Merge remote-tracking branch 'upstream/main' into pulls/small-crouch-hitbox-fix

This commit is contained in:
KirbyKidJ
2025-10-03 21:46:36 -07:00
259 changed files with 13464 additions and 11429 deletions

View File

@@ -65,11 +65,17 @@ func player_win_race() -> void:
TimedBooBlock.can_tick = false
var cleared_boo: int = 0
for boo_time in boo.time_needed:
if SpeedrunHandler.timer < boo_time:
cleared_boo += 1
else:
break
if boo_colour >= 4:
cleared_boo = 5
else:
var idx := 0
for boo_time in boo.time_needed:
if SpeedrunHandler.timer < boo_time and idx < 4:
cleared_boo += 1
else:
break
idx += 1
if int(BooRaceHandler.cleared_boo_levels[level_id]) <= cleared_boo:
BooRaceHandler.cleared_boo_levels[level_id] = str(cleared_boo)

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@@ -26,7 +26,7 @@ func get_resource(resource: Resource) -> Resource:
if original_resource is Texture:
var new_resource = null
if path.contains("user://"):
if path.contains(Global.config_path):
new_resource = ImageTexture.create_from_image(Image.load_from_file(path))
else:
new_resource = load(path)
@@ -64,7 +64,7 @@ func send_to_cache(resource_path := "", resource_to_cache: Resource = null) -> v
func get_resource_path(resource_path := "") -> String:
for i in Settings.file.visuals.resource_packs:
var test = resource_path.replace("res://Assets/", "user://resource_packs/" + i + "/")
var test = resource_path.replace("res://Assets/", Global.config_path.path_join("resource_packs/" + i + "/"))
if FileAccess.file_exists(test):
return test
return resource_path

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@@ -134,13 +134,13 @@ static func get_pure_resource_path(resource_path := "") -> String:
if Settings.file.visuals.resource_packs.is_empty() == false:
for i in Settings.file.visuals.resource_packs:
var new_path = get_override_resource_path(resource_path, i)
new_path = new_path.replace("user://custom_characters/", "user://resource_packs/" + new_path + "/Sprites/Players/CustomCharacters/")
new_path = new_path.replace(Global.config_path.path_join("custom_characters"), Global.config_path.path_join("resource_packs/" + new_path + "/Sprites/Players/CustomCharacters/"))
if FileAccess.file_exists(new_path):
return new_path
return resource_path
static func get_override_resource_path(resource_path := "", resource_pack := "") -> String:
if resource_pack != "":
return resource_path.replace("res://Assets", "user://resource_packs/" + resource_pack)
return resource_path.replace("res://Assets", Global.config_path.path_join("resource_packs/" + resource_pack))
else:
return resource_path

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@@ -168,7 +168,16 @@ func apply_properties(properties := {}) -> void:
if value is Array:
property_node.set(i, Vector2(value[0], value[1]))
else:
property_node.set(i, properties[i])
var obj = property_node
for p in i.split("."):
if not is_instance_valid(obj): continue
if obj.get(p) is Object:
if obj.has_method("duplicate"):
obj.set(p, obj[p].duplicate(true))
obj = obj[p]
else:
obj.set(p, properties[i])
continue
func get_variation_json(json := {}) -> Dictionary:
var level_theme = Global.level_theme
@@ -276,8 +285,8 @@ func get_config_file(resource_pack := "") -> void:
print("resource pack to use: " + resource_pack)
func get_resource_pack_path(res_path := "", resource_pack := "") -> String:
var user_path := res_path.replace("res://Assets", "user://resource_packs/" + resource_pack)
user_path = user_path.replace("user://custom_characters/", "user://resource_packs/" + resource_pack + "/Sprites/Players/CustomCharacters/")
var user_path := res_path.replace("res://Assets", Global.config_path.path_join("resource_packs/" + resource_pack))
user_path = user_path.replace(Global.config_path.path_join("custom_characters"), Global.config_path.path_join("resource_packs/" + resource_pack + "/Sprites/Players/CustomCharacters/"))
if FileAccess.file_exists(user_path):
return user_path
else:
@@ -306,7 +315,7 @@ func clear_cache() -> void:
cache.clear()
property_cache.clear()
func load_image_from_path(path := "") -> ImageTexture:
func load_image_from_path(path := "") -> Texture2D:
if path.contains("res://"):
if path.contains("NULL"):
return null

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@@ -282,7 +282,8 @@ func parse_tiles() -> void:
for i in entity_layer_nodes:
if is_instance_valid(i) == false:
continue
saved_entity_layers[idx] = i.duplicate(DUPLICATE_USE_INSTANTIATION)
if load_play == false:
saved_entity_layers[idx] = i.duplicate(DUPLICATE_USE_INSTANTIATION)
if i is Player:
i.direction = 1
i.velocity = Vector2.ZERO
@@ -366,8 +367,6 @@ func close_save_menu() -> void:
menu_open = false
current_state = EditorState.TILE_MENU
const CUSTOM_LEVEL_DIR := "user://custom_levels/"
func handle_tile_cursor() -> void:
Input.set_custom_mouse_cursor(null)
var snapped_position = ((%TileCursor.get_global_mouse_position() - CURSOR_OFFSET).snapped(Vector2(16, 16))) + CURSOR_OFFSET
@@ -402,9 +401,9 @@ func handle_tile_cursor() -> void:
if current_state == EditorState.IDLE:
if Input.is_action_just_pressed("scroll_up"):
selected_tile_index += 1
if Input.is_action_just_pressed("scroll_down"):
selected_tile_index -= 1
if Input.is_action_just_pressed("scroll_down"):
selected_tile_index += 1
if Input.is_action_just_pressed("editor_copy"):
copy_node(tile_position)

View File

@@ -32,6 +32,7 @@ func handle_movement(delta: float) -> void:
move_and_slide()
func destroy() -> void:
await get_tree().physics_frame
AudioManager.play_sfx("icicle_break", global_position)
summon_particles()
queue_free()

View File

@@ -2,16 +2,20 @@ extends Enemy
@export var player_range := 24
@export_enum("Up", "Down", "Left", "Right") var plant_direction := 0
func _enter_tree() -> void:
$Animation.play("Hide")
func _ready() -> void:
print(abs(global_rotation_degrees))
if is_equal_approx(abs(global_rotation_degrees), 180) == false:
$Sprite/Hitbox/UpsideDownExtension.queue_free()
$Timer.start()
func on_timeout() -> void:
var player = get_tree().get_first_node_in_group("Players")
if abs(player.global_position.x - global_position.x) >= player_range:
$Animation.play("Rise")
if plant_direction < 2:
if abs(player.global_position.x - global_position.x) >= player_range:
$Animation.play("Rise")
elif (abs(player.global_position.y - global_position.y) >= player_range and abs(player.global_position.x - global_position.x) >= player_range * 2):
$Animation.play("Rise")

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@@ -1,8 +1,11 @@
extends Node2D
const COIN_SPARKLE = preload("res://Scenes/Prefabs/Particles/CoinSparkle.tscn")
@export var COIN_SPARKLE: PackedScene = null
@export var spinning_coin_scene: PackedScene = null
var can_spawn_particles := true
signal collected
func area_entered(area: Area2D) -> void:
@@ -11,11 +14,16 @@ func area_entered(area: Area2D) -> void:
func collect() -> void:
collected.emit()
$Hitbox.area_entered.disconnect(area_entered)
Global.coins += 1
DiscoLevel.combo_meter += 10
Global.score += 200
AudioManager.play_sfx("coin", global_position)
queue_free()
if can_spawn_particles and Settings.file.visuals.extra_particles == 1:
summon_particle()
$Sprite.queue_free()
else:
queue_free()
func summon_block_coin() -> void:
var node = spinning_coin_scene.instantiate()
@@ -25,5 +33,5 @@ func summon_block_coin() -> void:
func summon_particle() -> void:
var node = COIN_SPARKLE.instantiate()
node.global_position = global_position
add_sibling(node)
node.finished.connect(queue_free)
add_child(node)

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@@ -4,7 +4,9 @@ extends Node2D
var already_collected := false
const COLLECTION_SFXS := [preload("uid://drr1qqeuhmv6m"), preload("uid://de1tktivtggdv"), preload("uid://cdtlca36qsba5"), preload("uid://dd47k4c5sypwp"), preload("uid://chi2nogc2op4i")]
const SPINNING_RED_COIN = preload("res://Scenes/Prefabs/Entities/Items/SpinningRedCoin.tscn")
var can_spawn_particles := false
@onready var COIN_SPARKLE = load("res://Scenes/Prefabs/Particles/RedCoinSparkle.tscn")
func _ready() -> void:
if ChallengeModeHandler.is_coin_collected(id):
@@ -23,8 +25,15 @@ func collected() -> void:
ChallengeModeHandler.red_coins += 1
Global.score += 200
ChallengeModeHandler.set_value(id, true)
if can_spawn_particles and Settings.file.visuals.extra_particles == 1:
summon_particle()
queue_free()
func summon_particle() -> void:
var node = COIN_SPARKLE.instantiate()
node.global_position = global_position
add_sibling(node)
func summon_bounced_coin() -> void:
var node = SPINNING_RED_COIN.instantiate()
node.id = id

