mirror of
https://github.com/codeninjasllc/codecombat.git
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327 lines
14 KiB
CoffeeScript
327 lines
14 KiB
CoffeeScript
ModalView = require 'views/core/ModalView'
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template = require 'templates/play/level/modal/hero-victory-modal'
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Achievement = require 'models/Achievement'
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EarnedAchievement = require 'models/EarnedAchievement'
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CocoCollection = require 'collections/CocoCollection'
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LocalMongo = require 'lib/LocalMongo'
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utils = require 'core/utils'
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ThangType = require 'models/ThangType'
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LadderSubmissionView = require 'views/play/common/LadderSubmissionView'
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AudioPlayer = require 'lib/AudioPlayer'
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CampaignOptions = require 'lib/CampaignOptions'
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module.exports = class HeroVictoryModal extends ModalView
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id: 'hero-victory-modal'
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template: template
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closeButton: false
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closesOnClickOutside: false
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subscriptions:
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'ladder:game-submitted': 'onGameSubmitted'
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events:
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'click #continue-button': 'onClickContinue'
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'click .next-level-branch-button': 'onClickNextLevelBranch'
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'click .return-to-ladder-button': 'onClickReturnToLadder'
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constructor: (options) ->
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super(options)
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@session = options.session
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@level = options.level
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achievements = new CocoCollection([], {
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url: "/db/achievement?related=#{@session.get('level').original}"
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model: Achievement
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})
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@thangTypes = {}
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@achievements = @supermodel.loadCollection(achievements, 'achievements').model
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@listenToOnce @achievements, 'sync', @onAchievementsLoaded
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@readyToContinue = false
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@waitingToContinueSince = new Date()
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Backbone.Mediator.publish 'audio-player:play-sound', trigger: 'victory'
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destroy: ->
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clearInterval @sequentialAnimationInterval
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super()
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onHidden: ->
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Backbone.Mediator.publish 'music-player:exit-menu', {}
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super()
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onAchievementsLoaded: ->
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thangTypeOriginals = []
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achievementIDs = []
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for achievement in @achievements.models
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rewards = achievement.get('rewards') or {}
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thangTypeOriginals.push rewards.heroes or []
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thangTypeOriginals.push rewards.items or []
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achievement.completed = LocalMongo.matchesQuery(@session.attributes, achievement.get('query'))
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achievementIDs.push(achievement.id) if achievement.completed
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thangTypeOriginals = _.uniq _.flatten thangTypeOriginals
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for thangTypeOriginal in thangTypeOriginals
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thangType = new ThangType()
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thangType.url = "/db/thang.type/#{thangTypeOriginal}/version"
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thangType.project = ['original', 'rasterIcon', 'name', 'soundTriggers']
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@thangTypes[thangTypeOriginal] = @supermodel.loadModel(thangType, 'thang').model
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@newEarnedAchievements = []
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for achievement in @achievements.models
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continue unless achievement.completed
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ea = new EarnedAchievement({
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collection: achievement.get('collection')
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triggeredBy: @session.id
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achievement: achievement.id
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})
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ea.save()
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@newEarnedAchievements.push ea
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@listenToOnce ea, 'sync', ->
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if _.all((ea.id for ea in @newEarnedAchievements))
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@listenToOnce me, 'sync', ->
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@readyToContinue = true
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@updateSavingProgressStatus()
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me.fetch() unless me.loading
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@readyToContinue = true if not @achievements.models.length
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getRenderData: ->
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c = super()
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c.levelName = utils.i18n @level.attributes, 'name'
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earnedAchievementMap = _.indexBy(@earnedAchievements?.models or [], (ea) -> ea.get('achievement'))
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for achievement in @achievements.models
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earnedAchievement = earnedAchievementMap[achievement.id]
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if earnedAchievement
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achievement.completedAWhileAgo = new Date() - Date.parse(earnedAchievement.get('created')) > 30 * 1000
