: "I de Zuekunft werded sogar Babies Erzmagier sii."
tip_morale_improves: "Es ladet bis d Moral besser worde isch..."
tip_all_species: "Mir glaubed a gliichi Möglichkeite zum Programmiere lerne für alli Lebewese."
tip_reticulating: "Rückgrat isch am wachse..."
tip_harry: "Yer a Wizard, "
tip_great_responsibility: "Mit grosse Coding Skills chunt grossi Debug Verantwortig."
tip_munchkin: "Wenn du dis Gmües nid issisch, chunt dich en Zwerg go hole wenn du schlofsch."
tip_binary: "Es git 10 Arte vo Mensche uf de Welt: die wo s Binärsystem verstönd und die wos nid verstönd."
tip_commitment_yoda: "En Programmierer mues tüüfsti Higob ha, en konzentrierte Geist. - Yoda"
tip_no_try: "Machs. Oder machs nid. Probiere existiert nid. - Yoda"
tip_patience: "Geduld du bruuchsch, junge Padawan. - Yoda"
tip_documented_bug: "En dokumentierte Bug isch kein Bug; es isch es Feature."
tip_impossible: "Es schiint immer unmöglich bis es gschafft isch. - Nelson Mandela"
tip_talk_is_cheap: "Rede isch billig. Zeig mir de Code. - Linus Torvalds"
tip_first_language: "S Katastrophalste wo du chasch lerne, isch dini erst Programmiersproch. - Alan Kay"
tip_hardware_problem: "Q: Wie viel Programmierer bruuchts zum e Glüehbire uswechsle? A: Keine, da isch es Hardware Problem."
time_current: "Jetzt:"
time_total: "Max:"
time_goto: "Goh zu:"
infinite_loop_try_again: "Versuechs nomol"
infinite_loop_reset_level: "Level zrugsetze"
infinite_loop_comment_out: "Min Code uskommentiere"
# keyboard_shortcuts:
# keyboard_shortcuts: "Keyboard Shortcuts"
# space: "Space"
# enter: "Enter"
# escape: "Escape"
# cast_spell: "Cast current spell."
# continue_script: "Continue past current script."
# skip_scripts: "Skip past all skippable scripts."
# toggle_playback: "Toggle play/pause."
# scrub_playback: "Scrub back and forward through time."
# single_scrub_playback: "Scrub back and forward through time by a single frame."
# scrub_execution: "Scrub through current spell execution."
# toggle_debug: "Toggle debug display."
# toggle_grid: "Toggle grid overlay."
# toggle_pathfinding: "Toggle pathfinding overlay."
# beautify: "Beautify your code by standardizing its formatting."
# move_wizard: "Move your Wizard around the level."
keyboard_shortcuts:
keyboard_shortcuts: "Shortcuts uf de Tastatur"
space: "Space"
enter: "Enter"
escape: "Escape"
cast_spell: "Aktuelle Zauberspruch beschwöre."
continue_script: "Nochem aktuelle Script fortsetze."
skip_scripts: "Alli überspringbare Scripts überspringe."
toggle_playback: "Play/Pause istelle."
scrub_playback: "Reise vorwärts und zrugg i de Ziit."
single_scrub_playback: "Reise eis einzels Frame vorwärts und zrugg i de Ziit."
scrub_execution: "Gang dur d Zauberusfüehrig."
toggle_debug: "Debug Display ischalte/usschalte."
toggle_grid: "Gitter ischalte/usschalte."
toggle_pathfinding: "Wegfinder ischalte/usschalte."
beautify: "Mach din Code schöner, indem du sini Formatierig standartisiersch."
move_wizard: "Beweg din Zauberer durs Level."
# admin:
# av_title: "Admin Views"
@ -482,12 +482,12 @@ module.exports = nativeDescription: "Deutsch (Schweiz)", englishDescription: "Ge
# lg_title: "Latest Games"
# clas: "CLAs"
# community:
# level_editor: "Level Editor"
# main_title: "CodeCombat Community"
# facebook: "Facebook"
# twitter: "Twitter"
# gplus: "Google+"
community:
level_editor: "Level Editor"
main_title: "CodeCombat Community"
facebook: "Facebook"
twitter: "Twitter"
gplus: "Google+"
# editor:
# main_title: "CodeCombat Editors"
@ -590,55 +590,55 @@ module.exports = nativeDescription: "Deutsch (Schweiz)", englishDescription: "Ge
# hard: "Hard"
# player: "Player"
# about:
# who_is_codecombat: "Who is CodeCombat?"
# why_codecombat: "Why CodeCombat?"
# who_description_prefix: "together started CodeCombat in 2013. We also created "
# who_description_suffix: "in 2008, growing it to the #1 web and iOS application for learning to write Chinese and Japanese characters."
# who_description_ending: "Now it's time to teach people to write code."
# why_paragraph_1: "When making Skritter, George didn't know how to program and was constantly frustrated by his inability to implement his ideas. Afterwards, he tried learning, but the lessons were too slow. His housemate, wanting to reskill and stop teaching, tried Codecademy, but \"got bored.\" Each week another friend started Codecademy, then dropped off. We realized it was the same problem we'd solved with Skritter: people learning a skill via slow, intensive lessons when what they need is fast, extensive practice. We know how to fix that."
# why_paragraph_2: "Need to learn to code? You don't need lessons. You need to write a lot of code and have a great time doing it."
# why_paragraph_3_prefix: "That's what programming is about. It's gotta be fun. Not fun like"
# why_paragraph_3_italic: "yay a badge"
# why_paragraph_3_center: "but fun like"
# why_paragraph_3_italic_caps: "NO MOM I HAVE TO FINISH THE LEVEL!"
# why_paragraph_3_suffix: "That's why CodeCombat is a multiplayer game, not a gamified lesson course. We won't stop until you can't stop--but this time, that's a good thing."
# why_paragraph_4: "If you're going to get addicted to some game, get addicted to this one and become one of the wizards of the tech age."
# why_ending: "And hey, it's free. "
# why_ending_url: "Start wizarding now!"
# george_description: "CEO, business guy, web designer, game designer, and champion of beginning programmers everywhere."
# scott_description: "Programmer extraordinaire, software architect, kitchen wizard, and master of finances. Scott is the reasonable one."
# nick_description: "Programming wizard, eccentric motivation mage, and upside-down experimenter. Nick can do anything and chooses to build CodeCombat."
# jeremy_description: "Customer support mage, usability tester, and community organizer; you've probably already spoken with Jeremy."
# michael_description: "Programmer, sys-admin, and undergrad technical wunderkind, Michael is the person keeping our servers online."
# glen_description: "Programmer and passionate game developer, with the motivation to make this world a better place, by developing things that matter. The word impossible can't be found in his dictionary. Learning new skills is his joy!"
about:
who_is_codecombat: "Wer isch CodeCombat?"
why_codecombat: "Warum CodeCombat?"
who_description_prefix: "hend im 2013 zeme CodeCombat gstartet. Mir hend au "
who_description_suffix: "im 2008 kreiert und drufabe isches zur Nummer 1 Web und iOS App zum Chinesischi und Japanischi Charakter schriibe worde."
who_description_ending: "Ez isches Ziit zum de Mensche biibringe wie sie Code schriibed."
why_paragraph_1: "Womer Skritter gmacht hend, het de George nid gwüsst wiemer programmiert und isch dauernd gfrustet gsi, will er unfähig gsi isch, sini Ideä z implementiere. Spöter het er probiert zums lerne, aber d Lektione sind z langsam gsi. Sin Mitbewohner, wo het wöle sini Fähigkeite uffrische und ufhöre sie öpperem biizbringe, het Codecademy probiert, aber ihm isch \"langwiilig worde\". Jedi Wuche het en andere Fründ agfange mit Codecademy und het wieder ufghört. Mir hend realisiert, dass es s gliiche Problem isch, wo mir mit Skitter glöst gha hend: Lüüt, wo öppis mit langsame, intensive Lektione lerned, obwohl sie schnelli, umfangriichi Üebig bruuched. Mir wüssed, wie mer das behebe."
why_paragraph_2: "Du muesch Programmiere lerne? Du bruchsch kei Lektione. Wa du bruuchsch, isch ganz viel Code schriibe und viel Spass ha, während du das machsch."
why_paragraph_3_prefix: "Um da gohts bim Programmiere. Es mues Spass mache. Nid Spass wie"
why_paragraph_3_italic: "wuhu en Badge"
why_paragraph_3_center: "eher Spass wie"
why_paragraph_3_italic_caps: "NEI MAMI, ICH MUES DAS LEVEL NO FERTIG MACHE!"
why_paragraph_3_suffix: "Darum isch CodeCombat es Multiplayer Spiel, nid en gamifizierte Kurs mit Lektione. Mir stopped nid, bis du nümm chasch stoppe--aber damol isch da öppis guets."
why_paragraph_4: "Wenn du süchtig wirsch nochme Spiel, wird süchtig noch dem Spiel und wird eine vo de Zauberer vom Tech-Ziitalter."
why_ending: "Und hey, es isch gratis. "
why_ending_url: "Fang ez a zaubere!"
george_description: "CEO, Business-Typ, Web Designer, Game Designer und de Held für d Programmierafänger uf de ganze Welt."
scott_description: "Programmierer extraordinaire, Software Architekt, Chuchi-Zauberer und de Meister vo de Finanze. De Scott isch de Vernünftig unter üs."
nick_description: "Programmier-Zauberer, exzentrische Motivations-Magier und Chopfüber-Experimentierer. De Nick chönti alles mache und het sich entschiede zum CodeCombat baue."
jeremy_description: "Kundesupport-Magier, Usability Tester und Community-Organisator; du hesch worschinli scho mitem Jeremy gredet."
michael_description: "Programmierer, Systemadmin und es technisches Wunderchind ohni Studium. Michael isch die Person wo üsi Server am Laufe bhaltet."
glen_description: "Programmierer und passionierte Gameentwickler mit de Motivation, die Welt zumene bessere Ort zmache, indem mer Sache entwickled wo e Rolle spieled. S Wort unmöglich findet mer nid i sim Wortschatz. Neui Fähigkeite erlerne isch sini Freud!"
# legal:
# page_title: "Legal"
# opensource_intro: "CodeCombat is free to play and completely open source."
# opensource_description_prefix: "Check out "
# github_url: "our GitHub"
# opensource_description_center: "and help out if you like! CodeCombat is built on dozens of open source projects, and we love them. See "
# archmage_wiki_url: "our Archmage wiki"
# opensource_description_suffix: "for a list of the software that makes this game possible."
# practices_title: "Respectful Best Practices"
# practices_description: "These are our promises to you, the player, in slightly less legalese."
# privacy_title: "Privacy"
# privacy_description: "We will not sell any of your personal information. We intend to make money through recruitment eventually, but rest assured we will not distribute your personal information to interested companies without your explicit consent."
# security_title: "Security"
# security_description: "We strive to keep your personal information safe. As an open source project, our site is freely open to anyone to review and improve our security systems."
# email_title: "Email"
# email_description_prefix: "We will not inundate you with spam. Through"
# email_settings_url: "your email settings"
# email_description_suffix: "or through links in the emails we send, you can change your preferences and easily unsubscribe at any time."
# cost_title: "Cost"
# cost_description: "Currently, CodeCombat is 100% free! One of our main goals is to keep it that way, so that as many people can play as possible, regardless of place in life. If the sky darkens, we might have to charge subscriptions or for some content, but we'd rather not. With any luck, we'll be able to sustain the company with:"
# recruitment_title: "Recruitment"
# recruitment_description_prefix: "Here on CodeCombat, you're going to become a powerful wizardnot just in the game, but also in real life."
# url_hire_programmers: "No one can hire programmers fast enough"
# recruitment_description_suffix: "so once you've sharpened your skills and if you agree, we will demo your best coding accomplishments to the thousands of employers who are drooling for the chance to hire you. They pay us a little, they pay you"
# recruitment_description_italic: "a lot"
# recruitment_description_ending: "the site remains free and everybody's happy. That's the plan."
legal:
page_title: "Rechtlichs"
opensource_intro: "CodeCombat isch free to play und komplett Open Source."
opensource_description_prefix: "Lueg dir "
github_url: "üsi GitHub Siite"
opensource_description_center: "ah und hilf mit, wennd magsch! CodeCombat isch uf dutzendi Open Source Projekt ufbaut und mir liebed sie. Lueg i "
archmage_wiki_url: "üses Erzmagier-Wiki"
opensource_description_suffix: "ine zum d Liste a de Software finde, wo das Game möglich mached."
practices_title: "Respektvolli bewährti Praxis"
practices_description: "Das sind üsi Verspreche a dich, de Spieler, in bitz weniger Fachchinesisch."
privacy_title: "Dateschutz"
privacy_description: "Mir verchaufed kei vo dine persönliche Informatione. Mir hend vor zum irgendwenn durch Rekrutierig Geld z verdiene, aber bis versicheret, dass mir nid dini persönliche Date a interessierti Firmene wiiter gebed ohni dis usdrücklich Iverständnis."
security_title: "Sicherheit"
security_description: "Mir bemühed üs, dini persönliche Informatione sicher ufzbewahre. Als es Open Source Projekt isch üsi Siite offe für jede, wo gern möcht üsi Security System besichtige und verbessere."
email_title: "E-Mail"
email_description_prefix: "Mir werded dich nid mit Spam überfluete. I dine"
email_settings_url: "E-Mail Istellige"
email_description_suffix: "oder dur d Links i de E-Mails wo mir schicked, chasch du jederziit dini Preferänze ändere und dich ganz eifach us de Mailing-Liste neh."
cost_title: "Chöste"
cost_description: "Im Moment isch CodeCombat 100% gratis! Eis vo üsne Hauptziel isch, dass das so bliibt, damit so viel Lüüt wie möglich chönd spiele, egal wo sie sich im Lebe befinded. Sötted dunkli Wolke am Horizont ufzieh chas sii, dass mir müed en Teil vom Inhalt chostepflichtig mache, aber es isch üs lieber, wenn da nid passiert. Mit chli Glück werded mir fähig sii, s Unternehme ufrecht z erhalte und zwor mit:"
recruitment_title: "Rekrutierig"
recruitment_description_prefix: "Do uf CodeCombat wirsch du en mächtige Zauberer - nid nur ingame, sonder au im echte Lebe."
url_hire_programmers: "Niemer cha Programmierer schnell gnueg astelle"
recruitment_description_suffix: "das heisst, sobald du dini Fähigkeite gschärft hesch, und wenn du zuestimmsch, werded mir dini beste Programmiererfolg de tuusige vo Arbeitgeber zeige, wo nur druf warted, dich chöne azstelle. Sie zahled üs es bitz öppis, sie zahled dir"
recruitment_description_italic: "ziemli viel"
recruitment_description_ending: "d Siite bliibt gratis und alli sind glücklich. Das isch de Plan."
# copyrights_title: "Copyrights and Licenses"
# contributor_title: "Contributor License Agreement"
# contributor_description_prefix: "All contributions, both on the site and on our GitHub repository, are subject to our"

