ModalView = require 'views/core/ModalView' AuthModal = require 'views/core/AuthModal' template = require 'templates/play/level/modal/hero-victory-modal' Achievement = require 'models/Achievement' EarnedAchievement = require 'models/EarnedAchievement' CocoCollection = require 'collections/CocoCollection' LocalMongo = require 'lib/LocalMongo' utils = require 'core/utils' ThangType = require 'models/ThangType' LadderSubmissionView = require 'views/play/common/LadderSubmissionView' AudioPlayer = require 'lib/AudioPlayer' User = require 'models/User' utils = require 'core/utils' Level = require 'models/Level' LevelFeedback = require 'models/LevelFeedback' module.exports = class HeroVictoryModal extends ModalView id: 'hero-victory-modal' template: template closeButton: false closesOnClickOutside: false subscriptions: 'ladder:game-submitted': 'onGameSubmitted' events: 'click #continue-button': 'onClickContinue' 'click .leaderboard-button': 'onClickLeaderboard' 'click .return-to-course-button': 'onClickReturnToCourse' 'click .return-to-ladder-button': 'onClickReturnToLadder' 'click .sign-up-button': 'onClickSignupButton' 'click .continue-from-offer-button': 'onClickContinueFromOffer' 'click .skip-offer-button': 'onClickSkipOffer' # Feedback events 'mouseover .rating i': (e) -> @showStars(@starNum($(e.target))) 'mouseout .rating i': -> @showStars() 'click .rating i': (e) -> @setStars(@starNum($(e.target))) @$el.find('.review, .review-label').show() 'keypress .review textarea': -> @saveReviewEventually() constructor: (options) -> super(options) @courseID = options.courseID @courseInstanceID = options.courseInstanceID @session = options.session @level = options.level @thangTypes = {} if @level.get('type', true) in ['hero', 'hero-ladder', 'course', 'course-ladder'] achievements = new CocoCollection([], { url: "/db/achievement?related=#{@session.get('level').original}" model: Achievement }) @achievements = @supermodel.loadCollection(achievements, 'achievements').model @listenToOnce @achievements, 'sync', @onAchievementsLoaded @readyToContinue = false @waitingToContinueSince = new Date() @previousXP = me.get 'points', true @previousLevel = me.level() else @readyToContinue = true @playSound 'victory' if @level.get('type', true) is 'course' and nextLevel = @level.get('nextLevel') @nextLevel = new Level().setURL "/db/level/#{nextLevel.original}/version/#{nextLevel.majorVersion}" @nextLevel = @supermodel.loadModel(@nextLevel, 'level').model if @level.get('type', true) in ['course', 'course-ladder'] @saveReviewEventually = _.debounce(@saveReviewEventually, 2000) @loadExistingFeedback() destroy: -> clearInterval @sequentialAnimationInterval @saveReview() if @$el.find('.review textarea').val() @feedback?.off() super() onHidden: -> Backbone.Mediator.publish 'music-player:exit-menu', {} super() loadExistingFeedback: -> url = "/db/level/#{@level.id}/feedback" @feedback = new LevelFeedback() @feedback.setURL url @feedback.fetch cache: false @listenToOnce(@feedback, 'sync', -> @onFeedbackLoaded()) @listenToOnce(@feedback, 'error', -> @onFeedbackNotFound()) onFeedbackLoaded: -> @feedback.url = -> '/db/level.feedback/' + @id @$el.find('.review textarea').val(@feedback.get('review')) @$el.find('.review, .review-label').show() @showStars() onFeedbackNotFound: -> @feedback = new LevelFeedback() @feedback.set('levelID', @level.get('slug') or @level.id) @feedback.set('levelName', @level.get('name') or '') @feedback.set('level', {majorVersion: @level.get('version').major, original: @level.get('original')}) @showStars() onAchievementsLoaded: -> @$el.toggleClass 'full-achievements', @achievements.models.length is 3 thangTypeOriginals = [] achievementIDs = [] for achievement in @achievements.models rewards = achievement.get('rewards') or {} thangTypeOriginals.push rewards.heroes or [] thangTypeOriginals.push rewards.items or [] achievement.completed = LocalMongo.matchesQuery(@session.attributes, achievement.get('query')) achievementIDs.push(achievement.id) if achievement.completed thangTypeOriginals = _.uniq _.flatten thangTypeOriginals for thangTypeOriginal