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https://github.com/JHDev2006/Super-Mario-Bros.-Remastered-Public.git
synced 2025-10-22 23:48:11 +00:00
fixed the mouse cursor icon in the level editor flicker
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@@ -368,7 +368,7 @@ func close_save_menu() -> void:
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current_state = EditorState.TILE_MENU
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current_state = EditorState.TILE_MENU
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func handle_tile_cursor() -> void:
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func handle_tile_cursor() -> void:
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Input.set_custom_mouse_cursor(null)
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var target_mouse_icon = null
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var snapped_position = ((%TileCursor.get_global_mouse_position() - CURSOR_OFFSET).snapped(Vector2(16, 16))) + CURSOR_OFFSET
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var snapped_position = ((%TileCursor.get_global_mouse_position() - CURSOR_OFFSET).snapped(Vector2(16, 16))) + CURSOR_OFFSET
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%TileCursor.global_position = (snapped_position)
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%TileCursor.global_position = (snapped_position)
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var old_index := selected_tile_index
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var old_index := selected_tile_index
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@@ -388,16 +388,16 @@ func handle_tile_cursor() -> void:
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elif Input.is_action_pressed("editor_select") == false:
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elif Input.is_action_pressed("editor_select") == false:
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multi_selecting = false
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multi_selecting = false
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place_tile(tile_position)
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place_tile(tile_position)
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Input.set_custom_mouse_cursor(CURSOR_PENCIL)
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target_mouse_icon = (CURSOR_PENCIL)
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if Input.is_action_pressed("mb_right"):
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if Input.is_action_pressed("mb_right"):
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if Input.is_action_pressed("editor_select") and not multi_selecting:
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if Input.is_action_pressed("editor_select") and not multi_selecting:
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multi_select_start(tile_position)
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multi_select_start(tile_position)
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Input.set_custom_mouse_cursor(CURSOR_RULER)
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target_mouse_icon = (CURSOR_RULER)
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elif Input.is_action_pressed("editor_select") == false:
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elif Input.is_action_pressed("editor_select") == false:
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multi_selecting = false
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multi_selecting = false
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remove_tile(tile_position)
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remove_tile(tile_position)
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Input.set_custom_mouse_cursor(CURSOR_ERASOR)
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target_mouse_icon = (CURSOR_ERASOR)
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if current_state == EditorState.IDLE:
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if current_state == EditorState.IDLE:
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if Input.is_action_just_pressed("scroll_up"):
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if Input.is_action_just_pressed("scroll_up"):
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@@ -421,6 +421,8 @@ func handle_tile_cursor() -> void:
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on_tile_selected(tile_list[selected_tile_index])
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on_tile_selected(tile_list[selected_tile_index])
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show_scroll_preview()
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show_scroll_preview()
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Input.set_custom_mouse_cursor(target_mouse_icon)
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func pick_tile(tile_position := Vector2i.ZERO) -> void:
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func pick_tile(tile_position := Vector2i.ZERO) -> void:
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if tile_layer_nodes[current_layer].get_used_cells().has(tile_position):
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if tile_layer_nodes[current_layer].get_used_cells().has(tile_position):
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var terrain_id = BetterTerrain.get_cell(tile_layer_nodes[current_layer], tile_position)
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var terrain_id = BetterTerrain.get_cell(tile_layer_nodes[current_layer], tile_position)
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