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' 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' 'click #control-bar-sign-up-button': 'onClickSignupButton' constructor: (options) -> @courseID = options.courseID @courseInstanceID = options.courseInstanceID @worldName = options.worldName @session = options.session @level = options.level @levelSlug = @level.get('slug') @levelID = @levelSlug or @level.id @spectateGame = options.spectateGame ? false @observing = options.session.get('creator') isnt me.id super options if @level.get('type') in ['hero-ladder', 'course-ladder'] and me.isAdmin() @isMultiplayerLevel = true @multiplayerStatusManager = new MultiplayerStatusManager @levelID, @onMultiplayerStateChanged if @level.get 'replayable' @listenTo @session, 'change-difficulty', @onSessionDifficultyChanged 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.campaignIndex = @level.get('campaignIndex') + 1 if @level.get('type') is 'course' and @level.get('campaignIndex')? # TODO: support 'game-dev' levels in courses c.multiplayerEnabled = @session.get('multiplayer') c.ladderGame = @level.get('type') in ['ladder', 'hero-ladder', 'course-ladder'] if c.isMultiplayerLevel = @isMultiplayerLevel c.multiplayerStatus = @multiplayerStatusManager?.status if @level.get 'replayable' c.levelDifficulty = @session.get('state')?.difficulty ? 0 if @observing c.levelDifficulty = Math.max 0, c.levelDifficulty - 1 # Show the difficulty they won, not the next one. c.difficultyTitle = "#{$.i18n.t 'play.level_difficulty'}#{c.levelDifficulty}" @lastDifficulty = c.levelDifficulty c.spectateGame = @spectateGame c.observing = @observing @homeViewArgs = [{supermodel: if @hasReceivedMemoryWarning then null else @supermodel}] if me.isSessionless() @homeLink = "/teachers/courses" @homeViewClass = "views/courses/TeacherCoursesView" else if @level.get('type', true) in ['ladder', 'ladder-tutorial', 'hero-ladder', 'course-ladder'] levelID = @level.get('slug')?.replace(/\-tutorial$/, '') or @level.id @homeLink = '/play/ladder/' + levelID @homeViewClass = 'views/ladder/LadderView' @homeViewArgs.push levelID if leagueID = @getQueryVariable 'league' leagueType = if @level.get('type') is 'course-ladder' then 'course' else 'clan' @homeViewArgs.push leagueType @homeViewArgs.push leagueID @homeLink += "/#{leagueType}/#{leagueID}" else if @level.get('type', true) in ['hero', 'hero-coop'] or window.serverConfig.picoCTF @homeLink = '/play' @homeViewClass = 'views/play/CampaignView' campaign = @level.get 'campaign' @homeLink += '/' + campaign @homeViewArgs.push campaign else if @level.get('type', true) in ['course'] @homeLink = '/courses' @homeViewClass = 'views/courses/CoursesView' if @courseID @homeLink += "/#{@courseID}" @homeViewArgs.push @courseID @homeViewClass = 'views/courses/CourseDetailsView' if @courseInstanceID @homeLink += "/#{@courseInstanceID}" @homeViewArgs.push @courseInstanceID #else if @level.get('type', true) is 'game-dev' # TODO else @homeLink = '/' @homeViewClass = 'views/HomeView' c.editorLink = "/editor/level/#{@level.get('slug') or @level.id}" c.homeLink = @homeLink c showGameMenuModal: (e, tab=null) -> gameMenuModal = new GameMenuModal level: @level, session: @session, supermodel: @supermodel, showTab: tab @openModalView gameMenuModal @listenToOnce gameMenuModal, 'change-hero', -> @setupManager?.destroy() @setupManager = new LevelSetupManager({supermodel: @supermodel, level: @level, levelID: @levelID, parent: @, session: @session, courseID: @courseID, courseInstanceID: @courseInstanceID}) @setupManager.open() onClickHome: (e) -> if @level.get('type', true) in ['course'] category = if me.isTeacher() then 'Teachers' else 'Students' window.tracker?.trackEvent 'Play Level Back To Levels', category: category, levelSlug: @levelSlug, ['Mixpanel'] e.preventDefault() e.stopImmediatePropagation() Backbone.Mediator.publish 'router:navigate', route: @homeLink, viewClass: @homeViewClass, viewArgs: @homeViewArgs onClickMultiplayer: (e) -> @showGameMenuModal e, 'multiplayer' onClickSignupButton: (e) -> window.tracker?.trackEvent 'Started Signup', category: 'Play Level', label: 'Control Bar', level: @levelID 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 onSessionDifficultyChanged: -> return if @session.get('state')?.difficulty is @lastDifficulty @render() 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()