in thangTypeOriginals thangType = new ThangType() thangType.url = "/db/thang.type/#{thangTypeOriginal}/version" #thangType.project = ['original', 'rasterIcon', 'name', 'soundTriggers', 'i18n'] # This is what we need, but the PlayHeroesModal needs more, and so we load more to fill up the supermodel. thangType.project = ['original', 'rasterIcon', 'name', 'slug', 'soundTriggers', 'featureImages', 'gems', 'heroClass', 'description', 'components', 'extendedName', 'unlockLevelName', 'i18n'] @thangTypes[thangTypeOriginal] = @supermodel.loadModel(thangType, 'thang').model @newEarnedAchievements = [] for achievement in @achievements.models continue unless achievement.completed ea = new EarnedAchievement({ collection: achievement.get('collection') triggeredBy: @session.id achievement: achievement.id }) ea.save() @newEarnedAchievements.push ea @listenToOnce ea, 'sync', -> if _.all((ea.id for ea in @newEarnedAchievements)) @newEarnedAchievementsResource.markLoaded() @listenToOnce me, 'sync', -> @readyToContinue = true @updateSavingProgressStatus() me.fetch cache: false unless me.loading @readyToContinue = true if not @achievements.models.length # have to use a something resource because addModelResource doesn't handle models being upserted/fetched via POST like we're doing here @newEarnedAchievementsResource = @supermodel.addSomethingResource('earned achievements') if @newEarnedAchievements.length getRenderData: -> c = super() c.levelName = utils.i18n @level.attributes, 'name' if @level.get('type', true) isnt 'hero' c.victoryText = utils.i18n @level.get('victory') ? {}, 'body' earnedAchievementMap = _.indexBy(@newEarnedAchievements or [], (ea) -> ea.get('achievement')) for achievement in (@achievements?.models or []) earnedAchievement = earnedAchievementMap[achievement.id] if earnedAchievement achievement.completedAWhileAgo = new Date().getTime() - Date.parse(earnedAchievement.get('created')) > 30 * 1000 achievement.worth = achievement.get 'worth', true achievement.gems = achievement.get('rewards')?.gems c.achievements = @achievements?.models.slice() or [] for achievement in c.achievements achievement.description = utils.i18n achievement.attributes, 'description' continue unless @supermodel.finished() and proportionalTo = achievement.get 'proportionalTo' # For repeatable achievements, we modify their base worth/gems by their repeatable growth functions. achievedAmount = utils.getByPath @session.attributes, proportionalTo previousAmount = Math.max(0, achievedAmount - 1) func = achievement.getExpFunction() achievement.previousWorth = (achievement.get('worth') ? 0) * func previousAmount achievement.worth = (achievement.get('worth') ? 0) * func achievedAmount rewards = achievement.get 'rewards' achievement.gems = rewards?.gems * func achievedAmount if rewards?.gems achievement.previousGems = rewards?.gems * func previousAmount if rewards?.gems # for testing the three states #if c.achievements.length # c.achievements = [c.achievements[0].clone(), c.achievements[0].clone(), c.achievements[0].clone()] #for achievement, index in c.achievements ## achievement.completed = index > 0 ## achievement.completedAWhileAgo = index > 1 # achievement.completed = true # achievement.completedAWhileAgo = false # achievement.attributes.worth = (index + 1) * achievement.get('worth', true) # rewards = achievement.get('rewards') or {} # rewards.gems *= (index + 1) c.thangTypes = @thangTypes c.me = me c.readyToRank = @level.get('type', true) in ['hero-ladder', 'course-ladder'] and @session.readyToRank() c.level = @level c.i18n = utils.i18n elapsed = (new Date() - new Date(me.get('dateCreated'))) isHourOfCode = me.get('hourOfCode') or elapsed < 120 * 60 * 1000 # Later we should only check me.get('hourOfCode'), but for now so much traffic comes in that we just assume it. # TODO: get rid of said assumption sometime in November 2015 when code.org/learn updates to the new version for Hour of Code tutorials. if isHourOfCode # Show the Hour of Code "I'm Done" tracking pixel after they played for 20 minutes lastLevel = @level.get('slug') is 'course-kithgard-gates' enough = elapsed >= 20 * 60 * 1000 or lastLevel tooMuch = elapsed > 120 * 60 * 1000 showDone = (elapsed >= 30 * 60 * 1000 and not tooMuch) or lastLevel if enough and not tooMuch and not me.get('hourOfCodeComplete') $('body').append($('')) me.set 'hourOfCodeComplete', true # Note that this will track even for players who don't have hourOfCode set. me.patch() window.tracker?.trackEvent 'Hour of Code Finish' # Show the "I'm done" button between 30 - 120 minutes if they definitely came from Hour of Code c.showHourOfCodeDoneButton = me.get('hourOfCode') and showDone c.showLeaderboard = @level.get('scoreTypes')?.length > 0 and @level.get('type', true) isnt 'course' c.showReturnToCourse = not c.showLeaderboard and not me.get('anonymous') and @level.get('type', true) in ['course', 'course-ladder'] return c afterRender: -> super() @$el.toggleClass 'with-achievements', @level.get('type', true) in ['hero', 'hero-ladder'] return unless @supermodel.finished() @playSelectionSound hero, true for original, hero of @thangTypes # Preload them @updateSavingProgressStatus() @initializeAnimations() if @level.get('type', true) in ['hero-ladder', 'course-ladder'] @ladderSubmissionView = new LadderSubmissionView session: @session, level: @level @insertSubView @ladderSubmissionView, @$el.find('.ladder-submission-view') initializeAnimations: -> return @endSequentialAnimations() unless @level.get('type', true) in ['hero', 'hero-ladder'] @updateXPBars 0 #playVictorySound = => @playSound 'victory-title-appear' # TODO: actually add this @$el.find('#victory-header').delay(250).queue(-> $(@).removeClass('out').dequeue() #playVictorySound() ) complete = _.once(_.bind(@beginSequentialAnimations, @)) @animatedPanels = $() panels = @$el.find('.achievement-panel') for panel in panels panel = $(panel) continue unless panel.data('animate') @animatedPanels = @animatedPanels.add(panel) panel.delay(500) # Waiting for victory header to show up and fall panel.queue(-> $(@).addClass('earned') # animate out the grayscale $(@).dequeue() ) panel.delay(500) panel.queue(-> $(@).find('.reward-image-container').addClass('show') $(@).dequeue() ) panel.delay(500) panel.queue(-> complete()) @animationComplete = not @animatedPanels.length complete() if @animationComplete beginSequentialAnimations: -> return if @destroyed return unless @level.get('type', true) in ['hero', 'hero-ladder'] @sequentialAnimatedPanels = _.map(@animatedPanels.find('.reward-panel'), (panel) -> { number: $(panel).data('number') previousNumber: $(panel).data('previous-number') textEl: $(panel).find('.reward-text') rootEl: $(panel) unit: $(panel).data('number-unit') hero: $(panel).data('hero-thang-type') item: $(panel).data('item-thang-type') }) @totalXP = 0 @totalXP += panel.number for panel in @sequentialAnimatedPanels when panel.unit is 'xp' @totalGems = 0 @totalGems += panel.number for panel in @sequentialAnimatedPanels when panel.unit is 'gem' @gemEl = $('#gem-total') @XPEl = $('#xp-total') @totalXPAnimated = @totalGemsAnimated = @lastTotalXP = @lastTotalGems = 0 @sequentialAnimationStart = new Date() @sequentialAnimationInterval = setInterval(@tickSequentialAnimation, 1000 / 60) tickSequentialAnimation: => # TODO: make sure the animation pulses happen when the numbers go up and sounds play (up to a max speed) return @endSequentialAnimations() unless panel = @sequentialAnimatedPanels[0] if panel.number duration = Math.log(panel.number + 1) / Math.LN10 * 1000 # Math.log10 is ES6 else duration = 1000 ratio = @getEaseRatio (new Date() - @sequentialAnimationStart), duration if panel.unit is 'xp' newXP = Math.floor(panel.previousNumber + ratio * (panel.number - panel.previousNumber)) totalXP = @totalXPAnimated + newXP if totalXP isnt @lastTotalXP panel.textEl.text('+' + newXP) @XPEl.text(totalXP) @updateXPBars(totalXP) xpTrigger = 'xp-' + (totalXP % 6) # 6 xp sounds @playSound xpTrigger, (0.5 + ratio / 2) @XPEl.addClass 'four-digits' if totalXP >= 1000 and @lastTotalXP < 1000 @XPEl.addClass 'five-digits' if totalXP >= 10000 and @lastTotalXP < 10000 @lastTotalXP = totalXP else if panel.unit is 