This PR fixes the issues mentioned in #557 with Fake and Real Bowsers. Also for fun, I got the Bowser fall SFX to work when you kill a REAL Bowser or Bowser Bro by moving it outside of Bowser before they were freed from the scene.
Previously, if you entered a boo race your hitbox scale changes would never be applied, meaning your crouch size would be unchanged from your standing stance. This fixes that, and adds a single parameter to apply character physics.
* Some state machine functions to make code tidier in the future
* Added a function to Global to check if we're playtesting, for convenience
* Only allow noclip w/o debug in leveltesting, toggling added, kept jump key to exit
* 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
* Additional optional animations for water/wing power-up + extras
* Added animation fallbacks for new animations
* Kicking animation function
* Kick anim functionality for shells
* Player performs kick animation
* RunJump anims + quick fixes
new anims, including RunJump, RunJumpFall and RunJumpBump (incredible name) which play depending on the X velocity the player left the ground with.
also fixed the bob-omb to play the kick animation as well as it should
also
* Updated "FlyMove" to "WingMove" for consistency
* Update "FlyMove" to "WingMove" in animation fallbacks
* FPS counter is off by default, enable with F4
* A message or error is now shown on-screen if a screenshot is taken with F2
* Show message when noclip is enabled or disabled
Changes a few animation fallbacks to something more reasonable, and fixes potential broken animation fallbacks (notably PipeMove, which didn't work if you didn't define a Move animation.)
This is just a bunch of bugfixes I did while I was working on the Multiplayer Support PR. I know I should've kept them separate, but then I'd also be dealing with said bugs. So this PR adds most of the bugfixes I did while working on Multiplayer.
- De-globalized Pipe SFX from Pipe Cutscene (helps with lowering audio)
- De-globalized 1-up SFX for Players
- Removed an error log spam with the `ResourceSetter`s (involving connecting already connected signals)
- Made sure to insert "BaseAssets" folder into the FIRST slot in the Resource Packs array.
- Replaced `"BaseAssets"` for the above fix with `Godot.ROM_PACK_NAME`
- Removed unused `"character"` setting from `SettingsManager`
- Reset P-Switch timer when `Global.reset_values()` is called. Fixes bug when pressing a P-Switch and immediately restarting the level.
- Added Skid SFX to `AudioManager`
- Added slightly longer delay for when pausing with a controller (it can easily unpause before you press the button again)
- Null check if LevelBG is in the level or not (for added for test levels)
* Just the Coin Sparkle stuff
FYI, if a property in the json is formatted like `exa.exb` then it reads `exa` as another object and `exb` as a property in `exa` assuming the root `property_node` contains this object.
Also primarily for Resource Packs to change how the particles work and should explain how I got there with my personal SMAS skin.
* Added Coin Sparkle Texture to Scene
Of course I broke it in some form.