mirror of
https://github.com/codeninjasllc/codecombat.git
synced 2024-12-04 12:51:12 -05:00
510 lines
19 KiB
CoffeeScript
510 lines
19 KiB
CoffeeScript
View = 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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# temp hard coded data
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World = require 'lib/world/world'
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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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LoadingView = require './level/level_loading_view'
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TomeView = require './level/tome/tome_view'
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ChatView = require './level/level_chat_view'
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HUDView = require './level/hud_view'
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ControlBarView = require './level/control_bar_view'
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PlaybackView = require './level/playback_view'
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GoalsView = require './level/goals_view'
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GoldView = require './level/gold_view'
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VictoryModal = require './level/modal/victory_modal'
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InfiniteLoopModal = require './level/modal/infinite_loop_modal'
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PROFILE_ME = false
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module.exports = class PlayLevelView extends View
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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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startsLoading: true
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isEditorPreview: false
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subscriptions:
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'level-set-volume': (e) -> createjs.Sound.setVolume(e.volume)
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'level-show-victory': 'onShowVictory'
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'restart-level': 'onRestartLevel'
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'level-highlight-dom': 'onHighlightDom'
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'end-level-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:new-world-created': 'onNewWorld'
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'god:infinite-loop': 'onInfiniteLoop'
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'level-reload-from-data': 'onLevelReloadFromData'
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'play-next-level': 'onPlayNextLevel'
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'edit-wizard-settings': 'showWizardSettingsModal'
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'surface:world-set-up': 'onSurfaceSetUpNewWorld'
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'level:session-will-save': 'onSessionWillSave'
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'level:set-team': 'setTeam'
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'level:started': 'onLevelStarted'
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'level:loading-view-unveiled': 'onLoadingViewUnveiled'
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events:
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'click #level-done-button': 'onDonePressed'
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shortcuts:
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'ctrl+s': 'onCtrlS'
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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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$(window).on('resize', @onWindowResize)
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@saveScreenshot = _.throttle @saveScreenshot, 30000
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if @isEditorPreview
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# wait to see if it's just given to us through setLevel
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f = => @load() unless @levelLoader
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setTimeout f, 100
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else
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@load()
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application.tracker?.trackEvent 'Started Level Load', level: @levelID, label: @levelID, ['Google Analytics']
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setUpHourOfCode: ->
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me.set 'hourOfCode', true
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me.patch()
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$('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
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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: @getQueryVariable('opponent'), team: @getQueryVariable('team')
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@listenToOnce @levelLoader, 'world-necessities-loaded', @onWorldNecessitiesLoaded
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# CocoView overridden methods ###############################################
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updateProgress: (progress) ->
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super(progress)
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return if @seenDocs
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return unless @levelLoader.session.loaded and @levelLoader.level.loaded
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return unless showFrequency = @levelLoader.level.get('showsGuide')
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session = @levelLoader.session
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diff = new Date().getTime() - new Date(session.get('created')).getTime()
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return if showFrequency is 'first-time' and diff > (5 * 60 * 1000)
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articles = @levelLoader.supermodel.getModels Article
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for article in articles
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return unless article.loaded
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@showGuide()
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showGuide: ->
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@seenDocs = true
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DocsModal = require './level/modal/docs_modal'
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options =
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docs: @levelLoader.level.get('documentation')
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supermodel: @supermodel
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firstOnly: true
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@openModalView(new DocsModal(options), true)
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Backbone.Mediator.subscribeOnce 'modal-closed', @onLevelStarted, @
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return true
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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.lang() 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 LoadingView {}
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@$el.find('#level-done-button').hide()
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$('body').addClass('is-playing')
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afterInsert: ->
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super()
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@showWizardSettingsModal() if not me.get('name')
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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') ? @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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@otherSession = @levelLoader.opponentSession
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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
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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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Backbone.Mediator.publish 'level:team-set', team: team
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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
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@insertSubView new PlaybackView session: @session
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@insertSubView new GoalsView {}
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@insertSubView new GoldView {}
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@insertSubView new HUDView {}
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@insertSubView new ChatView levelID: @levelID, sessionID: @session.id, session: @session
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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, playableTeams: @world.playableTeams}
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#Backbone.Mediator.publish('level-set-debug', debug: true) 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})
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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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onLoaded: ->
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_.defer => @onLevelLoaded()
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onLevelLoaded: ->
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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 in local storage
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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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@levelLoader.destroy()
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@levelLoader = null
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@initSurface()
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initSurface: ->
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surfaceCanvas = $('canvas#surface', @$el)
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@surface = new Surface(@world, surfaceCanvas, thangTypes: @supermodel.getModels(ThangType), playJingle: not @isEditorPreview)
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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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if window.currentModal and not window.currentModal.destroyed
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return Backbone.Mediator.subscribeOnce 'modal-closed', @onLevelStarted, @
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@surface.showLevel()
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if @otherSession
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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')
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@loadingView?.unveil()
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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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unless @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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onSurfaceSetUpNewWorld: ->
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return if @alreadyLoadedState
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@alreadyLoadedState = true
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state = @originalSessionState
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if state.frame and @level.get('type') 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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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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onWindowResize: (s...) ->
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$('#pointer').css('opacity', 0.0)
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onDisableControls: (e) ->
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return if e.controls and not ('level' in e.controls)
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@shortcutsEnabled = false
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@wasFocusedOn = document.activeElement
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$('body').focus()
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onEnableControls: (e) ->
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return if e.controls? and not ('level' in e.controls)
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@shortcutsEnabled = true
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$(@wasFocusedOn).focus() if @wasFocusedOn
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@wasFocusedOn = null
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onDonePressed: -> @showVictory()
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onShowVictory: (e) ->
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$('#level-done-button').show()
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@showVictory() if e.showModal
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setTimeout(@preloadNextLevel, 3000)
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return if @victorySeen
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@victorySeen = true
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victoryTime = (new Date()) - @loadEndTime
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if victoryTime > 10 * 1000 # Don't track it if we're reloading an already-beaten level
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application.tracker?.trackEvent 'Saw Victory', level: @level.get('name'), label: @level.get('name')
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application.tracker?.trackTiming victoryTime, 'Level Victory Time', @levelID, @levelID, 100
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showVictory: ->
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options = {level: @level, supermodel: @supermodel, session: @session}
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docs = new VictoryModal(options)
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@openModalView(docs)
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if me.get('anonymous')
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window.nextLevelURL = @getNextLevelURL() # Signup will go here on completion instead of reloading.
