mirror of
https://github.com/JHDev2006/Super-Mario-Bros.-Remastered-Public.git
synced 2025-10-22 15:38:14 +00:00
136 lines
4.2 KiB
GDScript
136 lines
4.2 KiB
GDScript
class_name DiscoLevel
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extends Node
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@export var combo_meter_rate := 1.0
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@export var max_combo := 30.0
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@export var disco_lighting: Parallax2D = null
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static var combo_amount := 0:
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set(value):
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if value > combo_amount:
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combo_meter = 100
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combo_amount = value
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static var score_mult := 0
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static var combo_meter := 0.0
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static var in_disco_level := false
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static var combo_breaks := 0
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static var giving_score := false
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static var max_combo_amount := 0.0
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static var first_load := true
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static var can_meter_tick := true
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const RANK_AMOUNTS := {0: "F", 0.25: "D", 0.45: "C", 0.6: "B", 0.8: "A", 1: "S"}
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const RANKS := "FDCBASP"
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static var current_rank := ""
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static var active := false
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const S_RANK_SCORES := [
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[45000, 40000, 25000, 12000],
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[52500, 25000, 25000, 12000],
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[45000, 45000, 25000, 12000],
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[45000, 45000, 25000, 12000],
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[45000, 40000, 30000, 12000],
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[30000, 45000, 20000, 12000],
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[45000, 25000, 30000, 12000],
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[45000, 45000, 45000, 12000]
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]
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static var level_ranks := "ZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZZ"
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const RANK_IDs := ["F", "D", "C", "B", "A", "S", "P"]
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func _ready() -> void:
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active = true
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Global.current_campaign = "SMBANN"
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if get_parent().get_node_or_null("EndFlagpole") != null:
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get_parent().get_node("EndFlagpole").player_reached.connect(level_finished)
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if get_parent().get_node_or_null("CastleBridge") != null:
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get_parent().get_node("CastleBridge").victory_begin.connect(level_finished)
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can_meter_tick = true
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if DiscoLevel.first_load == true:
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max_combo_amount = max_combo
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reset_values()
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DiscoLevel.first_load = false
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in_disco_level = true
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static func reset_values() -> void:
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combo_amount = 0
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combo_meter = 0
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first_load = false
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if Global.current_campaign == "SMBANN":
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Global.score = 0
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combo_breaks = 0
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current_rank = "F"
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Player.times_hit = 0
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Global.player_power_states = "0000"
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func _physics_process(delta: float) -> void:
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if not active:
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return
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if can_meter_tick:
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combo_meter = clamp(combo_meter - 24 * combo_meter_rate * delta, 0, 100)
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if combo_meter <= 0 and combo_amount > 0 and not giving_score:
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if combo_amount > 2 or current_rank == "P" or current_rank == "S":
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AudioManager.play_global_sfx("combo_lost")
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give_points(combo_amount)
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combo_amount = 0
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combo_breaks += 1
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var old_rank = current_rank
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current_rank = "F"
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for i in RANK_AMOUNTS.keys():
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if (Global.score + (combo_amount * 500) + (Global.time * 50)) >= (S_RANK_SCORES[Global.world_num - 1][Global.level_num - 1] * i):
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current_rank = RANK_AMOUNTS[i]
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if current_rank == "S" and combo_breaks <= 0 and combo_amount >= 1:
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current_rank = "P"
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if RANKS.find(current_rank) > RANKS.find(old_rank):
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if current_rank == "S" or current_rank == "P":
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AudioManager.play_global_sfx("rank_up_2")
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elif combo_amount > 0:
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AudioManager.play_global_sfx("rank_up_1")
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elif RANKS.find(current_rank) < RANKS.find(old_rank):
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AudioManager.play_global_sfx("rank_down")
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func give_points(amount := 0) -> void:
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await get_tree().create_timer(0.5, false).timeout
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for i in amount * 4:
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Global.score += 125
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AudioManager.play_global_sfx("score")
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await get_tree().physics_frame
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AudioManager.play_global_sfx("score_end")
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AudioManager.kill_sfx("score")
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func _exit_tree() -> void:
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Global.tallying_score = false
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AudioManager.kill_sfx("score")
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func level_finished() -> void:
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if Global.world_num != 8 && Global.level_num != 4:
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SaveManager.visited_levels[SaveManager.get_level_idx(Global.world_num, Global.level_num) + 1] = "1"
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Global.score += (combo_amount * 500)
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combo_meter = 100
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_physics_process(0)
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can_meter_tick = false
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await Global.score_tally_finished
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active = false
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write_final_rank()
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func write_final_rank() -> void:
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if ChallengeModeHandler.top_challenge_scores[Global.world_num - 1][Global.level_num - 1] < Global.score:
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ChallengeModeHandler.top_challenge_scores[Global.world_num - 1][Global.level_num - 1] = Global.score
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if RANK_IDs.find(level_ranks[SaveManager.get_level_idx(Global.world_num, Global.level_num)]) < RANK_IDs.find(current_rank):
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level_ranks[SaveManager.get_level_idx(Global.world_num, Global.level_num)] = current_rank
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check_for_p_rank_achievement()
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SaveManager.write_save("SMBANN")
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func check_for_p_rank_achievement() -> void:
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if level_ranks == "PPPPPPPPPPPPPPPPPPPPPPPPPPPPPPPP":
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Global.unlock_achievement(Global.AchievementID.ANN_PRANK)
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