mirror of
https://github.com/codeninjasllc/codecombat.git
synced 2024-11-24 16:17:57 -05:00
68cca74b43
Simple matchmaking, synchronous multiplayer PVP, flags! Rough matchmaking is under the game menu multiplayer tab, for ladder games only. After creating a 2-person game there, you can exit that modal and real-time cast to play against each other. If you’re the first person to cast, you’ll sit at the real-time level playback view waiting until the other player casts. When they do, you both should start the real-time playback (and start placing flags like crazy people). If in a multiplayer session, the real-time simulation runs the players’ code against each other. Your multiplayer opponent’s name should be up near the level name. Multiplayer sessions are stored completely in Firebase for now, and removed if both players leave the game. There’s plenty of bugs, synchronization issues, and minimal polish to add before we push it to master.
607 lines
23 KiB
CoffeeScript
607 lines
23 KiB
CoffeeScript
RootView = require 'views/kinds/RootView'
|
|
template = require 'templates/play/level'
|
|
{me} = require 'lib/auth'
|
|
ThangType = require 'models/ThangType'
|
|
utils = require 'lib/utils'
|
|
|
|
# temp hard coded data
|
|
World = require 'lib/world/world'
|
|
|
|
# tools
|
|
Surface = require 'lib/surface/Surface'
|
|
God = require 'lib/God'
|
|
GoalManager = require 'lib/world/GoalManager'
|
|
ScriptManager = require 'lib/scripts/ScriptManager'
|
|
LevelBus = require 'lib/LevelBus'
|
|
LevelLoader = require 'lib/LevelLoader'
|
|
LevelSession = require 'models/LevelSession'
|
|
Level = require 'models/Level'
|
|
LevelComponent = require 'models/LevelComponent'
|
|
Article = require 'models/Article'
|
|
Camera = require 'lib/surface/Camera'
|
|
AudioPlayer = require 'lib/AudioPlayer'
|
|
RealTimeCollection = require 'collections/RealTimeCollection'
|
|
|
|
# subviews
|
|
LevelLoadingView = require './LevelLoadingView'
|
|
TomeView = require './tome/TomeView'
|
|
ChatView = require './LevelChatView'
|
|
HUDView = require './LevelHUDView'
|
|
ControlBarView = require './ControlBarView'
|
|
LevelPlaybackView = require './LevelPlaybackView'
|
|
GoalsView = require './LevelGoalsView'
|
|
LevelFlagsView = require './LevelFlagsView'
|
|
GoldView = require './LevelGoldView'
|
|
VictoryModal = require './modal/VictoryModal'
|
|
InfiniteLoopModal = require './modal/InfiniteLoopModal'
|
|
|
|
PROFILE_ME = false
|
|
|
|
module.exports = class PlayLevelView extends RootView
|
|
id: 'level-view'
|
|
template: template
|
|
cache: false
|
|
shortcutsEnabled: true
|
|
isEditorPreview: false
|
|
|
|
subscriptions:
|
|
'level:set-volume': (e) -> createjs.Sound.setVolume(e.volume)
|
|
'level:show-victory': 'onShowVictory'
|
|
'level:restart': 'onRestartLevel'
|
|
'level:highlight-dom': 'onHighlightDom'
|
|
'level:end-highlight-dom': 'onEndHighlight'
|
|
'level:focus-dom': 'onFocusDom'
|
|
'level:disable-controls': 'onDisableControls'
|
|
'level:enable-controls': 'onEnableControls'
|
|
'god:new-world-created': 'onNewWorld'
|
|
'god:streaming-world-updated': 'onNewWorld'
|
|
'god:infinite-loop': 'onInfiniteLoop'
|
|
'level:reload-from-data': 'onLevelReloadFromData'