'gem' newGems = Math.floor(panel.previousNumber + ratio * (panel.number - panel.previousNumber)) totalGems = @totalGemsAnimated + newGems if totalGems isnt @lastTotalGems panel.textEl.text('+' + newGems) @gemEl.text(totalGems) gemTrigger = 'gem-' + (parseInt(panel.number * ratio) % 4) # 4 gem sounds @playSound gemTrigger, (0.5 + ratio / 2) @gemEl.addClass 'four-digits' if totalGems >= 1000 and @lastTotalGems < 1000 @gemEl.addClass 'five-digits' if totalGems >= 10000 and @lastTotalGems < 10000 @lastTotalGems = totalGems else if panel.item thangType = @thangTypes[panel.item] panel.textEl.text utils.i18n(thangType.attributes, 'name') @playSound 'item-unlocked' if 0.5 < ratio < 0.6 else if panel.hero thangType = @thangTypes[panel.hero] panel.textEl.text(thangType.get('name')) @playSelectionSound thangType if 0.5 < ratio < 0.6 if ratio is 1 panel.rootEl.removeClass('animating').find('.reward-image-container img').removeClass('pulse') @sequentialAnimationStart = new Date() if panel.unit is 'xp' @totalXPAnimated += panel.number else if panel.unit is 'gem' @totalGemsAnimated += panel.number @sequentialAnimatedPanels.shift() return panel.rootEl.addClass('animating').find('.reward-image-container').removeClass('pending-reward-image').find('img').addClass('pulse') getEaseRatio: (timeSinceStart, duration) -> # Ease in/out quadratic - http://gizma.com/easing/ timeSinceStart = Math.min timeSinceStart, duration t = 2 * timeSinceStart / duration if t < 1 return 0.5 * t * t --t -0.5 * (t * (t - 2) - 1) updateXPBars: (achievedXP) -> previousXP = @previousXP previousXP = previousXP + 1000000 if me.isInGodMode() previousLevel = @previousLevel currentXP = previousXP + achievedXP currentLevel = User.levelFromExp currentXP currentLevelXP = User.expForLevel currentLevel nextLevel = currentLevel + 1 nextLevelXP = User.expForLevel nextLevel leveledUp = currentLevel > previousLevel totalXPNeeded = nextLevelXP - currentLevelXP alreadyAchievedPercentage = 100 * (previousXP - currentLevelXP) / totalXPNeeded alreadyAchievedPercentage = 0 if alreadyAchievedPercentage < 0 # In case of level up if leveledUp newlyAchievedPercentage = 100 * (currentXP - currentLevelXP) / totalXPNeeded else newlyAchievedPercentage = 100 * achievedXP / totalXPNeeded xpEl = $('#xp-wrapper') xpBarJustEarned = xpEl.find('.xp-bar-already-achieved').css('width', alreadyAchievedPercentage + '%') xpBarTotal = xpEl.find('.xp-bar-total').css('width', (alreadyAchievedPercentage + newlyAchievedPercentage) + '%') levelLabel = xpEl.find('.level') utils.replaceText levelLabel, currentLevel if leveledUp and (not @displayedLevel or currentLevel > @displayedLevel) @playSound 'level-up' @displayedLevel = currentLevel endSequentialAnimations: -> clearInterval @sequentialAnimationInterval @animationComplete = true @updateSavingProgressStatus() Backbone.Mediator.publish 'music-player:enter-menu', terrain: @level.get('terrain', true) updateSavingProgressStatus: -> @$el.find('#saving-progress-label').toggleClass('hide', @readyToContinue) @$el.find('.next-level-button').toggleClass('hide', not @readyToContinue) @$el.find('.sign-up-poke').toggleClass('hide', not @readyToContinue) onGameSubmitted: (e) -> @returnToLadder() returnToLadder: -> # Preserve the supermodel as we navigate back to the ladder. viewArgs = [{supermodel: if @options.hasReceivedMemoryWarning then null else @supermodel}, @level.get('slug')] ladderURL = "/play/ladder/#{@level.get('slug') || @level.id}" if leagueID = @getQueryVariable 'league' leagueType = if @level.get('type') is 'course-ladder' then 'course' else 'clan' viewArgs.push leagueType viewArgs.push leagueID ladderURL += "/#{leagueType}/#{leagueID}" ladderURL += '#my-matches' Backbone.Mediator.publish 'router:navigate', route: ladderURL, viewClass: 'views/ladder/LadderView', viewArgs: viewArgs playSelectionSound: (hero, preload=false) -> return unless sounds = hero.get('soundTriggers')?.selected return unless sound = sounds[Math.floor Math.random() * sounds.length] name = AudioPlayer.nameForSoundReference sound if preload AudioPlayer.preloadSoundReference sound else