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

View File

@@ -0,0 +1,107 @@
extends Node2D
signal victory_begin
const CASTLE_COMPLETE = preload("res://Assets/Audio/BGM/CastleComplete.mp3")
var cam_move := false
@export_range(8, 20, 1) var length := 13
@export var end_timer := false
@export var do_tally := true
signal axe_touched
var bowser_present := true
func _ready() -> void:
await get_tree().physics_frame
$Axe/CameraRightLimit._enter_tree()
func on_area_entered(area: Area2D) -> void:
if area.owner is Player:
destroy_bridge(area.owner)
func destroy_bridge(player: Player) -> void:
Global.can_pause = false
for i in get_tree().get_nodes_in_group("Enemies"):
if i is BowserFlame:
i.queue_free()
elif i is Hammer:
i.queue_free()
if (end_timer and Global.current_game_mode == Global.GameMode.MARATHON) or Global.current_game_mode == Global.GameMode.MARATHON_PRACTICE:
SpeedrunHandler.run_finished()
if end_timer:
if Global.world_num > 8:
Global.unlock_achievement(Global.AchievementID.SMBLL_WORLD9)
match Global.current_campaign:
"SMB1": Global.unlock_achievement(Global.AchievementID.SMB1_CLEAR)
"SMBLL": Global.unlock_achievement(Global.AchievementID.SMBLL_CLEAR)
"SMBS": Global.unlock_achievement(Global.AchievementID.SMBS_CLEAR)
"SMBANN": Global.unlock_achievement(Global.AchievementID.SMBANN_CLEAR)
bowser_present = get_tree().get_first_node_in_group("Bowser") != null
player.velocity = Vector2.ZERO
Global.can_time_tick = false
axe_touched.emit()
$Axe.queue_free()
if bowser_present:
for i in get_tree().get_nodes_in_group("Bowser"):
i.bridge_fall()
get_tree().paused = true
await get_tree().create_timer(0.5).timeout
for i in $Bridge.get_children():
if i.visible:
AudioManager.play_sfx("block_break", i.global_position)
if Settings.file.visuals.bridge_animation == 0:
bridge_piece_break(i)
else:
bridge_piece_fall(i)
await get_tree().create_timer(0.1).timeout
await get_tree().create_timer(1.5).timeout
get_tree().paused = false
victory_sequence(player)
func bridge_piece_fall(node: Node2D) -> void:
var tween = create_tween()
tween.set_ease(Tween.EASE_IN).set_trans(Tween.TRANS_SINE)
tween.tween_property(node, "global_position:y", node.global_position.y + 128, 0.5)
const BRIDGE_DESTRUCTION_PARTICLE = preload("uid://cwfjdgsyh35h6")
func bridge_piece_break(node: Node2D) -> void:
var particle = BRIDGE_DESTRUCTION_PARTICLE.instantiate()
particle.global_position = node.global_position
particle.process_mode = Node.PROCESS_MODE_ALWAYS
add_sibling(particle)
node.modulate.a = 0
func _physics_process(delta: float) -> void:
if cam_move and $Camera.global_position.x < Player.camera_right_limit:
$Camera.global_position.x += 96 * delta
$Camera.global_position.x = clamp($Camera.global_position.x, -INF, Player.camera_right_limit)
func victory_sequence(player: Player) -> void:
get_tree().call_group("Enemies", "flag_die")
Global.level_complete_begin.emit()
victory_begin.emit()
cam_move = true
$Camera.limit_right = Player.camera_right_limit
$Camera.global_position = get_viewport().get_camera_2d().get_screen_center_position()
$Camera.reset_physics_interpolation()
player.state_machine.transition_to("LevelExit")
$Camera.make_current()
if Global.current_game_mode == Global.GameMode.BOO_RACE:
AudioManager.set_music_override(AudioManager.MUSIC_OVERRIDES.RACE_WIN, 99, false)
await AudioManager.music_override_player.finished
Global.current_level.transition_to_next_level()
else:
AudioManager.set_music_override(AudioManager.MUSIC_OVERRIDES.CASTLE_COMPLETE, 99, false)
await get_tree().create_timer(1, false).timeout
if do_tally:
Global.tally_time()
func on_victory_begin() -> void:
pass # Replace with function body.