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

@@ -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")

View File

@@ -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)

View File

@@ -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)

View File

@@ -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:

View File

@@ -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()