Files
Super-Mario-Bros.-Remastere…/Scripts/Classes/Editor/LevelEditor.gd
2025-09-26 20:32:42 +01:00

699 lines
26 KiB
GDScript

class_name LevelEditor
extends Node
const CAM_MOVE_SPEED_SLOW := 128
const CAM_MOVE_SPEED_FAST := 256
var cursor_tile_position := Vector2i.ZERO
const CURSOR_OFFSET := Vector2(-8, -8)
var mode := 0
var current_entity_selector: EditorTileSelector = null
var current_entity_scene: PackedScene = null
var current_spawn_offset := Vector2i.ZERO
var current_tile_source := 0
var current_tile_coords := Vector2i.ZERO
var current_tile_flip := Vector2.ZERO ## 1 = true, 0 = false, x = hori, y = vert
var menu_open := false
var testing_level := false
var entity_tiles := [{}, {}, {}, {}, {}]
static var playing_level := false
var tile_list: Array[EditorTileSelector] = []
var tile_offsets := {}
signal level_start
var selected_tile_index := 0
var can_move_cam := true
var music_track_list: Array[String] = [ "res://Assets/Audio/BGM/Silence.json","res://Assets/Audio/BGM/Athletic.json", "res://Assets/Audio/BGM/Autumn.json", "res://Assets/Audio/BGM/Beach.json", "res://Assets/Audio/BGM/Bonus.json", "res://Assets/Audio/BGM/Bowser.json", "res://Assets/Audio/BGM/FinalBowser.json", "res://Assets/Audio/BGM/Castle.json", "res://Assets/Audio/BGM/CoinHeaven.json", "res://Assets/Audio/BGM/Desert.json", "res://Assets/Audio/BGM/Garden.json", "res://Assets/Audio/BGM/GhostHouse.json", "res://Assets/Audio/BGM/Jungle.json", "res://Assets/Audio/BGM/Mountain.json", "res://Assets/Audio/BGM/Overworld.json", "res://Assets/Audio/BGM/Pipeland.json", "res://Assets/Audio/BGM/BooRace.json", "res://Assets/Audio/BGM/Sky.json", "res://Assets/Audio/BGM/Snow.json", "res://Assets/Audio/BGM/Space.json", "res://Assets/Audio/BGM/Underground.json", "res://Assets/Audio/BGM/Underwater.json", "res://Assets/Audio/BGM/Volcano.json", "res://Assets/Audio/BGM/Airship.json"]
var music_track_names: Array[String] = ["BGM_NONE", "BGM_ATHLETIC", "BGM_AUTUMN", "BGM_BEACH", "BGM_BONUS", "BGM_BOWSER", "BGM_FINALBOWSER", "BGM_CASTLE", "BGM_COINHEAVEN", "BGM_DESERT", "BGM_GARDEN", "BGM_GHOSTHOUSE", "BGM_JUNGLE", "BGM_MOUNTAIN", "BGM_OVERWORLD", "BGM_PIPELAND", "BGM_RACE", "BGM_SKY", "BGM_SNOW", "BGM_SPACE", "BGM_UNDERGROUND", "BGM_UNDERWATER", "BGM_VOLCANO", "BGM_AIRSHIP"]
var bgm_id := 0
const MUSIC_TRACK_DIR := "res://Assets/Audio/BGM/"
var select_start := Vector2i.ZERO
var select_end := Vector2i.ZERO
signal close_confirm(save: bool)
var sub_level_id := 0
const BLANK_FILE := {"Info": {}, "Levels": [{}, {}, {}, {}, {}]}
static var level_file = {"Info": {}, "Levels": [{}, {}, {}, {}, {}]}
var current_layer := 0
@onready var tile_layer_nodes: Array[TileMapLayer] = [%TileLayer1, %TileLayer2, %TileLayer3, %TileLayer4, %TileLayer5]
@onready var entity_layer_nodes := [%EntityLayer1, %EntityLayer2, %EntityLayer3, %EntityLayer4, %EntityLayer5]
var saved_entity_layers := [null, null, null, null, null]
var copied_node: Node = null
var copied_tile_offset := Vector2.ZERO
var copied_tile_source_id := -1
var copied_tile_atlas_coors := Vector2i.ZERO
var copied_tile_terrain_id := -1
const CURSOR_ERASOR := preload("uid://d0j1my4kuapgb")
const CURSOR_PEN = preload("uid://bt0brcjv0efmw")
const CURSOR_PENCIL = preload("uid://c8oyhfvlv2gvh")
const CURSOR_RULER = preload("uid://cg2wkxnmjgplf")
const CURSOR_INSPECT = preload("uid://1l3foyjqeej")
var multi_selecting := false
var inspect_mode := false
var inspect_menu_open := false
var current_inspect_tile: Node = null
var selection_filter := ""
static var level_author := ""
static var level_desc := ""
static var level_name := ""
static var difficulty := 0
var current_terrain_id := 0
