mirror of
https://github.com/codeninjasllc/codecombat.git
synced 2024-11-24 16:17:57 -05:00
c203ff15a2
Ripped out backfire from PlayLevelView so we have more control over data synchronization. These changes should wait properly for the opponent data to load before blazing ahead, after a PlayLevelView reload. Fixes #1767
953 lines
42 KiB
CoffeeScript
953 lines
42 KiB
CoffeeScript
RootView = require 'views/kinds/RootView'
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template = require 'templates/play/level'
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{me} = require 'lib/auth'
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ThangType = require 'models/ThangType'
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utils = require 'lib/utils'
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storage = require 'lib/storage'
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{createAetherOptions} = require 'lib/aether_utils'
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# tools
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Surface = require 'lib/surface/Surface'
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God = require 'lib/God'
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GoalManager = require 'lib/world/GoalManager'
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ScriptManager = require 'lib/scripts/ScriptManager'
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LevelBus = require 'lib/LevelBus'
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LevelLoader = require 'lib/LevelLoader'
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LevelSession = require 'models/LevelSession'
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Level = require 'models/Level'
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LevelComponent = require 'models/LevelComponent'
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Article = require 'models/Article'
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Camera = require 'lib/surface/Camera'
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AudioPlayer = require 'lib/AudioPlayer'
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# subviews
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LevelLoadingView = require './LevelLoadingView'
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ProblemAlertView = require './tome/ProblemAlertView'
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TomeView = require './tome/TomeView'
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ChatView = require './LevelChatView'
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HUDView = require './LevelHUDView'
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LevelDialogueView = require './LevelDialogueView'
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ControlBarView = require './ControlBarView'
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LevelPlaybackView = require './LevelPlaybackView'
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GoalsView = require './LevelGoalsView'
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LevelFlagsView = require './LevelFlagsView'
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GoldView = require './LevelGoldView'
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VictoryModal = require './modal/VictoryModal'
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HeroVictoryModal = require './modal/HeroVictoryModal'
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InfiniteLoopModal = require './modal/InfiniteLoopModal'
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LevelSetupManager = require 'lib/LevelSetupManager'
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PROFILE_ME = false
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module.exports = class PlayLevelView extends RootView
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id: 'level-view'
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template: template
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cache: false
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shortcutsEnabled: true
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isEditorPreview: false
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subscriptions:
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'level:set-volume': (e) -> createjs.Sound.setVolume(if e.volume is 1 then 0.6 else e.volume) # Quieter for now until individual sound FX controls work again.
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'level:show-victory': 'onShowVictory'
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'level:restart': 'onRestartLevel'
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'level:highlight-dom': 'onHighlightDOM'
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'level:end-highlight-dom': 'onEndHighlight'
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'level:focus-dom': 'onFocusDom'
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'level:disable-controls': 'onDisableControls'
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'level:enable-controls': 'onEnableControls'
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'god:world-load-progress-changed': 'onWorldLoadProgressChanged'
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'god:new-world-created': 'onNewWorld'
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'god:streaming-world-updated': 'onNewWorld'
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'god:infinite-loop': 'onInfiniteLoop'
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'level:reload-from-data': 'onLevelReloadFromData'
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'level:reload-thang-type': 'onLevelReloadThangType'
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'level:play-next-level': 'onPlayNextLevel'
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'level:edit-wizard-settings': 'showWizardSettingsModal'
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'level:session-will-save': 'onSessionWillSave'
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'level:started': 'onLevelStarted'
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'level:loading-view-unveiling': 'onLoadingViewUnveiling'
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'level:loading-view-unveiled': 'onLoadingViewUnveiled'
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'level:loaded': 'onLevelLoaded'
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'level:session-loaded': 'onSessionLoaded'
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'playback:real-time-playback-waiting': 'onRealTimePlaybackWaiting'
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'playback:real-time-playback-started': 'onRealTimePlaybackStarted'
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'playback:real-time-playback-ended': 'onRealTimePlaybackEnded'
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'real-time-multiplayer:created-game': 'onRealTimeMultiplayerCreatedGame'
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'real-time-multiplayer:joined-game': 'onRealTimeMultiplayerJoinedGame'
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'real-time-multiplayer:left-game': 'onRealTimeMultiplayerLeftGame'
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'real-time-multiplayer:manual-cast': 'onRealTimeMultiplayerCast'
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'ipad:memory-warning': 'onIPadMemoryWarning'
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'store:item-purchased': 'onItemPurchased'
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events:
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'click #level-done-button': 'onDonePressed'
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'click #stop-real-time-playback-button': -> Backbone.Mediator.publish 'playback:stop-real-time-playback', {}
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'click #fullscreen-editor-background-screen': (e) -> Backbone.Mediator.publish 'tome:toggle-maximize', {}
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shortcuts:
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'ctrl+s': 'onCtrlS'
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'esc': 'onEscapePressed'
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# Initial Setup #############################################################
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constructor: (options, @levelID) ->
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console.profile?() if PROFILE_ME
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super options
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if not me.get('hourOfCode') and @getQueryVariable 'hour_of_code'
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@setUpHourOfCode()
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@isEditorPreview = @getQueryVariable 'dev'
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@sessionID = @getQueryVariable 'session'
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@opponentSessionID = @getQueryVariable('opponent')
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@opponentSessionID ?= @options.opponent
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$(window).on 'resize', @onWindowResize
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@saveScreenshot = _.throttle @saveScreenshot, 30000
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if @isEditorPreview
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@supermodel.shouldSaveBackups = (model) -> # Make sure to load possibly changed things from localStorage.
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model.constructor.className in ['Level', 'LevelComponent', 'LevelSystem', 'ThangType']
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f = => @load() unless @levelLoader # Wait to see if it's just given to us through setLevel.
