View = require 'views/kinds/RootView'
template = require 'templates/play/level'
{me} = require('lib/auth')
ThangType = require 'models/ThangType'
utils = require 'lib/utils'
# temp hard coded data
World = require 'lib/world/world'
# tools
Surface = require 'lib/surface/Surface'
God = require 'lib/God'
GoalManager = require 'lib/world/GoalManager'
ScriptManager = require 'lib/scripts/ScriptManager'
LevelBus = require 'lib/LevelBus'
LevelLoader = require 'lib/LevelLoader'
LevelSession = require 'models/LevelSession'
Level = require 'models/Level'
LevelComponent = require 'models/LevelComponent'
Article = require 'models/Article'
Camera = require 'lib/surface/Camera'
AudioPlayer = require 'lib/AudioPlayer'
# subviews
LoadingView = require './level/level_loading_view'
TomeView = require './level/tome/tome_view'
ChatView = require './level/level_chat_view'
HUDView = require './level/hud_view'
ControlBarView = require './level/control_bar_view'
PlaybackView = require './level/playback_view'
GoalsView = require './level/goals_view'
GoldView = require './level/gold_view'
VictoryModal = require './level/modal/victory_modal'
InfiniteLoopModal = require './level/modal/infinite_loop_modal'
PROFILE_ME = false
module.exports = class PlayLevelView extends View
id: 'level-view'
template: template
cache: false
shortcutsEnabled: true
startsLoading: true
isEditorPreview: false
subscriptions:
'level-set-volume': (e) -> createjs.Sound.setVolume(e.volume)
'level-show-victory': 'onShowVictory'
'restart-level': 'onRestartLevel'
'level-highlight-dom': 'onHighlightDom'
'end-level-highlight-dom': 'onEndHighlight'
'level-focus-dom': 'onFocusDom'
'level-disable-controls': 'onDisableControls'
'level-enable-controls': 'onEnableControls'
'god:new-world-created': 'onNewWorld'
'god:infinite-loop': 'onInfiniteLoop'
'level-reload-from-data': 'onLevelReloadFromData'
'play-next-level': 'onPlayNextLevel'
'edit-wizard-settings': 'showWizardSettingsModal'
'surface:world-set-up': 'onSurfaceSetUpNewWorld'
'level:session-will-save': 'onSessionWillSave'
'level:set-team': 'setTeam'
'level:started': 'onLevelStarted'
'level:loading-view-unveiled': 'onLoadingViewUnveiled'
events:
'click #level-done-button': 'onDonePressed'
shortcuts:
'ctrl+s': 'onCtrlS'
constructor: (options, @levelID) ->
console.profile?() if PROFILE_ME
super options
if not me.get('hourOfCode') and @getQueryVariable "hour_of_code"
me.set 'hourOfCode', true
me.save()
$('body').append($(""))
application.tracker?.trackEvent 'Hour of Code Begin', {}
@isEditorPreview = @getQueryVariable 'dev'
@sessionID = @getQueryVariable 'session'
$(window).on('resize', @onWindowResize)
@saveScreenshot = _.throttle @saveScreenshot, 30000
if @isEditorPreview
# wait to see if it's just given to us through setLevel
f = => @load() unless @levelLoader
setTimeout f, 100
else
@load()
application.tracker?.trackEvent 'Started Level Load', level: @levelID, label: @levelID
onLevelLoadError: (e) ->
# TODO NOW: remove this in favor of the supermodel handling it
application.router.navigate "/play?not_found=#{@levelID}", {trigger: true}
setLevel: (@level, givenSupermodel) ->
@supermodel.models = givenSupermodel.models
@supermodel.collections = givenSupermodel.collections
@supermodel.shouldSaveBackups = givenSupermodel.shouldSaveBackups
serializedLevel = @level.serialize @supermodel
@god?.setLevel serializedLevel
if @world
@world.loadFromLevel serializedLevel, false
else
@load()
load: ->
@loadStartTime = new Date()
@god = new God debugWorker: true
@levelLoader = new LevelLoader supermodel: @supermodel, levelID: @levelID, sessionID: @sessionID, opponentSessionID: @getQueryVariable('opponent'), team: @getQueryVariable("team")
getRenderData: ->
c = super()
c.world = @world
if me.get('hourOfCode') and me.lang() is 'en-US'
# Show the Hour of Code footer explanation until it's been more than a day
elapsed = (new Date() - new Date(me.get('dateCreated')))
c.explainHourOfCode = elapsed < 86400 * 1000
c
afterRender: ->
super()
window.onPlayLevelViewLoaded? @ # still a hack
@insertSubView @loadingView = new LoadingView {}
@$el.find('#level-done-button').hide()
$('body').addClass('is-playing')
updateProgress: (progress) ->
super(progress)
if not @worldInitialized and @levelLoader.session.loaded and @levelLoader.level.loaded and @levelLoader.world and (not @levelLoader.opponentSession or @levelLoader.opponentSession.loaded)
@grabLevelLoaderData()
@onWorldInitialized()
return if @seenDocs
