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https://github.com/git-learning-game/oh-my-git.git
synced 2024-11-03 19:04:40 +01:00
Move win condition to Level class, move sound muting back to main
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parent
2c4f8cb26e
commit
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3 changed files with 30 additions and 24 deletions
30
level.gd
30
level.gd
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@ -8,6 +8,9 @@ var start_commands
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var goal_commands
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var win_commands
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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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# The path is an outer path.
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func load(path):
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var parts = path.split("/")
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@ -25,32 +28,17 @@ func load(path):
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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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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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_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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@ -65,3 +53,7 @@ func _construct_repo(script_content, path):
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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 check_win():
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game.global_shell.cd(_active_repository_path)
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return game.global_shell.run("bash %s/win 2>/dev/null >/dev/null && echo yes || echo no" % game.tmp_prefix_inside) == "yes\n"
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16
main.gd
16
main.gd
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@ -54,6 +54,8 @@ func load_level(level_id):
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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)
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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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@ -67,6 +69,16 @@ func load_level(level_id):
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goal_repository.path = goal_repository_path
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active_repository.path = active_repository_path
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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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load_level(current_level)
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@ -91,3 +103,7 @@ func repopulate_chapters():
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chapter_select.clear()
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for c in levels.chapters:
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chapter_select.add_item(c.slug)
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func check_win_condition():
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if levels.chapters[current_chapter].levels[current_level].check_win():
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show_win_status()
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@ -94,7 +94,9 @@ func send_command_async(command):
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func run_command_in_a_thread(command):
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var o = repository.shell.run(command, false)
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check_win_condition()
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if main:
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main.check_win_condition()
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input.text = ""
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input.editable = true
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@ -115,10 +117,6 @@ func clear():
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func editor_closed():
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input.grab_focus()
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func check_win_condition():
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if repository.shell.run("bash %s/win 2>/dev/null >/dev/null && echo yes || echo no" % game.tmp_prefix_inside) == "yes\n":
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main.show_win_status()
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func regenerate_completions_menu(new_text):
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var comp = generate_completions(new_text)
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