|
|
'level:reload-thang-type': 'onLevelReloadThangType'
|
|
'level:play-next-level': 'onPlayNextLevel'
|
|
'level:edit-wizard-settings': 'showWizardSettingsModal'
|
|
'surface:world-set-up': 'onSurfaceSetUpNewWorld'
|
|
'level:session-will-save': 'onSessionWillSave'
|
|
'level:started': 'onLevelStarted'
|
|
'level:loading-view-unveiled': 'onLoadingViewUnveiled'
|
|
'playback:real-time-playback-started': 'onRealTimePlaybackStarted'
|
|
'playback:real-time-playback-ended': 'onRealTimePlaybackEnded'
|
|
'realtime-multiplayer:joined-game': 'onJoinedRealTimeMultiplayerGame'
|
|
'realtime-multiplayer:left-game': 'onLeftRealTimeMultiplayerGame'
|
|
'realtime-multiplayer:manual-cast': 'onRealTimeMultiplayerCast'
|
|
|
|
events:
|
|
'click #level-done-button': 'onDonePressed'
|
|
'click #fullscreen-editor-background-screen': (e) -> Backbone.Mediator.publish 'tome:toggle-maximize', {}
|
|
|
|
shortcuts:
|
|
'ctrl+s': 'onCtrlS'
|
|
|
|
# Initial Setup #############################################################
|
|
|
|
constructor: (options, @levelID) ->
|
|
console.profile?() if PROFILE_ME
|
|
super options
|
|
if not me.get('hourOfCode') and @getQueryVariable 'hour_of_code'
|
|
@setUpHourOfCode()
|
|
|
|
@isEditorPreview = @getQueryVariable 'dev'
|
|
@sessionID = @getQueryVariable 'session'
|
|
|
|
$(window).on('resize', @onWindowResize)
|
|
@saveScreenshot = _.throttle @saveScreenshot, 30000
|
|
|
|
if @isEditorPreview
|
|
@supermodel.shouldSaveBackups = (model) -> # Make sure to load possibly changed things from localStorage.
|
|
model.constructor.className in ['Level', 'LevelComponent', 'LevelSystem', 'ThangType']
|
|
f = => @load() unless @levelLoader # Wait to see if it's just given to us through setLevel.
|
|
setTimeout f, 100
|
|
else
|
|
@load()
|
|
application.tracker?.trackEvent 'Started Level Load', level: @levelID, label: @levelID, ['Google Analytics']
|
|
|
|
setUpHourOfCode: ->
|
|
me.set 'hourOfCode', true
|
|
me.patch()
|
|
$('body').append($('<img src="http://code.org/api/hour/begin_codecombat.png" style="visibility: hidden;">'))
|
|
application.tracker?.trackEvent 'Hour of Code Begin', {}
|
|
|
|
setLevel: (@level, givenSupermodel) ->
|
|
@supermodel.models = givenSupermodel.models
|
|
@supermodel.collections = givenSupermodel.collections
|
|
@supermodel.shouldSaveBackups = givenSupermodel.shouldSaveBackups
|
|
|
|
serializedLevel = @level.serialize @supermodel, @session
|
|
@god?.setLevel serializedLevel
|
|
if @world
|
|
@world.loadFromLevel serializedLevel, false
|
|
else
|
|
@load()
|
|
|
|
load: ->
|
|
@loadStartTime = new Date()
|
|
@god = new God debugWorker: true
|
|
@levelLoader = new LevelLoader supermodel: @supermodel, levelID: @levelID, sessionID: @sessionID, opponentSessionID: @getQueryVariable('opponent'), team: @getQueryVariable('team')
|
|
@listenToOnce @levelLoader, 'world-necessities-loaded', @onWorldNecessitiesLoaded
|
|
|
|
# CocoView overridden methods ###############################################
|
|
|
|
updateProgress: (progress) ->
|
|
super(progress)
|
|
return if @seenDocs
|
|
return unless @levelLoader.session.loaded and @levelLoader.level.loaded
|
|
return unless showFrequency = @levelLoader.level.get('showsGuide')
