Level = require 'models/Level' CocoClass = require 'lib/CocoClass' AudioPlayer = require 'lib/AudioPlayer' LevelSession = require 'models/LevelSession' ThangType = require 'models/ThangType' app = require 'application' # This is an initial stab at unifying loading and setup into a single place which can # monitor everything and keep a LoadingScreen visible overall progress. # # Would also like to incorporate into here: # * World Building # * Sprite map generation # * Connecting to Firebase module.exports = class LevelLoader extends CocoClass spriteSheetsBuilt: 0 spriteSheetsToBuild: 0 subscriptions: 'god:new-world-created': 'loadSoundsForWorld' constructor: (@levelID, @supermodel, @sessionID) -> super() @loadSession() @loadLevelModels() @loadAudio() @playJingle() setTimeout (=> @update()), 1 # lets everything else resolve first playJingle: -> jingles = ["ident_1", "ident_2"] AudioPlayer.playInterfaceSound jingles[Math.floor Math.random() * jingles.length] # Session Loading loadSession: -> url = if @sessionID then "/db/level_session/#{@sessionID}" else "/db/level/#{@levelID}/session" @session = new LevelSession() @session.url = -> url @session.fetch() @session.once 'sync', @onSessionLoaded onSessionLoaded: => # TODO: maybe have all non versioned models do this? Or make it work to PUT/PATCH to relative urls @session.url = -> '/db/level.session/' + @id @update() # Supermodel (Level) Loading loadLevelModels: -> @supermodel.once 'loaded-all', @onSupermodelLoadedAll @supermodel.on 'loaded-one', @onSupermodelLoadedOne @supermodel.once 'error', @onSupermodelError @level = @supermodel.getModel(Level, @levelID) or new Level _id: @levelID @supermodel.shouldPopulate = (model) => # if left unchecked, the supermodel would load this level # and every level next on the chain. This limits the population handles = [model.id, model.get 'slug'] return model.constructor.className isnt "Level" or @levelID in handles @supermodel.populateModel @level onSupermodelError: => msg = $.i18n.t('play_level.level_load_error', defaultValue: "Level could not be loaded.") @$el.html('
' + msg + '
') onSupermodelLoadedOne: (e) => @notifyProgress() if e.model.type() is 'ThangType' thangType = e.model building = thangType.buildSpriteSheet {async: true} if building @spriteSheetsToBuild += 1 thangType.on 'build-complete', => @spriteSheetsBuilt += 1 @notifyProgress() onSupermodelLoadedAll: => @trigger 'loaded-supermodel' @stopListening(@supermodel) @update() # Things to do when either the Session or Supermodel load update: -> @notifyProgress() return if @updateCompleted return unless @supermodel.finished() and @session.loaded @denormalizeSession() @loadLevelSounds() app.tracker.updatePlayState(@level, @session) @updateCompleted = true denormalizeSession: -> return if @session.get 'levelName' patch = 'levelName': @level.get('name') 'levelID': @level.get('slug') or @level.id if me.id is @session.get 'creator' patch.creatorName = me.get('name') @session.set key, value for key, value of patch tempSession = new LevelSession _id: @session.id tempSession.save(patch, {patch: true}) @sessionDenormalized = true # Initial Sound Loading loadAudio: -> AudioPlayer.preloadInterfaceSounds ["victory"] loadLevelSounds: -> scripts = @level.get 'scripts' return unless scripts for script in scripts when script.noteChain for noteGroup in script.noteChain when noteGroup.sprites for sprite in noteGroup.sprites when sprite.say?.sound AudioPlayer.preloadSoundReference(sprite.say.sound) thangTypes = @supermodel.getModels(ThangType) for thangType in thangTypes for trigger, sounds of thangType.get('soundTriggers') or {} when trigger isnt 'say' AudioPlayer.preloadSoundReference sound for sound in sounds # Dynamic sound loading loadSoundsForWorld: (e) -> world = e.world thangTypes = @supermodel.getModels(ThangType) for [spriteName, message] in world.thangDialogueSounds() continue unless thangType = _.find thangTypes, (m) -> m.get('name') is spriteName continue unless sound = AudioPlayer.soundForDialogue message, thangType.get('soundTriggers') filename = AudioPlayer.preloadSoundReference sound # everything else sound wise is loaded as needed as worlds are generated allDone: -> @supermodel.finished() and @session.loaded and @spriteSheetsBuilt is @spriteSheetsToBuild progress: -> return 0 unless @level.loaded overallProgress = 0 supermodelProgress = @supermodel.progress() overallProgress += supermodelProgress * 0.7 overallProgress += 0.1 if @session.loaded spriteMapProgress = if supermodelProgress is 1 then 0.2 else 0 spriteMapProgress *= @spriteSheetsBuilt / @spriteSheetsToBuild if @spriteSheetsToBuild overallProgress += spriteMapProgress return overallProgress notifyProgress: -> Backbone.Mediator.publish 'level-loader:progress-changed', progress: @progress() @trigger 'ready-to-init-world' if @allDone() destroy: -> @supermodel.off 'loaded-one', @onSupermodelLoadedOne super()