mirror of
https://github.com/JHDev2006/Super-Mario-Bros.-Remastered-Public.git
synced 2025-10-22 15:38:14 +00:00
Modern transformation animation now actually looks like mario maker now, rejoice
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@@ -21,7 +21,7 @@ var WALK_SPEED := 96.0
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var CEILING_BUMP_SPEED := 45.0
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@onready var camera_center_joint: Node2D = $CameraCenterJoint
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@onready var sprite: AnimatedSprite2D = $Sprite
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@onready var sprite: AnimatedSprite2D = %Sprite
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@onready var camera: Camera2D = $Camera
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@onready var score_note_spawner: ScoreNoteSpawner = $ScoreNoteSpawner
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@@ -266,7 +266,7 @@ func _process(delta: float) -> void:
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handle_invincible_palette()
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if is_invincible:
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DiscoLevel.combo_meter = 100
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$Sprite/Hammer.visible = has_hammer
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%Hammer.visible = has_hammer
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func apply_gravity(delta: float) -> void:
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if in_water or flight_meter > 0:
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@@ -411,9 +411,9 @@ func stop_all_timers() -> void:
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func handle_invincible_palette() -> void:
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sprite.material.set_shader_parameter("mode", !Settings.file.visuals.rainbow_style)
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$Sprite.material.set_shader_parameter("player_palette", $PlayerPalette.texture)
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$Sprite.material.set_shader_parameter("palette_size", colour_palette.get_width())
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$Sprite.material.set_shader_parameter("invincible_palette", $InvinciblePalette.texture)
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sprite.material.set_shader_parameter("player_palette", $PlayerPalette.texture)
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sprite.material.set_shader_parameter("palette_size", colour_palette.get_width())
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sprite.material.set_shader_parameter("invincible_palette", $InvinciblePalette.texture)
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sprite.material.set_shader_parameter("palette_idx", POWER_STATES.find(power_state.state_name))
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sprite.material.set_shader_parameter("enabled", (is_invincible or (palette_transform and transforming)))
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@@ -444,10 +444,10 @@ func handle_power_up_states(delta) -> void:
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func handle_wing_flight(delta: float) -> void:
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flight_meter -= delta
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if flight_meter <= 0 && $Sprite/Wings.visible:
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if flight_meter <= 0 && %Wings.visible:
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AudioManager.stop_music_override(AudioManager.MUSIC_OVERRIDES.WING)
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gravity = FALL_GRAVITY
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$Sprite/Wings.visible = flight_meter >= 0
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%Wings.visible = flight_meter >= 0
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if flight_meter < 0:
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return
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%BigWing.visible = power_state.hitbox_size == "Big"
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@@ -458,9 +458,9 @@ func handle_wing_flight(delta: float) -> void:
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else:
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i.play("Idle")
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if flight_meter <= 3:
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$Sprite/Wings/AnimationPlayer.play("Flash")
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%Wings.get_node("AnimationPlayer").play("Flash")
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else:
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$Sprite/Wings/AnimationPlayer.play("RESET")
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%Wings.get_node("AnimationPlayer").play("RESET")
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func damage() -> void:
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if can_hurt == false or is_invincible:
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@@ -499,11 +499,11 @@ func passed_checkpoint() -> void:
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func do_i_frames() -> void:
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can_hurt = false
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for i in 25:
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$Sprite.hide()
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sprite.hide()
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if get_tree() == null:
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return
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await get_tree().create_timer(0.04, false).timeout
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$Sprite.show()
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sprite.show()
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if get_tree() == null:
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return
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await get_tree().create_timer(0.04, false).timeout
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@@ -609,18 +609,29 @@ func power_up_animation(new_power_state := "") -> void:
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var old_frames = sprite.sprite_frames
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var new_frames = $ResourceSetterNew.get_resource(load(get_character_sprite_path(new_power_state)))
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sprite.process_mode = Node.PROCESS_MODE_ALWAYS
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$Sprite.show()
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sprite.show()
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get_tree().paused = true
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if get_node("PowerStates/" + new_power_state).hitbox_size != power_state.hitbox_size:
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sprite.speed_scale = 3
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sprite.play("Grow")
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await get_tree().create_timer(0.4, true).timeout
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sprite.sprite_frames = new_frames
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sprite.play("Grow")
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await get_tree().create_timer(0.4, true).timeout
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transforming = false
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if Settings.file.visuals.transform_style == 0:
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sprite.speed_scale = 3
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sprite.play("Grow")
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await get_tree().create_timer(0.4, true).timeout
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sprite.sprite_frames = new_frames
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sprite.play("Grow")
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await get_tree().create_timer(0.4, true).timeout
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transforming = false
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else:
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sprite.speed_scale = 0
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if new_power_state == "Small":
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%GrowAnimation.play("Shrink")
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else:
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sprite.sprite_frames = new_frames
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%GrowAnimation.play("Grow")
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await get_tree().create_timer(0.8, true).timeout
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sprite.sprite_frames = new_frames
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transforming = false
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else:
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if not palette_transform:
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if Settings.file.visuals.transform_style == 1:
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for i in 6:
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sprite.sprite_frames = new_frames
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await get_tree().create_timer(0.05).timeout
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@@ -117,7 +117,7 @@ var can_time_tick := true:
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if value == false:
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pass
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var player_power_states := "0000"
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var player_power_states := "1000"
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var connected_players := 1
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