|
|
session = @levelLoader.session
|
|
diff = new Date().getTime() - new Date(session.get('created')).getTime()
|
|
return if showFrequency is 'first-time' and diff > (5 * 60 * 1000)
|
|
articles = @levelLoader.supermodel.getModels Article
|
|
for article in articles
|
|
return unless article.loaded
|
|
@showGuide()
|
|
|
|
showGuide: ->
|
|
@seenDocs = true
|
|
LevelGuideModal = require './modal/LevelGuideModal'
|
|
options =
|
|
docs: @levelLoader.level.get('documentation')
|
|
supermodel: @supermodel
|
|
firstOnly: true
|
|
@openModalView(new LevelGuideModal(options), true)
|
|
onGuideOpened = (e) ->
|
|
@guideOpenTime = new Date()
|
|
onGuideClosed = (e) ->
|
|
application.tracker?.trackTiming new Date() - @guideOpenTime, 'Intro Guide Time', @levelID, @levelID, 100
|
|
@onLevelStarted()
|
|
Backbone.Mediator.subscribeOnce 'modal:opened', onGuideOpened, @
|
|
Backbone.Mediator.subscribeOnce 'modal:closed', onGuideClosed, @
|
|
return true
|
|
|
|
getRenderData: ->
|
|
c = super()
|
|
c.world = @world
|
|
if me.get('hourOfCode') and me.lang() is 'en-US'
|
|
# Show the Hour of Code footer explanation until it's been more than a day
|
|
elapsed = (new Date() - new Date(me.get('dateCreated')))
|
|
c.explainHourOfCode = elapsed < 86400 * 1000
|
|
c
|
|
|
|
afterRender: ->
|
|
super()
|
|
window.onPlayLevelViewLoaded? @ # still a hack
|
|
@insertSubView @loadingView = new LevelLoadingView {}
|
|
@$el.find('#level-done-button').hide()
|
|
$('body').addClass('is-playing')
|
|
|
|
afterInsert: ->
|
|
super()
|
|
@showWizardSettingsModal() if not me.get('name')
|
|
|
|
# Partially Loaded Setup ####################################################
|
|
|
|
onWorldNecessitiesLoaded: ->
|
|
# Called when we have enough to build the world, but not everything is loaded
|
|
@grabLevelLoaderData()
|
|
team = @getQueryVariable('team') ? @world.teamForPlayer(0)
|
|
@loadOpponentTeam(team)
|
|
@setupGod()
|
|
@setTeam team
|
|
@initGoalManager()
|
|
@insertSubviews()
|
|
@initVolume()
|
|
@listenTo(@session, 'change:multiplayer', @onMultiplayerChanged)
|
|
@originalSessionState = $.extend(true, {}, @session.get('state'))
|
|
@register()
|
|
@controlBar.setBus(@bus)
|
|
@initScriptManager()
|
|
|
|
grabLevelLoaderData: ->
|
|
@session = @levelLoader.session
|
|
@world = @levelLoader.world
|
|
@level = @levelLoader.level
|
|
@otherSession = @levelLoader.opponentSession
|
|
|
|
loadOpponentTeam: (myTeam) ->
|
|
opponentSpells = []
|
|
for spellTeam, spells of @session.get('teamSpells') ? @otherSession?.get('teamSpells') ? {}
|
|
continue if spellTeam is myTeam or not myTeam
|
|
opponentSpells = opponentSpells.concat spells
|
|
if (not @session.get('teamSpells')) and @otherSession?.get('teamSpells')
|
|
@session.set('teamSpells', @otherSession.get('teamSpells'))
|
|
opponentCode = @otherSession?.get('transpiledCode') or {}
|
|
myCode = @session.get('code') or {}
|
|
for spell in opponentSpells
|
|
[thang, spell] = spell.split '/'
|
|
c = opponentCode[thang]?[spell]
|
|
myCode[thang] ?= {}
|
|
if c then myCode[thang][spell] = c else delete myCode[thang][spell]
|
|
@session.set('code', myCode)
|
|
if @session.get('multiplayer') and @otherSession?
