mirror of
https://github.com/codeninjasllc/codecombat.git
synced 2024-11-28 18:15:52 -05:00
Merge branch 'master' into production
This commit is contained in:
commit
fb39081380
12 changed files with 163 additions and 95 deletions
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@ -29,7 +29,7 @@ module.exports = class LevelBus extends Bus
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constructor: ->
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super(arguments...)
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@changedSessionProperties = {}
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@saveSession = _.debounce(@saveSession, 1000, {maxWait: 5000})
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@saveSession = _.debounce(@reallySaveSession, 1000, {maxWait: 5000})
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@playerIsIdle = false
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init: ->
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@ -190,7 +190,7 @@ module.exports = class LevelBus extends Bus
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state.complete = true
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@session.set('state', state)
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@changedSessionProperties.state = true
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@saveSession()
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@reallySaveSession() # Make sure it saves right away; don't debounce it.
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onNewGoalStates: ({goalStates})->
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state = @session.get 'state'
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@ -232,7 +232,8 @@ module.exports = class LevelBus extends Bus
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@changedSessionProperties.permissions = true
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@saveSession()
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saveSession: ->
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# Debounced as saveSession
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reallySaveSession: ->
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return if _.isEmpty @changedSessionProperties
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# don't let peeking admins mess with the session accidentally
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return unless @session.get('multiplayer') or @session.get('creator') is me.id
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@ -8,7 +8,7 @@ module.exports.createAetherOptions = (options) ->
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aetherOptions =
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functionName: options.functionName
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protectAPI: not options.skipProtectAPI
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includeFlow: options.includeFlow
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includeFlow: Boolean options.includeFlow
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yieldConditionally: options.functionName is 'plan'
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simpleLoops: true
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globals: ['Vector', '_']
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@ -47,3 +47,4 @@ functionParameters =
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chooseAction: []
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plan: []
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initializeCentroids: []
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update: []
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@ -81,6 +81,7 @@ module.exports = LayerAdapter = class LayerAdapter extends CocoClass
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#- Layer ordering
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updateLayerOrder: ->
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return if @destroyed
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@container.sortChildren @layerOrderComparator
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layerOrderComparator: (a, b) ->
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@ -58,14 +58,14 @@ module.exports = nativeDescription: "español (ES)", englishDescription: "Spanis
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hours_played: "horas jugadas" # Hover over a level on /play
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# items: "Items" # Tooltip on item shop button from /play
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# heroes: "Heroes" # Tooltip on hero shop button from /play
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# achievements: "Achievements" # Tooltip on achievement list button from /play
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# account: "Account" # Tooltip on account button from /play
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achievements: "Logros" # Tooltip on achievement list button from /play
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account: "Cuenta" # Tooltip on account button from /play
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# settings: "Settings" # Tooltip on settings button from /play
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# next: "Next" # Go from choose hero to choose inventory before playing a level
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# change_hero: "Change Hero" # Go back from choose inventory to choose hero
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next: "Siguiente Heroe" # Go from choose hero to choose inventory before playing a level
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change_hero: "Seleccionar Heroe" # Go back from choose inventory to choose hero
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# choose_inventory: "Equip Items"
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# older_campaigns: "Older Campaigns"
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# anonymous: "Anonymous Player"
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older_campaigns: "Campañas Anteriores"
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anonymous: "Jugador Anonimo"
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level_difficulty: "Dificultad: "
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campaign_beginner: "Campaña de Principiante"
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choose_your_level: "Elige tu nivel" # The rest of this section is the old play view at /play-old and isn't very important.
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@ -182,12 +182,12 @@ module.exports = nativeDescription: "español (ES)", englishDescription: "Spanis
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play_level:
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done: "Hecho"
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home: "Inicio"
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# skip: "Skip"
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skip: "Saltar"
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game_menu: "Menu del Juego"
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guide: "Guía"
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restart: "Reiniciar"
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goals: "Objetivos"
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# goal: "Goal"
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goal: "Objetivo Principal"
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success: "Exito!"
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incomplete: "Incompleto"
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timed_out: "Te has quedado sin tiempo"
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@ -204,7 +204,7 @@ module.exports = nativeDescription: "español (ES)", englishDescription: "Spanis
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victory_rate_the_level: "Puntúa este nivel: " # Only in old-style levels.
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victory_return_to_ladder: "Volver a Clasificación"
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victory_play_next_level: "Jugar el siguiente nivel" # Only in old-style levels.
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# victory_play_continue: "Continue"
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victory_play_continue: "Continuar"
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victory_go_home: "Ir a Inicio" # Only in old-style levels.
