mirror of
https://github.com/JHDev2006/Super-Mario-Bros.-Remastered-Public.git
synced 2025-10-22 07:28:14 +00:00
added in coin sparkles to blue coins and red coins
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@@ -1,5 +1,6 @@
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extends Node2D
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const COIN_SPARKLE = preload("res://Scenes/Prefabs/Particles/CoinSparkle.tscn")
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@export var COIN_SPARKLE: PackedScene = null
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@export var spinning_coin_scene: PackedScene = null
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@@ -4,7 +4,9 @@ extends Node2D
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var already_collected := false
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const COLLECTION_SFXS := [preload("uid://drr1qqeuhmv6m"), preload("uid://de1tktivtggdv"), preload("uid://cdtlca36qsba5"), preload("uid://dd47k4c5sypwp"), preload("uid://chi2nogc2op4i")]
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const SPINNING_RED_COIN = preload("res://Scenes/Prefabs/Entities/Items/SpinningRedCoin.tscn")
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var can_spawn_particles := false
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@onready var COIN_SPARKLE = load("res://Scenes/Prefabs/Particles/RedCoinSparkle.tscn")
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func _ready() -> void:
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if ChallengeModeHandler.is_coin_collected(id):
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@@ -23,7 +25,16 @@ func collected() -> void:
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ChallengeModeHandler.red_coins += 1
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Global.score += 200
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ChallengeModeHandler.set_value(id, true)
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queue_free()
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if can_spawn_particles:
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summon_particle()
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$Sprite.queue_free()
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else:
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queue_free()
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func summon_particle() -> void:
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var node = COIN_SPARKLE.instantiate()
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node.finished.connect(queue_free)
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add_child(node)
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func summon_bounced_coin() -> void:
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var node = SPINNING_RED_COIN.instantiate()
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6
Scripts/Classes/Entities/Items/SpinningCoin.gd
Executable file → Normal file
6
Scripts/Classes/Entities/Items/SpinningCoin.gd
Executable file → Normal file
@@ -1,5 +1,7 @@
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extends Node2D
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const COIN_SPARKLE = preload("res://Scenes/Prefabs/Particles/CoinSparkle.tscn")
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@export var particle: PackedScene = null
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var velocity := Vector2(0, -300)
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var can_spawn_particles := true
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@@ -22,6 +24,6 @@ func vanish() -> void:
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queue_free()
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func summon_particle() -> void:
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var node = COIN_SPARKLE.instantiate()
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var node = particle.instantiate()
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node.finished.connect(queue_free)
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add_child(node)
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@@ -8,6 +8,9 @@ const collection_sounds := [preload("uid://drr1qqeuhmv6m"), preload("uid://de1tk
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var already_collected := false
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var can_spawn_particles := false
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@onready var COIN_SPARKLE = load("res://Scenes/Prefabs/Particles/RedCoinSparkle.tscn")
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func _ready() -> void:
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already_collected = ChallengeModeHandler.is_coin_collected(id)
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if already_collected == false:
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@@ -25,4 +28,14 @@ func _physics_process(delta: float) -> void:
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velocity.y += (15 / delta) * delta
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func vanish() -> void:
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queue_free()
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if can_spawn_particles:
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$Sprite.queue_free()
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summon_particle()
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else:
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queue_free()
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func summon_particle() -> void:
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var node = COIN_SPARKLE.instantiate()
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node.finished.connect(queue_free)
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node.global_position = global_position
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add_sibling(node)
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