static var load_play := false
signal tile_selected(tile_selector: EditorTileSelector)
var tile_menu_open := false
signal editor_start
enum EditorState{IDLE, TILE_MENU, MODIFYING_TILE, SAVE_MENU, SELECTING_TILE_SCENE, QUITTING, PLAYTESTING, TRACK_EDITING}
var current_state := EditorState.IDLE
static var play_pipe_transition := false
static var play_door_transition := false
const BOUNDARY_CONNECT_TILE := Vector2i.ZERO
var undo_redo = UndoRedo.new()
func _ready() -> void:
$TileMenu.hide()
DiscordManager.set_discord_status("In The Level Editor...")
Global.level_editor = self
playing_level = false
menu_open = $TileMenu.visible
Global.get_node("GameHUD").hide()
Global.can_time_tick = false
for i in get_tree().get_nodes_in_group("Selectors"):
tile_list.append(i)
var idx := 0
for i in music_track_list:
if i == "": continue
$%LevelMusic.add_item(tr(music_track_names[idx]).to_upper())
idx += 1
await get_tree().process_frame
Level.start_level_path = scene_file_path
var layer_idx := 0
for i in entity_layer_nodes:
for x in i.get_children():
entity_tiles[layer_idx][x.get_meta("tile_position")] = x
if level_file != {}:
Level.can_set_time = true
$LevelLoader.load_level(Checkpoint.sublevel_id)
if Global.current_game_mode == Global.GameMode.CUSTOM_LEVEL:
$Info.hide()
%Grid.hide()
play_level()
_physics_process(0)
set_physics_process(false)
for i in [$TileMenu]:
i.queue_free()
else:
Global.current_game_mode = Global.GameMode.LEVEL_EDITOR
else:
Global.current_game_mode = Global.GameMode.LEVEL_EDITOR
for i: Player in get_tree().get_nodes_in_group("Players"):
i.recenter_camera()
%LevelName.text = level_name
%LevelAuthor.text = level_author
%Description.text = level_desc
func _physics_process(delta: float) -> void:
if current_state == EditorState.IDLE:
handle_tile_cursor()
if [EditorState.IDLE, EditorState.TRACK_EDITING].has(current_state):
handle_camera(delta)
if is_instance_valid(%ThemeName):
%ThemeName.text = Global.level_theme
handle_hud()
if Input.is_action_just_pressed("editor_open_menu"):
if current_state == EditorState.IDLE:
open_tile_menu()
elif current_state == EditorState.TILE_MENU:
close_tile_menu()
if Input.is_action_just_pressed("editor_play") and (current_state == EditorState.IDLE or current_state == EditorState.PLAYTESTING) and Global.current_game_mode == Global.GameMode.LEVEL_EDITOR:
Checkpoint.passed_checkpoints.clear()
if current_state == EditorState.PLAYTESTING:
stop_testing()
else:
play_level()
handle_layers()
func handle_hud() -> void:
$TileCursor.visible = current_state == EditorState.IDLE
$Info.visible = not playing_level
%Grid.visible = not playing_level
func quit_editor() -> void:
%QuitDialog.show()
signal level_saved
func open_tile_menu() -> void:
$TileMenu.visible = true
current_state = EditorState.TILE_MENU
for i in get_tree().get_nodes_in_group("Selectors"):
i.disabled = false
i.update_visuals()
func close_tile_menu() -> void:
$TileMenu.visible = false
current_state = EditorState.IDLE
for i in get_tree().get_nodes_in_group("Selectors"):
i.disabled = false
func save_level_before_exit() -> void:
tile_menu_open = true
open_save_dialog()
await level_saved
go_back_to_menu()
func copy_node(tile_position := Vector2i.ZERO) -> void:
if tile_layer_nodes[current_layer].get_used_cells().has(tile_position):
var terrain_id = BetterTerrain.get_cell(tile_layer_nodes[current_layer], tile_position)
if terrain_id != -2:
copied_tile_terrain_id = terrain_id
return
mode = 0
copied_tile_source_id = tile_layer_nodes[current_layer].get_cell_source_id(tile_position)
copied_tile_atlas_coors = tile_layer_nodes[current_layer].get_cell_atlas_coords(tile_position)
