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https://github.com/codeninjasllc/codecombat.git
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146 lines
5.6 KiB
CoffeeScript
146 lines
5.6 KiB
CoffeeScript
ModalView = require 'views/kinds/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 'lib/utils'
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ThangType = require 'models/ThangType'
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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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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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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')
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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']
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@thangTypes[thangTypeOriginal] = @supermodel.loadModel(thangType, 'thang').model
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if achievementIDs.length
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url = "/db/earned_achievement?view=get-by-achievement-ids&achievementIDs=#{achievementIDs.join(',')}"
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earnedAchievements = new CocoCollection([], {
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url: url
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model: EarnedAchievement
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})
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earnedAchievements.sizeShouldBe = achievementIDs.length
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res = @supermodel.loadCollection(earnedAchievements, 'earned_achievements')
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@earnedAchievements = res.model
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@listenTo @earnedAchievements, 'sync', ->
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if @earnedAchievements.models.length < @earnedAchievements.sizeShouldBe
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@earnedAchievements.fetch()
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else
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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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else
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@readyToContinue = true
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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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c.thangTypes = @thangTypes
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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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@updateSavingProgressStatus()
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complete = _.once(_.bind(@beginAnimateNumbers, @))
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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 = $(panel)
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continue unless panel.data('animate')
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@animatedPanels = @animatedPanels.add(panel)
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panel.delay(500)
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panel.queue(->
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$(this).addClass('earned') # animate out the grayscale
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$(this).dequeue()
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)
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panel.delay(500)
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panel.queue(->
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$(this).find('.reward-image-container').addClass('show')
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$(this).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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beginAnimateNumbers: ->
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@numericalItemPanels = _.map(@animatedPanels.find('.numerical'), (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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})
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# TODO: mess with this more later. Doesn't seem to work, often times will pulse background red rather than animate
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# itemPanel.rootEl.find('.reward-image-container img').addClass('pulse') for itemPanel in @numericalItemPanels
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@numberAnimationStart = new Date()
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@totalXP = 0
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@totalXP += panel.number for panel in @numericalItemPanels when panel.unit is 'xp'
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@totalGems = 0
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@totalGems += panel.number for panel in @numericalItemPanels when panel.unit is 'gem'
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@gemEl = $('#gem-total')
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@XPEl = $('#xp-total')
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@numberAnimationInterval = setInterval(@tickNumberAnimation, 15 / 1000)
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tickNumberAnimation: =>
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pct = Math.min(1, (new Date() - @numberAnimationStart) / 1500)
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panel.textEl.text('+'+parseInt(panel.number*pct)) for panel in @numericalItemPanels
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@XPEl.text('+'+parseInt(@totalXP * pct))
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@gemEl.text('+'+parseInt(@totalGems * pct))
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@endAnimateNumbers() if pct is 1
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endAnimateNumbers: ->
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@$el.find('.pulse').removeClass('pulse')
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clearInterval(@numberAnimationInterval)
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@animationComplete = true
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@updateSavingProgressStatus()
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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('#continue-button').toggleClass('hide', not @readyToContinue)
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