extends Control var dragged = null var current_chapter var current_level 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 current_chapter = 0 current_level = 0 # 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 chapter. load_chapter(0) input.grab_focus() 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 goal_repository_path = game.tmp_prefix_inside+"/repos/goal/" var active_repository_path = game.tmp_prefix_inside+"/repos/active/" 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.slug goal_repository.path = goal_repository_path active_repository.path = active_repository_path 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) % levels.chapters[current_chapter].levels.size() load_level(current_level) func show_win_status(): next_level_button.show() level_description.hide() level_congrats.show() func repopulate_levels(): levels.reload() level_select.clear() for level in levels.chapters[current_chapter].levels: level_select.add_item(level.slug) func repopulate_chapters(): levels.reload() chapter_select.clear() for c in levels.chapters: chapter_select.add_item(c.slug) func check_win_condition(): if levels.chapters[current_chapter].levels[current_level].check_win(): show_win_status()