added the game

This commit is contained in:
JHDev2006
2025-09-13 16:30:32 +01:00
parent 5ef689109b
commit 3773bdaf64
3616 changed files with 263702 additions and 0 deletions

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@icon("res://Assets/Sprites/Editor/Block.png")
class_name Block
extends AnimatableBody2D
signal player_block_hit(player: Player)
signal shell_block_hit(shell: Shell)
@export var visuals: Node = null
const EMPTY_BLOCK = ("res://Scenes/Prefabs/Blocks/EmptyBlock.tscn")
@export var item: PackedScene = null
@export var destructable := true
@export var destruction_particle_scene: PackedScene = null
@export_range(1, 99) var item_amount := 1
@export var combo_meter_amount := 25
@export var mushroom_if_small := false
const SUPER_MUSHROOM = ("res://Scenes/Prefabs/Entities/Items/SuperMushroom.tscn")
var can_hit := true
var bouncing := false
const NO_SFX_ITEMS := ["res://Scenes/Prefabs/Entities/Items/SpinningRedCoin.tscn","res://Scenes/Prefabs/Entities/Items/SpinningCoin.tscn", "res://Scenes/Prefabs/Entities/Items/Vine.tscn" ]
@export var start_z := -1
signal block_emptied
signal block_destroyed
func _enter_tree() -> void:
z_index = start_z
sync_to_physics = false
if item != null:
if item.resource_path.contains(Global.current_level.scene_file_path):
Global.log_error("ITEM SCENE IS NULL! BLOCK NAME: " + str(name) + " PLEASE REPORT!")
func dispense_item() -> void:
if can_hit == false:
return
can_hit = false
await get_tree().create_timer(0.1, false).timeout
DiscoLevel.combo_meter += combo_meter_amount
var item_to_dispense = player_mushroom_check(get_tree().get_first_node_in_group("Players"))
var node = item_to_dispense.instantiate()
if node is PowerUpItem or node.has_meta("is_item"):
for i in get_tree().get_nodes_in_group("Players"):
node.position = position + Vector2(0, -1)
node.hide()
add_sibling(node)
if node is PowerUpItem:
if Global.connected_players > 1:
AudioManager.play_sfx("item_appear", global_position)
node.player_multiplayer_launch_spawn(i)
else:
node.block_dispense_tween()
else:
if item.resource_path == "res://Scenes/Prefabs/Entities/Items/SpinningRedCoin.tscn":
if has_meta("r_coin_id"):
node.id = get_meta("r_coin_id", 0)
var parent = get_parent()
node.global_position = global_position + Vector2(0, -8) + node.get_meta("block_spawn_offset", Vector2.ZERO)
if get_parent().get_parent() is TrackRider:
parent = get_parent().get_parent().get_parent()
parent.add_child(node)
parent.move_child(node, get_index() - 1)
print("FUCK: " + str(item.resource_path))
if NO_SFX_ITEMS.has(item.resource_path) == false:
AudioManager.play_sfx("item_appear", global_position)
node.set("velocity", Vector2(0, node.get_meta("block_launch_velocity", -150)))
can_hit = true
item_amount -= 1
if item_amount == 1:
if has_meta("red_coin") == true:
item = load("res://Scenes/Prefabs/Entities/Items/SpinningRedCoin.tscn")
if item_amount <= 0:
spawn_empty_block()
func player_mushroom_check(player: Player = null) -> PackedScene:
if player.power_state.hitbox_size == "Small" and mushroom_if_small:
return load(SUPER_MUSHROOM)
return item
func spawn_empty_block() -> void:
var block = load(EMPTY_BLOCK).instantiate()
block.position = position
add_sibling(block)
if get_parent().get_parent() is TrackRider:
get_parent().get_parent().attached_entity = block
block_emptied.emit()
queue_free()
func destroy() -> void:
block_destroyed.emit()
DiscoLevel.combo_meter += combo_meter_amount
AudioManager.play_sfx("block_break", global_position)
var particles = destruction_particle_scene.instantiate()
particles.global_position = global_position
add_sibling(particles)
queue_free()

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uid://b5ejlbl0vp1gm

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extends StaticBody2D
@export var active := false
@onready var start_active = not active
var player_in_area := false
var player_stuck := false
var awaiting_exit := false
@export var hurtbox: CollisionShape2D = null
func on_switch_hit() -> void:
player_stuck = false
active = not active
if player_in_area:
player_stuck = true
return
update()
func update() -> void:
if active:
$Sprite.play("On")
else:
$Sprite.play("Off")
$Collision.set_deferred("disabled", not active)
if hurtbox != null:
hurtbox.set_deferred("disabled", not active)
func damage_player(player: Player) -> void:
player.damage()
func on_player_entered(_player: Player) -> void:
player_in_area = true
func on_player_exited(_player: Player) -> void:
player_in_area = false
if player_stuck and active:
player_stuck = false
update()

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uid://be2x40pxmueyo

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extends Block
var active := false
static var has_hit := false
func _ready() -> void:
can_hit = true
has_hit = false
func on_block_hit() -> void:
if can_hit == false or has_hit:
return
has_hit = true
AudioManager.play_sfx("switch", global_position)
can_hit = false
get_tree().call_group("BooBlocks", "on_switch_hit")
await get_tree().create_timer(0.25, false).timeout
can_hit = true
has_hit = false
func on_switch_hit() -> void:
active = not active
if active:
$Sprite.play("On")
else:
$Sprite.play("Off")
func on_boo_hit() -> void:
if active:
return
AudioManager.play_global_sfx("switch")
get_tree().call_group("BooBlocks", "on_switch_hit")

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uid://bm72ggve5kda5

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class_name BrickBlock
extends Block
var ticking_down := false
func _ready() -> void:
$PSwitcher.enabled = item == null
if item_amount == 10 and item.resource_path == "res://Scenes/Prefabs/Entities/Items/SpinningCoin.tscn" and is_instance_valid(Global.level_editor) == false:
Global.log_warning("Coin Brick Block is wrong! please report!: " + name)
func on_block_hit(player: Player) -> void:
if player.power_state.hitbox_size == "Big":
if item == null:
await get_tree().physics_frame
destroy()
Global.score += 50
if item != null:
if mushroom_if_small:
item = player_mushroom_check(player)
dispense_item()
func on_shell_block_hit(_shell: Shell) -> void:
if item == null:
await get_tree().physics_frame
destroy()
Global.score += 50
else:
dispense_item()
func set_coin_count() -> void:
item_amount = 2

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uid://y53avulrmfx1

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extends StaticBody2D
var falling := false
var can_fall := false
const FALL_SPEED := 96
@onready var starting_position := global_position
func _physics_process(delta: float) -> void:
if falling:
global_position.y += FALL_SPEED * delta
if $PlayerDetection.is_player_in_area():
$Sprite.play("Fall")
elif not falling:
$Sprite.play("Idle")
func start_falling() -> void:
falling = true
$Collision.set_deferred("one_way_collision", true)
$FallTimer.start()
func respawn() -> void:
$Collision.set_deferred("one_way_collision", false)
can_fall = true
falling = false
global_position = starting_position
$AnimationPlayer.play("Grow")
func on_player_entered() -> void:
$AnimationPlayer.play("Shake")
func on_player_exited() -> void:
$AnimationPlayer.play("RESET")

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uid://dbu4juvw4veul

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extends StaticBody2D
func on_player_entered(_player: Player) -> void:
$Sprite.play("Turn")
await get_tree().physics_frame
$Collision.set_deferred("disabled", true)
func on_player_exited(_player: Player) -> void:
$Sprite.play("Idle")
$Collision.set_deferred("disabled", false)

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uid://cn8jml0dmf128

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extends Block
func on_area_entered(area: Area2D) -> void:
if area.owner is Player:
var player: Player = area.owner
if player.velocity.y < 0 and player.global_position.y > $Hitbox.global_position.y and abs(player.global_position.x - global_position.x) < 8:
player_block_hit.emit(area.owner)
player.velocity.y = 0
player.bump_ceiling()
$Collision.set_deferred("disabled", false)

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uid://s5e3ps0g7nya

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extends NoteBlock
const INTRUMENT_SFX := [preload("uid://dia0bsspwrqsn"), preload("uid://d2elbhakm1yfq"), preload("uid://vxox7t6qvyvu"), preload("uid://w44jys81bxjj"), preload("uid://b2lj4akov8ami"), preload("uid://c03nay4r4a2lm"), preload("uid://d0pdbnpfcm80i"), preload("uid://dodww1no4v6qh")]
var pitch := 0.0
var sfx_stream = null
static var can_play := false
@export var play_on_load := false
@export_enum("Bass", "Flute", "Marimba", "Piano", "Rhodes", "Steel", "Trumpet", "Violin") var instrument := 0:
set(value):
sfx_stream = INTRUMENT_SFX[value]
instrument = value
play_sfx_preview()
@export_enum("A", "A#", "B", "C", "C#", "D", "D#", "E", "F", "F#", "G", "G#") var note := 3:
set(value):
note = value
pitch = get_pitch_scale()
play_sfx_preview()
@export_range(1, 5) var octave := 2:
set(value):
octave = value
pitch = get_pitch_scale()
play_sfx_preview()
func _ready() -> void:
await get_tree().create_timer(0.1, true).timeout
can_play = true
func _exit_tree() -> void:
can_play = false
func get_pitch_scale() -> float:
var semitone_offset = (octave - 2) * 12 + (note - 3) # C4 is the base note (note index 3)
return 2.0 ** (semitone_offset / 12.0)
func _process(_delta: float) -> void:
%Note.frame = note
%Octave.frame = octave + 12
func play_sfx_preview() -> void:
if get_node_or_null("Instrument") != null and can_play:
print($Instrument.pitch_scale)
$Instrument.stream = sfx_stream
$Instrument.pitch_scale = pitch
$Instrument.play()
func on_screen_entered() -> void:
if play_on_load and LevelEditor.playing_level:
play_sfx_preview()

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uid://2gxl5hj6mf6a

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class_name NoteBlock
extends Block
var bodies: Array[CharacterBody2D] = []
signal bounced
var animating := false
@export var play_sfx := true
func bounce_up() -> void:
if bouncing or animating:
return
bounced.emit()
bouncing = true
animating = true
%Animations.play("BounceUp")
dispense_item(-1)
await %Animations.animation_finished
bouncing = false
animating = false
func _physics_process(_delta: float) -> void:
for i in %Area.get_overlapping_areas():
if i.owner is CharacterBody2D:
bounce_down(i.owner)
func bounce_down(body: PhysicsBody2D) -> void:
if bouncing or animating:
return
animating = true
bounced.emit()
if play_sfx:
AudioManager.play_sfx("note_block", global_position)
bodies.append(body)
if body is Player:
body.normal_state.jump_queued = false
body.spring_bouncing = true
%Animations.play("BounceDown")
dispense_item(1)
await %Animations.animation_finished
animating = false
bouncing = false
func bounce_bodies() -> void:
for i in bodies:
if i is Player:
i.spring_bouncing = false
if Global.player_action_pressed("jump", i.player_id):
i.jump_cancelled = false
i.has_jumped = true
i.velocity.y = -350
i.gravity = i.JUMP_GRAVITY
else:
i.velocity.y = -300
i.gravity = i.FALL_GRAVITY
else:
i.velocity.y = -200
if i is Thwomp:
i.velocity = Vector2.ZERO
bodies.clear()
func dispense_item(direction := -1) -> void:
if item == null or item_amount <= 0:
return
item_amount -= 1
var node = item.instantiate()
node.global_position = global_position + Vector2(0, 8 * direction)
node.set("velocity", Vector2(0, (100 if direction == 1 else -150)))
add_sibling(node)
AudioManager.play_sfx("item_appear", global_position)