View file

@ -181,7 +181,7 @@ _.extend UserSchema.properties,
}, c.object({
title: 'Saved filter set'
description: 'A saved filter set'
required: ['phoneScreenFilter','schoolFilter','locationFilter','roleFilter','seniorityFilter','visa','filterActive']
required: ['phoneScreenFilter','schoolFilter','locationFilter','roleFilter','seniorityFilter','visa']
}, {
phoneScreenFilter:
title: 'Phone screen filter values'
@ -218,11 +218,6 @@ _.extend UserSchema.properties,
items:
type: visa.type
enum: visa.enum
filterActive:
title: 'Filter active'
description: 'Whether or not an employer will receive emails based on this filter'
type: 'boolean'
default: false
})
points: {type: 'number'}

View file

@ -2,7 +2,13 @@
#profile-view
$sideBackground: rgb(220, 220, 220)
#login-message
h1, h2, h3, h4
font-family: Arial, Helvetica, sans-serif
color: #333333
width: 100%
text-align: center
margin-top: 200px
.profile-control-bar
background-color: $sideBackground
width: 100%

View file

@ -3,7 +3,7 @@
.choose-option
margin-bottom: 15px
width: 100%
height: 100px
height: 200px
overflow: hidden
background: white
border: 1px solid #333
@ -126,3 +126,6 @@
.hard-option .preset-name
border-top: 25px solid black
color: white
.capitalize
text-transform: capitalize

View file

@ -151,6 +151,8 @@ $mobile: 1050px
input
width: $addPaletteWidth
margin: 0
margin-top: 5px
padding-left: 5px
@media screen and (max-width: $mobile)
margin: 0 5px
@ -209,6 +211,21 @@ $mobile: 1050px
width: 100%
position: relative
#canvas-overlay
position: absolute
width: 100%
height: 100%
background: white
opacity: 0.5
text-align: center
#randomize-button
position: absolute
top: 45%
height: 40px
// Below snatched from play/level.sass; should refactor?
canvas#surface

View file

@ -63,7 +63,15 @@
cursor: pointer
input
margin-right: 5px
#saved-filter-table
display: none
width: 100%
tbody
tr:nth-child(even)
background-color: #CBCBCB
margin-bottom: 20px
.deletion-row
text-align: center
.get-started-button
vertical-align: text-bottom
margin-left: 10px

View file

@ -42,7 +42,6 @@ body.is-playing
position: fixed
width: 100%
height: 100%
z-index: 20
#pointer
position: absolute

View file

@ -8,7 +8,7 @@
right: 10px
background: transparent
border: 0
padding: 18px 35px 18px 14px
padding: 7px 20px
text-shadow: none
color: white
word-wrap: break-word
@ -46,6 +46,7 @@ html.no-borderimage
border-image: none
background: transparent url(/images/level/code_editor_error_background.png) no-repeat
background-size: 100% 100%
padding: 18px 35px 18px 14px
&.alert-warning
background-image: url(/images/level/code_editor_warning_background.png)

View file

@ -28,8 +28,8 @@
width: 100%
span.code-background
border-width: 22px
border-image: url(/images/level/code_editor_background.png) 22 fill round
border-width: 40px
border-image: url(/images/level/code_editor_background.png) 40 fill round
img.code-background
display: none

View file

@ -76,3 +76,11 @@ html.no-borderimage
background: transparent url(/images/level/popover_background.png)
background-size: 100% 100%
border: 0
#code-area.fullscreen-editor
#tome-view
.popover.pinned
min-width: 600px
bottom: inherit
right: 50%
margin-right: -300px

View file

@ -1,6 +1,13 @@
extends /templates/base
block content
if !allowedToEditJobProfile && me.get('anonymous') == true
div(class="job-profile-container")
h1#login-message
|Please
a.auth-button login
| to view this profile.
else
if allowedToEditJobProfile
.profile-control-bar
if editing
@ -187,7 +194,9 @@ block content
span.spl - #{session.team}
if session.codeLanguage != 'javascript'
span.spl - #{{coffeescript: 'CoffeeScript', python: 'Python', lua: 'Lua', io: 'Io', clojure: 'Clojure'}[session.codeLanguage]}
if !editing && !sessions.length
h3(data-i18n="account_profile.player_code") Player Code
p This player hasn't submitted code to our more recent tournaments.
.middle-column.full-height-column
.sub-column
#name-container.editable-section

View file

@ -22,9 +22,9 @@ block content
li
a(href="/admin/users", data-i18n="admin.av_entities_users_url") Users
li
a(href="/admin/level_sessions", data-i18n="admin.av_entities_active_instances_url") Active Instances
a(href="/admin/level-sessions", data-i18n="admin.av_entities_active_instances_url") Active Instances
li
a(href="/admin/employer_list", data-i18n="admin.av_entities_employer_list_url") Employer List
a(href="/admin/employers", data-i18n="admin.av_entities_employer_list_url") Employer List
li
a(href="/admin/candidates") Candidate List

View file

@ -67,7 +67,7 @@ body
a(href='/contribute', title='Contribute', tabindex=-1, data-i18n="nav.contribute") Contribute
a(href='/legal', title='Legal', tabindex=-1, data-i18n="nav.legal") Legal
a(href='/about', title='About', tabindex=-1, data-i18n="nav.about") About
a(title='Contact', tabindex=-1, data-toggle="coco-modal", data-target="modal/contact", data-i18n="nav.contact") Contact
a(title='Contact', tabindex=-1, data-toggle="coco-modal", data-target="modal/ContactModal", data-i18n="nav.contact") Contact
a(href='/editor', data-i18n="nav.editor") Editor
a(href='http://blog.codecombat.com/', data-i18n="nav.blog") Blog
a(href='http://discourse.codecombat.com/', data-i18n="nav.forum") Forum

View file

@ -31,7 +31,7 @@ block content
h4(data-i18n="contribute.how_to_join") How to Join
p
a(title='Contact', tabindex=-1, data-toggle="coco-modal", data-target="modal/contact", data-i18n="contribute.contact_us_url")
a(title='Contact', tabindex=-1, data-toggle="coco-modal", data-target="modal/ContactModal", data-i18n="contribute.contact_us_url")
| Contact us
span ,
span(data-i18n="contribute.ambassador_join_desc")

View file

@ -48,7 +48,7 @@ block content
span(data-i18n="contribute.join_desc_2")
| to get started, and check the box below to mark yourself as a brave Archmage and get the latest news by email.
| Want to chat about what to do or how to get more deeply involved?
a(title='Contact', tabindex=-1, data-toggle="coco-modal", data-target="modal/contact", data-i18n="contribute.join_url_email")
a(title='Contact', tabindex=-1, data-toggle="coco-modal", data-target="modal/ContactModal", data-i18n="contribute.join_url_email")
| Email us
span(data-i18n="contribute.join_desc_3")
| , or find us in our

View file

@ -37,7 +37,7 @@ block content
h4(data-i18n="contribute.how_to_join") How To Join
p
a(title='Contact', tabindex=-1, data-toggle="coco-modal", data-target="modal/contact", data-i18n="contribute.contact_us_url")
a(title='Contact', tabindex=-1, data-toggle="coco-modal", data-target="modal/ContactModal", data-i18n="contribute.contact_us_url")
| Contact us
span ,
span(data-i18n="contribute.scribe_join_description")

View file

@ -1,4 +1,4 @@
extends /templates/base
//extends /templates/base
block content

View file

@ -36,7 +36,7 @@ block content
p
span(data-i18n="editor.got_questions") Questions about using the CodeCombat editors?
|
a(title='Contact', tabindex=-1, data-toggle="coco-modal", data-target="modal/contact", data-i18n="editor.contact_us") Contact us!
a(title='Contact', tabindex=-1, data-toggle="coco-modal", data-target="modal/ContactModal", data-i18n="editor.contact_us") Contact us!
|
span(data-i18n="editor.hipchat_prefix") You can also find us in our
|