|
|
# For now, ladderGame will disallow multiplayer, because session code combining doesn't play nice yet.
|
|
@session.set 'multiplayer', false
|
|
|
|
setupGod: ->
|
|
@god.setLevel @level.serialize @supermodel, @session
|
|
@god.setLevelSessionIDs if @otherSession then [@session.id, @otherSession.id] else [@session.id]
|
|
@god.setWorldClassMap @world.classMap
|
|
|
|
setTeam: (team) ->
|
|
team = team?.team unless _.isString team
|
|
team ?= 'humans'
|
|
me.team = team
|
|
Backbone.Mediator.publish 'level:team-set', team: team # Needed for scripts
|
|
@team = team
|
|
|
|
initGoalManager: ->
|
|
@goalManager = new GoalManager(@world, @level.get('goals'), @team)
|
|
@god.setGoalManager @goalManager
|
|
|
|
insertSubviews: ->
|
|
@insertSubView @tome = new TomeView levelID: @levelID, session: @session, otherSession: @otherSession, thangs: @world.thangs, supermodel: @supermodel
|
|
@insertSubView new LevelPlaybackView session: @session
|
|
@insertSubView new GoalsView {}
|
|
@insertSubView new LevelFlagsView world: @world
|
|
@insertSubView new GoldView {}
|
|
@insertSubView new HUDView {}
|
|
@insertSubView new ChatView levelID: @levelID, sessionID: @session.id, session: @session
|
|
worldName = utils.i18n @level.attributes, 'name'
|
|
@controlBar = @insertSubView new ControlBarView {worldName: worldName, session: @session, level: @level, supermodel: @supermodel, playableTeams: @world.playableTeams}
|
|
#Backbone.Mediator.publish('level:set-debug', debug: true) if me.displayName() is 'Nick'
|
|
|
|
initVolume: ->
|
|
volume = me.get('volume')
|
|
volume = 1.0 unless volume?
|
|
Backbone.Mediator.publish 'level:set-volume', volume: volume
|
|
|
|
initScriptManager: ->
|
|
@scriptManager = new ScriptManager({scripts: @world.scripts or [], view: @, session: @session})
|
|
@scriptManager.loadFromSession()
|
|
|
|
register: ->
|
|
@bus = LevelBus.get(@levelID, @session.id)
|
|
@bus.setSession(@session)
|
|
@bus.setSpells @tome.spells
|
|
@bus.connect() if @session.get('multiplayer')
|
|
|
|
# Load Completed Setup ######################################################
|
|
|
|
onLoaded: ->
|
|
_.defer => @onLevelLoaded()
|
|
|
|
onLevelLoaded: ->
|
|
# Everything is now loaded
|
|
return unless @levelLoader.progress() is 1 # double check, since closing the guide may trigger this early
|
|
|
|
# Save latest level played in local storage
|
|
if not (@levelLoader.level.get('type') in ['ladder', 'ladder-tutorial'])
|
|
me.set('lastLevel', @levelID)
|
|
me.save()
|
|
@levelLoader.destroy()
|
|
@levelLoader = null
|
|
@initSurface()
|
|
|
|
initSurface: ->
|
|
surfaceCanvas = $('canvas#surface', @$el)
|
|
@surface = new Surface(@world, surfaceCanvas, thangTypes: @supermodel.getModels(ThangType), playJingle: not @isEditorPreview)
|
|
worldBounds = @world.getBounds()
|
|
bounds = [{x: worldBounds.left, y: worldBounds.top}, {x: worldBounds.right, y: worldBounds.bottom}]
|
|
@surface.camera.setBounds(bounds)
|
|
@surface.camera.zoomTo({x: 0, y: 0}, 0.1, 0)
|
|
|
|
# Once Surface is Loaded ####################################################
|
|
|
|
onLevelStarted: ->
|
|
return unless @surface?
