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238 lines
8 KiB
CoffeeScript
238 lines
8 KiB
CoffeeScript
Level = require 'models/Level'
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CocoClass = require 'lib/CocoClass'
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AudioPlayer = require 'lib/AudioPlayer'
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LevelSession = require 'models/LevelSession'
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ThangType = require 'models/ThangType'
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app = require 'application'
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World = require 'lib/world/world'
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# This is an initial stab at unifying loading and setup into a single place which can
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# monitor everything and keep a LoadingScreen visible overall progress.
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#
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# Would also like to incorporate into here:
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# * World Building
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# * Sprite map generation
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# * Connecting to Firebase
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module.exports = class LevelLoader extends CocoClass
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spriteSheetsBuilt: 0
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spriteSheetsToBuild: 0
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constructor: (options) ->
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super()
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@supermodel = options.supermodel
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@levelID = options.levelID
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@sessionID = options.sessionID
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@opponentSessionID = options.opponentSessionID
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@team = options.team
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@headless = options.headless
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@loadSession()
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@loadLevelModels()
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@loadAudio()
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@playJingle()
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_.defer @update # Lets everything else resolve first
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playJingle: ->
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return if @headless
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# Apparently the jingle, when it tries to play immediately during all this loading, you can't hear it.
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# Add the timeout to fix this weird behavior.
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f = ->
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jingles = ["ident_1", "ident_2"]
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AudioPlayer.playInterfaceSound jingles[Math.floor Math.random() * jingles.length]
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setTimeout f, 500
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# Session Loading
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loadSession: ->
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if @sessionID
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url = "/db/level_session/#{@sessionID}"
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else
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url = "/db/level/#{@levelID}/session"
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url += "?team=#{@team}" if @team
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@session = new LevelSession()
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@session.url = -> url
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# Unless you specify cache:false, sometimes the browser will use a cached session
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# and players will 'lose' code
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@session.fetch({cache:false})
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@session.once 'sync', @onSessionLoaded, @
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if @opponentSessionID
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@opponentSession = new LevelSession()
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@opponentSession.url = "/db/level_session/#{@opponentSessionID}"
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@opponentSession.fetch()
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@opponentSession.once 'sync', @onSessionLoaded, @
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sessionsLoaded: ->
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@session.loaded and ((not @opponentSession) or @opponentSession.loaded)
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onSessionLoaded: ->
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return if @destroyed
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# TODO: maybe have all non versioned models do this? Or make it work to PUT/PATCH to relative urls
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if @session.loaded
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@session.url = -> '/db/level.session/' + @id
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@update() if @sessionsLoaded()
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# Supermodel (Level) Loading
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loadLevelModels: ->
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@supermodel.on 'loaded-one', @onSupermodelLoadedOne, @
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@supermodel.once 'error', @onSupermodelError, @
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@level = @supermodel.getModel(Level, @levelID) or new Level _id: @levelID
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levelID = @levelID
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headless = @headless
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@supermodel.shouldPopulate = (model) ->
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# if left unchecked, the supermodel would load this level
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# and every level next on the chain. This limits the population
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handles = [model.id, model.get 'slug']
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return model.constructor.className isnt "Level" or levelID in handles
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@supermodel.shouldLoadProjection = (model) ->
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return true if headless and model.constructor.className is 'ThangType'
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false
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@supermodel.populateModel @level
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onSupermodelError: ->
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onSupermodelLoadedOne: (e) ->
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@buildSpriteSheetsForThangType e.model if not @headless and e.model instanceof ThangType
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@update()
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# Things to do when either the Session or Supermodel load
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update: =>
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@notifyProgress()
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return if @updateCompleted
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return unless @supermodel?.finished() and @sessionsLoaded()
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@denormalizeSession()
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@loadLevelSounds()
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app.tracker.updatePlayState(@level, @session)
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@updateCompleted = true
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denormalizeSession: ->
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return if @sessionDenormalized
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patch =
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'levelName': @level.get('name')
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'levelID': @level.get('slug') or @level.id
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if me.id is @session.get 'creator'
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patch.creatorName = me.get('name')
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for key, value of patch
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if @session.get(key) is value
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delete patch[key]
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unless _.isEmpty patch
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@session.set key, value for key, value of patch
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tempSession = new LevelSession _id: @session.id
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tempSession.save(patch, {patch: true})
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@sessionDenormalized = true
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# Building sprite sheets
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grabThangTypeTeams: ->
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@grabTeamConfigs()
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@thangTypeTeams = {}
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for thang in @level.get('thangs')
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for component in thang.components
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if team = component.config?.team
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@thangTypeTeams[thang.thangType] ?= []
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@thangTypeTeams[thang.thangType].push team unless team in @thangTypeTeams[thang.thangType]
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break
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@thangTypeTeams
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grabTeamConfigs: ->
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for system in @level.get('systems')
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if @teamConfigs = system.config?.teamConfigs
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break
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unless @teamConfigs
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# Hack: pulled from Alliance System code. TODO: put in just one place.