View file

@ -11,7 +11,7 @@ block content
| #{article.attributes.name}
button(data-i18n="general.version_history").btn.btn-primary#history-button Version History
button(data-toggle="coco-modal", data-target="modal/revert", data-i18n="editor.revert", disabled=authorized === true ? undefined : "true").btn.btn-primary#revert-button Revert
button(data-toggle="coco-modal", data-target="modal/RevertModal", data-i18n="editor.revert", disabled=authorized === true ? undefined : "true").btn.btn-primary#revert-button Revert
button(data-i18n="article.edit_btn_preview", disabled=authorized === true ? undefined : "true").btn.btn-primary#preview-button Preview
button(data-i18n="common.save", disabled=authorized === true ? undefined : "true").btn.btn-primary#save-button Save

View file

@ -1,5 +1,5 @@
h3(data-i18n="editor.level_tab_thangs_add") Add Thangs
input(type="search", id="thang-search")
input(type="search", id="thang-search", placeholder="Search thangs")
div.editor-nano-container.nano
#thangs-list.nano-content
for group in groups

View file

@ -33,11 +33,18 @@ block header
- var patches = level.get('patches')
if patches && patches.length
span.badge= patches.length
li
a(href="#docs-components-view", data-toggle="tab", data-i18n="editor.level_tab_docs") Documentation
.navbar-header
span.navbar-brand #{level.attributes.name}
ul.nav.navbar-nav.navbar-right
li#undo-button(title="Undo (Ctrl+Z)")
a
span.glyphicon-arrow-left.glyphicon
li#redo-button(title="Redo (Ctrl+Shift+Z)")
a
span.glyphicon-repeat.glyphicon
if authorized
li#commit-level-start-button
a
@ -78,9 +85,9 @@ block header
li(class=anonymous ? "disabled": "")
a(data-i18n="common.fork")#fork-level-start-button Fork
li(class=anonymous ? "disabled": "")
a(data-toggle="coco-modal", data-target="modal/revert", data-i18n="editor.revert")#revert-button Revert
a(data-toggle="coco-modal", data-target="modal/RevertModal", data-i18n="editor.revert")#revert-button Revert
li(class=anonymous ? "disabled": "")
a(data-toggle="coco-modal", data-target="editor/level/modal/terrain_randomize", data-i18n="editor.randomize")#randomize-button Randomize
a(data-toggle="coco-modal", data-target="editor/level/modals/TerrainRandomizeModal", data-i18n="editor.randomize")#randomize-button Randomize
li(class=anonymous ? "disabled": "")
a(data-i18n="editor.pop_i18n")#pop-level-i18n-button Populate i18n
li.divider
@ -96,7 +103,7 @@ block header
li
a(href='http://discourse.codecombat.com/category/artisan', data-i18n="nav.forum", target="_blank") Forum
li
a(data-toggle="coco-modal", data-target="modal/contact", data-i18n="nav.contact") Email
a(data-toggle="coco-modal", data-target="modal/ContactModal", data-i18n="nav.contact") Email
block outer_content
.outer-content
@ -114,6 +121,8 @@ block outer_content
div.tab-pane#editor-level-patches
.patches-view
div.tab-pane#docs-components-view
div#error-view
block footer

View file

@ -5,11 +5,12 @@ block modal-header-content
block modal-body-content
div#normal-view
each sizeObject, size in presetSizes
each preset in presets
a(href="#")
div.choose-option(data-preset-type="grassy", data-preset-size="small")
div.preset-size.name-label
span(data-i18n="editor.small") Small
div.preset-name
span(data-i18n="editor.grassy") Grassy
//- for model in models
div.choose-option(data-preset-type=preset.type, data-preset-size=size, style="background:url(/images/pages/editor/level/preset_"+preset.type+"_"+size+".jpg) no-repeat center; background-size: cover")
div.preset-size.name-label.capitalize
span(data-i18n="editor."+size) #{size}
div.preset-name.capitalize
span(data-i18n="editor."+preset.type) #{preset.type}
block modal-footer

View file

@ -23,6 +23,8 @@ button.navbar-toggle.toggle.btn-primary#thangs-palette-toggle(type="button", dat
.world-container.thangs-column
h3(data-i18n="editor.level_tab_thangs_conditions") Starting Conditions
#canvas-wrapper
#canvas-overlay
button.btn.btn-primary(id="randomize-button", data-toggle="coco-modal", data-target="editor/level/modals/TerrainRandomizeModal", data-i18n="editor.randomize", title="Randomize Terrain") Randomize
ul.dropdown-menu#contextmenu
li#delete
a(data-i18n="editor.delete") Delete

View file

@ -14,7 +14,7 @@ block content
button.btn.btn-secondary#history-button(data-i18n="general.version_history") Version History
button.btn.btn-primary#save-button(data-i18n="common.save", disabled=authorized === true ? undefined : "true") Save
button.btn.btn-primary#revert-button(data-toggle="coco-modal", data-target="modal/revert", data-i18n="editor.revert", disabled=authorized === true ? undefined : "true") Revert
button.btn.btn-primary#revert-button(data-toggle="coco-modal", data-target="modal/RevertModal", data-i18n="editor.revert", disabled=authorized === true ? undefined : "true") Revert
h3 Edit Thang Type: "#{thangType.attributes.name}"

View file

@ -90,7 +90,15 @@ block content
p#results
| #{numberOfCandidates}
span(data-i18n="employers.results") results
//button.btn#create-alert-button Create Alert
h4#filter-alerts-heading Filter Email Alerts
p Get an email whenever a candidate meeting certain criteria enters the system.
table#saved-filter-table
thead
tr
th Filters
th Remove
tbody
button.btn#create-alert-button Create Alert with Current Filters
#candidates-column(class=fullProfiles ? "full-profiles col-md-9" : "teaser-profiles col-md-12")
if candidates.length

View file

@ -10,7 +10,7 @@ block content
| #{currentEditor}
if me.get('anonymous')
a.btn.btn-primary.open-modal-button(data-toggle="coco-modal", data-target="modal/auth", role="button", data-i18n="#{currentNewSignup}") Log in to Create a New Content
a.btn.btn-primary.open-modal-button(data-toggle="coco-modal", data-target="modal/AuthModal", role="button", data-i18n="#{currentNewSignup}") Log in to Create a New Content
else
a.btn.btn-primary.open-modal-button(href='#new-model-modal', role="button", data-toggle="modal", data-i18n="#{currentNew}") Create a New Something
input#search(data-i18n="[placeholder]#{currentSearch}")

View file

@ -74,4 +74,4 @@ block modal-footer
div.network-login
.gplus-login-button#gplus-login-button
div#recover-account-wrapper
a(data-toggle="coco-modal", data-target="modal/recover", data-i18n="login.recover")#link-to-recover recover account
a(data-toggle="coco-modal", data-target="modal/RecoverModal", data-i18n="login.recover")#link-to-recover recover account

View file

@ -23,7 +23,7 @@ block modal-body-content
br
br
| Already have a CodeCombat account?
a.login-link(data-toggle="coco-modal", data-target="modal/auth") Log in to continue!
a.login-link(data-toggle="coco-modal", data-target="modal/AuthModal") Log in to continue!
else if !userIsAuthorized
.modal-footer.linkedin
p Please sign into your LinkedIn account to verify your identity.
@ -50,7 +50,7 @@ block modal-footer
if userIsAnonymous
if userIsAuthorized
.modal-footer.linkedin
a.login-link(data-toggle="coco-modal", data-target="modal/auth") Please log in to continue.
a.login-link(data-toggle="coco-modal", data-target="modal/AuthModal") Please log in to continue.
else if !userIsAnonymous && !userIsAuthorized
.modal-footer.linkedin
else if userIsAuthorized && !userHasSignedContract

View file

@ -21,12 +21,12 @@ div#columns.row
for session, rank in topSessions
- var myRow = session.get('creator') == me.id
tr(class=myRow ? "success" : "", data-player-id=session.get('creator'), data-session-id=session.id)
td.code-language-cell(style="background-image: url(/images/common/code_languages/" + session.get('submittedCodeLanguage') + "_icon.png)")
td.code-language-cell(style="background-image: url(/images/common/code_languages/" + session.get('submittedCodeLanguage') + "_icon.png)" title=capitalize(session.get('submittedCodeLanguage')))
td.rank-cell= rank + 1
td.score-cell= Math.round(session.get('totalScore') * 100)
td.name-col-cell= session.get('creatorName') || "Anonymous"
td.fight-cell
a(href="/play/level/#{level.get('slug') || level.id}/?team=#{team.otherTeam}&opponent=#{session.id}")
a(href="/play/level/#{level.get('slug') || level.id}?team=#{team.otherTeam}&opponent=#{session.id}")
span(data-i18n="ladder.fight") Fight!
if !showJustTop && team.leaderboard.nearbySessions().length
@ -40,7 +40,7 @@ div#columns.row
td.score-cell= Math.round(session.get('totalScore') * 100)
td.name-col-cell= session.get('creatorName') || "Anonymous"
td.fight-cell
a(href="/play/level/#{level.get('slug') || level.id}/?team=#{team.otherTeam}&opponent=#{session.id}")
a(href="/play/level/#{level.get('slug') || level.id}?team=#{team.otherTeam}&opponent=#{session.id}")
span(data-i18n="ladder.fight") Fight!
if teamIndex == 1
.btn.btn-sm.load-more-ladder-entries More
@ -49,7 +49,7 @@ div#columns.row
h4.friends-header(data-i18n="ladder.friends_playing") Friends Playing
if me.get('anonymous')
div.alert.alert-info
a(data-toggle="coco-modal", data-target="modal/auth", data-i18n="ladder.log_in_for_friends") Log in to play with your friends!
a(data-toggle="coco-modal", data-target="modal/AuthModal", data-i18n="ladder.log_in_for_friends") Log in to play with your friends!
else
if !onFacebook || !onGPlus

View file

@ -24,7 +24,7 @@
.footer
.content
p(class='footer-link-text')
a(title='Send CodeCombat a message', tabindex=-1, data-toggle="coco-modal", data-target="modal/contact", data-i18n="nav.contact") Contact
a(title='Send CodeCombat a message', tabindex=-1, data-toggle="coco-modal", data-target="modal/ContactModal", data-i18n="nav.contact") Contact
if explainHourOfCode
// Does not show up unless lang is en-US.
div.hour-of-code-explanation

View file

@ -21,7 +21,7 @@ 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/signup", 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="modal/SignupModal", 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

View file

@ -1,3 +1,5 @@
img(src="/images/level/code_editor_tab_background.png").spell-tab-image-hidden.hidden
.btn.btn-small.spell-list-button(title="See all spells you can edit")
i.icon-chevron-down
.thang-avatar-placeholder

View file

@ -13,4 +13,4 @@
.footer
.content
p(class='footer-link-text')
a(title='Send CodeCombat a message', tabindex=-1, data-toggle="coco-modal", data-target="modal/contact", data-i18n="nav.contact") Contact
a(title='Send CodeCombat a message', tabindex=-1, data-toggle="coco-modal", data-target="modal/ContactModal", data-i18n="nav.contact") Contact

View file

@ -24,7 +24,7 @@ block content
p More questions? Get in touch! Feature requests? We'd love to hear them! CodeCombat is new and needs to hear from you to learn what teachers would love to have in their classrooms of programming wizards-to-be.
h3
a(title='Contact', tabindex=-1, data-toggle="coco-modal", data-target="modal/contact") Contact Us
a(title='Contact', tabindex=-1, data-toggle="coco-modal", data-target="modal/ContactModal") Contact Us
.span5