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uid://c0diue1hemrxq

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extends Node2D
const TURN_BLOCK = ("uid://bn651dli8j2rj")
var can_turn_back := false
func _ready() -> void:
$Sprite.frame = 1
func _physics_process(_delta: float) -> void:
if can_turn_back:
if $PlayerDetectionArea.get_overlapping_areas().any(func(area: Area2D) -> bool: return area.owner is Player) == false:
spawn_block()
can_turn_back = false
func on_timeout() -> void:
can_turn_back = true
func spawn_block() -> void:
var block = load(TURN_BLOCK).instantiate()
block.position = position
add_sibling(block)
queue_free()

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uid://7evxxqgv6e3j

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extends StaticBody2D
@export var is_super := false
func on_player_entered(player: Player) -> void:
player.enemy_bounce_off(false)
play_animation()
AudioManager.play_sfx("spring", global_position)
if is_super:
await get_tree().physics_frame
player.velocity.y *= 1.5
func play_animation() -> void:
$Sprite.play("Bounce")
await $Sprite.animation_finished
$Sprite.play("Idle")

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uid://cdlufmypvdtun

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class_name TimedBooBlock
extends Block
var time := 3
var active := false
static var main_block = null
static var can_tick := true:
set(value):
can_tick = value
func _ready() -> void:
main_block = self
$Timer.start()
func on_timeout() -> void:
if can_tick == false or BooRaceHandler.countdown_active: return
time = clamp(time - 1, 0, 3)
if main_block == self:
if time <= 0:
get_tree().call_group("BooBlocks", "on_switch_hit")
elif time < 3:
AudioManager.play_global_sfx("timer_beep")
if active:
$Sprite.play("On" + str(time))
else:
$Sprite.play("Off" + str(time))
func block_hit() -> void:
if not can_hit:
return
can_hit = false
get_tree().call_group("BooBlocks", "on_switch_hit")
await get_tree().create_timer(0.25, false).timeout
can_hit = true
func _exit_tree() -> void:
can_tick = true
func on_switch_hit() -> void:
AudioManager.play_global_sfx("switch")
$Timer.stop()
time = 4
active = not active
if active:
$Sprite.play("BlueToRed")
else:
$Sprite.play("RedToBlue")
await $Sprite.animation_finished
$Timer.start()
time = 4
on_timeout()

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uid://du5hnwdhv7x66

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extends Block
const SPINNING_TURN_BLOCK = preload("uid://b8dalotrk2oci")
func on_block_hit(player: Player) -> void:
if item != null:
if mushroom_if_small:
item = player_mushroom_check(player)
dispense_item()
else:
spin()
func on_shell_block_hit(_shell: Shell) -> void:
if item != null:
dispense_item()
else:
spin()
func spin() -> void:
await get_tree().create_timer(0.15, false).timeout
var spinning = SPINNING_TURN_BLOCK.instantiate()
spinning.position = position
add_sibling(spinning)
queue_free()

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uid://dm44kedpj4m80

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class_name BooRaceHandler
extends Node
@export var boo: Node2D = null
static var boo_colour := 0
@export var boo_block_times := [5, 4, 4.5, 3, 3]
@export var level_id := 0
static var current_level_id := 0
@export var is_custom := false
static var countdown_active := false
static var best_times := [
-1.0, -1.0, -1.0, -1.0,
-1.0, -1.0, -1.0, -1.0
]
static var cleared_boo_levels := "00000000"
const SILENCE = preload("res://Assets/Audio/BGM/Silence.json")
func _ready() -> void:
SpeedrunHandler.show_timer = true
SpeedrunHandler.timer = 0
SpeedrunHandler.timer_active = false
SpeedrunHandler.best_time = best_times[level_id]
TimedBooBlock.can_tick = false
current_level_id = level_id
if is_custom == false:
Global.current_game_mode = Global.GameMode.BOO_RACE
do_countdown()
func do_countdown() -> void:
var old_music = Global.current_level.music
Global.current_level.music = SILENCE
countdown_active = true
get_tree().paused = false
await get_tree().physics_frame
TimedBooBlock.can_tick = false
$Animation.play("CountdownBeep")
Global.can_time_tick = false
for i in get_tree().get_nodes_in_group("Players"):
i.state_machine.transition_to("Freeze")
await get_tree().create_timer(3, false).timeout
Global.can_time_tick = true
for i in get_tree().get_nodes_in_group("Players"):
i.state_machine.transition_to("Normal")
$Timer.wait_time = boo_block_times[boo_colour]
$Timer.start()
countdown_active = false
SpeedrunHandler.start_timer()
boo.move_tween()
TimedBooBlock.can_tick = true
await get_tree().create_timer(0.5, false).timeout
Global.current_level.music = old_music
func tally_time() -> void:
pass
func player_win_race() -> void:
SpeedrunHandler.run_finished()
run_best_time_check()
TimedBooBlock.can_tick = false
if int(BooRaceHandler.cleared_boo_levels[level_id]) <= BooRaceHandler.boo_colour:
BooRaceHandler.cleared_boo_levels[level_id] = str(BooRaceHandler.boo_colour + 1)
print(BooRaceHandler.cleared_boo_levels)
SaveManager.write_save(Global.current_campaign)
boo.flag_die()
if cleared_boo_levels.contains("0") == false:
match Global.current_campaign:
"SMB1": Global.unlock_achievement(Global.AchievementID.SMB1_BOO)
"SMBLL": Global.unlock_achievement(Global.AchievementID.SMBLL_BOO)
"SMBS": Global.unlock_achievement(Global.AchievementID.SMBS_BOO)
if cleared_boo_levels == "55555555":
match Global.current_campaign:
"SMB1": Global.unlock_achievement(Global.AchievementID.SMB1_GOLD_BOO)
"SMBLL": Global.unlock_achievement(Global.AchievementID.SMBLL_GOLD_BOO)
"SMBS": Global.unlock_achievement(Global.AchievementID.SMBS_GOLD_BOO)
await tree_exiting
if boo_colour < 4:
boo_colour += 1
func run_best_time_check() -> void:
if SpeedrunHandler.timer <= best_times[level_id] or best_times[level_id] < 0:
best_times[level_id] = SpeedrunHandler.timer
func _exit_tree() -> void:
countdown_active = false
func on_timeout() -> void:
if boo.moving:
boo.play_laugh_animation()
AudioManager.play_global_sfx("boo_laugh")
await get_tree().create_timer(1, false).timeout
get_tree().call_group("BooSwitchBlocks", "on_boo_hit")

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uid://toi3fh8d7cs4

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class_name CoinHeaven
extends Level
@export var all_coins_check: AllCoinsCollectedCheck = null
func warp_back(player: Player) -> void:
player.state_machine.transition_to("Freeze")
if all_coins_check != null:
await all_coins_check.check()
await get_tree().create_timer(1, false).timeout
Global.transition_to_scene(Level.vine_return_level)

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uid://cyexnn0e723f2

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class_name AchievementProgressCalculator
extends Node
@export var target_number := 8
func _ready() -> void:
get_progress()
func get_progress() -> int:
return 0

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uid://dwrso5q5r5bak

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class_name AnimationPauser
extends Node
@export var animation_player: AnimationPlayer = null
@export var paused := false
signal just_paused
signal resumed
func _process(_delta: float) -> void:
animation_player.speed_scale = int(not paused)
func on_switch_hit() -> void:
paused = not paused
if paused: just_paused.emit()
else: resumed.emit()

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uid://cb0spbe0l8mof

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class_name BasicEnemyMovement
extends Node
@export var ledge_detection_cast: RayCast2D = null
var can_move := true
@export var auto_call := true
@export var move_speed := 32
@export var second_quest_speed := 36
@onready var current_speed := move_speed
@export var bounce_on_land := false
@export var bounce_height := -200
@export var visuals: Node2D
@export var follow_player := false
var can_hit := true
var can_bounce := true
var active := true
func _ready() -> void:
if owner is CharacterBody2D:
owner.floor_constant_speed = true
owner.floor_max_angle = 0.80
func _physics_process(delta: float) -> void:
if auto_call:
handle_movement(delta)
if visuals != null:
visuals.scale.x = owner.direction
func handle_movement(delta: float) -> void:
if active == false: return
if Global.second_quest and owner is Enemy:
move_speed = second_quest_speed
apply_gravity(delta)
if owner.is_on_wall():
wall_hit()
elif ledge_detection_cast != null and owner.is_on_floor():
ledge_detection_cast.floor_normal = owner.get_floor_normal()
ledge_detection_cast.position.x = abs(ledge_detection_cast.position.x) * owner.direction
if ledge_detection_cast.is_colliding() == false:
wall_hit()
if follow_player and owner.is_on_floor():
player_direction_check()
current_speed = abs(owner.velocity.x)
if current_speed < move_speed:
current_speed = move_speed
if owner.is_on_floor():
current_speed = move_speed
if bounce_on_land:
owner.velocity.y = bounce_height
owner.velocity.x = (current_speed if can_move else 0) * owner.direction
owner.move_and_slide()
func apply_gravity(delta: float) -> void:
owner.velocity.y += (Global.entity_gravity / delta) * delta
owner.velocity.y = clamp(owner.velocity.y, -INF, Global.entity_max_fall_speed)
func player_direction_check() -> void:
var target_player = get_tree().get_first_node_in_group("Players")
owner.direction = sign(target_player.global_position.x - owner.global_position.x)
func wall_hit() -> void:
if can_hit == false:
return
can_hit = false
owner.direction *= -1
await get_tree().create_timer(0.1, false).timeout
can_hit = true

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uid://dlq6o2rg1x7in

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class_name BasicStaticMovement
extends Node
@export var auto_call := true
@export var visuals: Node2D = null
func _physics_process(delta: float) -> void:
if auto_call:
handle_movement(delta)
func handle_movement(delta: float) -> void:
apply_gravity(delta)
if owner.is_on_floor():
owner.velocity.x = lerpf(owner.velocity.x, 0, delta * 20)
owner.move_and_slide()
func apply_gravity(delta: float) -> void:
owner.velocity.y += (Global.entity_gravity / delta) * delta
owner.velocity.y = clamp(owner.velocity.y, -INF, Global.entity_max_fall_speed)

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uid://bx6r8sjar6cwr

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extends Node
func _ready() -> void:
pass