elif entity_tiles[current_layer].has(tile_position):
copied_node = entity_tiles[current_layer][tile_position].duplicate()
copied_tile_offset = entity_tiles[current_layer][tile_position].get_meta("tile_offset")
func cut_node(tile_position := Vector2i.ZERO) -> void:
var old_copy = copied_node
copy_node(tile_position)
if copied_node != old_copy:
remove_tile(tile_position)
func paste_node(tile_position := Vector2i.ZERO) -> void:
place_tile(tile_position, true)
func go_back_to_menu() -> void:
Global.transition_to_scene("res://Scenes/Levels/CustomLevelMenu.tscn")
func open_bindings_menu() -> void:
$TileMenu/EditorKeybindsView.open()
current_state = EditorState.SAVE_MENU
await $TileMenu/EditorKeybindsView.closed
current_state = EditorState.TILE_MENU
func open_save_dialog() -> void:
current_state = EditorState.SAVE_MENU
can_move_cam = false
%SaveLevelDialog.show()
menu_open = true
func stop_testing() -> void:
cleanup()
return_to_editor()
func cleanup() -> void:
get_tree().paused = false
Global.p_switch_timer = 0
Global.cancel_score_tally()
playing_level = !playing_level
play_pipe_transition = false
play_door_transition = false
LevelPersistance.reset_states()
KeyItem.total_collected = 0
Global.get_node("GameHUD").visible = playing_level
Global.p_switch_active = false
if Global.current_game_mode == Global.GameMode.LEVEL_EDITOR:
Global.time = $Level.time_limit
elif Level.can_set_time and playing_level:
Global.time = $Level.time_limit
Global.can_time_tick = playing_level
print(Global.can_time_tick)
func update_music() -> void:
if music_track_list[bgm_id] != "":
$Level.music = load(music_track_list[bgm_id].replace(".remap", ""))
else:
$Level.music = null
func play_level() -> void:
$TileMenu.hide()
menu_open = false
update_music()
reset_values_for_play()
%Camera.enabled = false
level_start.emit()
get_tree().call_group("Players", "editor_level_start")
parse_tiles()
if Global.current_game_mode != Global.GameMode.CUSTOM_LEVEL:
level_file = await $LevelSaver.save_level(level_name, level_author, level_desc, difficulty)
current_state = EditorState.PLAYTESTING
handle_hud()
func parse_tiles() -> void:
saved_entity_layers = [null, null, null, null, null]
var idx := 0
for i in entity_layer_nodes:
if is_instance_valid(i) == false:
continue
saved_entity_layers[idx] = i.duplicate(DUPLICATE_USE_INSTANTIATION)
if i is Player:
i.direction = 1
i.velocity = Vector2.ZERO
i.global_position = i.global_position.snapped(Vector2(8, 8))
i.ready.emit()
i.set_process_mode(Node.PROCESS_MODE_INHERIT)
idx += 1
func return_to_editor() -> void:
AudioManager.stop_all_music()
$Level.music = null
%Camera.global_position = get_viewport().get_camera_2d().get_screen_center_position()
%Camera.reset_physics_interpolation()
return_editor_tiles()
%Camera.enabled = true
%Camera.make_current()
KeyItem.total_collected = 0
Door.unlocked_doors.clear()
editor_start.emit()
current_state = EditorState.IDLE
handle_hud()
func return_editor_tiles() -> void:
for i in entity_layer_nodes:
i.queue_free()
var idx := 0
for i in entity_tiles:
i.clear()
$Level.add_child(saved_entity_layers[idx])
entity_layer_nodes[idx] = saved_entity_layers[idx]
idx += 1
var layer_idx = 0
for x in entity_layer_nodes:
x.process_mode = PROCESS_MODE_DISABLED
for i in x.get_children():
i.owner = self
var _tile_position = (Vector2i(i.global_position) - Vector2i(8, 8)) / 16
entity_tiles[layer_idx].set(i.get_meta("tile_position", Vector2i.ZERO), i)
layer_idx += 1
func handle_camera(delta: float) -> void:
var input_vector = Input.get_vector("editor_cam_left", "editor_cam_right", "editor_cam_up", "editor_cam_down")