View file

@ -1,11 +1,10 @@
RootView = require 'views/kinds/RootView'
template = require 'templates/employers'
app = require 'application'
User = require 'models/User'
UserRemark = require 'models/UserRemark'
{me} = require 'lib/auth'
CocoCollection = require 'collections/CocoCollection'
EmployerSignupView = require 'views/modal/employer_signup_modal'
EmployerSignupModal = require 'views/modal/EmployerSignupModal'
class CandidatesCollection extends CocoCollection
url: '/db/user/x/candidates'
@ -20,15 +19,16 @@ module.exports = class EmployersView extends RootView
template: template
events:
'click tbody tr': 'onCandidateClicked'
'click #candidate-table': 'onCandidateClicked'
'click #logout-link': 'logoutAccount'
'change #filters input': 'onFilterChanged'
'click #filter-button': 'applyFilters'
'change #select_all_checkbox': 'handleSelectAllChange'
'click .get-started-button': 'openSignupModal'
'click .navbar-brand': 'restoreBodyColor'
'click #login-link': 'onClickAuthbutton'
'click #filter-link': 'swapFolderIcon'
'click #create-alert-button': 'createFilterAlert'
'click .deletion-col': 'deleteFilterAlert'
constructor: (options) ->
super options
@ -39,6 +39,7 @@ module.exports = class EmployersView extends RootView
afterRender: ->
super()
@sortTable() if @candidates.models.length
@renderSavedFilters()
afterInsert: ->
super()
@ -73,7 +74,7 @@ module.exports = class EmployersView extends RootView
@applyFilters()
openSignupModal: ->
@openModalView new EmployerSignupView
@openModalView new EmployerSignupModal
handleSelectAllChange: (e) ->
checkedState = e.currentTarget.checked
$('#filters :input').each ->
@ -128,6 +129,45 @@ module.exports = class EmployersView extends RootView
return (_.filter candidates, (c) -> c.get('jobProfile').curated?[filterName] is filterValue).length
else
return Math.floor(Math.random() * 500)
createFilterAlert: ->
currentFilterSet = _.cloneDeep @filters
currentSavedFilters = _.cloneDeep me.get('savedEmployerFilterAlerts') ? []
currentSavedFilters.push currentFilterSet
@patchEmployerFilterAlerts currentSavedFilters, @renderSavedFilters
deleteFilterAlert: (e) ->
index = $(e.target).closest('tbody tr').data('filter-index')
currentSavedFilters = me.get('savedEmployerFilterAlerts')
currentSavedFilters.splice(index,1)
@patchEmployerFilterAlerts currentSavedFilters, @renderSavedFilters
patchEmployerFilterAlerts: (newFilters, cb) ->
me.set('savedEmployerFilterAlerts',newFilters)
unless me.isValid()
alert("There was an error setting the filter(me.isValid() returned false.) Reverting! Please notify team@codecombat.com.")
me.set 'savedEmployerFilterAlerts', me.previous('savedEmployerFilterAlerts')
else
triggerErrorAlert = -> alert("There was an error saving your filter alert! Please notify team@codecombat.com.")
res = me.save {"savedEmployerFilterAlerts": newFilters}, {patch: true, success: cb, error: triggerErrorAlert}
renderSavedFilters: =>
savedFilters = me.get('savedEmployerFilterAlerts')
unless savedFilters?.length then return $("#saved-filter-table").hide()
$("#saved-filter-table").show()
$("#saved-filter-table").find("tbody tr").remove()
for filter, index in savedFilters
$("#saved-filter-table tbody").append("""<tr data-filter-index="#{index}"><td>#{@generateFilterAlertDescription(filter)}</td><td class="deletion-col"><a>✗</a></td></tr> """)
generateFilterAlertDescription: (filter) =>
descriptionString = ""
for key in _.keys(filter).sort()
value = filter[key]
if key is "filterActive" or _.without(@defaultFilters[key],value...).length is 0 then continue
if descriptionString.length then descriptionString += ", "
descriptionString += value.join(", ")
if descriptionString.length is 0 then descriptionString = "Any new candidate"
return descriptionString
getActiveAndApprovedCandidates: =>
candidates = _.filter @candidates.models, (c) -> c.get('jobProfile').active
@ -181,7 +221,7 @@ module.exports = class EmployersView extends RootView
checkForEmployerSignupHash: =>
if window.location.hash is '#employerSignupLoggingIn' and not ('employer' in me.get('permissions')) and not me.isAdmin()
@openModalView application.router.getView('modal/employer_signup', '_modal')
@openModalView new EmployerSignupModal
window.location.hash = ''
sortTable: ->
@ -315,4 +355,4 @@ module.exports = class EmployersView extends RootView
url = "/account/profile/#{id}"
window.open url, '_blank'
else
@openModalView new EmployerSignupView
@openModalView new EmployerSignupModal

View file

@ -4,7 +4,6 @@ WizardSprite = require 'lib/surface/WizardSprite'
ThangType = require 'models/ThangType'
Simulator = require 'lib/simulator/Simulator'
{me} = require '/lib/auth'
application = require 'application'
module.exports = class HomeView extends RootView
id: 'home-view'

View file

@ -3,12 +3,12 @@ template = require 'templates/account/settings'
{me} = require 'lib/auth'
forms = require 'lib/forms'
User = require 'models/User'
AuthModalView = require 'views/modal/auth_modal'
AuthModal = require 'views/modal/AuthModal'
WizardSettingsView = require './wizard_settings_view'
JobProfileView = require './job_profile_view'
WizardSettingsView = require './WizardSettingsView'
JobProfileTreemaView = require './JobProfileTreemaView'
module.exports = class SettingsView extends RootView
module.exports = class AccountSettingsView extends RootView
id: 'account-settings-view'
template: template
changedFields: [] # DOM input fields
@ -97,9 +97,9 @@ module.exports = class SettingsView extends RootView
@listenTo wizardSettingsView, 'change', @enableSaveButton
@insertSubView wizardSettingsView
@jobProfileView = new JobProfileView()
@listenTo @jobProfileView, 'change', @enableSaveButton
@insertSubView @jobProfileView
@jobProfileTreemaView = new JobProfileTreemaView()
@listenTo @jobProfileTreemaView, 'change', @enableSaveButton
@insertSubView @jobProfileTreemaView
_.defer => @buildPictureTreema() # Not sure why, but the Treemas don't fully build without this if you reload the page.
afterInsert: ->
@ -107,7 +107,7 @@ module.exports = class SettingsView extends RootView
$('#email-pane input[type="checkbox"]').on 'change', ->
$(@).addClass 'changed'
if me.get('anonymous')
@openModalView new AuthModalView()
@openModalView new AuthModal()
@updateSavedValues()
chooseTab: (category) ->
@ -222,7 +222,7 @@ module.exports = class SettingsView extends RootView
jobProfile = me.get('jobProfile') ? {}
updated = false
for key, val of @jobProfileView.getData()
for key, val of @jobProfileTreemaView.getData()
updated = updated or not _.isEqual jobProfile[key], val
jobProfile[key] = val
if updated

View file

@ -1,7 +1,6 @@
ModalView = require 'views/kinds/ModalView'
template = require 'templates/account/job_profile_code_modal'
LevelSessionCodeView = require 'views/common/LevelSessionCodeView'
console.log 'template', template
module.exports = class JobProfileCodeModal extends ModalView
id: 'job_profile_code_modal'

File diff suppressed because one or more lines are too long

View file

@ -4,11 +4,11 @@ User = require 'models/User'
LevelSession = require 'models/LevelSession'
CocoCollection = require 'collections/CocoCollection'
{me} = require 'lib/auth'
JobProfileContactView = require 'views/modal/job_profile_contact_modal'
JobProfileView = require 'views/account/job_profile_view'
JobProfileContactModal = require 'views/modal/JobProfileContactModal'
JobProfileTreemaView = require 'views/account/JobProfileTreemaView'
UserRemark = require 'models/UserRemark'
forms = require 'lib/forms'
ModelModal = require 'views/modal/model_modal'
ModelModal = require 'views/modal/ModelModal'
JobProfileCodeModal = require './JobProfileCodeModal'
class LevelSessionsCollection extends CocoCollection
@ -26,7 +26,7 @@ adminContacts = [
{id: '52a57252a89409700d0000d9', name: 'Ignore'}
]
module.exports = class ProfileView extends RootView
module.exports = class JobProfileView extends RootView
id: 'profile-view'
template: template
showBackground: false
@ -65,6 +65,9 @@ module.exports = class ProfileView extends RootView
@authorizedWithLinkedIn = IN?.User?.isAuthorized()
@render()
super options
if me.get('anonymous') is true
@render()
return
if User.isObjectID @userID
@finishInit()
else
@ -314,7 +317,7 @@ module.exports = class ProfileView extends RootView
initializeAutocomplete: (container) ->
(container ? @$el).find('input[data-autocomplete]').each ->
$(@).autocomplete(source: JobProfileView[$(@).data('autocomplete')], minLength: parseInt($(@).data('autocomplete-min-length')), delay: 0, autoFocus: true)
$(@).autocomplete(source: JobProfileTreemaView[$(@).data('autocomplete')], minLength: parseInt($(@).data('autocomplete-min-length')), delay: 0, autoFocus: true)
toggleEditing: ->
@editing = not @editing
@ -371,7 +374,7 @@ module.exports = class ProfileView extends RootView
null
onContactCandidate: (e) ->
@openModalView new JobProfileContactView recipientID: @user.id, recipientUserName: @user.get('name')
@openModalView new JobProfileContactModal recipientID: @user.id, recipientUserName: @user.get('name')
showErrors: (errors) ->
section = @$el.find '.saving'

File diff suppressed because one or more lines are too long

View file

@ -1,11 +1,10 @@
RootView = require 'views/kinds/RootView'
template = require 'templates/admin/candidates'
app = require 'application'
User = require 'models/User'
UserRemark = require 'models/UserRemark'
{me} = require 'lib/auth'
CocoCollection = require 'collections/CocoCollection'
EmployerSignupView = require 'views/modal/employer_signup_modal'
EmployerSignupModal = require 'views/modal/EmployerSignupModal'
class CandidatesCollection extends CocoCollection
url: '/db/user/x/candidates'
@ -15,7 +14,7 @@ class UserRemarksCollection extends CocoCollection
url: '/db/user.remark?project=contact,contactName,user'
model: UserRemark
module.exports = class EmployersView extends RootView
module.exports = class CandidatesView extends RootView
id: "admin-candidates-view"
template: template
@ -71,7 +70,7 @@ module.exports = class EmployersView extends RootView
checkForEmployerSignupHash: =>
if window.location.hash is "#employerSignupLoggingIn" and not ("employer" in me.get("permissions"))
@openModalView application.router.getView("modal/employer_signup","_modal")
@openModalView new EmployerSignupModal
window.location.hash = ""
sortTable: ->
@ -204,4 +203,4 @@ module.exports = class EmployersView extends RootView
url = "/account/profile/#{id}"
window.open url,"_blank"
else
@openModalView new EmployerSignupView
@openModalView new EmployerSignupModal

