Files
Super-Mario-Bros.-Remastere…/Scripts/Parts/Checkpoint.gd
2025-10-19 09:53:26 +01:00

77 lines
2.5 KiB
GDScript

class_name Checkpoint
extends Node2D
@export var nodes_to_delete: Array[Node] = []
@export var optional := false
signal crossed(player: Player)
signal respawned
var passed := false
static var respawn_position := Vector2.ZERO
static var level := ""
static var sublevel_id := 0
static var keys_collected := 0
static var old_state := [[], []]
static var unlocked_doors := []
static var passed_checkpoints := []
var id := ""
func _enter_tree() -> void:
id = get_id()
passed = passed_checkpoints.has(id)
if passed:
LevelPersistance.active_nodes = old_state.duplicate(true)
func _ready() -> void:
if [Global.GameMode.CHALLENGE, Global.GameMode.MARATHON_PRACTICE].has(Global.current_game_mode) or Global.current_campaign == "SMBANN":
queue_free()
return
if has_meta("is_flag") == false:
hide()
if Settings.file.difficulty.checkpoint_style != 0:
queue_free()
if passed and PipeArea.exiting_pipe_id == -1 and Global.current_game_mode != Global.GameMode.LEVEL_EDITOR and Level.vine_return_level == "" and passed_checkpoints[passed_checkpoints.size() - 1] == id:
for i in nodes_to_delete:
i.queue_free()
for i in get_tree().get_nodes_in_group("Players"):
i.global_position = self.global_position
i.reset_physics_interpolation()
i.recenter_camera()
KeyItem.total_collected = keys_collected
respawned.emit()
func _exit_tree() -> void:
pass
func on_area_entered(area: Area2D) -> void:
if area.owner is Player and not passed:
var player: Player = area.owner
player.passed_checkpoint()
passed = true
passed_checkpoints.append(id)
keys_collected = KeyItem.total_collected
old_state = LevelPersistance.active_nodes.duplicate(true)
unlocked_doors = Door.unlocked_doors.duplicate()
Level.start_level_path = Global.current_level.scene_file_path
if Global.current_game_mode == Global.GameMode.LEVEL_EDITOR or Global.current_game_mode == Global.GameMode.CUSTOM_LEVEL:
sublevel_id = Global.level_editor.sub_level_id
if Settings.file.difficulty.checkpoint_style == 2 and has_meta("is_flag"):
if player.power_state.state_name == "Small":
player.get_power_up("Big", false)
respawn_position = global_position
crossed.emit(area.owner)
func get_id() -> String:
if Global.level_editor != null:
return str(Global.level_editor.sub_level_id) + "," + str(Vector2i(global_position)) + "," + get_parent().name
else:
return Global.current_level.scene_file_path + "," + str(Vector2i(global_position)) + "," + get_parent().name
func on_tree_exiting() -> void:
pass # Replace with function body.