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uid://cfcyhay33ctae

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class_name BlockBouncingDetection
extends Node
@export_enum("Collision", "Hitbox") var detection_type := 0
@export var hitbox: Area2D = null
@export var can_change_direction := false
signal block_bounced(block: Block)
func _physics_process(_delta: float) -> void:
if detection_type == 0:
collision_detect()
else:
hitbox_detect()
func collision_detect() -> void:
var collision: KinematicCollision2D = owner.move_and_collide(Vector2.DOWN, true)
if is_instance_valid(collision):
if collision.get_collider() is Block:
if collision.get_collider().bouncing:
block_bounced.emit(collision.get_collider())
return
func hitbox_detect() -> void:
if is_instance_valid(hitbox) == false: return
for i in hitbox.get_overlapping_bodies():
if i is Block:
if i.bouncing:
block_bounced.emit(i)
if can_change_direction:
owner.direction = sign(owner.global_position.x - i.global_position.x)
return

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uid://cmg61722ktg2m

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class_name BlockHitter
extends Node
@export var hitbox: Area2D = null
@export var can_break_bricks := false
@export var enabled := true:
set(value):
enabled = value
set_physics_process(value)
signal block_hit(block: Block)
func _ready() -> void:
hitbox.set_collision_mask_value(3, true)
func _physics_process(_delta: float) -> void:
for i in hitbox.get_overlapping_bodies():
if i is Block and i.global_position.y < owner.global_position.y:
i.shell_block_hit.emit(self)
block_hit.emit(i)
if i is BrickBlock:
if i.item == null:
i.destroy()

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uid://dkjpfs3sm3go3

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class_name PropertyExposer
extends Node
@export var properties: Array[String] = []
@export var filters: Dictionary[String, String] = {}
@export var properties_force_selector: Dictionary[String, PackedScene] = {}
const base64_charset := "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/"
static var entity_map := {}
signal modifier_applied
func _ready() -> void:
name = "EditorPropertyExposer"
if entity_map.is_empty():
entity_map = JSON.parse_string(FileAccess.open(EntityIDMapper.MAP_PATH, FileAccess.READ).get_as_text())
func get_string() -> String:
var string = ""
for i in properties:
string += ","
if owner is Track:
if owner.get(i) is Array:
for x in owner.get(i):
string += base64_charset[(Track.DIRECTIONS.find(x))]
if owner.get(i) is String:
string += owner.get(i).replace(",", "&")
elif owner.get(i) is PackedScene:
var key = EntityIDMapper.get_map_id(owner.get(i).resource_path)
if key == null or key == "":
key = "!!"
string += key
elif owner.get(i) is int:
if owner.get(i) >= 64:
string += encode_to_base64_2char(owner.get(i))
else:
string += base64_charset[owner.get(i)]
elif owner.get(i) is bool:
string += base64_charset[int(owner.get(i))]
elif owner.get(i) == null:
string += "!!"
return string
func apply_string(entity_string := "") -> void:
var idx := 2
var slice = entity_string.split(",")
for i in properties:
if slice.size() <= idx:
return
var value = slice[idx]
if owner is Track:
if owner.get(i) is Array:
for x in value:
owner.get(i).append(Track.DIRECTIONS[base64_charset.find(x)])
owner._ready()
if owner.get(i) is String:
owner.set(i, value.replace("&", ","))
if owner.get(i) is PackedScene or (owner.get(i) == null and i == "item"):
var scene = entity_map.get(value)
if scene != null:
owner.set(i, load(entity_map.get(value)[0]))
elif owner.get(i) is int:
var num = value
if value.length() > 1:
num = decode_from_base64_2char(value)
else:
num = base64_charset.find(value)
owner.set(i, num)
elif owner.get(i) is bool:
owner.set(i, bool(base64_charset.find(value)))
idx += 1
modifier_applied.emit()
func encode_to_base64_2char(value: int) -> String:
if value < 0 or value >= 4096:
push_error("Value out of range for 2-char base64 encoding.")
return ""
var char1 = base64_charset[(value >> 6) & 0b111111] # Top 6 bits
var char2 = base64_charset[value & 0b111111] # Bottom 6 bits
return char1 + char2
func decode_from_base64_2char(encoded: String) -> int:
if encoded.length() != 2:
push_error("Encoded string must be exactly 2 characters.")
return -1
var char1_val = base64_charset.find(encoded[0])
var char2_val = base64_charset.find(encoded[1])
if char1_val == -1 or char2_val == -1:
push_error("Invalid character in base64 string.")
return -1
return (char1_val << 6) | char2_val

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uid://ctfbuoxtnnl0q

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class_name EnemyPlayerDetection
extends Node
@export var hitbox: Area2D = null
@export var height := 4
signal player_hit(player: Player)
signal player_stomped_on(player: Player)
signal invincible_player_hit(player: Player)
func _ready() -> void:
hitbox.area_entered.connect(area_entered)
func area_entered(area: Area2D) -> void:
if area.owner is Player:
player_entered(area.owner)
func player_entered(player: Player) -> void:
if player.is_invincible or player.has_hammer:
invincible_player_hit.emit(player)
elif (player.velocity.y >= 15 or (player.global_position.y + height < owner.global_position.y)) and player.in_water == false:
player_stomped_on.emit(player)
else:
player_hit.emit(player)

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uid://chj8hu207lrh

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class_name ExplosionDetection
extends Node
@export var hitbox: Area2D = null
signal explosion_entered(explosion: Node2D)
func _ready() -> void:
if hitbox != null:
hitbox.area_entered.connect(area_entered)
func area_entered(area: Area2D) -> void:
if area.owner is Explosion:
explosion_entered.emit(area.owner)

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uid://ba18grqjixded

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class_name FireballDetection
extends Node
@export var hitbox: Area2D = null
@export var play_sfx_on_hit := false
signal fireball_hit(fireball: FireBall)
func _ready() -> void:
if hitbox != null:
hitbox.area_entered.connect(area_entered)
func area_entered(area: Area2D) -> void:
if area.owner is FireBall:
fireball_hit.emit(area.owner)
area.owner.hit(play_sfx_on_hit)

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uid://dri2d5jtu0fbq

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class_name GibSpawner
extends Node
@export var visuals: Node = null
@export_enum("Spin", "Drop", "Poof") var gib_type := 0
@export var play_death_sfx := true
const ENTITY_GIB = preload("res://Scenes/Prefabs/Entities/EntityGib.tscn")
signal gib_about_to_spawn
func summon_gib(direction := 1, play_sfx := play_death_sfx, override_gib_type := gib_type) -> void:
gib_about_to_spawn.emit()
if play_sfx:
play_die_sfx()
if override_gib_type == 2:
summon_poof()
return
var node = ENTITY_GIB.instantiate()
visuals.show()
if visuals.has_node("ResourceSetterNew"):
visuals.get_node("ResourceSetterNew").update_on_spawn = false
node.visuals = visuals.duplicate()
node.visuals.set_process(false)
node.global_position = visuals.global_position
node.visuals.position = Vector2.ZERO
node.visuals.offset = Vector2.ZERO
node.gib_type = override_gib_type
node.direction = direction
owner.add_sibling(node)
func play_die_sfx() -> void:
AudioManager.play_sfx("kick", owner.global_position)
const SMOKE_PARTICLE = preload("uid://d08nv4qtfouv1")
func summon_poof() -> void:
var particle = SMOKE_PARTICLE.instantiate()
particle.global_position = visuals.global_position + Vector2(0, 8)
owner.add_sibling(particle)
func stomp_die(player: Player, add_combo := true) -> void:
DiscoLevel.combo_amount += 1
AudioManager.play_sfx("enemy_stomp", owner.global_position)
player.enemy_bounce_off(add_combo)
summon_gib(1, false, 1)
owner.queue_free()

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uid://c3gg32ivrlq8n

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class_name IcicleDetection
extends Node
@export var hitbox: Area2D = null
signal icicle_detected(icicle: Icicle)
func _ready() -> void:
if hitbox != null:
hitbox.area_entered.connect(area_entered)
func area_entered(area: Area2D) -> void:
if area.owner is Icicle:
if area.owner.falling:
icicle_detected.emit(area.owner)

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uid://dq860i312isk

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class_name LedgeDetectionCast
extends RayCast2D
@export var floor_normal := Vector2.UP
@export var ray_length := 24
var floor_direction := 1
var direction := 1
## Hypotenuse = floor_angle
## Opposite = ???
## Adjacent = position.x
func _physics_process(_delta: float) -> void:
target_position.y = ray_length
if floor_normal.x > 0:
floor_direction = 1
elif floor_normal.x < 0:
floor_direction = -1
else:
position.y = -(ray_length / 2.0)
return
position.y = ((-floor_normal.y * (position.x)) * (floor_direction)) - (ray_length / 2.0)

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uid://blfnd65xcx78c

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class_name LevelPersistance
extends Node
static var active_nodes := [[], []]
var active := false
@onready var path := get_path_string()
signal enabled
signal enabled_2
static func reset_states() -> void:
active_nodes = [[], []]
Checkpoint.old_state = [[], []]
func _ready() -> void:
return
func set_as_active() -> void:
if owner.has_meta("no_persist"): return
active_nodes[0].append(path)
func set_as_active_2() -> void:
if owner.has_meta("no_persist"): return
active_nodes[1].append(path)
func get_path_string() -> String:
return Global.current_level.scene_file_path + str(Vector2i(owner.global_position / 8))

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uid://maqpreddu5kg

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class_name OffScreenDespawner
extends Node
var can_despawn := false
func _ready() -> void:
can_despawn = false
await get_tree().create_timer(0.5, false).timeout
can_despawn = true
func on_screen_exited() -> void:
if Global.level_editor != null:
if Global.level_editor.current_state == LevelEditor.EditorState.PLAYTESTING or Global.current_game_mode == Global.GameMode.CUSTOM_LEVEL:
await get_tree().physics_frame
if can_despawn:
owner.queue_free()
else:
owner.queue_free()

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uid://33no4mylhh1r

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class_name PSwitcher
extends Node
var enabled := true
@export_file("*.tscn") var new_scene := ""
@export var new_offset := Vector2.ZERO
@export var properties := []
var is_switched := false
func _ready() -> void:
Global.p_switch_toggle.connect(switch_to_other)
if Global.p_switch_active and not is_switched:
switch_to_other()
func switch_to_other() -> void:
if enabled == false: return
if new_scene != "":
var new = load(new_scene).instantiate()
new.global_position = owner.global_position + new_offset
if new.has_node("PSwitcher"):
new.get_node("PSwitcher").new_scene = owner.scene_file_path
new.get_node("PSwitcher").is_switched = true
for i in properties:
new.set(i, owner.get(i))
owner.call_deferred("add_sibling", new)
owner.queue_free()

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uid://bul1nbd2in1gn

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class_name PackStreamPlayer
extends AudioStreamPlayer
@onready var resource_getter = ResourceGetter.new()
func _ready() -> void:
update()
Global.level_theme_changed.connect(update)
func update() -> void:
stream = resource_getter.get_resource(stream)

