mirror of
https://github.com/codeninjasllc/codecombat.git
synced 2024-11-25 00:28:31 -05:00
404 lines
14 KiB
CoffeeScript
404 lines
14 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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# temp hard coded data
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World = require 'lib/world/world'
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docs = require 'lib/world/docs'
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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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Camera = require 'lib/surface/Camera'
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# subviews
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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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LoadingScreen = require 'lib/LoadingScreen'
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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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events:
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'click #level-done-button': 'onDonePressed'
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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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me.set 'hourOfCode', true
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me.save()
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$('body').append($("<img src='http://code.org/api/hour/begin_codecombat.png' style='visibility: hidden;'>"))
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window.tracker?.trackEvent 'Hour of Code Begin', {}
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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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@supermodel.once 'error', @onLevelLoadError
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@saveScreenshot = _.throttle @saveScreenshot, 30000
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if @isEditorPreview
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f = =>
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@supermodel.shouldSaveBackups = (model) ->
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model.constructor.className in ['Level', 'LevelComponent', 'LevelSystem']
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@load() unless @levelLoader
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setTimeout f, 100
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else
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@load()
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# Save latest level played in local storage
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if localStorage?
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localStorage["lastLevel"] = @levelID
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onLevelLoadError: (e) =>
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msg = $.i18n.t('play_level.level_load_error', defaultValue: "Level could not be loaded.")
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@$el.html('<div class="alert">' + msg + '</div>')
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setLevel: (@level, @supermodel) ->
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@god?.level = @level.serialize @supermodel
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if @world
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serializedLevel = @level.serialize(@supermodel)
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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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@levelLoader = new LevelLoader(@levelID, @supermodel, @sessionID)
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@levelLoader.once 'loaded-all', @onLevelLoaderLoaded
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@god = new God()
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getRenderData: ->
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c = super()
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c.world = @world
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c
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afterRender: ->
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window.onPlayLevelViewLoaded? @ # still a hack
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@loadingScreen = new LoadingScreen(@$el.find('canvas')[0])
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@loadingScreen.show()
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super()
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onLevelLoaderLoaded: =>
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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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@levelLoader.destroy()
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@levelLoader = null
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@loadingScreen.destroy()
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@god.level = @level.serialize @supermodel
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@god.worldClassMap = @world.classMap
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#@setTeam @world.teamForPlayer _.size @session.get 'players' # TODO: players aren't initialized yet?
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@setTeam @getQueryVariable("team") ? @world.teamForPlayer(0)
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@initSurface()
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@initGoalManager()
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@initScriptManager()
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@insertSubviews()
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@initVolume()
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@session.on 'change:multiplayer', @onMultiplayerChanged, @
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@originalSessionState = _.cloneDeep(@session.get('state'))
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@register()
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@controlBar.setBus(@bus)
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@surface.showLevel()
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onSupermodelLoadedOne: =>
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@modelsLoaded ?= 0
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@modelsLoaded += 1
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@updateInitString()
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updateInitString: ->
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return if @surface
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@modelsLoaded ?= 0
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canvas = @$el.find('#surface')[0]
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ctx = canvas.getContext('2d')
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ctx.font="20px Georgia"
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ctx.clearRect(0, 0, canvas.width, canvas.height)
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ctx.fillText("Loaded #{@modelsLoaded} thingies",50,50)
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insertSubviews: ->
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@insertSubView @tome = new TomeView levelID: @levelID, session: @session, thangs: @world.thangs, supermodel: @supermodel
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@insertSubView new PlaybackView {}
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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 = @level.get('i18n')?[me.lang()]?.name ? @level.get('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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afterInsert: ->
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super()
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# @showWizardSettingsModal() if not me.get('name')
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# callbacks
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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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$(@wasFocusedOn).focus() if @wasFocusedOn
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@wasFocusedOn = null
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onDonePressed: -> @showVictory()
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onShowVictory: (e) ->
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console.log 'show vict', e
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$('#level-done-button').show()
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@showVictory() if e.showModal
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setTimeout(@preloadNextLevel, 3000)
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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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window.tracker?.trackEvent 'Saw Victory', level: @world.name, label: @world.name
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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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window.tracker?.trackEvent 'Confirmed Restart', level: @world.name, label: @world.name
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onNewWorld: (e) ->
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@world = e.world
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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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window.tracker?.trackEvent 'Saw Initial Infinite Loop', level: @world.name, label: @world.name
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onPlayNextLevel: ->
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nextLevel = @getNextLevel()
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nextLevelID = nextLevel.get('slug') or nextLevel.id
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url = "/play/level/#{nextLevelID}"
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Backbone.Mediator.publish 'router:navigate', {
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route: url,
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viewClass: PlayLevelView,
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viewArgs: [{supermodel:@supermodel}, nextLevelID]}
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getNextLevel: ->
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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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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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@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 =>
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@bus.disconnect()
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# initialization
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addPointer: ->
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p = $('#pointer')
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return if p.length
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@$el.append($('<img src="/images/level/pointer.png" id="pointer">'))
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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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initGoalManager: ->
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@goalManager = new GoalManager(@world, @level.get('goals'))
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@god.goalManager = @goalManager
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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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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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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
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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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preloadNextLevel: =>
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# 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.
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# return if @destroyed
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# return if @preloaded
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# nextLevel = @getNextLevel()
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# @supermodel.populateModel nextLevel
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# @preloaded = true
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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.setTeamSpellMap @tome.teamSpellMap
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@bus.connect() if @session.get('multiplayer')
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onSessionWillSave: (e) ->
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# Something interesting has happened, so (at a lower frequency), we'll save a screenshot.
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@saveScreenshot e.session
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# Throttled
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saveScreenshot: (session) =>
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return unless screenshot = @surface?.screenshot()
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session.save {screenshot: screenshot}, {patch: true}
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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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destroy: ->
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super()
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@supermodel.off 'error', @onLevelLoadError
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@levelLoader?.off 'loaded-all', @onLevelLoaderLoaded
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@levelLoader?.destroy()
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@surface?.destroy()
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@god?.destroy()
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@goalManager?.destroy()
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@scriptManager?.destroy()
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$(window).off('resize', @onWindowResize)
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delete window.world # not sure where this is set, but this is one way to clean it up
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clearInterval(@pointerInterval)
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@bus?.destroy()
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#@instance.save() unless @instance.loading
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console.profileEnd?() if PROFILE_ME
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@session.off 'change:multiplayer', @onMultiplayerChanged, @
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@onLevelLoadError = null
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@onLevelLoaderLoaded = null
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@onSupermodelLoadedOne = null
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@preloadNextLevel = null
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@saveScreenshot = null
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