return unless @levelLoader.session.loaded and @levelLoader.level.loaded
return unless showFrequency = @levelLoader.level.get('showsGuide')
session = @levelLoader.session
diff = new Date().getTime() - new Date(session.get('created')).getTime()
return if showFrequency is 'first-time' and diff > (5 * 60 * 1000)
articles = @levelLoader.supermodel.getModels Article
for article in articles
return unless article.loaded
@showGuide()
onWorldInitialized: ->
@worldInitialized = true
team = @getQueryVariable("team") ? @world.teamForPlayer(0)
@loadOpponentTeam(team)
@god.setLevel @level.serialize @supermodel
@god.setLevelSessionIDs if @otherSession then [@session.id, @otherSession.id] else [@session.id]
@god.setWorldClassMap @world.classMap
@setTeam team
@initGoalManager()
@insertSubviews ladderGame: (@level.get('type') is "ladder")
@initVolume()
@listenTo(@session, 'change:multiplayer', @onMultiplayerChanged)
@originalSessionState = $.extend(true, {}, @session.get('state'))
@register()
@controlBar.setBus(@bus)
showGuide: ->
@seenDocs = true
DocsModal = require './level/modal/docs_modal'
options = {docs: @levelLoader.level.get('documentation'), supermodel: @supermodel}
@openModalView(new DocsModal(options), true)
Backbone.Mediator.subscribeOnce 'modal-closed', @onLevelLoaded, @
return true
onLoaded: ->
_.defer => @onLevelLoaded()
onLevelLoaded: ->
return unless @levelLoader.progress() is 1 # double check, since closing the guide may trigger this early
@loadingView.showReady()
if window.currentModal and not window.currentModal.destroyed
return Backbone.Mediator.subscribeOnce 'modal-closed', @onLevelLoaded, @
# Save latest level played in local storage
if not (@levelLoader.level.get('type') in ['ladder', 'ladder-tutorial'])
me.set('lastLevel', @levelID)
me.save()
@levelLoader.destroy()
@levelLoader = null
@initSurface()
@initScriptManager()
grabLevelLoaderData: ->
@session = @levelLoader.session
@world = @levelLoader.world
@level = @levelLoader.level
@otherSession = @levelLoader.opponentSession
loadOpponentTeam: (myTeam) ->
opponentSpells = []
for spellTeam, spells of @session.get('teamSpells') ? @otherSession?.get('teamSpells') ? {}
continue if spellTeam is myTeam or not myTeam
opponentSpells = opponentSpells.concat spells
opponentCode = @otherSession?.get('submittedCode') or {}
myCode = @session.get('code') or {}
for spell in opponentSpells
[thang, spell] = spell.split '/'
c = opponentCode[thang]?[spell]
myCode[thang] ?= {}
if c then myCode[thang][spell] = c else delete myCode[thang][spell]
@session.set('code', myCode)
if @session.get('multiplayer') and @otherSession?
# For now, ladderGame will disallow multiplayer, because session code combining doesn't play nice yet.
@session.set 'multiplayer', false
onLevelStarted: (e) ->
@surface.showLevel()
if @otherSession
# TODO: colorize name and cloud by team, colorize wizard by user's color config
@surface.createOpponentWizard id: @otherSession.get('creator'), name: @otherSession.get('creatorName'), team: @otherSession.get('team')
@loadingView?.unveil()
onLoadingViewUnveiled: (e) ->
@loadingView.$el.remove()
@removeSubView @loadingView
@loadingView = null
unless @isEditorPreview
@loadEndTime = new Date()
loadDuration = @loadEndTime - @loadStartTime
application.tracker?.trackEvent 'Finished Level Load', level: @levelID, label: @levelID, loadDuration: loadDuration
application.tracker?.trackTiming loadDuration, 'Level Load Time', @levelID, @levelID
onSupermodelLoadedOne: =>
@modelsLoaded ?= 0
@modelsLoaded += 1
@updateInitString()
updateInitString: ->
return if @surface
@modelsLoaded ?= 0
canvas = @$el.find('#surface')[0]
ctx = canvas.getContext('2d')
ctx.font="20px Georgia"
ctx.clearRect(0, 0, canvas.width, canvas.height)
ctx.fillText("Loaded #{@modelsLoaded} thingies",50,50)
insertSubviews: ->
@insertSubView @tome = new TomeView levelID: @levelID, session: @session, thangs: @world.thangs, supermodel: @supermodel
@insertSubView new PlaybackView session: @session
@insertSubView new GoalsView {}
@insertSubView new GoldView {}
@insertSubView new HUDView {}
@insertSubView new ChatView levelID: @levelID, sessionID: @session.id, session: @session
worldName = utils.i18n @level.attributes, 'name'
@controlBar = @insertSubView new ControlBarView {worldName: worldName, session: @session, level: @level, supermodel: @supermodel, playableTeams: @world.playableTeams}
#Backbone.Mediator.publish('level-set-debug', debug: true) if me.displayName() is 'Nick!'
