Merge branch 'main' into custom-level-loading-rewrite

This commit is contained in:
JHDev2006
2025-10-17 21:12:58 +01:00
200 changed files with 19511 additions and 16655 deletions

View File

@@ -52,6 +52,7 @@ var input_direction := 0
var flight_meter := 0.0
var velocity_direction := 1
var velocity_x_jump_stored := 0
var total_keys := 0
@@ -74,6 +75,9 @@ var can_bump_crouch = false
var can_bump_swim = false
var can_bump_fly = false
var kicking = false
var can_kick_anim = false
@export var player_id := 0
const ONE_UP_NOTE = preload("uid://dopxwjj37gu0l")
var gravity := FALL_GRAVITY
@@ -146,31 +150,39 @@ const ANIMATION_FALLBACKS := {
"Pipe": "Idle",
"Walk": "Move",
"Run": "Move",
"PipeWalk": "Move",
"PipeWalk": "Walk",
"LookUp": "Idle",
"WaterLookUp": "LookUp",
"WingLookUp": "WaterLookUp",
"Crouch": "Idle",
"WaterCrouch": "Crouch",
"WingCrouch": "WaterCrouch",
"CrouchFall": "Crouch",
"CrouchJump": "Crouch",
"CrouchBump": "Bump",
"CrouchMove": "Crouch",
"IdleAttack": "Attack",
"IdleAttack": "MoveAttack",
"CrouchAttack": "IdleAttack",
"MoveAttack": "IdleAttack",
"MoveAttack": "Attack",
"WalkAttack": "MoveAttack",
"RunAttack": "MoveAttack",
"SkidAttack": "MoveAttack",
"FlyIdle": "SwimIdle",
"WingIdle": "WaterIdle",
"FlyUp": "SwimUp",
"FlyMove": "SwimMove",
"WingMove": "WaterMove",
"FlyAttack": "SwimAttack",
"FlyBump": "SwimBump",
"FlagSlide": "Climb",
"WaterMove": "Move",
"WaterIdle": "Idle",
"FlyIdle": "SwimIdle",
"SwimBump": "Bump",
"DieFreeze": "Die",
"RunJump": "Jump",
"RunJumpFall": "JumpFall",
"RunJumpBump": "JumpBump",
"StarJump": "Jump",
"StarFall": "StarJump"
"StarFall": "JumpFall"
}
var palette_transform := true
@@ -270,6 +282,7 @@ func _physics_process(delta: float) -> void:
set_power_state_frame()
if Input.is_action_just_pressed("debug_noclip") and Global.debug_mode:
state_machine.transition_to("NoClip")
Global.log_comment("NOCLIP Enabled")
up_direction = -gravity_vector
handle_directions()
handle_block_collision_detection()
@@ -317,6 +330,7 @@ func _process(delta: float) -> void:
if is_invincible:
DiscoLevel.combo_meter = 100
%Hammer.visible = has_hammer
%HammerHitbox.collision_layer = has_hammer
func apply_gravity(delta: float) -> void:
if in_water or flight_meter > 0:
@@ -448,6 +462,11 @@ func bump_ceiling() -> void:
await get_tree().create_timer(0.1).timeout
bumping = false
func kick_anim() -> void:
kicking = true
await get_tree().create_timer(0.2).timeout
kicking = false
func super_star() -> void:
DiscoLevel.combo_meter += 1
is_invincible = true
@@ -670,6 +689,7 @@ func set_power_state_frame() -> void:
can_bump_crouch = %Sprite.sprite_frames.has_animation("CrouchBump")
can_bump_swim = %Sprite.sprite_frames.has_animation("SwimBump")
can_bump_fly = %Sprite.sprite_frames.has_animation("FlyBump")
can_kick_anim = %Sprite.sprite_frames.has_animation("Kick")
func get_power_up(power_name := "") -> void:
if is_dead:
@@ -796,7 +816,7 @@ func hide_pipe_animation() -> void:
func go_to_exit_pipe(pipe: PipeArea) -> void:
Global.can_time_tick = false
pipe_enter_direction = Vector2.ZERO
state_machine.transition_to("Pipe")
state_machine.transition_to("Freeze")
global_position = pipe.global_position + (pipe.get_vector(pipe.enter_direction) * 32)
if pipe.enter_direction == 1:
global_position = pipe.global_position + Vector2(0, -8)
@@ -821,6 +841,7 @@ func jump() -> void:
if spring_bouncing:
return
velocity.y = calculate_jump_height() * gravity_vector.y
velocity_x_jump_stored = velocity.x
gravity = JUMP_GRAVITY
AudioManager.play_sfx("small_jump" if power_state.hitbox_size == "Small" else "big_jump", global_position)
has_jumped = true
@@ -873,9 +894,6 @@ func hammer_get() -> void:
$HammerTimer.start()
AudioManager.set_music_override(AudioManager.MUSIC_OVERRIDES.HAMMER, 0, false)
func on_hammer_area_entered(area: Area2D) -> void:
pass
func wing_get() -> void:
AudioManager.set_music_override(AudioManager.MUSIC_OVERRIDES.WING, 0, false, false)
flight_meter = 10