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uid://dmtw1jesw1vl7

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class_name ResourceGetter
extends Node
var original_resource: Resource = null
static var cache := {}
func get_resource(resource: Resource) -> Resource:
if resource == null:
return null
if original_resource == null:
original_resource = resource
if cache.has(original_resource.resource_path) and resource is not AtlasTexture:
return cache.get(original_resource.resource_path)
var path := ""
if original_resource is AtlasTexture:
path = get_resource_path(original_resource.atlas.resource_path)
else:
path = get_resource_path(original_resource.resource_path)
if path == original_resource.resource_path:
return original_resource
if original_resource is Texture:
var new_resource = null
if path.contains("user://"):
new_resource = ImageTexture.create_from_image(Image.load_from_file(path))
else:
new_resource = load(path)
send_to_cache(original_resource.resource_path, new_resource)
if original_resource is AtlasTexture:
var atlas = AtlasTexture.new()
atlas.atlas = new_resource
atlas.region = original_resource.region
return atlas
return new_resource
elif original_resource is AudioStream:
if path.get_file().contains(".wav"):
var new_resource = AudioStreamWAV.load_from_file(path)
send_to_cache(original_resource.resource_path, new_resource)
return new_resource
elif path.get_file().contains(".mp3"):
var new_resource = AudioStreamMP3.load_from_file(path)
send_to_cache(original_resource.resource_path, new_resource)
return new_resource
elif original_resource is Font:
var new_font = FontFile.new()
new_font.load_bitmap_font(path)
send_to_cache(original_resource.resource_path, new_font)
return new_font
send_to_cache(original_resource.resource_path, original_resource)
return original_resource
func send_to_cache(resource_path := "", resource_to_cache: Resource = null) -> void:
if cache.has(resource_path) == false:
cache.set(resource_path, resource_to_cache)
func get_resource_path(resource_path := "") -> String:
for i in Settings.file.visuals.resource_packs:
var test = resource_path.replace("res://Assets/", "user://resource_packs/" + i + "/")
if FileAccess.file_exists(test):
return test
return resource_path

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uid://bsp584niccobr

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class_name ResourceSetter
extends Node
@export var node_to_affect: Node = null
@export var property_name := ""
@export var themed_resource: ThemedResource = null
@export var use_classic_theming := false
@export var use_cache := true
signal sprites_updated
static var cache := {}
func _enter_tree() -> void:
Global.level_theme_changed.connect(update_sprites)
Global.level_time_changed.connect(update_sprites)
func _ready() -> void:
update_sprites()
func update_sprites() -> void:
cache.clear()
if themed_resource == null:
node_to_affect.set(property_name, null)
return
var resource = get_resource(themed_resource, node_to_affect, true, use_cache)
node_to_affect.set(property_name, resource)
if node_to_affect is AnimatedSprite2D:
node_to_affect.play()
sprites_updated.emit()
static func get_resource(resource: Resource, node: Node = null, assign := false, cache_enabled := true) -> RefCounted:
if resource == null:
return resource
var og_path = resource.resource_path
if resource is AtlasTexture:
og_path = resource.atlas.resource_path
if resource is ThemedResource:
if resource.get(Global.level_theme) != null:
resource = get_resource(resource.get(Global.level_theme))
else:
resource = get_resource(resource.Overworld)
if resource is CampaignResource:
if resource.get(Global.current_campaign) != null:
resource = get_resource(resource.get(Global.current_campaign))
else:
resource = get_resource(resource.SMB1)
if assign:
if resource is AtlasTexture:
resource.filter_clip = true
if resource is SpriteFrames:
if node is not AnimatedSprite2D:
resource = resource.get_frame_texture(resource.get_animation_names()[0], 0)
if Settings.file.visuals.resource_packs.is_empty() == false:
for i in Settings.file.visuals.resource_packs:
resource = get_override_resource(resource, i)
if cache.has(og_path) == false:
cache[og_path] = resource.duplicate()
if resource == null:
pass
return resource
static func get_override_resource(resource: Resource = null, resource_pack := "") -> Object:
if resource == null:
return
if resource_pack == "":
return
var original_resource_path = resource.resource_path
var resource_path = get_override_resource_path(resource.resource_path, resource_pack)
if FileAccess.file_exists(resource_path):
if resource is Texture:
resource = create_image_from_path(resource_path)
elif resource is SpriteFrames:
resource = create_new_sprite_frames(resource, resource_pack)
if resource is AudioStream:
if resource_path.contains(".mp3"):
var resource_loops = resource.has_loop()
resource = AudioStreamMP3.load_from_file(resource_path)
resource.set_loop(resource_loops)
elif resource_path.contains(".wav"):
resource = AudioStreamWAV.load_from_file(resource_path)
if resource is FontVariation:
resource_path = get_override_resource_path(resource.base_font.resource_path, resource_pack)
if FileAccess.file_exists(resource_path):
var new_font = FontFile.new()
var variation = resource.duplicate()
new_font.load_bitmap_font(resource_path.replace(".png", ".fnt"))
variation.base_font = new_font
resource = variation
else:
if resource is SpriteFrames:
resource = create_new_sprite_frames(resource, resource_pack)
if resource is AtlasTexture:
resource_path = get_override_resource_path(resource.atlas.resource_path, resource_pack)
if FileAccess.file_exists(resource_path):
var new_resource = AtlasTexture.new()
new_resource.atlas = create_image_from_path(get_override_resource_path(resource.atlas.resource_path, resource_pack))
new_resource.region = resource.region
return new_resource
if resource is AudioStreamInteractive:
resource = get_override_resource(resource.get_clip_stream(0), resource_pack)
if resource is FontVariation:
resource_path = get_override_resource_path(resource.base_font.resource_path, resource_pack)
if FileAccess.file_exists(resource_path):
var new_font = FontFile.new()
var variation = resource.duplicate()
new_font.load_bitmap_font(resource_path.replace(".png", ".fnt"))
variation.base_font = new_font
resource = variation
return resource
static func create_image_from_path(file_path := "") -> ImageTexture:
var image = Image.new()
image.load(file_path)
return ImageTexture.create_from_image(image)
static func create_new_sprite_frames(old_sprite_frames: SpriteFrames, resource_pack := "") -> SpriteFrames:
var new_frames = SpriteFrames.new()
new_frames.remove_animation("default")
for i in old_sprite_frames.get_animation_names():
new_frames.add_animation(i)
for x in old_sprite_frames.get_frame_count(i):
var frame = AtlasTexture.new()
var old_frame = old_sprite_frames.get_frame_texture(i, x)
frame.atlas = get_override_resource(old_frame.atlas, resource_pack)
frame.region = old_frame.region
new_frames.add_frame(i, frame, old_sprite_frames.get_frame_duration(i, x))
new_frames.set_animation_loop(i, old_sprite_frames.get_animation_loop(i))
new_frames.set_animation_speed(i, old_sprite_frames.get_animation_speed(i))
return new_frames
static func get_pure_resource_path(resource_path := "") -> String:
if Settings.file.visuals.resource_packs.is_empty() == false:
for i in Settings.file.visuals.resource_packs:
var new_path = get_override_resource_path(resource_path, i)
new_path = new_path.replace("user://custom_characters/", "user://resource_packs/" + new_path + "/Sprites/Players/CustomCharacters/")
if FileAccess.file_exists(new_path):
return new_path
return resource_path
static func get_override_resource_path(resource_path := "", resource_pack := "") -> String:
if resource_pack != "":
return resource_path.replace("res://Assets", "user://resource_packs/" + resource_pack)
else:
return resource_path

