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
This commit is contained in:
Tsank35
2025-10-06 14:05:43 -07:00
committed by GitHub
parent 6a48a5b32f
commit 27ae3d5612
6 changed files with 41 additions and 3 deletions

View File

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