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setTimeout f, 100
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else
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@load()
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application.tracker?.trackEvent 'Started Level Load', level: @levelID, label: @levelID, ['Google Analytics']
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setUpHourOfCode: ->
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me.set 'hourOfCode', true
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me.patch()
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$('body').append($('<img src="http://code.org/api/hour/begin_codecombat.png" style="visibility: hidden;">'))
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application.tracker?.trackEvent 'Hour of Code Begin', {}
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setLevel: (@level, givenSupermodel) ->
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@supermodel.models = givenSupermodel.models
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@supermodel.collections = givenSupermodel.collections
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@supermodel.shouldSaveBackups = givenSupermodel.shouldSaveBackups
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serializedLevel = @level.serialize @supermodel, @session, @otherSession
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@god?.setLevel serializedLevel
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if @world
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@world.loadFromLevel serializedLevel, false
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else
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@load()
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load: ->
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@loadStartTime = new Date()
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@god = new God debugWorker: true
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@levelLoader = new LevelLoader supermodel: @supermodel, levelID: @levelID, sessionID: @sessionID, opponentSessionID: @opponentSessionID, team: @getQueryVariable('team')
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@listenToOnce @levelLoader, 'world-necessities-loaded', @onWorldNecessitiesLoaded
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trackLevelLoadEnd: ->
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return if @isEditorPreview
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@loadEndTime = new Date()
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loadDuration = @loadEndTime - @loadStartTime
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console.debug "Level unveiled after #{(loadDuration / 1000).toFixed(2)}s"
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application.tracker?.trackEvent 'Finished Level Load', level: @levelID, label: @levelID, loadDuration: loadDuration, ['Google Analytics']
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application.tracker?.trackTiming loadDuration, 'Level Load Time', @levelID, @levelID
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application.tracker?.trackEvent 'Play Level', Action: 'Loaded', levelID: @levelID
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# CocoView overridden methods ###############################################
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getRenderData: ->
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c = super()
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c.world = @world
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if me.get('hourOfCode') and me.get('preferredLanguage', true) is 'en-US'
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# Show the Hour of Code footer explanation until it's been more than a day
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elapsed = (new Date() - new Date(me.get('dateCreated')))
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c.explainHourOfCode = elapsed < 86400 * 1000
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c
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afterRender: ->
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super()
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window.onPlayLevelViewLoaded? @ # still a hack
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@insertSubView @loadingView = new LevelLoadingView autoUnveil: @options.autoUnveil, level: @level # May not have @level loaded yet
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@$el.find('#level-done-button').hide()
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$('body').addClass('is-playing')
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$('body').bind('touchmove', false) if @isIPadApp()
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afterInsert: ->
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super()
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# Partially Loaded Setup ####################################################
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onWorldNecessitiesLoaded: ->
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# Called when we have enough to build the world, but not everything is loaded
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@grabLevelLoaderData()
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team = @getQueryVariable('team') ? @session.get('team') ? @world.teamForPlayer(0)
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@loadOpponentTeam(team)
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@setupGod()
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@setTeam team
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@initGoalManager()
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@insertSubviews()
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@initVolume()
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@listenTo(@session, 'change:multiplayer', @onMultiplayerChanged)
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@originalSessionState = $.extend(true, {}, @session.get('state'))
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@register()
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@controlBar.setBus(@bus)
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@initScriptManager()
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grabLevelLoaderData: ->
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@session = @levelLoader.session
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@world = @levelLoader.world
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@level = @levelLoader.level
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@$el.addClass 'hero' if @level.get('type', true) in ['hero', 'hero-ladder', 'hero-coop']
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@$el.addClass 'flags' if _.any(@world.thangs, (t) -> (t.programmableProperties and 'findFlags' in t.programmableProperties) or t.inventory?.flag) or @level.get('slug') is 'sky-span'
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# TODO: Update terminology to always be opponentSession or otherSession
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# TODO: E.g. if it's always opponent right now, then variable names should be opponentSession until we have coop play
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@otherSession = @levelLoader.opponentSession
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@worldLoadFakeResources = [] # first element (0) is 1%, last (100) is 100%
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for percent in [1 .. 100]
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@worldLoadFakeResources.push @supermodel.addSomethingResource "world_simulation_#{percent}%", 1
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onWorldLoadProgressChanged: (e) ->
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return unless @worldLoadFakeResources
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@lastWorldLoadPercent ?= 0
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worldLoadPercent = Math.floor 100 * e.progress
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for percent in [@lastWorldLoadPercent + 1 .. worldLoadPercent] by 1
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@worldLoadFakeResources[percent - 1].markLoaded()
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@lastWorldLoadPercent = worldLoadPercent
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@worldFakeLoadResources = null if worldLoadPercent is 100 # Done, don't need to watch progress any more.
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loadOpponentTeam: (myTeam) ->
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opponentSpells = []
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for spellTeam, spells of @session.get('teamSpells') ? @otherSession?.get('teamSpells') ? {}
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continue if spellTeam is myTeam or not myTeam
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opponentSpells = opponentSpells.concat spells
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if (not @session.get('teamSpells')) and @otherSession?.get('teamSpells')
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@session.set('teamSpells', @otherSession.get('teamSpells'))
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opponentCode = @otherSession?.get('transpiledCode') or {}
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myCode = @session.get('code') or {}
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for spell in opponentSpells
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[thang, spell] = spell.split '/'
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c = opponentCode[thang]?[spell]
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myCode[thang] ?= {}
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if c then myCode[thang][spell] = c else delete myCode[thang][spell]
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@session.set('code', myCode)
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if @session.get('multiplayer') and @otherSession?
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# For now, ladderGame will disallow multiplayer, because session code combining doesn't play nice yet.
