oh-my-git/main.gd

110 lines
3.2 KiB
GDScript3
Raw Normal View History

extends Control
2020-03-18 15:23:38 +01:00
2020-03-18 20:03:17 +01:00
var dragged = null
2020-09-29 19:40:17 +02:00
var current_chapter
var current_level
onready var terminal = $Columns/RightSide/Terminal
2020-09-14 19:36:58 +02:00
onready var input = terminal.input
onready var output = terminal.output
onready var goal_repository = $Columns/Repositories/GoalRepository
onready var active_repository = $Columns/Repositories/ActiveRepository
onready var level_select = $Columns/RightSide/TopStuff/Menu/LevelSelect
onready var chapter_select = $Columns/RightSide/TopStuff/Menu/ChapterSelect
onready var next_level_button = $Columns/RightSide/TopStuff/Menu/NextLevelButton
onready var level_name = $Columns/RightSide/TopStuff/LevelPanel/LevelName
onready var level_description = $Columns/RightSide/TopStuff/LevelPanel/Text/LevelDescription
onready var level_congrats = $Columns/RightSide/TopStuff/LevelPanel/Text/LevelCongrats
2020-09-01 21:25:24 +02:00
2020-03-18 15:23:38 +01:00
func _ready():
var args = helpers.parse_args()
if args.has("sandbox"):
var err = get_tree().change_scene("res://sandbox.tscn")
if err != OK:
helpers.crash("Could not change to sandbox scene")
return
2020-09-29 19:40:17 +02:00
current_chapter = 0
current_level = 0
2020-09-04 14:57:37 +02:00
# Initialize level select.
level_select.connect("item_selected", self, "load_level")
repopulate_levels()
level_select.select(0)
2020-09-04 14:57:37 +02:00
2020-09-28 18:40:41 +02:00
# Initialize chapter select.
chapter_select.connect("item_selected", self, "load_chapter")
repopulate_chapters()
chapter_select.select(0)
2020-09-28 18:40:41 +02:00
2020-09-29 19:40:17 +02:00
# Load first chapter.
load_chapter(0)
2020-09-04 14:57:37 +02:00
input.grab_focus()
2020-09-28 18:40:41 +02:00
func load_chapter(id):
2020-09-29 19:40:17 +02:00
current_chapter = id
repopulate_levels()
load_level(0)
2020-09-28 18:40:41 +02:00
2020-09-29 19:40:17 +02:00
func load_level(level_id):
next_level_button.hide()
level_congrats.hide()
level_description.show()
2020-09-29 19:40:17 +02:00
current_level = level_id
2020-09-04 14:57:37 +02:00
AudioServer.set_bus_mute(AudioServer.get_bus_index("Master"), true)
levels.chapters[current_chapter].levels[current_level].construct()
2020-09-29 16:12:58 +02:00
var goal_repository_path = game.tmp_prefix_inside+"/repos/goal/"
var active_repository_path = game.tmp_prefix_inside+"/repos/active/"
2020-09-29 19:40:17 +02:00
var level = levels.chapters[current_chapter].levels[current_level]
level_description.bbcode_text = level.description
level_congrats.bbcode_text = level.congrats
level_name.text = level.slug
2020-09-04 14:57:37 +02:00
goal_repository.path = goal_repository_path
active_repository.path = active_repository_path
terminal.clear()
# Unmute the audio after a while, so that player can hear pop sounds for
# nodes they create.
var t = Timer.new()
t.wait_time = 3
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.
2020-09-13 21:55:24 +02:00
func reload_level():
load_level(current_level)
func load_next_level():
current_level = (current_level + 1) % levels.chapters[current_chapter].levels.size()
load_level(current_level)
2020-09-10 12:03:46 +02:00
func show_win_status():
next_level_button.show()
level_description.hide()
level_congrats.show()
func repopulate_levels():
2020-09-29 19:40:17 +02:00
levels.reload()
level_select.clear()
2020-09-29 19:40:17 +02:00
for level in levels.chapters[current_chapter].levels:
level_select.add_item(level.slug)
2020-09-28 18:40:41 +02:00
func repopulate_chapters():
2020-09-29 19:40:17 +02:00
levels.reload()
chapter_select.clear()
2020-09-29 19:40:17 +02:00
for c in levels.chapters:
chapter_select.add_item(c.slug)
func check_win_condition():
if levels.chapters[current_chapter].levels[current_level].check_win():
show_win_status()