mirror of
https://github.com/JHDev2006/Super-Mario-Bros.-Remastered-Public.git
synced 2025-10-22 15:38:14 +00:00
Merge remote-tracking branch 'upstream/main' into pulls/small-crouch-hitbox-fix
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@@ -21,7 +21,11 @@ func rise_tween() -> void:
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var dir = sign(target_player.global_position.x - global_position.x)
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var target_position := Vector2(32 * dir, -32)
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var final_position = global_position + target_position
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final_position.y = clamp(final_position.y, -176, 64)
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var top_point = -176
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if Global.current_level != null:
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top_point = Global.current_level.vertical_height + 32
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final_position.y = clamp(final_position.y, top_point, 64)
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tween.tween_property(self, "global_position", final_position, 0.75)
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await tween.finished
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falling = true
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@@ -82,7 +82,7 @@ func throw_spiny() -> void:
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node.velocity = Vector2(0, -150)
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if fixed_throw:
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node.velocity.x = 50 * (sign(player.global_position.x - global_position.x))
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node.set("direction", sign(node.velocity.x))
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node.set("direction", sign(node.velocity.x))
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add_sibling(node)
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if Settings.file.audio.extra_sfx == 1:
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AudioManager.play_sfx("lakitu_throw", global_position)
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@@ -1,4 +1,4 @@
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@icon("res://Assets/Sprites/Editor/Enemy.png")
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@icon("res://Assets/Sprites/Editor/Enemy.svg")
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class_name Enemy
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extends CharacterBody2D
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@@ -57,6 +57,7 @@ func run_door_check() -> void:
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if same_scene_exiting_door != null:
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if same_scene_exiting_door != self and exiting_door_id == door_id:
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door_found = true
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get_tree().call_group("CameraLimits", "return_camera_to_normal")
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for i in get_tree().get_nodes_in_group("Players"):
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player_exit(i)
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return
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@@ -1,5 +1,5 @@
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@tool
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@icon("res://Assets/Sprites/Editor/Pipe.png")
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@icon("res://Assets/Sprites/Editor/Pipe.svg")
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class_name PipeArea
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extends Node2D
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@@ -605,7 +605,7 @@ func death_load() -> void:
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Global.death_load = true
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# Handle lives decrement for CAMPAIGN and MARATHON
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if [Global.GameMode.CAMPAIGN, Global.GameMode.MARATHON, Global.GameMode.LEVEL_EDITOR, Global.GameMode.CUSTOM_LEVEL].has(Global.current_game_mode):
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if [Global.GameMode.CAMPAIGN, Global.GameMode.MARATHON].has(Global.current_game_mode):
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if Settings.file.difficulty.inf_lives == 0:
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Global.lives -= 1
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@@ -617,6 +617,7 @@ func death_load() -> void:
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Global.GameMode.LEVEL_EDITOR: func():
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owner.stop_testing(),
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Global.GameMode.CHALLENGE: func():
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Global.transition_to_scene("res://Scenes/Levels/ChallengeMiss.tscn"),
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@@ -643,10 +644,10 @@ func death_load() -> void:
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# Determine which action to take
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if death_actions.has(Global.current_game_mode):
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death_actions[Global.current_game_mode].call()
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elif Global.time <= 0:
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death_actions["time_up"].call()
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elif Global.lives <= 0 and Settings.file.difficulty.inf_lives == 0:
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death_actions["game_over"].call()
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elif Global.time <= 0:
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death_actions["time_up"].call()
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else:
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death_actions["default_reload"].call()
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@@ -682,11 +683,13 @@ func get_power_up(power_name := "") -> void:
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await power_up_animation(power_name)
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else:
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return
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check_for_block()
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power_state = new_power_state
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Global.player_power_states[player_id] = str(power_state.get_index())
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handle_power_up_states(0)
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can_hurt = true
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refresh_hitbox()
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await get_tree().physics_frame
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check_for_block()
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func check_for_block() -> void:
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if test_move(global_transform, (Vector2.UP * gravity_vector) * 4):
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