afterInsert: ->
super()
@showWizardSettingsModal() if not me.get('name')
# callbacks
onCtrlS: (e) ->
e.preventDefault()
onLevelReloadFromData: (e) ->
isReload = Boolean @world
@setLevel e.level, e.supermodel
if isReload
@scriptManager.setScripts(e.level.get('scripts'))
Backbone.Mediator.publish 'tome:cast-spell' # a bit hacky
onWindowResize: (s...) ->
$('#pointer').css('opacity', 0.0)
onDisableControls: (e) ->
return if e.controls and not ('level' in e.controls)
@shortcutsEnabled = false
@wasFocusedOn = document.activeElement
$('body').focus()
onEnableControls: (e) ->
return if e.controls? and not ('level' in e.controls)
@shortcutsEnabled = true
$(@wasFocusedOn).focus() if @wasFocusedOn
@wasFocusedOn = null
onDonePressed: -> @showVictory()
onShowVictory: (e) ->
$('#level-done-button').show()
@showVictory() if e.showModal
setTimeout(@preloadNextLevel, 3000)
return if @victorySeen
@victorySeen = true
victoryTime = (new Date()) - @loadEndTime
if victoryTime > 10 * 1000 # Don't track it if we're reloading an already-beaten level
application.tracker?.trackEvent 'Saw Victory', level: @world.name, label: @world.name
application.tracker?.trackTiming victoryTime, 'Level Victory Time', @levelID, @levelID, 100
showVictory: ->
options = {level: @level, supermodel: @supermodel, session: @session}
docs = new VictoryModal(options)
@openModalView(docs)
if me.get('anonymous')
window.nextLevelURL = @getNextLevelURL() # Signup will go here on completion instead of reloading.
onRestartLevel: ->
@tome.reloadAllCode()
Backbone.Mediator.publish 'level:restarted'
$('#level-done-button', @$el).hide()
application.tracker?.trackEvent 'Confirmed Restart', level: @world.name, label: @world.name
onInfiniteLoop: (e) ->
return unless e.firstWorld
@openModalView new InfiniteLoopModal()
application.tracker?.trackEvent 'Saw Initial Infinite Loop', level: @world.name, label: @world.name
onPlayNextLevel: ->
nextLevelID = @getNextLevelID()
nextLevelURL = @getNextLevelURL()
Backbone.Mediator.publish 'router:navigate', {
route: nextLevelURL,
viewClass: PlayLevelView,
viewArgs: [{supermodel:@supermodel}, nextLevelID]}
getNextLevel: ->
return null unless nextLevelOriginal = @level.get('nextLevel')?.original
levels = @supermodel.getModels(Level)
return l for l in levels when l.get('original') is nextLevelOriginal
getNextLevelID: ->
return null unless nextLevel = @getNextLevel()
nextLevelID = nextLevel.get('slug') or nextLevel.id
getNextLevelURL: ->
return null unless @getNextLevelID()
"/play/level/#{@getNextLevelID()}"
onHighlightDom: (e) ->
if e.delay
delay = e.delay
delete e.delay
@pointerInterval = _.delay((=> @onHighlightDom e), delay)
return
@addPointer()
selector = e.selector + ':visible'
dom = $(selector)
return if parseFloat(dom.css('opacity')) is 0.0
offset = dom.offset()
return if not offset
target_left = offset.left + dom.outerWidth() * 0.5
target_top = offset.top + dom.outerHeight() * 0.5
body = $('#level-view')
if e.sides
if 'left' in e.sides then target_left = offset.left
if 'right' in e.sides then target_left = offset.left + dom.outerWidth()
if 'top' in e.sides then target_top = offset.top
if 'bottom' in e.sides then target_top = offset.top + dom.outerHeight()
else
# aim to hit the side if the target is entirely on one side of the screen
if offset.left > body.outerWidth()*0.5
target_left = offset.left
else if offset.left + dom.outerWidth() < body.outerWidth()*0.5
target_left = offset.left + dom.outerWidth()
# aim to hit the bottom or top if the target is entirely on the top or bottom of the screen
if offset.top > body.outerWidth()*0.5
target_top = offset.top
else if offset.top + dom.outerHeight() < body.outerHeight()*0.5
target_top = offset.top + dom.outerHeight()
if e.offset
target_left += e.offset.x
target_top += e.offset.y
@pointerRadialDistance = -47 # - Math.sqrt(Math.pow(dom.outerHeight()*0.5, 2), Math.pow(dom.outerWidth()*0.5))
@pointerRotation = e.rotation ? Math.atan2(body.outerWidth()*0.5 - target_left, target_top - body.outerHeight()*0.5)
