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' # 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' GoldView = require './level/gold_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: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' 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', @onLevelLoadError @saveScreenshot = _.throttle @saveScreenshot, 30000 if @isEditorPreview f = => @supermodel.shouldSaveBackups = (model) -> model.constructor.className in ['Level', 'LevelComponent', 'LevelSystem'] @load() unless @levelLoader setTimeout f, 100 else @load() # Save latest level played in local storage if localStorage? localStorage["lastLevel"] = @levelID onLevelLoadError: (e) => msg = $.i18n.t('play_level.level_load_error', defaultValue: "Level could not be loaded.") @$el.html('
' + msg + '
') setLevel: (@level, @supermodel) -> @god?.level = @level.serialize @supermodel if @world serializedLevel = @level.serialize(@supermodel) @world.loadFromLevel serializedLevel, false else @load() load: -> @levelLoader = new LevelLoader(@levelID, @supermodel, @sessionID, @getQueryVariable("team"), @getQueryVariable('opponent')) @levelLoader.once 'loaded-all', @onLevelLoaderLoaded @god = new God() getRenderData: -> c = super() c.world = @world c afterRender: -> window.onPlayLevelViewLoaded? @ # still a hack @loadingScreen = new LoadingScreen(@$el.find('canvas')[0]) @loadingScreen.show() @$el.find('#level-done-button').hide() super() onLevelLoaderLoaded: => @session = @levelLoader.session @world = @levelLoader.world @level = @levelLoader.level if s = @levelLoader.opponentSession spells = s.get('teamSpells')?[s.get('team')] opponentCode = s.get('code') myCode = @session.get('code') for spell in spells continue unless c = opponentCode[spell] myCode[spell] = c @session.set('code', myCode) @levelLoader.destroy() @levelLoader = null @loadingScreen.destroy() @god.level = @level.serialize @supermodel @god.worldClassMap = @world.classMap #@setTeam @world.teamForPlayer _.size @session.get 'players' # TODO: players aren't initialized yet? @setTeam @getQueryVariable("team") ? @world.teamForPlayer(0) @initSurface() @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 GoldView {} @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, 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 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) 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 onNewWorld: (e) -> @world = e.world 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) initGoalManager: -> @goalManager = new GoalManager(@world, @level.get('goals')) @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.setTeamSpellMap @tome.teamSpellMap @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 destroy: -> super() @supermodel.off 'error', @onLevelLoadError @levelLoader?.off 'loaded-all', @onLevelLoaderLoaded @levelLoader?.destroy() @surface?.destroy() @god?.destroy() @goalManager?.destroy() @scriptManager?.destroy() $(window).off('resize', @onWindowResize) 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 console.profileEnd?() if PROFILE_ME @session.off 'change:multiplayer', @onMultiplayerChanged, @ @onLevelLoadError = null @onLevelLoaderLoaded = null @onSupermodelLoadedOne = null @preloadNextLevel = null @saveScreenshot = null