Merge branch 'main' into custom-level-loading-rewrite

This commit is contained in:
JHDev2006
2025-10-26 12:33:16 +00:00
158 changed files with 2106 additions and 1148 deletions

View File

@@ -161,6 +161,8 @@ const ANIMATION_FALLBACKS := {
"CrouchJump": "Crouch",
"CrouchBump": "Bump",
"CrouchMove": "Crouch",
"WaterCrouchMove": "CrouchMove",
"WingCrouchMove": "WaterCrouchMove",
"IdleAttack": "MoveAttack",
"CrouchAttack": "IdleAttack",
"MoveAttack": "Attack",
@@ -216,7 +218,9 @@ func _ready() -> void:
character = CHARACTERS[int(Global.player_characters[player_id])]
Global.can_time_tick = true
if [Global.GameMode.BOO_RACE, Global.GameMode.MARATHON, Global.GameMode.MARATHON_PRACTICE].has(Global.current_game_mode) == false:
apply_character_physics()
apply_character_physics(true)
else:
apply_character_physics(false)
apply_character_sfx_map()
Global.level_theme_changed.connect(apply_character_sfx_map)
Global.level_theme_changed.connect(apply_character_physics)
@@ -232,22 +236,24 @@ func _ready() -> void:
if [Global.GameMode.LEVEL_EDITOR, Global.GameMode.CUSTOM_LEVEL].has(Global.current_game_mode):
recenter_camera()
func apply_character_physics() -> void:
func apply_character_physics(apply: bool) -> void:
var path = "res://Assets/Sprites/Players/" + character + "/CharacterInfo.json"
if int(Global.player_characters[player_id]) > 3:
path = path.replace("res://Assets/Sprites/Players", Global.config_path.path_join("custom_characters/"))
path = ResourceSetter.get_pure_resource_path(path)
var json = JSON.parse_string(FileAccess.open(path, FileAccess.READ).get_as_text())
for i in json.physics:
set(i, json.physics[i])
if apply:
for i in json.physics:
set(i, json.physics[i])
for i in get_tree().get_nodes_in_group("SmallCollisions"):
var hitbox_scale = json.get("small_hitbox_scale", [1, 1])
i.hitbox = Vector3(hitbox_scale[0], hitbox_scale[1] if i.get_meta("scalable", true) else 1, json.get("small_crouch_scale", 0.75))
var hitbox_scale = json.get("small_hitbox_scale", [1, 1]) if apply else [1, 1]
i.hitbox = Vector3(hitbox_scale[0], hitbox_scale[1] if i.get_meta("scalable", true) else 1, json.get("small_crouch_scale", 0.75) if apply else 0.75)
i._physics_process(0)
for i in get_tree().get_nodes_in_group("BigCollisions"):
var hitbox_scale = json.get("big_hitbox_scale", [1, 1])
i.hitbox = Vector3(hitbox_scale[0], hitbox_scale[1] if i.get_meta("scalable", true) else 1, json.get("big_crouch_scale", 0.5))
var hitbox_scale = json.get("big_hitbox_scale", [1, 1]) if apply else [1, 1]
i.hitbox = Vector3(hitbox_scale[0], hitbox_scale[1] if i.get_meta("scalable", true) else 1, json.get("big_crouch_scale", 0.5) if apply else 0.5)
i._physics_process(0)
func apply_classic_physics() -> void:
@@ -280,9 +286,16 @@ func editor_level_start() -> void:
func _physics_process(delta: float) -> void:
if Input.is_action_just_pressed("debug_reload"):
set_power_state_frame()
if Input.is_action_just_pressed("debug_noclip") and Global.debug_mode:
state_machine.transition_to("NoClip")
Global.log_comment("NOCLIP Enabled")
# guzlad: noclip without dev only works while playtesting.
if (Input.is_action_just_pressed("debug_noclip") or Input.is_action_just_pressed("jump_0")) and ((Global.debug_mode) or (Global.level_editor_is_playtesting())):
if state_machine.is_state("NoClip"):
state_machine.transition_to("Normal")
Global.log_comment("NOCLIP Disabled")
elif !Input.is_action_just_pressed("jump_0") and !state_machine.is_state("NoClip"):
state_machine.transition_to("NoClip")
Global.log_comment("NOCLIP Enabled")
up_direction = -gravity_vector
handle_directions()
handle_block_collision_detection()
@@ -438,7 +451,7 @@ func enemy_bounce_off(add_combo := true, award_score := true) -> void:
func add_stomp_combo(award_score := true) -> void:
if stomp_combo >= 10:
if award_score:
if Global.current_game_mode == Global.GameMode.CHALLENGE or Settings.file.difficulty.inf_lives:
if [Global.GameMode.CHALLENGE, Global.GameMode.BOO_RACE].has(Global.current_gamemode) or Settings.file.difficulty.inf_lives:
Global.score += 10000
score_note_spawner.spawn_note(10000)
else:
@@ -691,12 +704,13 @@ func set_power_state_frame() -> void:
can_bump_fly = %Sprite.sprite_frames.has_animation("FlyBump")
can_kick_anim = %Sprite.sprite_frames.has_animation("Kick")
func get_power_up(power_name := "") -> void:
func get_power_up(power_name := "", give_points := true) -> void:
if is_dead:
return
Global.score += 1000
DiscoLevel.combo_amount += 1
score_note_spawner.spawn_note(1000)
if give_points:
Global.score += 1000
DiscoLevel.combo_amount += 1
score_note_spawner.spawn_note(1000)
AudioManager.play_sfx("power_up", global_position)
if Settings.file.difficulty.damage_style == 0 and power_state.state_name != power_name:
if power_name != "Big" and power_state.state_name != "Big":
@@ -879,7 +893,8 @@ func do_smoke_effect() -> void:
func on_timeout() -> void:
AudioManager.stop_music_override(AudioManager.MUSIC_OVERRIDES.STAR)
await get_tree().create_timer(1, false).timeout
is_invincible = false
if $StarTimer.is_stopped():
is_invincible = false
func on_area_entered(area: Area2D) -> void: