extends Node2D var cards = [ {"command": 'git add .', "arg_number": 0, "description": "Add all files in the working directory to the index."}, {"command": 'git checkout', "arg_number": 1, "description": "Point HEAD to a branch or commit, and update the index and the working directory."}, {"command": 'touch "file$RANDOM"', "arg_number": 0, "description": "Create a new file."}, {"command": 'git commit --allow-empty -m "$RANDOM"', "arg_number": 0, "description": "Add a new commit under HEAD."}, {"command": 'git checkout -b "$RANDOM"', "arg_number": 0, "description": "Create a new branch and switch to it."}, {"command": 'git merge', "arg_number": 1, "description": "Merge specified commit into HEAD."}, {"command": 'git update-ref -d', "arg_number": 1, "description": "Delete a ref."}, {"command": 'git reflog expire --expire=now --all; git prune', "arg_number": 0, "description": "Delete all unreferenced objects."}, {"command": 'git rebase', "arg_number": 1, "description": "Rebase current branch on top of specified commit."} ] func _ready(): var path = game.tmp_prefix_inside+"/repos/sandbox/" helpers.careful_delete(path) 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") game.global_shell.run("git commit --allow-empty -m 'Initial commit'") $Repository.path = path $Terminal.repository = $Repository redraw_all_cards() arrange_cards() func _update_repo(): $Repository.update_everything() func draw_rand_card(): var new_card = preload("res://card.tscn").instance() var card = cards[randi() % cards.size()] new_card.command = card.command new_card.arg_number = card.arg_number new_card.description = card.description add_child(new_card) arrange_cards() func arrange_cards(): var t = Timer.new() t.wait_time = 0.05 add_child(t) t.start() yield(t, "timeout") var amount_cards = get_tree().get_nodes_in_group("cards").size() var total_angle = 45.0/7*amount_cards var angle_between_cards = 0 if amount_cards > 1: angle_between_cards = total_angle / (amount_cards-1) var current_angle = -total_angle/2 for card in get_tree().get_nodes_in_group("cards"): var target_position = Vector2(get_viewport_rect().size.x/2, get_viewport_rect().size.y + 1500) var target_rotation = current_angle var translation_vec = Vector2(0,-1500).rotated(current_angle/180.0*PI) target_position += translation_vec current_angle += angle_between_cards card._home_position = target_position var tween = Tween.new() tween.interpolate_property(card, "position", card.position, target_position, 0.5, Tween.TRANS_CUBIC, Tween.EASE_IN_OUT) tween.interpolate_property(card, "rotation_degrees", card.rotation_degrees, target_rotation, 0.5, Tween.TRANS_CUBIC, Tween.EASE_IN_OUT) add_child(tween) tween.start() func redraw_all_cards(): for card in get_tree().get_nodes_in_group("cards"): card.queue_free() for i in range(7): draw_rand_card()