View file

@ -1,16 +1,15 @@
RootView = require 'views/kinds/RootView'
template = require 'templates/admin/employer_list'
app = require 'application'
User = require 'models/User'
{me} = require 'lib/auth'
CocoCollection = require 'collections/CocoCollection'
ModelModal = require 'views/modal/model_modal'
ModelModal = require 'views/modal/ModelModal'
class EmployersCollection extends CocoCollection
url: '/db/user/x/employers'
model: User
module.exports = class EmployersView extends RootView
module.exports = class EmployersListView extends RootView
id: 'employers-view'
template: template

View file

@ -2,7 +2,7 @@
RootView = require 'views/kinds/RootView'
template = require 'templates/admin'
module.exports = class AdminView extends RootView
module.exports = class MainAdminView extends RootView
id: 'admin-view'
template: template

View file

@ -1,6 +0,0 @@
RootView = require 'views/kinds/RootView'
template = require 'templates/base'
module.exports = class BaseView extends RootView
id: 'base-view'
template: template

View file

@ -1,4 +1,4 @@
SignupModalView = require 'views/modal/signup_modal'
SignupModalView = require 'views/modal/SignupModal'
RootView = require 'views/kinds/RootView'
{me} = require 'lib/auth'
contributorSignupAnonymousTemplate = require 'templates/contribute/contributor_signup_anonymous'

View file

@ -1,4 +1,5 @@
RootView = require 'views/kinds/RootView'
#RootView = require 'views/kinds/RootView'
CocoView = require 'views/kinds/CocoView'
template = require 'templates/docs/components'
CocoCollection = require 'collections/CocoCollection'
LevelComponent = require 'models/LevelComponent'
@ -7,9 +8,10 @@ class ComponentDocsCollection extends CocoCollection
url: '/db/level.component?project=name,description,dependencies,propertyDocumentation,code'
model: LevelComponent
module.exports = class UnnamedView extends RootView
module.exports = class ComponentDocumentationView extends CocoView
id: 'docs-components-view'
template: template
className: 'tab-pane'
constructor: (options) ->
super(options)

View file

@ -1,6 +1,6 @@
ModalView = require 'views/kinds/ModalView'
template = require 'templates/editor/patch_modal'
DeltaView = require 'views/editor/delta'
DeltaView = require 'views/editor/DeltaView'
auth = require 'lib/auth'
module.exports = class PatchModal extends ModalView

View file

@ -2,7 +2,7 @@ CocoView = require 'views/kinds/CocoView'
template = require 'templates/editor/patches'
PatchesCollection = require 'collections/PatchesCollection'
nameLoader = require 'lib/NameLoader'
PatchModal = require './patch_modal'
PatchModal = require './PatchModal'
module.exports = class PatchesView extends CocoView
template: template

View file

@ -1,7 +1,7 @@
RootView = require 'views/kinds/RootView'
template = require 'templates/editor/achievement/edit'
Achievement = require 'models/Achievement'
ConfirmModal = require 'views/modal/confirm'
ConfirmModal = require 'views/modal/ConfirmModal'
module.exports = class AchievementEditView extends RootView
id: 'editor-achievement-edit-view'

View file

@ -1,9 +1,9 @@
RootView = require 'views/kinds/RootView'
VersionHistoryView = require './versions_view'
VersionHistoryView = require './ArticleVersionsModal'
template = require 'templates/editor/article/edit'
Article = require 'models/Article'
SaveVersionModal = require 'views/modal/save_version_modal'
PatchesView = require 'views/editor/patches_view'
SaveVersionModal = require 'views/modal/SaveVersionModal'
PatchesView = require 'views/editor/PatchesView'
module.exports = class ArticleEditView extends RootView
id: 'editor-article-edit-view'
@ -79,7 +79,7 @@ module.exports = class ArticleEditView extends RootView
@patchesView.load()
openPreview: ->
@preview = window.open('/editor/article/x/preview', 'preview', 'height=800,width=600')
@preview = window.open('/editor/article/preview', 'preview', 'height=800,width=600')
@preview.focus() if window.focus
@preview.onload = => @pushChangesToPreview()
return false

View file

@ -1,6 +1,6 @@
RootView = require 'views/kinds/RootView'
template = require 'templates/editor/article/preview'
module.exports = class PreviewView extends RootView
module.exports = class ArticlePreviewView extends RootView
id: 'editor-article-preview-view'
template: template

View file

@ -1,6 +1,6 @@
SearchView = require 'views/kinds/SearchView'
module.exports = class ThangTypeHomeView extends SearchView
module.exports = class ArticleSearchView extends SearchView
id: 'editor-article-home-view'
modelLabel: 'Article'
model: require 'models/Article'

View file

@ -1,6 +1,6 @@
VersionsModalView = require 'views/modal/versions_modal'
VersionsModal = require 'views/modal/VersionsModal'
module.exports = class ArticleVersionsView extends VersionsModalView
module.exports = class ArticleVersionsModal extends VersionsModal
id: 'editor-article-versions-view'
url: '/db/article/'
page: 'article'

View file

@ -1,6 +1,6 @@
VersionsModalView = require 'views/modal/versions_modal'
VersionsModal = require 'views/modal/VersionsModal'
module.exports = class ComponentVersionsView extends VersionsModalView
module.exports = class ComponentVersionsModal extends VersionsModal
id: 'editor-component-versions-view'
url: '/db/level.component/'
page: 'component'

View file

@ -5,7 +5,7 @@ Level = require 'models/Level'
LevelComponent = require 'models/LevelComponent'
nodes = require '../level/treema_nodes'
module.exports = class ComponentConfigView extends CocoView
module.exports = class ThangComponentConfigView extends CocoView
id: 'component-config-column-view'
template: template
className: 'column'
@ -69,4 +69,10 @@ module.exports = class ComponentConfigView extends CocoView
@changed = true
@callback?(@data())
undo: ->
@editThangTreema.undo()
redo: ->
@editThangTreema.redo()
data: -> @editThangTreema.data

View file

@ -5,7 +5,7 @@ Level = require 'models/Level'
LevelComponent = require 'models/LevelComponent'
LevelSystem = require 'models/LevelSystem'
ComponentsCollection = require 'collections/ComponentsCollection'
ComponentConfigView = require './config'
ComponentConfigView = require './ThangComponentConfigView'
module.exports = class ThangComponentEditView extends CocoView
id: 'thang-components-edit-view'
@ -184,6 +184,12 @@ module.exports = class ThangComponentEditView extends CocoView
reportChanges: ->
@callback?($.extend(true, [], @extantComponentsTreema.data))
undo: ->
if @configView is null or @configView?.editing is false then @extantComponentsTreema.undo() else @configView.undo()
redo: ->
if @configView is null or @configView?.editing is false then @extantComponentsTreema.redo() else @configView.redo()
class ThangComponentsArrayNode extends TreemaArrayNode
valueClass: 'treema-thang-components-array'
editable: false

View file

@ -6,18 +6,19 @@ World = require 'lib/world/world'
DocumentFiles = require 'collections/DocumentFiles'
LevelLoader = require 'lib/LevelLoader'
ThangsTabView = require './thangs_tab_view'
SettingsTabView = require './settings_tab_view'
ScriptsTabView = require './scripts_tab_view'
ComponentsTabView = require './components_tab_view'
SystemsTabView = require './systems_tab_view'
LevelSaveView = require './save_view'
LevelForkView = require './fork_view'
SaveVersionModal = require 'views/modal/save_version_modal'
PatchesView = require 'views/editor/patches_view'
VersionHistoryView = require './versions_view'
ThangsTabView = require './thangs/ThangsTabView'
SettingsTabView = require './settings/SettingsTabView'
ScriptsTabView = require './scripts/ScriptsTabView'
ComponentsTabView = require './components/ComponentsTabView'
SystemsTabView = require './systems/SystemsTabView'
SaveLevelModal = require './modals/SaveLevelModal'
LevelForkView = require './modals/ForkLevelModal'
SaveVersionModal = require 'views/modal/SaveVersionModal'
PatchesView = require 'views/editor/PatchesView'
VersionHistoryView = require './modals/LevelVersionsModal'
ComponentDocsView = require 'views/docs/ComponentDocumentationView'
module.exports = class EditorLevelView extends RootView
module.exports = class LevelEditView extends RootView
id: 'editor-level-view'
template: template
cache: false
@ -29,6 +30,8 @@ module.exports = class EditorLevelView extends RootView
'click #commit-level-start-button': 'startCommittingLevel'
'click #fork-level-start-button': 'startForkingLevel'
'click #level-history-button': 'showVersionHistory'
'click #undo-button': 'onUndo'
'click #redo-button': 'onRedo'
'click #patches-tab': -> @patchesView.load()
'click #components-tab': -> @componentsTab.refreshLevelThangsTreema @level.get('thangs')
'click #level-patch-button': 'startPatchingLevel'
@ -40,6 +43,7 @@ module.exports = class EditorLevelView extends RootView
super options
@supermodel.shouldSaveBackups = (model) ->
model.constructor.className in ['Level', 'LevelComponent', 'LevelSystem', 'ThangType']
@subViews = {}
@levelLoader = new LevelLoader supermodel: @supermodel, levelID: @levelID, headless: true, editorMode: true
@level = @levelLoader.level
@files = new DocumentFiles(@levelLoader.level)
@ -66,11 +70,13 @@ module.exports = class EditorLevelView extends RootView
return unless @supermodel.finished()
@$el.find('a[data-toggle="tab"]').on 'shown.bs.tab', (e) =>
Backbone.Mediator.publish 'level:view-switched', e
@thangsTab = @insertSubView new ThangsTabView world: @world, supermodel: @supermodel, level: @level
@settingsTab = @insertSubView new SettingsTabView supermodel: @supermodel
@scriptsTab = @insertSubView new ScriptsTabView world: @world, supermodel: @supermodel, files: @files
@componentsTab = @insertSubView new ComponentsTabView supermodel: @supermodel
@systemsTab = @insertSubView new SystemsTabView supermodel: @supermodel
@subViews['thangsTab'] = @insertSubView new ThangsTabView world: @world, supermodel: @supermodel, level: @level
@subViews['settingsTab'] = @insertSubView new SettingsTabView supermodel: @supermodel
@subViews['scriptsTab'] = @insertSubView new ScriptsTabView world: @world, supermodel: @supermodel, files: @files
@subViews['componentsTab'] = @insertSubView new ComponentsTabView supermodel: @supermodel
@subViews['systemsTab'] = @insertSubView new SystemsTabView supermodel: @supermodel
@subviews['componentsDocsTab'] = @insertSubView new ComponentDocsView supermodel: @supermodel
Backbone.Mediator.publish 'level-loaded', level: @level
@showReadOnly() if me.get('anonymous')
@patchesView = @insertSubView(new PatchesView(@level), @$el.find('.patches-view'))
@ -101,12 +107,23 @@ module.exports = class EditorLevelView extends RootView
@childWindow.onPlayLevelViewLoaded = (e) => sendLevel() # still a hack
@childWindow.focus()
onUndo: ->
@getCurrentView()?.undo()
onRedo: ->
@getCurrentView()?.redo()
getCurrentView: ->
tabText = $('li.active')[0]?.textContent.toLowerCase()
currentView = @subViews[tabText + 'Tab' ]
currentView
startPatchingLevel: (e) ->
@openModalView new SaveVersionModal({model: @level})
Backbone.Mediator.publish 'level:view-switched', e
startCommittingLevel: (e) ->
@openModalView new LevelSaveView level: @level, supermodel: @supermodel
@openModalView new SaveLevelModal level: @level, supermodel: @supermodel
Backbone.Mediator.publish 'level:view-switched', e
startForkingLevel: (e) ->