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@teamConfigs = {"humans":{"superteam":"humans","color":{"hue":0,"saturation":0.75,"lightness":0.5},"playable":true},"ogres":{"superteam":"ogres","color":{"hue":0.66,"saturation":0.75,"lightness":0.5},"playable":false},"neutral":{"superteam":"neutral","color":{"hue":0.33,"saturation":0.75,"lightness":0.5}}}
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@teamConfigs
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buildSpriteSheetsForThangType: (thangType) ->
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@grabThangTypeTeams() unless @thangTypeTeams
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for team in @thangTypeTeams[thangType.get('original')] ? [null]
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spriteOptions = {resolutionFactor: 4, async: true}
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if thangType.get('kind') is 'Floor'
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spriteOptions.resolutionFactor = 2
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if team and color = @teamConfigs[team]?.color
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spriteOptions.colorConfig = team: color
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@buildSpriteSheet thangType, spriteOptions
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buildSpriteSheet: (thangType, options) ->
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if thangType.get('name') is 'Wizard'
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options.colorConfig = me.get('wizard')?.colorConfig or {}
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building = thangType.buildSpriteSheet options
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return unless building
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#console.log 'Building:', thangType.get('name'), options
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t0 = new Date()
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@spriteSheetsToBuild += 1
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thangType.once 'build-complete', =>
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return if @destroyed
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@spriteSheetsBuilt += 1
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@notifyProgress()
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console.log "Built", thangType.get('name'), 'after', ((new Date()) - t0), 'ms'
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# World init
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initWorld: ->
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return if @initialized
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@initialized = true
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@world = new World @level.get('name')
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serializedLevel = @level.serialize(@supermodel)
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@world.loadFromLevel serializedLevel, false
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# Initial Sound Loading
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loadAudio: ->
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return if @headless
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AudioPlayer.preloadInterfaceSounds ["victory"]
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loadLevelSounds: ->
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return if @headless
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scripts = @level.get 'scripts'
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return unless scripts
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for script in scripts when script.noteChain
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for noteGroup in script.noteChain when noteGroup.sprites
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for sprite in noteGroup.sprites when sprite.say?.sound
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AudioPlayer.preloadSoundReference(sprite.say.sound)
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thangTypes = @supermodel.getModels(ThangType)
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for thangType in thangTypes
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for trigger, sounds of thangType.get('soundTriggers') or {} when trigger isnt 'say'
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AudioPlayer.preloadSoundReference sound for sound in sounds
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# everything else sound wise is loaded as needed as worlds are generated
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allDone: ->
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@supermodel.finished() and @sessionsLoaded() and @spriteSheetsBuilt is @spriteSheetsToBuild
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progress: ->
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return 0 unless @level.loaded
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overallProgress = 0
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supermodelProgress = @supermodel.progress()
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overallProgress += supermodelProgress * 0.7
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overallProgress += 0.1 if @sessionsLoaded()
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if @headless
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spriteMapProgress = 0.2
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else
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spriteMapProgress = if supermodelProgress is 1 then 0.2 else 0
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spriteMapProgress *= @spriteSheetsBuilt / @spriteSheetsToBuild if @spriteSheetsToBuild
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overallProgress += spriteMapProgress
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return overallProgress
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notifyProgress: ->
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Backbone.Mediator.publish 'level-loader:progress-changed', progress: @progress()
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@initWorld() if @allDone()
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@trigger 'loaded-all' if @progress() is 1
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destroy: ->
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@supermodel.off 'loaded-one', @onSupermodelLoadedOne
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@world = null # don't hold onto garbage
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@update = null
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super()
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