codecombat/app/views/play/level/modal/HeroVictoryModal.coffee
Matt Lott 5817553d54 Remove virtual page view tracking
Wasn’t useful, and distorts our GA real page view analytics.
2014-12-15 10:28:40 -08:00

345 lines
15 KiB
CoffeeScript

ModalView = require 'views/core/ModalView'
AuthModal = require 'views/core/AuthModal'
template = require 'templates/play/level/modal/hero-victory-modal'
Achievement = require 'models/Achievement'
EarnedAchievement = require 'models/EarnedAchievement'
CocoCollection = require 'collections/CocoCollection'
LocalMongo = require 'lib/LocalMongo'
utils = require 'core/utils'
ThangType = require 'models/ThangType'
LadderSubmissionView = require 'views/play/common/LadderSubmissionView'
AudioPlayer = require 'lib/AudioPlayer'
CampaignOptions = require 'lib/CampaignOptions'
User = require 'models/User'
utils = require 'core/utils'
module.exports = class HeroVictoryModal extends ModalView
id: 'hero-victory-modal'
template: template
closeButton: false
closesOnClickOutside: false
subscriptions:
'ladder:game-submitted': 'onGameSubmitted'
events:
'click #continue-button': 'onClickContinue'
'click .return-to-ladder-button': 'onClickReturnToLadder'
'click .sign-up-button': 'onClickSignupButton'
constructor: (options) ->
super(options)
@session = options.session
@level = options.level
achievements = new CocoCollection([], {
url: "/db/achievement?related=#{@session.get('level').original}"
model: Achievement
})
@thangTypes = {}
@achievements = @supermodel.loadCollection(achievements, 'achievements').model
@listenToOnce @achievements, 'sync', @onAchievementsLoaded
@readyToContinue = false
@waitingToContinueSince = new Date()
@previousXP = me.get 'points', true
@previousLevel = me.level()
Backbone.Mediator.publish 'audio-player:play-sound', trigger: 'victory'
destroy: ->
clearInterval @sequentialAnimationInterval
super()
onHidden: ->
Backbone.Mediator.publish 'music-player:exit-menu', {}
super()
onAchievementsLoaded: ->
@$el.toggleClass 'full-achievements', @achievements.models.length is 3
thangTypeOriginals = []
achievementIDs = []
for achievement in @achievements.models
rewards = achievement.get('rewards') or {}
thangTypeOriginals.push rewards.heroes or []
thangTypeOriginals.push rewards.items or []
achievement.completed = LocalMongo.matchesQuery(@session.attributes, achievement.get('query'))
achievementIDs.push(achievement.id) if achievement.completed
thangTypeOriginals = _.uniq _.flatten thangTypeOriginals
for thangTypeOriginal in thangTypeOriginals
thangType = new ThangType()
thangType.url = "/db/thang.type/#{thangTypeOriginal}/version"
thangType.project = ['original', 'rasterIcon', 'name', 'soundTriggers']
@thangTypes[thangTypeOriginal] = @supermodel.loadModel(thangType, 'thang').model
@newEarnedAchievements = []
for achievement in @achievements.models
continue unless achievement.completed
ea = new EarnedAchievement({
collection: achievement.get('collection')
triggeredBy: @session.id
achievement: achievement.id
})
ea.save()
@newEarnedAchievements.push ea
@listenToOnce ea, 'sync', ->
if _.all((ea.id for ea in @newEarnedAchievements))
@listenToOnce me, 'sync', ->
@readyToContinue = true
@updateSavingProgressStatus()
me.fetch() unless me.loading
@readyToContinue = true if not @achievements.models.length
getRenderData: ->
c = super()
c.levelName = utils.i18n @level.attributes, 'name'
earnedAchievementMap = _.indexBy(@earnedAchievements?.models or [], (ea) -> ea.get('achievement'))
for achievement in @achievements.models
earnedAchievement = earnedAchievementMap[achievement.id]
if earnedAchievement
achievement.completedAWhileAgo = new Date() - Date.parse(earnedAchievement.get('created')) > 30 * 1000
c.achievements = @achievements.models
# for testing the three states
#if c.achievements.length
# c.achievements = [c.achievements[0].clone(), c.achievements[0].clone(), c.achievements[0].clone()]
#for achievement, index in c.achievements
## achievement.completed = index > 0
## achievement.completedAWhileAgo = index > 1
# achievement.completed = true
# achievement.completedAWhileAgo = false
# achievement.attributes.worth = (index + 1) * achievement.get('worth', true)
# rewards = achievement.get('rewards') or {}
# rewards.gems *= (index + 1)
c.thangTypes = @thangTypes
c.me = me
c.readyToRank = @level.get('type', true) is 'hero-ladder' and @session.readyToRank()
c.level = @level
@continueLevelLink = @getNextLevelLink 'continue'
elapsed = (new Date() - new Date(me.get('dateCreated')))