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victory_review: "¡Cuéntanos más!" # Only in old-style levels.
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victory_hour_of_code_done: "¿Ya terminaste?"
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@ -220,18 +220,18 @@ module.exports = nativeDescription: "español (ES)", englishDescription: "Spanis
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# tome_cast_button_running: "Running"
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# tome_cast_button_ran: "Ran"
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# tome_submit_button: "Submit"
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# tome_reload_method: "Reload original code for this method" # Title text for individual method reload button.
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# tome_select_method: "Select a Method"
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# tome_see_all_methods: "See all methods you can edit" # Title text for method list selector (shown when there are multiple programmable methdos).
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tome_reload_method: "Recargcar código original para este método" # Title text for individual method reload button.
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tome_select_method: "Seleccionar método"
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tome_see_all_methods: "Métodos que pueden ser editados" # Title text for method list selector (shown when there are multiple programmable methdos).
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tome_select_a_thang: "Selecciona a alguien para "
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tome_available_spells: "Hechizos disponibles"
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# tome_your_skills: "Your Skills"
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tome_your_skills: "Tus Habilidades"
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hud_continue: "Continuar (pulsa Shift+Space)"
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spell_saved: "Hechizo guardado"
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skip_tutorial: "Saltar (esc)"
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keyboard_shortcuts: "Atajos de teclado"
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loading_ready: "¡Listo!"
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# loading_start: "Start Level"
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loading_start: "Iniciar Nivel"
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time_current: "Ahora:"
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time_total: "Máx:"
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time_goto: "Ir a:"
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@ -266,7 +266,7 @@ module.exports = nativeDescription: "español (ES)", englishDescription: "Spanis
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tip_hardware_problem: "P: Cuantos programadores hacen falta para cambiar una bombilla? R: Ninguno, es un problema de hardware."
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# tip_hofstadters_law: "Hofstadter's Law: It always takes longer than you expect, even when you take into account Hofstadter's Law."
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# tip_premature_optimization: "Premature optimization is the root of all evil. - Donald Knuth"
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# tip_brute_force: "When in doubt, use brute force. - Ken Thompson"
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tip_brute_force: "Cuando haya dudas, usa la fuerza bruta. - Ken Thompson"
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customize_wizard: "Personalizar Mago"
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game_menu:
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@ -286,14 +286,14 @@ module.exports = nativeDescription: "español (ES)", englishDescription: "Spanis
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# inventory:
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# choose_inventory: "Equip Items"
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# choose_hero:
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# choose_hero: "Choose Your Hero"
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# programming_language: "Programming Language"
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# programming_language_description: "Which programming language do you want to use?"
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# status: "Status"
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# weapons: "Weapons"
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# health: "Health"
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# speed: "Speed"
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choose_hero:
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choose_hero: "Selecciona tu Heroe"
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programming_language: "Lenguaje de Programación"
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programming_language_description: "¿Qué lenguaje de programación deseas usar?"
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status: "Estado"
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weapons: "Armas"
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health: "Salud"
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speed: "Velocidad"
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save_load:
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granularity_saved_games: "Salvado"
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@ -28,3 +28,5 @@ module.exports =
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'world:attacked-when-out-of-range': c.object {required: ['thang']},
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replacedNoteChain: {type: 'array'}
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thang: {type: 'object'}
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'world:custom-script-trigger': {type: 'object'}
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@ -68,6 +68,10 @@ $stashWidth: $totalWidth - $equippedWidth - $stashMargin
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border-color: #28f
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@include box-shadow(0 0 10px #28f)
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&.should-equip
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background-color: #8fa
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outline: 2px solid #8af
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&.droppable
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outline: 2px solid blue
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@ -189,6 +193,14 @@ $stashWidth: $totalWidth - $equippedWidth - $stashMargin
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.item-info:after
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content: ' (available)'
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&.should-equip
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background-color: #8fa
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outline: 2px solid #8af
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.item-info:after
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content: ' (drag to equip)'
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font-weight: bold
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&.equipped
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background-color: #ff5
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@ -14,9 +14,9 @@ block modal-footer-content
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if readyToRank
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.ladder-submission-view
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else if level.get('type') === 'ladder'
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a.btn.btn-primary(href="/play/ladder/#{level.get('slug')}#my-matches", data-dismiss="modal", data-i18n="play_level.victory_go_ladder") Return to Ladder