View file

@ -1,6 +1,6 @@
SearchView = require 'views/kinds/SearchView'
module.exports = class EditorSearchView extends SearchView
module.exports = class LevelSearchView extends SearchView
id: 'editor-level-home-view'
modelLabel: 'Level'
model: require 'models/Level'

View file

@ -1,8 +1,8 @@
CocoView = require 'views/kinds/CocoView'
template = require 'templates/editor/level/components_tab'
LevelComponent = require 'models/LevelComponent'
LevelComponentEditView = require './component/edit'
LevelComponentNewView = require './component/new'
LevelComponentEditView = require './LevelComponentEditView'
LevelComponentNewView = require './NewLevelComponentModal'
class LevelComponentCollection extends Backbone.Collection
url: '/db/level.component'

View file

@ -1,9 +1,9 @@
CocoView = require 'views/kinds/CocoView'
template = require 'templates/editor/level/component/edit'
LevelComponent = require 'models/LevelComponent'
VersionHistoryView = require 'views/editor/component/versions_view'
PatchesView = require 'views/editor/patches_view'
SaveVersionModal = require 'views/modal/save_version_modal'
ComponentVersionsModal = require 'views/editor/component/ComponentVersionsModal'
PatchesView = require 'views/editor/PatchesView'
SaveVersionModal = require 'views/modal/SaveVersionModal'
module.exports = class LevelComponentEditView extends CocoView
id: 'editor-level-component-edit-view'
@ -108,8 +108,8 @@ module.exports = class LevelComponentEditView extends CocoView
null
showVersionHistory: (e) ->
versionHistoryView = new VersionHistoryView {}, @levelComponent.id
@openModalView versionHistoryView
componentVersionsModal = new ComponentVersionsModal {}, @levelComponent.id
@openModalView componentVersionsModal
Backbone.Mediator.publish 'level:view-switched', e
startPatchingComponent: (e) ->

View file

@ -4,7 +4,7 @@ LevelComponent = require 'models/LevelComponent'
forms = require 'lib/forms'
{me} = require 'lib/auth'
module.exports = class LevelComponentNewView extends ModalView
module.exports = class NewLevelComponentModal extends ModalView
id: 'editor-level-component-new-modal'
template: template
instant: false

View file

@ -1,191 +0,0 @@
ModalView = require 'views/kinds/ModalView'
template = require 'templates/editor/level/modal/terrain_randomize'
CocoModel = require 'models/CocoModel'
clusters = {
'rocks': ['Rock 1', 'Rock 2', 'Rock 3', 'Rock 4', 'Rock 5', 'Rock Cluster 1', 'Rock Cluster 2', 'Rock Cluster 3']
'trees': ['Tree 1', 'Tree 2', 'Tree 3', 'Tree 4']
'shrubs': ['Shrub 1', 'Shrub 2', 'Shrub 3']
'houses': ['House 1', 'House 2', 'House 3', 'House 4']
'animals': ['Cow', 'Horse']
'wood': ['Firewood 1', 'Firewood 2', 'Firewood 3', 'Barrel']
'farm': ['Farm']
}
presets = {
# 'dungeon': {
# 'type':'dungeon'
# 'borders':['Dungeon Wall']
# 'floors':['Dungeon Floor']
# 'decorations':[]
# }
'grassy': {
'type':'grassy'
'borders':['Tree 1', 'Tree 2', 'Tree 3']
'floors':['Grass01', 'Grass02', 'Grass03', 'Grass04', 'Grass05']
'decorations': {
'house': {
'num':[1,2] #min-max
'width': 20
'height': 20
'clusters': {
'houses':[1,1]
'trees':[1,2]
'shrubs':[0,3]
'rocks':[1,2]
}
}
'farm': {
'num':[1,2] #min-max
'width': 20
'height': 20
'clusters': {
'farm':[1,1]
'shrubs':[2,3]
'wood':[2,4]
'animals':[2,3]
}
}
}
}
}
sizes = {
'small': {
'x':80
'y':68
}
'large': {
'x':160
'y':136
}
'floorSize': {
'x':20
'y':17
}
'borderSize': {
'x':4
'y':4
'thickness':3
}
}
module.exports = class TerrainRandomizeModal extends ModalView
id: 'terrain-randomize-modal'
template: template
thangs = []
events:
'click .choose-option': 'onRandomize'
onRevertModel: (e) ->
id = $(e.target).val()
CocoModel.backedUp[id].revert()
$(e.target).closest('tr').remove()
@reloadOnClose = true
onRandomize: (e) ->
target = $(e.target)
presetType = target.attr 'data-preset-type'
presetSize = target.attr 'data-preset-size'
@randomizeThangs presetType, presetSize
Backbone.Mediator.publish('randomize:terrain-generated',
'thangs': @thangs
)
@hide()
randomizeThangs: (presetName, presetSize) ->
preset = presets[presetName]
presetSize = sizes[presetSize]
@thangs = []
@randomizeFloor preset, presetSize
@randomizeBorder preset, presetSize
@randomizeDecorations preset, presetSize
randomizeFloor: (preset, presetSize) ->
for i in _.range(0, presetSize.x, sizes.floorSize.x)
for j in _.range(0, presetSize.y, sizes.floorSize.y)
@thangs.push {
'id': @getRandomThang(preset.floors)
'pos': {
'x': i + sizes.floorSize.x/2
'y': j + sizes.floorSize.y/2
}
}
randomizeBorder: (preset, presetSize) ->
for i in _.range(0, presetSize.x, sizes.borderSize.x)
for j in _.range(sizes.borderSize.thickness)
@thangs.push {
'id': @getRandomThang(preset.borders)
'pos': {
'x': i + _.random(-sizes.borderSize.x/2, sizes.borderSize.x/2)
'y': 0 + _.random(-sizes.borderSize.y/2, sizes.borderSize.y)
}
}
@thangs.push {
'id': @getRandomThang(preset.borders)
'pos': {
'x': i + _.random(-sizes.borderSize.x/2, sizes.borderSize.x/2)
'y': presetSize.y + _.random(-sizes.borderSize.y, sizes.borderSize.y/2)
}
}
for i in _.range(0, presetSize.y, sizes.borderSize.y)
for j in _.range(3)
@thangs.push {
'id': @getRandomThang(preset.borders)
'pos': {
'x': 0 + _.random(-sizes.borderSize.x/2, sizes.borderSize.x)
'y': i + _.random(-sizes.borderSize.y/2, sizes.borderSize.y/2)
}
}
@thangs.push {
'id': @getRandomThang(preset.borders)
'pos': {
'x': presetSize.x + _.random(-sizes.borderSize.x, sizes.borderSize.x/2)
'y': i + _.random(-sizes.borderSize.y/2, sizes.borderSize.y/2)
}
}
randomizeDecorations: (preset, presetSize)->
for name, decoration of preset.decorations
for num in _.range(_.random(decoration.num[0], decoration.num[1]))
center =
{
'x':_.random(decoration.width, presetSize.x - decoration.width),
'y':_.random(decoration.height, presetSize.y - decoration.height)
}
min =
{
'x':center.x - decoration.width/2
'y':center.y - decoration.height/2
}
max =
{
'x':center.x + decoration.width/2
'y':center.y + decoration.height/2
}
for cluster, range of decoration.clusters
for i in _.range(_.random(range[0], range[1]))
@thangs.push {
'id':@getRandomThang(clusters[cluster])
'pos':{
'x':_.random(min.x, max.x)
'y':_.random(min.y, max.y)
}
}
getRandomThang: (thangList) ->
return thangList[_.random(0, thangList.length-1)]
getRenderData: ->
c = super()
models = _.values CocoModel.backedUp
models = (m for m in models when m.hasLocalChanges())
c.models = models
c
onHidden: ->
location.reload() if @reloadOnClose

View file

@ -3,7 +3,7 @@ template = require 'templates/editor/level/fork'
forms = require 'lib/forms'
Level = require 'models/Level'
module.exports = class LevelForkView extends ModalView
module.exports = class ForkLevelModal extends ModalView
id: 'editor-level-fork-modal'
template: template
instant: false

View file

@ -1,6 +1,6 @@
VersionsModalView = require 'views/modal/versions_modal'
VersionsModal = require 'views/modal/VersionsModal'
module.exports = class LevelVersionsView extends VersionsModalView
module.exports = class LevelVersionsModal extends VersionsModal
id: 'editor-level-versions-view'
url: '/db/level/'
page: 'level'

View file

@ -1,12 +1,12 @@
SaveVersionModal = require 'views/modal/save_version_modal'
SaveVersionModal = require 'views/modal/SaveVersionModal'
template = require 'templates/editor/level/save'
forms = require 'lib/forms'
LevelComponent = require 'models/LevelComponent'
LevelSystem = require 'models/LevelSystem'
DeltaView = require 'views/editor/delta'
PatchModal = require 'views/editor/patch_modal'
DeltaView = require 'views/editor/DeltaView'
PatchModal = require 'views/editor/PatchModal'
module.exports = class LevelSaveView extends SaveVersionModal
module.exports = class SaveLevelModal extends SaveVersionModal
template: template
instant: false
modalWidthPercent: 60