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@session.set 'multiplayer', false
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setupGod: ->
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@god.setLevel @level.serialize @supermodel, @session, @otherSession
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@god.setLevelSessionIDs if @otherSession then [@session.id, @otherSession.id] else [@session.id]
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@god.setWorldClassMap @world.classMap
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setTeam: (team) ->
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team = team?.team unless _.isString team
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team ?= 'humans'
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me.team = team
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@session.set 'team', team
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Backbone.Mediator.publish 'level:team-set', team: team # Needed for scripts
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@team = team
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initGoalManager: ->
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@goalManager = new GoalManager(@world, @level.get('goals'), @team)
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@god.setGoalManager @goalManager
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insertSubviews: ->
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@insertSubView @tome = new TomeView levelID: @levelID, session: @session, otherSession: @otherSession, thangs: @world.thangs, supermodel: @supermodel, level: @level
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@insertSubView new LevelPlaybackView session: @session, levelID: @levelID, level: @level
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@insertSubView new GoalsView {}
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@insertSubView new LevelFlagsView levelID: @levelID, world: @world if @$el.hasClass 'flags'
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@insertSubView new GoldView {}
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@insertSubView new HUDView {level: @level}
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@insertSubView new LevelDialogueView {level: @level}
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@insertSubView new ChatView levelID: @levelID, sessionID: @session.id, session: @session
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@insertSubView new ProblemAlertView {}
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worldName = utils.i18n @level.attributes, 'name'
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@controlBar = @insertSubView new ControlBarView {worldName: worldName, session: @session, level: @level, supermodel: @supermodel}
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#_.delay (=> Backbone.Mediator.publish('level:set-debug', debug: true)), 5000 if @isIPadApp() # if me.displayName() is 'Nick'
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initVolume: ->
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volume = me.get('volume')
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volume = 1.0 unless volume?
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Backbone.Mediator.publish 'level:set-volume', volume: volume
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initScriptManager: ->
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@scriptManager = new ScriptManager({scripts: @world.scripts or [], view: @, session: @session, levelID: @level.get('slug')})
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@scriptManager.loadFromSession()
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register: ->
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@bus = LevelBus.get(@levelID, @session.id)
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@bus.setSession(@session)
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@bus.setSpells @tome.spells
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@bus.connect() if @session.get('multiplayer')
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# Load Completed Setup ######################################################
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onLevelLoaded: (e) ->
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# Just the level has been loaded by the level loader
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@showWizardSettingsModal() if not me.get('name') and not @isIPadApp() and not (e.level.get('type', true) in ['hero', 'hero-ladder', 'hero-coop'])
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onSessionLoaded: (e) ->
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# Just the level and session have been loaded by the level loader
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if e.level.get('type', true) in ['hero', 'hero-ladder', 'hero-coop'] and not _.size e.session.get('heroConfig')?.inventory ? {}
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@setupManager?.destroy()
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@setupManager = new LevelSetupManager({supermodel: @supermodel, levelID: @levelID, parent: @, session: @session})
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@setupManager.open()
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@onRealTimeMultiplayerLevelLoaded e.session if e.level.get('type') in ['hero-ladder']
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onLoaded: ->
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_.defer => @onLevelLoaderLoaded()
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onLevelLoaderLoaded: ->
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# Everything is now loaded
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return unless @levelLoader.progress() is 1 # double check, since closing the guide may trigger this early
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# Save latest level played.
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if not (@levelLoader.level.get('type') in ['ladder', 'ladder-tutorial'])
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me.set('lastLevel', @levelID)
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me.save()
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@saveRecentMatch() if @otherSession
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@levelLoader.destroy()
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@levelLoader = null
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@initSurface()
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saveRecentMatch: ->
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allRecentlyPlayedMatches = storage.load('recently-played-matches') ? {}
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recentlyPlayedMatches = allRecentlyPlayedMatches[@levelID] ? []
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allRecentlyPlayedMatches[@levelID] = recentlyPlayedMatches
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recentlyPlayedMatches.unshift yourTeam: me.team, otherSessionID: @otherSession.id, opponentName: @otherSession.get('creatorName') unless _.find recentlyPlayedMatches, otherSessionID: @otherSession.id
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recentlyPlayedMatches.splice(8)
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storage.save 'recently-played-matches', allRecentlyPlayedMatches
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initSurface: ->
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webGLSurface = $('canvas#webgl-surface', @$el)
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normalSurface = $('canvas#normal-surface', @$el)
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@surface = new Surface(@world, normalSurface, webGLSurface, thangTypes: @supermodel.getModels(ThangType), playJingle: not @isEditorPreview, wizards: not (@level.get('type', true) in ['hero', 'hero-ladder', 'hero-coop']))
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worldBounds = @world.getBounds()
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bounds = [{x: worldBounds.left, y: worldBounds.top}, {x: worldBounds.right, y: worldBounds.bottom}]
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@surface.camera.setBounds(bounds)
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@surface.camera.zoomTo({x: 0, y: 0}, 0.1, 0)
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# Once Surface is Loaded ####################################################
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onLevelStarted: ->
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return unless @surface?
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@loadingView.showReady()
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@trackLevelLoadEnd()
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if window.currentModal and not window.currentModal.destroyed and window.currentModal.constructor isnt VictoryModal
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return Backbone.Mediator.subscribeOnce 'modal:closed', @onLevelStarted, @
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@surface.showLevel()
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if @otherSession and not (@level.get('type', true) in ['hero', 'hero-ladder', 'hero-coop'])
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# TODO: colorize name and cloud by team, colorize wizard by user's color config
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@surface.createOpponentWizard id: @otherSession.get('creator'), name: @otherSession.get('creatorName'), team: @otherSession.get('team'), levelSlug: @level.get('slug'), codeLanguage: @otherSession.get('submittedCodeLanguage')
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if @isEditorPreview
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@loadingView.startUnveiling()
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@loadingView.unveil()
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onLoadingViewUnveiling: (e) ->
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@restoreSessionState()
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onLoadingViewUnveiled: (e) ->
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@loadingView.$el.remove()
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@removeSubView @loadingView
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@loadingView = null
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@playAmbientSound()
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if @options.realTimeMultiplayerSessionID?
