oh-my-git/scenes/main.gd

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GDScript3
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extends Control
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var dragged = null
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var current_chapter
var current_level
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onready var terminal = $Rows/Controls/Terminal
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onready var input = terminal.input
onready var output = terminal.output
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onready var repositories_node = $Rows/Columns/Repositories
var repositories = {}
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onready var level_select = $Rows/Columns/RightSide/LevelInfo/Menu/LevelSelect
onready var chapter_select = $Rows/Columns/RightSide/LevelInfo/Menu/ChapterSelect
onready var next_level_button = $Rows/Columns/RightSide/LevelInfo/Menu/NextLevelButton
onready var level_name = $Rows/Columns/RightSide/LevelInfo/LevelPanel/LevelName
onready var level_description = $Rows/Columns/RightSide/LevelInfo/LevelPanel/Text/LevelDescription
onready var level_congrats = $Rows/Columns/RightSide/LevelInfo/LevelPanel/Text/LevelCongrats
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onready var cards = $Rows/Controls/Cards
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onready var file_browser = $Rows/Columns/RightSide/FileBrowser
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onready var index = $Rows/Columns/RightSide/Index
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var _hint_server
var _hint_client_connection
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func _ready():
_hint_server = TCP_Server.new()
_hint_server.listen(1235)
var args = helpers.parse_args()
if args.has("sandbox"):
var err = get_tree().change_scene("res://scenes/sandbox.tscn")
if err != OK:
helpers.crash("Could not change to sandbox scene")
return
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current_chapter = 0
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current_level = 0
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# Initialize level select.
level_select.connect("item_selected", self, "load_level")
repopulate_levels()
level_select.select(current_level)
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# Initialize chapter select.
chapter_select.connect("item_selected", self, "load_chapter")
repopulate_chapters()
chapter_select.select(current_chapter)
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# Load first chapter.
load_chapter(current_chapter)
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input.grab_focus()
func _process(delta):
if _hint_server.is_connection_available():
_hint_client_connection = _hint_server.take_connection()
var length = _hint_client_connection.get_u32()
var message = _hint_client_connection.get_string(length)
game.notify(message)
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func load_chapter(id):
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current_chapter = id
repopulate_levels()
load_level(0)
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func load_level(level_id):
next_level_button.hide()
level_congrats.hide()
level_description.show()
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current_level = level_id
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AudioServer.set_bus_mute(AudioServer.get_bus_index("Master"), true)
levels.chapters[current_chapter].levels[current_level].construct()
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var level = levels.chapters[current_chapter].levels[current_level]
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level_description.bbcode_text = level.description[0]
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level_congrats.bbcode_text = level.congrats
level_name.text = level.title
if levels.chapters[current_chapter].levels[current_level].cards.size() == 0:
cards.redraw_all_cards()
else:
cards.draw(levels.chapters[current_chapter].levels[current_level].cards)
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for r in repositories_node.get_children():
r.queue_free()
repositories = {}
var repo_names = level.repos.keys()
repo_names.invert()
for r in repo_names:
var repo = level.repos[r]
var new_repo = preload("res://scenes/repository.tscn").instance()
new_repo.path = repo.path
new_repo.label = repo.slug
new_repo.size_flags_horizontal = SIZE_EXPAND_FILL
new_repo.size_flags_vertical = SIZE_EXPAND_FILL
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if new_repo.label == "yours":
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file_browser.shell = new_repo.shell
file_browser.update()
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index.repository = new_repo
index.update()
repositories_node.add_child(new_repo)
repositories[r] = new_repo
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terminal.repository = repositories[repo_names[repo_names.size()-1]]
terminal.clear()
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terminal.find_node("TextEditor").close()
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update_repos()
# Unmute the audio after a while, so that player can hear pop sounds for
# nodes they create.
var t = Timer.new()
t.wait_time = 1
add_child(t)
t.start()
yield(t, "timeout")
AudioServer.set_bus_mute(AudioServer.get_bus_index("Master"), false)
# FIXME: Need to clean these up when switching levels somehow.
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chapter_select.select(current_chapter)
level_select.select(current_level)
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func reload_level():
levels.reload()
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load_level(current_level)
func load_next_level():
current_level = (current_level + 1) % levels.chapters[current_chapter].levels.size()
load_level(current_level)
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func show_win_status(win_states):
var all_won = true
var win_text = "\n\n"
for state in win_states:
win_text += "%s: %s\n" % [state, win_states[state]]
if not win_states[state]:
all_won = false
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var level = levels.chapters[current_chapter].levels[current_level]
level_description.bbcode_text = level.description[0] + win_text
for i in range(1,level.tipp_level+1):
level_description.bbcode_text += level.description[i]
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if not level_congrats.visible and all_won and win_states.size() > 0:
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next_level_button.show()
level_description.hide()
level_congrats.show()
$SuccessSound.play()
func repopulate_levels():
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levels.reload()
level_select.clear()
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for level in levels.chapters[current_chapter].levels:
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level_select.add_item(level.title)
level_select.select(current_level)
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func repopulate_chapters():
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levels.reload()
chapter_select.clear()
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for c in levels.chapters:
chapter_select.add_item(c.slug)
chapter_select.select(current_chapter)
func update_repos():
for r in repositories:
var repo = repositories[r]
repo.update_everything()
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file_browser.update()
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index.update()
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#if levels.chapters[current_chapter].levels[current_level].check_win():
# show_win_status()
var win_states = levels.chapters[current_chapter].levels[current_level].check_win()
show_win_status(win_states)
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func toggle_cards():
cards.visible = not cards.visible
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func new_tip():
var level = levels.chapters[current_chapter].levels[current_level]
if level.description.size() - 1 > level.tipp_level :
level.tipp_level += 1
level_description.bbcode_text += level.description[level.tipp_level]