Paused branchingGroup A/B test and set everyone to no-practice. Realized that no-practice wasn't working at all, so fixed that.

This commit is contained in:
Nick Winter 2014-11-20 19:56:44 -08:00
parent fcfe81c63e
commit f5f2d57db6
4 changed files with 37 additions and 35 deletions

View file

@ -205,16 +205,17 @@ module.exports = LevelOptions =
requiredGear: {feet: 'leather-boots', 'right-hand': 'crude-builders-hammer'}
restrictedGear: {feet: 'simple-boots', 'right-hand': 'simple-sword'}
'endangered-burl':
requiredGear: {feet: 'leather-boots', 'right-hand': 'simple-sword', eyes: 'crude-glasses'}
hidesRealTimePlayback: true
hidesCodeToolbar: true
requiredGear: {feet: 'leather-boots', 'right-hand': 'simple-sword', eyes: 'crude-glasses'}
restrictedGear: {feet: 'simple-boots', 'right-hand': 'crude-builders-hammer'}
'village-guard':
requiredGear: {feet: 'leather-boots', 'right-hand': 'simple-sword', eyes: 'crude-glasses'}
hidesCodeToolbar: true
requiredGear: {feet: 'leather-boots', 'right-hand': 'simple-sword', eyes: 'crude-glasses'}
restrictedGear: {feet: 'simple-boots', 'right-hand': 'crude-builders-hammer'}
'thornbush-farm':
requiredGear: {feet: 'leather-boots', 'right-hand': 'crude-builders-hammer', eyes: 'crude-glasses'}
hidesCodeToolbar: true
requiredGear: {feet: 'leather-boots', 'right-hand': 'crude-builders-hammer', eyes: 'crude-glasses'}
restrictedGear: {feet: 'simple-boots', 'right-hand': 'simple-sword'}
'back-to-back':
hidesCodeToolbar: true

View file

@ -43,7 +43,7 @@ module.exports = class Mark extends CocoClass
@layer.updateLayerOrder()
# @updatePosition()
@update()
toggle: (to) ->
to = !!to
return @ if to is @on
@ -154,7 +154,7 @@ module.exports = class Mark extends CocoClass
shape.graphics.drawRect bounds...
shape.graphics.endFill()
@layer.addCustomGraphic(key, shape, bounds)
alpha = @lank.thang?.alpha ? 1
alpha = @lank.thang?.alpha ? 1
width = (@lank.thang?.width ? 0) + 0.5
height = (@lank.thang?.height ? 0) + 0.5
longest = Math.max width, height
@ -250,7 +250,7 @@ module.exports = class Mark extends CocoClass
@sprite = markLank.sprite
@markLank = markLank
@listenTo @markLank, 'new-sprite', (@sprite) ->
loadThangType: ->
name = @thangType
@thangType = new ThangType()
@ -275,6 +275,7 @@ module.exports = class Mark extends CocoClass
if @name is 'highlight' and @highlightDelay and not @highlightTween
@sprite.visible = false
@highlightTween = createjs.Tween.get(@sprite).to({}, @highlightDelay).call =>
return if @destroyed
@sprite.visible = true
@highlightDelay = @highlightTween = null
@updateAlpha @alpha if @name in ['shadow', 'bounds']

View file

@ -104,7 +104,8 @@ module.exports = class User extends CocoModel
when 2 then 'choice-explicit'
when 3 then 'choice-implicit'
@branchingGroup = 'choice-explicit' if me.isAdmin()
application.tracker.identify branchingGroup: @branchingGroup unless me.isAdmin()
@branchingGroup = 'no-practice' # paused A/B test
#application.tracker.identify branchingGroup: @branchingGroup unless me.isAdmin() # paused A/B test
@branchingGroup
getCastButtonTextGroup: ->

