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Paused branchingGroup A/B test and set everyone to no-practice. Realized that no-practice wasn't working at all, so fixed that.
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4 changed files with 37 additions and 35 deletions
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@ -205,16 +205,17 @@ module.exports = LevelOptions =
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requiredGear: {feet: 'leather-boots', 'right-hand': 'crude-builders-hammer'}
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requiredGear: {feet: 'leather-boots', 'right-hand': 'crude-builders-hammer'}
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restrictedGear: {feet: 'simple-boots', 'right-hand': 'simple-sword'}
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restrictedGear: {feet: 'simple-boots', 'right-hand': 'simple-sword'}
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'endangered-burl':
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'endangered-burl':
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requiredGear: {feet: 'leather-boots', 'right-hand': 'simple-sword', eyes: 'crude-glasses'}
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hidesRealTimePlayback: true
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hidesCodeToolbar: true
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hidesCodeToolbar: true
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requiredGear: {feet: 'leather-boots', 'right-hand': 'simple-sword', eyes: 'crude-glasses'}
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restrictedGear: {feet: 'simple-boots', 'right-hand': 'crude-builders-hammer'}
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restrictedGear: {feet: 'simple-boots', 'right-hand': 'crude-builders-hammer'}
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'village-guard':
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'village-guard':
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requiredGear: {feet: 'leather-boots', 'right-hand': 'simple-sword', eyes: 'crude-glasses'}
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hidesCodeToolbar: true
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hidesCodeToolbar: true
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requiredGear: {feet: 'leather-boots', 'right-hand': 'simple-sword', eyes: 'crude-glasses'}
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restrictedGear: {feet: 'simple-boots', 'right-hand': 'crude-builders-hammer'}
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restrictedGear: {feet: 'simple-boots', 'right-hand': 'crude-builders-hammer'}
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'thornbush-farm':
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'thornbush-farm':
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requiredGear: {feet: 'leather-boots', 'right-hand': 'crude-builders-hammer', eyes: 'crude-glasses'}
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hidesCodeToolbar: true
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hidesCodeToolbar: true
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requiredGear: {feet: 'leather-boots', 'right-hand': 'crude-builders-hammer', eyes: 'crude-glasses'}
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restrictedGear: {feet: 'simple-boots', 'right-hand': 'simple-sword'}
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restrictedGear: {feet: 'simple-boots', 'right-hand': 'simple-sword'}
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'back-to-back':
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'back-to-back':
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hidesCodeToolbar: true
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hidesCodeToolbar: true
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@ -275,6 +275,7 @@ module.exports = class Mark extends CocoClass
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if @name is 'highlight' and @highlightDelay and not @highlightTween
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if @name is 'highlight' and @highlightDelay and not @highlightTween
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@sprite.visible = false
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@sprite.visible = false
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@highlightTween = createjs.Tween.get(@sprite).to({}, @highlightDelay).call =>
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@highlightTween = createjs.Tween.get(@sprite).to({}, @highlightDelay).call =>
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return if @destroyed
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@sprite.visible = true
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@sprite.visible = true
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@highlightDelay = @highlightTween = null
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@highlightDelay = @highlightTween = null
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@updateAlpha @alpha if @name in ['shadow', 'bounds']
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@updateAlpha @alpha if @name in ['shadow', 'bounds']
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@ -104,7 +104,8 @@ module.exports = class User extends CocoModel
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when 2 then 'choice-explicit'
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when 2 then 'choice-explicit'
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when 3 then 'choice-implicit'
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when 3 then 'choice-implicit'
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@branchingGroup = 'choice-explicit' if me.isAdmin()
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@branchingGroup = 'choice-explicit' if me.isAdmin()
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application.tracker.identify branchingGroup: @branchingGroup unless me.isAdmin()
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@branchingGroup = 'no-practice' # paused A/B test
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#application.tracker.identify branchingGroup: @branchingGroup unless me.isAdmin() # paused A/B test
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@branchingGroup
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@branchingGroup
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getCastButtonTextGroup: ->
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getCastButtonTextGroup: ->
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@ -7,8 +7,7 @@
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- var seenNext = nextLevel;
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- var seenNext = nextLevel;
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each level in campaign.levels
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each level in campaign.levels
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if level.hidden
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if !level.hidden
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continue;
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- var next = level.id == nextLevel || (!seenNext && levelStatusMap[level.id] != "complete" && !level.locked && !level.disabled && (!level.practice || me.getBranchingGroup() == 'all-practice'));
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- var next = level.id == nextLevel || (!seenNext && levelStatusMap[level.id] != "complete" && !level.locked && !level.disabled && (!level.practice || me.getBranchingGroup() == 'all-practice'));
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- seenNext = seenNext || next;
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- seenNext = seenNext || next;
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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)
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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)
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