23
Scripts/Classes/Entities/Items/SpinningCoin.gd Executable file → Normal file
View File

@@ -1,20 +1,29 @@
extends Node2D
const COIN_SPARKLE = preload("res://Scenes/Prefabs/Particles/CoinSparkle.tscn")
@export var particle: PackedScene = null
var velocity := Vector2(0, -300)
var can_spawn_particles := true
func _ready() -> void:
Global.coins += 1
Global.score += 200
AudioManager.play_sfx("coin", global_position)
func _physics_process(delta: float) -> void:
global_position += velocity * delta
velocity.y += (15 / delta) * delta
if get_node_or_null("Sprite") != null:
global_position += velocity * delta
velocity.y += (15 / delta) * delta
func vanish() -> void:
queue_free()
if can_spawn_particles and Settings.file.visuals.extra_particles == 1:
summon_particle()
$Sprite.queue_free()
else:
queue_free()
func summon_particle() -> void:
var node = COIN_SPARKLE.instantiate()
node.global_position = global_position
add_sibling(node)
var node = particle.instantiate()
node.finished.connect(queue_free)
add_child(node)

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@@ -8,6 +8,9 @@ const collection_sounds := [preload("uid://drr1qqeuhmv6m"), preload("uid://de1tk
var already_collected := false
var can_spawn_particles := false
@onready var COIN_SPARKLE = load("res://Scenes/Prefabs/Particles/RedCoinSparkle.tscn")
func _ready() -> void:
already_collected = ChallengeModeHandler.is_coin_collected(id)
if already_collected == false:
@@ -25,4 +28,12 @@ func _physics_process(delta: float) -> void:
velocity.y += (15 / delta) * delta
func vanish() -> void:
if can_spawn_particles and Settings.file.visuals.extra_particles == 1:
summon_particle()
queue_free()
func summon_particle() -> void:
var node = COIN_SPARKLE.instantiate()
node.finished.connect(queue_free)
node.global_position = $Sprite.global_position
add_sibling(node)

View File

@@ -18,7 +18,7 @@ func get_character_sprite_path(player_id := 0) -> String:
var character = Player.CHARACTERS[int(Global.player_characters[player_id])]
var path = "res://Assets/Sprites/Players/" + character + "/CheckpointFlag.json"
if int(Global.player_characters[player_id]) > 3:
path = path.replace("res://Assets/Sprites/Players", "user://custom_characters")
path = path.replace("res://Assets/Sprites/Players", Global.config_path.path_join("custom_characters"))
return path
func activate(player: Player) -> void:

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@@ -49,14 +49,13 @@ func update_direction_textures() -> void:
i.frame = int(Track.DIRECTIONS[i.get_index()] == starting_direction)
for i in [$Start, $Connect, $End]:
i.texture = texture
$DirectionArrow.global_rotation = Vector2(connecting_direction).angle()
func on_mouse_entered(area_idx := 0) -> void:
mouse_in_areas |= (1 << area_idx)
print(mouse_in_areas)
func on_mouse_exited(area_idx := 0) -> void:
mouse_in_areas &= ~(1 << area_idx)
print(mouse_in_areas)
func is_mouse_in_area(area_idx := 0) -> bool:
return mouse_in_areas & (1 << area_idx) != 0

View File

@@ -43,6 +43,11 @@ func run_pipe_check() -> void:
exit_pipe()
func _physics_process(_delta: float) -> void:
if enter_direction >= 2:
$Hitbox.scale.y = 8
else:
$Hitbox.scale.y = 1
if Engine.is_editor_hint() == false:
in_game()
update_visuals()
@@ -98,12 +103,13 @@ func in_game() -> void:
if exit_only:
return
for i in hitbox.get_overlapping_areas():
if i.owner is Player:
if i.owner is Player and can_enter:
run_player_check(i.owner)
func run_player_check(player: Player) -> void:
# guzlad: Added support for characters with a hitbox height below 1.0 to enter pipes underwater
if Global.player_action_pressed(get_input_direction(enter_direction), player.player_id) and can_enter and (player.is_on_floor() or enter_direction == 1 or player.gravity_vector != Vector2.DOWN or (!player.is_on_floor() and enter_direction == 3)) and player.state_machine.state.name == "Normal":
print(player.is_actually_on_floor())
if Global.player_action_pressed(get_input_direction(enter_direction), player.player_id) and (player.is_on_floor() or enter_direction == 1):
can_enter = false
pipe_entered.emit()
DiscoLevel.can_meter_tick = false

