extends Control var dragged = null 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 next_level_button = $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 goals = $Rows/Columns/RightSide/LevelInfo/LevelPanel/Goals var _hint_server var _hint_client_connection func _ready(): _hint_server = TCP_Server.new() _hint_server.listen(1235) 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 # Initialize level select. # level_select.connect("item_selected", self, "load_level") # repopulate_levels() # level_select.select(game.current_level) # # Initialize chapter select. # chapter_select.connect("item_selected", self, "load_chapter") # repopulate_chapters() # chapter_select.select(game.current_chapter) # Load current level. load_level(game.current_level) input.grab_focus() func _process(_delta): if _hint_server.is_connection_available(): _hint_client_connection = _hint_server.take_connection() var length = _hint_client_connection.get_u32() var message = _hint_client_connection.get_string(length) game.notify(message) # if game.used_cards: # $Menu/CLIBadge.impossible = true # Magic height number to fix a weird rescaling bug that affected # the Rows height. $Rows.rect_size.y = 1064 func load_chapter(id): game.current_chapter = id load_level(0) func load_level(level_id): next_level_button.hide() level_congrats.hide() level_description.show() game.current_level = level_id game.used_cards = false AudioServer.set_bus_mute(AudioServer.get_bus_index("SFX"), true) levels.chapters[game.current_chapter].levels[game.current_level].construct() 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 var slug = levels.chapters[game.current_chapter].slug + "/" + level.slug $Menu/CLIBadge.active = slug in game.state["cli_badge"] $Menu/CLIBadge.sparkling = false #if levels.chapters[game.current_chapter].levels[game.current_level].cards.size() == 0: # cards.redraw_all_cards() #else: cards.draw(levels.chapters[game.current_chapter].levels[game.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.repository = new_repo file_browser.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() update_repos() # 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("SFX"), false) # FIXME: Need to clean these up when switching levels somehow. # chapter_select.select(game.current_chapter) # level_select.select(game.current_level) #game.notify("These are your cards!", cards) func reload_level(): cards.load_card_store() levels.reload() load_level(game.current_level) func load_next_level(): game.current_level += 1 if game.current_level >= levels.chapters[game.current_chapter].levels.size(): back() else: load_level(game.current_level) func show_win_status(win_states): var all_won = true var win_text = "\n\n" for child in goals.get_children(): child.queue_free() for state in win_states: var b = Label.new() b.text = state b.align = HALIGN_LEFT var bg = StyleBoxFlat.new() if win_states[state]: bg.bg_color = Color(0.1, 0.5, 0.1) else: bg.bg_color = Color(0.5, 0.1, 0.1) bg.corner_radius_bottom_left = 8 bg.corner_radius_bottom_right = 8 bg.corner_radius_top_left = 8 bg.corner_radius_top_right = 8 bg.content_margin_bottom = 8 bg.content_margin_top = 8 bg.content_margin_left = 8 bg.content_margin_right = 8 b.set("custom_styles/normal", bg) #b.connect("pressed", self, "load", [chapter_id, level_id]) #var slug = chapter.slug + "/" + level.slug goals.add_child(b) b.autowrap = true if not win_states[state]: all_won = false 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] if not level_congrats.visible and all_won and win_states.size() > 0: next_level_button.show() level_description.hide() level_congrats.show() $SuccessSound.play() var slug = levels.chapters[game.current_chapter].slug + "/" + level.slug if not slug in game.state["solved_levels"]: game.state["solved_levels"].push_back(slug) game.save_state() if not game.used_cards and not slug in game.state["cli_badge"]: game.state["cli_badge"].push_back(slug) game.save_state() $Menu/CLIBadge.active = true $Menu/CLIBadge.sparkling = true #func repopulate_levels(): # levels.reload() # level_select.clear() # for level in levels.chapters[game.current_chapter].levels: # level_select.add_item(level.title) # 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(game.current_chapter) func update_repos(): var win_states = levels.chapters[game.current_chapter].levels[game.current_level].check_win() show_win_status(win_states) for r in repositories: var repo = repositories[r] repo.update_everything() file_browser.update() input.grab_focus() func toggle_cards(): cards.visible = not cards.visible func new_tip(): 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")