isHourOfCode = me.get('hourOfCode') or elapsed < 120 * 60 * 1000
# Later we should only check me.get('hourOfCode'), but for now so much traffic comes in that we just assume it.
if isHourOfCode
# Show the Hour of Code "I'm Done" tracking pixel after they played for 20 minutes
enough = elapsed >= 20 * 60 * 1000
tooMuch = elapsed > 120 * 60 * 1000
showDone = elapsed >= 30 * 60 * 1000 and not tooMuch
if enough and not tooMuch and not me.get('hourOfCodeComplete')
$('body').append($('<img src="http://code.org/api/hour/finish_codecombat.png" style="visibility: hidden;">'))
me.set 'hourOfCodeComplete', true # Note that this will track even for players who don't have hourOfCode set.
me.patch()
window.tracker?.trackEvent 'Hour of Code Finish', {}
# Show the "I'm done" button between 30 - 120 minutes if they definitely came from Hour of Code
c.showHourOfCodeDoneButton = me.get('hourOfCode') and showDone
return c
afterRender: ->
super()
return unless @supermodel.finished()
@playSelectionSound hero, true for original, hero of @thangTypes # Preload them
@updateSavingProgressStatus()
@updateXPBars 0
@$el.find('#victory-header').delay(250).queue(->
$(@).removeClass('out').dequeue()
Backbone.Mediator.publish 'audio-player:play-sound', trigger: 'victory-title-appear' # TODO: actually add this
)
complete = _.once(_.bind(@beginSequentialAnimations, @))
@animatedPanels = $()
panels = @$el.find('.achievement-panel')
for panel in panels
panel = $(panel)
continue unless panel.data('animate')
@animatedPanels = @animatedPanels.add(panel)
panel.delay(500) # Waiting for victory header to show up and fall
panel.queue(->
$(@).addClass('earned') # animate out the grayscale
$(@).dequeue()
)
panel.delay(500)
panel.queue(->
$(@).find('.reward-image-container').addClass('show')
$(@).dequeue()
)
panel.delay(500)
panel.queue(-> complete())
@animationComplete = not @animatedPanels.length
complete() if @animationComplete
if @level.get('type', true) is 'hero-ladder'
@ladderSubmissionView = new LadderSubmissionView session: @session, level: @level
@insertSubView @ladderSubmissionView, @$el.find('.ladder-submission-view')
beginSequentialAnimations: ->
return if @destroyed
@sequentialAnimatedPanels = _.map(@animatedPanels.find('.reward-panel'), (panel) -> {
number: $(panel).data('number')
textEl: $(panel).find('.reward-text')
rootEl: $(panel)
unit: $(panel).data('number-unit')
hero: $(panel).data('hero-thang-type')
item: $(panel).data('item-thang-type')
})
@totalXP = 0
@totalXP += panel.number for panel in @sequentialAnimatedPanels when panel.unit is 'xp'
@totalGems = 0
@totalGems += panel.number for panel in @sequentialAnimatedPanels when panel.unit is 'gem'
@gemEl = $('#gem-total')
@XPEl = $('#xp-total')
@totalXPAnimated = @totalGemsAnimated = @lastTotalXP = @lastTotalGems = 0
@sequentialAnimationStart = new Date()
@sequentialAnimationInterval = setInterval(@tickSequentialAnimation, 1000 / 60)
tickSequentialAnimation: =>
# TODO: make sure the animation pulses happen when the numbers go up and sounds play (up to a max speed)
return @endSequentialAnimations() unless panel = @sequentialAnimatedPanels[0]
