mirror of
https://github.com/JHDev2006/Super-Mario-Bros.-Remastered-Public.git
synced 2025-10-21 15:08:12 +00:00
couple fixes
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@@ -165,5 +165,3 @@ amount = 1
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texture = ExtResource("7_2yl70")
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randomness = 0.12
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process_material = SubResource("ParticleProcessMaterial_rls2x")
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[connection signal="player_entered" from="Hitbox" to="." method="collected" unbinds=1]
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@@ -67,6 +67,7 @@ func exit_pipe() -> void:
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can_enter = false
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pipe_exited.emit()
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for i in get_tree().get_nodes_in_group("Players"):
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if i.is_node_ready() == false:
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await i.ready
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i.go_to_exit_pipe(self)
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for i in get_tree().get_nodes_in_group("Players"):
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@@ -159,7 +159,7 @@ const ANIMATION_FALLBACKS := {
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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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"CrouchBump": "Crouch",
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"CrouchMove": "Crouch",
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"IdleAttack": "MoveAttack",
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"CrouchAttack": "IdleAttack",
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@@ -354,6 +354,7 @@ func camera_make_current() -> void:
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func play_animation(animation_name := "") -> void:
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if sprite.sprite_frames == null: return
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animation_name = get_fallback_animation(animation_name)
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print(animation_name)
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if sprite.animation != animation_name:
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sprite.play(animation_name)
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@@ -685,10 +686,6 @@ func set_power_state_frame() -> void:
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$ResourceSetterNew.update_resource()
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if %Sprite.sprite_frames != null:
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can_pose = %Sprite.sprite_frames.has_animation("PoseDoor")
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can_bump_jump = %Sprite.sprite_frames.has_animation("JumpBump")
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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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@@ -212,7 +212,7 @@ func get_animation_name() -> String:
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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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if player.bumping:
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return "CrouchBump"
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elif player.is_on_floor() == false:
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if player.velocity.y > 0:
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@@ -20,18 +20,13 @@ func create_template() -> void:
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else:
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destination = i.replace(Global.config_path.path_join("resource_packs/BaseAssets"), Global.config_path.path_join("resource_packs/new_pack"))
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print("Copying '" + i + "' to: '" + destination)
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if i.contains(".bgm") or i.contains(".json") or i.contains(Global.config_path):
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DirAccess.copy_absolute(i, destination)
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else:
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var resource = load(i)
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if resource is Texture:
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resource.get_image().save_png(destination)
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elif resource is AudioStreamWAV:
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resource.save_to_wav(destination)
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elif resource is AudioStream:
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var file = FileAccess.open(destination, FileAccess.WRITE)
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file.store_buffer(resource.data)
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file.close()
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var old_file = FileAccess.open(i, FileAccess.READ)
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if old_file != null:
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var new_file = FileAccess.open(destination, FileAccess.WRITE)
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new_file.store_buffer(old_file.get_buffer(old_file.get_length()))
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old_file.close()
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new_file.close()
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var pack_info_path = Global.config_path.path_join("resource_packs/new_pack/pack_info.json")
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DirAccess.make_dir_recursive_absolute(pack_info_path.get_base_dir())
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@@ -50,14 +50,26 @@ func get_custom_characters() -> void:
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var json = JSON.parse_string(FileAccess.open(char_path.path_join("CharacterInfo.json"), FileAccess.READ).get_as_text())
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Player.CHARACTERS.append(i)
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Player.CHARACTER_NAMES.append(json.name)
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if FileAccess.file_exists(char_path.path_join("CharacterColour.json")):
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Player.CHARACTER_COLOURS.append(load(char_path.path_join("CharacterColour.json")))
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else:
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Player.CHARACTER_COLOURS.append(null)
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if FileAccess.file_exists(char_path.path_join("LifeIcon.json")):
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GameHUD.character_icons.append(load(char_path.path_join("LifeIcon.json")))
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else:
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GameHUD.character_icons.append(null)
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if FileAccess.file_exists(char_path.path_join("ColourPalette.json")):
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Player.CHARACTER_PALETTES.append(load(char_path.path_join("ColourPalette.json")))
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else:
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Player.CHARACTER_PALETTES.append(null)
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if FileAccess.file_exists(char_path.path_join("SFX.json")):
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AudioManager.character_sfx_map[i] = JSON.parse_string(FileAccess.open(char_path.path_join("SFX.json"), FileAccess.READ).get_as_text())
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else:
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AudioManager.character_sfx_map[i] = {}
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func open() -> void:
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get_custom_characters()
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