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c.achievements = @achievements.models
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# for testing the three states
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#if c.achievements.length
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# c.achievements = [c.achievements[0].clone(), c.achievements[0].clone(), c.achievements[0].clone()]
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#for achievement, index in c.achievements
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## achievement.completed = index > 0
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## achievement.completedAWhileAgo = index > 1
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# achievement.completed = true
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# achievement.completedAWhileAgo = false
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# achievement.attributes.worth = (index + 1) * achievement.get('worth', true)
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# rewards = achievement.get('rewards') or {}
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# rewards.gems *= (index + 1)
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c.thangTypes = @thangTypes
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c.me = me
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c.readyToRank = @level.get('type', true) is 'hero-ladder' and @session.readyToRank()
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c.level = @level
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@continueLevelLink = @getNextLevelLink 'continue'
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@morePracticeLevelLink = @getNextLevelLink 'more_practice'
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@skipAheadLevelLink = @getNextLevelLink 'skip_ahead'
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c.continueButtons = [
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{key: 'skip_ahead', link: @skipAheadLevelLink, 'choice-explicit': 'skip', 'choice-implicit': 'too_easy'}
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{key: 'continue', link: @continueLevelLink, 'choice-explicit': 'next_level', 'choice-implicit': 'just_right'}
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{key: 'more_practice', link: @morePracticeLevelLink, 'choice-explicit': 'more_practice', 'choice-implicit': 'too_hard'}
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]
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elapsed = (new Date() - new Date(me.get('dateCreated')))
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isHourOfCode = me.get('hourOfCode') or elapsed < 120 * 60 * 1000
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# Later we should only check me.get('hourOfCode'), but for now so much traffic comes in that we just assume it.
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if isHourOfCode
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# Show the Hour of Code "I'm Done" tracking pixel after they played for 20 minutes
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enough = elapsed >= 20 * 60 * 1000
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tooMuch = elapsed > 120 * 60 * 1000
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showDone = elapsed >= 30 * 60 * 1000 and not tooMuch
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if enough and not tooMuch and not me.get('hourOfCodeComplete')
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$('body').append($('<img src="http://code.org/api/hour/finish_codecombat.png" style="visibility: hidden;">'))
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me.set 'hourOfCodeComplete', true # Note that this will track even for players who don't have hourOfCode set.
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me.patch()
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window.tracker?.trackEvent 'Hour of Code Finish', {}
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# Show the "I'm done" button between 30 - 120 minutes if they definitely came from Hour of Code
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c.showHourOfCodeDoneButton = me.get('hourOfCode') and showDone
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return c
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afterRender: ->
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super()
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return unless @supermodel.finished()
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@playSelectionSound hero, true for original, hero of @thangTypes # Preload them
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@updateSavingProgressStatus()
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@$el.find('#victory-header').delay(250).queue(->
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$(@).removeClass('out').dequeue()
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Backbone.Mediator.publish 'audio-player:play-sound', trigger: 'victory-title-appear' # TODO: actually add this
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)
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complete = _.once(_.bind(@beginSequentialAnimations, @))
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@animatedPanels = $()
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panels = @$el.find('.achievement-panel')
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for panel in panels
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panel = $(panel)
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continue unless panel.data('animate')
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@animatedPanels = @animatedPanels.add(panel)
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panel.delay(500) # Waiting for victory header to show up and fall
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panel.queue(->
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$(@).addClass('earned') # animate out the grayscale
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$(@).dequeue()
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)
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panel.delay(500)
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panel.queue(->
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$(@).find('.reward-image-container').addClass('show')
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$(@).dequeue()
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)
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panel.delay(500)
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panel.queue(-> complete())
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@animationComplete = not @animatedPanels.length
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complete() if @animationComplete
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if @level.get('type', true) is 'hero-ladder'
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@ladderSubmissionView = new LadderSubmissionView session: @session, level: @level
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@insertSubView @ladderSubmissionView, @$el.find('.ladder-submission-view')
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beginSequentialAnimations: ->
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return if @destroyed
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@sequentialAnimatedPanels = _.map(@animatedPanels.find('.reward-panel'), (panel) -> {
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number: $(panel).data('number')
