Level = require 'models/Level' CocoClass = require 'lib/CocoClass' AudioPlayer = require 'lib/AudioPlayer' LevelSession = require 'models/LevelSession' ThangType = require 'models/ThangType' app = require 'application' World = require 'lib/world/world' # This is an initial stab at unifying loading and setup into a single place which can # monitor everything and keep a LoadingScreen visible overall progress. # # Would also like to incorporate into here: # * World Building # * Sprite map generation # * Connecting to Firebase module.exports = class LevelLoader extends CocoClass spriteSheetsBuilt: 0 spriteSheetsToBuild: 0 constructor: (options) -> super() @supermodel = options.supermodel @levelID = options.levelID @sessionID = options.sessionID @opponentSessionID = options.opponentSessionID @team = options.team @headless = options.headless @loadSession() @loadLevelModels() @loadAudio() @playJingle() _.defer @update # Lets everything else resolve first playJingle: -> return if @headless # Apparently the jingle, when it tries to play immediately during all this loading, you can't hear it. # Add the timeout to fix this weird behavior. f = -> jingles = ["ident_1", "ident_2"] AudioPlayer.playInterfaceSound jingles[Math.floor Math.random() * jingles.length] setTimeout f, 500 # Session Loading loadSession: -> if @sessionID url = "/db/level_session/#{@sessionID}" else url = "/db/level/#{@levelID}/session" url += "?team=#{@team}" if @team @session = new LevelSession() @session.url = -> url # Unless you specify cache:false, sometimes the browser will use a cached session # and players will 'lose' code @session.fetch({cache:false}) @session.once 'sync', @onSessionLoaded, @ if @opponentSessionID @opponentSession = new LevelSession() @opponentSession.url = "/db/level_session/#{@opponentSessionID}" @opponentSession.fetch() @opponentSession.once 'sync', @onSessionLoaded, @ sessionsLoaded: -> @session.loaded and ((not @opponentSession) or @opponentSession.loaded) onSessionLoaded: -> # TODO: maybe have all non versioned models do this? Or make it work to PUT/PATCH to relative urls if @session.loaded @session.url = -> '/db/level.session/' + @id @update() if @sessionsLoaded() # Supermodel (Level) Loading loadLevelModels: -> @supermodel.on 'loaded-one', @onSupermodelLoadedOne, @ @supermodel.once 'error', @onSupermodelError, @ @level = @supermodel.getModel(Level, @levelID) or new Level _id: @levelID levelID = @levelID headless = @headless @supermodel.shouldPopulate = (model) -> # if left unchecked, the supermodel would load this level # and every level next on the chain. This limits the population handles = [model.id, model.get 'slug'] return model.constructor.className isnt "Level" or levelID in handles @supermodel.shouldLoadProjection = (model) -> return true if headless and model.constructor.className is 'ThangType' false @supermodel.populateModel @level onSupermodelError: -> onSupermodelLoadedOne: (e) -> @update() # Things to do when either the Session or Supermodel load update: => @notifyProgress() return if @updateCompleted return unless @supermodel?.finished() and @sessionsLoaded() @denormalizeSession() @loadLevelSounds() app.tracker.updatePlayState(@level, @session) @updateCompleted = true denormalizeSession: -> return if @sessionDenormalized patch = 'levelName': @level.get('name') 'levelID': @level.get('slug') or @level.id if me.id is @session.get 'creator' patch.creatorName = me.get('name') for key, value of patch if @session.get(key) is value delete patch[key] unless _.isEmpty patch @session.set key, value for key, value of patch tempSession = new LevelSession _id: @session.id tempSession.save(patch, {patch: true}) @sessionDenormalized = true # World init initWorld: -> return if @initialized @initialized = true @world = new World @level.get('name') serializedLevel = @level.serialize(@supermodel) @world.loadFromLevel serializedLevel, false @buildSpriteSheets() buildSpriteSheets: -> return if @headless thangTypes = {} thangTypes[tt.get('name')] = tt for tt in @supermodel.getModels(ThangType) colorConfigs = @world.getTeamColors() thangsProduced = {} for thang in @world.thangs continue unless thang.spriteName thangType = thangTypes[thang.spriteName] options = thang.getSpriteOptions(colorConfigs) options.async = true if thangType.get('kind') is 'Floor' options.resolutionFactor = 2 thangsProduced[thang.spriteName] = true @buildSpriteSheet(thangType, options) for thangName, thangType of thangTypes continue if thangsProduced[thangName] thangType.spriteOptions = {resolutionFactor: 4, async: true} if thangType.get('kind') is 'Floor' thangType.spriteOptions.resolutionFactor = 2 @buildSpriteSheet(thangType, thangType.spriteOptions) buildSpriteSheet: (thangType, options) -> if thangType.get('name') is 'Wizard' options.colorConfig = me.get('wizard')?.colorConfig or {} building = thangType.buildSpriteSheet options return unless building console.log 'Building:', thangType.get('name'), options @spriteSheetsToBuild += 1 thangType.once 'build-complete', => @spriteSheetsBuilt += 1 @notifyProgress() # Initial Sound Loading loadAudio: -> return if @headless AudioPlayer.preloadInterfaceSounds ["victory"] loadLevelSounds: -> return if @headless scripts = @level.get 'scripts' return unless scripts for script in scripts when script.noteChain for noteGroup in script.noteChain when noteGroup.sprites for sprite in noteGroup.sprites when sprite.say?.sound AudioPlayer.preloadSoundReference(sprite.say.sound) thangTypes = @supermodel.getModels(ThangType) for thangType in thangTypes for trigger, sounds of thangType.get('soundTriggers') or {} when trigger isnt 'say' AudioPlayer.preloadSoundReference sound for sound in sounds # everything else sound wise is loaded as needed as worlds are generated allDone: -> @supermodel.finished() and @sessionsLoaded() and @spriteSheetsBuilt is @spriteSheetsToBuild progress: -> return 0 unless @level.loaded overallProgress = 0 supermodelProgress = @supermodel.progress() overallProgress += supermodelProgress * 0.7 overallProgress += 0.1 if @sessionsLoaded() if @headless spriteMapProgress = 0.2 else spriteMapProgress = if supermodelProgress is 1 then 0.2 else 0 spriteMapProgress *= @spriteSheetsBuilt / @spriteSheetsToBuild if @spriteSheetsToBuild overallProgress += spriteMapProgress return overallProgress notifyProgress: -> Backbone.Mediator.publish 'level-loader:progress-changed', progress: @progress() @initWorld() if @allDone() @trigger 'loaded-all' if @progress() is 1 destroy: -> @supermodel.off 'loaded-one', @onSupermodelLoadedOne @world = null # don't hold onto garbage @update = null super()