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Backbone.Mediator.publish 'playback:real-time-playback-waiting', {}
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@realTimeMultiplayerContinueGame @options.realTimeMultiplayerSessionID
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application.tracker?.trackEvent 'Play Level', Action: 'Start Level', levelID: @levelID
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playAmbientSound: ->
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return if @ambientSound
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return unless file = {Dungeon: 'ambient-dungeon', Grass: 'ambient-grass'}[@level.get('terrain')]
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src = "/file/interface/#{file}#{AudioPlayer.ext}"
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unless AudioPlayer.getStatus(src)?.loaded
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AudioPlayer.preloadSound src
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Backbone.Mediator.subscribeOnce 'audio-player:loaded', @playAmbientSound, @
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return
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@ambientSound = createjs.Sound.play src, loop: -1, volume: 0.1
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createjs.Tween.get(@ambientSound).to({volume: 1.0}, 10000)
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restoreSessionState: ->
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return if @alreadyLoadedState
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@alreadyLoadedState = true
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state = @originalSessionState
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if not @level or @level.get('type', true) in ['hero', 'hero-ladder', 'hero-coop']
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Backbone.Mediator.publish 'level:suppress-selection-sounds', suppress: true
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Backbone.Mediator.publish 'tome:select-primary-sprite', {}
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Backbone.Mediator.publish 'level:suppress-selection-sounds', suppress: false
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@surface.focusOnHero()
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Backbone.Mediator.publish 'level:set-time', time: 0
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Backbone.Mediator.publish 'level:set-playing', playing: true
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else
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if state.frame and @level.get('type', true) isnt 'ladder' # https://github.com/codecombat/codecombat/issues/714
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Backbone.Mediator.publish 'level:set-time', time: 0, frameOffset: state.frame
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if state.selected
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# TODO: Should also restore selected spell here by saving spellName
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Backbone.Mediator.publish 'level:select-sprite', thangID: state.selected, spellName: null
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if state.playing?
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Backbone.Mediator.publish 'level:set-playing', playing: state.playing
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# callbacks
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onCtrlS: (e) ->
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e.preventDefault()
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onEscapePressed: (e) ->
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return unless @$el.hasClass 'real-time'
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Backbone.Mediator.publish 'playback:stop-real-time-playback', {}
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onLevelReloadFromData: (e) ->
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isReload = Boolean @world
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@setLevel e.level, e.supermodel
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if isReload
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@scriptManager.setScripts(e.level.get('scripts'))
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Backbone.Mediator.publish 'tome:cast-spell', {} # a bit hacky
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onLevelReloadThangType: (e) ->
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tt = e.thangType
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for url, model of @supermodel.models
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if model.id is tt.id
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for key, val of tt.attributes
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model.attributes[key] = val
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break
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Backbone.Mediator.publish 'tome:cast-spell', {}
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|
onWindowResize: (e) => @endHighlight()
|
|
|
|
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() unless @level.get('type', true) in ['hero', 'hero-ladder', 'hero-coop']
|
|
@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: ->
|
|
@endHighlight()
|
|
options = {level: @level, supermodel: @supermodel, session: @session, hasReceivedMemoryWarning: @hasReceivedMemoryWarning}
|
|
ModalClass = if @level.get('type', true) in ['hero', 'hero-ladder', 'hero-coop'] then HeroVictoryModal else VictoryModal
|
|
victoryModal = new ModalClass(options)
|
|
@openModalView(victoryModal)
|
|
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: if @hasReceivedMemoryWarning then null else @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) -> @highlightElement e.selector, delay: e.delay, sides: e.sides, offset: e.offset, rotation: e.rotation
|
|
|
|
onEndHighlight: -> @endHighlight()
|
|
|
|
onFocusDom: (e) -> $(e.selector).focus()
|
|
|
|
onMultiplayerChanged: (e) ->
|
|
if @session.get('multiplayer')
|
|
@bus.connect()
|
|
else
|
|
@bus.removeFirebaseData =>
|
|
@bus.disconnect()
|
|
|
|
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, type: 'PUT'}
|
|
|
|
# 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
|
|
finishedLoading = @world.frames.length is @world.totalFrames
|
|
if finishedLoading
|
|
@lastWorldFramesLoaded = 0
|
|
if @waitingForSubmissionComplete
|
|
_.defer @onSubmissionComplete # Give it a frame to make sure we have the latest goals
|
|
@waitingForSubmissionComplete = false
|
|
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
|
|
onRealTimePlaybackWaiting: (e) ->
|
|
@$el.addClass('real-time').focus()
|
|
@onWindowResize()
|
|
|
|
onRealTimePlaybackStarted: (e) ->
|
|
@$el.addClass('real-time').focus()
|
|
@onWindowResize()
|
|
|
|
onRealTimePlaybackEnded: (e) ->
|
|
return unless @$el.hasClass 'real-time'
|
|
@$el.removeClass 'real-time'
|
|
@onWindowResize()
|
|
if @world.frames.length is @world.totalFrames
|
|
_.delay @onSubmissionComplete, 750 # Wait for transition to end.
|
|
else
|
|
@waitingForSubmissionComplete = true
|
|
@onRealTimeMultiplayerPlaybackEnded()
|
|
|
|
onSubmissionComplete: =>
|
|
return if @destroyed
|
|
# TODO: Show a victory dialog specific to hero-ladder level
|
|
if @goalManager.checkOverallStatus() is 'success' and not @options.realTimeMultiplayerSessionID?