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uid://cq6f682453q6o

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class_name ResourceSetterNew
extends Node
@export var node_to_affect: Node = null
@export var property_node: Node = null
@export var property_name := ""
@export var mode: ResourceMode = ResourceMode.SPRITE_FRAMES
@export var resource_json: JSON = null:
set(value):
resource_json = value
update_resource()
enum ResourceMode {SPRITE_FRAMES, TEXTURE, AUDIO, RAW}
@export var use_cache := true
static var cache := {}
static var property_cache := {}
var current_json_path := ""
static var state := [0, 0]
static var pack_configs := {}
var config_to_use := {}
var is_random := false
signal updated
@export var force_properties := {}
var update_on_spawn := true
func _init() -> void:
set_process_mode(Node.PROCESS_MODE_ALWAYS)
func _ready() -> void:
safety_check()
if update_on_spawn:
update_resource()
Global.level_time_changed.connect(update_resource)
Global.level_theme_changed.connect(update_resource)
func safety_check() -> void:
if Settings.file.visuals.resource_packs.has("BaseAssets") == false:
Settings.file.visuals.resource_packs.append("BaseAssets")
func update_resource() -> void:
randomize()
if is_inside_tree() == false or is_queued_for_deletion() or resource_json == null or node_to_affect == null:
return
if state != [Global.level_theme, Global.theme_time]:
cache.clear()
property_cache.clear()
if node_to_affect != null:
var resource = get_resource(resource_json)
node_to_affect.set(property_name, resource)
if node_to_affect is AnimatedSprite2D:
node_to_affect.play()
state = [Global.level_theme, Global.theme_time]
updated.emit()
func get_resource(json_file: JSON) -> Resource:
if cache.has(json_file.resource_path) and use_cache and force_properties.is_empty():
if property_cache.has(json_file.resource_path):
apply_properties(property_cache[json_file.resource_path])
return cache[json_file.resource_path]
var resource: Resource = null
var resource_path = json_file.resource_path
config_to_use = {}
for i in Settings.file.visuals.resource_packs:
resource_path = get_resource_pack_path(resource_path, i)
var source_json = JSON.parse_string(FileAccess.open(resource_path, FileAccess.READ).get_as_text())
if source_json == null:
Global.log_error("Error parsing " + resource_path + "!")
return
var json = source_json.duplicate()
var source_resource_path = ""
if json.has("variations"):
json = get_variation_json(json.variations)
if json.has("source"):
if json.get("source") is String:
source_resource_path = json_file.resource_path.replace(json_file.resource_path.get_file(), json.source)
else:
Global.log_error("Error getting variations! " + resource_path)
return
for i in Settings.file.visuals.resource_packs:
source_resource_path = get_resource_pack_path(source_resource_path, i)
if json.has("rect"):
resource = load_image_from_path(source_resource_path)
var atlas = AtlasTexture.new()
atlas.atlas = resource
atlas.region = Rect2(json.rect[0], json.rect[1], json.rect[2], json.rect[3])
resource = atlas
if json.has("properties"):
apply_properties(json.get("properties"))
if use_cache:
property_cache[json_file.resource_path] = json.properties.duplicate()
elif source_json.has("properties"):
apply_properties(source_json.get("properties"))
if use_cache:
property_cache[json_file.resource_path] = source_json.properties.duplicate()
match mode:
ResourceMode.SPRITE_FRAMES:
var animation_json = {}
if json.has("animations"):
animation_json = json.get("animations")
elif source_json.has("animations"):
animation_json = source_json.get("animations")
if animation_json != {}:
resource = load_image_from_path(source_resource_path)
if json.has("rect"):
var atlas = AtlasTexture.new()
atlas.atlas = resource
atlas.region = Rect2(json.rect[0], json.rect[1], json.rect[2], json.rect[3])
resource = atlas
resource = create_sprite_frames_from_image(resource, animation_json)
else:
resource = load_image_from_path(source_resource_path)
if json.has("rect"):
var atlas = AtlasTexture.new()
atlas.atlas = resource
atlas.region = Rect2(json.rect[0], json.rect[1], json.rect[2], json.rect[3])
resource = atlas
var sprite_frames = SpriteFrames.new()
sprite_frames.add_frame("default", resource)
resource = sprite_frames
ResourceMode.TEXTURE:
if json.get("source") is Array:
resource = AnimatedTexture.new()
resource.frames = json.get("source").size()
var idx := 0
for i in json.get("source"):
var frame_path = ResourceSetter.get_pure_resource_path(json_file.resource_path.replace(json_file.resource_path.get_file(), i))
print(frame_path)
resource.set_frame_texture(idx, load_image_from_path(frame_path))
idx += 1
else:
resource = load_image_from_path(source_resource_path)
if json.has("rect"):
var rect = json.rect
var atlas = AtlasTexture.new()
atlas.atlas = resource
atlas.region = Rect2(rect[0], rect[1], rect[2], rect[3])
resource = atlas
ResourceMode.AUDIO:
resource = load_audio_from_path(source_resource_path)
ResourceMode.RAW:
pass
if cache.has(json_file.resource_path) == false and use_cache and not is_random:
cache[json_file.resource_path] = resource
return resource
func apply_properties(properties := {}) -> void:
if property_node == null:
return
for i in properties.keys():
property_node.set(i, properties[i])
func get_variation_json(json := {}) -> Dictionary:
var level_theme = Global.level_theme
if force_properties.has("Theme"):
level_theme = force_properties.Theme
for i in json.keys().filter(func(key): return key.contains("config:")):
if config_to_use != {}:
var option_name = i.get_slice(":", 1)
if config_to_use.options.has(option_name):
json = get_variation_json(json[i][config_to_use.options[option_name]])
break
if json.has(level_theme) == false:
level_theme = "default"
if json.has(level_theme):
if json.get(level_theme).has("link"):
json = get_variation_json(json[json.get(level_theme).get("link")])
else:
json = get_variation_json(json[level_theme])
var level_time = Global.theme_time
if force_properties.has("Time"):
level_time = force_properties.Time
if json.has(level_time):
json = get_variation_json(json[level_time])
var campaign = Global.current_campaign
if force_properties.has("Campaign"):
is_random = true
campaign = force_properties.Campaign
if json.has(campaign) == false:
campaign = "SMB1"
if json.has(campaign):
if json.get(campaign).has("link"):
json = get_variation_json(json[json.get(campaign).get("link")])
else:
json = get_variation_json(json[campaign])
if json.has("choices"):
is_random = true
json = get_variation_json(json.choices.pick_random())
var world = "World" + str(Global.world_num)
if force_properties.has("World"):
is_random = true
world = "World" + str(force_properties.World)
print(world)
if json.has(world) == false:
world = "World1"
if json.has(world):
if json.get(world).has("link"):
json = get_variation_json(json[json.get(world).get("link")])
else:
json = get_variation_json(json[world])
var level_string = "Level" + str(Global.level_num)
if json.has(level_string) == false:
level_string = "Level1"
if json.has(level_string):
if json.get(level_string).has("link"):
json = get_variation_json(json[json.get(level_string).get("link")])
else:
json = get_variation_json(json[level_string])
var game_mode = "GameMode:" + Global.game_mode_strings[Global.current_game_mode]
if json.has(game_mode) == false:
game_mode = "GameMode:" + Global.game_mode_strings[0]
if json.has(game_mode):
if json.get(game_mode).has("link"):
json = get_variation_json(json[json.get(game_mode).get("link")])
else:
json = get_variation_json(json[game_mode])
var chara = "Character:" + Player.CHARACTERS[int(Global.player_characters[0])]
if json.has(chara) == false:
chara = "Character:Mario"
if json.has(chara):
if json.get(chara).has("link"):
json = get_variation_json(json[json.get(chara).get("link")])
else:
json = get_variation_json(json[chara])
var boo = "RaceBoo:" + str(BooRaceHandler.boo_colour)
if json.has(boo) == false:
boo = "RaceBoo:0"
if force_properties.has("RaceBoo"):
boo = "RaceBoo:" + str(force_properties["RaceBoo"])
if json.has(boo):
if json.get(boo).has("link"):
json = get_variation_json(json[json.get(boo).get("link")])
else:
json = get_variation_json(json[boo])
return json
func get_resource_pack_path(res_path := "", resource_pack := "") -> String:
var user_path := res_path.replace("res://Assets", "user://resource_packs/" + resource_pack)
user_path = user_path.replace("user://custom_characters/", "user://resource_packs/" + resource_pack + "/Sprites/Players/CustomCharacters/")
if FileAccess.file_exists(user_path):
if FileAccess.file_exists("user://resource_packs/" + resource_pack + "/config.json"):
config_to_use = JSON.parse_string(FileAccess.open("user://resource_packs/" + resource_pack + "/config.json", FileAccess.READ).get_as_text())
if config_to_use == null:
Global.log_error("Error parsing Config File! (" + resource_pack + ")")
config_to_use = {}
return user_path
else:
return res_path
func create_sprite_frames_from_image(image: Resource, animation_json := {}) -> SpriteFrames:
var sprite_frames = SpriteFrames.new()
sprite_frames.remove_animation("default")
for anim_name in animation_json.keys():
sprite_frames.add_animation(anim_name)
for frame in animation_json[anim_name].frames:
var frame_texture = AtlasTexture.new()
frame_texture.atlas = image
frame_texture.region = Rect2(frame[0], frame[1], frame[2], frame[3])
frame_texture.filter_clip = true
sprite_frames.add_frame(anim_name, frame_texture)
sprite_frames.set_animation_loop(anim_name, animation_json[anim_name].loop)
sprite_frames.set_animation_speed(anim_name, animation_json[anim_name].speed)
return sprite_frames
func clear_cache() -> void:
for i in cache.keys():
if cache[i] == null:
cache.erase(i)
cache.clear()
property_cache.clear()
func load_image_from_path(path := "") -> ImageTexture:
if path.contains("res://"):
if path.contains("NULL"):
return null
return load(path)
var image = Image.new()
if path == "":
print([path, owner.name])
image.load(path)
return ImageTexture.create_from_image(image)
func load_audio_from_path(path := "") -> AudioStream:
var stream = null
if path.contains("res://"):
return load(path)
if path.contains(".wav"):
stream = AudioStreamWAV.load_from_file(path)
elif path.contains(".mp3"):
stream = AudioStreamMP3.load_from_file(path)
return stream

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uid://cbal8ms2oe1ik

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@tool
extends CollisionPolygon2D
@export var offset := Vector2.ZERO
@export var height := 0.0
func _physics_process(_delta: float) -> void:
update()
func update() -> void:
var height_to_use = height
position.y = -height_to_use / 2 * scale.y - offset.y

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uid://cwti0ks5sfov3

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@tool
extends CollisionShape2D
@export var offset := Vector2.ZERO
@export var link: Node2D
func _ready() -> void:
set_process(Engine.is_editor_hint())
func _process(_delta: float) -> void:
update()
func update() -> void:
var height_to_use = shape.size.y
if link != null:
height_to_use *= link.scale.y * link.scale.y
position.y = -height_to_use / 2 * scale.y - offset.y

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uid://cp1bh6fi6tpa5

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class_name ScoreNoteSpawner
extends Node
const ONE_UP_NOTE = preload("res://Scenes/Parts/OneUpNote.tscn")
const SCORE_NOTE = preload("res://Scenes/Parts/ScoreNote.tscn")
@export var note_offset := Vector2(0, -8)
@export var add_score := false
@export var play_sfx := false
func spawn_note(amount = 100, amount_2 := 0) -> void:
if amount is not int or amount_2 != 0:
amount = amount_2
var note = SCORE_NOTE.instantiate()
note.global_position = owner.global_position + note_offset
if add_score:
Global.score += amount
note.get_node("Container/Label").text = str(amount)
if play_sfx:
play_death_sfx()
Global.current_level.add_child(note)
func play_death_sfx() -> void:
AudioManager.play_sfx("kick", owner.global_position)
func spawn_one_up_note() -> void:
var note = ONE_UP_NOTE.instantiate()
note.global_position = owner.global_position + note_offset
owner.add_sibling(note)

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uid://5octqlf4ohel

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class_name SecondQuestReplacer
extends Node
@export_file("*.tscn") var new_scene := ""
@export var properties: Array[String] = []
func _ready() -> void:
if Global.second_quest and new_scene != "" and new_scene != owner.scene_file_path:
if owner.owner != null:
await owner.owner.ready
var node = load(new_scene).instantiate()
node.global_position = owner.global_position
node.global_rotation = owner.global_rotation
for i in properties:
node.set(i, owner.get(i))
owner.add_sibling(node)
if owner is RopeElevatorPlatform:
owner.linked_platform.linked_platform = node
owner.queue_free()
else:
queue_free()

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uid://d0mqkvopasu8k

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class_name ShellDetection
extends Node
@export var hitbox: Area2D = null
signal moving_shell_entered(shell: Node2D)
func _ready() -> void:
hitbox.area_entered.connect(area_entered)
func area_entered(area: Area2D) -> void:
if area.owner is Shell and area.owner != owner:
if abs(area.owner.velocity.x) > 0:
moving_shell_entered.emit(area.owner)
area.owner.add_combo()
func destroy_shell(shell: Shell) -> void:
shell.die_from_object(owner)

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uid://bbww34oiexbx2

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class_name TileGrabber
extends Node
@export var value_name := "item"
@export var saved_node: Node = null
@export var delete_grabbed := false
func tile_grabbed(tile: Node) -> void:
saved_node = tile
owner.set(value_name, saved_node)

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uid://cxucnfgd5yivr

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class_name TilesetTextureSetter
extends Node
@export var tile_map: TileMapLayer
@export var texture: Texture = null:
set(value):
texture = value
texture_changed.emit()
signal texture_changed
@export var atlas_id := 0
func _ready() -> void:
update()
texture_changed.connect(update)
func update() -> void:
var source = tile_map.tile_set.get_source(atlas_id)
if source != null:
source.texture = texture

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uid://73oviwf6bbys

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class_name TimerSprite
extends Sprite2D
@export var max_value := 1.0
@export var value_name := ""
@export_enum("Global", "Player", "Timer") var object := 0
@export var timer: Timer = null
@export var warn_sfx: AudioStreamPlayer = null
@export var warn_threshold := 0.7
var can_warn := false
func _ready() -> void:
texture = ResourceSetter.get_resource(texture, self)
func _process(_delta: float) -> void:
var node = owner if object == 1 else Global
if object == 2:
node = timer
var value = node.get(value_name)
var percent = inverse_lerp(max_value, 0, value)
percent = clamp(percent, 0, 1)
get_parent().visible = percent < 1 and Settings.file.visuals.visible_timers
frame = lerp(0, 6, percent)
if percent >= warn_threshold and Settings.file.audio.extra_sfx == 1:
if can_warn:
can_warn = false
AudioManager.play_global_sfx("timer_warning")
else:
can_warn = true

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uid://dn5efttgugwvb

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class_name TimerStarter
extends Node
func _ready() -> void:
if Global.level_editor != null:
Global.level_editor.level_start.connect(start_timers)
start_timers()
func start_timers() -> void:
for i in get_children():
if i is Timer:
i.start()

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uid://cucfssmfmttbk

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class_name TrackJoint
extends Node
signal attached
@export var offset := Vector2(0, 8)
@export var movement_node: Node = null
@export var disable_physics := true
var rider: TrackRider = null
var is_attached := false
func detach() -> void:
if rider == null: return
owner.physics_interpolation_mode = Node.PHYSICS_INTERPOLATION_MODE_INHERIT
rider.attached_entity = null
rider.queue_free()
get_parent().reparent(rider.get_parent())
owner.reset_physics_interpolation()