AudioPlayer.playSound name, 1 getNextLevelCampaign: -> {'kithgard-gates': 'forest', 'kithgard-mastery': 'forest', 'siege-of-stonehold': 'desert', 'clash-of-clones': 'mountain', 'summits-gate': 'glacier'}[@level.get('slug')] or @level.get 'campaign' # Much easier to just keep this updated than to dynamically figure it out. getNextLevelLink: (returnToCourse=false) -> if @level.get('type', true) is 'course' and nextLevel = @level.get('nextLevel') and not returnToCourse # need to do something more complicated to load its slug console.log 'have @nextLevel', @nextLevel, 'from nextLevel', nextLevel link = "/play/level/#{@nextLevel.get('slug')}" if @courseID link += "?course=#{@courseID}" link += "&course-instance=#{@courseInstanceID}" if @courseInstanceID else if @level.get('type', true) is 'course' link = "/courses" if @courseID link += "/#{@courseID}" link += "/#{@courseInstanceID}" if @courseInstanceID else link = '/play' nextCampaign = @getNextLevelCampaign() link += '/' + nextCampaign link onClickContinue: (e, extraOptions=null) -> @playSound 'menu-button-click' nextLevelLink = @getNextLevelLink extraOptions?.returnToCourse # Preserve the supermodel as we navigate back to the world map. options = justBeatLevel: @level supermodel: if @options.hasReceivedMemoryWarning then null else @supermodel _.merge options, extraOptions if extraOptions if @level.get('type', true) is 'course' and @nextLevel and not options.returnToCourse viewClass = require 'views/play/level/PlayLevelView' options.courseID = @courseID options.courseInstanceID = @courseInstanceID viewArgs = [options, @nextLevel.get('slug')] else if @level.get('type', true) is 'course' # TODO: shouldn't set viewClass and route in different places viewClass = require 'views/courses/CoursesView' viewArgs = [options] if @courseID viewClass = require 'views/courses/CourseDetailsView' viewArgs.push @courseID viewArgs.push @courseInstanceID if @courseInstanceID else if @level.get('type', true) is 'course-ladder' leagueID = @getQueryVariable 'league' link = "/play/ladder/#{@level.get('slug')}" link += "/course/#{leagueID}" if leagueID Backbone.Mediator.publish 'router:navigate', route: link return else viewClass = require 'views/play/CampaignView' viewArgs = [options, @getNextLevelCampaign()] navigationEvent = route: nextLevelLink, viewClass: viewClass, viewArgs: viewArgs if @level.get('slug') is 'lost-viking' and not (me.get('age') in ['0-13', '14-17']) @showOffer navigationEvent else Backbone.Mediator.publish 'router:navigate', navigationEvent onClickLeaderboard: (e) -> @onClickContinue e, showLeaderboard: true onClickReturnToCourse: (e) -> @onClickContinue e, returnToCourse: true onClickReturnToLadder: (e) -> @playSound 'menu-button-click' e.preventDefault() @returnToLadder() onClickSignupButton: (e) -> e.preventDefault() window.tracker?.trackEvent 'Started Signup', category: 'Play Level', label: 'Hero Victory Modal', level: @level.get('slug') @openModalView new AuthModal {mode: 'signup'} showOffer: (@navigationEventUponCompletion) -> @$el.find('.modal-footer > *').hide() @$el.find(".modal-footer > .offer.#{@level.get('slug')}").show() onClickContinueFromOffer: (e) -> url = { 'lost-viking': 'http://www.vikingcodeschool.com/codecombat?utm_source=codecombat&utm_medium=viking_level&utm_campaign=affiliate&ref=Code+Combat+Elite' }[@level.get('slug')] Backbone.Mediator.publish 'router:navigate', @navigationEventUponCompletion window.open url, '_blank' if url onClickSkipOffer: (e) -> Backbone.Mediator.publish 'router:navigate', @navigationEventUponCompletion # Ratings and reviews starNum: (starEl) -> starEl.prevAll('i').length + 1 showStars: (num) -> @$el.find('.rating').show() num ?= @feedback?.get('rating') or 0 stars = @$el.find('.rating i') stars.removeClass('glyphicon-star').addClass('glyphicon-star-empty') stars.slice(0, num).removeClass('glyphicon-star-empty').addClass('glyphicon-star') setStars: (num) -> @feedback.set('rating', num) @feedback.save() saveReviewEventually: -> @saveReview() saveReview: -> @feedback.set('review', @$el.find('.review textarea').val()) @feedback.save()