|
|
Backbone.Mediator.publish 'level:show-victory', showModal: true
|
|
|
|
destroy: ->
|
|
@levelLoader?.destroy()
|
|
@surface?.destroy()
|
|
@god?.destroy()
|
|
@goalManager?.destroy()
|
|
@scriptManager?.destroy()
|
|
@setupManager?.destroy()
|
|
if ambientSound = @ambientSound
|
|
# Doesn't seem to work; stops immediately.
|
|
createjs.Tween.get(ambientSound).to({volume: 0.0}, 1500).call -> ambientSound.stop()
|
|
$(window).off 'resize', @onWindowResize
|
|
delete window.world # not sure where this is set, but this is one way to clean it up
|
|
@bus?.destroy()
|
|
#@instance.save() unless @instance.loading
|
|
delete window.nextLevelURL
|
|
console.profileEnd?() if PROFILE_ME
|
|
@onRealTimeMultiplayerLevelUnloaded()
|
|
super()
|
|
|
|
onIPadMemoryWarning: (e) ->
|
|
@hasReceivedMemoryWarning = true
|
|
|
|
onItemPurchased: (e) ->
|
|
heroConfig = @session.get('heroConfig') ? {}
|
|
inventory = heroConfig.inventory ? {}
|
|
slot = e.item.getAllowedSlots()[0]
|
|
if slot and not inventory[slot]
|
|
# Open up the inventory modal so they can equip the new item
|
|
@setupManager?.destroy()
|
|
@setupManager = new LevelSetupManager({supermodel: @supermodel, levelID: @levelID, parent: @, session: @session, hadEverChosenHero: true})
|
|
@setupManager.open()
|
|
|
|
# Start Real-time Multiplayer ######################################################
|
|
#
|
|
# This view acts as a hub for the real-time multiplayer session for the current level.
|
|
#
|
|
# It performs these actions:
|
|
# Player heartbeat
|
|
# Publishes player status
|
|
# Updates real-time multiplayer session state
|
|
# Updates real-time multiplayer player state
|
|
# Cleans up old sessions (sets state to 'finished')
|
|
# Real-time multiplayer cast handshake
|
|
# Swap teams on game joined, if necessary
|
|
# Reload PlayLevelView on real-time submit, automatically continue game and real-time playback
|
|
#
|
|
# It monitors these:
|
|
# Real-time multiplayer sessions
|
|
# Current real-time multiplayer session
|
|
# Internal multiplayer create/joined/left events
|
|
#
|
|
# Real-time state variables.
|
|
# Each Ref is Firebase reference, and may have a matching Data suffixed variable with the latest data received.
|
|
# @realTimePlayerRef - User's real-time multiplayer player for this level
|
|
# @realTimePlayerGameRef - User's current real-time multiplayer player game session
|
|
# @realTimeSessionRef - Current real-time multiplayer game session
|
|
# @realTimeOpponentRef - Current real-time multiplayer opponent
|
|
# @realTimePlayersRef - Real-time players for current real-time multiplayer game session
|
|
# @options.realTimeMultiplayerSessionID - Need to continue an existing real-time multiplayer session
|
|
#
|
|
# TODO: Move this code to it's own file, or possibly the LevelBus
|
|
# TODO: Save settings somewhere reasonable
|
|
multiplayerFireHost: 'https://codecombat.firebaseio.com/test/db/'
|
|
|
|
onRealTimeMultiplayerLevelLoaded: (session) ->
|
|
# console.log 'PlayLevelView onRealTimeMultiplayerLevelLoaded'
|
|
return if @realTimePlayerRef?
|
|
return if me.get('anonymous')
|
|
@realTimePlayerRef = new Firebase "#{@multiplayerFireHost}multiplayer_players/#{@levelID}/#{me.id}"
|
|
unless @options.realTimeMultiplayerSessionID?
|
|
# TODO: Wait for name instead of using 'Anon', or try and update it later?
|
|
name = me.get('name') ? session.get('creatorName') ? 'Anon'
|
|
@realTimePlayerRef.set
|
|
id: me.id # TODO: is this redundant info necessary?
|
|
name: name
|
|
state: 'playing'
|
|
created: new Date().toISOString()
|
|
heartbeat: new Date().toISOString()
|
|
@timerMultiplayerHeartbeatID = setInterval @onRealTimeMultiplayerHeartbeat, 60 * 1000
|
|
@cleanupRealTimeSessions()
|
|
|
|
cleanupRealTimeSessions: ->
|
|
# console.log 'PlayLevelView cleanupRealTimeSessions'
|
|
# TODO: Reduce this call, possibly by username and dates
|
|
realTimeSessionCollection = new Firebase "#{@multiplayerFireHost}multiplayer_level_sessions/#{@levelID}"
|
|
realTimeSessionCollection.once 'value', (collectionSnapshot) =>
|
|
for multiplayerSessionID, multiplayerSession of collectionSnapshot.val()
|
|
continue if @options.realTimeMultiplayerSessionID? and @options.realTimeMultiplayerSessionID is multiplayerSessionID
|
|
continue unless multiplayerSession.state isnt 'finished'
|
|
player = realTimeSessionCollection.child "#{multiplayerSession.id}/players/#{me.id}"
|
|
player.once 'value', (playerSnapshot) =>
|
|
if playerSnapshot.val()
|
|
console.info 'Cleaning up previous real-time multiplayer session', multiplayerSessionID
|
|
player.update 'state': 'left'
|
|
multiplayerSessionRef = realTimeSessionCollection.child "#{multiplayerSessionID}"
|
|
multiplayerSessionRef.update 'state': 'finished'
|
|
|
|
onRealTimeMultiplayerLevelUnloaded: ->
|
|
# console.log 'PlayLevelView onRealTimeMultiplayerLevelUnloaded'
|
|
if @timerMultiplayerHeartbeatID?