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textEl: $(panel).find('.reward-text')
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rootEl: $(panel)
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unit: $(panel).data('number-unit')
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hero: $(panel).data('hero-thang-type')
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item: $(panel).data('item-thang-type')
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})
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@totalXP = 0
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@totalXP += panel.number for panel in @sequentialAnimatedPanels when panel.unit is 'xp'
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@totalGems = 0
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@totalGems += panel.number for panel in @sequentialAnimatedPanels when panel.unit is 'gem'
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@gemEl = $('#gem-total')
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@XPEl = $('#xp-total')
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@totalXPAnimated = @totalGemsAnimated = @lastTotalXP = @lastTotalGems = 0
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@sequentialAnimationStart = new Date()
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@sequentialAnimationInterval = setInterval(@tickSequentialAnimation, 1000 / 60)
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tickSequentialAnimation: =>
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# TODO: make sure the animation pulses happen when the numbers go up and sounds play (up to a max speed)
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return @endSequentialAnimations() unless panel = @sequentialAnimatedPanels[0]
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if panel.number
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duration = Math.log(panel.number + 1) / Math.LN10 * 1000 # Math.log10 is ES6
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else
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duration = 1000
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ratio = @getEaseRatio (new Date() - @sequentialAnimationStart), duration
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if panel.unit is 'xp'
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newXP = Math.floor(ratio * panel.number)
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totalXP = @totalXPAnimated + newXP
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if totalXP isnt @lastTotalXP
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panel.textEl.text('+' + newXP)
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@XPEl.text('+' + totalXP)
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xpTrigger = 'xp-' + (totalXP % 6) # 6 xp sounds
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Backbone.Mediator.publish 'audio-player:play-sound', trigger: xpTrigger, volume: 0.5 + ratio / 2
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@lastTotalXP = totalXP
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else if panel.unit is 'gem'
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newGems = Math.floor(ratio * panel.number)
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totalGems = @totalGemsAnimated + newGems
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if totalGems isnt @lastTotalGems
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panel.textEl.text('+' + newGems)
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@gemEl.text('+' + totalGems)
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gemTrigger = 'gem-' + (parseInt(panel.number * ratio) % 4) # 4 gem sounds
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Backbone.Mediator.publish 'audio-player:play-sound', trigger: gemTrigger, volume: 0.5 + ratio / 2
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@lastTotalGems = totalGems
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else if panel.item
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thangType = @thangTypes[panel.item]
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panel.textEl.text(thangType.get('name'))
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Backbone.Mediator.publish 'audio-player:play-sound', trigger: 'item-unlocked', volume: 1 if 0.5 < ratio < 0.6
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else if panel.hero
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thangType = @thangTypes[panel.hero]
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panel.textEl.text(thangType.get('name'))
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@playSelectionSound thangType if 0.5 < ratio < 0.6
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if ratio is 1
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panel.rootEl.removeClass('animating').find('.reward-image-container img').removeClass('pulse')
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@sequentialAnimationStart = new Date()
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if panel.unit is 'xp'
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@totalXPAnimated += panel.number
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else if panel.unit is 'gem'
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@totalGemsAnimated += panel.number
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@sequentialAnimatedPanels.shift()
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return
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panel.rootEl.addClass('animating').find('.reward-image-container').removeClass('pending-reward-image').find('img').addClass('pulse')
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getEaseRatio: (timeSinceStart, duration) ->
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# Ease in/out quadratic - http://gizma.com/easing/
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timeSinceStart = Math.min timeSinceStart, duration
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t = 2 * timeSinceStart / duration
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if t < 1
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return 0.5 * t * t
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--t
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-0.5 * (t * (t - 2) - 1)
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endSequentialAnimations: ->
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clearInterval @sequentialAnimationInterval
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@animationComplete = true
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@updateSavingProgressStatus()
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Backbone.Mediator.publish 'music-player:enter-menu', terrain: @level.get('terrain', true)
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updateSavingProgressStatus: ->
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return unless @animationComplete
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@$el.find('#saving-progress-label').toggleClass('hide', @readyToContinue)
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@$el.find('.next-level-button').toggleClass('hide', not @readyToContinue)
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@$el.find('.sign-up-poke').toggleClass('hide', not @readyToContinue)
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onGameSubmitted: (e) ->
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ladderURL = "/play/ladder/#{@level.get('slug')}#my-matches"
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# Preserve the supermodel as we navigate back to the ladder.
