improvements

This commit is contained in:
JoeMama
2025-10-10 21:29:26 +01:00
parent 01238a0f1c
commit 7feff48380
17 changed files with 753 additions and 387 deletions

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@@ -4,6 +4,7 @@ extends Block
var ticking_down := false
func _ready() -> void:
if item == null: return
if item_amount == 10 and item.resource_path == "res://Scenes/Prefabs/Entities/Items/SpinningCoin.tscn" and is_instance_valid(Global.level_editor) == false:
Global.log_warning("Coin Brick Block is wrong! please report!: " + name)

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@@ -0,0 +1 @@
extends Node

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@@ -0,0 +1 @@
uid://c0kflqgd1w6sg

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@@ -20,8 +20,8 @@ func _ready() -> void:
$Platform/ScoreNoteSpawner.owner = $Platform
func _process(_delta: float) -> void:
if not dropped:
$Rope.size.y = platform.global_position.y - rope_top
if not dropped and is_instance_valid($Rope):
$Rope.size.y = $Platform.global_position.y - rope_top
$Rope.global_position.y = rope_top
func _physics_process(delta: float) -> void:

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@@ -781,7 +781,7 @@ func enter_pipe(pipe: PipeArea, warp_to_level := true) -> void:
await get_tree().create_timer(1, false).timeout
if Global.current_game_mode == Global.GameMode.LEVEL_EDITOR or Global.current_game_mode == Global.GameMode.CUSTOM_LEVEL:
LevelEditor.play_pipe_transition = true
owner.transition_to_sublevel(pipe.target_sub_level)
Global.transition_to_scene(NewLevelBuilder.sub_levels[pipe.target_sub_level])
else:
Global.transition_to_scene(pipe.target_level)

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@@ -342,7 +342,7 @@ func clear_saved_values() -> void:
lives = 3
player_power_states = "0000"
func transition_to_scene(scene_path := "") -> void:
func transition_to_scene(scene_path = "") -> void:
Global.fade_transition = bool(Settings.file.visuals.transition_animation)
if transitioning_scene:
return
@@ -355,7 +355,10 @@ func transition_to_scene(scene_path := "") -> void:
%TransitionBlock.modulate.a = 1
$Transition.show()
await get_tree().create_timer(0.1, true).timeout
get_tree().change_scene_to_file(scene_path)
if scene_path is String:
get_tree().change_scene_to_file(scene_path)
elif scene_path is PackedScene:
get_tree().change_scene_to_packed(scene_path)
await get_tree().scene_changed
await get_tree().create_timer(0.15, true).timeout
if fade_transition:

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@@ -41,7 +41,6 @@ func handle_main_hud() -> void:
if current_chara != Global.player_characters[0]:
update_character_info()
%CharacterIcon.get_node("Shadow").texture = %CharacterIcon.texture
%ModernLifeCount.text = "*" + (str(Global.lives).pad_zeros(2) if Settings.file.difficulty.inf_lives == 0 else "")
%CharacterIcon.visible = Global.current_game_mode != Global.GameMode.BOO_RACE
%ModernLifeCount.visible = Global.current_game_mode != Global.GameMode.BOO_RACE
var world_num := str(Global.world_num)
@@ -82,6 +81,14 @@ func handle_modern_hud() -> void:
%ModernTime.text = "" + str(Global.time).pad_zeros(3)
%ModernKeyCount.visible = KeyItem.total_collected > 0
%ModernKeyAmount.text = "*" + str(KeyItem.total_collected).pad_zeros(2)
if Global.current_game_mode == Global.GameMode.CUSTOM_LEVEL:
$ModernHUD/TopLeft/LifeCount.hide()
%DeathCountLabel.show()
%DeathCountLabel.text = "☠*" + str(Global.total_deaths).pad_zeros(2)
else:
$ModernHUD/TopLeft/LifeCount.show()
%DeathCountLabel.hide()
%ModernLifeCount.text = "*" + (str(Global.lives).pad_zeros(2) if Settings.file.difficulty.inf_lives == 0 else "")
if get_tree().get_first_node_in_group("Players") == null or Settings.file.difficulty.time_limit == 0:
%ModernTime.text = "⏲---"