|
|
clearInterval @timerMultiplayerHeartbeatID
|
|
@timerMultiplayerHeartbeatID = null
|
|
|
|
# TODO: similar to game ending cleanup
|
|
if @realTimeOpponentRef?
|
|
@realTimeOpponentRef.off 'value', @onRealTimeOpponentChanged
|
|
@realTimeOpponentRef = null
|
|
if @realTimePlayersRef?
|
|
@realTimePlayersRef.off 'child_added', @onRealTimePlayerAdded
|
|
@realTimePlayersRef = null
|
|
if @realTimeSessionRef?
|
|
@realTimeSessionRef.off 'value', @onRealTimeSessionChanged
|
|
@realTimeSessionRef = null
|
|
if @realTimePlayerGameRef?
|
|
@realTimePlayerGameRef = null
|
|
if @realTimePlayerRef?
|
|
@realTimePlayerRef = null
|
|
|
|
onRealTimeMultiplayerHeartbeat: =>
|
|
# console.log 'PlayLevelView onRealTimeMultiplayerHeartbeat', @realTimePlayerRef
|
|
@realTimePlayerRef.update 'heartbeat': new Date().toISOString() if @realTimePlayerRef?
|
|
|
|
onRealTimeMultiplayerCreatedGame: (e) ->
|
|
# console.log 'PlayLevelView onRealTimeMultiplayerCreatedGame'
|
|
@joinRealTimeMultiplayerGame e
|
|
@realTimePlayerGameRef.update 'state': 'coding'
|
|
@realTimePlayerRef.update 'state': 'available'
|
|
Backbone.Mediator.publish 'real-time-multiplayer:player-status', status: 'Waiting for opponent..'
|
|
|
|
onRealTimeSessionChanged: (snapshot) =>
|
|
# console.log 'PlayLevelView onRealTimeSessionChanged', snapshot.val()
|
|
@realTimeSessionData = snapshot.val()
|
|
if @realTimeSessionData?.state is 'finished'
|
|
@realTimeGameEnded()
|
|
Backbone.Mediator.publish 'real-time-multiplayer:left-game', {}
|
|
|
|
onRealTimePlayerAdded: (snapshot) =>
|
|
# console.log 'PlayLevelView onRealTimePlayerAdded', snapshot.val()
|
|
# Assume game is full, game on
|
|
data = snapshot.val()
|
|
if data? and data.id isnt me.id
|
|
@realTimeOpponentData = data
|
|
console.log 'PlayLevelView onRealTimePlayerAdded opponent', @realTimeOpponentData, @realTimePlayersData
|
|
@realTimePlayersData[@realTimeOpponentData.id] = @realTimeOpponentData
|
|
if @realTimeSessionData?.state is 'creating'
|
|
@realTimeSessionRef.update 'state': 'coding'
|
|
@realTimePlayerRef.update 'state': 'unavailable'
|
|
@realTimeOpponentRef = @realTimeSessionRef.child "players/#{@realTimeOpponentData.id}"
|
|
@realTimeOpponentRef.on 'value', @onRealTimeOpponentChanged
|
|
Backbone.Mediator.publish 'real-time-multiplayer:player-status', status: "Playing against #{@realTimeOpponentData.name}"
|
|
|
|
onRealTimeOpponentChanged: (snapshot) =>
|
|
# console.log 'PlayLevelView onRealTimeOpponentChanged', snapshot.val()
|
|
@realTimeOpponentData = snapshot.val()
|
|
switch @realTimeOpponentData?.state
|
|
when 'left'
|
|
console.info 'Real-time multiplayer opponent left the game'
|
|
opponentID = @realTimeOpponentData.id
|
|
@realTimeGameEnded()
|
|
Backbone.Mediator.publish 'real-time-multiplayer:left-game', userID: opponentID
|
|
when 'submitted'
|
|
# TODO: What should this message say?
|
|
Backbone.Mediator.publish 'real-time-multiplayer:player-status', status: "#{@realTimeOpponentData.name} waiting for your code"
|
|
|
|
joinRealTimeMultiplayerGame: (e) ->
|
|
# console.log 'PlayLevelView joinRealTimeMultiplayerGame', e
|
|
unless @realTimeSessionRef?
|
|
@session.set('submittedCodeLanguage', @session.get('codeLanguage'))
|
|
@session.save()
|
|
|
|
@realTimeSessionRef = new Firebase "#{@multiplayerFireHost}multiplayer_level_sessions/#{@levelID}/#{e.realTimeSessionID}"
|
|
@realTimePlayersRef = @realTimeSessionRef.child 'players'
|
|
|
|
# Look for opponent
|
|
@realTimeSessionRef.once 'value', (multiplayerSessionSnapshot) =>
|
|
if @realTimeSessionData = multiplayerSessionSnapshot.val()
|
|
@realTimePlayersRef.once 'value', (playsSnapshot) =>
|
|
if @realTimePlayersData = playsSnapshot.val()
|
|
for id, player of @realTimePlayersData
|
|
if id isnt me.id
|
|
@realTimeOpponentRef = @realTimeSessionRef.child "players/#{id}"
|
|
@realTimeOpponentRef.once 'value', (opponentSnapshot) =>
|
|
if @realTimeOpponentData = opponentSnapshot.val()
|
|
@updateTeam()
|
|
else
|
|
console.error 'Could not lookup multiplayer opponent data.'
|
|
@realTimeOpponentRef.on 'value', @onRealTimeOpponentChanged
|
|
Backbone.Mediator.publish 'real-time-multiplayer:player-status', status: 'Playing against ' + player.name
|
|
else
|
|
console.error 'Could not lookup multiplayer session players data.'
