mirror of
https://github.com/codeninjasllc/codecombat.git
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fbece1ddd0
Sync PVP isn’t ready for primetime.
175 lines
6.8 KiB
CoffeeScript
175 lines
6.8 KiB
CoffeeScript
CocoView = require 'views/core/CocoView'
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template = require 'templates/play/level/control_bar'
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{me} = require 'core/auth'
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GameMenuModal = require 'views/play/menu/GameMenuModal'
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RealTimeModel = require 'models/RealTimeModel'
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RealTimeCollection = require 'collections/RealTimeCollection'
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LevelSetupManager = require 'lib/LevelSetupManager'
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GameMenuModal = require 'views/play/menu/GameMenuModal'
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CampaignOptions = require 'lib/CampaignOptions'
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module.exports = class ControlBarView extends CocoView
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id: 'control-bar-view'
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template: template
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subscriptions:
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'bus:player-states-changed': 'onPlayerStatesChanged'
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'level:disable-controls': 'onDisableControls'
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'level:enable-controls': 'onEnableControls'
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'ipad:memory-warning': 'onIPadMemoryWarning'
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events:
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'click #next-game-button': -> Backbone.Mediator.publish 'level:next-game-pressed', {}
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'click #game-menu-button': 'showGameMenuModal'
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'click': -> Backbone.Mediator.publish 'tome:focus-editor', {}
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'click .levels-link-area': 'onClickHome'
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'click .home a': 'onClickHome'
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'click .multiplayer-area': 'onClickMultiplayer'
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'click #control-bar-sign-up-button': 'onClickSignupButton'
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constructor: (options) ->
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@worldName = options.worldName
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@session = options.session
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@level = options.level
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@levelID = @level.get('slug')
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@spectateGame = options.spectateGame ? false
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super options
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if @level.get('type') in ['hero-ladder'] and me.isAdmin()
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@isMultiplayerLevel = true
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@multiplayerStatusManager = new MultiplayerStatusManager @levelID, @onMultiplayerStateChanged
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setBus: (@bus) ->
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onPlayerStatesChanged: (e) ->
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# TODO: this doesn't fire any more. Replacement?
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return unless @bus is e.bus
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numPlayers = _.keys(e.players).length
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return if numPlayers is @numPlayers
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@numPlayers = numPlayers
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text = 'Multiplayer'
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text += " (#{numPlayers})" if numPlayers > 1
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$('#multiplayer-button', @$el).text(text)
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onMultiplayerStateChanged: => @render?()
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getRenderData: (c={}) ->
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super c
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c.worldName = @worldName
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c.multiplayerEnabled = @session.get('multiplayer')
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c.ladderGame = @level.get('type') in ['ladder', 'hero-ladder']
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if c.isMultiplayerLevel = @isMultiplayerLevel
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c.multiplayerStatus = @multiplayerStatusManager?.status
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c.spectateGame = @spectateGame
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@homeViewArgs = [{supermodel: if @hasReceivedMemoryWarning then null else @supermodel}]
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if @level.get('type', true) in ['ladder', 'ladder-tutorial', 'hero-ladder']
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levelID = @level.get('slug').replace /\-tutorial$/, ''
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@homeLink = c.homeLink = '/play/ladder/' + levelID
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@homeViewClass = 'views/ladder/LadderView'
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@homeViewArgs.push levelID
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else if @level.get('type', true) in ['hero', 'hero-coop']
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@homeLink = c.homeLink = '/play'
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@homeViewClass = 'views/play/WorldMapView'
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campaign = CampaignOptions.getCampaignForSlug @level.get 'slug'
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if campaign isnt 'dungeon'
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@homeLink += '/' + campaign
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@homeViewArgs.push campaign
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else
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@homeLink = c.homeLink = '/'
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@homeViewClass = 'views/HomeView'
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c.editorLink = "/editor/level/#{@level.get('slug')}"
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c.homeLink = @homeLink
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c
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showGameMenuModal: ->
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gameMenuModal = new GameMenuModal level: @level, session: @session, supermodel: @supermodel
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@openModalView gameMenuModal