View file

@ -0,0 +1,364 @@
ModalView = require 'views/kinds/ModalView'
template = require 'templates/editor/level/modal/terrain_randomize'
CocoModel = require 'models/CocoModel'
clusters = {
'rocks': {
'thangs': ['Rock 1', 'Rock 2', 'Rock 3', 'Rock 4', 'Rock 5', 'Rock Cluster 1', 'Rock Cluster 2', 'Rock Cluster 3']
'margin': 1
}
'trees': {
'thangs': ['Tree 1', 'Tree 2', 'Tree 3', 'Tree 4']
'margin': 0
}
'shrubs': {
'thangs': ['Shrub 1', 'Shrub 2', 'Shrub 3']
'margin': 0
}
'houses': {
'thangs': ['House 1', 'House 2', 'House 3', 'House 4']
'margin': 4
}
'animals': {
'thangs': ['Cow', 'Horse']
'margin': 1
}
'wood': {
'thangs': ['Firewood 1', 'Firewood 2', 'Firewood 3', 'Barrel']
'margin': 1
}
'farm': {
'thangs': ['Farm']
'margin': 9
}
'cave': {
'thangs': ['Cave']
'margin': 5
}
'stone': {
'thangs': ['Gargoyle', 'Rock Cluster 1', 'Rock Cluster 2', 'Rock Cluster 3']
'margin': 1
}
'doors': {
'thangs': ['Dungeon Door']
'margin': -1
}
'grass_floor': {
'thangs': ['Grass01', 'Grass02', 'Grass03', 'Grass04', 'Grass05']
'margin': -1
}
'dungeon_wall': {
'thangs': ['Dungeon Wall']
'margin': -1
}
'dungeon_floor': {
'thangs': ['Dungeon Floor']
'margin': -1
}
}
presets = {
'dungeon': {
'type':'dungeon'
'borders':'dungeon_wall'
'borderNoise':0
'borderSize':4
'floors':'dungeon_floor'
'decorations': {
'cave': {
'num':[1,1]
'width': 10
'height': 10
'clusters': {
'cave':[1,1]
'stone':[2,4]
}
}
'Room': {
'num': [1,1]
'width': [12, 20]
'height': [8, 16]
'thickness': [2,2]
'cluster': 'dungeon_wall'
}
}
}
'grassy': {
'type':'grassy'
'borders':'trees'
'borderNoise':1
'borderSize':0
'floors':'grass_floor'
'decorations': {
'house': {
'num':[1,2] #min-max
'width': 15
'height': 15
'clusters': {
'houses':[1,1]
'trees':[1,2]
'shrubs':[0,3]
'rocks':[1,2]
}
}
'farm': {
'num':[1,1] #min-max
'width': 25
'height': 15
'clusters': {
'farm':[1,1]
'shrubs':[2,3]
'wood':[2,4]
'animals':[2,3]
}
}
}
}
}
presetSizes = {
'small': {
'x':80
'y':68
}
'large': {
'x':160
'y':136
}
}
thangSizes = {
'floorSize': {
'x':20
'y':17
}
'borderSize': {
'x':4
'y':4
'thickness':3
}
}
module.exports = class TerrainRandomizeModal extends ModalView
id: 'terrain-randomize-modal'
template: template
events:
'click .choose-option': 'onRandomize'
onRevertModel: (e) ->
id = $(e.target).val()
CocoModel.backedUp[id].revert()
$(e.target).closest('tr').remove()
@reloadOnClose = true
onRandomize: (e) ->
target = $(e.target)
presetType = target.attr 'data-preset-type'
presetSize = target.attr 'data-preset-size'
@randomizeThangs presetType, presetSize
Backbone.Mediator.publish('randomize:terrain-generated',
'thangs': @thangs
)
@hide()
randomizeThangs: (presetName, presetSize) ->
@falseCount = 0
preset = presets[presetName]
presetSize = presetSizes[presetSize]
@thangs = []
@rects = []
@randomizeFloor preset, presetSize
@randomizeBorder preset, presetSize, preset.borderNoise
@randomizeDecorations preset, presetSize
randomizeFloor: (preset, presetSize) ->
for i in _.range(0, presetSize.x, thangSizes.floorSize.x)
for j in _.range(0, presetSize.y, thangSizes.floorSize.y)
@thangs.push {
'id': @getRandomThang(clusters[preset.floors].thangs)
'pos': {
'x': i + thangSizes.floorSize.x/2
'y': j + thangSizes.floorSize.y/2
}
'margin': clusters[preset.floors].margin
}
randomizeBorder: (preset, presetSize, noiseFactor=1) ->
for i in _.range(0, presetSize.x, thangSizes.borderSize.x)
for j in _.range(thangSizes.borderSize.thickness)
while not @addThang {
'id': @getRandomThang(clusters[preset.borders].thangs)
'pos': {
'x': i + preset.borderSize/2 + noiseFactor * _.random(-thangSizes.borderSize.x/2, thangSizes.borderSize.x/2)
'y': 0 + preset.borderSize/2 + noiseFactor * _.random(-thangSizes.borderSize.y/2, thangSizes.borderSize.y)
}
'margin': clusters[preset.borders].margin
}
continue
while not @addThang {
'id': @getRandomThang(clusters[preset.borders].thangs)
'pos': {
'x': i + preset.borderSize/2 + noiseFactor * _.random(-thangSizes.borderSize.x/2, thangSizes.borderSize.x/2)
'y': presetSize.y - preset.borderSize/2 + noiseFactor * _.random(-thangSizes.borderSize.y, thangSizes.borderSize.y/2)
}
'margin': clusters[preset.borders].margin
}
continue
for i in _.range(0, presetSize.y, thangSizes.borderSize.y)
for j in _.range(3)
while not @addThang {
'id': @getRandomThang(clusters[preset.borders].thangs)
'pos': {
'x': 0 + preset.borderSize/2 + noiseFactor * _.random(-thangSizes.borderSize.x/2, thangSizes.borderSize.x)
'y': i + preset.borderSize/2 + noiseFactor * _.random(-thangSizes.borderSize.y/2, thangSizes.borderSize.y/2)
}
'margin': clusters[preset.borders].margin
}
continue
while not @addThang {
'id': @getRandomThang(clusters[preset.borders].thangs)
'pos': {
'x': presetSize.x - preset.borderSize/2 + noiseFactor * _.random(-thangSizes.borderSize.x, thangSizes.borderSize.x/2)
'y': i + preset.borderSize/2 + noiseFactor * _.random(-thangSizes.borderSize.y/2, thangSizes.borderSize.y/2)
}
'margin': clusters[preset.borders].margin
}
continue
randomizeDecorations: (preset, presetSize)->
if presetSize is presetSizes['small'] then sizeFactor = 1 else sizeFactor = 2
for name, decoration of preset.decorations
for num in _.range(sizeFactor * _.random(decoration.num[0], decoration.num[1]))
if @['build'+name] isnt undefined
@['build'+name](preset, presetSize, decoration)
continue
while true
rect = {
'x':_.random(decoration.width/2 + preset.borderSize/2 + thangSizes.borderSize.x, presetSize.x - decoration.width/2 - preset.borderSize/2 - thangSizes.borderSize.x),
'y':_.random(decoration.height/2 + preset.borderSize/2 + thangSizes.borderSize.y, presetSize.y - decoration.height/2 - preset.borderSize/2 - thangSizes.borderSize.y)
'width':decoration.width
'height':decoration.height
}
break if @addRect rect
for cluster, range of decoration.clusters
for i in _.range(_.random(range[0], range[1]))
while not @addThang {
'id':@getRandomThang(clusters[cluster].thangs)
'pos':{
'x':_.random(rect.x - rect.width/2, rect.x + rect.width/2)
'y':_.random(rect.y - rect.height/2, rect.y + rect.height/2)
}
'margin':clusters[cluster].margin
}
continue
buildRoom: (preset, presetSize, room) ->
if presetSize is presetSizes['small'] then sizeFactor = 1 else sizeFactor = 2
while true
rect = {
'width':sizeFactor * (room.width[0] + preset.borderSize * _.random(0, (room.width[1] - room.width[0])/preset.borderSize))
'height':sizeFactor * (room.height[0] + preset.borderSize * _.random(0, (room.height[1] - room.height[0])/preset.borderSize))
}
roomThickness = _.random(room.thickness[0], room.thickness[1])
rect.x = _.random(rect.width/2 + preset.borderSize * (roomThickness+1), presetSize.x - rect.width/2 - preset.borderSize * (roomThickness+1))
rect.y = _.random(rect.height/2 + preset.borderSize * (roomThickness+1), presetSize.y - rect.height/2 - preset.borderSize * (roomThickness+1))
break if @addRect {
'x': rect.x
'y': rect.y
'width': rect.width + 2 * roomThickness * preset.borderSize
'height': rect.height + 2 * roomThickness * preset.borderSize
}
xRange = _.range(rect.x - rect.width/2 + preset.borderSize, rect.x + rect.width/2, preset.borderSize)
topDoor = _.random(1) > 0.5
topDoorX = xRange[_.random(0, xRange.length-1)]
bottomDoor = if not topDoor then true else _.random(1) > 0.5
bottomDoorX = xRange[_.random(0, xRange.length-1)]
for t in _.range(0, roomThickness+1)
for i in _.range(rect.x - rect.width/2 - (t-1) * preset.borderSize, rect.x + rect.width/2 + t * preset.borderSize, preset.borderSize)
thang = {
'id': @getRandomThang(clusters[room.cluster].thangs)
'pos': {
'x': i
'y': rect.y - rect.height/2 - t * preset.borderSize
}
'margin': clusters[room.cluster].margin
}
if i is bottomDoorX and bottomDoor
thang.id = @getRandomThang(clusters['doors'].thangs)
thang.pos.y -= preset.borderSize/3
@addThang thang unless i is bottomDoorX and t isnt roomThickness and bottomDoor
thang = {
'id': @getRandomThang(clusters[room.cluster].thangs)
'pos': {
'x': i
'y': rect.y + rect.height/2 + t * preset.borderSize
}
'margin': clusters[room.cluster].margin
}
if i is topDoorX and topDoor
thang.id = @getRandomThang(clusters['doors'].thangs)
thang.pos.y -= preset.borderSize
@addThang thang unless i is topDoorX and t isnt roomThickness and topDoor
for t in _.range(0, roomThickness)
for i in _.range(rect.y - rect.height/2 - t * preset.borderSize, rect.y + rect.height/2 + (t+1) * preset.borderSize, preset.borderSize)
@addThang {
'id': @getRandomThang(clusters[room.cluster].thangs)
'pos': {
'x': rect.x - rect.width/2 - t * preset.borderSize
'y': i
}
'margin': clusters[room.cluster].margin
}
@addThang {
'id': @getRandomThang(clusters[room.cluster].thangs)
'pos': {
'x': rect.x + rect.width/2 + t * preset.borderSize
'y': i
}
'margin': clusters[room.cluster].margin
}
addThang: (thang) ->
if @falseCount > 100
console.log 'infinite loop', thang
@falseCount = 0
return true
for existingThang in @thangs
if existingThang.margin is -1 or thang.margin is -1
continue
if Math.abs(existingThang.pos.x - thang.pos.x) <= thang.margin + existingThang.margin and Math.abs(existingThang.pos.y - thang.pos.y) <= thang.margin + existingThang.margin
@falseCount++
return false
@thangs.push thang
true
addRect: (rect) ->
if @falseCount > 100
console.log 'infinite loop', rect
@falseCount = 0
return true
for existingRect in @rects
if Math.abs(existingRect.x - rect.x) <= rect.width/2 + existingRect.width/2 and Math.abs(existingRect.y - rect.y) <= rect.height/2 + existingRect.height/2
@falseCount++
return false
@rects.push rect
true
getRandomThang: (thangList) ->
return thangList[_.random(0, thangList.length-1)]
getRenderData: ->
c = super()
c.presets = presets
c.presetSizes = presetSizes
c
onHidden: ->
location.reload() if @reloadOnClose

View file

@ -2,7 +2,7 @@ CocoView = require 'views/kinds/CocoView'
template = require 'templates/editor/level/scripts_tab'
Level = require 'models/Level'
Surface = require 'lib/surface/Surface'
nodes = require './treema_nodes'
nodes = require './../treema_nodes'
module.exports = class ScriptsTabView extends CocoView
id: 'editor-level-scripts-tab-view'
@ -86,6 +86,12 @@ module.exports = class ScriptsTabView extends CocoView
onScriptChanged: =>
@scriptsTreema.set(@selectedScriptPath, @scriptTreema.data)
undo: ->
@scriptsTreema.undo() if @scriptTreema.undo() is undefined
redo: ->
@scriptsTreema.redo() if @scriptTreema.redo() is undefined
class ScriptNode extends TreemaObjectNode
valueClass: 'treema-script'
collection: false

View file

@ -2,7 +2,7 @@ CocoView = require 'views/kinds/CocoView'
template = require 'templates/editor/level/settings_tab'
Level = require 'models/Level'
Surface = require 'lib/surface/Surface'
nodes = require './treema_nodes'
nodes = require './../treema_nodes'
{me} = require 'lib/auth'
module.exports = class SettingsTabView extends CocoView
@ -53,3 +53,9 @@ module.exports = class SettingsTabView extends CocoView
for key in @editableSettings
continue if @settingsTreema.data[key] is undefined
@level.set key, @settingsTreema.data[key]
undo: ->
@settingsTreema.undo()
redo: ->
@settingsTreema.redo()

View file

@ -8,7 +8,7 @@ class LevelSystemSearchCollection extends CocoCollection
url: '/db/level_system'
model: LevelSystem
module.exports = class LevelSystemAddView extends ModalView
module.exports = class AddLevelSystemModal extends ModalView
id: 'editor-level-system-add-modal'
template: template
instant: true

