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https://github.com/git-learning-game/oh-my-git.git
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Move level construction stuff to Level class
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parent
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commit
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2 changed files with 47 additions and 42 deletions
42
level.gd
42
level.gd
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@ -23,3 +23,45 @@ func load(path):
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start_commands = helpers.read_file(path+"/start", "")
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start_commands = helpers.read_file(path+"/start", "")
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goal_commands = helpers.read_file(path+"/goal", "")
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goal_commands = helpers.read_file(path+"/goal", "")
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win_commands = helpers.read_file(path+"/win", "exit 1\n")
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win_commands = helpers.read_file(path+"/win", "exit 1\n")
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func construct():
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AudioServer.set_bus_mute(AudioServer.get_bus_index("Master"), true)
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var goal_repository_path = game.tmp_prefix_inside+"/repos/goal/"
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var active_repository_path = game.tmp_prefix_inside+"/repos/active/"
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# We're actually destroying stuff here.
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# Make sure that active_repository is in a temporary directory.
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helpers.careful_delete(active_repository_path)
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helpers.careful_delete(goal_repository_path)
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_construct_repo(start_commands +"\n"+ goal_commands, goal_repository_path)
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_construct_repo(start_commands, active_repository_path)
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var win_script_target = game.tmp_prefix_outside+"/win"
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helpers.write_file(win_script_target, win_commands)
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# Unmute the audio after a while, so that player can hear pop sounds for
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# nodes they create.
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var t = Timer.new()
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t.wait_time = 3
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add_child(t)
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t.start()
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yield(t, "timeout")
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AudioServer.set_bus_mute(AudioServer.get_bus_index("Master"), false)
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# FIXME: Need to clean these up when switching levels somehow.
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func _construct_repo(script_content, path):
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# Becase in an exported game, all assets are in a .pck file, we need to put
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# the script somewhere in the filesystem.
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var script_path_outside = game.tmp_prefix_outside+"/git-hydra-script"
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var script_path_inside = game.tmp_prefix_inside+"/git-hydra-script"
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helpers.write_file(script_path_outside, script_content)
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game.global_shell.run("mkdir " + path)
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game.global_shell.cd(path)
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game.global_shell.run("git init")
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game.global_shell.run("git symbolic-ref HEAD refs/heads/main")
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# Read stdin from /dev/null so that interactive commands don't block.
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game.global_shell.run("bash "+script_path_inside+" </dev/null")
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45
main.gd
45
main.gd
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@ -45,16 +45,17 @@ func _ready():
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func load_chapter(id):
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func load_chapter(id):
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current_chapter = id
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current_chapter = id
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repopulate_levels()
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load_level(0)
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load_level(0)
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func load_level(level_id):
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func load_level(level_id):
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AudioServer.set_bus_mute(AudioServer.get_bus_index("Master"), true)
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next_level_button.hide()
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next_level_button.hide()
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level_congrats.hide()
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level_congrats.hide()
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level_description.show()
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level_description.show()
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current_level = level_id
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current_level = level_id
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levels.chapters[current_chapter].levels[current_level].construct()
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var goal_repository_path = game.tmp_prefix_inside+"/repos/goal/"
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var goal_repository_path = game.tmp_prefix_inside+"/repos/goal/"
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var active_repository_path = game.tmp_prefix_inside+"/repos/active/"
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var active_repository_path = game.tmp_prefix_inside+"/repos/active/"
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@ -63,55 +64,17 @@ func load_level(level_id):
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level_congrats.bbcode_text = level.congrats
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level_congrats.bbcode_text = level.congrats
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level_name.text = level.slug
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level_name.text = level.slug
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# We're actually destroying stuff here.
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# Make sure that active_repository is in a temporary directory.
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helpers.careful_delete(active_repository_path)
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helpers.careful_delete(goal_repository_path)
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construct_repo(level.start_commands +"\n"+ level.goal_commands, goal_repository_path)
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construct_repo(level.start_commands, active_repository_path)
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goal_repository.path = goal_repository_path
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goal_repository.path = goal_repository_path
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active_repository.path = active_repository_path
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active_repository.path = active_repository_path
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var win_script_target = game.tmp_prefix_outside+"/win"
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helpers.write_file(win_script_target, level.win_commands)
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terminal.clear()
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terminal.clear()
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# Unmute the audio after a while, so that player can hear pop sounds for
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# nodes they create.
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var t = Timer.new()
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t.wait_time = 3
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add_child(t)
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t.start()
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yield(t, "timeout")
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AudioServer.set_bus_mute(AudioServer.get_bus_index("Master"), false)
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# FIXME: Need to clean these up when switching levels somehow.
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func reload_level():
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func reload_level():
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load_level(current_level)
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load_level(current_level)
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func load_next_level():
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func load_next_level():
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current_level = (current_level + 1) % levels.chapters[current_chapter].size()
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current_level = (current_level + 1) % levels.chapters[current_chapter].levels.size()
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load_level(current_level)
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load_level(current_level)
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func construct_repo(script_content, path):
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# Becase in an exported game, all assets are in a .pck file, we need to put
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# the script somewhere in the filesystem.
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var script_path_outside = game.tmp_prefix_outside+"/git-hydra-script"
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var script_path_inside = game.tmp_prefix_inside+"/git-hydra-script"
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helpers.write_file(script_path_outside, script_content)
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game.global_shell.run("mkdir " + path)
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game.global_shell.cd(path)
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game.global_shell.run("git init")
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game.global_shell.run("git symbolic-ref HEAD refs/heads/main")
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# Read stdin from /dev/null so that interactive commands don't block.
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game.global_shell.run("bash "+script_path_inside+" </dev/null")
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func show_win_status():
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func show_win_status():
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next_level_button.show()
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next_level_button.show()
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level_description.hide()
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level_description.hide()
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