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uid://d4a7yp6e55u8t

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class_name EditorSelectorScroller
extends Control
@export var selected_index := 0
var selectors: Array[Control] = []
func _ready() -> void:
for i in get_children():
if i is EditorTileSelector:
selectors.append(i)
func _process(_delta: float) -> void:
handle_inputs()
for i in selectors.size():
selectors[i].visible = i == selected_index
selectors[i].notification(NOTIFICATION_MOUSE_ENTER)
func handle_inputs() -> void:
var hovered = false
for i in selectors:
if i.get_node("Button").is_hovered():
hovered = true
break
if not hovered:
return
if Input.is_action_just_pressed("scroll_up"):
selected_index += 1
warp_mouse(get_local_mouse_position())
if Input.is_action_just_pressed("scroll_down"):
selected_index -= 1
warp_mouse(get_local_mouse_position())
selected_index = clamp(selected_index, 0, selectors.size() - 1)

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uid://c7xreamx2wvdq

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class_name EditorTileSelector
extends Control
@export var tile_name := ""
@export_enum("Tile", "Entity", "Terrain") var type := 0
@export var icon_texture: Resource = null
@export var icon_region_override := Rect2(0, 0, 0, 0)
@export var secondary_icon_texture: Resource = null
@export var secondary_icon_region_override := Rect2(0, 0, 0, 0)
@export_category("Entity")
@export var entity_scene: PackedScene = null
@export var tile_offset := Vector2i(0, 8)
@export_category("Tile")
@export var source_id := 0
@export var terrain_id := 0
@export var tile_coords := Vector2i.ZERO
@export var flip_h := false
@export var flip_v := false
var texture_rect_region := Rect2(0, 0, 0, 0)
signal tile_selected(selector: EditorTileSelector)
var mouse_hovered := false
var disabled := false
func _ready() -> void:
set_icon_texture()
set_second_icon_texture()
update_visuals()
set_process(false)
if tile_selected.is_connected(owner.on_tile_selected) == false:
tile_selected.connect(owner.on_tile_selected)
%NameLabel.text = tile_name
func _process(_delta: float) -> void:
var target_position = get_viewport().get_mouse_position()
target_position.x = clamp(target_position.x, %Panel.size.x / 2, (get_viewport().get_visible_rect().size.x) - %Panel.size.x / 2)
%NamePanel.position = target_position
func set_icon_texture():
if icon_texture == null:
return
if icon_texture is JSON:
$ResourceSetterNew.resource_json = icon_texture
$ResourceSetterNew.update_resource()
else:
%Icon.texture = ResourceSetter.get_resource(icon_texture, %Icon)
func set_second_icon_texture():
if secondary_icon_texture == null:
return
if secondary_icon_texture is JSON:
$ResourceSetterNew2.resource_json = secondary_icon_texture
$ResourceSetterNew2.update_resource()
elif secondary_icon_texture is ThemedResource:
%SecondaryIcon.texture = ResourceSetter.get_resource(secondary_icon_texture, %SecondaryIcon)
else:
%SecondaryIcon.texture = secondary_icon_texture
func on_pressed() -> void:
tile_selected.emit(self)
func update_visuals() -> void:
if icon_region_override != Rect2(0, 0, 0, 0):
%Icon.region_rect = icon_region_override
if secondary_icon_region_override != Rect2(0, 0, 0, 0):
%SecondaryIcon.region_rect = secondary_icon_region_override
modulate = Color.WHITE if not disabled else Color.DIM_GRAY
func set_mouse_hovered(hovered := false) -> void:
%NamePanel.visible = hovered and tile_name.is_empty() == false
mouse_hovered = hovered
$Button.disabled = disabled
set_process(hovered)
func on_mouse_entered() -> void:
set_mouse_hovered(true)
func on_mouse_exited() -> void:
set_mouse_hovered(false)