View File

@@ -23,6 +23,8 @@ var RUN_SPEED := 160.0 # The player's speed while running, measu
var GROUND_RUN_ACCEL := 1.25 # The player's acceleration while running, measured in px/frame
var RUN_SKID := 8.0 # The player's turning deceleration while running, measured in px/frame
var SKID_THRESHOLD := 100.0 # The horizontal speed required, to be able to start skidding.
var DECEL := 3.0 # The player's deceleration while no buttons are pressed, measured in px/frame
var AIR_ACCEL := 3.0 # The player's acceleration while in midair, measured in px/frame
var AIR_SKID := 1.5 # The player's turning deceleration while in midair, measured in px/frame
@@ -65,7 +67,12 @@ var crouching := false:
return crouching
var skidding := false
var bumping := false
var can_bump_sfx := true
var can_bump_jump = false
var can_bump_crouch = false
var can_bump_swim = false
var can_bump_fly = false
@export var player_id := 0
const ONE_UP_NOTE = preload("uid://dopxwjj37gu0l")
@@ -134,6 +141,7 @@ static var CHARACTER_PALETTES := [
const ANIMATION_FALLBACKS := {
"JumpFall": "Jump",
"JumpBump": "Bump",
"Fall": "Move",
"Pipe": "Idle",
"Walk": "Move",
@@ -142,10 +150,24 @@ const ANIMATION_FALLBACKS := {
"LookUp": "Idle",
"Crouch": "Idle",
"CrouchFall": "Crouch",
"CrouchAttack": "Attack",
"CrouchJump": "Crouch",
"CrouchBump": "Bump",
"CrouchMove": "Crouch",
"IdleAttack": "Attack",
"CrouchAttack": "IdleAttack",
"MoveAttack": "IdleAttack",
"WalkAttack": "MoveAttack",
"RunAttack": "MoveAttack",
"SkidAttack": "MoveAttack",
"FlyIdle": "SwimIdle",
"FlyUp": "SwimUp",
"FlyMove": "SwimMove",
"FlyAttack": "SwimAttack",
"FlyBump": "SwimBump",
"FlagSlide": "Climb",
"WaterMove": "Move",
"WaterIdle": "Idle",
"SwimBump": "Bump",
"DieFreeze": "Die",
"StarJump": "Jump",
"StarFall": "StarJump"
@@ -166,6 +188,8 @@ static var classic_physics := false
var swim_stroke := false
var skid_frames := 0
var simulated_velocity := Vector2.ZERO
func _ready() -> void:
@@ -192,13 +216,14 @@ func _ready() -> void:
camera.enabled = false
handle_power_up_states(0)
set_power_state_frame()
handle_invincible_palette()
if Global.level_editor == null:
recenter_camera()
func apply_character_physics() -> void:
var path = "res://Assets/Sprites/Players/" + character + "/CharacterInfo.json"
if int(Global.player_characters[player_id]) > 3:
path = path.replace("res://Assets/Sprites/Players", "user://custom_characters")
path = path.replace("res://Assets/Sprites/Players", Global.config_path.path_join("custom_characters/"))
path = ResourceSetter.get_pure_resource_path(path)
var json = JSON.parse_string(FileAccess.open(path, FileAccess.READ).get_as_text())
for i in json.physics:
@@ -264,6 +289,8 @@ func _physics_process(delta: float) -> void:
elif velocity.y > 15:
can_bump_sfx = true
handle_water_detection()
%SkidParticles.visible = Settings.file.visuals.extra_particles == 1
%SkidParticles.emitting = ((skidding and skid_frames > 2) or crouching) and is_on_floor() and abs(velocity.x) > 25 and Settings.file.visuals.extra_particles == 1
if $SkidSFX.playing:
if (is_actually_on_floor() and skidding) == false:
$SkidSFX.stop()
@@ -327,7 +354,7 @@ func apply_character_sfx_map() -> void:
var custom_character := false
if int(Global.player_characters[player_id]) > 3:
custom_character = true
path = path.replace("res://Assets/Sprites/Players", "user://custom_characters")
path = path.replace("res://Assets/Sprites/Players", Global.config_path.path_join("custom_characters/"))
path = ResourceSetter.get_pure_resource_path(path)
var json = JSON.parse_string(FileAccess.open(path, FileAccess.READ).get_as_text())
@@ -337,7 +364,7 @@ func apply_character_sfx_map() -> void:
if FileAccess.file_exists(res_path) == false or custom_character:
var directory = "res://Assets/Sprites/Players/" + character + "/" + json[i]
if int(Global.player_characters[player_id]) > 3:
directory = directory.replace("res://Assets/Sprites/Players", "user://custom_characters")
directory = directory.replace("res://Assets/Sprites/Players", Global.config_path.path_join("custom_characters/"))
directory = ResourceSetter.get_pure_resource_path(directory)
if FileAccess.file_exists(directory):
json[i] = directory
@@ -414,9 +441,12 @@ func bump_ceiling() -> void:
AudioManager.play_sfx("bump", global_position)
velocity.y = CEILING_BUMP_SPEED
can_bump_sfx = false
bumping = true
await get_tree().create_timer(0.1).timeout
AudioManager.kill_sfx("small_jump")
AudioManager.kill_sfx("big_jump")
await get_tree().create_timer(0.1).timeout
bumping = false
func super_star() -> void:
DiscoLevel.combo_meter += 1
@@ -550,6 +580,7 @@ func die(pit := false) -> void:
Global.p_switch_active = false
Global.p_switch_timer = 0
stop_all_timers()
Global.total_deaths += 1
sprite.process_mode = Node.PROCESS_MODE_ALWAYS
state_machine.transition_to("Dead", {"Pit": pit})
process_mode = Node.PROCESS_MODE_ALWAYS
@@ -574,7 +605,7 @@ func death_load() -> void:
Global.death_load = true
# Handle lives decrement for CAMPAIGN and MARATHON
if [Global.GameMode.CAMPAIGN, Global.GameMode.MARATHON].has(Global.current_game_mode):
if [Global.GameMode.CAMPAIGN, Global.GameMode.MARATHON, Global.GameMode.LEVEL_EDITOR, Global.GameMode.CUSTOM_LEVEL].has(Global.current_game_mode):
if Settings.file.difficulty.inf_lives == 0:
Global.lives -= 1
@@ -630,6 +661,10 @@ func set_power_state_frame() -> void:
$ResourceSetterNew.update_resource()
if %Sprite.sprite_frames != null:
can_pose = %Sprite.sprite_frames.has_animation("PoseDoor")
can_bump_jump = %Sprite.sprite_frames.has_animation("JumpBump")
can_bump_crouch = %Sprite.sprite_frames.has_animation("CrouchBump")
can_bump_swim = %Sprite.sprite_frames.has_animation("SwimBump")
can_bump_fly = %Sprite.sprite_frames.has_animation("FlyBump")
func get_power_up(power_name := "") -> void:
if is_dead:
@@ -647,8 +682,7 @@ func get_power_up(power_name := "") -> void:
await power_up_animation(power_name)
else:
return
if new_power_state.hitbox_size == "Big" and power_state.hitbox_size == "Small":
check_for_block()
check_for_block()
power_state = new_power_state
Global.player_power_states[player_id] = str(power_state.get_index())
can_hurt = true
@@ -670,10 +704,18 @@ func power_up_animation(new_power_state := "") -> void:
if Settings.file.visuals.transform_style == 0:
sprite.speed_scale = 3
sprite.play("Grow")
var rainbow = new_power_state != "Big" and (power_state.state_name != "Big" and new_power_state != "Small")
if rainbow:
transforming = true
sprite.material.set_shader_parameter("enabled", true)
await get_tree().create_timer(0.4, true).timeout
power_state = get_node("PowerStates/" + new_power_state)
sprite.sprite_frames = new_frames
handle_invincible_palette()
sprite.play("Grow")
await get_tree().create_timer(0.4, true).timeout
if rainbow:
sprite.material.set_shader_parameter("enabled", false)
transforming = false
else:
sprite.speed_scale = 0
@@ -693,6 +735,7 @@ func power_up_animation(new_power_state := "") -> void:
sprite.sprite_frames = old_frames
await get_tree().create_timer(0.05).timeout
else:
handle_invincible_palette()
sprite.stop()
sprite.material.set_shader_parameter("enabled", true)
transforming = true
@@ -712,11 +755,12 @@ func dispense_stored_item() -> void:
func get_character_sprite_path(power_stateto_use := power_state.state_name) -> String:
var path = "res://Assets/Sprites/Players/" + character + "/" + power_stateto_use + ".json"
if int(Global.player_characters[player_id]) > 3:
path = path.replace("res://Assets/Sprites/Players", "user://custom_characters")
path = path.replace("res://Assets/Sprites/Players", Global.config_path.path_join("custom_characters/"))
return path
func enter_pipe(pipe: PipeArea, warp_to_level := true) -> void:
z_index = -10
can_bump_sfx = false
Global.can_pause = false
Global.can_time_tick = false
pipe_enter_direction = pipe.get_vector(pipe.enter_direction)
@@ -761,7 +805,7 @@ func exit_pipe(pipe: PipeArea) -> void:
pipe_enter_direction = -pipe.get_vector(pipe.enter_direction)
AudioManager.play_sfx("pipe", global_position)
state_machine.transition_to("Pipe")
await get_tree().create_timer(0.6, false).timeout
await get_tree().create_timer(0.65, false).timeout
Global.can_pause = true
state_machine.transition_to("Normal")
Global.can_time_tick = true

View File

@@ -20,7 +20,7 @@ func update_visuals() -> void:
func run_player_check(player: Player) -> void:
if Global.player_action_pressed(get_input_direction(enter_direction), player.player_id) and can_enter:
can_enter = false
Checkpoint.passed = false
Checkpoint.passed_checkpoints.clear()
player.enter_pipe(self, false)
await get_tree().create_timer(1, false).timeout
$CanvasLayer.show()

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@@ -104,15 +104,9 @@ func _enter_tree() -> void:
await get_tree().process_frame
AudioManager.stop_music_override(AudioManager.MUSIC_OVERRIDES.NONE, true)
const PLAYER = preload("res://Scenes/Prefabs/Entities/Player.tscn")
func spawn_in_extra_players() -> void:
await ready
for i in Global.connected_players - 1:
var player_node = PLAYER.instantiate()
player_node.player_id = i + 1
player_node.global_position = get_tree().get_first_node_in_group("Players").global_position + Vector2(16 * (i + 1), 0)
add_child(player_node)
return
func update_theme() -> void:
if auto_set_theme:

View File

@@ -113,7 +113,7 @@ func play_sfx(stream_name = "", position := Vector2.ZERO, pitch := 1.0) -> void:
var stream = stream_name
var is_custom = false
if stream_name is String:
is_custom = sfx_library[stream_name].contains("user://custom_characters")
is_custom = sfx_library[stream_name].contains(Global.config_path.path_join("custom_characters"))
stream = import_stream(sfx_library[stream_name])
if is_custom == false:
player.stream = ResourceSetter.get_resource(stream, player)
@@ -203,7 +203,17 @@ func load_sfx_map(json := {}) -> void:
func handle_music() -> void:
if Global.in_title_screen:
current_level_theme = ""
AudioServer.set_bus_effect_enabled(1, 0, Global.game_paused)
# guzlad: hack in the elif because it doesn't unpause itself like the normal music_player does
if Global.game_paused and Settings.file.audio.pause_bgm == 0:
AudioManager.music_player.stream_paused = true
AudioManager.music_override_player.stream_paused = true
return
elif AudioManager.music_override_player.stream_paused == true:
AudioManager.music_override_player.stream_paused = false
AudioServer.set_bus_effect_enabled(1, 0, Global.game_paused and Settings.file.audio.pause_bgm == 1)
if is_instance_valid(Global.current_level):
if Global.current_level.music == null or current_music_override != MUSIC_OVERRIDES.NONE:
music_player.stop()
@@ -236,7 +246,7 @@ func handle_music_override() -> void:
func create_stream_from_json(json_path := "") -> AudioStream:
if json_path.contains(".json") == false:
var path = ResourceSetter.get_pure_resource_path(json_path)
if path.contains("user://"):
if path.contains(Global.config_path):
match json_path.get_slice(".", 1):
"wav":
return AudioStreamWAV.load_from_file(ResourceSetter.get_pure_resource_path(json_path))