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@listenToOnce gameMenuModal, 'change-hero', ->
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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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onClickHome: (e) ->
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e.preventDefault()
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e.stopImmediatePropagation()
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Backbone.Mediator.publish 'router:navigate', route: @homeLink, viewClass: @homeViewClass, viewArgs: @homeViewArgs
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onClickMultiplayer: (e) ->
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@openModalView new GameMenuModal showTab: 'multiplayer', level: @level, session: @session, supermodel: @supermodel
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onClickSignupButton: ->
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window.tracker?.trackEvent 'Started Signup', category: 'Play Level', label: 'Control Bar', level: @levelID
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window.tracker?.trackPageView "signup/start", ['Google Analytics']
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onDisableControls: (e) -> @toggleControls e, false
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onEnableControls: (e) -> @toggleControls e, true
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toggleControls: (e, enabled) ->
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return if e.controls and not ('level' in e.controls)
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return if enabled is @controlsEnabled
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@controlsEnabled = enabled
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@$el.toggleClass 'controls-disabled', not enabled
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onIPadMemoryWarning: (e) ->
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@hasReceivedMemoryWarning = true
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destroy: ->
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@setupManager?.destroy()
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@multiplayerStatusManager?.destroy()
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super()
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# MultiplayerStatusManager ######################################################
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#
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# Manages the multiplayer status, and calls @statusChangedCallback when it changes.
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#
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# It monitors these:
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# Real-time multiplayer players
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# Internal multiplayer status
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#
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# Real-time state variables:
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# @playersCollection - Real-time multiplayer players
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#
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# TODO: Not currently using player counts. Should remove if we keep simple design.
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#
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class MultiplayerStatusManager
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constructor: (@levelID, @statusChangedCallback) ->
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@status = ''
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# @players = {}
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# @playersCollection = new RealTimeCollection('multiplayer_players/' + @levelID)
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# @playersCollection.on 'add', @onPlayerAdded
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# @playersCollection.each (player) => @onPlayerAdded player
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Backbone.Mediator.subscribe 'real-time-multiplayer:player-status', @onMultiplayerPlayerStatus
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destroy: ->
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Backbone.Mediator.unsubscribe 'real-time-multiplayer:player-status', @onMultiplayerPlayerStatus
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# @playersCollection?.off 'add', @onPlayerAdded
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# player.off 'change', @onPlayerChanged for id, player of @players
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onMultiplayerPlayerStatus: (e) =>
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@status = e.status
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@statusChangedCallback()
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# onPlayerAdded: (player) =>
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# unless player.id is me.id
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# @players[player.id] = new RealTimeModel('multiplayer_players/' + @levelID + '/' + player.id)
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# @players[player.id].on 'change', @onPlayerChanged
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# @countPlayers player
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#
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# onPlayerChanged: (player) =>
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# @countPlayers player
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#
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# countPlayers: (changedPlayer) =>
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# # TODO: save this stale hearbeat threshold setting somewhere
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# staleHeartbeat = new Date()
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# staleHeartbeat.setMinutes staleHeartbeat.getMinutes() - 3
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# @playerCount = 0
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# @playersCollectionAvailable = 0
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# @playersCollectionUnavailable = 0
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# @playersCollection.each (player) =>
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# # Assume changedPlayer is fresher than entry in @playersCollection collection
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# player = changedPlayer if changedPlayer? and player.id is changedPlayer.id
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# unless staleHeartbeat >= new Date(player.get('heartbeat'))
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# @playerCount++
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# @playersCollectionAvailable++ if player.get('state') is 'available'
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# @playersCollectionUnavailable++ if player.get('state') is 'unavailable'
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# @statusChangedCallback()
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