if panel.number
duration = Math.log(panel.number + 1) / Math.LN10 * 1000 # Math.log10 is ES6
else
duration = 1000
ratio = @getEaseRatio (new Date() - @sequentialAnimationStart), duration
if panel.unit is 'xp'
newXP = Math.floor(ratio * panel.number)
totalXP = @totalXPAnimated + newXP
if totalXP isnt @lastTotalXP
panel.textEl.text('+' + newXP)
@XPEl.text(totalXP)
@updateXPBars(totalXP)
xpTrigger = 'xp-' + (totalXP % 6) # 6 xp sounds
Backbone.Mediator.publish 'audio-player:play-sound', trigger: xpTrigger, volume: 0.5 + ratio / 2
@lastTotalXP = totalXP
else if panel.unit is 'gem'
newGems = Math.floor(ratio * panel.number)
totalGems = @totalGemsAnimated + newGems
if totalGems isnt @lastTotalGems
panel.textEl.text('+' + newGems)
@gemEl.text(totalGems)
gemTrigger = 'gem-' + (parseInt(panel.number * ratio) % 4) # 4 gem sounds
Backbone.Mediator.publish 'audio-player:play-sound', trigger: gemTrigger, volume: 0.5 + ratio / 2
@lastTotalGems = totalGems
else if panel.item
thangType = @thangTypes[panel.item]
panel.textEl.text(thangType.get('name'))
Backbone.Mediator.publish 'audio-player:play-sound', trigger: 'item-unlocked', volume: 1 if 0.5 < ratio < 0.6
else if panel.hero
thangType = @thangTypes[panel.hero]
panel.textEl.text(thangType.get('name'))
@playSelectionSound thangType if 0.5 < ratio < 0.6
if ratio is 1
panel.rootEl.removeClass('animating').find('.reward-image-container img').removeClass('pulse')
@sequentialAnimationStart = new Date()
if panel.unit is 'xp'
@totalXPAnimated += panel.number
else if panel.unit is 'gem'
@totalGemsAnimated += panel.number
@sequentialAnimatedPanels.shift()
return
panel.rootEl.addClass('animating').find('.reward-image-container').removeClass('pending-reward-image').find('img').addClass('pulse')
getEaseRatio: (timeSinceStart, duration) ->
# Ease in/out quadratic - http://gizma.com/easing/
timeSinceStart = Math.min timeSinceStart, duration
t = 2 * timeSinceStart / duration
if t < 1
return 0.5 * t * t
--t
-0.5 * (t * (t - 2) - 1)
updateXPBars: (achievedXP) ->
previousXP = @previousXP
previousLevel = @previousLevel
currentXP = previousXP + achievedXP
currentLevel = User.levelFromExp currentXP
currentLevelXP = User.expForLevel currentLevel
nextLevel = currentLevel + 1
nextLevelXP = User.expForLevel nextLevel
leveledUp = currentLevel > previousLevel
totalXPNeeded = nextLevelXP - currentLevelXP
alreadyAchievedPercentage = 100 * (previousXP - currentLevelXP) / totalXPNeeded
alreadyAchievedPercentage = 0 if alreadyAchievedPercentage < 0 # In case of level up
if leveledUp
newlyAchievedPercentage = 100 * (currentXP - currentLevelXP) / totalXPNeeded
else
newlyAchievedPercentage = 100 * achievedXP / totalXPNeeded
xpEl = $('#xp-wrapper')
xpBarJustEarned = xpEl.find('.xp-bar-already-achieved').css('width', alreadyAchievedPercentage + '%')
xpBarTotal = xpEl.find('.xp-bar-total').css('width', (alreadyAchievedPercentage + newlyAchievedPercentage) + '%')
levelLabel = xpEl.find('.level')
utils.replaceText levelLabel, currentLevel
if leveledUp and (not @displayedLevel or currentLevel > @displayedLevel)
@playSound 'level-up'
@displayedLevel = currentLevel
endSequentialAnimations: ->
clearInterval @sequentialAnimationInterval
@animationComplete = true
@updateSavingProgressStatus()
Backbone.Mediator.publish 'music-player:enter-menu', terrain: @level.get('terrain', true)
updateSavingProgressStatus: ->
# A/B Testing no delay showing the signup and continue buttons in hero victory modal
return unless @animationComplete or me.getFastVictoryModalGroup() is 'fast'
@$el.find('#saving-progress-label').toggleClass('hide', @readyToContinue)
@$el.find('.next-level-button').toggleClass('hide', not @readyToContinue)
@$el.find('.sign-up-poke').toggleClass('hide', not @readyToContinue)
onGameSubmitted: (e) ->
ladderURL = "/play/ladder/#{@level.get('slug')}#my-matches"
# Preserve the supermodel as we navigate back to the ladder.
Backbone.Mediator.publish 'router:navigate', route: ladderURL, viewClass: 'views/ladder/LadderView', viewArgs: [{supermodel: @supermodel}, @level.get('slug')]
playSelectionSound: (hero, preload=false) ->
return unless sounds = hero.get('soundTriggers')?.selected
return unless sound = sounds[Math.floor Math.random() * sounds.length]
name = AudioPlayer.nameForSoundReference sound
if preload
AudioPlayer.preloadSoundReference sound
else
AudioPlayer.playSound name, 1
getLevelInfoForSlug: (slug) ->
for campaign in require('views/play/WorldMapView').campaigns
for level in campaign.levels
return level if level.id is slug
getNextLevelCampaign: ->
# Wouldn't handle skipping/more practice across campaign boundaries, but we don't do that.
campaign = CampaignOptions.getCampaignForSlug @level.get 'slug'
if nextLevelSlug = @getNextLevel 'continue'
campaign = CampaignOptions.getCampaignForSlug nextLevelSlug
campaign or 'dungeon'
getNextLevelLink: (type) ->
link = '/play'
nextCampaign = @getNextLevelCampaign()
link += '/' + nextCampaign unless nextCampaign is 'dungeon'
return link unless nextLevel = @getNextLevel type
"#{link}?next=#{nextLevel}"
getNextLevel: (type) ->
levelInfo = @getLevelInfoForSlug @level.get 'slug'
levelInfo?.nextLevels?[type] # 'continue'; TODO: refactor to not have the object and just use single nextLevel property
onClickContinue: (e) ->
@playSound 'menu-button-click'
nextLevelLink = @continueLevelLink
# Preserve the supermodel as we navigate back to the world map.
Backbone.Mediator.publish 'router:navigate', route: nextLevelLink, viewClass: require('views/play/WorldMapView'), viewArgs: [{supermodel: if @options.hasReceivedMemoryWarning then null else @supermodel}, @getNextLevelCampaign()]
onClickReturnToLadder: (e) ->
@playSound 'menu-button-click'
e.preventDefault()
route = $(e.target).data('href')
# Preserve the supermodel as we navigate back to the ladder.
Backbone.Mediator.publish 'router:navigate', route: route, viewClass: 'views/ladder/LadderView', viewArgs: [{supermodel: if @options.hasReceivedMemoryWarning then null else @supermodel}, @level.get('slug')]
onClickSignupButton: (e) ->
e.preventDefault()
window.tracker?.trackEvent 'Started Signup', category: 'Play Level', label: 'Hero Victory Modal', level: @level.get('slug')
@openModalView new AuthModal {mode: 'signup'}