View File

@@ -26,11 +26,13 @@ var second_quest := false
var extra_worlds_win := false
const lang_codes := ["en", "fr", "es", "de", "it", "pt", "pl", "tr", "ru", "jp", "fil", "id", "ga"]
var config_path : String = get_config_path()
var rom_path := ""
var rom_assets_exist := false
const ROM_POINTER_PATH := "user://rom_pointer.smb"
const ROM_PATH := "user://baserom.nes"
const ROM_ASSETS_PATH := "user://resource_packs/BaseAssets"
var ROM_POINTER_PATH = config_path.path_join("rom_pointer.smb")
var ROM_PATH = config_path.path_join("baserom.nes")
var ROM_ASSETS_PATH = config_path.path_join("resource_packs/BaseAssets")
const ROM_PACK_NAME := "BaseAssets"
const ROM_ASSETS_VERSION := 0
@@ -60,6 +62,8 @@ var debugged_in := true
var score_tween = create_tween()
var time_tween = create_tween()
var total_deaths := 0
var score := 0:
set(value):
if disco_mode == true:
@@ -169,8 +173,47 @@ func _ready() -> void:
get_server_version()
if OS.is_debug_build():
debug_mode = false
setup_config_dirs()
check_for_rom()
func setup_config_dirs() -> void:
var dirs = [
"custom_characters",
"custom_levels",
"logs",
"marathon_recordings",
"resource_packs",
"saves",
"screenshots"
]
for d in dirs:
var full_path = Global.config_path.path_join(d)
if not DirAccess.dir_exists_absolute(full_path):
DirAccess.make_dir_recursive_absolute(full_path)
func get_config_path() -> String:
var exe_path := OS.get_executable_path()
var exe_dir := exe_path.get_base_dir()
var portable_flag := exe_dir.path_join("portable.txt")
# Test that exe dir is writeable, if not fallback to user://
if FileAccess.file_exists(portable_flag):
var test_file = exe_dir.path_join("test.txt")
var f = FileAccess.open(test_file, FileAccess.WRITE)
if f:
f.close()
var dir = DirAccess.open(exe_dir)
if dir:
dir.remove(test_file.get_file())
var local_dir = exe_dir.path_join("config")
if not DirAccess.dir_exists_absolute(local_dir):
DirAccess.make_dir_recursive_absolute(local_dir)
return local_dir
else:
push_warning("Portable flag found but exe directory is not writeable. Falling back to user://")
return "user://"
func check_for_rom() -> void:
rom_path = ""
rom_assets_exist = false
@@ -202,6 +245,14 @@ func _process(delta: float) -> void:
AudioManager.play_global_sfx("switch")
debug_mode = true
log_comment("Debug Mode enabled! some bugs may occur!")
if Input.is_action_just_pressed("ui_screenshot"):
take_screenshot()
func take_screenshot() -> void:
var img: Image = get_viewport().get_texture().get_image()
var filename = Global.config_path.path_join("screenshots/screenshot_" + str(int(Time.get_unix_time_from_system())) + ".png")
var err = img.save_png(filename)
func handle_p_switch(delta: float) -> void:
if p_switch_active and get_tree().paused == false:
@@ -264,6 +315,7 @@ func reset_values() -> void:
PlayerGhost.idx = 0
Checkpoint.passed_checkpoints.clear()
Checkpoint.sublevel_id = 0
Global.total_deaths = 0
Door.unlocked_doors = []
Checkpoint.unlocked_doors = []
KeyItem.total_collected = 0
@@ -304,6 +356,7 @@ func transition_to_scene(scene_path := "") -> void:
$Transition/AnimationPlayer.play("RESET")
$Transition.hide()
transitioning_scene = false
transition_finished.emit()
@@ -330,7 +383,7 @@ func close_freeze() -> void:
$Transition/Freeze.hide()
$Transition.hide()
var recording_dir = "user://marathon_recordings/"
var recording_dir = config_path.path_join("marathon_recordings")
func update_game_status() -> void:
var lives_str := str(Global.lives)

View File

@@ -1,6 +1,6 @@
extends Node
const SAVE_DIR := "user://saves/CAMPAIGN.sav"
var SAVE_DIR : String = Global.config_path.path_join("saves/CAMPAIGN.sav")
var visited_levels := "1000000000000000000000000000000010000000000000000000"
@@ -71,24 +71,23 @@ func write_save(campaign: String = Global.current_campaign, force := false) -> v
if Global.debugged_in and not force:
return
var save = null
DirAccess.make_dir_recursive_absolute("user://saves")
DirAccess.make_dir_recursive_absolute("user://resource_packs")
DirAccess.make_dir_recursive_absolute("user://custom_characters")
DirAccess.make_dir_recursive_absolute("user://custom_levels")
var save_json = {}
var path = "user://saves/" + campaign + ".sav"
var path = Global.config_path.path_join("saves/" + campaign + ".sav")
if FileAccess.file_exists(path):
save = FileAccess.open("user://saves/" + campaign + ".sav", FileAccess.READ)
save = FileAccess.open(path, FileAccess.READ)
save_json = JSON.parse_string(save.get_as_text())
save.close()
else:
save_json = SAVE_TEMPLATE.duplicate(true)
match Global.current_game_mode:
Global.GameMode.CAMPAIGN:
if Global.world_num < 0:
Global.world_num = 1
if Global.high_score < Global.score:
Global.high_score = Global.score
save_json["World"] = Global.world_num
save_json["Level"] = Global.level_num
save_json["Lives"] = Global.lives
save_json["Coins"] = Global.coins
save_json["Score"] = Global.score
save_json["GameWin"] = Global.game_beaten
@@ -150,7 +149,8 @@ func clear_save() -> void:
visited_levels[0][0] = "1"
var save = SAVE_TEMPLATE.duplicate(true)
apply_save(save)
DirAccess.remove_absolute("user://saves/" + Global.current_campaign + ".sav")
var save_path = Global.config_path.path_join("saves" + Global.current_campaign + ".sav")
DirAccess.remove_absolute(save_path)
write_save(Global.current_campaign)
func clear_array(arr := []) -> void:
@@ -172,9 +172,10 @@ func get_level_idx(world_num := 1, level_num := 1) -> int:
return ((world_num - 1) * 4) + (level_num - 1)
func load_achievements() -> void:
if FileAccess.file_exists("user://achievements.sav") == false:
var path = Global.config_path.path_join("achievements.sav")
if FileAccess.file_exists(path) == false:
write_achievements()
var file = FileAccess.open("user://achievements.sav", FileAccess.READ)
var file = FileAccess.open(path, FileAccess.READ)
var idx := 0
for i in file.get_as_text():
Global.achievements[idx] = i
@@ -183,6 +184,7 @@ func load_achievements() -> void:
file.close()
func write_achievements() -> void:
var file = FileAccess.open("user://achievements.sav", FileAccess.WRITE)
var path = Global.config_path.path_join("achievements.sav")
var file = FileAccess.open(path, FileAccess.WRITE)
file.store_string(Global.achievements)
file.close()

View File

@@ -19,6 +19,7 @@ var file := {
"extra_bgm": 1,
"skid_sfx": 1,
"extra_sfx": 0,
"pause_bgm": 1,
"menu_bgm": 0
},
"game": {
@@ -34,17 +35,23 @@ var file := {
"move_left": "Left",
"move_right": "Right",
"move_up": "Up",
"move_down": "Down"
"move_down": "Down",
"ui_accept": "Z",
"ui_back": "X",
"pause": "Escape"
},
"controller":
{
"jump": 0,
"run": 2,
"action": 2,
"jump": [0, 1],
"run": [2, 3],
"action": [2, 3],
"move_left": "0,-1",
"move_right": "0,1",
"move_up": "1,-1",
"move_down": "1,1"
"move_down": "1,1",
"ui_accept": 0,
"ui_back": 1,
"pause": 6
},
"visuals":
{
@@ -62,7 +69,8 @@ var file := {
"visible_timers": 0,
"transition_animation": 0,
"colour_pipes": 1,
"firebar_style": 0
"firebar_style": 0,
"extra_particles": 0
},
"difficulty":
{
@@ -79,10 +87,10 @@ var file := {
}
}
const SETTINGS_DIR := "user://settings.cfg"
static var SETTINGS_DIR := Global.config_path.path_join("settings.cfg")
func _enter_tree() -> void:
DirAccess.make_dir_absolute("user://resource_packs")
DirAccess.make_dir_absolute(Global.config_path.path_join("resource_packs"))
load_settings()
await get_tree().physics_frame
apply_settings()