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a.btn.btn-primary(href="/play/ladder/#{level.get('slug')}#my-matches", data-dismiss="modal", data-i18n="play_level.victory_return_to_ladder") Return to Ladder
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else if level.get('type', true) === 'hero'
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a.btn.btn-success.world-map-button(href="/play-hero", data-dismiss="modal", data-i18n="play_level.victory_continue") Continue
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a.btn.btn-success.world-map-button(href="/play-hero", data-dismiss="modal", data-i18n="play_level.victory_play_continue") Continue
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else if hasNextLevel
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button.btn.btn-success.next-level-button(data-dismiss="modal", data-i18n="play_level.victory_play_next_level") Play Next Level
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else
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@ -29,7 +29,7 @@ module.exports = class InventoryView extends CocoView
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@items = new CocoCollection([], {model: ThangType})
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@equipment = options.equipment or @options.session?.get('heroConfig')?.inventory or me.get('heroConfig')?.inventory or {}
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@equipment = $.extend true, {}, @equipment
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@assignLevelEquipment()
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@requireLevelEquipment()
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@items.url = '/db/thang.type?view=items&project=name,components,original,rasterIcon'
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@supermodel.loadCollection(@items, 'items')
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@ -103,25 +103,44 @@ module.exports = class InventoryView extends CocoView
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for itemSlot in @$el.find '.item-slot'
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slot = $(itemSlot).data 'slot'
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#$(itemSlot).find('.placeholder').css('background-image', "url(/images/pages/game-menu/slot-#{slot}.png)")
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do (slot) =>
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do (slot, itemSlot) =>
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$(itemSlot).droppable
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drop: (e, ui) => @onAvailableItemDoubleClick()
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accept: (el) -> $(el).parent().hasClass slot
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activeClass: 'droppable'
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hoverClass: 'droppable-hover'
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tolerance: 'touch'
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@makeEquippedSlotDraggable $(itemSlot)
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@$el.find('#selected-items').hide() # Hide until one is selected
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@delegateEvents()
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if @selectedHero and not @startedLoadingFirstHero
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@loadHero()
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@requireLevelEquipment()
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afterInsert: ->
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super()
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@canvasWidth = @$el.find('canvas').innerWidth()
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@canvasHeight = @$el.find('canvas').innerHeight()
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@inserted = true
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makeEquippedSlotDraggable: (slot) ->
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unequip = => @unequipItemFromSlot slot
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shouldStayEquippedWhenDropped = (isValidDrop) ->
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pos = $(@).position()
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revert = Math.abs(pos.left) < $(@).outerWidth() and Math.abs(pos.top) < $(@).outerHeight()
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unequip() if not revert
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revert
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# TODO: figure out how to make this actually above the available items list (the .ui-draggable-helper img is still inside .item-view and so underlaps...)
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$(slot).find('img').draggable
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revert: shouldStayEquippedWhenDropped
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appendTo: @$el
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cursorAt: {left: 35.5, top: 35.5}
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revertDuration: 200
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distance: 10
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scroll: false
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zIndex: 100
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clearSelection: ->
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@$el.find('.item-slot.selected').removeClass 'selected'
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@ -197,7 +216,10 @@ module.exports = class InventoryView extends CocoView
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for el in @$el.find('#available-equipment .list-group-item')
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itemID = $(el).find('.item-view').data('item-id')
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if itemID is itemIDToUnequip
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return $(el).removeClass('equipped')
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unequipped = $(el).removeClass('equipped')
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break
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@requireLevelEquipment() if unequipped
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return unequipped
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equipSelectedItemToSlot: (slot) ->
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selectedItemContainer = @getSelectedAvailableItemContainer()
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@ -207,6 +229,8 @@ module.exports = class InventoryView extends CocoView
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slotContainer.html(newItemHTML)
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slotContainer.find('.item-view').data('item-id', selectedItemContainer.find('.item-view').data('item-id'))
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@$el.find('.list-group-item').removeClass('active')
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||||
@makeEquippedSlotDraggable slot
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@requireLevelEquipment()
|
||||
|
||||
onSelectionChanged: ->
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@$el.find('.item-slot').show()
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|
@ -290,7 +314,7 @@ module.exports = class InventoryView extends CocoView
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|||
config[slotName] = item.get('original')
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config
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||||
|
||||
assignLevelEquipment: ->
|
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requireLevelEquipment: ->
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# This is temporary, until we have a more general way of awarding items and configuring needed/locked items per level.
