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Minor increase in level completion for hiding locked levels was not statistically significant. We can run this test again after level banners and world map paths have been ironed out.
74 lines
4.9 KiB
Text
74 lines
4.9 KiB
Text
.map
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.gradient.horizontal-gradient.top-gradient
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.gradient.vertical-gradient.right-gradient
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.gradient.horizontal-gradient.bottom-gradient
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.gradient.vertical-gradient.left-gradient
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img.map-background(src="/images/pages/play/map_" + mapType + ".jpg", alt="", draggable="false")
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- var seenNext = nextLevel;
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each level in campaign.levels
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if !level.hidden
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- var next = level.id == nextLevel || (!seenNext && levelStatusMap[level.id] != "complete" && !level.locked && !level.disabled && (!level.practice || me.getBranchingGroup() == 'all-practice'));
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- seenNext = seenNext || next;
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div(style="left: #{level.x}%; bottom: #{level.y}%; background-color: #{level.color}", class="level" + (next ? " next" : "") + (level.disabled ? " disabled" : "") + (level.locked ? " locked" : "") + " " + levelStatusMap[level.id] || "", data-level-id=level.id, title=level.name + (level.disabled ? ' (Coming Soon to Adventurers)' : ''))
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a(href=level.type == 'hero' ? '#' : level.disabled ? "/play" : "/play/#{level.levelPath || 'level'}/#{level.id}", disabled=level.disabled, data-level-id=level.id, data-level-path=level.levelPath || 'level', data-level-name=level.name)
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div(style="left: #{level.x}%; bottom: #{level.y}%", class="level-shadow" + (next ? " next" : "") + " " + levelStatusMap[level.id] || "")
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.level-info-container(data-level-id=level.id, data-level-path=level.levelPath || 'level', data-level-name=level.name)
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div(class="level-info " + (levelStatusMap[level.id] || ""))
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h3= level.name + (level.disabled ? " (Coming soon!)" : (level.locked ? " (Locked)" : ""))
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.level-description= level.description
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if level.disabled
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p
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span.spr(data-i18n="play.awaiting_levels_adventurer_prefix") We release five levels per week.
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a.spr(href="/contribute/adventurer")
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strong(data-i18n="play.awaiting_levels_adventurer") Sign up as an Adventurer
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span.spl(data-i18n="play.awaiting_levels_adventurer_suffix") to be the first to play new levels.
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- var playCount = levelPlayCountMap[level.id]
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if playCount && playCount.sessions > 20
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div
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span.spr #{playCount.sessions}
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span(data-i18n="play.players") players
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span.spr , #{Math.round(playCount.playtime / 3600)}
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span(data-i18n="play.hours_played") hours played
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.campaign-label(style="color: #{campaign.color}")= campaign.name
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if isIPadApp && !level.disabled && !level.locked
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button.btn.btn-success.btn-lg.start-level(data-i18n="common.play") Play
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if mapType === 'dungeon' && forestIsAvailable
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a#forest-link.glyphicon.glyphicon-share-alt.campaign-switch(href="/play/forest", data-i18n="[title]play.campaign_forest")
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if mapType === 'forest'
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a#dungeon-link.glyphicon.glyphicon-share-alt.campaign-switch(href="/play/dungeon", data-i18n="[title]play.campaign_dungeon")
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.game-controls.header-font
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button.btn.items(data-toggle='coco-modal', data-target='play/modal/PlayItemsModal', data-i18n="[title]play.items")
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button.btn.heroes(data-toggle='coco-modal', data-target='play/modal/PlayHeroesModal', data-i18n="[title]play.heroes")
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button.btn.achievements(data-toggle='coco-modal', data-target='play/modal/PlayAchievementsModal', data-i18n="[title]play.achievements")
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if me.get('anonymous') === false || me.get('iosIdentifierForVendor') || isIPadApp
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button.btn.gems(data-toggle='coco-modal', data-target='play/modal/BuyGemsModal', data-i18n="[title]play.buy_gems")
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if me.isAdmin()
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button.btn.account(data-toggle='coco-modal', data-target='play/modal/PlayAccountModal', data-i18n="[title]play.account")
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button.btn.settings(data-toggle='coco-modal', data-target='play/modal/PlaySettingsModal', data-i18n="[title]play.settings")
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else if me.get('anonymous', true)
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button.btn.settings(data-toggle='coco-modal', data-target='core/AuthModal', data-i18n="[title]play.settings")
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// Don't show these things, they are bad and take us out of the game. Just wait until the new ones work.
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//else
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// a.btn.achievements(href="/user/#{me.getSlugOrID()}/stats", data-i18n="[title]play.achievements")
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// a.btn.account(href="/user/#{me.getSlugOrID()}", data-i18n="[title]play.account")
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// a.btn.settings(href='/account', data-i18n="[title]play.settings")
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.user-status.header-font
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span.gem.gem-20
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span#gems-count.spr= me.gems()
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span.spl.spr(data-i18n="general.player_level")
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span.spr= me.level()
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if me.get('anonymous')
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span.spr(data-i18n="play.anonymous_player") Anonymous Player
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button.btn.btn-default.btn-flat.btn-sm(data-toggle='coco-modal', data-target='core/AuthModal', data-i18n="login.log_in")
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else
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span.spr= me.get('name')
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button#logout-button.btn.btn-default.btn-flat.btn-sm(data-i18n="login.log_out") Log Out
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button.btn.btn-lg.btn-inverse#volume-button(title="Adjust volume")
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.glyphicon.glyphicon-volume-off
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.glyphicon.glyphicon-volume-down
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.glyphicon.glyphicon-volume-up
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