View File

@@ -201,7 +201,7 @@ func gen_time_string(timer_dict := {}) -> String:
func save_recording() -> void:
var recording := [timer, current_recording, levels, str(["Mario", "Luigi", "Toad", "Toadette"].find(get_tree().get_first_node_in_group("Players").character)), anim_list]
var recording_dir = "user://marathon_recordings/" + Global.current_campaign
var recording_dir = Global.config_path.path_join("marathon_recordings/" + Global.current_campaign)
DirAccess.make_dir_recursive_absolute(recording_dir)
var file = FileAccess.open(recording_dir + "/" + str(Global.world_num) + "-" + str(Global.level_num) + ("warp" if is_warp_run else "") + ".json", FileAccess.WRITE)
file.store_string(compress_recording(JSON.stringify(recording, "", false, true)))
@@ -240,7 +240,7 @@ func load_best_marathon() -> void:
anim_list = recording[4].duplicate()
func load_recording(world_num := 0, level_num := 0, is_warpless := true, campaign := "SMB1") -> Array:
var recording_dir = "user://marathon_recordings/" + campaign
var recording_dir = Global.config_path.path_join("marathon_recordings/" + campaign)
var path = recording_dir + "/" + str(world_num) + "-" + str(level_num) + ("" if is_warpless else "warp") + ".json"
print(path)
if FileAccess.file_exists(path) == false:
@@ -257,12 +257,12 @@ func load_best_times(campaign = Global.current_campaign) -> void:
best_level_any_times.clear()
for world_num in 8:
for level_num in 4:
var path = "user://marathon_recordings/" + campaign + "/" + str(world_num + 1) + "-" + str(level_num + 1) + ".json"
var path = Global.config_path.path_join("marathon_recordings/" + campaign + "/" + str(world_num + 1) + "-" + str(level_num + 1) + ".json")
if FileAccess.file_exists(path):
best_level_warpless_times[world_num][level_num] = load_recording(world_num + 1, level_num + 1, true, campaign)[0]
else:
best_level_warpless_times[world_num][level_num] = -1
path = "user://marathon_recordings/" + campaign + "/" + str(world_num + 1) + "-" + str(level_num + 1) +"warp" + ".json"
path = Global.config_path.path_join("marathon_recordings/" + campaign + "/" + str(world_num + 1) + "-" + str(level_num + 1) +"warp" + ".json")
if FileAccess.file_exists(path):
best_level_any_times[str(world_num + 1) + "-" + str(level_num + 1)] = load_recording(world_num + 1, level_num + 1, false, campaign)[0]
check_for_medal_achievement()

View File

@@ -19,7 +19,7 @@ func physics_update(_delta: float) -> void:
if player.input_direction != 0 and climb_direction == 0 and not cutscene:
player.direction = -player.input_direction
player.sprite.scale.x = player.direction
player.global_position.x = vine.global_position.x - (8 * player.direction)
player.global_position.x = vine.global_position.x - (6 * player.direction)
if not cutscene and not auto_climb:
climb_direction = sign(Input.get_axis("move_up" + "_" + str(player.player_id),"move_down" + "_" + str(player.player_id)))
if vine.can_tele and player.global_position.y - 64 < vine.top_point and climb_direction == -1:

View File

@@ -84,7 +84,7 @@ func grounded(delta: float) -> void:
func handle_ground_movement(delta: float) -> void:
if player.skidding:
ground_skid(delta)
elif (player.input_direction != player.velocity_direction) and player.input_direction != 0 and abs(player.velocity.x) > 100 and not player.crouching:
elif (player.input_direction != player.velocity_direction) and player.input_direction != 0 and abs(player.velocity.x) > player.SKID_THRESHOLD and not player.crouching:
print([player.input_direction, player.velocity_direction])
player.skidding = true
elif player.input_direction != 0 and not player.crouching:
@@ -112,9 +112,11 @@ func deceleration(delta: float) -> void:
func ground_skid(delta: float) -> void:
var target_skid := player.RUN_SKID
player.skid_frames += 1
player.velocity.x = move_toward(player.velocity.x, 1 * player.input_direction, (target_skid / delta) * delta)
if abs(player.velocity.x) < 10 or player.input_direction == player.velocity_direction or player.input_direction == 0:
player.skidding = false
player.skid_frames = 0
func in_air() -> void:
if Global.player_action_just_pressed("jump", player.player_id):
@@ -186,22 +188,47 @@ func get_animation_name() -> String:
if player.attacking:
if player.crouching:
return "CrouchAttack"
if player.is_actually_on_floor():
return "Attack"
elif player.in_water or player.flight_meter > 0:
return "SwimAttack"
elif player.is_actually_on_floor():
if player.skidding:
return "SkidAttack"
elif abs(player.velocity.x) >= 5 and not player.is_actually_on_wall():
if player.in_water:
return "SwimAttack"
elif player.flight_meter > 0:
return "FlyAttack"
elif abs(player.velocity.x) < player.RUN_SPEED - 10:
return "WalkAttack"
else:
return "RunAttack"
else:
return "IdleAttack"
else:
return "AirAttack"
if player.in_water:
return "SwimAttack"
elif player.flight_meter > 0:
return "FlyAttack"
else:
return "AirAttack"
if player.crouching and not wall_pushing:
if player.velocity.y > 0 and player.is_on_floor() == false:
return "CrouchFall"
if player.bumping and player.can_bump_crouch:
return "CrouchBump"
elif player.is_on_floor() == false:
if player.velocity.y > 0:
return "CrouchFall"
elif player.velocity.y < 0:
return "CrouchJump"
elif player.is_actually_on_floor():
if abs(player.velocity.x) >= 5 and not player.is_actually_on_wall():
return "CrouchMove"
return "Crouch"
if player.is_actually_on_floor():
if player.skidding:
return "Skid"
elif abs(player.velocity.x) >= 5 and not player.is_actually_on_wall():
if player.in_water or player.flight_meter > 0:
if player.in_water:
return "WaterMove"
elif player.flight_meter > 0:
return "FlyMove"
elif abs(player.velocity.x) < player.RUN_SPEED - 10:
return "Walk"
else:
@@ -213,13 +240,26 @@ func get_animation_name() -> String:
return "LookUp"
return "Idle"
else:
if player.in_water or player.flight_meter > 0:
if player.in_water:
if swim_up_meter > 0:
return "SwimUp"
if player.bumping and player.can_bump_swim:
return "SwimBump"
else:
return "SwimUp"
else:
return "SwimIdle"
elif player.flight_meter > 0:
if swim_up_meter > 0:
if player.bumping and player.can_bump_fly:
return "FlyBump"
else:
return "FlyUp"
else:
return "FlyIdle"
if player.has_jumped:
if player.velocity.y < 0:
if player.bumping and player.can_bump_jump:
return "JumpBump"
elif player.velocity.y < 0:
if player.is_invincible:
return "StarJump"
return "Jump"

View File

@@ -9,6 +9,7 @@ func enter(_msg := {}) -> void:
physics_update(0)
func physics_update(delta: float) -> void:
player.velocity = Vector2.ZERO
player.global_position += (ENTER_SPEED * (player.pipe_enter_direction * player.pipe_move_direction)) * delta
if player.pipe_enter_direction.x != 0:
player.sprite.speed_scale = 1

View File

@@ -26,6 +26,7 @@ func handle_main_hud() -> void:
$ModernHUD.visible = Settings.file.visuals.modern_hud
$Main/RedCoins.hide()
$Main/CoinCount.show()
%IGT.hide()
%Combo.hide()
$Timer.paused = Settings.file.difficulty.time_limit == 2
$%Time.show()
@@ -71,6 +72,7 @@ func handle_modern_hud() -> void:
$ModernHUD/TopLeft/RedCoins.hide()
$ModernHUD/TopLeft/CoinCount.show()
%ModernPB.hide()
%ModernIGT.hide()
%ModernCoinCount.text = "*" + str(Global.coins).pad_zeros(2)
%ModernScore.text = str(Global.score).pad_zeros(9)
%ModernTime.text = "" + str(Global.time).pad_zeros(3)
@@ -147,6 +149,11 @@ func handle_yoshi_radar() -> void:
func handle_speedrun_timer() -> void:
%Time.hide()
%Stopwatch.show()
%IGT.show()
%IGT.modulate.a = int([Global.GameMode.MARATHON, Global.GameMode.MARATHON_PRACTICE].has(Global.current_game_mode) and get_tree().get_first_node_in_group("Players") != null)
%IGT.text = "" + (str(Global.time).pad_zeros(3))
%ModernIGT.visible = %IGT.modulate.a == 1
%ModernIGT.text = %IGT.text
var late = SpeedrunHandler.timer > SpeedrunHandler.best_time
var diff = SpeedrunHandler.best_time - SpeedrunHandler.timer
%PB.visible = SpeedrunHandler.best_time > 0 and (SpeedrunHandler.timer > 0 or Global.current_level != null)

View File

@@ -25,7 +25,7 @@ func _exit_tree() -> void:
Global.get_node("GameHUD").show()
func _process(_delta: float) -> void:
if Input.is_action_just_pressed("jump_0") and can_skip:
if Input.is_action_just_pressed("ui_accept") and can_skip:
go_to_menu()
func go_to_menu() -> void:

View File

@@ -2,6 +2,7 @@ class_name LevelEditorVisibleNode
extends Node2D
func _ready() -> void:
process_mode = Node.PROCESS_MODE_ALWAYS
update()
if Global.level_editor != null:
Global.level_editor.editor_start.connect(update)