%Camera.global_position += input_vector * (CAM_MOVE_SPEED_FAST if Input.is_action_pressed("editor_cam_fast") else CAM_MOVE_SPEED_SLOW) * delta
%Camera.global_position.y = clamp(%Camera.global_position.y, $Level.vertical_height + (get_viewport().get_visible_rect().size.y / 2), 32 - (get_viewport().get_visible_rect().size.y / 2))
%Camera.global_position.x = clamp(%Camera.global_position.x, -256 + (get_viewport().get_visible_rect().size.x / 2), INF)
func handle_layers() -> void:
if Input.is_action_just_pressed("layer_up"):
current_layer += 1
if Input.is_action_just_pressed("layer_down"):
current_layer -= 1
current_layer = clamp(current_layer, 0, entity_layer_nodes.size() - 1)
var idx := 0
for i in entity_layer_nodes:
i.z_index = 0 if current_layer == idx or playing_level else -1
i.modulate = Color(1, 1, 1, 1) if current_layer == idx or playing_level else Color(1, 1, 1, 0.5)
tile_layer_nodes[idx].modulate = i.modulate
tile_layer_nodes[idx].z_index = i.z_index - 1
%LayerDisplay.get_child(idx).modulate = Color.WHITE if current_layer == idx else Color(0.1, 0.1, 0.1, 0.5)
idx += 1
%LayerLabel.text = "Layer " + str(current_layer + 1)
func save_level() -> void:
level_author = %LevelAuthor.text
level_desc = %Description.text
level_name = %LevelName.text
difficulty = %DifficultySlider.value
var file_name = level_name.to_pascal_case() + ".lvl"
%SaveLevelDialog.hide()
menu_open = false
level_file = $LevelSaver.save_level(level_name, level_author, level_desc, difficulty)
$LevelSaver.write_file(level_file, file_name)
%SaveDialog.text = str("'") + file_name + "'" + " Saved."
%SaveAnimation.play("Show")
current_state = EditorState.TILE_MENU
level_saved.emit()
func close_save_menu() -> void:
can_move_cam = true
%SaveLevelDialog.hide()
menu_open = false
current_state = EditorState.TILE_MENU
func handle_tile_cursor() -> void:
Input.set_custom_mouse_cursor(null)
var snapped_position = ((%TileCursor.get_global_mouse_position() - CURSOR_OFFSET).snapped(Vector2(16, 16))) + CURSOR_OFFSET
%TileCursor.global_position = (snapped_position)
var old_index := selected_tile_index
var tile_position = global_position_to_tile_position(snapped_position + Vector2(-8, -8))
tile_position.y = clamp(tile_position.y, -30, 1)
tile_position.x = clamp(tile_position.x, -16, INF)
cursor_tile_position = tile_position
inspect_mode = Input.is_action_pressed("editor_inspect") and not multi_selecting
if inspect_mode and current_state == EditorState.IDLE:
handle_inspection(tile_position)
return
if Input.is_action_pressed("mb_left"):
if Input.is_action_pressed("editor_select") and not multi_selecting:
multi_select_start(tile_position)
elif Input.is_action_pressed("editor_select") == false:
multi_selecting = false
place_tile(tile_position)
Input.set_custom_mouse_cursor(CURSOR_PENCIL)
if Input.is_action_pressed("mb_right"):
if Input.is_action_pressed("editor_select") and not multi_selecting:
multi_select_start(tile_position)
Input.set_custom_mouse_cursor(CURSOR_RULER)
elif Input.is_action_pressed("editor_select") == false:
multi_selecting = false
remove_tile(tile_position)
Input.set_custom_mouse_cursor(CURSOR_ERASOR)
if current_state == EditorState.IDLE:
if Input.is_action_just_pressed("scroll_up"):
selected_tile_index += 1
if Input.is_action_just_pressed("scroll_down"):
selected_tile_index -= 1
if Input.is_action_just_pressed("editor_copy"):
copy_node(tile_position)
elif Input.is_action_just_pressed("editor_cut"):
cut_node(tile_position)
elif Input.is_action_pressed("ui_paste"):
paste_node(tile_position)
if Input.is_action_just_pressed("pick_tile"):
pick_tile(tile_position)
handle_multi_selecting(tile_position)
if old_index != selected_tile_index:
selected_tile_index = wrap(selected_tile_index, 0, tile_list.size())
on_tile_selected(tile_list[selected_tile_index])
show_scroll_preview()
func pick_tile(tile_position := Vector2i.ZERO) -> void:
if tile_layer_nodes[current_layer].get_used_cells().has(tile_position):
var terrain_id = BetterTerrain.get_cell(tile_layer_nodes[current_layer], tile_position)
if terrain_id != -2:
mode = 2
current_terrain_id = terrain_id
return
mode = 0
current_tile_source = tile_layer_nodes[current_layer].get_cell_source_id(tile_position)
current_tile_coords = tile_layer_nodes[current_layer].get_cell_atlas_coords(tile_position)
elif entity_tiles[current_layer].has(tile_position) and entity_tiles[current_layer][tile_position] is not Player:
mode = 1
current_entity_scene = load(entity_tiles[current_layer][tile_position].scene_file_path)
current_spawn_offset = entity_tiles[current_layer][tile_position].get_meta("tile_offset")
func handle_inspection(tile_position := Vector2i.ZERO) -> void:
Input.set_custom_mouse_cursor(CURSOR_INSPECT)
if Input.is_action_just_pressed("mb_left"):
if entity_tiles[current_layer].get(tile_position) != null:
open_tile_properties(entity_tiles[current_layer][tile_position])
func open_tile_properties(tile: Node2D) -> void:
var properties = get_tile_properties(tile)
if properties.is_empty():
return
current_inspect_tile = tile
%TileModifierMenu.override_scenes = tile.get_node("EditorPropertyExposer").properties_force_selector
%TileModifierMenu.properties = properties
%TileModifierMenu.editing_node = current_inspect_tile
%TileModifierMenu.open()
current_state = EditorState.MODIFYING_TILE
%TileModifierMenu.position = tile.get_global_transform_with_canvas().origin
%TileModifierMenu.position.x = clamp(%TileModifierMenu.position.x, 0, get_viewport().get_visible_rect().size.x - %TileModifierMenu.size.x - 2)
%TileModifierMenu.position.y = clamp(%TileModifierMenu.position.y, 0, get_viewport().get_visible_rect().size.y - %TileModifierMenu.size.y - 2)
await %TileModifierMenu.closed
current_state = EditorState.IDLE
func multi_select_start(tile_position := Vector2i.ZERO) -> void:
select_start = tile_position
multi_selecting = true
func handle_multi_selecting(tile_position := Vector2i.ZERO) -> void:
select_end = tile_position
%MultiSelectRect.visible = multi_selecting
var top_corner := select_start
if select_start.x > select_end.x:
top_corner.x = select_end.x
if select_start.y > select_end.y:
top_corner.y = select_end.y
%MultiSelectRect.global_position = top_corner * 16
%MultiSelectRect.size = abs(select_end - select_start) * 16 + Vector2i(16, 16)
if multi_selecting:
Input.set_custom_mouse_cursor(CURSOR_RULER)
if Input.is_action_just_released("mb_left"):
for x in abs(select_end.x - select_start.x) + 1:
for y in abs(select_end.y - select_start.y) + 1:
var position = top_corner + Vector2i(x, y)
place_tile(position)
multi_selecting = false
if Input.is_action_just_released("mb_right"):
for x in abs(select_end.x - select_start.x) + 1:
for y in abs(select_end.y - select_start.y) + 1:
var position = top_corner + Vector2i(x, y)
remove_tile(position)
multi_selecting = false
func show_scroll_preview() -> void:
$TileCursor/Previews.show()
for i in [$"TileCursor/Previews/-2", $"TileCursor/Previews/-1", $"TileCursor/Previews/0", $"TileCursor/Previews/1", $"TileCursor/Previews/2"]:
var position = selected_tile_index + int(i.name)
var selector = tile_list[wrap(position, 0, tile_list.size())]
i.texture = selector.get_node("%Icon").texture
i.get_node("Overlay").texture = selector.get_node("%SecondaryIcon").texture
i.get_node("Overlay").region_rect = selector.get_node("%SecondaryIcon").region_rect
i.region_rect = selector.get_node("%Icon").region_rect
$TileCursor/Timer.start()
await $TileCursor/Timer.timeout
$TileCursor/Previews.hide()
func open_tile_selection_menu_scene_ref(selector: TilePropertySceneRef) -> void:
open_tile_menu()
current_state = EditorState.SELECTING_TILE_SCENE
selection_filter = selector.editing_node.get_node("EditorPropertyExposer").filters[selector.tile_property_name]
for i in get_tree().get_nodes_in_group("Selectors"):
i.disabled = !i.has_meta(selection_filter)
i.update_visuals()
await tile_selected
if is_instance_valid(selector) == false:
return
selector.set_scene(current_entity_selector)
close_tile_menu()
current_state = EditorState.MODIFYING_TILE
func on_tile_selected(selector: EditorTileSelector) -> void:
mode = selector.type
current_entity_selector = selector
selected_tile_index = tile_list.find(selector)
print(selected_tile_index)
if selector.type == 1:
current_entity_scene = selector.entity_scene
current_spawn_offset = selector.tile_offset
elif selector.type == 2:
current_terrain_id = selector.terrain_id
else:
current_tile_source = selector.source_id
current_tile_coords = selector.tile_coords
current_tile_flip = Vector2(selector.flip_h, selector.flip_v)
tile_selected.emit(selector)
func reset_values_for_play() -> void:
Global.score = 0
Global.lives = 0
Global.coins = 0
cleanup()
func place_tile(tile_position := Vector2i.ZERO, use_copy := false) -> void:
$TileCursor/Previews.hide()
var mode_to_use = mode
if use_copy:
if copied_node != null:
mode_to_use = 1
elif copied_tile_terrain_id != -1:
mode_to_use = 2
else:
mode_to_use = 0
if mode_to_use == 0:
var alt_tile := 0
if current_tile_flip.x != 0:
alt_tile += TileSetAtlasSource.TRANSFORM_FLIP_H
if current_tile_flip.y != 0:
alt_tile += TileSetAtlasSource.TRANSFORM_FLIP_V
remove_tile(tile_position)
check_connect_boundary_tiles(tile_position, current_layer)
var source = current_tile_source
var atlas = current_tile_coords
if use_copy:
source = copied_tile_source_id
atlas = copied_tile_atlas_coors
tile_layer_nodes[current_layer].set_cell(tile_position, source, atlas, alt_tile)
elif mode_to_use == 2:
var terrain_id = current_terrain_id
if use_copy:
terrain_id = copied_tile_terrain_id
remove_tile(tile_position)
check_connect_boundary_tiles(tile_position, current_layer)
BetterTerrain.set_cell(tile_layer_nodes[current_layer], tile_position, terrain_id)
else:
var overlapping_tile = null
if entity_tiles[current_layer].get(tile_position) != null and current_entity_scene != null:
overlapping_tile = entity_tiles[current_layer][tile_position]
if overlapping_tile.scene_file_path == current_entity_scene.resource_path:
return
remove_tile(tile_position)
var node: Node = null
if use_copy and copied_node != null:
node = copied_node.duplicate()
var offset := Vector2i.ZERO
var off_string = EntityIDMapper.map[EntityIDMapper.get_map_id(copied_node.scene_file_path)][1].split(",")
offset = Vector2i(int(off_string[0]), int(off_string[1]))
node.global_position = (tile_position * 16) + (Vector2i(8, 8) + offset)
else:
node = current_entity_scene.instantiate()
node.global_position = (tile_position * 16) + (Vector2i(8, 8) + current_spawn_offset)
node.set_meta("tile_position", tile_position)
node.set_meta("tile_offset", current_spawn_offset)
entity_layer_nodes[current_layer].add_child(node)
node.reset_physics_interpolation()
entity_tiles[current_layer].set(tile_position, node)
BetterTerrain.update_terrain_cell(tile_layer_nodes[current_layer], tile_position, true)
func check_connect_boundary_tiles(tile_position := Vector2i.ZERO, layer := 0) -> void:
if tile_position.y > 0:
tile_layer_nodes[layer].set_cell(tile_position + Vector2i.DOWN, 6, BOUNDARY_CONNECT_TILE)
if tile_position.x <= -16:
tile_layer_nodes[layer].set_cell(tile_position + Vector2i.LEFT, 6, BOUNDARY_CONNECT_TILE)
if tile_position.y > 0 and tile_position.x <= -16:
tile_layer_nodes[layer].set_cell(tile_position + Vector2i.LEFT + Vector2i.DOWN, 6, BOUNDARY_CONNECT_TILE)
func remove_tile(tile_position := Vector2i.ZERO) -> void:
$TileCursor/Previews.hide()
tile_layer_nodes[current_layer].set_cell(tile_position, -1)
if entity_tiles[current_layer].get(tile_position) != null:
if entity_tiles[current_layer].get(tile_position) is Player:
return
entity_tiles[current_layer].get(tile_position).queue_free()
entity_tiles[current_layer].erase(tile_position)
BetterTerrain.update_terrain_cell(tile_layer_nodes[current_layer], tile_position, true)
func global_position_to_tile_position(position := Vector2.ZERO) -> Vector2i:
return Vector2i(position / 16)
func theme_selected(theme_idx := 0) -> void:
ResourceSetterNew.cache.clear()
AudioManager.current_level_theme = ""
$Level.theme = Level.THEME_IDXS[theme_idx]
Global.level_theme = $Level.theme
Global.level_theme_changed.emit()
func time_selected(time_idx := 0) -> void:
ResourceSetterNew.cache.clear()
AudioManager.current_level_theme = ""
$Level.theme_time = ["Day", "Night"][time_idx]
Global.theme_time = ["Day", "Night"][time_idx]
$Level/LevelBG.time_of_day = time_idx
Global.level_theme_changed.emit()
func music_selected(music_idx := 0) -> void:
bgm_id = music_idx
func campaign_selected(campaign_idx := 0) -> void:
ResourceSetterNew.cache.clear()
Global.current_campaign = ["SMB1", "SMBLL", "SMBS", "SMBANN"][campaign_idx]
$Level.campaign = Global.current_campaign
Global.level_theme_changed.emit()
func backscroll_toggled(new_value := false) -> void:
$Level.can_backscroll = new_value
func height_limit_changed(new_value := 0) -> void:
$Level.vertical_height = -new_value
func time_limit_changed(new_value := 0) -> void:
$Level.time_limit = new_value
func low_gravity_toggled(new_value := false) -> void:
Global.entity_gravity = 10 if new_value == false else 5
for i: Player in get_tree().get_nodes_in_group("Players"):
i.low_gravity = new_value
func transition_to_sublevel(sub_lvl_idx := 0) -> void:
Global.can_pause = false
var play_transition = playing_level
if play_transition:
await Global.do_fake_transition()
else:
level_file = $LevelSaver.save_level(level_name, level_author, level_desc, difficulty)
LevelPersistance.reset_states()
sub_level_id = sub_lvl_idx
await $LevelLoader.load_level(sub_lvl_idx)
if Settings.file.visuals.transition_animation == 0:
Global.do_fake_transition(0.1)
await get_tree().physics_frame
if (play_pipe_transition or play_door_transition) and play_transition:
parse_tiles()
if play_pipe_transition:
get_tree().call_group("Pipes", "run_pipe_check")
if play_door_transition:
get_tree().call_group("Doors", "run_door_check")
update_music()
PipeArea.exiting_pipe_id = -1
Global.can_pause = true
func _input(event: InputEvent) -> void:
if event is InputEventJoypadButton or event is InputEventJoypadMotion:
%ControllerInputWarning.show()
else:
%ControllerInputWarning.hide()
func get_tile_properties(tile: Node) -> Array:
var properties := []
var old_properties := []
if tile.get_node_or_null("EditorPropertyExposer") == null:
return []
var property_exposer: PropertyExposer = tile.get_node_or_null("EditorPropertyExposer")
old_properties = tile.get_property_list()
for i in old_properties:
if property_exposer.properties.has(i.name):
properties.append(i)
return properties
func on_tree_exited() -> void:
pass # Replace with function body.