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Backbone.Mediator.publish 'router:navigate', route: ladderURL, viewClass: require('views/play/ladder/LadderView'), viewArgs: [{supermodel: @supermodel}, @level.get('slug')]
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playSelectionSound: (hero, preload=false) ->
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return unless sounds = hero.get('soundTriggers')?.selected
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return unless sound = sounds[Math.floor Math.random() * sounds.length]
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name = AudioPlayer.nameForSoundReference sound
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if preload
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AudioPlayer.preloadSoundReference sound
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else
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AudioPlayer.playSound name, 1
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getLevelInfoForSlug: (slug) ->
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for campaign in require('views/play/WorldMapView').campaigns
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for level in campaign.levels
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return level if level.id is slug
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getNextLevelCampaign: ->
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# Wouldn't handle skipping/more practice across campaign boundaries, but we don't do that.
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campaign = CampaignOptions.getCampaignForSlug @level.get 'slug'
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if nextLevelSlug = @getNextLevel 'continue'
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campaign = CampaignOptions.getCampaignForSlug nextLevelSlug
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campaign or 'dungeon'
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getNextLevelLink: (type) ->
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link = '/play'
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nextCampaign = @getNextLevelCampaign()
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link += '/' + nextCampaign unless nextCampaign is 'dungeon'
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return link unless nextLevel = @getNextLevel type
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"#{link}?next=#{nextLevel}"
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# Branching group testing
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getNextLevel: (type) ->
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levelInfo = @getLevelInfoForSlug @level.get 'slug'
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levelInfo?.nextLevels?[type] # 'more_practice', 'skip_ahead', 'continue'
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onClickContinue: (e) ->
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@playSound 'menu-button-click'
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nextLevelLink = @continueLevelLink
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if me.getBranchingGroup() is 'all-practice' and @morePracticeLevelLink
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nextLevelLink = @morePracticeLevelLink
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skipPrompt = me.getBranchingGroup() in ['no-practice', 'all-practice']
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skipPrompt ||= not (@skipAheadLevelLink or @morePractiveLevelLink) and me.getBranchingGroup() is 'choice-explicit'
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if skipPrompt
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# Preserve the supermodel as we navigate back to the world map.
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Backbone.Mediator.publish 'router:navigate', route: nextLevelLink, viewClass: require('views/play/WorldMapView'), viewArgs: [{supermodel: if @options.hasReceivedMemoryWarning then null else @supermodel}, @getNextLevelCampaign()]
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else
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# Hide everything except the buttons prompting them for which kind of next level to do
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@$el.find('.modal-footer, .modal-body > *').hide()
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@$el.find('.next-levels-prompt').show()
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onClickNextLevelBranch: (e) ->
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@playSound 'menu-button-click'
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e.preventDefault()
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route = $(e.target).data('href') or "/play/#{@getNextLevelCampaign()}"
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application.tracker?.trackEvent 'Branch Selected', level: @level.get('slug'), label: @level.get('slug'), branch: $(e.target).data('branch-key'), branchingGroup: me.getBranchingGroup(), route: route
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# Preserve the supermodel as we navigate back to world map.
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Backbone.Mediator.publish 'router:navigate', route: route, viewClass: require('views/play/WorldMapView'), viewArgs: [{supermodel: if @options.hasReceivedMemoryWarning then null else @supermodel}, @getNextLevelCampaign()]
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onClickReturnToLadder: (e) ->
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@playSound 'menu-button-click'
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e.preventDefault()
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route = $(e.target).data('href')
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# Preserve the supermodel as we navigate back to the ladder.
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Backbone.Mediator.publish 'router:navigate', route: route, viewClass: require('views/play/ladder/LadderView'), viewArgs: [{supermodel: if @options.hasReceivedMemoryWarning then null else @supermodel}, @level.get('slug')]
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