View File

@@ -82,12 +82,12 @@ func do_lost_levels_firework_check() -> void:
if coin_digit == time_digit:
if coin_digit % 2 == 0:
await show_fireworks(6)
if coin_digit % 11 == 0:
spawn_one_up_note()
AudioManager.play_sfx("1_up", global_position)
Global.lives += 1
else:
await show_fireworks(3)
if Global.coins % 11 == 0:
spawn_one_up_note()
AudioManager.play_sfx("1_up", global_position)
Global.lives += 1
const ONE_UP_NOTE = preload("uid://dopxwjj37gu0l")

View File

@@ -21,8 +21,11 @@ func _ready() -> void:
func _process(_delta: float) -> void:
print(can_continue)
if Input.is_action_just_pressed("jump_0") and can_continue:
go_back_to_title()
can_continue = false
if Global.transitioning_scene:
await Global.transition_finished
await get_tree().create_timer(0.15, false).timeout
go_back_to_title()
func go_back_to_title() -> void:

View File

@@ -17,6 +17,9 @@ func on_player_entered(player: Player) -> void:
player.gravity_vector = new_vector
player.global_position.y -= 16
player.global_rotation = -player.gravity_vector.angle() + deg_to_rad(90)
player.get_node("CameraHandler").global_rotation = 0
player.get_node("CameraHandler").position.x = 0
player.get_node("CameraHandler").can_diff = false
player.reset_physics_interpolation()
func on_player_exited(player: Player) -> void:
@@ -26,4 +29,5 @@ func on_player_exited(player: Player) -> void:
player.global_position.y += 16
player.velocity.y *= 1.1
player.global_rotation = -player.gravity_vector.angle() + deg_to_rad(90)
player.get_node("CameraHandler").position.x = 0
player.reset_physics_interpolation()

View File

@@ -34,10 +34,9 @@ func save_level(level_name := "Unnamed Level", level_author := "You", level_desc
return level_file
func write_file(json := {}, lvl_file_name := "") -> void:
DirAccess.make_dir_absolute(LevelEditor.CUSTOM_LEVEL_DIR)
for i in "<>:?!/":
lvl_file_name = lvl_file_name.replace(i, "")
var file = FileAccess.open(LevelEditor.CUSTOM_LEVEL_DIR + lvl_file_name, FileAccess.WRITE)
var file = FileAccess.open(Global.config_path.path_join("custom_levels/" + lvl_file_name), FileAccess.WRITE)
file.store_string(JSON.stringify(json, "", false))
file.close()
print("saved")

View File

@@ -77,7 +77,9 @@ func _ready() -> void:
SaveManager.write_save(Global.current_campaign)
DiscordManager.set_discord_status("Playing " + Global.current_campaign + ": " + str(world_num) + "-" + str(Global.level_num))
$BG/Control/WorldNum.text = str(world_num) +"-" + str(Global.level_num)
if Settings.file.difficulty.inf_lives:
if [Global.GameMode.CUSTOM_LEVEL, Global.GameMode.LEVEL_EDITOR].has(Global.current_game_mode):
$BG/Control/LivesCount.text = "☠ * " + str(Global.total_deaths)
elif Settings.file.difficulty.inf_lives:
$BG/Control/LivesCount.text = "* ∞"
elif Global.lives < 100:
$BG/Control/LivesCount.text = "* " + (str(Global.lives).lpad(2, " "))
@@ -113,7 +115,7 @@ func show_best_time() -> void:
func _process(_delta: float) -> void:
if can_transition:
if Input.is_action_just_pressed("jump_0"):
if Input.is_action_just_pressed("ui_accept"):
transition()
func _exit_tree() -> void:

View File

@@ -25,7 +25,9 @@ func _ready() -> void:
func _process(_delta: float) -> void:
if can_exit and Input.is_action_just_pressed("jump_0"):
SaveManager.write_save()
if seen or Global.current_campaign == "SMBANN" or Global.world_num > 8 or Global.current_game_mode != Global.GameMode.CAMPAIGN:
if Global.current_campaign == "SMBANN":
Global.open_disco_results()
elif seen or Global.world_num > 8 or Global.current_game_mode != Global.GameMode.CAMPAIGN:
Global.transition_to_scene("res://Scenes/Levels/TitleScreen.tscn")
else:
CreditsLevel.go_to_title_screen = false

View File

@@ -24,7 +24,7 @@ func update() -> void:
if resource_setter != null:
var path = "res://Assets/Sprites/Players/" + character + "/" + Player.POWER_STATES[int(power_state)] + ".json"
if Player.CHARACTERS.find(character) > 3:
path = path.replace("res://Assets/Sprites/Players/", "user://custom_characters/")
path = path.replace("res://Assets/Sprites/Players/", Global.config_path.path_join("custom_characters/"))
var json = resource_setter.get_resource(load(path))
sprite_frames = json
if sprite_frames == null:

View File

@@ -9,7 +9,7 @@ func _ready() -> void:
get_resource_packs()
func open_folder() -> void:
OS.shell_show_in_file_manager(ProjectSettings.globalize_path("user://resource_packs"), true)
OS.shell_show_in_file_manager(ProjectSettings.globalize_path(Global.config_path.path_join("resource_packs")), true)
func get_resource_packs() -> void:
for i in containers:
@@ -17,12 +17,12 @@ func get_resource_packs() -> void:
i.queue_free()
containers = []
resource_packs = []
for i in DirAccess.get_directories_at("user://resource_packs"):
for i in DirAccess.get_directories_at(Global.config_path.path_join("resource_packs")):
resource_packs.append(i)
for i in resource_packs:
var pack_info_path = "user://resource_packs/" + i + "/" + "pack_info.json"
var pack_info_path = Global.config_path.path_join("resource_packs/" + i + "/pack_info.json")
if FileAccess.file_exists(pack_info_path) and i != Global.ROM_PACK_NAME:
create_container("user://resource_packs/" + i)
create_container(Global.config_path.path_join("resource_packs/" + i))
func create_container(resource_pack := "") -> void:
var container = RESOURCE_PACK_CONTAINER.instantiate()
@@ -36,7 +36,7 @@ func create_container(resource_pack := "") -> void:
container.icon = ImageTexture.create_from_image(image)
elif FileAccess.file_exists(resource_pack + "/icon.gif"):
container.icon = GifManager.animated_texture_from_file(resource_pack + "/icon.gif")
container.pack_name = resource_pack.replace("user://resource_packs/", "")
container.pack_name = resource_pack.replace(Global.config_path.path_join("resource_packs"), "")
$"../ScrollContainer/VBoxContainer".add_child(container)
containers.append(container)
container.add_to_group("Options")

View File

@@ -12,15 +12,15 @@ const base_info_json := {
func create_template() -> void:
get_directories("res://Assets", files, directories)
for i in directories:
DirAccess.make_dir_recursive_absolute(i.replace("res://Assets", "user://resource_packs/new_pack"))
DirAccess.make_dir_recursive_absolute(i.replace("res://Assets", Global.config_path.path_join("resource_packs/new_pack")))
for i in files:
var destination = i
if destination.contains("res://"):
destination = i.replace("res://Assets", "user://resource_packs/new_pack")
destination = i.replace("res://Assets", Global.config_path.path_join("resource_packs/new_pack"))
else:
destination = i.replace("user://resource_packs/BaseAssets", "user://resource_packs/new_pack")
destination = i.replace(Global.config_path.path_join("resource_packs/BaseAssets"), Global.config_path.path_join("resource_packs/new_pack"))
print("Copying '" + i + "' to: '" + destination)
if i.contains(".bgm") or i.contains(".json") or i.contains("user://"):
if i.contains(".bgm") or i.contains(".json") or i.contains(Global.config_path):
DirAccess.copy_absolute(i, destination)
else:
var resource = load(i)
@@ -33,7 +33,9 @@ func create_template() -> void:
file.store_buffer(resource.data)
file.close()
var file = FileAccess.open("user://resource_packs/new_pack/pack_info.json", FileAccess.WRITE)
var pack_info_path = Global.config_path.path_join("resource_packs/new_pack/pack_info.json")
DirAccess.make_dir_recursive_absolute(pack_info_path.get_base_dir())
var file = FileAccess.open(pack_info_path, FileAccess.WRITE)
file.store_string(JSON.stringify(base_info_json, "\t"))
file.close()
print("Done")
@@ -51,7 +53,7 @@ func get_files(base_dir := "", files := []) -> void:
i = i.replace(".import", "")
print(i)
var target_path = base_dir + "/" + i
var rom_assets_path = target_path.replace("res://Assets", "user://resource_packs/BaseAssets")
var rom_assets_path = target_path.replace("res://Assets", Global.config_path.path_join("resource_packs/BaseAssets"))
if FileAccess.file_exists(rom_assets_path):
files.append(rom_assets_path)
else:

View File

@@ -93,6 +93,7 @@ func open_story_options() -> void:
func continue_story() -> void:
Global.current_game_mode = Global.GameMode.CAMPAIGN
if Global.game_beaten or Global.debug_mode:
go_back_to_first_level()
$CanvasLayer/StoryMode/QuestSelect.open()
else:
$CanvasLayer/StoryMode/NoBeatenCharSelect.open()
@@ -124,6 +125,8 @@ func get_highscore() -> void:
func clear_stats() -> void:
Global.clear_saved_values()
func go_back_to_first_level() -> void:
Global.world_num = 1
Global.level_num = 1
LevelTransition.level_to_transition_to = Level.get_scene_string(Global.world_num, Global.level_num)

View File

@@ -51,6 +51,9 @@ func transition_style_changed(new_value := 0) -> void:
func firebar_style_changed(new_value := 0) -> void:
Settings.file.visuals.firebar_style = new_value
func extra_particles(new_value := 0) -> void:
Settings.file.visuals.extra_particles = new_value
func set_value(value_name := "", value = null) -> void:
{
"parallax_style": parallax_style_changed,
@@ -67,5 +70,6 @@ func set_value(value_name := "", value = null) -> void:
"bridge_animation": bridge_changed,
"transition_animation": transform_style_changed,
"colour_pipes": colourful_pipes_changed,
"firebar_style": firebar_style_changed
"firebar_style": firebar_style_changed,
"extra_particles": extra_particles
}[value_name].call(value)

View File

@@ -21,6 +21,9 @@ func skid_changed(new_value := 0) -> void:
func extra_sfx_changed(new_value := 0) -> void:
Settings.file.audio.extra_sfx = new_value
func pause_bgm_changed(new_value := 0) -> void:
Settings.file.audio.pause_bgm = new_value
func menu_bgm_changed(new_value := 0) -> void:
Settings.file.audio.menu_bgm = new_value
@@ -36,5 +39,6 @@ func set_value(value_name := "", value := 0) -> void:
"extra_bgm": athletic_changed,
"skid_sfx": skid_changed,
"extra_sfx": extra_sfx_changed,
"pause_bgm": pause_bgm_changed,
"menu_bgm": menu_bgm_changed
}[value_name].call(value)

View File

@@ -41,21 +41,23 @@ func get_custom_characters() -> void:
idx += 1
print(Player.CHARACTER_NAMES)
DirAccess.make_dir_recursive_absolute("user://custom_characters")
for i in DirAccess.get_directories_at("user://custom_characters"):
if FileAccess.file_exists("user://custom_characters/" + i + "/CharacterInfo.json"):
var char_path = "user://custom_characters/" + i + "/"
var json = JSON.parse_string(FileAccess.open(char_path + "CharacterInfo.json", FileAccess.READ).get_as_text())
var base_path = Global.config_path
var char_dir = base_path.path_join("custom_characters")
for i in DirAccess.get_directories_at(char_dir):
var char_path = char_dir.path_join(i)
var char_info_path = char_path.path_join("CharacterInfo.json")
if FileAccess.file_exists(char_info_path):
var json = JSON.parse_string(FileAccess.open(char_path.path_join("CharacterInfo.json"), FileAccess.READ).get_as_text())
Player.CHARACTERS.append(i)
Player.CHARACTER_NAMES.append(json.name)
if FileAccess.file_exists(char_path + "CharacterColour.json"):
Player.CHARACTER_COLOURS.append(load(char_path + "CharacterColour.json"))
if FileAccess.file_exists(char_path + "LifeIcon.json"):
GameHUD.character_icons.append(load(char_path + "LifeIcon.json"))
if FileAccess.file_exists(char_path + "ColourPalette.json"):
Player.CHARACTER_PALETTES.append(load(char_path + "ColourPalette.json"))
if FileAccess.file_exists(char_path + "SFX.json"):
AudioManager.character_sfx_map[i] = JSON.parse_string(FileAccess.open(char_path + "SFX.json", FileAccess.READ).get_as_text())
if FileAccess.file_exists(char_path.path_join("CharacterColour.json")):
Player.CHARACTER_COLOURS.append(load(char_path.path_join("CharacterColour.json")))
if FileAccess.file_exists(char_path.path_join("LifeIcon.json")):
GameHUD.character_icons.append(load(char_path.path_join("LifeIcon.json")))
if FileAccess.file_exists(char_path.path_join("ColourPalette.json")):
Player.CHARACTER_PALETTES.append(load(char_path.path_join("ColourPalette.json")))
if FileAccess.file_exists(char_path.path_join("SFX.json")):
AudioManager.character_sfx_map[i] = JSON.parse_string(FileAccess.open(char_path.path_join("SFX.json"), FileAccess.READ).get_as_text())
func open() -> void:
get_custom_characters()

View File

@@ -4,7 +4,6 @@ signal level_selected(container: CustomLevelContainer)
const CUSTOM_LEVEL_CONTAINER = preload("uid://dt20tjug8m6oh")
const CUSTOM_LEVEL_PATH := "user://custom_levels/"
const base64_charset := "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/"
signal closed
@@ -25,7 +24,8 @@ func open(refresh_list := true) -> void:
set_process(true)
func open_folder() -> void:
OS.shell_show_in_file_manager(ProjectSettings.globalize_path(CUSTOM_LEVEL_PATH))
var custom_level_path = Global.config_path.path_join("custom_levels")
OS.shell_show_in_file_manager(ProjectSettings.globalize_path(custom_level_path))
func _process(_delta: float) -> void:
if Input.is_action_just_pressed("ui_back"):
@@ -41,11 +41,12 @@ func refresh() -> void:
if i is CustomLevelContainer:
i.queue_free()
containers.clear()
get_levels("user://custom_levels")
get_levels("user://custom_levels/downloaded")
get_levels(Global.config_path.path_join("custom_levels"))
get_levels(Global.config_path.path_join("custom_levels/downloaded"))
func get_levels(path := "user://custom_levels") -> void:
DirAccess.make_dir_recursive_absolute(path)
func get_levels(path : String = "") -> void:
if path == "":
path = Global.config_path.path_join("custom_levels")
var idx := 0
for i in DirAccess.get_files_at(path):
if i.contains(".lvl") == false:

View File

@@ -6,7 +6,6 @@ static var current_level_file := ""
static var has_entered := false
var selected_lvl_idx := 0
const CUSTOM_LEVEL_PATH := "user://custom_levels/"
const base64_charset := "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/"
static var page_number_save := -1
static var last_played_container = null
@@ -47,6 +46,7 @@ func _ready() -> void:
%LevelList.close()
func clear_saved_stuff() -> void:
last_played_container = null
%LSSLevelInfo.saved_stuff.clear()
saved_search_values = [-1, -1, -1]
%LSSBrowser.number_of_pages = -1
@@ -78,7 +78,6 @@ func edit_level() -> void:
func play_level() -> void:
Global.current_game_mode = Global.GameMode.CUSTOM_LEVEL
Settings.file.difficulty.inf_lives = 1
LevelEditor.load_play = true
$CharacterSelect.open()
await $CharacterSelect.selected
@@ -88,7 +87,6 @@ func play_level() -> void:
func online_play() -> void:
lss_level_played()
Global.current_game_mode = Global.GameMode.CUSTOM_LEVEL
Settings.file.difficulty.inf_lives = 1
LevelEditor.load_play = true
$LSSCharacterSelect.open()
await $LSSCharacterSelect.selected

View File

@@ -29,6 +29,9 @@ func set_focus(enabled := false) -> void:
i.focus_mode = 0 if enabled == false else 2
func continue_to_next_level() -> void:
if Global.world_num == 8 and Global.level_num == 4:
go_to_menu()
return
Global.current_level.transition_to_next_level()
Global.disco_level_continued.emit()
close()

