oh-my-git/main.gd
2020-09-29 19:40:17 +02:00

130 lines
4.1 KiB
GDScript

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+" </dev/null")
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)