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https://github.com/JHDev2006/Super-Mario-Bros.-Remastered-Public.git
synced 2025-10-22 15:38:14 +00:00
New Optional Animation States (#420)
* new animation states additional conditional animation states, including: - SkidAttack - IdleAttack - WalkAttack - RunAttack - CrouchJump - CrouchMove ... along with a new set of animations, the Bump animations (play when hitting your head on a block) - JumpBump - CrouchBump - SwimBump * added fly animations & tweaked bump animation time new anims for FlyIdle, FlyUp, FlyMove, FlyAttack, and FlyBump, which all fallback on their Swim counterparts if not found. also changed around some animation fallbacks which made more sense, like bumps using fall animations instead if applicable. * added bump ignore checks and added a general bump animation you can now define Bump which will define a bump animation for all bump animations. additionally, bump animations will only play if they can detect an animation. no more fallbacks needed
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@@ -62,7 +62,12 @@ var character := "Mario"
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var crouching := false
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var skidding := false
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var bumping := false
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var can_bump_sfx := true
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var can_bump_jump = false
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var can_bump_crouch = false
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var can_bump_swim = false
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var can_bump_fly = false
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@export var player_id := 0
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const ONE_UP_NOTE = preload("uid://dopxwjj37gu0l")
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@@ -131,6 +136,7 @@ static var CHARACTER_PALETTES := [
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const ANIMATION_FALLBACKS := {
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"JumpFall": "Jump",
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"JumpBump": "Bump",
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"Fall": "Move",
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"Pipe": "Idle",
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"Walk": "Move",
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@@ -138,10 +144,24 @@ const ANIMATION_FALLBACKS := {
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"PipeWalk": "Move",
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"LookUp": "Idle",
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"CrouchFall": "Crouch",
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"CrouchAttack": "Attack",
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"CrouchJump": "Crouch",
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"CrouchBump": "Bump",
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"CrouchMove": "Crouch",
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"IdleAttack": "Attack",
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"CrouchAttack": "IdleAttack",
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"MoveAttack": "IdleAttack",
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"WalkAttack": "MoveAttack",
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"RunAttack": "MoveAttack",
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"SkidAttack": "MoveAttack",
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"FlyIdle": "SwimIdle",
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"FlyUp": "SwimUp",
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"FlyMove": "SwimMove",
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"FlyAttack": "SwimAttack",
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"FlyBump": "SwimBump",
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"FlagSlide": "Climb",
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"WaterMove": "Move",
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"WaterIdle": "Idle",
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"SwimBump": "Bump",
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"DieFreeze": "Die",
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"StarJump": "Jump",
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"StarFall": "StarJump"
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@@ -410,9 +430,12 @@ func bump_ceiling() -> void:
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AudioManager.play_sfx("bump", global_position)
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velocity.y = CEILING_BUMP_SPEED
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can_bump_sfx = false
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bumping = true
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await get_tree().create_timer(0.1).timeout
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AudioManager.kill_sfx("small_jump")
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AudioManager.kill_sfx("big_jump")
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await get_tree().create_timer(0.1).timeout
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bumping = false
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func super_star() -> void:
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DiscoLevel.combo_meter += 1
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@@ -617,6 +640,10 @@ func set_power_state_frame() -> void:
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$ResourceSetterNew.update_resource()
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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_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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func get_power_up(power_name := "") -> void:
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if is_dead:
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