|
||||
gear =
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'simple-boots': '53e237bf53457600003e3f05'
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@ -306,17 +330,37 @@ module.exports = class InventoryView extends CocoView
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'shadow-guard': {feet: 'simple-boots'}
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||||
'true-names': {feet: 'simple-boots', 'right-hand': 'longsword'}
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'the-raised-sword': {feet: 'simple-boots', 'right-hand': 'longsword', torso: 'leather-tunic'}
|
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'the-first-kithmaze': {feet: 'simple-boots', 'right-hand': 'longsword', torso: 'leather-tunic', 'programming-book': 'programmaticon-i'}
|
||||
'the-second-kithmaze': {feet: 'simple-boots', 'right-hand': 'longsword', torso: 'leather-tunic', 'programming-book': 'programmaticon-i'}
|
||||
'new-sight': {feet: 'simple-boots', 'right-hand': 'longsword', torso: 'leather-tunic', 'programming-book': 'programmaticon-i'}
|
||||
'lowly-kithmen': {feet: 'simple-boots', 'right-hand': 'longsword', torso: 'leather-tunic', 'programming-book': 'programmaticon-i', eyes: 'crude-glasses'}
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||||
'a-bolt-in-the-dark': {feet: 'simple-boots', 'right-hand': 'longsword', torso: 'leather-tunic', 'programming-book': 'programmaticon-i', eyes: 'crude-glasses'}
|
||||
'the-first-kithmaze': {feet: 'simple-boots', 'programming-book': 'programmaticon-i'}
|
||||
'the-second-kithmaze': {feet: 'simple-boots', 'programming-book': 'programmaticon-i'}
|
||||
'new-sight': {'right-hand': 'longsword', 'programming-book': 'programmaticon-i'}
|
||||
'lowly-kithmen': {feet: 'simple-boots', 'right-hand': 'longsword', 'programming-book': 'programmaticon-i', eyes: 'crude-glasses'}
|
||||
'a-bolt-in-the-dark': {feet: 'simple-boots', 'right-hand': 'longsword', torso: 'leather-tunic', eyes: 'crude-glasses'}
|
||||
'the-final-kithmaze': {feet: 'simple-boots', 'right-hand': 'longsword', torso: 'leather-tunic', 'programming-book': 'programmaticon-i', eyes: 'crude-glasses'}
|
||||
'kithgard-gates': {feet: 'simple-boots', 'right-hand': 'builders-hammer', torso: 'leather-tunic', 'programming-book': 'programmaticon-i', eyes: 'crude-glasses'}
|
||||
'defence-of-plainswood': {feet: 'simple-boots', 'right-hand': 'builders-hammer', torso: 'leather-tunic', 'programming-book': 'programmaticon-i', eyes: 'crude-glasses'}
|
||||
'kithgard-gates': {feet: 'simple-boots', 'right-hand': 'builders-hammer'}
|
||||
'defence-of-plainswood': {feet: 'simple-boots', 'right-hand': 'builders-hammer'}
|
||||
# TODO: figure out leather boots for plainswood (or next one?)
|
||||
return unless necessaryGear = gearByLevel[@options.levelID]
|
||||
for slot, item of necessaryGear ? {}
|
||||
@equipment[slot] ?= gear[item]
|
||||
if @inserted
|
||||
if @supermodel.finished()
|
||||
equipment = @getCurrentEquipmentConfig() # Make sure @equipment is updated
|
||||
else
|
||||
equipment = @equipment
|
||||
hadRequired = @remainingRequiredEquipment?.length
|
||||
@remainingRequiredEquipment = []
|
||||
@$el.find('.should-equip').removeClass('should-equip')
|
||||
inWorldMap = $('#world-map-view').length
|
||||
for slot, item of necessaryGear
|
||||
continue if item is 'leather-tunic' and inWorldMap # Don't tell them they need it until they need it in the level
|
||||
continue if equipment[slot] and not (item is 'builders-hammer' and @equipment[slot] is gear.longsword)
|
||||
availableSlotSelector = "#available-equipment li[data-item-id='#{gear[item]}']"
|
||||
@highlightElement availableSlotSelector, delay: 500, sides: ['right'], rotation: Math.PI / 2
|
||||
@$el.find(availableSlotSelector).addClass 'should-equip'
|
||||
@$el.find("#equipped div[data-slot='#{slot}']").addClass 'should-equip'
|
||||
@remainingRequiredEquipment.push slot: slot, item: gear[item]
|
||||
if hadRequired and not @remainingRequiredEquipment.length
|
||||
@endHighlight()
|
||||
@highlightElement (if inWorldMap then '#play-level-button' else '.overlaid-close-button'), duration: 5000
|
||||
$('#play-level-button').prop('disabled', @remainingRequiredEquipment.length > 0)
