mirror of
https://github.com/git-learning-game/oh-my-git.git
synced 2024-11-03 19:04:40 +01:00
130 lines
4.1 KiB
GDScript
130 lines
4.1 KiB
GDScript
extends Control
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var dragged = null
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var current_chapter
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var current_level
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onready var terminal = $Columns/RightSide/Terminal
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onready var input = terminal.input
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onready var output = terminal.output
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onready var goal_repository = $Columns/Repositories/GoalRepository
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onready var active_repository = $Columns/Repositories/ActiveRepository
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onready var level_select = $Columns/RightSide/TopStuff/Menu/LevelSelect
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onready var chapter_select = $Columns/RightSide/TopStuff/Menu/ChapterSelect
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onready var next_level_button = $Columns/RightSide/TopStuff/Menu/NextLevelButton
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onready var level_name = $Columns/RightSide/TopStuff/LevelPanel/LevelName
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onready var level_description = $Columns/RightSide/TopStuff/LevelPanel/Text/LevelDescription
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onready var level_congrats = $Columns/RightSide/TopStuff/LevelPanel/Text/LevelCongrats
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func _ready():
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var args = helpers.parse_args()
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if args.has("sandbox"):
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var err = get_tree().change_scene("res://sandbox.tscn")
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if err != OK:
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helpers.crash("Could not change to sandbox scene")
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return
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current_chapter = 0
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current_level = 0
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# Initialize level select.
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level_select.connect("item_selected", self, "load_level")
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repopulate_levels()
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level_select.select(0)
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# Initialize chapter select.
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chapter_select.connect("item_selected", self, "load_chapter")
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repopulate_chapters()
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chapter_select.select(0)
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# Load first chapter.
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load_chapter(0)
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input.grab_focus()
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func load_chapter(id):
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current_chapter = id
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load_level(0)
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func load_level(level_id):
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AudioServer.set_bus_mute(AudioServer.get_bus_index("Master"), true)
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next_level_button.hide()
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level_congrats.hide()
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level_description.show()
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current_level = level_id
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var goal_repository_path = game.tmp_prefix_inside+"/repos/goal/"
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var active_repository_path = game.tmp_prefix_inside+"/repos/active/"
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var level = levels.chapters[current_chapter].levels[current_level]
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level_description.bbcode_text = level.description
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level_congrats.bbcode_text = level.congrats
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level_name.text = level.slug
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# We're actually destroying stuff here.
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# Make sure that active_repository is in a temporary directory.
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helpers.careful_delete(active_repository_path)
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helpers.careful_delete(goal_repository_path)
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construct_repo(level.start_commands +"\n"+ level.goal_commands, goal_repository_path)
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construct_repo(level.start_commands, active_repository_path)
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goal_repository.path = goal_repository_path
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active_repository.path = active_repository_path
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var win_script_target = game.tmp_prefix_outside+"/win"
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helpers.write_file(win_script_target, level.win_commands)
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terminal.clear()
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# Unmute the audio after a while, so that player can hear pop sounds for
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# nodes they create.
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var t = Timer.new()
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t.wait_time = 3
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add_child(t)
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t.start()
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yield(t, "timeout")
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AudioServer.set_bus_mute(AudioServer.get_bus_index("Master"), false)
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# FIXME: Need to clean these up when switching levels somehow.
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func reload_level():
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load_level(current_level)
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func load_next_level():
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current_level = (current_level + 1) % levels.chapters[current_chapter].size()
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load_level(current_level)
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func construct_repo(script_content, path):
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# Becase in an exported game, all assets are in a .pck file, we need to put
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# the script somewhere in the filesystem.
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var script_path_outside = game.tmp_prefix_outside+"/git-hydra-script"
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var script_path_inside = game.tmp_prefix_inside+"/git-hydra-script"
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helpers.write_file(script_path_outside, script_content)
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game.global_shell.run("mkdir " + path)
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game.global_shell.cd(path)
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game.global_shell.run("git init")
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game.global_shell.run("git symbolic-ref HEAD refs/heads/main")
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# Read stdin from /dev/null so that interactive commands don't block.
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game.global_shell.run("bash "+script_path_inside+" </dev/null")
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func show_win_status():
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next_level_button.show()
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level_description.hide()
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level_congrats.show()
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func repopulate_levels():
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levels.reload()
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level_select.clear()
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for level in levels.chapters[current_chapter].levels:
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level_select.add_item(level.slug)
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func repopulate_chapters():
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levels.reload()
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chapter_select.clear()
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for c in levels.chapters:
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chapter_select.add_item(c.slug)
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