Files
KirbyKidJ 7237d56289 Added Loop Points to the Boo Menu and Pack Support
Only put this commit here since A: It's related to the BGM files, and B: It's dependent on the previous commit.
2025-09-18 20:17:40 -07:00

122 lines
4.2 KiB
GDScript

extends Node
static var selected_index := 0
var active := true
var boo_index := 0
const levels := {
"SMB1": SMB1_LEVELS,
"SMBLL": SMBLL_LEVELS,
"SMBS": SMBS_LEVELS
}
const SMB1_LEVELS := [
"res://Scenes/Levels/SMB1/YouVSBoo/Boo1-1.tscn",
"res://Scenes/Levels/SMB1/YouVSBoo/Boo1-2.tscn",
"res://Scenes/Levels/SMB1/YouVSBoo/Boo1-3.tscn",
"res://Scenes/Levels/SMB1/YouVSBoo/Boo1-4.tscn",
"res://Scenes/Levels/SMB1/YouVSBoo/Boo2-1.tscn",
"res://Scenes/Levels/SMB1/YouVSBoo/Boo2-2.tscn",
"res://Scenes/Levels/SMB1/YouVSBoo/Boo2-3.tscn",
"res://Scenes/Levels/SMB1/YouVSBoo/Boo2-4.tscn"
]
const SMBLL_LEVELS := [
"res://Scenes/Levels/SMBLL/YouVSBoo/Boo1-1.tscn",
"res://Scenes/Levels/SMBLL/YouVSBoo/Boo1-2.tscn",
"res://Scenes/Levels/SMBLL/YouVSBoo/Boo1-3.tscn",
"res://Scenes/Levels/SMBLL/YouVSBoo/Boo1-4.tscn",
"res://Scenes/Levels/SMBLL/YouVSBoo/Boo2-1.tscn",
"res://Scenes/Levels/SMBLL/YouVSBoo/Boo2-2.tscn",
"res://Scenes/Levels/SMBLL/YouVSBoo/Boo2-3.tscn",
"res://Scenes/Levels/SMBLL/YouVSBoo/Boo2-4.tscn",
]
const SMBS_LEVELS := [
"res://Scenes/Levels/SMBS/YouVsBoo/Boo1-1.tscn",
"res://Scenes/Levels/SMBS/YouVsBoo/Boo1-2.tscn",
"res://Scenes/Levels/SMBS/YouVsBoo/Boo1-3.tscn",
"res://Scenes/Levels/SMBS/YouVsBoo/Boo1-4.tscn",
"res://Scenes/Levels/SMBS/YouVsBoo/Boo2-1.tscn",
"res://Scenes/Levels/SMBS/YouVsBoo/Boo2-2.tscn",
"res://Scenes/Levels/SMBS/YouVsBoo/Boo2-3.tscn",
"res://Scenes/Levels/SMBS/YouVsBoo/Boo2-4.tscn"
]
func _ready() -> void:
AudioManager.stop_all_music()
Global.player_power_states = "0000"
Global.get_node("GameHUD").hide()
boo_index = BooRaceHandler.boo_colour
Global.current_game_mode = Global.GameMode.BOO_RACE
Global.reset_values()
LevelPersistance.reset_states()
Level.first_load = true
Level.can_set_time = true
setup_visuals()
%LevelLabels.get_child(BooRaceHandler.current_level_id).grab_focus()
$Music.play()
func _exit_tree() -> void:
Global.get_node("GameHUD").show()
func setup_visuals() -> void:
for i in %LevelLabels.get_child_count():
if i >= 1:
var level_unlocked = int(BooRaceHandler.cleared_boo_levels[i - 1]) > 0
%LevelLabels.get_child(i).modulate = Color.WHITE if level_unlocked else Color.DIM_GRAY
%LevelLabels.get_child(i).get_node("Control/Sprite2D").visible = level_unlocked
if int(BooRaceHandler.cleared_boo_levels[i]) > 0:
%LevelLabels.get_child(i).get_node("Control/Sprite2D").frame = clamp(int(BooRaceHandler.cleared_boo_levels[i]), 0, 4)
%LevelLabels.get_child(i).get_node("Control/Sprite2D").modulate = Color.DIM_GRAY if int(BooRaceHandler.cleared_boo_levels[i]) >= 5 else Color.WHITE
for i in %Boos.get_children():
if i is Node2D:
i.visible = $BooSelect.selected_boo == int(i.name)
i.modulate = Color.BLACK if int(BooRaceHandler.cleared_boo_levels[selected_index]) < int(i.name) else Color.WHITE
if int(BooRaceHandler.cleared_boo_levels[selected_index]) > int(i.name):
i.modulate = Color.DIM_GRAY
i.play("Lose" if int(BooRaceHandler.cleared_boo_levels[selected_index]) > int(i.name) else "Idle")
func _process(_delta: float) -> void:
handle_input()
$BooSelect.lvl_idx = selected_index
func open() -> void:
active = true
func set_current_level_idx(new_idx := 0) -> void:
selected_index = new_idx
update_pb()
func update_pb() -> void:
var pb_string := "--:--:--"
if BooRaceHandler.best_times[selected_index] >= 0:
pb_string = SpeedrunHandler.gen_time_string(SpeedrunHandler.format_time(BooRaceHandler.best_times[selected_index]))
%PB.text = "PB: " + pb_string
func handle_input() -> void:
if active == false:
return
if Input.is_action_just_pressed("ui_back"):
Global.transition_to_scene("res://Scenes/Levels/TitleScreen.tscn")
if Input.is_action_just_pressed("ui_accept"):
level_selected()
func regrab_focus() -> void:
%LevelLabels.get_child(selected_index).grab_focus()
func level_selected() -> void:
if selected_index > 0:
if int(BooRaceHandler.cleared_boo_levels[selected_index - 1]) <= 0 and not Global.debug_mode:
AudioManager.play_global_sfx("bump")
return
active = false
Global.reset_values()
Global.clear_saved_values()
ResourceSetter.cache.clear()
ResourceSetterNew.cache.clear()
$BooSelect.open()
await $CharacterSelect.selected
Global.transition_to_scene(levels[Global.current_campaign][selected_index])