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 load_level(0) func load_level(level_id): AudioServer.set_bus_mute(AudioServer.get_bus_index("Master"), true) next_level_button.hide() level_congrats.hide() level_description.show() current_level = level_id 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 # 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) construct_repo(level.start_commands +"\n"+ level.goal_commands, goal_repository_path) construct_repo(level.start_commands, active_repository_path) goal_repository.path = goal_repository_path active_repository.path = active_repository_path var win_script_target = game.tmp_prefix_outside+"/win" helpers.write_file(win_script_target, level.win_commands) 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].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+"