mirror of
				https://github.com/JHDev2006/Super-Mario-Bros.-Remastered-Public.git
				synced 2025-11-04 08:35:41 +00:00 
			
		
		
		
	Only put this commit here since A: It's related to the BGM files, and B: It's dependent on the previous commit.
		
			
				
	
	
		
			122 lines
		
	
	
		
			4.2 KiB
		
	
	
	
		
			GDScript
		
	
	
	
	
	
			
		
		
	
	
			122 lines
		
	
	
		
			4.2 KiB
		
	
	
	
		
			GDScript
		
	
	
	
	
	
extends Node
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static var selected_index := 0
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var active := true
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var boo_index := 0
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const levels := {
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	"SMB1": SMB1_LEVELS,
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	"SMBLL": SMBLL_LEVELS,
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	"SMBS": SMBS_LEVELS
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}
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const SMB1_LEVELS := [
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	"res://Scenes/Levels/SMB1/YouVSBoo/Boo1-1.tscn",
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	"res://Scenes/Levels/SMB1/YouVSBoo/Boo1-2.tscn",
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	"res://Scenes/Levels/SMB1/YouVSBoo/Boo1-3.tscn",
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	"res://Scenes/Levels/SMB1/YouVSBoo/Boo1-4.tscn",
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	"res://Scenes/Levels/SMB1/YouVSBoo/Boo2-1.tscn",
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	"res://Scenes/Levels/SMB1/YouVSBoo/Boo2-2.tscn",
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	"res://Scenes/Levels/SMB1/YouVSBoo/Boo2-3.tscn",
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	"res://Scenes/Levels/SMB1/YouVSBoo/Boo2-4.tscn"
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]
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const SMBLL_LEVELS := [
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	"res://Scenes/Levels/SMBLL/YouVSBoo/Boo1-1.tscn",
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	"res://Scenes/Levels/SMBLL/YouVSBoo/Boo1-2.tscn",
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	"res://Scenes/Levels/SMBLL/YouVSBoo/Boo1-3.tscn",
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	"res://Scenes/Levels/SMBLL/YouVSBoo/Boo1-4.tscn",
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	"res://Scenes/Levels/SMBLL/YouVSBoo/Boo2-1.tscn",
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	"res://Scenes/Levels/SMBLL/YouVSBoo/Boo2-2.tscn",
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	"res://Scenes/Levels/SMBLL/YouVSBoo/Boo2-3.tscn",
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	"res://Scenes/Levels/SMBLL/YouVSBoo/Boo2-4.tscn",
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]
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const SMBS_LEVELS := [
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	"res://Scenes/Levels/SMBS/YouVsBoo/Boo1-1.tscn", 
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	"res://Scenes/Levels/SMBS/YouVsBoo/Boo1-2.tscn",
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	"res://Scenes/Levels/SMBS/YouVsBoo/Boo1-3.tscn",
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	"res://Scenes/Levels/SMBS/YouVsBoo/Boo1-4.tscn",
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	"res://Scenes/Levels/SMBS/YouVsBoo/Boo2-1.tscn",
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	"res://Scenes/Levels/SMBS/YouVsBoo/Boo2-2.tscn",
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	"res://Scenes/Levels/SMBS/YouVsBoo/Boo2-3.tscn",
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	"res://Scenes/Levels/SMBS/YouVsBoo/Boo2-4.tscn"
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]
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func _ready() -> void:
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	AudioManager.stop_all_music()
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	Global.player_power_states = "0000"
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	Global.get_node("GameHUD").hide()
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	boo_index = BooRaceHandler.boo_colour
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	Global.current_game_mode = Global.GameMode.BOO_RACE
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	Global.reset_values()
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	LevelPersistance.reset_states()
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	Level.first_load = true
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	Level.can_set_time = true
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	setup_visuals()
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	%LevelLabels.get_child(BooRaceHandler.current_level_id).grab_focus()
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	$Music.play()
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func _exit_tree() -> void:
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	Global.get_node("GameHUD").show()
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func setup_visuals() -> void:
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	for i in %LevelLabels.get_child_count():
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		if i >= 1:
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			var level_unlocked = int(BooRaceHandler.cleared_boo_levels[i - 1]) > 0
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			%LevelLabels.get_child(i).modulate = Color.WHITE if level_unlocked else Color.DIM_GRAY
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			%LevelLabels.get_child(i).get_node("Control/Sprite2D").visible = level_unlocked
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		if int(BooRaceHandler.cleared_boo_levels[i]) > 0:
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			%LevelLabels.get_child(i).get_node("Control/Sprite2D").frame = clamp(int(BooRaceHandler.cleared_boo_levels[i]), 0, 4)
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			%LevelLabels.get_child(i).get_node("Control/Sprite2D").modulate = Color.DIM_GRAY if int(BooRaceHandler.cleared_boo_levels[i]) >= 5 else Color.WHITE
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	for i in %Boos.get_children():
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		if i is Node2D:
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			i.visible = $BooSelect.selected_boo == int(i.name)
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			i.modulate = Color.BLACK if int(BooRaceHandler.cleared_boo_levels[selected_index]) < int(i.name) else Color.WHITE
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			if int(BooRaceHandler.cleared_boo_levels[selected_index]) > int(i.name):
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				i.modulate = Color.DIM_GRAY
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			i.play("Lose" if int(BooRaceHandler.cleared_boo_levels[selected_index]) > int(i.name) else "Idle")
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func _process(_delta: float) -> void:
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	handle_input()
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	$BooSelect.lvl_idx = selected_index
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func open() -> void:
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	active = true
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func set_current_level_idx(new_idx := 0) -> void:
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	selected_index = new_idx
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	update_pb()
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func update_pb() -> void:
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	var pb_string := "--:--:--"
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	if BooRaceHandler.best_times[selected_index] >= 0:
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		pb_string = SpeedrunHandler.gen_time_string(SpeedrunHandler.format_time(BooRaceHandler.best_times[selected_index]))
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	%PB.text = "PB: " + pb_string
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func handle_input() -> void:
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	if active == false:
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		return
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	if Input.is_action_just_pressed("ui_back"):
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		Global.transition_to_scene("res://Scenes/Levels/TitleScreen.tscn")
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	if Input.is_action_just_pressed("ui_accept"):
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		level_selected()
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func regrab_focus() -> void:
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	%LevelLabels.get_child(selected_index).grab_focus()
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func level_selected() -> void:
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	if selected_index > 0:
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		if int(BooRaceHandler.cleared_boo_levels[selected_index - 1]) <= 0 and not Global.debug_mode:
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			AudioManager.play_global_sfx("bump")
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			return
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	active = false
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	Global.reset_values()
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	Global.clear_saved_values()
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	ResourceSetter.cache.clear()
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	ResourceSetterNew.cache.clear()
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	$BooSelect.open()
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	await $CharacterSelect.selected
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	Global.transition_to_scene(levels[Global.current_campaign][selected_index])
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