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Room variation types (#517)
* Global.gd now has an extra variable for current room type * ResourceSetterNew.gd now has variation category for room types The state variable also had to include the room type, since it wouldn't update properly when entering a bonus room from a level that's already underground * LevelClass.gd sets room type on update_theme A new function, get_room_type() allows for the level's room type to be detected, which can easily be overwritten by other level classes. Bonus Rooms are detected by comparing the level's scene path to a pre-defined list of bonus rooms. * Added get_room_type() to CoinHeaven.gd * Added get_room_type() to PipeCutscene.gd Also updates the room type in _enter_tree() since update_theme() isn't called here. * Added get_room_type() to TitleScreen.gd
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@@ -89,6 +89,12 @@ var world_num := 1
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var level_num := 1
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var disco_mode := false
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enum Room{MAIN_ROOM, BONUS_ROOM, COIN_HEAVEN, PIPE_CUTSCENE, TITLE_SCREEN}
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const room_strings := ["MainRoom", "BonusRoom", "CoinHeaven", "PipeCutscene", "TitleScreen"]
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var current_room: Room = Room.MAIN_ROOM
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signal transition_finished
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var transitioning_scene := false
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var awaiting_transition := false
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