CocoView = require 'views/kinds/CocoView'
template = require 'templates/play/level/level_loading'
utils = require 'lib/utils'
module.exports = class LevelLoadingView extends CocoView
id: 'level-loading-view'
template: template
events:
'mousedown .start-level-button': 'startUnveiling' # Split into two for animation smoothness.
'click .start-level-button': 'onClickStartLevel'
subscriptions:
'level:loaded': 'onLevelLoaded' # If Level loads after level loading view.
shortcuts:
'enter': 'onEnterPressed'
afterRender: ->
super()
@$el.find('.tip.rare').remove() if _.random(1, 10) < 9
tips = @$el.find('.tip').addClass('to-remove')
tip = _.sample(tips)
$(tip).removeClass('to-remove').addClass('secret')
@$el.find('.to-remove').remove()
@onLevelLoaded level: @options.level if @options.level?.get('goals') # If Level was already loaded.
afterInsert: ->
super()
_.defer =>
return if @destroyed
# Make sure that we are as tall now as we will be when the canvas wrapper is resized to the right height.
currentCanvasHeight = 589
canvasAspectRatio = 924 / 589
eventualCanvasWidth = $('#canvas-wrapper').outerWidth()
eventualCanvasHeight = eventualCanvasWidth / canvasAspectRatio
newHeight = Math.max 769, @$el.outerHeight() + eventualCanvasHeight - currentCanvasHeight + 2
@$el.addClass('manually-sized').css('height', newHeight)
onLevelLoaded: (e) ->
@level = e.level
goalContainer = @$el.find('.level-loading-goals')
goalList = goalContainer.find('ul')
goalCount = 0
for goalID, goal of @level.get('goals') when (not goal.team or goal.team is e.team) and not goal.hiddenGoal
name = utils.i18n goal, 'name'
goalList.append $('
' + name + '')
++goalCount
if goalCount
goalContainer.removeClass('secret')
if goalCount is 1
goalContainer.find('.panel-heading').text $.i18n.t 'play_level.goal' # Not plural
tip = @$el.find('.tip')
if @level.get('loadingTip')
loadingTip = utils.i18n @level.attributes, 'loadingTip'
tip.text(loadingTip)
tip.removeClass('secret')
showReady: ->
return if @shownReady
@shownReady = true
_.delay @finishShowingReady, 1500 # Let any blocking JS hog the main thread before we show that we're done.
finishShowingReady: =>
return if @destroyed
if @options.autoUnveil
@startUnveiling()
@unveil()
else
Backbone.Mediator.publish 'audio-player:play-sound', trigger: 'level_loaded', volume: 0.75 # old: loading_ready
@$el.find('.progress').addClass 'active progress-striped'
@$el.find('.start-level-button').removeClass 'secret'
startUnveiling: (e) ->
@playSound 'menu-button-click'
Backbone.Mediator.publish 'level:loading-view-unveiling', {}
_.delay @onClickStartLevel, 1000 # If they never mouse-up for the click (or a modal shows up and interrupts the click), do it anyway.
onClickStartLevel: (e) =>
return if @destroyed
@unveil()
onEnterPressed: (e) ->
return unless @shownReady and not @$el.hasClass 'unveiled'
@startUnveiling()
@onClickStartLevel()
unveil: ->
return if @$el.hasClass 'unveiled'
@$el.addClass 'unveiled'
loadingDetails = @$el.find('.loading-details')
duration = parseFloat loadingDetails.css 'transition-duration'
loadingDetails.css 'top', -loadingDetails.outerHeight(true)
@$el.find('.left-wing').css left: '-100%', backgroundPosition: 'right -400px top 0'
@$el.find('.right-wing').css right: '-100%', backgroundPosition: 'left -400px top 0'
Backbone.Mediator.publish 'audio-player:play-sound', trigger: 'loading-view-unveil', volume: 0.5
_.delay @onUnveilEnded, duration * 1000
onUnveilEnded: =>
return if @destroyed
Backbone.Mediator.publish 'level:loading-view-unveiled', view: @