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https://github.com/JHDev2006/Super-Mario-Bros.-Remastered-Public.git
synced 2025-10-22 15:38:14 +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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@@ -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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