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https://github.com/JHDev2006/Super-Mario-Bros.-Remastered-Public.git
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Merge pull request #342 from KirbyKid256/pulls/small-crouch-hitbox-fix
Hitbox Change for When Small and Crouching
This commit is contained in:
@@ -34,8 +34,10 @@
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"DEATH_JUMP_HEIGHT": 300.0,
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"can_air_turn": false,
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"can_air_turn": false
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},
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"small_hitbox_scale": [1.0, 1.0],
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"big_hitbox_scale": [1.0, 1.0]
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"small_crouch_scale": 0.75,
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"big_hitbox_scale": [1.0, 1.0],
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"big_crouch_scale": 0.5
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}
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@@ -34,8 +34,10 @@
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"DEATH_JUMP_HEIGHT": 300.0,
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"can_air_turn": false,
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"can_air_turn": false
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},
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"small_hitbox_scale": [1, 1],
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"big_hitbox_scale": [1.0, 1.0]
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"small_hitbox_scale": [1.0, 1.0],
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"small_crouch_scale": 0.75,
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"big_hitbox_scale": [1.0, 1.0],
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"big_crouch_scale": 0.5
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}
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@@ -34,8 +34,10 @@
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"DEATH_JUMP_HEIGHT": 300.0,
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"can_air_turn": false,
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"can_air_turn": false
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},
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"small_hitbox_scale": [1.0, 1.0],
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"big_hitbox_scale": [1.0, 1.0]
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"small_crouch_scale": 0.75,
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"big_hitbox_scale": [1.0, 1.0],
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"big_crouch_scale": 0.5
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}
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@@ -34,8 +34,10 @@
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"DEATH_JUMP_HEIGHT": 300.0,
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"can_air_turn": false,
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"can_air_turn": false
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},
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"small_hitbox_scale": [1.0, 1.0],
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"big_hitbox_scale": [1.0, 1.0]
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"small_crouch_scale": 0.75,
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"big_hitbox_scale": [1.0, 1.0],
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"big_crouch_scale": 0.5
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}
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@@ -712,7 +712,7 @@ position = Vector2(0, -13)
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collision_layer = 0
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collision_mask = 384
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[node name="SmallShape" type="CollisionShape2D" parent="LavaPoisonDetect"]
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[node name="SmallShape" type="CollisionShape2D" parent="LavaPoisonDetect" groups=["SmallCollisions"]]
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position = Vector2(0, 5.75)
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shape = SubResource("RectangleShape2D_uwhl4")
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debug_color = Color(1, 0, 0, 0.419608)
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@@ -1050,8 +1050,8 @@ one_way_collision = true
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script = ExtResource("35_nbkfn")
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[node name="BigCollision" type="CollisionPolygon2D" parent="." groups=["BigCollisions"]]
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visible = false
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polygon = PackedVector2Array(-4, -2, -2, 0, 2, 0, 4, -2, 4, -23, 1, -28, -1, -28, -4, -23)
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one_way_collision = true
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script = ExtResource("35_nbkfn")
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[node name="FootL" type="CollisionShape2D" parent="." groups=["StepCollision"]]
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@@ -1096,22 +1096,21 @@ collision_layer = 0
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collision_mask = 4
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[node name="SmallShape" type="CollisionShape2D" parent="BlockCollision" node_paths=PackedStringArray("link") groups=["SmallCollisions"]]
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visible = false
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position = Vector2(0, -16.875)
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position = Vector2(0, -3.375)
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shape = SubResource("RectangleShape2D_d7xah")
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debug_color = Color(1, 0, 0, 0.419608)
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script = ExtResource("21_jl70t")
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offset = Vector2(0, 13.5)
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link = NodePath("../../SmallCollision")
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metadata/scalable = false
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[node name="BigShape" type="CollisionShape2D" parent="BlockCollision" node_paths=PackedStringArray("link") groups=["BigCollisions"]]
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position = Vector2(0, -32)
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position = Vector2(0, -6)
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shape = SubResource("RectangleShape2D_34tqy")
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disabled = true
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debug_color = Color(1, 0, 0, 0.419608)
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script = ExtResource("21_jl70t")
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offset = Vector2(0, 26)
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link = NodePath("../../BigCollision")
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metadata/scalable = false
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[node name="TimerWarn" type="AudioStreamPlayer" parent="."]