View file

@ -7,34 +7,33 @@
- var seenNext = nextLevel;
each level in campaign.levels
if level.hidden
continue;
- var next = level.id == nextLevel || (!seenNext && levelStatusMap[level.id] != "complete" && !level.locked && !level.disabled && (!level.practice || me.getBranchingGroup() == 'all-practice'));
- seenNext = seenNext || next;
div(style="left: #{level.x}%; bottom: #{level.y}%; background-color: #{level.color}", class="level" + (next ? " next" : "") + (level.disabled ? " disabled" : "") + (level.locked ? " locked" : "") + " " + levelStatusMap[level.id] || "", data-level-id=level.id, title=level.name)
a(href=level.type == 'hero' ? '#' : level.disabled ? "/play" : "/play/#{level.levelPath || 'level'}/#{level.id}", disabled=level.disabled, data-level-id=level.id, data-level-path=level.levelPath || 'level', data-level-name=level.name)
div(style="left: #{level.x}%; bottom: #{level.y}%", class="level-shadow" + (next ? " next" : "") + " " + levelStatusMap[level.id] || "")
.level-info-container(data-level-id=level.id, data-level-path=level.levelPath || 'level', data-level-name=level.name)
div(class="level-info " + (levelStatusMap[level.id] || ""))
h3= level.name + (level.disabled ? " (Coming soon!)" : (level.locked ? " (Locked)" : ""))
.level-description= level.description
if level.disabled
p
span.spr(data-i18n="play.awaiting_levels_adventurer_prefix") We release five levels per week.
a.spr(href="/contribute/adventurer")
strong(data-i18n="play.awaiting_levels_adventurer") Sign up as an Adventurer
span.spl(data-i18n="play.awaiting_levels_adventurer_suffix") to be the first to play new levels.
- var playCount = levelPlayCountMap[level.id]
if playCount && playCount.sessions > 20
div
span.spr #{playCount.sessions}
span(data-i18n="play.players") players
span.spr , #{Math.round(playCount.playtime / 3600)}
span(data-i18n="play.hours_played") hours played
.campaign-label(style="color: #{campaign.color}")= campaign.name
if isIPadApp && !level.disabled && !level.locked
button.btn.btn-success.btn-lg.start-level(data-i18n="common.play") Play
if !level.hidden
- var next = level.id == nextLevel || (!seenNext && levelStatusMap[level.id] != "complete" && !level.locked && !level.disabled && (!level.practice || me.getBranchingGroup() == 'all-practice'));
- seenNext = seenNext || next;
div(style="left: #{level.x}%; bottom: #{level.y}%; background-color: #{level.color}", class="level" + (next ? " next" : "") + (level.disabled ? " disabled" : "") + (level.locked ? " locked" : "") + " " + levelStatusMap[level.id] || "", data-level-id=level.id, title=level.name)
a(href=level.type == 'hero' ? '#' : level.disabled ? "/play" : "/play/#{level.levelPath || 'level'}/#{level.id}", disabled=level.disabled, data-level-id=level.id, data-level-path=level.levelPath || 'level', data-level-name=level.name)
div(style="left: #{level.x}%; bottom: #{level.y}%", class="level-shadow" + (next ? " next" : "") + " " + levelStatusMap[level.id] || "")
.level-info-container(data-level-id=level.id, data-level-path=level.levelPath || 'level', data-level-name=level.name)
div(class="level-info " + (levelStatusMap[level.id] || ""))
h3= level.name + (level.disabled ? " (Coming soon!)" : (level.locked ? " (Locked)" : ""))
.level-description= level.description
if level.disabled
p
span.spr(data-i18n="play.awaiting_levels_adventurer_prefix") We release five levels per week.
a.spr(href="/contribute/adventurer")
strong(data-i18n="play.awaiting_levels_adventurer") Sign up as an Adventurer
span.spl(data-i18n="play.awaiting_levels_adventurer_suffix") to be the first to play new levels.
- var playCount = levelPlayCountMap[level.id]
if playCount && playCount.sessions > 20
div
span.spr #{playCount.sessions}
span(data-i18n="play.players") players
span.spr , #{Math.round(playCount.playtime / 3600)}
span(data-i18n="play.hours_played") hours played
.campaign-label(style="color: #{campaign.color}")= campaign.name
if isIPadApp && !level.disabled && !level.locked
button.btn.btn-success.btn-lg.start-level(data-i18n="common.play") Play
if mapType === 'dungeon' && forestIsAvailable
a#forest-link.glyphicon.glyphicon-share-alt.campaign-switch(href="/play/forest", data-i18n="[title]play.campaign_forest")
if mapType === 'forest'