|
|
@loadingView.showReady()
|
|
if window.currentModal and not window.currentModal.destroyed
|
|
return Backbone.Mediator.subscribeOnce 'modal:closed', @onLevelStarted, @
|
|
@surface.showLevel()
|
|
if @otherSession
|
|
# TODO: colorize name and cloud by team, colorize wizard by user's color config
|
|
@surface.createOpponentWizard id: @otherSession.get('creator'), name: @otherSession.get('creatorName'), team: @otherSession.get('team'), levelSlug: @level.get('slug'), codeLanguage: @otherSession.get('submittedCodeLanguage')
|
|
@loadingView?.unveil()
|
|
|
|
onLoadingViewUnveiled: (e) ->
|
|
@loadingView.$el.remove()
|
|
@removeSubView @loadingView
|
|
@loadingView = null
|
|
unless @isEditorPreview
|
|
@loadEndTime = new Date()
|
|
loadDuration = @loadEndTime - @loadStartTime
|
|
console.debug "Level unveiled after #{(loadDuration / 1000).toFixed(2)}s"
|
|
application.tracker?.trackEvent 'Finished Level Load', level: @levelID, label: @levelID, loadDuration: loadDuration, ['Google Analytics']
|
|
application.tracker?.trackTiming loadDuration, 'Level Load Time', @levelID, @levelID
|
|
|
|
onSurfaceSetUpNewWorld: ->
|
|
return if @alreadyLoadedState
|
|
@alreadyLoadedState = true
|
|
state = @originalSessionState
|
|
if state.frame and @level.get('type') isnt 'ladder' # https://github.com/codecombat/codecombat/issues/714
|
|
Backbone.Mediator.publish 'level:set-time', time: 0, frameOffset: state.frame
|
|
if state.selected
|
|
# TODO: Should also restore selected spell here by saving spellName
|
|
Backbone.Mediator.publish 'level:select-sprite', thangID: state.selected, spellName: null
|
|
if state.playing?
|
|
Backbone.Mediator.publish 'level:set-playing', playing: state.playing
|
|
|
|
# callbacks
|
|
|
|
onCtrlS: (e) ->
|
|
e.preventDefault()
|
|
|
|
onLevelReloadFromData: (e) ->
|
|
isReload = Boolean @world
|
|
@setLevel e.level, e.supermodel
|
|
if isReload
|
|
@scriptManager.setScripts(e.level.get('scripts'))
|
|
Backbone.Mediator.publish 'tome:cast-spell' # a bit hacky
|
|
|
|
onLevelReloadThangType: (e) ->
|
|
tt = e.thangType
|
|
for url, model of @supermodel.models
|
|
if model.id is tt.id
|
|
for key, val of tt.attributes
|
|
model.attributes[key] = val
|
|
break
|
|
Backbone.Mediator.publish 'tome:cast-spell'
|
|
|
|
onWindowResize: (s...) ->
|
|
$('#pointer').css('opacity', 0.0)
|
|
|
|
onDisableControls: (e) ->
|
|
return if e.controls and not ('level' in e.controls)
|
|
@shortcutsEnabled = false
|
|
@wasFocusedOn = document.activeElement
|
|
$('body').focus()
|
|
|
|
onEnableControls: (e) ->
|
|
return if e.controls? and not ('level' in e.controls)
|
|
@shortcutsEnabled = true
|
|
$(@wasFocusedOn).focus() if @wasFocusedOn
|
|
@wasFocusedOn = null
|
|
|
|
onDonePressed: -> @showVictory()
|
|
|
|
onShowVictory: (e) ->
|
|
$('#level-done-button').show()
|
|
@showVictory() if e.showModal
|
|
setTimeout(@preloadNextLevel, 3000)
|
|
return if @victorySeen
|
|
@victorySeen = true
|
|
victoryTime = (new Date()) - @loadEndTime
|
|
if victoryTime > 10 * 1000 # Don't track it if we're reloading an already-beaten level
|
|
application.tracker?.trackEvent 'Saw Victory', level: @level.get('name'), label: @level.get('name')
|
|
application.tracker?.trackTiming victoryTime, 'Level Victory Time', @levelID, @levelID, 100
|
|
|
|
showVictory: ->
|
|
options = {level: @level, supermodel: @supermodel, session: @session}
|
|
docs = new VictoryModal(options)
|
|
@openModalView(docs)
|
|
if me.get('anonymous')
|
|
window.nextLevelURL = @getNextLevelURL() # Signup will go here on completion instead of reloading.
