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_ = require ' underscore '
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moment = require ' moment '
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#algos = require './algos'
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restoreRefs = module.exports.restoreRefs = (model) ->
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#refLists
_ . each [ ' habit ' , ' daily ' , ' todo ' , ' reward ' ] , (type) ->
model . refList " _ #{ type } List " , " _user.tasks " , " _user. #{ type } Ids "
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# ##
Loads JavaScript files from ( 1 ) public / js / * and ( 2 ) external sources
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If a library is available in a CDN , we put it in < Scripts : > ( index . html ) for better caching . If not , we use
this function to utilize require ( ) to concatinate for faster page load , and $ . getScript for asyncronous external script loading
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# ##
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loadJavaScripts = (model) ->
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unless model . get ( ' _view.mobileDevice ' )
require ' ../../public/vendor/jquery-ui/ui/jquery.ui.core '
require ' ../../public/vendor/jquery-ui/ui/jquery.ui.widget '
require ' ../../public/vendor/jquery-ui/ui/jquery.ui.mouse '
require ' ../../public/vendor/jquery-ui/ui/jquery.ui.sortable '
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require ' ../../public/sticky.js '
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require ' ../../public/vendor/bootstrap-tour/bootstrap-tour '
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# JS files not needed right away (google charts) or entirely optional (analytics)
# Each file getsload asyncronously via $.getScript, so it doesn't bog page-load
unless model . get ( ' _view.mobileDevice ' )
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$ . getScript ( " //s7.addthis.com/js/250/addthis_widget.js # pubid=lefnire " ) ;
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# Google Charts
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$ . getScript " //www.google.com/jsapi " , ->
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# Specifying callback in options param is vital! Otherwise you get blank screen, see http://stackoverflow.com/a/12200566/362790
google . load " visualization " , " 1 " , { packages : [ " corechart " ] , callback: -> }
# Note, Google Analyatics giving beef if in this file. Moved back to index.html. It's ok, it's async - really the
# syncronous requires up top are what benefit the most from this file.
# ##
Setup jQuery UI Sortable
# ##
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setupSortable = (model) ->
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unless ( model . get ( ' _view.mobileDevice ' ) == true ) #don't do sortable on mobile
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_ . each [ ' habit ' , ' daily ' , ' todo ' , ' reward ' ] , (type) ->
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$ ( " ul. #{ type } s " ) . sortable
dropOnEmpty: false
cursor: " move "
items: " li "
scroll: true
axis: ' y '
update: (e, ui) ->
item = ui . item [ 0 ]
domId = item . id
id = item . getAttribute ' data-id '
to = $ ( " ul. #{ type } s " ) . children ( ) . index ( item )
# Use the Derby ignore option to suppress the normal move event
# binding, since jQuery UI will move the element in the DOM.
# Also, note that refList index arguments can either be an index
# or the item's id property
model . at ( " _ #{ type } List " ) . pass ( ignore: domId ) . move { id } , to
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setupTooltips = (model) ->
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$ ( ' [rel=tooltip] ' ) . tooltip ( )
$ ( ' [rel=popover] ' ) . popover ( )
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$ ( ' .priority-multiplier-help ' ) . popover
title: " How difficult is this task? "
trigger: " hover "
content: " This multiplies its point value. Use sparingly, rely instead on our organic value-adjustment algorithms. But some tasks are grossly more valuable (Write Thesis vs Floss Teeth). Click for more info. "
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setupTour = (model) ->
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tourSteps = [
{
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element: " .main-avatar "
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title: " Welcome to HabitRPG "
content: " Welcome to HabitRPG, a habit-tracker which treats your goals like a Role Playing Game. "
}
{
element: " # bars "
title: " Achieve goals and level up "
content: " As you accomplish goals, you level up. If you fail your goals, you lose hit points. Lose all your HP and you die. "
}
{
element: " ul.habits "
title: " Habits "
content: " Habits are goals that you constantly track. "
placement: " bottom "
}
{
element: " ul.dailys "
title: " Dailies "
content: " Dailies are goals that you want to complete once a day. "
placement: " bottom "
}
{
element: " ul.todos "
title: " Todos "
content: " Todos are one-off goals which need to be completed eventually. "
placement: " bottom "
}
{
element: " ul.rewards "
title: " Rewards "
content: " As you complete goals, you earn gold to buy rewards. Buy them liberally - rewards are integral in forming good habits. "
placement: " bottom "
}
{
element: " ul.habits li:first-child "
title: " Hover over comments "
