extends Control var dragged = null var chapter = "bottom-up" var current_level = 0 onready var terminal = $Columns/RightSide/Terminal onready var input = terminal.input onready var output = terminal.output onready var goal_repository = $Columns/Repositories/GoalRepository onready var active_repository = $Columns/Repositories/ActiveRepository onready var level_select = $Columns/RightSide/TopStuff/Menu/LevelSelect onready var chapter_select = $Columns/RightSide/TopStuff/Menu/ChapterSelect onready var next_level_button = $Columns/RightSide/TopStuff/Menu/NextLevelButton onready var level_name = $Columns/RightSide/TopStuff/LevelPanel/LevelName onready var level_description = $Columns/RightSide/TopStuff/LevelPanel/Text/LevelDescription onready var level_congrats = $Columns/RightSide/TopStuff/LevelPanel/Text/LevelCongrats func _ready(): var args = helpers.parse_args() if args.has("sandbox"): var err = get_tree().change_scene("res://sandbox.tscn") if err != OK: helpers.crash("Could not change to sandbox scene") return # Initialize level select. level_select.connect("item_selected", self, "load_level") repopulate_levels() level_select.select(0) # Initialize chapter select. chapter_select.connect("item_selected", self, "load_chapter") repopulate_chapters() chapter_select.select(0) # Load first level. load_level(0) input.grab_focus() func list_chapters(): var chapters = [] var dir = Directory.new() dir.open("res://levels/") dir.list_dir_begin() while true: var file = dir.get_next() if file == "": break elif not file.begins_with("."): chapters.append(file) dir.list_dir_end() chapters.sort() return chapters func list_levels(): var levels = [] var dir = Directory.new() dir.open("res://levels/%s" % chapter) dir.list_dir_begin() while true: var file = dir.get_next() if file == "": break elif not file.begins_with(".") and file != "sequence": levels.append(file) dir.list_dir_end() levels.sort() var final_level_sequence = [] var level_sequence = Array(helpers.read_file("res://levels/%s/sequence" % chapter, "").split("\n")) for level in level_sequence: if level == "": continue if not levels.has(level): helpers.crash("Level '%s' is specified in the sequence, but could not be found" % level) levels.erase(level) final_level_sequence.push_back(level) final_level_sequence += levels return final_level_sequence func load_chapter(id): var chapters = list_chapters() chapter = chapters[id] load_level(0) func load_level(id): AudioServer.set_bus_mute(AudioServer.get_bus_index("Master"), true) next_level_button.hide() level_congrats.hide() level_description.show() current_level = id var levels = list_levels() var level = levels[id] var level_prefix = "res://levels/%s/" % chapter var goal_repository_path = game.tmp_prefix_inside+"/repos/goal/" var active_repository_path = game.tmp_prefix_inside+"/repos/active/" var goal_script = level_prefix+level+"/goal" var active_script = level_prefix+level+"/start" var description_file = level_prefix+level+"/description" var description = helpers.read_file(description_file, "(no description)") # Surround all lines indented with four spaces with [code] tags. var monospace_regex = RegEx.new() monospace_regex.compile("\n (.*)\n") description = monospace_regex.sub(description, "\n [code]$1[/code]\n", true) level_description.bbcode_text = description var congrats_file = level_prefix+level+"/congrats" var congrats = helpers.read_file(congrats_file, "Good job, you solved the level!\n\nFeel free to try a few more things or click 'Next Level'.") level_congrats.bbcode_text = congrats level_name.text = level # We're actually destroying stuff here. # Make sure that active_repository is in a temporary directory. helpers.careful_delete(active_repository_path) helpers.careful_delete(goal_repository_path) var goal_script_content = helpers.read_file(goal_script, "") var active_script_content = helpers.read_file(active_script, "") construct_repo(active_script_content +"\n"+ goal_script_content, goal_repository_path) construct_repo(active_script_content, active_repository_path) goal_repository.path = goal_repository_path active_repository.path = active_repository_path var win_script = level_prefix+level+"/win" var win_script_target = game.tmp_prefix_outside+"/win" var win_script_content = helpers.read_file(win_script, "exit 1\n") helpers.write_file(win_script_target, win_script_content) terminal.clear() # Unmute the audio after a while, so that player can hear pop sounds for # nodes they create. var t = Timer.new() t.wait_time = 3 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. func reload_level(): load_level(current_level) func load_next_level(): current_level = (current_level + 1) % list_levels().size() load_level(current_level) func construct_repo(script_content, path): # Becase in an exported game, all assets are in a .pck file, we need to put # the script somewhere in the filesystem. var script_path_outside = game.tmp_prefix_outside+"/git-hydra-script" var script_path_inside = game.tmp_prefix_inside+"/git-hydra-script" helpers.write_file(script_path_outside, script_content) game.global_shell.run("mkdir " + path) game.global_shell.cd(path) game.global_shell.run("git init") game.global_shell.run("git symbolic-ref HEAD refs/heads/main") # Read stdin from /dev/null so that interactive commands don't block. game.global_shell.run("bash "+script_path_inside+"