|
|
|
|
onRestartLevel: ->
|
|
@tome.reloadAllCode()
|
|
Backbone.Mediator.publish 'level:restarted', {}
|
|
$('#level-done-button', @$el).hide()
|
|
application.tracker?.trackEvent 'Confirmed Restart', level: @level.get('name'), label: @level.get('name')
|
|
|
|
onInfiniteLoop: (e) ->
|
|
return unless e.firstWorld
|
|
@openModalView new InfiniteLoopModal()
|
|
application.tracker?.trackEvent 'Saw Initial Infinite Loop', level: @level.get('name'), label: @level.get('name')
|
|
|
|
onPlayNextLevel: ->
|
|
nextLevelID = @getNextLevelID()
|
|
nextLevelURL = @getNextLevelURL()
|
|
Backbone.Mediator.publish 'router:navigate', {
|
|
route: nextLevelURL,
|
|
viewClass: PlayLevelView,
|
|
viewArgs: [{supermodel: @supermodel}, nextLevelID]}
|
|
|
|
getNextLevel: ->
|
|
return null unless nextLevelOriginal = @level.get('nextLevel')?.original
|
|
levels = @supermodel.getModels(Level)
|
|
return l for l in levels when l.get('original') is nextLevelOriginal
|
|
|
|
getNextLevelID: ->
|
|
return null unless nextLevel = @getNextLevel()
|
|
nextLevelID = nextLevel.get('slug') or nextLevel.id
|
|
|
|
getNextLevelURL: ->
|
|
return null unless @getNextLevelID()
|
|
"/play/level/#{@getNextLevelID()}"
|
|
|
|
onHighlightDom: (e) ->
|
|
if e.delay
|
|
delay = e.delay
|
|
delete e.delay
|
|
@pointerInterval = _.delay((=> @onHighlightDom e), delay)
|
|
return
|
|
@addPointer()
|
|
selector = e.selector + ':visible'
|
|
dom = $(selector)
|
|
return if parseFloat(dom.css('opacity')) is 0.0
|
|
offset = dom.offset()
|
|
return if not offset
|
|
target_left = offset.left + dom.outerWidth() * 0.5
|
|
target_top = offset.top + dom.outerHeight() * 0.5
|
|
|
|
if e.sides
|
|
if 'left' in e.sides then target_left = offset.left
|
|
if 'right' in e.sides then target_left = offset.left + dom.outerWidth()
|
|
if 'top' in e.sides then target_top = offset.top
|
|
if 'bottom' in e.sides then target_top = offset.top + dom.outerHeight()
|
|
else
|
|
# aim to hit the side if the target is entirely on one side of the screen
|
|
if offset.left > @$el.outerWidth()*0.5
|
|
target_left = offset.left
|
|
else if offset.left + dom.outerWidth() < @$el.outerWidth()*0.5
|
|
target_left = offset.left + dom.outerWidth()
|
|
|
|
# aim to hit the bottom or top if the target is entirely on the top or bottom of the screen
|
|
if offset.top > @$el.outerWidth()*0.5
|
|
target_top = offset.top
|
|
else if offset.top + dom.outerHeight() < @$el.outerHeight()*0.5
|
|
target_top = offset.top + dom.outerHeight()
|
|
|
|
if e.offset
|
|
target_left += e.offset.x
|
|
target_top += e.offset.y
