View = require 'views/kinds/RootView'
template = require 'templates/play/level'
{me} = require('lib/auth')
ThangType = require 'models/ThangType'
# temp hard coded data
World = require 'lib/world/world'
docs = require 'lib/world/docs'
# 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'
Camera = require 'lib/surface/Camera'
# subviews
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'
VictoryModal = require './level/modal/victory_modal'
InfiniteLoopModal = require './level/modal/infinite_loop_modal'
LoadingScreen = require 'lib/LoadingScreen'
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:infinite-loop': 'onInfiniteLoop'
'bus:connected': 'onBusConnected'
'level-reload-from-data': 'onLevelReloadFromData'
'play-next-level': 'onPlayNextLevel'
'edit-wizard-settings': 'showWizardSettingsModal'
'surface:world-set-up': 'onSurfaceSetUpNewWorld'
'level:session-will-save': 'onSessionWillSave'
events:
'click #level-done-button': 'onDonePressed'
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()
$('body').append($(""))
window.tracker?.trackEvent 'Hour of Code Begin', {}
@isEditorPreview = @getQueryVariable "dev"
@sessionID = @getQueryVariable "session"
$(window).on('resize', @onWindowResize)
@supermodel.once 'error', =>
msg = $.i18n.t('play_level.level_load_error', defaultValue: "Level could not be loaded.")
@$el.html('
' + msg + '
')
@saveScreenshot = _.throttle @saveScreenshot, 30000
@load() unless @isEditorPreview
# Save latest level played in local storage
if localStorage?
localStorage["lastLevel"] = @levelID
setLevel: (@level, @supermodel) ->
@god?.level = @level.serialize @supermodel
@load()
load: ->
@levelLoader = new LevelLoader(@levelID, @supermodel, @sessionID)
@levelLoader.once 'ready-to-init-world', @onReadyToInitWorld
@levelLoader.once 'loaded-all', @onLevelLoaderLoaded
getRenderData: ->
c = super()
c.world = @world
c
afterRender: ->
window.onPlayLevelViewLoaded? @ # still a hack
@loadingScreen = new LoadingScreen(@$el.find('canvas')[0])
@loadingScreen.show()
super()
onLevelLoaderLoaded: =>
@session = @levelLoader.session
@level = @levelLoader.level
@world = @levelLoader.world
@loadingScreen.destroy()
@setTeam @world.teamForPlayer 1 # We don't know which player we are; this will go away--temp TODO
@initSurface()
@initGod()
@initGoalManager()
@initScriptManager()
@insertSubviews()
@initVolume()
@session.on 'change:multiplayer', @onMultiplayerChanged
@originalSessionState = _.cloneDeep(@session.get('state'))
@register()
@controlBar.setBus(@bus)
@surface.showLevel()
onSupermodelLoadedOne: =>
@modelsLoaded ?= 0
@modelsLoaded += 1
@updateInitString()
updateInitString: ->
return if @surface
@modelsLoaded ?= 0
canvas = @$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 {}
@insertSubView new GoalsView {}
@insertSubView new HUDView {}
@insertSubView new ChatView levelID: @levelID, sessionID: @session.id, session: @session
worldName = @level.get('i18n')?[me.lang()]?.name ? @level.get('name')
@controlBar = @insertSubView new ControlBarView {worldName: worldName, session: @session, level: @level, supermodel: @supermodel}
#Backbone.Mediator.publish('level-set-debug', debug: true) if me.displayName() is 'Nick!'
afterInsert: ->
super()
# @showWizardSettingsModal() if not me.get('name')
# callbacks
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) =>
console.log 'show vict', e
$('#level-done-button').show()
@showVictory() if e.showModal
setTimeout(@preloadNextLevel, 3000)
showVictory: ->
options = {level: @level, supermodel: @supermodel, session:@session}
docs = new VictoryModal(options)
@openModalView(docs)
window.tracker?.trackEvent 'Saw Victory', level: @world.name, label: @world.name
onRestartLevel: ->
@tome.reloadAllCode()
Backbone.Mediator.publish 'level:restarted'
$('#level-done-button', @$el).hide()
window.tracker?.trackEvent 'Confirmed Restart', level: @world.name, label: @world.name
onInfiniteLoop: (e) ->
return unless e.firstWorld
@openModalView new InfiniteLoopModal()
window.tracker?.trackEvent 'Saw Initial Infinite Loop', level: @world.name, label: @world.name
onPlayNextLevel: =>
nextLevel = @getNextLevel()
nextLevelID = nextLevel.get('slug') or nextLevel.id
url = "/play/level/#{nextLevelID}"
Backbone.Mediator.publish 'router:navigate', {
route: url,
viewClass: PlayLevelView,
viewArgs: [{supermodel:@supermodel}, nextLevelID]}
getNextLevel: ->
nextLevelOriginal = @level.get('nextLevel')?.original
levels = @supermodel.getModels(Level)
return l for l in levels when l.get('original') is nextLevelOriginal
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((=>
@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)
initGod: ->
@god = new God @world, @level.serialize @supermodel
initGoalManager: ->
@goalManager = new GoalManager(@world)
@god.goalManager = @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
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.connect() if @session.get('multiplayer')
onBusConnected: ->
# Need to set this team stuff before the Tome loads... let's think about this with Scott.
#@setTeam @world.teamForPlayer(@bus.countPlayers()) unless me.team
#$('#multiplayer-team-selection').toggle(@world.playableTeams.length > 1)
# .find('input').prop('checked', -> $(@).val() is me.team)
# .bind('change', @setTeam)
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 = $(@).val() unless _.isString team
me.team = team
Backbone.Mediator.publish 'level:team-set', team: team
destroy: ->
super()
@levelLoader.destroy()
@surface?.destroy()
@god?.destroy()
@goalManager?.destroy()
@scriptManager?.destroy()
$(window).off('resize', @onWindowResize)
clearInterval(@pointerInterval)
@bus?.destroy()
#@instance.save() unless @instance.loading
console.profileEnd?() if PROFILE_ME