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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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@@ -263,3 +263,6 @@ func check_for_unlocked_achievements() -> void:
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has_achievements_to_unlock = true
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%AchievementUnlock.show_popup(new_achievements)
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AchievementMenu.unlocked_achievements = Global.achievements
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func get_room_type() -> Global.Room:
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return Global.Room.TITLE_SCREEN
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