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https://github.com/JHDev2006/Super-Mario-Bros.-Remastered-Public.git
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Quick fixes for optional animations (#612)
* Quick fix for flipped Jump/RunJump anims accidentally used the condition the wrong way, my bad LOL * >= moment so thats why it was playing the fall animation for a single frame * Reverted attempted fixes accidentally left in for CrouchBump
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@@ -159,7 +159,7 @@ const ANIMATION_FALLBACKS := {
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"WingCrouch": "WaterCrouch",
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"WingCrouch": "WaterCrouch",
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"CrouchFall": "Crouch",
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"CrouchFall": "Crouch",
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"CrouchJump": "Crouch",
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"CrouchJump": "Crouch",
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"CrouchBump": "Crouch",
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"CrouchBump": "Bump",
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"CrouchMove": "Crouch",
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"CrouchMove": "Crouch",
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"IdleAttack": "MoveAttack",
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"IdleAttack": "MoveAttack",
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"CrouchAttack": "IdleAttack",
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"CrouchAttack": "IdleAttack",
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@@ -685,6 +685,10 @@ func set_power_state_frame() -> void:
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$ResourceSetterNew.update_resource()
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$ResourceSetterNew.update_resource()
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if %Sprite.sprite_frames != null:
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if %Sprite.sprite_frames != null:
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can_pose = %Sprite.sprite_frames.has_animation("PoseDoor")
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can_pose = %Sprite.sprite_frames.has_animation("PoseDoor")
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can_bump_jump = %Sprite.sprite_frames.has_animation("JumpBump")
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can_bump_crouch = %Sprite.sprite_frames.has_animation("CrouchBump")
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can_bump_swim = %Sprite.sprite_frames.has_animation("SwimBump")
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can_bump_fly = %Sprite.sprite_frames.has_animation("FlyBump")
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can_kick_anim = %Sprite.sprite_frames.has_animation("Kick")
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can_kick_anim = %Sprite.sprite_frames.has_animation("Kick")
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func get_power_up(power_name := "") -> void:
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func get_power_up(power_name := "") -> void:
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@@ -212,10 +212,10 @@ func get_animation_name() -> String:
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if player.kicking and player.can_kick_anim:
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if player.kicking and player.can_kick_anim:
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return "Kick"
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return "Kick"
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if player.crouching and not wall_pushing:
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if player.crouching and not wall_pushing:
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if player.bumping:
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if player.bumping and player.can_bump_crouch:
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return "CrouchBump"
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return "CrouchBump"
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elif player.is_on_floor() == false:
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elif player.is_on_floor() == false:
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if player.velocity.y > 0:
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if player.velocity.y >= 0:
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return "CrouchFall"
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return "CrouchFall"
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elif player.velocity.y < 0:
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elif player.velocity.y < 0:
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return "CrouchJump"
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return "CrouchJump"
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@@ -275,23 +275,23 @@ func get_animation_name() -> String:
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if player.has_jumped:
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if player.has_jumped:
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if player.bumping and player.can_bump_jump:
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if player.bumping and player.can_bump_jump:
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if abs(player.velocity_x_jump_stored) < player.RUN_SPEED - 10:
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if abs(player.velocity_x_jump_stored) < player.RUN_SPEED - 10:
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return "RunJumpBump"
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else:
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return "JumpBump"
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return "JumpBump"
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else:
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return "RunJumpBump"
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elif player.velocity.y < 0:
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elif player.velocity.y < 0:
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if player.is_invincible:
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if player.is_invincible:
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return "StarJump"
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return "StarJump"
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elif abs(player.velocity_x_jump_stored) < player.RUN_SPEED - 10:
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elif abs(player.velocity_x_jump_stored) < player.RUN_SPEED - 10:
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return "RunJump"
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else:
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return "Jump"
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return "Jump"
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else:
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return "RunJump"
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else:
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else:
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if player.is_invincible:
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if player.is_invincible:
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return "StarFall"
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return "StarFall"
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elif abs(player.velocity_x_jump_stored) < player.RUN_SPEED - 10:
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elif abs(player.velocity_x_jump_stored) < player.RUN_SPEED - 10:
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return "RunJumpFall"
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else:
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return "JumpFall"
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return "JumpFall"
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else:
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return "RunJumpFall"
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else:
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else:
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# guzlad: Fixes characters with fall anims not playing them, but also prevents old characters without that anim not being accurate
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# guzlad: Fixes characters with fall anims not playing them, but also prevents old characters without that anim not being accurate
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if !player.sprite.sprite_frames.has_animation("Fall"):
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if !player.sprite.sprite_frames.has_animation("Fall"):
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