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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@@ -0,0 +1,203 @@
@tool
class_name LevelBG
extends Node2D
@export_enum("Day", "Night", "Auto") var time_of_day := 0:
set(value):
time_of_day = value
update_visuals()
@export_enum("Hills", "Bush", "None", "Auto") var primary_layer = 0:
set(value):
primary_layer = value
update_visuals()
@export_enum("None", "Mushrooms", "Trees") var second_layer = 0:
set(value):
second_layer = value
update_visuals()
@export_enum("Behind", "In Front") var second_layer_order = 0:
set(value):
second_layer_order = value
update_visuals()
@export var second_layer_offset := Vector2.ZERO:
set(value):
second_layer_offset = value
update_visuals()
@export_enum("None", "Snow", "Leaves", "Ember", "Auto") var particles := 0:
set(value):
particles = value
update_visuals()
@export_enum("None", "Water", "Lava", "Poison") var liquid_layer := 0:
set(value):
liquid_layer = value
update_visuals()
@export var liquid_offset := 8:
set(value):
liquid_offset = value
update_visuals()
@export var overlay_clouds := false:
set(value):
overlay_clouds = value
update_visuals()
func set_value(value := 0, value_name := "") -> void:
set(value_name, value)
var is_auto := false
var combo_progress := 0.0
var visual_progress := 0.0
var can_tree_tint := true
var top_edge_enabled := true
var can_mushroom_tint := true
var sky_scroll_speed := -4.0
const disco_sfx_threshold := [0.05, 0.5, 0.8]
func set_second_y_offset(value := 0.0) -> void:
second_layer_offset.y = -value
func _ready() -> void:
if particles == 4:
if ["", "Snow", "Jungle", "Castle"].has(Global.level_theme):
particles = ["", "Snow", "Jungle", "Castle"].find(Global.level_theme)
await get_parent().ready
if Engine.is_editor_hint() == false:
if time_of_day == 2:
is_auto = true
time_of_day = ["Day", "Night"].find(Global.theme_time)
if primary_layer == 3:
if ["Jungle", "Autumn"].has(Global.level_theme):
if Global.world_num > 4 and Global.world_num <= 8 or time_of_day == 1:
primary_layer = 1
else:
primary_layer = 0
else:
primary_layer = 0
get_parent().move_child(self, 0)
Global.level_theme_changed.connect(update_visuals)
Global.level_time_changed.connect(update_visuals)
update_visuals()
func _physics_process(delta: float) -> void:
handle_disco_visuals(delta)
if Engine.is_editor_hint() == false:
if Global.current_level != null:
$PrimaryLayer/TopEdge.position.y = Global.current_level.vertical_height - $PrimaryLayer/TopEdge.size.y
var repeat_times = (ceil(get_viewport_rect().size.x / 512) + 1) * 2
for i in [$SkyLayer, $PrimaryLayer, $DiscoBits/Rainbow, $DiscoBits/SpotLights, $SecondaryLayer, $OverlayLayer/CloudLayer, $OverlayLayer/Particles, $LiquidLayer, $Parallax2D, $FGLayer]:
i.repeat_times = repeat_times
func handle_disco_visuals(delta: float) -> void:
if Engine.is_editor_hint() or Global.current_level == null:
return
$DiscoBits.visible = DiscoLevel.in_disco_level
$Parallax2D.visible = DiscoLevel.in_disco_level
if DiscoLevel.in_disco_level == false:
return
if is_nan(combo_progress) or is_nan(visual_progress):
combo_progress = 0
visual_progress = 0
combo_progress = inverse_lerp(0.0, DiscoLevel.max_combo_amount, DiscoLevel.combo_amount)
combo_progress = clamp(combo_progress, 0, 1)
if get_tree().get_first_node_in_group("Players") != null:
if get_tree().get_first_node_in_group("Players").is_invincible:
combo_progress = 1
