mirror of
https://github.com/JHDev2006/Super-Mario-Bros.-Remastered-Public.git
synced 2025-10-21 23:18:11 +00:00
fixed up a couple things in the level editor
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@@ -8,7 +8,7 @@
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[sub_resource type="WorldBoundaryShape2D" id="WorldBoundaryShape2D_bdd7a"]
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normal = Vector2(-1, 0)
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[node name="HardCameraRightLimit" type="Node2D"]
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[node name="HardCameraRightLimit" type="Node2D" groups=["CameraLimits"]]
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script = ExtResource("1_f6lpd")
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metadata/_custom_type_script = "uid://bdq0373j5n5o0"
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@@ -57,6 +57,7 @@ func run_door_check() -> void:
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if same_scene_exiting_door != null:
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if same_scene_exiting_door != self and exiting_door_id == door_id:
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door_found = true
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get_tree().call_group("CameraLimits", "return_camera_to_normal")
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for i in get_tree().get_nodes_in_group("Players"):
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player_exit(i)
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return
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@@ -425,7 +425,7 @@ func add_stomp_combo(award_score := true) -> void:
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score_note_spawner.spawn_note(10000)
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else:
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Global.lives += 1
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AudioManager.play_sfx("1_up", global_position)
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AudioManager.play_global_sfx("1_up")
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score_note_spawner.spawn_one_up_note()
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else:
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if award_score:
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@@ -564,6 +564,8 @@ func die(pit := false) -> void:
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visible = not pit
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flight_meter = 0
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dead.emit()
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Global.p_switch_active = false
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Global.p_switch_timer = 0
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stop_all_timers()
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Global.total_deaths += 1
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sprite.process_mode = Node.PROCESS_MODE_ALWAYS
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@@ -590,7 +592,7 @@ func death_load() -> void:
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Global.death_load = true
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# Handle lives decrement for CAMPAIGN and MARATHON
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if [Global.GameMode.CAMPAIGN, Global.GameMode.MARATHON, Global.GameMode.LEVEL_EDITOR, Global.GameMode.CUSTOM_LEVEL].has(Global.current_game_mode):
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if [Global.GameMode.CAMPAIGN, Global.GameMode.MARATHON].has(Global.current_game_mode):
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if Settings.file.difficulty.inf_lives == 0:
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Global.lives -= 1
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@@ -602,6 +604,7 @@ func death_load() -> void:
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Global.GameMode.LEVEL_EDITOR: func():
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owner.stop_testing(),
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Global.GameMode.CHALLENGE: func():
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Global.transition_to_scene("res://Scenes/Levels/ChallengeMiss.tscn"),
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@@ -626,12 +629,12 @@ func death_load() -> void:
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}
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# Determine which action to take
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if death_actions.has(Global.current_game_mode):
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death_actions[Global.current_game_mode].call()
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if Global.lives <= 0 and Settings.file.difficulty.inf_lives == 0:
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death_actions["game_over"].call()
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elif Global.time <= 0:
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death_actions["time_up"].call()
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elif death_actions.has(Global.current_game_mode):
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death_actions[Global.current_game_mode].call()
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else:
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death_actions["default_reload"].call()
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@@ -667,11 +670,13 @@ func get_power_up(power_name := "") -> void:
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await power_up_animation(power_name)
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else:
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return
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check_for_block()
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power_state = new_power_state
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Global.player_power_states[player_id] = str(power_state.get_index())
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handle_power_up_states(0)
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can_hurt = true
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refresh_hitbox()
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await get_tree().physics_frame
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check_for_block()
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func check_for_block() -> void:
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if test_move(global_transform, (Vector2.UP * gravity_vector) * 4):
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@@ -802,6 +807,8 @@ func jump() -> void:
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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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await get_tree().physics_frame
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has_jumped = true
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func calculate_jump_height() -> float: # Thanks wye love you xxx
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return -(JUMP_HEIGHT + JUMP_INCR * int(abs(velocity.x) / 25))
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@@ -5,6 +5,7 @@ extends Node2D
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@export var lock_camera := false
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func _enter_tree() -> void:
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add_to_group("CameraLimits")
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Player.camera_right_limit = int(global_position.x)
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func _exit_tree() -> void:
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@@ -13,6 +14,7 @@ func _exit_tree() -> void:
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func return_camera_to_normal() -> void:
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for i in get_tree().get_nodes_in_group("Players"):
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Player.camera_right_limit = int(9999999)
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CameraHandler.cam_locked = false
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i.reset_camera_to_center()
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@@ -106,6 +106,7 @@ EditorTabs=""
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Coins=""
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Doors=""
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Lakitus=""
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CameraLimits=""
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[gui]
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