codecombat/app/templates/play/world-map-view.jade
Matt Lott 1773744bcd Turn off a/b test hide locked levels
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.
2014-12-02 09:13:42 -08:00

74 lines
4.9 KiB
Text

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