visual_progress = (lerp(visual_progress, combo_progress, delta))
$DiscoBits.modulate.a = lerpf(0, 0.9, visual_progress)
$DiscoBits/Rainbow/Joint.position.y = lerpf(256, 0, visual_progress)
handle_toads(delta, visual_progress)
func handle_toads(delta: float, toad_combo_progress := 0.0) -> void:
if is_equal_approx(toad_combo_progress, 0) or DiscoLevel.combo_amount == 0:
toad_combo_progress = 0
var idx := 0.0
for i in $Parallax2D/Toads.get_children():
i.visible = DiscoLevel.in_disco_level
var target_y = 64
if (idx / $Parallax2D/Toads.get_child_count()) < toad_combo_progress:
target_y = -8
i.position.y = lerpf(i.position.y, target_y, delta * 5)
idx += 1
if is_inside_tree() == false:
return
await get_tree().physics_frame
idx = 0
for i in [$DiscoBits/Cheer1, $DiscoBits/Cheer2, $DiscoBits/Cheer3]:
if toad_combo_progress >= disco_sfx_threshold[idx]:
if i.is_playing() == false:
i.play()
i.stream_paused = (Global.game_paused)
else:
i.stop()
idx += 1
var auto_layers := false
func update_visuals() -> void:
if is_inside_tree() == false:
return
$PrimaryLayer.visible = primary_layer != 3
$SecondaryLayer.scroll_scale.x = 0.4 if second_layer_order == 0 else 0.6
var parallax_amount = $SecondaryLayer.scroll_scale.x
if Engine.is_editor_hint() == false:
for i in [$SkyLayer, $PrimaryLayer, $SecondaryLayer]:
var scroll_scale := -1.0
if Settings.file.visuals.parallax_style == 0:
scroll_scale = 1
elif Settings.file.visuals.parallax_style == 1:
scroll_scale = 0.5
if scroll_scale != -1:
i.scroll_scale.x = scroll_scale
$LiquidLayer.visible = liquid_layer > 0
$LiquidLayer/Lava.visible = liquid_layer == 2
$LiquidLayer/Water.visible = liquid_layer == 1
$LiquidLayer/Poison.visible = liquid_layer == 3
$LiquidLayer.scroll_offset.y = liquid_offset
$OverlayLayer/Particles/Snow.visible = particles == 1
$OverlayLayer/Particles/Leaves.visible = particles == 2
$OverlayLayer/Particles.visible = Settings.file.visuals.bg_particles == 1
$OverlayLayer/Particles/LavaEmber.visible = particles == 3
$SkyLayer.autoscroll.x = sky_scroll_speed
$PrimaryLayer/Hills.visible = primary_layer == 0
$PrimaryLayer/Bush.visible = primary_layer == 1
$SecondaryLayer.visible = second_layer > 0
$SecondaryLayer.scroll_offset = Vector2(80, 64) + second_layer_offset
if Engine.is_editor_hint() == false and get_viewport().get_camera_2d() != null:
for i in [$PrimaryLayer, $SecondaryLayer, $SkyLayer]:
i.screen_offset.x = get_viewport().get_camera_2d().get_screen_center_position().x / i.scroll_scale.x
$SecondaryLayer/Mushrooms.visible = second_layer == 1
$SecondaryLayer/Trees.visible = second_layer == 2
for i in $Parallax2D/Toads.get_children():
i.offset.y = randf_range(-5, 5)
$SecondaryLayer/Mushrooms.get_node("Tint").visible = can_mushroom_tint
$SecondaryLayer/Trees.get_node("Tint").visible = can_tree_tint
var tree_tint_amount = inverse_lerp(1, 0, parallax_amount)
var mushroom_tint_amount = tree_tint_amount
if can_mushroom_tint == false:
mushroom_tint_amount = 0
if can_tree_tint == false:
tree_tint_amount = 0
$SecondaryLayer/Mushrooms.get_node("Tint").modulate.a = mushroom_tint_amount
$SecondaryLayer/Trees.get_node("Tint").modulate.a = tree_tint_amount
$PrimaryLayer.z_index = int(not bool(second_layer_order))
$OverlayLayer/CloudLayer.visible = overlay_clouds and Settings.file.visuals.bg_particles == 1
$PrimaryLayer/TopEdge.visible = ["Underground", "Castle", "GhostHouse", "Bonus"].has(Global.level_theme) and primary_layer == 0 and top_edge_enabled