mirror of
https://github.com/JHDev2006/Super-Mario-Bros.-Remastered-Public.git
synced 2025-10-21 15:08:12 +00:00
Optional Animations 2: Electric Boogaloo (#596)
* Additional optional animations for water/wing power-up + extras * Added animation fallbacks for new animations * Kicking animation function * Kick anim functionality for shells * Player performs kick animation * RunJump anims + quick fixes new anims, including RunJump, RunJumpFall and RunJumpBump (incredible name) which play depending on the X velocity the player left the ground with. also fixed the bob-omb to play the kick animation as well as it should also * Updated "FlyMove" to "WingMove" for consistency * Update "FlyMove" to "WingMove" in animation fallbacks
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@@ -24,6 +24,7 @@ func explode() -> void:
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func kick(object: Node2D) -> void:
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AudioManager.play_sfx("kick", global_position)
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object.kick_anim()
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var kick_dir = sign(global_position.x - object.global_position.x)
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velocity.x = 150 * kick_dir
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direction = kick_dir
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@@ -52,6 +52,7 @@ var input_direction := 0
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var flight_meter := 0.0
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var velocity_direction := 1
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var velocity_x_jump_stored := 0
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var total_keys := 0
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@@ -74,6 +75,9 @@ var can_bump_crouch = false
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var can_bump_swim = false
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var can_bump_fly = false
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var kicking = false
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var can_kick_anim = false
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@export var player_id := 0
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const ONE_UP_NOTE = preload("uid://dopxwjj37gu0l")
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var gravity := FALL_GRAVITY
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@@ -148,7 +152,11 @@ const ANIMATION_FALLBACKS := {
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"Run": "Move",
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"PipeWalk": "Walk",
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"LookUp": "Idle",
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"WaterLookUp": "LookUp",
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"WingLookUp": "WaterLookUp",
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"Crouch": "Idle",
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"WaterCrouch": "Crouch",
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"WingCrouch": "WaterCrouch",
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"CrouchFall": "Crouch",
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"CrouchJump": "Crouch",
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"CrouchBump": "Bump",
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@@ -159,16 +167,20 @@ const ANIMATION_FALLBACKS := {
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"WalkAttack": "MoveAttack",
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"RunAttack": "MoveAttack",
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"SkidAttack": "MoveAttack",
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"FlyIdle": "SwimIdle",
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"WingIdle": "WaterIdle",
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"FlyUp": "SwimUp",
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"FlyMove": "SwimMove",
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"WingMove": "SwimMove",
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"FlyAttack": "SwimAttack",
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"FlyBump": "SwimBump",
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"FlagSlide": "Climb",
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"WaterMove": "Move",
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"WaterIdle": "Idle",
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"FlyIdle": "SwimIdle",
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"SwimBump": "Bump",
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"DieFreeze": "Die",
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"RunJump": "Jump",
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"RunJumpFall": "JumpFall",
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"RunJumpBump": "JumpBump",
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"StarJump": "Jump",
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"StarFall": "JumpFall"
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}
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@@ -449,6 +461,11 @@ func bump_ceiling() -> void:
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await get_tree().create_timer(0.1).timeout
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bumping = false
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func kick_anim() -> void:
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kicking = true
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await get_tree().create_timer(0.2).timeout
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kicking = false
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func super_star() -> void:
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DiscoLevel.combo_meter += 1
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is_invincible = true
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@@ -671,6 +688,7 @@ func set_power_state_frame() -> void:
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can_bump_crouch = %Sprite.sprite_frames.has_animation("CrouchBump")
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can_bump_swim = %Sprite.sprite_frames.has_animation("SwimBump")
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can_bump_fly = %Sprite.sprite_frames.has_animation("FlyBump")
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can_kick_anim = %Sprite.sprite_frames.has_animation("Kick")
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func get_power_up(power_name := "") -> void:
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if is_dead:
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@@ -822,6 +840,7 @@ func jump() -> void:
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if spring_bouncing:
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return
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velocity.y = calculate_jump_height() * gravity_vector.y
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velocity_x_jump_stored = velocity.x
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gravity = JUMP_GRAVITY
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AudioManager.play_sfx("small_jump" if power_state.hitbox_size == "Small" else "big_jump", global_position)
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has_jumped = true
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@@ -94,6 +94,7 @@ func kick(hit_player: Player) -> void:
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DiscoLevel.combo_meter += 25
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moving = true
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moving_time = 0.0
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hit_player.kick_anim()
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if can_air_kick:
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$ScoreNoteSpawner.spawn_note(8000)
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else:
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@@ -209,6 +209,8 @@ func get_animation_name() -> String:
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return "FlyAttack"
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else:
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return "AirAttack"
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if player.kicking and player.can_kick_anim:
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return "Kick"
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if player.crouching and not wall_pushing:
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if player.bumping and player.can_bump_crouch:
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return "CrouchBump"
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@@ -220,7 +222,12 @@ func get_animation_name() -> String:
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elif player.is_actually_on_floor():
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if abs(player.velocity.x) >= 5 and not player.is_actually_on_wall():
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return "CrouchMove"
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return "Crouch"
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elif player.in_water:
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return "WaterCrouch"
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elif player.flight_meter > 0:
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return "WingCrouch"
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else:
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return "Crouch"
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if player.is_actually_on_floor():
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if player.skidding:
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return "Skid"
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@@ -228,17 +235,26 @@ func get_animation_name() -> String:
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if player.in_water:
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return "WaterMove"
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elif player.flight_meter > 0:
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return "FlyMove"
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return "WingMove"
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elif abs(player.velocity.x) < player.RUN_SPEED - 10:
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return "Walk"
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else:
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return "Run"
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else:
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if player.in_water or player.flight_meter > 0:
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return "WaterIdle"
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if Global.player_action_pressed("move_up", player.player_id):
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return "LookUp"
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return "Idle"
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if player.in_water:
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return "WaterLookUp"
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elif player.flight_meter > 0:
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return "WingLookUp"
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else:
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return "LookUp"
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else:
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if player.in_water:
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return "WaterIdle"
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elif player.flight_meter > 0:
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return "WingIdle"
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else:
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return "Idle"
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else:
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if player.in_water:
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if swim_up_meter > 0:
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@@ -258,15 +274,24 @@ func get_animation_name() -> String:
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return "FlyIdle"
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if player.has_jumped:
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if player.bumping and player.can_bump_jump:
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return "JumpBump"
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if abs(player.velocity_x_jump_stored) < player.RUN_SPEED - 10:
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return "RunJumpBump"
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else:
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return "JumpBump"
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elif player.velocity.y < 0:
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if player.is_invincible:
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return "StarJump"
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return "Jump"
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elif abs(player.velocity_x_jump_stored) < player.RUN_SPEED - 10:
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return "RunJump"
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else:
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return "Jump"
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else:
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if player.is_invincible:
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return "StarFall"
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return "JumpFall"
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elif abs(player.velocity_x_jump_stored) < player.RUN_SPEED - 10:
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return "RunJumpFall"
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else:
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return "JumpFall"
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else:
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# guzlad: Fixes characters with fall anims not playing them, but also prevents old characters without that anim not being accurate
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if !player.sprite.sprite_frames.has_animation("Fall"):
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