.modal-dialog .modal-content img(src="/images/pages/play/modal/heroes-background.png", draggable="false")#play-heroes-background h1(data-i18n="choose_hero.choose_hero") div#gems-count-container span#gems-count .gem.gem-20 span.spl= gems div#close-modal span.glyphicon.glyphicon-remove #hero-carousel.carousel.slide(data-interval=0) .carousel-indicator-container ol.carousel-indicators for hero, index in heroes li(data-hero-id=hero.get('original'), title=hero.name, data-slide-to=index, data-target="#hero-carousel", class="hero-indicator hero-index-" + index + (hero.locked ? " locked" : "") + (hero.purchasable ? " purchasable" : "") + (hero.restricted ? " restricted" : "")) .hero-avatar if hero.locked && !hero.purchasable img.lock-indicator(src="/images/pages/game-menu/lock.png", draggable="false") .carousel-inner for hero in heroes div(class="item hero-item" + (hero.locked ? " locked" : "") + (hero.purchasable ? " purchasable" : "") + (hero.restricted ? " restricted" : ""), data-hero-id=hero.get('original')) canvas.hero-canvas .hero-feature-image img(draggable="false") .hero-stats h2= hero.name .hero-description= hero.description .hero-stat-row .stat-label(data-i18n='choose_hero.status') .stat-value.hero-status-value(data-i18n=hero.restricted ? 'inventory.restricted_title' : (hero.purchasable ? 'play.purchasable' : (hero.locked ? 'play.locked' : 'play.available'))) .hero-stat-row .stat-label(data-i18n='choose_hero.weapons') .stat-value(data-i18n='choose_hero.weapons_'+hero.class) if hero.stats if hero.stats.skills.length .hero-stat-row .stat-label(data-i18n='choose_hero.skills') .stat-value= hero.stats.skills.join(', ') for stat in ['attack', 'health', 'speed'] .hero-stat-row(class=stat) .stat-label(data-i18n='choose_hero.'+stat) .stat-value .stat-progress .stat-progress-bar(style="width: " + (parseInt(hero.stats[stat]*100)) + "%") a.left(role="button", data-slide="prev", href="#hero-carousel") span.glyphicon.glyphicon-play a.right(role="button", data-slide="next", href="#hero-carousel") span.glyphicon.glyphicon-play #hero-footer if visibleHero if !visibleHero.get('original') #loading-hero-explanation h2(data-i18n="common.loading") Loading... else if visibleHero.restricted #restricted-hero-explanation h2 span= visibleHero.name span.spl(data-i18n="inventory.restricted_title") Restricted span.spr(data-i18n="choose_hero.restricted_to_certain_heroes") Only certain heroes can play this level. button.btn.disabled.btn-illustrated#restricted-hero-button(data-i18n="inventory.restricted_title") Restricted else if visibleHero.purchasable #purchasable-hero-explanation h2(data-i18n="choose_hero.available_for_purchase") Available for Purchase button.btn.unlock-button#purchase-hero-button span.spr(data-i18n="play.unlock") Unlock - if(!visibleHero.get('gems')) { - console.error('Huh, we loaded the hero with no gem cost.'); - visibleHero.set('gems', {ninja: 400, librarian: 400}[visibleHero.get('slug')] || 1000); - } span= visibleHero.get('gems') span.gem.gem-20 else if visibleHero.locked #locked-hero-explanation h2 span= visibleHero.name span.spl(data-i18n="play.locked") Locked span.spr(data-i18n="choose_hero.level_to_unlock") Level to unlock: strong= visibleHero.unlockLevelName || '???' else if visibleHero.loaded .form .form-group.select-group span.help-block(data-i18n="choose_hero.programming_language_description") Which programming language do you want to use? select#option-code-language(name="code-language") for option in codeLanguages option(value=option.id, selected=codeLanguage === option.id)= option.name a#confirm-button(data-i18n=confirmButtonI18N)