pointer = $('#pointer')
pointer
.css('opacity', 1.0)
.css('transition', 'none')
.css('transform', "rotate(#{@pointerRotation}rad) translate(-3px, #{@pointerRadialDistance}px)")
.css('top', target_top - 50)
.css('left', target_left - 50)
setTimeout(()=>
return if @destroyed
@animatePointer()
clearInterval(@pointerInterval)
@pointerInterval = setInterval(@animatePointer, 1200)
, 1)
animatePointer: =>
pointer = $('#pointer')
pointer.css('transition', 'all 0.6s ease-out')
pointer.css('transform', "rotate(#{@pointerRotation}rad) translate(-3px, #{@pointerRadialDistance-50}px)")
setTimeout((=>
pointer.css('transform', "rotate(#{@pointerRotation}rad) translate(-3px, #{@pointerRadialDistance}px)").css('transition', 'all 0.4s ease-in')), 800)
onFocusDom: (e) -> $(e.selector).focus()
onEndHighlight: ->
$('#pointer').css('opacity', 0.0)
clearInterval(@pointerInterval)
onMultiplayerChanged: (e) ->
if @session.get('multiplayer')
@bus.connect()
else
@bus.removeFirebaseData =>
@bus.disconnect()
# initialization
addPointer: ->
p = $('#pointer')
return if p.length
@$el.append($(''))
initSurface: ->
surfaceCanvas = $('canvas#surface', @$el)
@surface = new Surface(@world, surfaceCanvas, thangTypes: @supermodel.getModels(ThangType), playJingle: not @isEditorPreview)
worldBounds = @world.getBounds()
bounds = [{x:worldBounds.left, y:worldBounds.top}, {x:worldBounds.right, y:worldBounds.bottom}]
@surface.camera.setBounds(bounds)
@surface.camera.zoomTo({x:0, y:0}, 0.1, 0)
initGoalManager: ->
@goalManager = new GoalManager(@world, @level.get('goals'))
@god.setGoalManager @goalManager
initScriptManager: ->
@scriptManager = new ScriptManager({scripts: @world.scripts or [], view:@, session: @session})
@scriptManager.loadFromSession()
initVolume: ->
volume = me.get('volume')
volume = 1.0 unless volume?
Backbone.Mediator.publish 'level-set-volume', volume: volume
onSurfaceSetUpNewWorld: ->
return if @alreadyLoadedState
@alreadyLoadedState = true
state = @originalSessionState
if state.frame and @level.get('type') isnt 'ladder' # https://github.com/codecombat/codecombat/issues/714
Backbone.Mediator.publish 'level-set-time', { time: 0, frameOffset: state.frame }
if state.selected
# TODO: Should also restore selected spell here by saving spellName
Backbone.Mediator.publish 'level-select-sprite', { thangID: state.selected, spellName: null }
if state.playing?
Backbone.Mediator.publish 'level-set-playing', { playing: state.playing }
preloadNextLevel: =>
# TODO: Loading models in the middle of gameplay causes stuttering. Most of the improvement in loading time is simply from passing the supermodel from this level to the next, but if we can find a way to populate the level early without it being noticeable, that would be even better.
# return if @destroyed
# return if @preloaded
# nextLevel = @getNextLevel()
# @supermodel.populateModel nextLevel
# @preloaded = true
register: ->
@bus = LevelBus.get(@levelID, @session.id)
@bus.setSession(@session)
@bus.setSpells @tome.spells
@bus.connect() if @session.get('multiplayer')
onSessionWillSave: (e) ->
# Something interesting has happened, so (at a lower frequency), we'll save a screenshot.
#@saveScreenshot e.session
# Throttled
saveScreenshot: (session) =>
return unless screenshot = @surface?.screenshot()
session.save {screenshot: screenshot}, {patch: true}
setTeam: (team) ->
team = team?.team unless _.isString team
team ?= 'humans'
me.team = team
Backbone.Mediator.publish 'level:team-set', team: team
# Dynamic sound loading
onNewWorld: (e) ->
return if @headless
@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')
AudioPlayer.preloadSoundReference sound
destroy: ->
@levelLoader?.destroy()
@surface?.destroy()
@god?.destroy()
@goalManager?.destroy()
@scriptManager?.destroy()
delete window.world # not sure where this is set, but this is one way to clean it up
clearInterval(@pointerInterval)
@bus?.destroy()
#@instance.save() unless @instance.loading
delete window.nextLevelURL
console.profileEnd?() if PROFILE_ME
super()