mirror of
https://github.com/codeninjasllc/codecombat.git
synced 2024-11-24 08:08:15 -05:00
211 lines
6.9 KiB
CoffeeScript
211 lines
6.9 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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subscriptions:
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'god:new-world-created': 'loadSoundsForWorld'
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constructor: (@levelID, @supermodel, @sessionID) ->
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super()
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@loadSession()
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@loadLevelModels()
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@loadAudio()
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@playJingle()
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setTimeout (=> @update()), 1 # lets everything else resolve first
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playJingle: ->
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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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# Session Loading
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loadSession: ->
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url = if @sessionID then "/db/level_session/#{@sessionID}" else "/db/level/#{@levelID}/session"
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@session = new LevelSession()
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@session.url = -> url
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@session.fetch()
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@session.once 'sync', @onSessionLoaded
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onSessionLoaded: =>
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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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@session.url = -> '/db/level.session/' + @id
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@update()
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# Supermodel (Level) Loading
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loadLevelModels: ->
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@supermodel.once 'loaded-all', @onSupermodelLoadedAll
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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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@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.populateModel @level
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onSupermodelError: =>
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msg = $.i18n.t('play_level.level_load_error',
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defaultValue: "Level could not be loaded.")
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@$el.html('<div class="alert">' + msg + '</div>')
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onSupermodelLoadedOne: (e) =>
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@notifyProgress()
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# if e.model.type() is 'ThangType'
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# thangType = e.model
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# options = {async: true}
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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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# if building
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# @spriteSheetsToBuild += 1
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# thangType.on 'build-complete', =>
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# @spriteSheetsBuilt += 1
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# @notifyProgress()
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onSupermodelLoadedAll: =>
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@trigger 'loaded-supermodel'
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@stopListening(@supermodel)
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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 @session.loaded
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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 @session.get 'levelName'
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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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@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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# World init
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initWorld: ->
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return if @world
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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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@buildSpriteSheets()
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buildSpriteSheets: ->
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thangTypes = {}
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thangTypes[tt.get('name')] = tt for tt in @supermodel.getModels(ThangType)
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colorConfigs = @world.getTeamColors()
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thangsProduced = {}
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baseOptions = {resolutionFactor: 4, async: true}
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for thang in @world.thangs
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continue unless thang.spriteName
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thangType = thangTypes[thang.spriteName]
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options = thang.getSpriteOptions(colorConfigs)
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options.async = true
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thangsProduced[thang.spriteName] = true
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@buildSpriteSheet(thangType, options)
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for thangName, thangType of thangTypes
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continue if thangsProduced[thangName]
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thangType.spriteOptions = {resolutionFactor: 4, async: true}
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@buildSpriteSheet(thangType, 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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@spriteSheetsToBuild += 1
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thangType.on 'build-complete', =>
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@spriteSheetsBuilt += 1
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@notifyProgress()
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# Initial Sound Loading
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loadAudio: ->
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AudioPlayer.preloadInterfaceSounds ["victory"]
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loadLevelSounds: ->
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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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# Dynamic sound loading
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loadSoundsForWorld: (e) ->
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world = e.world
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thangTypes = @supermodel.getModels(ThangType)
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for [spriteName, message] in world.thangDialogueSounds()
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continue unless thangType = _.find thangTypes, (m) -> m.get('name') is spriteName
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continue unless sound = AudioPlayer.soundForDialogue message, thangType.get('soundTriggers')
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filename = AudioPlayer.preloadSoundReference sound
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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 @session.loaded 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 @session.loaded
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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 'ready-to-init-world' 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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super()
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