|
|
|
|
@pointerRadialDistance = -47 # - Math.sqrt(Math.pow(dom.outerHeight()*0.5, 2), Math.pow(dom.outerWidth()*0.5))
|
|
@pointerRotation = e.rotation ? Math.atan2(@$el.outerWidth()*0.5 - target_left, target_top - @$el.outerHeight()*0.5)
|
|
pointer = $('#pointer')
|
|
pointer
|
|
.css('opacity', 1.0)
|
|
.css('transition', 'none')
|
|
.css('transform', "rotate(#{@pointerRotation}rad) translate(-3px, #{@pointerRadialDistance}px)")
|
|
.css('top', target_top - 50)
|
|
.css('left', target_left - 50)
|
|
setTimeout(()=>
|
|
return if @destroyed
|
|
@animatePointer()
|
|
clearInterval(@pointerInterval)
|
|
@pointerInterval = setInterval(@animatePointer, 1200)
|
|
, 1)
|
|
|
|
animatePointer: =>
|
|
pointer = $('#pointer')
|
|
pointer.css('transition', 'all 0.6s ease-out')
|
|
pointer.css('transform', "rotate(#{@pointerRotation}rad) translate(-3px, #{@pointerRadialDistance-50}px)")
|
|
Backbone.Mediator.publish 'audio-player:play-sound', trigger: 'dom_highlight', volume: 0.75
|
|
setTimeout((=>
|
|
pointer.css('transform', "rotate(#{@pointerRotation}rad) translate(-3px, #{@pointerRadialDistance}px)").css('transition', 'all 0.4s ease-in')), 800)
|
|
|
|
onFocusDom: (e) -> $(e.selector).focus()
|
|
|
|
onEndHighlight: ->
|
|
$('#pointer').css('opacity', 0.0)
|
|
clearInterval(@pointerInterval)
|
|
|
|
onMultiplayerChanged: (e) ->
|
|
if @session.get('multiplayer')
|
|
@bus.connect()
|
|
else
|
|
@bus.removeFirebaseData =>
|
|
@bus.disconnect()
|
|
|
|
addPointer: ->
|
|
p = $('#pointer')
|
|
return if p.length
|
|
@$el.append($('<img src="/images/level/pointer.png" id="pointer">'))
|
|
|
|
preloadNextLevel: =>
|
|
# TODO: Loading models in the middle of gameplay causes stuttering. Most of the improvement in loading time is simply from passing the supermodel from this level to the next, but if we can find a way to populate the level early without it being noticeable, that would be even better.
|
|
# return if @destroyed
|
|
# return if @preloaded
|
|
# nextLevel = @getNextLevel()
|
|
# @supermodel.populateModel nextLevel
|
|
# @preloaded = true
|
|
|
|
onSessionWillSave: (e) ->
|
|
# Something interesting has happened, so (at a lower frequency), we'll save a screenshot.
|
|
#@saveScreenshot e.session
|
|
|
|
# Throttled
|
|
saveScreenshot: (session) =>
|
|
return unless screenshot = @surface?.screenshot()
|
|
session.save {screenshot: screenshot}, {patch: true}
|
|
|
|
# Dynamic sound loading
|
|
|
|
onNewWorld: (e) ->
|
|
return if @headless
|
|
scripts = @world.scripts # Since these worlds don't have scripts, preserve them.
