Simple title screen and level select menu

This commit is contained in:
blinry 2020-12-23 12:01:07 +01:00
parent 2e6d30134c
commit 8bfba3f0aa
8 changed files with 225 additions and 46 deletions
scenes

View file

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