mirror of
https://github.com/JHDev2006/Super-Mario-Bros.-Remastered-Public.git
synced 2025-10-22 15:38:14 +00:00
added the game
This commit is contained in:
174
Scripts/Parts/LevelLoader.gd
Normal file
174
Scripts/Parts/LevelLoader.gd
Normal file
@@ -0,0 +1,174 @@
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extends Node
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var entity_map := {}
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@onready var editor: LevelEditor = owner
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const base64_charset := "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/"
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@onready var level: Level = $"../Level"
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@onready var level_bg: LevelBG = $"../Level/LevelBG"
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var sub_level_file = null
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func _ready() -> void:
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load_entity_map()
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func load_level(level_idx := 0) -> void:
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clear_level()
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sub_level_file = editor.level_file["Levels"][level_idx]
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build_level()
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func clear_level() -> void:
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for layer in 5:
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for i in editor.entity_layer_nodes[layer].get_children():
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if i is Player:
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reset_player(i)
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continue
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i.queue_free()
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var connect_tiles = editor.tile_layer_nodes[layer].get_used_cells_by_id(0, Vector2i(13, 8))
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editor.tile_layer_nodes[layer].clear()
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for i in connect_tiles:
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editor.tile_layer_nodes[layer].set_cell(i, 0, Vector2i(13, 8))
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editor.entity_tiles = [{}, {}, {}, {}, {}]
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func load_entity_map() -> void:
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entity_map = JSON.parse_string(FileAccess.open(EntityIDMapper.MAP_PATH, FileAccess.READ).get_as_text())
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func build_level() -> void:
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if sub_level_file.is_empty():
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return
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var layer_id := 0
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for layer in sub_level_file["Layers"]:
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for chunk_id in layer:
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var chunk = layer[chunk_id]
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add_tiles(LevelSaver.decompress_string(chunk["Tiles"]), int(chunk_id), int(layer_id))
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add_entities(LevelSaver.decompress_string(chunk["Entities"]), int(chunk_id), int(layer_id))
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layer_id += 1
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apply_level_data(sub_level_file["Data"])
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apply_bg_data(sub_level_file["BG"])
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func add_tiles(chunk := "", chunk_id := 0, layer := 0) -> void:
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for tile in chunk.split("=", false):
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var tile_position := Vector2i.ZERO
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var tile_atlas_position := Vector2i.ZERO
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var source_id := 0
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tile_position = decode_tile_position_from_chars(tile[0], tile[1], chunk_id)
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source_id = base64_charset.find(tile[4])
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tile_atlas_position = Vector2i(base64_charset.find(tile[2]), base64_charset.find(tile[3]))
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editor.tile_layer_nodes[layer].set_cell(tile_position, source_id, tile_atlas_position)
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func add_entities(chunk := "", chunk_id := 0, layer := 0) -> void:
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for entity in chunk.split("=", false):
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var entity_id = entity.get_slice(",", 1)
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var entity_chunk_position = entity.get_slice(",", 0)
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var entity_tile_position = decode_tile_position_from_chars(entity_chunk_position[0], entity_chunk_position[1], chunk_id)
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var entity_node: Node = null
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if entity_map.has(entity_id) == false:
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Global.log_error("MISSING ENTITY ID!!!! JOE FORGOT TO UPDATE THE MAP AGAIN :(")
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continue
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if entity_map[entity_id][0] != "res://Scenes/Prefabs/Entities/Player.tscn":
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entity_node = load(entity_map[entity_id][0]).instantiate()
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else:
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entity_node = get_tree().get_first_node_in_group("Players")
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var offset = entity_map[entity_id][1].split(",")
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entity_node.global_position = entity_tile_position * 16 + (Vector2i(8, 8) + Vector2i(int(offset[0]), int(offset[1])))
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editor.entity_layer_nodes[layer].add_child(entity_node)
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entity_node.reset_physics_interpolation()
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entity_node.owner = editor
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editor.entity_tiles[layer][entity_tile_position] = entity_node
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entity_node.set_meta("tile_position", entity_tile_position)
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entity_node.set_meta("tile_offset", Vector2(int(offset[0]), int(offset[1])))
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if entity_node.has_node("EditorPropertyExposer"):