View file

@ -1,9 +1,9 @@
CocoView = require 'views/kinds/CocoView'
template = require 'templates/editor/level/system/edit'
LevelSystem = require 'models/LevelSystem'
VersionHistoryView = require 'views/editor/system/versions_view'
PatchesView = require 'views/editor/patches_view'
SaveVersionModal = require 'views/modal/save_version_modal'
SystemVersionsModal = require 'views/editor/level/systems/SystemVersionsModal'
PatchesView = require 'views/editor/PatchesView'
SaveVersionModal = require 'views/modal/SaveVersionModal'
module.exports = class LevelSystemEditView extends CocoView
id: 'editor-level-system-edit-view'
@ -101,8 +101,8 @@ module.exports = class LevelSystemEditView extends CocoView
null
showVersionHistory: (e) ->
versionHistoryView = new VersionHistoryView {}, @levelSystem.id
@openModalView versionHistoryView
systemVersionsModal = new SystemVersionsModal {}, @levelSystem.id
@openModalView systemVersionsModal
Backbone.Mediator.publish 'level:view-switched', e
startPatchingSystem: (e) ->
@ -115,6 +115,18 @@ module.exports = class LevelSystemEditView extends CocoView
@levelSystem.watch(button.find('.watch').is(':visible'))
button.find('> span').toggleClass('secret')
undo: ->
if @$el.find('li.active > a#system-config-schema-tab')
@configSchemaTreema.undo()
if @$el.find('li.active > a#system-settings-tab')
@systemSettingsTreema.undo()
redo: ->
if @$el.find('li.active > a#system-config-schema-tab')
@configSchemaTreema.redo()
if @$el.find('li.active > a#system-settings-tab')
@systemSettingsTreema.redo()
destroy: ->
@editor?.destroy()
super()

View file

@ -4,7 +4,7 @@ LevelSystem = require 'models/LevelSystem'
forms = require 'lib/forms'
{me} = require 'lib/auth'
module.exports = class LevelSystemNewView extends ModalView
module.exports = class NewLevelSystemModal extends ModalView
id: 'editor-level-system-new-modal'
template: template
instant: false

View file

@ -1,6 +1,6 @@
VersionsModalView = require 'views/modal/versions_modal'
VersionsModal = require 'views/modal/VersionsModal'
module.exports = class SystemVersionsView extends VersionsModalView
module.exports = class SystemVersionsModal extends VersionsModal
id: 'editor-system-versions-view'
url: '/db/level.system/'
page: 'system'

View file

@ -2,10 +2,10 @@ CocoView = require 'views/kinds/CocoView'
template = require 'templates/editor/level/systems_tab'
Level = require 'models/Level'
LevelSystem = require 'models/LevelSystem'
LevelSystemEditView = require './system/edit'
LevelSystemNewView = require './system/new'
LevelSystemAddView = require './system/add'
{ThangTypeNode} = require './treema_nodes'
LevelSystemEditView = require './LevelSystemEditView'
NewLevelSystemModal = require './NewLevelSystemModal'
AddLevelSystemModal = require './AddLevelSystemModal'
{ThangTypeNode} = require './../treema_nodes'
module.exports = class SystemsTabView extends CocoView
id: 'editor-level-systems-tab-view'
@ -49,7 +49,7 @@ module.exports = class SystemsTabView extends CocoView
insertedDefaults = true
systems = @getSortedByName systems
treemaOptions =
# TODO: somehow get rid of the + button, or repurpose it to open the LevelSystemAddView instead
# TODO: somehow get rid of the + button, or repurpose it to open the AddLevelSystemModal instead
supermodel: @supermodel
schema: Level.schema.properties.systems
data: systems
@ -90,11 +90,11 @@ module.exports = class SystemsTabView extends CocoView
@systemsTreema.insert '/', e.system
addLevelSystem: (e) ->
@openModalView new LevelSystemAddView supermodel: @supermodel, extantSystems: _.cloneDeep @systemsTreema.data
@openModalView new AddLevelSystemModal supermodel: @supermodel, extantSystems: _.cloneDeep @systemsTreema.data
Backbone.Mediator.publish 'level:view-switched', e
createNewLevelSystem: (e) ->
@openModalView new LevelSystemNewView supermodel: @supermodel
@openModalView new NewLevelSystemModal supermodel: @supermodel
Backbone.Mediator.publish 'level:view-switched', e
editLevelSystem: (e) ->
@ -125,6 +125,13 @@ module.exports = class SystemsTabView extends CocoView
{original: '528114e60268d018e300001a', majorVersion: 0} # UI
{original: '528114040268d018e3000011', majorVersion: 0} # Physics
]
undo: ->
return unless @levelSystemEditView
@levelSystemEditView.undo()
redo: ->
return unless @levelSystemEditView
@levelSystemEditView.redo()
class LevelSystemNode extends TreemaObjectNode
valueClass: 'treema-level-system'

View file

@ -1,6 +1,6 @@
CocoView = require 'views/kinds/CocoView'
template = require 'templates/editor/level/thang/edit'
ThangComponentEditView = require 'views/editor/components/main'
ThangComponentEditView = require 'views/editor/component/ThangComponentEditView'
ThangType = require 'models/ThangType'
module.exports = class LevelThangEditView extends CocoView
@ -92,3 +92,11 @@ module.exports = class LevelThangEditView extends CocoView
onComponentsChanged: (components) =>
@thangData.components = components
@saveThang()
undo: ->
return unless @thangComponentEditView
@thangComponentEditView.undo()
redo: ->
return unless @thangComponentEditView
@thangComponentEditView.redo()

View file

@ -1,5 +1,5 @@
CocoView = require 'views/kinds/CocoView'
AddThangsView = require './add_thangs_view'
AddThangsView = require './AddThangsView'
thangs_template = require 'templates/editor/level/thangs_tab'
Level = require 'models/Level'
ThangType = require 'models/ThangType'
@ -8,7 +8,7 @@ CocoCollection = require 'collections/CocoCollection'
{isObjectID} = require 'models/CocoModel'
Surface = require 'lib/surface/Surface'
Thang = require 'lib/world/thang'
LevelThangEditView = require './thang/edit'
LevelThangEditView = require './LevelThangEditView'
ComponentsCollection = require 'collections/ComponentsCollection'
# Moving the screen while dragging thangs constants
@ -58,8 +58,8 @@ module.exports = class ThangsTabView extends CocoView
'delete, del, backspace': 'deleteSelectedExtantThang'
'left': -> @moveAddThangSelection -1
'right': -> @moveAddThangSelection 1
'ctrl+z': 'undoAction'
'ctrl+shift+z': 'redoAction'
'ctrl+z': 'undo'
'ctrl+shift+z': 'redo'
constructor: (options) ->
super options
@ -116,6 +116,8 @@ module.exports = class ThangsTabView extends CocoView
$(window).resize @onWindowResize
@addThangsView = @insertSubView new AddThangsView world: @world, supermodel: @supermodel
@buildInterface() # refactor to not have this trigger when this view re-renders?
if @thangsTreema.data.length
@$el.find('#canvas-overlay').css('display', 'none')
onFilterExtantThangs: (e) ->
@$el.find('#extant-thangs-filter button.active').button('toggle')
@ -233,6 +235,8 @@ module.exports = class ThangsTabView extends CocoView
@addThang @addThangType, thang.pos, true
@batchInsert()
@selectAddThangType null
@$el.find('#canvas-overlay').css('display', 'none')
# TODO: figure out a good way to have all Surface clicks and Treema clicks just proxy in one direction, so we can maintain only one way of handling selection and deletion
onExtantThangSelected: (e) ->
@ -473,11 +477,11 @@ module.exports = class ThangsTabView extends CocoView
$('#add-thangs-column').toggle()
@onWindowResize e
undoAction: (e) ->
@thangsTreema.undo()
undo: (e) ->
if not @editThangView then @thangsTreema.undo() else @editThangView.undo()
redoAction: (e) ->
@thangsTreema.redo()
redo: (e) ->
if not @editThangView then @thangsTreema.redo() else @editThangView.redo()
class ThangsNode extends TreemaNode.nodeMap.array
valueClass: 'treema-array-replacement'

View file

@ -1,4 +1,4 @@
WorldSelectModal = require './modal/world_select'
WorldSelectModal = require './modals/WorldSelectModal'
ThangType = require '/models/ThangType'
makeButton = -> $('<a class="btn btn-primary btn-xs treema-map-button"><span class="glyphicon glyphicon-screenshot"></span></a>')

View file

@ -3,7 +3,7 @@ template = require 'templates/editor/thang/colors_tab'
SpriteBuilder = require 'lib/sprites/SpriteBuilder'
{hexToHSL} = require 'lib/utils'
module.exports = class ColorsTabView extends CocoView
module.exports = class ThangTypeColorsTabView extends CocoView
id: 'editor-thang-colors-tab-view'
template: template
className: 'tab-pane'

View file

@ -6,11 +6,11 @@ Camera = require 'lib/surface/Camera'
DocumentFiles = require 'collections/DocumentFiles'
RootView = require 'views/kinds/RootView'
ThangComponentEditView = require 'views/editor/components/main'
VersionHistoryView = require './versions_view'
ColorsTabView = require './colors_tab_view'
PatchesView = require 'views/editor/patches_view'
SaveVersionModal = require 'views/modal/save_version_modal'
ThangComponentEditView = require 'views/editor/component/ThangComponentEditView'
ThangTypeVersionsModal = require './ThangTypeVersionsModal'
ThangTypeColorsTabView = require './ThangTypeColorsTabView'
PatchesView = require 'views/editor/PatchesView'
SaveVersionModal = require 'views/modal/SaveVersionModal'
template = require 'templates/editor/thang/edit'
CENTER = {x: 200, y: 300}
@ -73,7 +73,7 @@ module.exports = class ThangTypeEditView extends RootView
@buildTreema()
@initSliders()
@initComponents()
@insertSubView(new ColorsTabView(@thangType))
@insertSubView(new ThangTypeColorsTabView(@thangType))
@patchesView = @insertSubView(new PatchesView(@thangType), @$el.find('.patches-view'))
@showReadOnly() if me.get('anonymous')
@ -400,8 +400,8 @@ module.exports = class ThangTypeEditView extends RootView
@showingSelectedNode = false
showVersionHistory: (e) ->
versionHistoryView = new VersionHistoryView thangType: @thangType, @thangTypeID
@openModalView versionHistoryView
versionHistoryModal = new ThangTypeVersionsModal thangType: @thangType, @thangTypeID
@openModalView versionHistoryModal
Backbone.Mediator.publish 'level:view-switched', e
openSaveModal: ->

View file

@ -1,6 +1,6 @@
SearchView = require 'views/kinds/SearchView'
module.exports = class ThangTypeHomeView extends SearchView
module.exports = class ThangTypeSearchView extends SearchView
id: 'thang-type-home-view'
modelLabel: 'Thang Type'
model: require 'models/ThangType'

View file

@ -1,6 +1,6 @@
VersionsModalView = require 'views/modal/versions_modal'
VersionsModal = require 'views/modal/VersionsModal'
module.exports = class ComponentVersionsView extends VersionsModalView
module.exports = class ThangTypeVersionsModal extends VersionsModal
id: 'editor-thang-versions-view'
url: '/db/thang.type/'
page: 'thang'

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