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This PR changes the End Final Castle to use the Special visuals when the level is in the SMBS campaign. This is primarily for the Level Editor / Custom Levels and isn't really necessary for the main campaigns. Hence the added check to see if the Level Editor is used.
36 lines
1.0 KiB
Plaintext
36 lines
1.0 KiB
Plaintext
[gd_scene load_steps=5 format=3 uid="uid://b5o0j3kfv2xys"]
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[ext_resource type="PackedScene" uid="uid://bney0cc8cfm5s" path="res://Scenes/Prefabs/LevelObjects/EndFinalCastle.tscn" id="1_fa5ur"]
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[ext_resource type="Texture2D" uid="uid://gnqt7rl36kxy" path="res://Assets/Sprites/Tilesets/CastleFlag.png" id="2_jp1ee"]
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[sub_resource type="AtlasTexture" id="AtlasTexture_uq0jd"]
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atlas = ExtResource("2_jp1ee")
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region = Rect2(0, 0, 16, 16)
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[sub_resource type="SpriteFrames" id="SpriteFrames_t8sum"]
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animations = [{
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"frames": [{
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"duration": 1.0,
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"texture": SubResource("AtlasTexture_uq0jd")
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}],
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"loop": true,
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"name": &"default",
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"speed": 5.0
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}]
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[node name="EndFinalCastle" instance=ExtResource("1_fa5ur")]
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[node name="Flag" parent="FlagJoint" index="0"]
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position = Vector2(0, 8.00001)
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sprite_frames = SubResource("SpriteFrames_t8sum")
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do_offset = false
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[node name="SmallCastleVisual" parent="." index="3"]
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visible = false
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[node name="SmallCastleVisual2" parent="." index="4"]
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visible = true
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[node name="Overlay" parent="." index="7"]
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visible = true
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