you can now have as MANY checkpoints as you want, in as many rooms as you want!

This commit is contained in:
JHDev2006
2025-09-25 09:29:00 +01:00
parent d058425c13
commit 8126439a81
8 changed files with 21 additions and 12 deletions

View File

@@ -160,7 +160,7 @@ func _physics_process(delta: float) -> void:
elif current_state == EditorState.TILE_MENU:
close_tile_menu()
if Input.is_action_just_pressed("editor_play") and (current_state == EditorState.IDLE or current_state == EditorState.PLAYTESTING) and Global.current_game_mode == Global.GameMode.LEVEL_EDITOR:
Checkpoint.passed = false
Checkpoint.passed_checkpoints.clear()
if current_state == EditorState.PLAYTESTING:
stop_testing()
else:

View File

@@ -10,7 +10,7 @@ func _ready() -> void:
owner.queue_free()
return
owner.show()
if Checkpoint.passed:
if owner.passed:
sprite.hide()
activated.show()

View File

@@ -159,7 +159,7 @@ func transition_to_next_level() -> void:
first_load = true
SaveManager.write_save()
Global.transition_to_scene("res://Scenes/Levels/LevelTransition.tscn")
Checkpoint.passed = false
Checkpoint.passed_checkpoints.clear()
func reload_level() -> void:
LevelTransition.level_to_transition_to = Level.start_level_path

View File

@@ -263,7 +263,7 @@ func activate_p_switch() -> void:
func reset_values() -> void:
PlayerGhost.idx = 0
Checkpoint.passed = false
Checkpoint.passed_checkpoints.clear()
Checkpoint.sublevel_id = 0
Door.unlocked_doors = []
Checkpoint.unlocked_doors = []

View File

@@ -8,7 +8,7 @@ extends Node2D
signal crossed(player: Player)
signal respawned
static var passed := false
var passed := false
static var respawn_position := Vector2.ZERO
static var level := ""
static var sublevel_id := 0
@@ -16,10 +16,13 @@ static var keys_collected := 0
static var old_state := [[], []]
static var unlocked_doors := []
static var passed_checkpoints := []
var id := ""
func _enter_tree() -> void:
if Global.level_editor != null:
if sublevel_id != Global.level_editor.sub_level_id and passed:
passed = false
id = get_id()
passed = passed_checkpoints.has(id)
if passed:
LevelPersistance.active_nodes = old_state.duplicate(true)
@@ -31,7 +34,7 @@ func _ready() -> void:
hide()
if Settings.file.difficulty.checkpoint_style != 0:
queue_free()
if passed and PipeArea.exiting_pipe_id == -1 and Global.current_game_mode != Global.GameMode.LEVEL_EDITOR and Level.vine_return_level == "":
if passed and PipeArea.exiting_pipe_id == -1 and Global.current_game_mode != Global.GameMode.LEVEL_EDITOR and Level.vine_return_level == "" and passed_checkpoints[passed_checkpoints.size() - 1] == id:
for i in nodes_to_delete:
i.queue_free()
for i in get_tree().get_nodes_in_group("Players"):
@@ -50,6 +53,7 @@ func on_area_entered(area: Area2D) -> void:
var player: Player = area.owner
player.passed_checkpoint()
passed = true
passed_checkpoints.append(id)
keys_collected = KeyItem.total_collected
old_state = LevelPersistance.active_nodes.duplicate(true)
unlocked_doors = Door.unlocked_doors.duplicate()
@@ -62,6 +66,11 @@ func on_area_entered(area: Area2D) -> void:
respawn_position = global_position
crossed.emit(area.owner)
func get_id() -> String:
if Global.level_editor != null:
return str(Global.level_editor.sub_level_id) + "," + str(Vector2i(global_position)) + "," + get_parent().name
else:
return Global.current_level.scene_file_path + "," + str(Vector2i(global_position)) + "," + get_parent().name
func on_tree_exiting() -> void:
pass # Replace with function body.

View File

@@ -41,7 +41,7 @@ func _ready() -> void:
Global.p_switch_active = false
Lakitu.present = false
Global.p_switch_timer = -1
if Checkpoint.passed:
if Checkpoint.passed_checkpoints.is_empty() == false:
Door.unlocked_doors = Checkpoint.unlocked_doors.duplicate()
else:
Door.unlocked_doors = []

View File

@@ -29,7 +29,7 @@ func update_visuals() -> void:
func run_player_check(player: Player) -> void:
if Global.player_action_pressed(get_input_direction(enter_direction), player.player_id) and can_enter:
can_enter = false
Checkpoint.passed = false
Checkpoint.passed_checkpoints.clear()
SpeedrunHandler.is_warp_run = true
Global.reset_values()
Level.first_load = true

View File

@@ -19,7 +19,7 @@ func _ready() -> void:
ResourceSetterNew.cache.clear()
ResourceSetter.cache.clear()
Global.get_node("GameHUD").hide()
Checkpoint.passed = false
Checkpoint.passed_checkpoints.clear()
Global.world_num = 1
Global.level_num = 1
Global.reset_values()