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uid://dx0yj4sc1lnpu

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class_name LevelEditor
extends Node
const CAM_MOVE_SPEED_SLOW := 128
const CAM_MOVE_SPEED_FAST := 256
var cursor_tile_position := Vector2i.ZERO
const CURSOR_OFFSET := Vector2(-8, -8)
var mode := 0
var current_entity_selector: EditorTileSelector = null
var current_entity_scene: PackedScene = null
var current_spawn_offset := Vector2i.ZERO
var current_tile_source := 0
var current_tile_coords := Vector2i.ZERO
var current_tile_flip := Vector2.ZERO ## 1 = true, 0 = false, x = hori, y = vert
var menu_open := false
var testing_level := false
var entity_tiles := [{}, {}, {}, {}, {}]
static var playing_level := false
var tile_list: Array[EditorTileSelector] = []
var tile_offsets := {}
signal level_start
var selected_tile_index := 0
var can_move_cam := true
var music_track_list: Array[String] = [ "res://Assets/Audio/BGM/Silence.json","res://Assets/Audio/BGM/Athletic.json", "res://Assets/Audio/BGM/Autumn.json", "res://Assets/Audio/BGM/Beach.json", "res://Assets/Audio/BGM/Bonus.json", "res://Assets/Audio/BGM/Bowser.json", "res://Assets/Audio/BGM/FinalBowser.json", "res://Assets/Audio/BGM/Castle.json", "res://Assets/Audio/BGM/CoinHeaven.json", "res://Assets/Audio/BGM/Desert.json", "res://Assets/Audio/BGM/Garden.json", "res://Assets/Audio/BGM/GhostHouse.json", "res://Assets/Audio/BGM/Jungle.json", "res://Assets/Audio/BGM/Mountain.json", "res://Assets/Audio/BGM/Overworld.json", "res://Assets/Audio/BGM/Pipeland.json", "res://Assets/Audio/BGM/BooRace.json", "res://Assets/Audio/BGM/Sky.json", "res://Assets/Audio/BGM/Snow.json", "res://Assets/Audio/BGM/Space.json", "res://Assets/Audio/BGM/Underground.json", "res://Assets/Audio/BGM/Underwater.json", "res://Assets/Audio/BGM/Volcano.json", "res://Assets/Audio/BGM/Airship.json"]
var music_track_names: Array[String] = ["BGM_NONE", "BGM_ATHLETIC", "BGM_AUTUMN", "BGM_BEACH", "BGM_BONUS", "BGM_BOWSER", "BGM_FINALBOWSER", "BGM_CASTLE", "BGM_COINHEAVEN", "BGM_DESERT", "BGM_GARDEN", "BGM_GHOSTHOUSE", "BGM_JUNGLE", "BGM_MOUNTAIN", "BGM_OVERWORLD", "BGM_PIPELAND", "BGM_RACE", "BGM_SKY", "BGM_SNOW", "BGM_SPACE", "BGM_UNDERGROUND", "BGM_UNDERWATER", "BGM_VOLCANO", "BGM_AIRSHIP"]
var bgm_id := 0
const MUSIC_TRACK_DIR := "res://Assets/Audio/BGM/"
var select_start := Vector2i.ZERO
var select_end := Vector2i.ZERO
signal close_confirm(save: bool)
var sub_level_id := 0
const BLANK_FILE := {"Info": {}, "Levels": [{}, {}, {}, {}, {}]}
static var level_file = {"Info": {}, "Levels": [{}, {}, {}, {}, {}]}
var current_layer := 0
@onready var tile_layer_nodes: Array[TileMapLayer] = [%TileLayer1, %TileLayer2, %TileLayer3, %TileLayer4, %TileLayer5]
@onready var entity_layer_nodes := [%EntityLayer1, %EntityLayer2, %EntityLayer3, %EntityLayer4, %EntityLayer5]
var saved_entity_layers := [null, null, null, null, null]
var copied_node: Node = null
var copied_tile_offset := Vector2.ZERO
var copied_tile_source_id := -1
var copied_tile_atlas_coors := Vector2i.ZERO
var copied_tile_terrain_id := -1
const CURSOR_ERASOR := preload("uid://d0j1my4kuapgb")
const CURSOR_PEN = preload("uid://bt0brcjv0efmw")
const CURSOR_PENCIL = preload("uid://c8oyhfvlv2gvh")
const CURSOR_RULER = preload("uid://cg2wkxnmjgplf")
const CURSOR_INSPECT = preload("uid://1l3foyjqeej")
var multi_selecting := false
var inspect_mode := false
var inspect_menu_open := false
var current_inspect_tile: Node = null
var selection_filter := ""
static var level_author := ""
static var level_desc := ""
static var level_name := ""
static var difficulty := 0
var current_terrain_id := 0
static var load_play := false
signal tile_selected(tile_selector: EditorTileSelector)
var tile_menu_open := false
signal editor_start
enum EditorState{IDLE, TILE_MENU, MODIFYING_TILE, SAVE_MENU, SELECTING_TILE_SCENE, QUITTING, PLAYTESTING, TRACK_EDITING}
var current_state := EditorState.IDLE
static var play_pipe_transition := false
static var play_door_transition := false
const BOUNDARY_CONNECT_TILE := Vector2i.ZERO
var undo_redo = UndoRedo.new()
func _ready() -> void:
$TileMenu.hide()
Global.set_discord_status("In The Level Editor...")
Global.level_editor = self
playing_level = false
menu_open = $TileMenu.visible
Global.get_node("GameHUD").hide()
Global.can_time_tick = false
for i in get_tree().get_nodes_in_group("Selectors"):
tile_list.append(i)
var idx := 0
for i in music_track_list:
if i == "": continue
$%LevelMusic.add_item(tr(music_track_names[idx]).to_upper())
idx += 1
await get_tree().process_frame
Level.start_level_path = scene_file_path
var layer_idx := 0
for i in entity_layer_nodes:
for x in i.get_children():
entity_tiles[layer_idx][x.get_meta("tile_position")] = x
if level_file != {}:
Level.can_set_time = true
$LevelLoader.load_level(Checkpoint.sublevel_id)
if Global.current_game_mode == Global.GameMode.CUSTOM_LEVEL:
$Info.hide()
%Grid.hide()
play_level()
else:
Global.current_game_mode = Global.GameMode.LEVEL_EDITOR
else:
Global.current_game_mode = Global.GameMode.LEVEL_EDITOR
for i: Player in get_tree().get_nodes_in_group("Players"):
i.recenter_camera()
%LevelName.text = level_name
%LevelAuthor.text = level_author
%Description.text = level_desc
func _physics_process(delta: float) -> void:
if current_state == EditorState.IDLE:
handle_tile_cursor()
if [EditorState.IDLE, EditorState.TRACK_EDITING].has(current_state):
handle_camera(delta)
%ThemeName.text = Global.level_theme
handle_hud()
if Input.is_action_just_pressed("editor_open_menu"):
if current_state == EditorState.IDLE:
open_tile_menu()
elif current_state == EditorState.TILE_MENU:
close_tile_menu()
if Input.is_action_just_pressed("editor_play") and (current_state == EditorState.IDLE or current_state == EditorState.PLAYTESTING) and Global.current_game_mode == Global.GameMode.LEVEL_EDITOR:
Checkpoint.passed = false
if current_state == EditorState.PLAYTESTING:
stop_testing()
else:
play_level()
handle_layers()
func handle_hud() -> void:
$TileCursor.visible = current_state == EditorState.IDLE
$Info.visible = not playing_level
%Grid.visible = not playing_level
func quit_editor() -> void:
%QuitDialog.show()
signal level_saved
func open_tile_menu() -> void:
$TileMenu.visible = true
current_state = EditorState.TILE_MENU
for i in get_tree().get_nodes_in_group("Selectors"):
i.disabled = false
i.update_visuals()
func close_tile_menu() -> void:
$TileMenu.visible = false
current_state = EditorState.IDLE
for i in get_tree().get_nodes_in_group("Selectors"):
i.disabled = false
func save_level_before_exit() -> void:
tile_menu_open = true
open_save_dialog()
await level_saved
go_back_to_menu()
func copy_node(tile_position := Vector2i.ZERO) -> void:
if tile_layer_nodes[current_layer].get_used_cells().has(tile_position):
var terrain_id = BetterTerrain.get_cell(tile_layer_nodes[current_layer], tile_position)
if terrain_id != -2:
copied_tile_terrain_id = terrain_id
return
mode = 0
copied_tile_source_id = tile_layer_nodes[current_layer].get_cell_source_id(tile_position)
copied_tile_atlas_coors = tile_layer_nodes[current_layer].get_cell_atlas_coords(tile_position)
elif entity_tiles[current_layer].has(tile_position):
copied_node = entity_tiles[current_layer][tile_position].duplicate()
copied_tile_offset = entity_tiles[current_layer][tile_position].get_meta("tile_offset")
func cut_node(tile_position := Vector2i.ZERO) -> void:
var old_copy = copied_node
copy_node(tile_position)
if copied_node != old_copy:
remove_tile(tile_position)
func paste_node(tile_position := Vector2i.ZERO) -> void:
place_tile(tile_position, true)
func go_back_to_menu() -> void:
Global.transition_to_scene("res://Scenes/Levels/CustomLevelMenu.tscn")
func open_bindings_menu() -> void:
$TileMenu/EditorKeybindsView.open()
current_state = EditorState.SAVE_MENU
await $TileMenu/EditorKeybindsView.closed
current_state = EditorState.TILE_MENU
func open_save_dialog() -> void:
current_state = EditorState.SAVE_MENU
can_move_cam = false
%SaveLevelDialog.show()
menu_open = true
func stop_testing() -> void:
cleanup()
return_to_editor()
func cleanup() -> void:
get_tree().paused = false
Global.p_switch_timer = 0
Global.cancel_score_tally()
playing_level = !playing_level
play_pipe_transition = false
play_door_transition = false
Door.unlocked_doors = []
LevelPersistance.reset_states()
KeyItem.total_collected = 0
Global.get_node("GameHUD").visible = playing_level
Global.p_switch_active = false
if Global.current_game_mode == Global.GameMode.LEVEL_EDITOR:
Global.time = $Level.time_limit
elif Level.can_set_time and playing_level:
Global.time = $Level.time_limit
Global.can_time_tick = playing_level
print(Global.can_time_tick)
func update_music() -> void:
if music_track_list[bgm_id] != "":
$Level.music = load(music_track_list[bgm_id].replace(".remap", ""))
else:
$Level.music = null
func play_level() -> void:
$TileMenu.hide()
menu_open = false
update_music()
reset_values_for_play()
%Camera.enabled = false
level_start.emit()
get_tree().call_group("Players", "editor_level_start")
parse_tiles()
if Global.current_game_mode != Global.GameMode.CUSTOM_LEVEL:
level_file = await $LevelSaver.save_level(level_name, level_author, level_desc, difficulty)
current_state = EditorState.PLAYTESTING
handle_hud()
func parse_tiles() -> void:
saved_entity_layers = [null, null, null, null, null]
var idx := 0
for i in entity_layer_nodes:
if is_instance_valid(i) == false:
continue
saved_entity_layers[idx] = i.duplicate(DUPLICATE_USE_INSTANTIATION)
if i is Player:
i.direction = 1
i.velocity = Vector2.ZERO
i.global_position = i.global_position.snapped(Vector2(8, 8))
i.ready.emit()
i.set_process_mode(Node.PROCESS_MODE_INHERIT)
idx += 1
func return_to_editor() -> void:
AudioManager.stop_all_music()
$Level.music = null
%Camera.global_position = get_viewport().get_camera_2d().get_screen_center_position()
%Camera.reset_physics_interpolation()
return_editor_tiles()
%Camera.enabled = true
%Camera.make_current()
editor_start.emit()
current_state = EditorState.IDLE
handle_hud()
func return_editor_tiles() -> void:
for i in entity_layer_nodes:
i.queue_free()
var idx := 0
for i in entity_tiles:
i.clear()
$Level.add_child(saved_entity_layers[idx])
entity_layer_nodes[idx] = saved_entity_layers[idx]
idx += 1
var layer_idx = 0
for x in entity_layer_nodes:
x.process_mode = PROCESS_MODE_DISABLED
for i in x.get_children():
i.owner = self
var _tile_position = (Vector2i(i.global_position) - Vector2i(8, 8)) / 16
entity_tiles[layer_idx].set(i.get_meta("tile_position", Vector2i.ZERO), i)
layer_idx += 1
func handle_camera(delta: float) -> void:
var input_vector = Input.get_vector("editor_cam_left", "editor_cam_right", "editor_cam_up", "editor_cam_down")
%Camera.global_position += input_vector * (CAM_MOVE_SPEED_FAST if Input.is_action_pressed("editor_cam_fast") else CAM_MOVE_SPEED_SLOW) * delta
%Camera.global_position.y = clamp(%Camera.global_position.y, $Level.vertical_height + (get_viewport().get_visible_rect().size.y / 2), 32 - (get_viewport().get_visible_rect().size.y / 2))
%Camera.global_position.x = clamp(%Camera.global_position.x, -256 + (get_viewport().get_visible_rect().size.x / 2), INF)
func handle_layers() -> void:
if Input.is_action_just_pressed("layer_up"):
current_layer += 1
if Input.is_action_just_pressed("layer_down"):
current_layer -= 1
current_layer = clamp(current_layer, 0, entity_layer_nodes.size() - 1)
var idx := 0
for i in entity_layer_nodes:
i.z_index = 0 if current_layer == idx or playing_level else -1
i.modulate = Color(1, 1, 1, 1) if current_layer == idx or playing_level else Color(1, 1, 1, 0.5)
tile_layer_nodes[idx].modulate = i.modulate
tile_layer_nodes[idx].z_index = i.z_index - 1
%LayerDisplay.get_child(idx).modulate = Color.WHITE if current_layer == idx else Color(0.1, 0.1, 0.1, 0.5)
idx += 1
%LayerLabel.text = "Layer " + str(current_layer + 1)
func save_level() -> void:
level_author = %LevelAuthor.text
level_desc = %Description.text
level_name = %LevelName.text
difficulty = %DifficultySlider.value
var file_name = level_name.to_pascal_case() + ".lvl"
%SaveLevelDialog.hide()
menu_open = false
level_file = $LevelSaver.save_level(level_name, level_author, level_desc, difficulty)
$LevelSaver.write_file(level_file, file_name)
%SaveDialog.text = str("'") + file_name + "'" + " Saved."
%SaveAnimation.play("Show")
level_saved.emit()
func close_save_menu() -> void:
can_move_cam = true
%SaveLevelDialog.hide()
menu_open = false
current_state = EditorState.TILE_MENU
const CUSTOM_LEVEL_DIR := "user://custom_levels/"
func handle_tile_cursor() -> void:
Input.set_custom_mouse_cursor(null)
var snapped_position = ((%TileCursor.get_global_mouse_position() - CURSOR_OFFSET).snapped(Vector2(16, 16))) + CURSOR_OFFSET
%TileCursor.global_position = (snapped_position)
var old_index := selected_tile_index
var tile_position = global_position_to_tile_position(snapped_position + Vector2(-8, -8))
tile_position.y = clamp(tile_position.y, -30, 1)
tile_position.x = clamp(tile_position.x, -16, INF)
