CocoView = require 'views/core/CocoView' template = require 'templates/play/level/control_bar' {me} = require 'core/auth' GameMenuModal = require 'views/play/menu/GameMenuModal' RealTimeModel = require 'models/RealTimeModel' RealTimeCollection = require 'collections/RealTimeCollection' LevelSetupManager = require 'lib/LevelSetupManager' GameMenuModal = require 'views/play/menu/GameMenuModal' CampaignOptions = require 'lib/CampaignOptions' module.exports = class ControlBarView extends CocoView id: 'control-bar-view' template: template subscriptions: 'bus:player-states-changed': 'onPlayerStatesChanged' 'level:disable-controls': 'onDisableControls' 'level:enable-controls': 'onEnableControls' 'ipad:memory-warning': 'onIPadMemoryWarning' events: 'click #next-game-button': -> Backbone.Mediator.publish 'level:next-game-pressed', {} 'click #game-menu-button': 'showGameMenuModal' 'click': -> Backbone.Mediator.publish 'tome:focus-editor', {} 'click .levels-link-area': 'onClickHome' 'click .home a': 'onClickHome' 'click .multiplayer-area': 'onClickMultiplayer' constructor: (options) -> @worldName = options.worldName @session = options.session @level = options.level @levelID = @level.get('slug') @spectateGame = options.spectateGame ? false super options if @isMultiplayerLevel = @level.get('type') in ['hero-ladder'] @multiplayerStatusManager = new MultiplayerStatusManager @levelID, @onMultiplayerStateChanged setBus: (@bus) -> onPlayerStatesChanged: (e) -> # TODO: this doesn't fire any more. Replacement? return unless @bus is e.bus numPlayers = _.keys(e.players).length return if numPlayers is @numPlayers @numPlayers = numPlayers text = 'Multiplayer' text += " (#{numPlayers})" if numPlayers > 1 $('#multiplayer-button', @$el).text(text) onMultiplayerStateChanged: => @render?() getRenderData: (c={}) -> super c c.worldName = @worldName c.multiplayerEnabled = @session.get('multiplayer') c.ladderGame = @level.get('type') in ['ladder', 'hero-ladder'] if c.isMultiplayerLevel = @isMultiplayerLevel c.multiplayerStatus = @multiplayerStatusManager?.status c.spectateGame = @spectateGame @homeViewArgs = [{supermodel: if @hasReceivedMemoryWarning then null else @supermodel}] if @level.get('type', true) in ['ladder', 'ladder-tutorial', 'hero-ladder'] levelID = @level.get('slug').replace /\-tutorial$/, '' @homeLink = c.homeLink = '/play/ladder/' + levelID @homeViewClass = require 'views/play/ladder/LadderView' @homeViewArgs.push levelID else if @level.get('type', true) in ['hero', 'hero-coop'] @homeLink = c.homeLink = '/play' @homeViewClass = require 'views/play/WorldMapView' campaign = CampaignOptions.getCampaignForSlug @level.get 'slug' if campaign isnt 'dungeon' @homeLink += '/' + campaign @homeViewArgs.push campaign else @homeLink = c.homeLink = '/' @homeViewClass = require 'views/HomeView' c.editorLink = "/editor/level/#{@level.get('slug')}" c.homeLink = @homeLink c showGameMenuModal: -> gameMenuModal = new GameMenuModal level: @level, session: @session, supermodel: @supermodel @openModalView gameMenuModal @listenToOnce gameMenuModal, 'change-hero', -> @setupManager?.destroy() @setupManager = new LevelSetupManager({supermodel: @supermodel, levelID: @levelID, parent: @, session: @session}) @setupManager.open() onClickHome: (e) -> e.preventDefault() e.stopImmediatePropagation() Backbone.Mediator.publish 'router:navigate', route: @homeLink, viewClass: @homeViewClass, viewArgs: @homeViewArgs onClickMultiplayer: (e) -> @openModalView new GameMenuModal showTab: 'multiplayer', level: @level, session: @session, supermodel: @supermodel onDisableControls: (e) -> @toggleControls e, false onEnableControls: (e) -> @toggleControls e, true toggleControls: (e, enabled) -> return if e.controls and not ('level' in e.controls) return if enabled is @controlsEnabled @controlsEnabled = enabled @$el.toggleClass 'controls-disabled', not enabled onIPadMemoryWarning: (e) -> @hasReceivedMemoryWarning = true destroy: -> @setupManager?.destroy() @multiplayerStatusManager?.destroy() super() # MultiplayerStatusManager ###################################################### # # Manages the multiplayer status, and calls @statusChangedCallback when it changes. # # It monitors these: # Real-time multiplayer players # Internal multiplayer status # # Real-time state variables: # @playersCollection - Real-time multiplayer players # # TODO: Not currently using player counts. Should remove if we keep simple design. # class MultiplayerStatusManager constructor: (@levelID, @statusChangedCallback) -> @status = '' # @players = {} # @playersCollection = new RealTimeCollection('multiplayer_players/' + @levelID) # @playersCollection.on 'add', @onPlayerAdded # @playersCollection.each (player) => @onPlayerAdded player Backbone.Mediator.subscribe 'real-time-multiplayer:player-status', @onMultiplayerPlayerStatus destroy: -> Backbone.Mediator.unsubscribe 'real-time-multiplayer:player-status', @onMultiplayerPlayerStatus # @playersCollection?.off 'add', @onPlayerAdded # player.off 'change', @onPlayerChanged for id, player of @players onMultiplayerPlayerStatus: (e) => @status = e.status @statusChangedCallback() # onPlayerAdded: (player) => # unless player.id is me.id # @players[player.id] = new RealTimeModel('multiplayer_players/' + @levelID + '/' + player.id) # @players[player.id].on 'change', @onPlayerChanged # @countPlayers player # # onPlayerChanged: (player) => # @countPlayers player # # countPlayers: (changedPlayer) => # # TODO: save this stale hearbeat threshold setting somewhere # staleHeartbeat = new Date() # staleHeartbeat.setMinutes staleHeartbeat.getMinutes() - 3 # @playerCount = 0 # @playersCollectionAvailable = 0 # @playersCollectionUnavailable = 0 # @playersCollection.each (player) => # # Assume changedPlayer is fresher than entry in @playersCollection collection # player = changedPlayer if changedPlayer? and player.id is changedPlayer.id # unless staleHeartbeat >= new Date(player.get('heartbeat')) # @playerCount++ # @playersCollectionAvailable++ if player.get('state') is 'available' # @playersCollectionUnavailable++ if player.get('state') is 'unavailable' # @statusChangedCallback()