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Simple title screen and level select menu
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parent
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commit
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8 changed files with 225 additions and 46 deletions
scenes
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@ -2,9 +2,6 @@ extends Control
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var dragged = null
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var current_chapter
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var current_level
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onready var terminal = $Rows/Controls/Terminal
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onready var input = terminal.input
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onready var output = terminal.output
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@ -34,22 +31,19 @@ func _ready():
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if err != OK:
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helpers.crash("Could not change to sandbox scene")
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return
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current_chapter = 0
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current_level = 0
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# Initialize level select.
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level_select.connect("item_selected", self, "load_level")
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repopulate_levels()
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level_select.select(current_level)
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level_select.select(game.current_level)
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# Initialize chapter select.
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chapter_select.connect("item_selected", self, "load_chapter")
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repopulate_chapters()
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chapter_select.select(current_chapter)
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chapter_select.select(game.current_chapter)
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# Load first chapter.
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load_chapter(current_chapter)
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# Load current level.
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load_level(game.current_level)
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input.grab_focus()
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func _process(delta):
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@ -61,7 +55,7 @@ func _process(delta):
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func load_chapter(id):
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current_chapter = id
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game.current_chapter = id
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repopulate_levels()
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load_level(0)
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@ -69,20 +63,20 @@ func load_level(level_id):
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next_level_button.hide()
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level_congrats.hide()
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level_description.show()
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current_level = level_id
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game.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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levels.chapters[game.current_chapter].levels[game.current_level].construct()
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var level = levels.chapters[current_chapter].levels[current_level]
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var level = levels.chapters[game.current_chapter].levels[game.current_level]
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level_description.bbcode_text = level.description[0]
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level_congrats.bbcode_text = level.congrats
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level_name.text = level.title
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if levels.chapters[current_chapter].levels[current_level].cards.size() == 0:
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if levels.chapters[game.current_chapter].levels[game.current_level].cards.size() == 0:
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cards.redraw_all_cards()
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else:
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cards.draw(levels.chapters[current_chapter].levels[current_level].cards)
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cards.draw(levels.chapters[game.current_chapter].levels[game.current_level].cards)
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for r in repositories_node.get_children():
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r.queue_free()
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@ -122,17 +116,17 @@ func load_level(level_id):
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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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chapter_select.select(current_chapter)
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level_select.select(current_level)
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chapter_select.select(game.current_chapter)
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level_select.select(game.current_level)
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func reload_level():
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levels.reload()
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load_level(current_level)
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load_level(game.current_level)
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func load_next_level():
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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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game.current_level = (game.current_level + 1) % levels.chapters[game.current_chapter].levels.size()
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load_level(game.current_level)
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func show_win_status(win_states):
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var all_won = true
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@ -141,7 +135,7 @@ func show_win_status(win_states):
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win_text += "%s: %s\n" % [state, win_states[state]]
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if not win_states[state]:
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all_won = false
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var level = levels.chapters[current_chapter].levels[current_level]
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var level = levels.chapters[game.current_chapter].levels[game.current_level]
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level_description.bbcode_text = level.description[0] + win_text
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for i in range(1,level.tipp_level+1):
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level_description.bbcode_text += level.description[i]
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@ -155,19 +149,19 @@ func show_win_status(win_states):
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func repopulate_levels():
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levels.reload()
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level_select.clear()
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for level in levels.chapters[current_chapter].levels:
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for level in levels.chapters[game.current_chapter].levels:
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level_select.add_item(level.title)
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level_select.select(current_level)
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level_select.select(game.current_level)
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func repopulate_chapters():
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levels.reload()
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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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chapter_select.select(current_chapter)
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chapter_select.select(game.current_chapter)
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func update_repos():
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var win_states = levels.chapters[current_chapter].levels[current_level].check_win()
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var win_states = levels.chapters[game.current_chapter].levels[game.current_level].check_win()
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show_win_status(win_states)
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for r in repositories:
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@ -180,7 +174,10 @@ func toggle_cards():
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cards.visible = not cards.visible
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func new_tip():
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var level = levels.chapters[current_chapter].levels[current_level]
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var level = levels.chapters[game.current_chapter].levels[game.current_level]
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if level.description.size() - 1 > level.tipp_level :
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level.tipp_level += 1
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level_description.bbcode_text += level.description[level.tipp_level]
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func back():
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get_tree().change_scene("res://scenes/level_select.tscn")
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