|
|
# TODO: need child_removed too?
|
|
@realTimePlayersRef.on 'child_added', @onRealTimePlayerAdded
|
|
else
|
|
console.error 'Could not lookup multiplayer session data.'
|
|
@realTimeSessionRef.on 'value', @onRealTimeSessionChanged
|
|
|
|
@realTimePlayerGameRef = @realTimeSessionRef.child "players/#{me.id}"
|
|
|
|
# TODO: Follow up in MultiplayerView to see if double joins can be avoided
|
|
# else
|
|
# console.error 'Joining real-time multiplayer game with an existing @realTimeSessionRef.'
|
|
|
|
onRealTimeMultiplayerJoinedGame: (e) ->
|
|
console.log 'PlayLevelView onRealTimeMultiplayerJoinedGame', e
|
|
@joinRealTimeMultiplayerGame e
|
|
@realTimePlayerGameRef.update 'state': 'coding'
|
|
@realTimePlayerRef.update 'state': 'unavailable'
|
|
|
|
onRealTimeMultiplayerLeftGame: (e) ->
|
|
# console.log 'PlayLevelView onRealTimeMultiplayerLeftGame', e
|
|
if e.userID? and e.userID is me.id
|
|
@realTimePlayerGameRef.update 'state': 'left'
|
|
@realTimeGameEnded()
|
|
|
|
realTimeMultiplayerContinueGame: (realTimeSessionID) ->
|
|
# console.log 'PlayLevelView realTimeMultiplayerContinueGame', realTimeSessionID, me.id
|
|
Backbone.Mediator.publish 'real-time-multiplayer:joined-game', realTimeSessionID: realTimeSessionID
|
|
|
|
console.info 'Setting my game status to ready'
|
|
@realTimePlayerGameRef.update 'state': 'ready'
|
|
|
|
if @realTimeOpponentData.state is 'ready'
|
|
@realTimeOpponentIsReady()
|
|
else
|
|
console.info 'Waiting for opponent to be ready'
|
|
@realTimeOpponentRef.on 'value', @realTimeOpponentMaybeReady
|
|
|
|
realTimeOpponentMaybeReady: (snapshot) =>
|
|
# console.log 'PlayLevelView realTimeOpponentMaybeReady'
|
|
if @realTimeOpponentData = snapshot.val()
|
|
if @realTimeOpponentData.state is 'ready'
|
|
@realTimeOpponentRef.off 'value', @realTimeOpponentMaybeReady
|
|
@realTimeOpponentIsReady()
|
|
|
|
realTimeOpponentIsReady: =>
|
|
console.info 'All real-time multiplayer players are ready!'
|
|
@realTimeSessionRef.update 'state': 'running'
|
|
Backbone.Mediator.publish 'real-time-multiplayer:player-status', status: 'Battling ' + @realTimeOpponentData.name
|
|
Backbone.Mediator.publish 'tome:manual-cast', {realTime: true}
|
|
|
|
realTimeGameEnded: ->
|
|
if @realTimeOpponentRef?
|
|
@realTimeOpponentRef.off 'value', @onRealTimeOpponentChanged
|
|
@realTimeOpponentRef = null
|
|
if @realTimePlayersRef?
|
|
@realTimePlayersRef.off 'child_added', @onRealTimePlayerAdded
|
|
@realTimePlayersRef = null
|
|
if @realTimeSessionRef?
|
|
@realTimeSessionRef.off 'value', @onRealTimeSessionChanged
|
|
@realTimeSessionRef.update 'state': 'finished'
|
|
@realTimeSessionRef = null
|
|
if @realTimePlayerGameRef?
|
|
@realTimePlayerGameRef = null
|
|
if @realTimePlayerRef?
|
|
@realTimePlayerRef.update 'state': 'playing'
|
|
Backbone.Mediator.publish 'real-time-multiplayer:player-status', status: ''
|
|
|
|
onRealTimeMultiplayerCast: (e) ->
|
|
# console.log 'PlayLevelView onRealTimeMultiplayerCast', @realTimeSessionData, @realTimePlayersData
|
|
unless @realTimeSessionRef?
|
|
console.error 'Real-time multiplayer cast without multiplayer session.'
|
|
return
|
|
unless @realTimeSessionData?
|
|
console.error 'Real-time multiplayer cast without multiplayer data.'
|
|
return
|
|
unless @realTimePlayersData?
|
|
console.error 'Real-time multiplayer cast without multiplayer players data.'
|
|
return
|
|
|
|
# Set submissionCount for created real-time multiplayer session
|
|
if me.id is @realTimeSessionData.creator
|
|
sessionState = @session.get('state')
|
|
if sessionState?
|
|
submissionCount = sessionState.submissionCount
|
|
console.info 'Setting multiplayer submissionCount to', submissionCount
|
|
@realTimeSessionRef.update 'submissionCount': submissionCount
|
|
else
|
|
console.error 'Failed to read sessionState in onRealTimeMultiplayerCast'
|
|
|
|
console.info 'Submitting my code'
