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 onready var repositories_node = $Rows/Columns/Repositories var repositories = {} onready var level_select = $Rows/Columns/RightSide/LevelInfo/Menu/LevelSelect onready var chapter_select = $Rows/Columns/RightSide/LevelInfo/Menu/ChapterSelect onready var next_level_button = $Rows/Columns/RightSide/LevelInfo/Menu/NextLevelButton onready var level_name = $Rows/Columns/RightSide/LevelInfo/LevelPanel/LevelName onready var level_description = $Rows/Columns/RightSide/LevelInfo/LevelPanel/Text/LevelDescription onready var level_congrats = $Rows/Columns/RightSide/LevelInfo/LevelPanel/Text/LevelCongrats onready var cards = $Rows/Controls/Cards onready var file_browser = $Rows/Columns/RightSide/FileBrowser onready var inventory = $Rows/Columns/RightSide/Inventory #onready var index = $Rows/Columns/RightSide/Index func _ready(): var args = helpers.parse_args() if args.has("sandbox"): var err = get_tree().change_scene("res://scenes/sandbox.tscn") 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) # Initialize chapter select. chapter_select.connect("item_selected", self, "load_chapter") repopulate_chapters() chapter_select.select(current_chapter) # Load first chapter. load_chapter(current_chapter) inventory.shell = Shell.new() inventory.shell.cd(game.tmp_prefix + "inventory") func load_chapter(id): current_chapter = id repopulate_levels() load_level(0) func load_level(level_id): next_level_button.hide() level_congrats.hide() level_description.show() current_level = level_id AudioServer.set_bus_mute(AudioServer.get_bus_index("Master"), true) levels.chapters[current_chapter].levels[current_level].construct() 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.title if levels.chapters[current_chapter].levels[current_level].cards.size() == 0: cards.redraw_all_cards() else: cards.draw(levels.chapters[current_chapter].levels[current_level].cards) for r in repositories_node.get_children(): r.queue_free() repositories = {} var repo_names = level.repos.keys() repo_names.invert() for r in repo_names: var repo = level.repos[r] var new_repo = preload("res://scenes/repository.tscn").instance() new_repo.path = repo.path new_repo.label = repo.slug new_repo.size_flags_horizontal = SIZE_EXPAND_FILL new_repo.size_flags_vertical = SIZE_EXPAND_FILL if new_repo.label == "yours": file_browser.shell = new_repo.shell file_browser.update() # index.repository = new_repo # index.update() repositories_node.add_child(new_repo) repositories[r] = new_repo terminal.repository = repositories[repo_names[repo_names.size()-1]] terminal.clear() terminal.find_node("TextEditor").close() # Unmute the audio after a while, so that player can hear pop sounds for # nodes they create. var t = Timer.new() t.wait_time = 1 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. chapter_select.select(current_chapter) level_select.select(current_level) func reload_level(): levels.reload() load_level(current_level) func load_next_level(): current_level = (current_level + 1) % levels.chapters[current_chapter].levels.size() load_level(current_level) func show_win_status(): if not level_congrats.visible: next_level_button.show() level_description.hide() level_congrats.show() $SuccessSound.play() func repopulate_levels(): levels.reload() level_select.clear() for level in levels.chapters[current_chapter].levels: level_select.add_item(level.title) level_select.select(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) func update_repos(): for r in repositories: var repo = repositories[r] repo.update_everything() file_browser.update() inventory.update() if levels.chapters[current_chapter].levels[current_level].check_win(): show_win_status() func toggle_cards(): cards.visible = not cards.visible