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process_mode = 3
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@@ -3,10 +3,16 @@ extends CollisionPolygon2D
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@export var offset := Vector2.ZERO
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@export var height := 0.0
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@export var hitbox := Vector3.ONE
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var crouching := false
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func _physics_process(_delta: float) -> void:
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scale = Vector2(hitbox.x, hitbox.y)
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if crouching and get_meta("scalable", true): scale.y *= hitbox.z
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update()
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func update() -> void:
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var height_to_use = height
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if get_meta("scalable", true):
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position.y = -height_to_use / 2 * scale.y - offset.y
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@@ -2,16 +2,19 @@
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extends CollisionShape2D
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@export var offset := Vector2.ZERO
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@export var link: Node2D
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@export var link: CollisionPolygon2D
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@export var hitbox := Vector3.ONE
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func _ready() -> void:
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set_process(Engine.is_editor_hint())
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var crouching := false
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func _process(_delta: float) -> void:
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func _physics_process(_delta: float) -> void:
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scale = Vector2(hitbox.x, hitbox.y)
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if crouching and get_meta("scalable", true): scale.y *= hitbox.z
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update()
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func update() -> void:
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var height_to_use = shape.size.y
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if link != null:
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height_to_use *= link.scale.y * link.scale.y
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if get_meta("scalable", true):
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position.y = -height_to_use / 2 * scale.y - offset.y
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@@ -61,7 +61,10 @@ var total_keys := 0
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set_power_state_frame()
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var character := "Mario"
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var crouching := false
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var crouching := false:
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get(): # You can't crouch if the animation somehow doesn't exist.
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if not sprite.sprite_frames.has_animation("Crouch"): return false
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return crouching
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var skidding := false
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var bumping := false
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@@ -145,6 +148,7 @@ const ANIMATION_FALLBACKS := {
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"Run": "Move",
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"PipeWalk": "Move",
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"LookUp": "Idle",
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"Crouch": "Idle",
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"CrouchFall": "Crouch",
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"CrouchJump": "Crouch",
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"CrouchBump": "Bump",
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@@ -227,12 +231,12 @@ func apply_character_physics() -> void:
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for i in get_tree().get_nodes_in_group("SmallCollisions"):
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var hitbox_scale = json.get("small_hitbox_scale", [1, 1])
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i.scale = Vector2(hitbox_scale[0], hitbox_scale[1])
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i.update()
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i.hitbox = Vector3(hitbox_scale[0], hitbox_scale[1] if i.get_meta("scalable", true) else 1, json.get("small_crouch_scale", 0.75))
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i._physics_process(0)
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for i in get_tree().get_nodes_in_group("BigCollisions"):
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var hitbox_scale = json.get("big_hitbox_scale", [1, 1])
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i.scale = Vector2(hitbox_scale[0], hitbox_scale[1])
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i.update()
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i.hitbox = Vector3(hitbox_scale[0], hitbox_scale[1] if i.get_meta("scalable", true) else 1, json.get("big_crouch_scale", 0.5))
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i._physics_process(0)
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func apply_classic_physics() -> void:
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var json = JSON.parse_string(FileAccess.open("res://Resources/ClassicPhysics.json", FileAccess.READ).get_as_text())
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@@ -466,7 +470,15 @@ func handle_invincible_palette() -> void:
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func handle_block_collision_detection() -> void:
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if ["Pipe"].has(state_machine.state.name): return
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match power_state.hitbox_size:
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"Small":
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var points: Array = $SmallCollision.polygon
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points.sort_custom(func(a, b): return a.y < b.y)
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$BlockCollision.position.y = points.front().y * $SmallCollision.scale.y
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"Big":
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var points: Array = $BigCollision.polygon
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points.sort_custom(func(a, b): return a.y < b.y)
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$BlockCollision.position.y = points.front().y * $BigCollision.scale.y
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if velocity.y <= FALL_GRAVITY:
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for i in $BlockCollision.get_overlapping_bodies():
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if i is Block:
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@@ -483,10 +495,15 @@ func handle_directions() -> void:
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var use_big_collision := false
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func handle_power_up_states(delta) -> void:
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for i in get_tree().get_nodes_in_group("SmallCollisions"):
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i.disabled = power_state.hitbox_size != "Small"
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i.visible = not i.disabled
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i.crouching = crouching
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for i in get_tree().get_nodes_in_group("BigCollisions"):
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if i.owner == self:
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i.set_deferred("disabled", power_state.hitbox_size == "Small" or crouching)
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$Checkpoint.position.y = -24 if power_state.hitbox_size == "Small" or crouching else -40
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i.disabled = power_state.hitbox_size != "Big"
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i.visible = not i.disabled
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i.crouching = crouching
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$Checkpoint.position.y = -24 if power_state.hitbox_size == "Small" else -40
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power_state.update(delta)
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func handle_wing_flight(delta: float) -> void:
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