|
|
# Transpiling code copied from scripts/transpile.coffee
|
|
# TODO: Should this live somewhere else?
|
|
transpiledCode = {}
|
|
for thang, spells of @session.get('code')
|
|
transpiledCode[thang] = {}
|
|
for spellID, spell of spells
|
|
spellName = thang + '/' + spellID
|
|
continue if @session.get('teamSpells') and not (spellName in @session.get('teamSpells')[@session.get('team')])
|
|
# console.log "PlayLevelView Transpiling spell #{spellName}"
|
|
aetherOptions = createAetherOptions functionName: spellID, codeLanguage: @session.get('submittedCodeLanguage'), includeFlow: true
|
|
aether = new Aether aetherOptions
|
|
transpiledCode[thang][spellID] = aether.transpile spell
|
|
# console.log "PlayLevelView transpiled code", transpiledCode
|
|
@session.set 'transpiledCode', transpiledCode
|
|
@session.patch()
|
|
@realTimePlayerGameRef.update 'state': 'submitted'
|
|
|
|
console.info 'Other player is', @realTimeOpponentData.state
|
|
if @realTimeOpponentData.state in ['submitted', 'ready']
|
|
@realTimeOpponentSubmittedCode @realTimeOpponentData, @realTimePlayerGameData
|
|
else
|
|
# Wait for opponent to submit their code
|
|
Backbone.Mediator.publish 'real-time-multiplayer:player-status', status: "Waiting for code from #{@realTimeOpponentData.name}"
|
|
@realTimeOpponentRef.on 'value', @realTimeOpponentMaybeSubmitted
|
|
|
|
realTimeOpponentMaybeSubmitted: (snapshot) =>
|
|
if @realTimeOpponentData = snapshot.val()
|
|
if @realTimeOpponentData.state in ['submitted', 'ready']
|
|
@realTimeOpponentRef.off 'value', @realTimeOpponentMaybeSubmitted
|
|
@realTimeOpponentSubmittedCode @realTimeOpponentData, @realTimePlayerGameData
|
|
|
|
onRealTimeMultiplayerPlaybackEnded: ->
|
|
# console.log 'PlayLevelView onRealTimeMultiplayerPlaybackEnded'
|
|
if @realTimeSessionRef?
|
|
@realTimeSessionRef.update 'state': 'coding'
|
|
@realTimePlayerGameRef.update 'state': 'coding'
|
|
if @realTimeOpponentData?
|
|
Backbone.Mediator.publish 'real-time-multiplayer:player-status', status: "Playing against #{@realTimeOpponentData.name}"
|
|
|
|
realTimeOpponentSubmittedCode: (opponentPlayer, myPlayer) =>
|
|
# console.log 'PlayLevelView realTimeOpponentSubmittedCode', @realTimeSessionData.id, opponentPlayer.level_session
|
|
# Read submissionCount for joined real-time multiplayer session
|
|
if me.id isnt @realTimeSessionData.creator
|
|
sessionState = @session.get('state') ? {}
|
|
newSubmissionCount = @realTimeSessionData.submissionCount
|
|
if newSubmissionCount?
|
|
# TODO: This isn't always getting updated where the random seed generation uses it.
|
|
sessionState.submissionCount = parseInt newSubmissionCount
|
|
console.info 'Got multiplayer submissionCount', sessionState.submissionCount
|
|
@session.set 'state', sessionState
|
|
@session.patch()
|
|
|
|
# Reload this level so the opponent session can easily be wired up
|
|
Backbone.Mediator.publish 'router:navigate',
|
|
route: "/play/level/#{@levelID}"
|
|
viewClass: PlayLevelView
|
|
viewArgs: [{supermodel: @supermodel, autoUnveil: true, realTimeMultiplayerSessionID: @realTimeSessionData.id, opponent: opponentPlayer.level_session, team: @team}, @levelID]
|
|
|
|
updateTeam: ->
|
|
# If not creator, and same team as creator, then switch teams
|
|
# TODO: Assumes there are only 'humans' and 'ogres'
|
|
|
|
unless @realTimeOpponentData?
|
|
console.error 'Tried to switch teams without real-time multiplayer opponent data.'
|
|
return
|
|
unless @realTimeSessionData?
|
|
console.error 'Tried to switch teams without real-time multiplayer session data.'
|
|
return
|
|
return if me.id is @realTimeSessionData.creator
|
|
|
|
oldTeam = @realTimeOpponentData.team
|
|
return unless oldTeam is @session.get('team')
|
|
|
|
# Need to switch to other team
|
|
newTeam = if oldTeam is 'humans' then 'ogres' else 'humans'
|
|
console.info "Switching from team #{oldTeam} to #{newTeam}"
|
|
|
|
# Move code from old team to new team
|
|
# Assumes teamSpells has matching spells for each team
|
|
# TODO: Similar to code in loadOpponentTeam, consolidate?
|
|
code = @session.get 'code'
|
|
teamSpells = @session.get 'teamSpells'
|
|
for oldSpellKey in teamSpells[oldTeam]
|
|
[oldThang, oldSpell] = oldSpellKey.split '/'
|
|
oldCode = code[oldThang]?[oldSpell]
|
|
continue unless oldCode?
|
|
# Move oldCode to new team under same spell
|
|
for newSpellKey in teamSpells[newTeam]
|
|
[newThang, newSpell] = newSpellKey.split '/'
|
|
if newSpell is oldSpell
|
|
# Found spell location under new team
|
|
console.log "Swapping spell=#{oldSpell} from #{oldThang} to #{newThang}"
|
|
if code[newThang]?[oldSpell]?
|
|
# Option 1: have a new spell to swap
|
|
code[oldThang][oldSpell] = code[newThang][oldSpell]
|
|
else
|
|
# Option 2: no new spell to swap
|
|
delete code[oldThang][oldSpell]
|
|
code[newThang] = {} unless code[newThang]?
|
|
code[newThang][oldSpell] = oldCode
|
|
break
|
|
|
|
@setTeam newTeam # Sets @session 'team'
|
|
sessionState = @session.get('state')
|
|
if sessionState?
|
|
# TODO: Don't hard code thangID
|
|
sessionState.selected = if newTeam is 'humans' then 'Hero Placeholder' else 'Hero Placeholder 1'
|
|
@session.set 'state', sessionState
|
|
@session.set 'code', code
|
|
@session.patch()
|
|
|
|
if sessionState?
|
|
# TODO: Don't hardcode spellName
|
|
Backbone.Mediator.publish 'level:select-sprite', thangID: sessionState.selected, spellName: 'plan'
|
|
|
|
# End Real-time Multiplayer ######################################################
|