mirror of
https://github.com/JHDev2006/Super-Mario-Bros.-Remastered-Public.git
synced 2025-10-22 07:28:14 +00:00

* Change 1-up flagpole to replace the 5000 point bonus * Also no 1-ups in you vs boo * Update EndFlagpole.gd * Style * Update EndFlagpole.tscn
135 lines
4.1 KiB
GDScript
135 lines
4.1 KiB
GDScript
extends Node2D
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var time_save := 0
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signal finished_sequence
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const FIREWORK = preload("res://Scenes/Prefabs/Particles/Firework.tscn")
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var tally_finished := false
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var music_finished := false
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var tree = null
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var show_walls := false
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var doing_sequence := false
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var can_transition := false
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static var is_transitioning := false
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func _ready() -> void:
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await Global.level_complete_begin
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$Overlay.show()
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$OverlaySprite.show()
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$Overlay/PlayerDetection.set_collision_layer_value(1, true)
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Global.score_tally_finished.connect(on_tally_finished)
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if Global.current_game_mode == Global.GameMode.BOO_RACE:
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get_tree().create_timer(3.5, false).timeout.connect(on_music_finished)
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else:
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get_tree().create_timer(5.5, false).timeout.connect(on_music_finished)
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time_save = Global.time
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func update_cam_limit() -> void:
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$CameraRightLimit._enter_tree()
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func _process(_delta: float) -> void:
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$Overlay.modulate.a = int($SmallCastleVisual.use_sprite == false)
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if Global.level_editor != null && scene_file_path == "res://Scenes/Prefabs/LevelObjects/EndFinalCastle.tscn":
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var is_smbs: bool = Global.current_campaign == "SMBS"
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$SmallCastleVisual.visible = !is_smbs
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$SmallCastleVisual2.visible = is_smbs
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if get_node_or_null("Wall") != null:
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%Wall.visible = show_walls
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func _physics_process(_delta: float) -> void:
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for i: Player in get_tree().get_nodes_in_group("Players"):
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if i.can_pose and i.global_position >= global_position and i.sprite.sprite_frames.has_animation("PoseDoor"):
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i.is_posing = true; i.can_pose = false
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i.global_position = global_position
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i.play_animation("PoseDoor")
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i.sprite.animation_finished.connect(on_pose_finished.bind(i))
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i.sprite.animation_looped.connect(on_pose_finished.bind(i))
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func on_pose_finished(player: Player) -> void:
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player.is_posing = false
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player.z_index = -2
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func on_music_finished() -> void:
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do_sequence()
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func on_tally_finished() -> void:
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$FlagJoint/Flag/AnimationPlayer.play("Raise")
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func do_sequence() -> void:
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if Global.current_game_mode != Global.GameMode.BOO_RACE:
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await get_tree().create_timer(1, false).timeout
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if Global.current_campaign == "SMBLL":
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await do_lost_levels_firework_check()
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else:
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await do_firework_check()
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await get_tree().create_timer(1, false).timeout
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if is_transitioning == false:
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is_transitioning = true
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exit_level()
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func do_firework_check() -> void:
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var digit = time_save % 10
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if [1, 3, 6].has(digit):
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await show_fireworks(digit)
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return
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func do_lost_levels_firework_check() -> void:
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var coin_digit = Global.coins % 10
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var time_digit = time_save % 10
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if coin_digit == time_digit:
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if coin_digit % 2 == 0:
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await show_fireworks(6)
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else:
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await show_fireworks(3)
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if Global.coins % 11 == 0:
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AudioManager.play_sfx("1_up", global_position)
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if [Global.GameMode.CHALLENGE, Global.GameMode.BOO_RACE].has(Global.current_game_mode) or Settings.file.difficulty.inf_lives:
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Global.score += 2000
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$ScoreNoteSpawner.spawn_note(2000)
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else:
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Global.lives += 1
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spawn_one_up_note()
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const ONE_UP_NOTE = preload("uid://dopxwjj37gu0l")
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func spawn_one_up_note() -> void:
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var note = ONE_UP_NOTE.instantiate()
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note.global_position = global_position + Vector2(0, -16)
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owner.add_sibling(note)
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func _exit_tree() -> void:
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is_transitioning = false
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func show_fireworks(amount := 0) -> void:
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for i in amount:
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spawn_firework()
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await get_tree().create_timer(0.5, false).timeout
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func spawn_firework() -> void:
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var node = FIREWORK.instantiate()
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Global.score += 500
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node.position.x = randf_range(-48, 48)
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node.position.y = randf_range(-112, -150)
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add_child(node)
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AudioManager.play_sfx("firework", node.global_position)
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func exit_level() -> void:
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await Global.frame_rule
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match Global.current_game_mode:
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Global.GameMode.MARATHON_PRACTICE:
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Global.reset_values()
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Global.open_marathon_results()
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Global.GameMode.CUSTOM_LEVEL:
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Global.transition_to_scene("res://Scenes/Levels/CustomLevelMenu.tscn")
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Global.GameMode.LEVEL_EDITOR:
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Global.level_editor.stop_testing()
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_:
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if Global.current_campaign == "SMBANN":
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Global.open_disco_results()
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else:
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Global.current_level.transition_to_next_level()
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