|
|
@world = e.world
|
|
@world.scripts = scripts
|
|
thangTypes = @supermodel.getModels(ThangType)
|
|
startFrame = @lastWorldFramesLoaded ? 0
|
|
if @world.frames.length is @world.totalFrames # Finished loading
|
|
@lastWorldFramesLoaded = 0
|
|
else
|
|
@lastWorldFramesLoaded = @world.frames.length
|
|
for [spriteName, message] in @world.thangDialogueSounds startFrame
|
|
continue unless thangType = _.find thangTypes, (m) -> m.get('name') is spriteName
|
|
continue unless sound = AudioPlayer.soundForDialogue message, thangType.get('soundTriggers')
|
|
AudioPlayer.preloadSoundReference sound
|
|
|
|
# Real-time playback
|
|
onRealTimePlaybackStarted: (e) ->
|
|
@$el.addClass('real-time').focus()
|
|
@onWindowResize()
|
|
|
|
onRealTimePlaybackEnded: (e) ->
|
|
@$el.removeClass 'real-time'
|
|
@onWindowResize()
|
|
|
|
destroy: ->
|
|
@levelLoader?.destroy()
|
|
@surface?.destroy()
|
|
@god?.destroy()
|
|
@goalManager?.destroy()
|
|
@scriptManager?.destroy()
|
|
delete window.world # not sure where this is set, but this is one way to clean it up
|
|
clearInterval(@pointerInterval)
|
|
@bus?.destroy()
|
|
#@instance.save() unless @instance.loading
|
|
delete window.nextLevelURL
|
|
console.profileEnd?() if PROFILE_ME
|
|
super()
|
|
|
|
# Real-time Multiplayer ######################################################
|
|
|
|
onJoinedRealTimeMultiplayerGame: (item) ->
|
|
@multiplayerSession = item
|
|
|
|
onLeftRealTimeMultiplayerGame: () ->
|
|
if @multiplayerSession
|
|
@multiplayerSession.off()
|
|
@multiplayerSession = null
|
|
|
|
onRealTimeMultiplayerCast: (e) ->
|
|
unless @multiplayerSession
|
|
console.error 'onRealTimeMultiplayerCast without a multiplayerSession'
|
|
return
|
|
players = new RealTimeCollection('multiplayer_level_sessions/' + @multiplayerSession.id + '/players')
|
|
myPlayer = opponentPlayer = null
|
|
for i in [0...players.length]
|
|
player = players.at(i)
|
|
if player.get('id') is me.id
|
|
myPlayer = player
|
|
else
|
|
opponentPlayer = player
|
|
if myPlayer
|
|
console.info 'Submitting my code'
|
|
myPlayer.set 'code', @session.get('code')
|
|
myPlayer.set 'codeLanguage', @session.get('codeLanguage')
|
|
myPlayer.set 'state', 'submitted'
|
|
else
|
|
console.error 'Did not find my player in onRealTimeMultiplayerCast'
|
|
if opponentPlayer
|
|
# TODO: Shouldn't need nested opponentPlayer change listeners here
|
|
state = opponentPlayer.get('state')
|
|
console.info 'Other player is', state
|
|
if state in ['submitted', 'ready']
|
|
@onOpponentSubmitted(opponentPlayer, myPlayer)
|
|
else
|
|
# Wait for opponent to submit their code
|
|
opponentPlayer.on 'change', (e) =>
|
|
state = opponentPlayer.get('state')
|
|
if state in ['submitted', 'ready']
|
|
@onOpponentSubmitted(opponentPlayer, myPlayer)
|
|
|
|
onOpponentSubmitted: (opponentPlayer, myPlayer) =>
|
|
# Save opponent's code
|
|
Backbone.Mediator.publish 'realtime-multiplayer:new-opponent-code', {codeLanguage: opponentPlayer.get('codeLanguage'), code: opponentPlayer.get('code')}
|
|
# I'm ready to rumble
|
|
myPlayer.set 'state', 'ready'
|
|
if opponentPlayer.get('state') is 'ready'
|
|
console.info 'All real-time multiplayer players are ready!'
|
|
@multiplayerSession.set 'state', 'running'
|
|
else
|
|
# Wait for opponent to be ready
|
|
opponentPlayer.on 'change', (e) =>
|
|
if opponentPlayer.get('state') is 'ready'
|
|
opponentPlayer.off()
|
|
console.info 'All real-time multiplayer players are ready!'
|
|
@multiplayerSession.set 'state', 'running'
|