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onRestartLevel: ->
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@tome.reloadAllCode()
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Backbone.Mediator.publish 'level:restarted'
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$('#level-done-button', @$el).hide()
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application.tracker?.trackEvent 'Confirmed Restart', level: @level.get('name'), label: @level.get('name')
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onInfiniteLoop: (e) ->
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return unless e.firstWorld
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@openModalView new InfiniteLoopModal()
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application.tracker?.trackEvent 'Saw Initial Infinite Loop', level: @level.get('name'), label: @level.get('name')
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onPlayNextLevel: ->
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nextLevelID = @getNextLevelID()
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nextLevelURL = @getNextLevelURL()
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Backbone.Mediator.publish 'router:navigate', {
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route: nextLevelURL,
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viewClass: PlayLevelView,
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viewArgs: [{supermodel: @supermodel}, nextLevelID]}
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getNextLevel: ->
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return null unless nextLevelOriginal = @level.get('nextLevel')?.original
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levels = @supermodel.getModels(Level)
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return l for l in levels when l.get('original') is nextLevelOriginal
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getNextLevelID: ->
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return null unless nextLevel = @getNextLevel()
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nextLevelID = nextLevel.get('slug') or nextLevel.id
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getNextLevelURL: ->
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return null unless @getNextLevelID()
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"/play/level/#{@getNextLevelID()}"
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onHighlightDom: (e) ->
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if e.delay
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delay = e.delay
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delete e.delay
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@pointerInterval = _.delay((=> @onHighlightDom e), delay)
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return
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@addPointer()
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selector = e.selector + ':visible'
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dom = $(selector)
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return if parseFloat(dom.css('opacity')) is 0.0
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offset = dom.offset()
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return if not offset
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target_left = offset.left + dom.outerWidth() * 0.5
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target_top = offset.top + dom.outerHeight() * 0.5
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body = $('#level-view')
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if e.sides
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if 'left' in e.sides then target_left = offset.left
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if 'right' in e.sides then target_left = offset.left + dom.outerWidth()
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if 'top' in e.sides then target_top = offset.top
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if 'bottom' in e.sides then target_top = offset.top + dom.outerHeight()
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else
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# aim to hit the side if the target is entirely on one side of the screen
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if offset.left > body.outerWidth()*0.5
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target_left = offset.left
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else if offset.left + dom.outerWidth() < body.outerWidth()*0.5
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target_left = offset.left + dom.outerWidth()
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# aim to hit the bottom or top if the target is entirely on the top or bottom of the screen
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if offset.top > body.outerWidth()*0.5
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target_top = offset.top
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else if offset.top + dom.outerHeight() < body.outerHeight()*0.5
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target_top = offset.top + dom.outerHeight()
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if e.offset
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target_left += e.offset.x
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target_top += e.offset.y
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@pointerRadialDistance = -47 # - Math.sqrt(Math.pow(dom.outerHeight()*0.5, 2), Math.pow(dom.outerWidth()*0.5))
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@pointerRotation = e.rotation ? Math.atan2(body.outerWidth()*0.5 - target_left, target_top - body.outerHeight()*0.5)
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pointer = $('#pointer')
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pointer
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.css('opacity', 1.0)
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.css('transition', 'none')
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.css('transform', "rotate(#{@pointerRotation}rad) translate(-3px, #{@pointerRadialDistance}px)")
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.css('top', target_top - 50)
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.css('left', target_left - 50)
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setTimeout(()=>
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return if @destroyed
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@animatePointer()
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clearInterval(@pointerInterval)
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@pointerInterval = setInterval(@animatePointer, 1200)
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, 1)
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animatePointer: =>
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pointer = $('#pointer')
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pointer.css('transition', 'all 0.6s ease-out')
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pointer.css('transform', "rotate(#{@pointerRotation}rad) translate(-3px, #{@pointerRadialDistance-50}px)")
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setTimeout((=>
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pointer.css('transform', "rotate(#{@pointerRotation}rad) translate(-3px, #{@pointerRadialDistance}px)").css('transition', 'all 0.4s ease-in')), 800)
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onFocusDom: (e) -> $(e.selector).focus()
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onEndHighlight: ->
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$('#pointer').css('opacity', 0.0)
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clearInterval(@pointerInterval)
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onMultiplayerChanged: (e) ->
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if @session.get('multiplayer')
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@bus.connect()
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else
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@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)
|
|
for [spriteName, message] in @world.thangDialogueSounds()
|
|
continue unless thangType = _.find thangTypes, (m) -> m.get('name') is spriteName
|
|
continue unless sound = AudioPlayer.soundForDialogue message, thangType.get('soundTriggers')
|
|
AudioPlayer.preloadSoundReference sound
|
|
|
|
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()
|