cursor_tile_position = tile_position
inspect_mode = Input.is_action_pressed("editor_inspect") and not multi_selecting
if inspect_mode and current_state == EditorState.IDLE:
handle_inspection(tile_position)
return
if Input.is_action_pressed("mb_left"):
if Input.is_action_pressed("editor_select") and not multi_selecting:
multi_select_start(tile_position)
elif Input.is_action_pressed("editor_select") == false:
multi_selecting = false
place_tile(tile_position)
Input.set_custom_mouse_cursor(CURSOR_PENCIL)
if Input.is_action_pressed("mb_right"):
if Input.is_action_pressed("editor_select") and not multi_selecting:
multi_select_start(tile_position)
Input.set_custom_mouse_cursor(CURSOR_RULER)
elif Input.is_action_pressed("editor_select") == false:
multi_selecting = false
remove_tile(tile_position)
Input.set_custom_mouse_cursor(CURSOR_ERASOR)
if current_state == EditorState.IDLE:
if Input.is_action_just_pressed("scroll_up"):
selected_tile_index += 1
if Input.is_action_just_pressed("scroll_down"):
selected_tile_index -= 1
if Input.is_action_just_pressed("editor_copy"):
copy_node(tile_position)
elif Input.is_action_just_pressed("editor_cut"):
cut_node(tile_position)
elif Input.is_action_pressed("ui_paste"):
paste_node(tile_position)
if Input.is_action_just_pressed("pick_tile"):
pick_tile(tile_position)
handle_multi_selecting(tile_position)
if old_index != selected_tile_index:
selected_tile_index = wrap(selected_tile_index, 0, tile_list.size())
on_tile_selected(tile_list[selected_tile_index])
show_scroll_preview()
func pick_tile(tile_position := Vector2i.ZERO) -> void:
if tile_layer_nodes[current_layer].get_used_cells().has(tile_position):
var terrain_id = BetterTerrain.get_cell(tile_layer_nodes[current_layer], tile_position)
if terrain_id != -2:
mode = 2
current_terrain_id = terrain_id
return
mode = 0
current_tile_source = tile_layer_nodes[current_layer].get_cell_source_id(tile_position)
current_tile_coords = tile_layer_nodes[current_layer].get_cell_atlas_coords(tile_position)
elif entity_tiles[current_layer].has(tile_position):
mode = 1
current_entity_scene = load(entity_tiles[current_layer][tile_position].scene_file_path)
current_spawn_offset = entity_tiles[current_layer][tile_position].get_meta("tile_offset")
func handle_inspection(tile_position := Vector2i.ZERO) -> void:
Input.set_custom_mouse_cursor(CURSOR_INSPECT)
if Input.is_action_just_pressed("mb_left"):
if entity_tiles[current_layer].get(tile_position) != null:
open_tile_properties(entity_tiles[current_layer][tile_position])
func open_tile_properties(tile: Node2D) -> void:
var properties = get_tile_properties(tile)
if properties.is_empty():
return
current_inspect_tile = tile
%TileModifierMenu.override_scenes = tile.get_node("EditorPropertyExposer").properties_force_selector
%TileModifierMenu.properties = properties
%TileModifierMenu.editing_node = current_inspect_tile
%TileModifierMenu.open()
current_state = EditorState.MODIFYING_TILE
%TileModifierMenu.position = tile.get_global_transform_with_canvas().origin
%TileModifierMenu.position.x = clamp(%TileModifierMenu.position.x, 0, get_viewport().get_visible_rect().size.x - %TileModifierMenu.size.x - 2)
%TileModifierMenu.position.y = clamp(%TileModifierMenu.position.y, 0, get_viewport().get_visible_rect().size.y - %TileModifierMenu.size.y - 2)
await %TileModifierMenu.closed
current_state = EditorState.IDLE
func multi_select_start(tile_position := Vector2i.ZERO) -> void:
select_start = tile_position
multi_selecting = true
func handle_multi_selecting(tile_position := Vector2i.ZERO) -> void:
select_end = tile_position
%MultiSelectRect.visible = multi_selecting
var top_corner := select_start
if select_start.x > select_end.x:
top_corner.x = select_end.x
if select_start.y > select_end.y:
top_corner.y = select_end.y
%MultiSelectRect.global_position = top_corner * 16
%MultiSelectRect.size = abs(select_end - select_start) * 16 + Vector2i(16, 16)
if multi_selecting:
Input.set_custom_mouse_cursor(CURSOR_RULER)
if Input.is_action_just_released("mb_left"):
for x in abs(select_end.x - select_start.x) + 1:
for y in abs(select_end.y - select_start.y) + 1:
var position = top_corner + Vector2i(x, y)
place_tile(position)
multi_selecting = false
if Input.is_action_just_released("mb_right"):
for x in abs(select_end.x - select_start.x) + 1:
for y in abs(select_end.y - select_start.y) + 1:
var position = top_corner + Vector2i(x, y)
remove_tile(position)
multi_selecting = false
func show_scroll_preview() -> void:
$TileCursor/Previews.show()
for i in [$"TileCursor/Previews/-2", $"TileCursor/Previews/-1", $"TileCursor/Previews/0", $"TileCursor/Previews/1", $"TileCursor/Previews/2"]:
var position = selected_tile_index + int(i.name)
var selector = tile_list[wrap(position, 0, tile_list.size())]
i.texture = selector.get_node("%Icon").texture
i.get_node("Overlay").texture = selector.get_node("%SecondaryIcon").texture
i.get_node("Overlay").region_rect = selector.get_node("%SecondaryIcon").region_rect
i.region_rect = selector.get_node("%Icon").region_rect
$TileCursor/Timer.start()
await $TileCursor/Timer.timeout
$TileCursor/Previews.hide()
func open_tile_selection_menu_scene_ref(selector: TilePropertySceneRef) -> void:
open_tile_menu()
current_state = EditorState.SELECTING_TILE_SCENE
selection_filter = selector.editing_node.get_node("EditorPropertyExposer").filters[selector.tile_property_name]
for i in get_tree().get_nodes_in_group("Selectors"):
i.disabled = !i.has_meta(selection_filter)
i.update_visuals()
await tile_selected
if is_instance_valid(selector) == false:
return
selector.set_scene(current_entity_selector)
close_tile_menu()
current_state = EditorState.MODIFYING_TILE
func on_tile_selected(selector: EditorTileSelector) -> void:
mode = selector.type
current_entity_selector = selector
selected_tile_index = tile_list.find(selector)
print(selected_tile_index)
if selector.type == 1:
current_entity_scene = selector.entity_scene
current_spawn_offset = selector.tile_offset
elif selector.type == 2:
current_terrain_id = selector.terrain_id
else:
current_tile_source = selector.source_id
current_tile_coords = selector.tile_coords
current_tile_flip = Vector2(selector.flip_h, selector.flip_v)
tile_selected.emit(selector)
func reset_values_for_play() -> void:
Global.score = 0
Global.lives = 0
Global.coins = 0
cleanup()
func place_tile(tile_position := Vector2i.ZERO, use_copy := false) -> void:
$TileCursor/Previews.hide()
var mode_to_use = mode
if use_copy:
if copied_node != null:
mode_to_use = 1
elif copied_tile_terrain_id != -1:
mode_to_use = 2
else:
mode_to_use = 0
if mode_to_use == 0:
var alt_tile := 0
if current_tile_flip.x != 0:
alt_tile += TileSetAtlasSource.TRANSFORM_FLIP_H
if current_tile_flip.y != 0:
alt_tile += TileSetAtlasSource.TRANSFORM_FLIP_V
remove_tile(tile_position)
check_connect_boundary_tiles(tile_position, current_layer)
var source = current_tile_source
var atlas = current_tile_coords
if use_copy:
source = copied_tile_source_id
atlas = copied_tile_atlas_coors
tile_layer_nodes[current_layer].set_cell(tile_position, source, atlas, alt_tile)
elif mode_to_use == 2:
var terrain_id = current_terrain_id
if use_copy:
terrain_id = copied_tile_terrain_id
remove_tile(tile_position)
check_connect_boundary_tiles(tile_position, current_layer)
BetterTerrain.set_cell(tile_layer_nodes[current_layer], tile_position, terrain_id)
else:
var overlapping_tile = null
if entity_tiles[current_layer].get(tile_position) != null and current_entity_scene != null:
overlapping_tile = entity_tiles[current_layer][tile_position]
if overlapping_tile.scene_file_path == current_entity_scene.resource_path:
return
remove_tile(tile_position)
var node: Node = null
if use_copy and copied_node != null:
node = copied_node.duplicate()
var offset := Vector2i.ZERO
var off_string = EntityIDMapper.map[EntityIDMapper.get_map_id(copied_node.scene_file_path)][1].split(",")
offset = Vector2i(int(off_string[0]), int(off_string[1]))
node.global_position = (tile_position * 16) + (Vector2i(8, 8) + offset)
else:
node = current_entity_scene.instantiate()
node.global_position = (tile_position * 16) + (Vector2i(8, 8) + current_spawn_offset)
node.set_meta("tile_position", tile_position)
node.set_meta("tile_offset", current_spawn_offset)
entity_layer_nodes[current_layer].add_child(node)
node.reset_physics_interpolation()
entity_tiles[current_layer].set(tile_position, node)
BetterTerrain.update_terrain_cell(tile_layer_nodes[current_layer], tile_position, true)
func check_connect_boundary_tiles(tile_position := Vector2i.ZERO, layer := 0) -> void:
if tile_position.y > 0:
tile_layer_nodes[layer].set_cell(tile_position + Vector2i.DOWN, 6, BOUNDARY_CONNECT_TILE)
if tile_position.x <= -16:
tile_layer_nodes[layer].set_cell(tile_position + Vector2i.LEFT, 6, BOUNDARY_CONNECT_TILE)
if tile_position.y > 0 and tile_position.x <= -16:
tile_layer_nodes[layer].set_cell(tile_position + Vector2i.LEFT + Vector2i.DOWN, 6, BOUNDARY_CONNECT_TILE)
func remove_tile(tile_position := Vector2i.ZERO) -> void:
$TileCursor/Previews.hide()
tile_layer_nodes[current_layer].set_cell(tile_position, -1)
if entity_tiles[current_layer].get(tile_position) != null:
if entity_tiles[current_layer].get(tile_position) is Player:
return
entity_tiles[current_layer].get(tile_position).queue_free()
entity_tiles[current_layer].erase(tile_position)
BetterTerrain.update_terrain_cell(tile_layer_nodes[current_layer], tile_position, true)
func global_position_to_tile_position(position := Vector2.ZERO) -> Vector2i:
return Vector2i(position / 16)
func theme_selected(theme_idx := 0) -> void:
ResourceSetterNew.cache.clear()
AudioManager.current_level_theme = ""
$Level.theme = Level.THEME_IDXS[theme_idx]
Global.level_theme = $Level.theme
Global.level_theme_changed.emit()
func time_selected(time_idx := 0) -> void:
ResourceSetterNew.cache.clear()
AudioManager.current_level_theme = ""
$Level.theme_time = ["Day", "Night"][time_idx]
Global.theme_time = ["Day", "Night"][time_idx]
$Level/LevelBG.time_of_day = time_idx
Global.level_theme_changed.emit()
func music_selected(music_idx := 0) -> void:
bgm_id = music_idx
func campaign_selected(campaign_idx := 0) -> void:
ResourceSetterNew.cache.clear()
Global.current_campaign = ["SMB1", "SMBLL", "SMBS", "SMBANN"][campaign_idx]
$Level.campaign = Global.current_campaign
Global.level_theme_changed.emit()
func backscroll_toggled(new_value := false) -> void:
$Level.can_backscroll = new_value
func height_limit_changed(new_value := 0) -> void:
$Level.vertical_height = -new_value
func time_limit_changed(new_value := 0) -> void:
$Level.time_limit = new_value
func low_gravity_toggled(new_value := false) -> void:
Global.entity_gravity = 10 if new_value == false else 5
for i: Player in get_tree().get_nodes_in_group("Players"):
i.low_gravity = new_value
func transition_to_sublevel(sub_lvl_idx := 0) -> void:
Global.can_pause = false
var play_transition = playing_level
if play_transition:
await Global.do_fake_transition()
else:
level_file = $LevelSaver.save_level(level_name, level_author, level_desc, difficulty)
LevelPersistance.reset_states()
sub_level_id = sub_lvl_idx
$LevelLoader.load_level(sub_lvl_idx)
await get_tree().physics_frame
if (play_pipe_transition or play_door_transition) and play_transition:
parse_tiles()
if play_pipe_transition:
get_tree().call_group("Pipes", "run_pipe_check")
if play_door_transition:
get_tree().call_group("Doors", "run_door_check")
update_music()
PipeArea.exiting_pipe_id = -1
Global.can_pause = true
func _input(event: InputEvent) -> void:
if event is InputEventJoypadButton or event is InputEventJoypadMotion:
%ControllerInputWarning.show()
else:
%ControllerInputWarning.hide()
func get_tile_properties(tile: Node) -> Array:
var properties := []
var old_properties := []
if tile.get_node_or_null("EditorPropertyExposer") == null:
return []
var property_exposer: PropertyExposer = tile.get_node_or_null("EditorPropertyExposer")
old_properties = tile.get_property_list()
for i in old_properties:
if property_exposer.properties.has(i.name):
properties.append(i)
return properties
func on_tree_exited() -> void:
pass # Replace with function body.

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uid://c2lnc7vnq3xth

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class_name BetterOptionButton
extends OptionButton
## SO. AS GODOT IS THE BIGGEST LOAD OF SHIT, ITS POPUP MENUS ARE FILTERED, AS SEEN HERE
## https://github.com/godotengine/godot/issues/103552
## EVEN THOUGH, ITS MARKED AS FIXED AND COMPLETE, IT CLEARLY FUCKING ISNT, SO I HAVE TO USE
## THIS BULLSHIT, TO MAKE IT NOT BLURRY.
func _ready() -> void:
get_popup().get_viewport().canvas_item_default_texture_filter = Viewport.DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_NEAREST
get_popup().canvas_item_default_texture_filter = Viewport.DEFAULT_CANVAS_ITEM_TEXTURE_FILTER_NEAREST

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@@ -0,0 +1 @@
uid://codql1f5eca56

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