|
||||
|
||||
# Restrict available items to those that would be available by this item.
|
||||
@allowedItems = []
|
||||
|
@ -370,7 +414,9 @@ module.exports = class InventoryView extends CocoView
|
|||
|
||||
onShown: ->
|
||||
# Called when we switch tabs to this within the modal
|
||||
@requireLevelEquipment()
|
||||
@loadHero()
|
||||
|
||||
onHidden: ->
|
||||
# Called when the modal itself is dismissed
|
||||
@endHighlight()
|
||||
|
|
|
@ -60,6 +60,7 @@ module.exports = class CocoView extends Backbone.View
|
|||
view.destroy() for id, view of @subviews
|
||||
$('#modal-wrapper .modal').off 'hidden.bs.modal', @modalClosed
|
||||
@endHighlight()
|
||||
@getPointer(false).remove()
|
||||
@[key] = undefined for key, value of @
|
||||
@destroyed = true
|
||||
@off = doNothing
|
||||
|
@ -354,16 +355,17 @@ module.exports = class CocoView extends Backbone.View
|
|||
setTimeout (=> $pointer.css transition: 'all 0.4s ease-in', transform: "rotate(#{@pointerRotation}rad) translate(-3px, #{@pointerRadialDistance}px)"), 800
|
||||
|
||||
endHighlight: ->
|
||||
@getPointer().css('opacity', 0.0)
|
||||
@getPointer(false).css('opacity', 0.0)
|
||||
clearInterval @pointerInterval
|
||||
clearTimeout @pointerDelayTimeout
|
||||
clearTimeout @pointerDurationTimeout
|
||||
@pointerInterval = @pointerDelayTimeout = @pointerDurationTimeout = null
|
||||
|
||||
getPointer: ->
|
||||
return $pointer if ($pointer = @$el.find('.highlight-pointer')) and $pointer.length
|
||||
$pointer = $('<img src="/images/level/pointer.png" class="highlight-pointer">')
|
||||
@$el.append($pointer)
|
||||
getPointer: (add=true) ->
|
||||
return $pointer if ($pointer = $(".highlight-pointer[data-cid='#{@cid}']")) and ($pointer.length or not add)
|
||||
$pointer = $("<img src='/images/level/pointer.png' class='highlight-pointer' data-cid='#{@cid}'>")
|
||||
$pointer.css('z-index', 1040) if @$el.parents('#modal-wrapper').length
|
||||
$('body').append($pointer)
|
||||
$pointer
|
||||
|
||||
# Utilities
|
||||
|
|
|
@ -430,7 +430,7 @@ module.exports = class PlayLevelView extends RootView
|
|||
viewArgs: [{supermodel: @supermodel, autoUnveil: true}, @levelID]
|
||||
}
|
||||
|
||||
onWindowResize: (e) -> @endHighlight()
|
||||
onWindowResize: (e) => @endHighlight()
|
||||
|
||||
onDisableControls: (e) ->
|
||||
return if e.controls and not ('level' in e.controls)
|
||||
|
|
|
@ -656,6 +656,8 @@ module.exports = class SpellView extends CocoView
|
|||
session.addGutterDecoration index, 'comment-line'
|
||||
|
||||
onAnnotationClick: ->
|
||||
# @ is the gutter element
|
||||
msg = "Edit line #{$(@).index() + 1} to fix it."
|
||||
alertBox = $("<div class='alert alert-info fade in'>#{msg}</div>")
|
||||
offset = $(@).offset()
|
||||
offset.left -= 162 # default width of the Bootstrap alert here
|
||||
|
|
|
@ -64,7 +64,7 @@ module.exports = class PlayLevelModal extends ModalView
|
|||
updateConfig: (callback, skipSessionSave) ->
|
||||
sessionHeroConfig = @options.session.get('heroConfig') ? {}
|
||||
lastHeroConfig = me.get('heroConfig') ? {}
|
||||
thangType = @subviews.choose_hero_view.selectedHero.get 'original'
|
||||
thangType = @subviews.choose_hero_view.selectedHero?.get('original') ? sessionHeroConfig.thangType ? lastHeroConfig.thangType
|
||||
inventory = @subviews.inventory_view.getCurrentEquipmentConfig()
|
||||
patchSession = patchMe = false
|
||||
props = thangType: thangType, inventory: inventory
|
||||
|
@ -101,6 +101,7 @@ module.exports = class PlayLevelModal extends ModalView
|
|||
@chooseHeroView.onShown()
|
||||
|
||||
onClickPlayLevel: (e) ->
|
||||
return if @$el.find('#play-level-button').prop 'disabled'
|
||||
@showLoading()
|
||||
@updateConfig =>
|
||||
@navigatingToPlay = true
|
||||
|
|
Loading…
Reference in a new issue