View File

@@ -21,7 +21,7 @@ func _ready() -> void:
func open(container: OnlineLevelContainer) -> void:
container_to_play = container.duplicate()
has_downloaded = FileAccess.file_exists("user://custom_levels/downloaded/" + container.level_id + ".lvl") or saved_stuff.is_empty() == false
has_downloaded = FileAccess.file_exists(Global.config_path.path_join("custom_levels/downloaded/" + container.level_id + ".lvl")) or saved_stuff.is_empty() == false
show()
level_thumbnail = container.level_thumbnail
%Download.text = "DOWNLOAD"
@@ -66,7 +66,7 @@ func close() -> void:
set_process(false)
func download_level() -> void:
DirAccess.make_dir_recursive_absolute("user://custom_levels/downloaded")
DirAccess.make_dir_recursive_absolute(Global.config_path.path_join("custom_levels/downloaded"))
var url = "https://levelsharesquare.com/api/levels/" + level_id + "/code"
print(url)
$DownloadLevel.request(url, [], HTTPClient.METHOD_GET)
@@ -85,7 +85,7 @@ func on_request_completed(result: int, response_code: int, headers: PackedString
func level_downloaded(result: int, response_code: int, headers: PackedStringArray, body: PackedByteArray) -> void:
var string = body.get_string_from_utf8()
var json = JSON.parse_string(string)
var file = FileAccess.open("user://custom_levels/downloaded/" + level_id + ".lvl", FileAccess.WRITE)
var file = FileAccess.open(Global.config_path.path_join("custom_levels/downloaded/" + level_id + ".lvl"), FileAccess.WRITE)
var data = null
if json.levelData.data is Array:
data = get_json_from_bytes(json.levelData.data)
@@ -101,11 +101,11 @@ func level_downloaded(result: int, response_code: int, headers: PackedStringArra
func save_thumbnail() -> void:
if OnlineLevelContainer.cached_thumbnails.has(level_id):
var thumbnail = OnlineLevelContainer.cached_thumbnails.get(level_id)
DirAccess.make_dir_recursive_absolute("user://custom_levels/downloaded/thumbnails")
thumbnail.get_image().save_png("user://custom_levels/downloaded/thumbnails/"+ level_id + ".png")
DirAccess.make_dir_recursive_absolute(Global.config_path.path_join("custom_levels/downloaded/thumbnails"))
thumbnail.get_image().save_png(Global.config_path.path_join("custom_levels/downloaded/thumbnails/" + level_id + ".png"))
func play_level() -> void:
var file_path := "user://custom_levels/downloaded/" + level_id + ".lvl"
var file_path := Global.config_path.path_join("custom_levels/downloaded/" + level_id + ".lvl")
var file = JSON.parse_string(FileAccess.open(file_path, FileAccess.READ).get_as_text())
LevelEditor.level_file = file
set_process(false)

View File

@@ -48,6 +48,10 @@ func setup_rating_stars() -> void:
var rating = calculate_rating()
var idx := 0
if ratings.is_empty():
for i in %RatingStars.get_children():
i.region_rect.position.x = 16
return
for i in %RatingStars.get_children():
i.region_rect.position.x = 16 if idx > rating else (0 if abs(idx - rating) >= 0.5 else 8)
idx += 1

View File

@@ -42,7 +42,7 @@ func _process(_delta: float) -> void:
grab_focus()
else:
focus_mode = Control.FOCUS_NONE
if Input.is_action_just_pressed("jump_0") and selected and visible:
if Input.is_action_just_pressed("ui_accept") and selected and visible:
select()
elif Input.is_action_just_pressed("ui_right") and selected and visible and config != {}:
open_config_menu()

View File

@@ -7,16 +7,21 @@ const VALID_HASHES := [
]
var args: PackedStringArray
var rom_arg: String = ""
func _ready() -> void:
args = OS.get_cmdline_args()
Global.get_node("GameHUD").hide()
# Try command line ROMs first
for path in args:
if path.is_valid_filename():
if handle_rom(path):
return
for i in range(args.size()):
match args[i]:
"-rom":
if i + 1 < args.size():
rom_arg = args[i + 1].replace("\\", "/")
print("ROM argument found: ", rom_arg)
if rom_arg != "" and handle_rom(rom_arg):
return
# Fallback: local ROM
var local_rom := find_local_rom()

View File

@@ -3,8 +3,9 @@ extends HBoxContainer
@export var settings_category := "video"
@export var selected := false
@export var can_bind_escape := false
@export var action_name := ""
@export var action_names := [""]
@export var title := ""
@export_enum("Keyboard", "Controller") var type := 0
@@ -22,7 +23,9 @@ var can_remap := true
var current_device_brand := 0
var input_event: InputEvent = null
var current_binding_idx := 0
var input_events: Array[InputEvent] = [null, null]
const button_id_translation := [
["A", "B", ""],
@@ -42,17 +45,35 @@ const button_id_translation := [
"DPad R"
]
func _ready() -> void:
update_value()
func _process(_delta: float) -> void:
if selected:
handle_inputs()
$Cursor.modulate.a = int(selected)
func update_value() -> void:
$Title.text = tr(title) + ":"
$Value.text = get_event_string(input_event) if not awaiting_input else "Press Any..."
if awaiting_input:
$Value.text = "Press Any..."
else:
if current_binding_idx == 0:
$Value.text = "(" + get_event_string(input_events[0]) + "), " + get_event_string(input_events[1]) + " "
else:
$Value.text = " " + get_event_string(input_events[0]) + " ,(" + get_event_string(input_events[1]) + ")"
func handle_inputs() -> void:
if selected and can_remap:
if Input.is_action_just_pressed("ui_accept"):
begin_remap()
if can_remap:
if selected:
if Input.is_action_just_pressed("ui_accept"):
begin_remap()
if Input.is_action_just_pressed("ui_right"):
current_binding_idx = 1
update_value()
elif Input.is_action_just_pressed("ui_left"):
current_binding_idx = 0
update_value()
func begin_remap() -> void:
$Timer.stop()
@@ -62,6 +83,7 @@ func begin_remap() -> void:
get_parent().can_input = false
await get_tree().create_timer(0.1).timeout
awaiting_input = true
update_value()
func _input(event: InputEvent) -> void:
if awaiting_input == false: return
@@ -69,35 +91,56 @@ func _input(event: InputEvent) -> void:
if event.is_pressed() == false:
return
if event is InputEventKey:
if event is InputEventKey and not can_bind_escape:
if event.as_text_physical_keycode() == "Escape":
cancel_remap()
map_event_to_action(null, current_binding_idx)
return
if type == 0 and event is InputEventKey:
map_event_to_action(event)
map_event_to_action(event, current_binding_idx)
elif type == 1 and (event is InputEventJoypadButton or event is InputEventJoypadMotion):
if event is InputEventJoypadMotion:
event.axis_value = sign(event.axis_value)
map_event_to_action(event)
map_event_to_action(event, current_binding_idx)
func map_event_to_action(event) -> void:
var action = action_name + "_" + str(player_idx)
var events = InputMap.action_get_events(action).duplicate()
events[type] = event
InputMap.action_erase_events(action)
for i in events:
InputMap.action_add_event(action, i)
input_changed.emit(action, event)
input_event = event
func map_event_to_action(event, idx := 0) -> void:
for action_name in action_names:
var action = action_name
if action.contains("ui_") == false and action != "pause":
action = action_name + "_" + str(player_idx)
var replace_event = null
var events = InputMap.action_get_events(action).duplicate()
var matching_type_events := []
for i in events:
if type == 0 and i is InputEventKey:
matching_type_events.append(i)
elif type == 1 and (i is InputEventJoypadButton or i is InputEventJoypadMotion):
matching_type_events.append(i)
if matching_type_events.size() - 1 < idx or matching_type_events.is_empty():
events.append(event)
else:
replace_event = matching_type_events[clamp(idx, 0, matching_type_events.size() - 1)]
var itr := 0
for i in events:
if i == replace_event:
events[itr] = event
itr += 1
InputMap.action_erase_events(action)
for i in events:
InputMap.action_add_event(action, i)
input_changed.emit(action, event)
input_events[idx] = event
awaiting_input = false
await get_tree().create_timer(0.1).timeout
rebinding_input = false
get_parent().can_input = true
can_remap = true
update_value()
func get_event_string(event: InputEvent) -> String:
var event_string := ""
if event == null:
return "---"
if event is InputEventKey:
event_string = OS.get_keycode_string(event.keycode)
elif event is InputEventJoypadButton:
@@ -126,18 +169,23 @@ func get_event_string(event: InputEvent) -> String:
else:
direction = "Down"
event_string = stick + " " + direction
else:
pass
return event_string
func _unhandled_input(event: InputEvent) -> void:
if event is not InputEventJoypadButton and event is not InputEventJoypadMotion:
return
var device_name = Input.get_joy_name(event.device)
var old_brand = current_device_brand
if device_name.to_upper().contains("NINTENDO") or device_name.to_upper().contains("SWITCH") or device_name.to_upper().contains("WII"):
current_device_brand = 1
elif device_name.to_upper().contains("PS") or device_name.to_upper().contains("PLAYSTATION"):
current_device_brand = 2
else:
current_device_brand = 0
if old_brand != current_device_brand:
update_value()
func cancel_remap() -> void:
awaiting_input = false
@@ -145,3 +193,4 @@ func cancel_remap() -> void:
rebinding_input = false
get_parent().can_input = true
can_remap = true
update_value()

View File

@@ -14,6 +14,8 @@ signal option_2_selected
signal option_3_selected
signal option_4_selected
signal closed
func _process(_delta: float) -> void:
if active:
handle_inputs()
@@ -28,6 +30,8 @@ func handle_inputs() -> void:
selected_index = clamp(selected_index, 0, options.size() - 1)
if Input.is_action_just_pressed("ui_accept"):
option_selected()
elif Input.is_action_just_pressed("pause") or Input.is_action_just_pressed("ui_back"):
close()
func option_selected() -> void:
emit_signal("option_" + str(selected_index + 1) + "_selected")
@@ -51,6 +55,7 @@ func close() -> void:
active = false
selected_index = 0
hide()
closed.emit()
for i in 2:
await get_tree().physics_frame
Global.game_paused = false