content: " Different task-types have special properties. Hover over each task ' s comment for more information. When you ' re ready to get started, delete the existing tasks and add your own. "
placement: " right "
}
]
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$ ( ' .main-avatar ' ) . popover ( ' destroy ' ) #remove previous popovers
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tour = new Tour ( )
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_ . each tourSteps , (step) ->
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tour . addStep _ . defaults step , { html : true }
tour._current = 0 if isNaN ( tour . _current ) #bootstrap-tour bug
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tour . start ( )
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# jquery sticky header on scroll, no need for position fixed
initStickyHeader = (model) ->
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$ ( ' .header-wrap ' ) . sticky ( { topSpacing : 1 } )
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# ##
Sets up " +1 Exp " , " Level Up " , etc notifications
# ##
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setupGrowlNotifications = (model) ->
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return unless jQuery ? # Only run this in the browser
user = model . at ' _user '
statsNotification = (html, type) ->
#don't show notifications if user dead
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return if user . get ( ' stats.lvl ' ) == 0
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$ . bootstrapGrowl html ,
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ele: ' # notification-area ' ,
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type: type # (null, 'info', 'error', 'success', 'gp', 'xp', 'hp', 'lvl','death')
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top_offset: 20
align: ' right ' # ('left', 'right', or 'center')
width: 250 # (integer, or 'auto')
delay: 3000
allow_dismiss: true
stackup_spacing: 10 # spacing between consecutive stacecked growls.
# Setup listeners which trigger notifications
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user . on ' set ' , ' stats.hp ' , (captures, args) ->
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num = captures - args
rounded = Math . abs ( num . toFixed ( 1 ) )
if num < 0
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statsNotification " <i class= ' icon-heart ' ></i> - #{ rounded } HP " , ' hp ' # lost hp from purchase
else if num > 0
statsNotification " <i class= ' icon-heart ' ></i> + #{ rounded } HP " , ' hp ' # gained hp from potion/level?
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user . on ' set ' , ' stats.exp ' , (captures, args, isLocal, silent=false) ->
# unless silent
num = captures - args
rounded = Math . abs ( num . toFixed ( 1 ) )
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if num < 0 and num > - 50 # TODO fix hackey negative notification supress
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statsNotification " <i class= ' icon-star ' ></i> - #{ rounded } XP " , ' xp '
else if num > 0
statsNotification " <i class= ' icon-star ' ></i> + #{ rounded } XP " , ' xp '
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user . on ' set ' , ' stats.gp ' , (captures, args) ->
num = captures - args
absolute = Math . abs ( num )
gold = Math . floor ( absolute )
silver = Math . floor ( ( absolute - gold ) * 100 )
sign = if num < 0 then ' - ' else ' + '
if gold and silver > 0
statsNotification " #{ sign } #{ gold } <i class= ' icon-gold ' ></i> #{ silver } <i class= ' icon-silver ' ></i> " , ' gp '
else if gold > 0
statsNotification " #{ sign } #{ gold } <i class= ' icon-gold ' ></i> " , ' gp '
else if silver > 0
statsNotification " #{ sign } #{ silver } <i class= ' icon-silver ' ></i> " , ' gp '
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user . on ' set ' , ' stats.lvl ' , (captures, args) ->
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if captures > args
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if captures is 1 and args is 0
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statsNotification ' <i class= " icon-death " ></i> You died! Game over. ' , ' death '
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else
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statsNotification ' <i class= " icon-chevron-up " ></i> Level Up! ' , ' lvl '
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module.exports.resetDom = (model) ->
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DERBY . app . dom . clear ( )
DERBY . app . view . render ( model , DERBY . app . view . _lastRender . ns , DERBY . app . view . _lastRender . context ) ;
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module.exports.app = (appExports, model, app) ->
loadJavaScripts ( model )
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setupGrowlNotifications ( model ) unless model . get ( ' _view.mobileDevice ' )
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app . on ' render ' , (ctx) ->
#restoreRefs(model)
setupSortable ( model )
setupTooltips ( model )
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setupTour ( model )
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initStickyHeader ( model ) unless model . get ( ' _view.mobileDevice ' )
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$ ( ' .datepicker ' ) . datepicker ( { autoclose : true , todayBtn : true } )
. on ' changeDate ' , (ev) ->
#for some reason selecting a date doesn't fire a change event on the field, meaning our changes aren't saved
#FIXME also, it saves as a day behind??
model . at ( ev . target ) . set ' date ' , moment ( ev . date ) . add ( ' d ' , 1 ) . format ( ' MM/DD/YYYY ' )