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entity_node.get_node("EditorPropertyExposer").apply_string(entity)
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func reset_player(player: Player) -> void: ## Function literally here to just reset the player back to default starting, if loading into a level file, that hasnt been written yet (pipes)
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player.show()
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player.state_machine.transition_to("Normal")
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player.global_position = Vector2(-232, 0)
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func gzip_encode(text: String) -> String:
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var bytes = Marshalls.base64_to_raw(text)
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bytes.compress(FileAccess.COMPRESSION_GZIP)
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return Marshalls.raw_to_base64(bytes)
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func gzip_decode(text: String) -> String:
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var bytes = Marshalls.base64_to_raw(text)
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bytes.decompress_dynamic(-1, FileAccess.COMPRESSION_GZIP)
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return Marshalls.raw_to_base64(bytes)
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func apply_level_data(data := "") -> void:
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var split = data.split("=")
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var values := []
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for i in split:
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if i.length() == 2:
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values.append(decode_from_base64_2char(i))
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elif i.length() == 1:
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values.append(base64_charset.find(i))
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else:
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values.append(i)
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level.theme = Level.THEME_IDXS[values[0]]
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Global.level_theme = level.theme
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level.theme_time = ["Day", "Night"][values[1]]
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Global.theme_time = level.theme_time
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editor.bgm_id = values[2]
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level.campaign = ["SMB1", "SMBLL", "SMBS", "SMBANN"][values[3]]
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Global.current_campaign = level.campaign
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level.can_backscroll = bool(values[4])
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level.vertical_height = -int(values[5])
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level.time_limit = int(values[6])
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%ThemeTime.selected = values[1]
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%LevelMusic.selected = values[2]
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%Campaign.selected = values[3]
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%BackScroll.set_pressed_no_signal(bool(values[4]))
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%HeightLimit.value = values[5]
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%TimeLimit.value = values[6]
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%SubLevelID.selected = editor.sub_level_id
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ResourceSetterNew.cache.clear()
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Global.level_theme_changed.emit()
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func apply_bg_data(data := "") -> void:
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var split = data.split("=", false)
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var id := 0
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const BG_VALUES := ["primary_layer", "second_layer", "second_layer_offset", "time_of_day", "particles", "liquid_layer", "overlay_clouds"]
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var SELECTORS = [%PrimaryLayer, %SecondLayer, %SecondLayerOffset, %TimeOfDay, %Particles, %LiquidLayer, %OverlayClouds]
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for i in split:
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var value := 0
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if i.length() > 1:
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value = (decode_from_base64_2char(i))
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else:
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value = (base64_charset.find(i))
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if SELECTORS[id] is SpinBox:
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SELECTORS[id].value = value
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elif SELECTORS[id] is Button:
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SELECTORS[id].set_pressed_no_signal(bool(value))
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else:
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SELECTORS[id].selected = value
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level_bg.set_value(value, BG_VALUES[id])
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id += 1
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func decode_tile_position_from_chars(char_x: String, char_y: String, chunk_idx: int) -> Vector2i:
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var local_x = base64_charset.find(char_x)
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var local_y = base64_charset.find(char_y)
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return Vector2i(local_x + (chunk_idx * 32), local_y - 30)
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func decode_from_base64_2char(encoded: String) -> int:
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if encoded.length() != 2:
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push_error("Encoded string must be exactly 2 characters.")
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return -1
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var idx1 = base64_charset.find(encoded[0])
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var idx2 = base64_charset.find(encoded[1])
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if idx1 == -1 or idx2 == -1:
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push_error("Invalid character in base64 string.")
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return -1
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return (idx1 << 6) | idx2
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func tile_to_chunk_idx(tile_position := Vector2i.ZERO) -> int:
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return floor(tile_position.x / 32.0)
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