Files
Super-Mario-Bros.-Remastere…/Scenes/Prefabs/Autoload/NewLevelBuilder.gd
2025-10-10 21:29:26 +01:00

176 lines
6.2 KiB
GDScript

extends Node
var entity_map := {}
const base64_charset := "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/"
var sub_level_file = null
var level_file := {}
const BASE_LEVEL_SCENE: PackedScene = preload("res://Scenes/Levels/CustomLevelBase.tscn")
static var sub_levels: Array[PackedScene] = [null, null, null, null, null]
signal level_building_complete
var building = false
func _ready() -> void:
load_entity_map()
func load_level(level_file := {}) -> void:
building = true
for i in 5:
sub_levels[i] = build_sublevel(i, level_file)
level_building_complete.emit()
building = false
func build_sublevel(level_idx := 0, level_file := {}) -> PackedScene:
var level = BASE_LEVEL_SCENE.instantiate()
sub_level_file = level_file["Levels"][level_idx]
return pack_level_into_scene(build_level(level))
func pack_level_into_scene(level: Node) -> PackedScene:
var scene = PackedScene.new()
scene.pack(level)
return scene
func load_entity_map() -> void:
entity_map = JSON.parse_string(FileAccess.open(EntityIDMapper.MAP_PATH, FileAccess.READ).get_as_text())
func build_level(level: Node = null) -> Node:
if sub_level_file.is_empty():
return null
var layer_id := 0
for layer in sub_level_file["Layers"]:
for chunk_id in layer:
var chunk = layer[chunk_id]
add_tiles(level, LevelSaver.decompress_string(chunk["Tiles"]), int(chunk_id), int(layer_id))
add_entities(level, LevelSaver.decompress_string(chunk["Entities"]), int(chunk_id), int(layer_id))
layer_id += 1
apply_level_data(level, sub_level_file["Data"])
apply_bg_data(level, sub_level_file["BG"])
return level
func add_tiles(level: Node, chunk := "", chunk_id := 0, layer := 0) -> void:
for tile in chunk.split("=", false):
var tile_position := Vector2i.ZERO
var tile_atlas_position := Vector2i.ZERO
var source_id := 0
tile_position = decode_tile_position_from_chars(tile[0], tile[1], chunk_id)
source_id = base64_charset.find(tile[4])
tile_atlas_position = Vector2i(base64_charset.find(tile[2]), base64_charset.find(tile[3]))
level.get_node("TileLayer" + str(layer + 1)).set_cell(tile_position, source_id, tile_atlas_position)
func add_entities(level: Node, chunk := "", chunk_id := 0, layer := 0) -> void:
for entity in chunk.split("=", false):
var entity_id = entity.get_slice(",", 1)
var entity_chunk_position = entity.get_slice(",", 0)
var entity_tile_position = decode_tile_position_from_chars(entity_chunk_position[0], entity_chunk_position[1], chunk_id)
var entity_node: Node = null
if entity_map.has(entity_id) == false:
Global.log_error("MISSING ENTITY ID!!!! JOE FORGOT TO UPDATE THE MAP AGAIN :(")
continue
if entity_map[entity_id][0] != "res://Scenes/Prefabs/Entities/Player.tscn":
entity_node = load(entity_map[entity_id][0]).instantiate()
else:
entity_node = get_node("EntityLayer1/Player")
if entity_node == null:
continue
var offset = entity_map[entity_id][1].split(",")
entity_node.global_position = entity_tile_position * 16 + (Vector2i(8, 8) + Vector2i(int(offset[0]), int(offset[1])))
level.get_node("EntityLayer" + str(layer + 1)).add_child(entity_node)
entity_node.reset_physics_interpolation()
entity_node.owner = level
entity_node.set_meta("tile_position", entity_tile_position)
entity_node.set_meta("tile_offset", Vector2(int(offset[0]), int(offset[1])))
if entity_node.has_node("EditorPropertyExposer"):
entity_node.get_node("EditorPropertyExposer").apply_string(entity)
func reset_player(player: Player) -> void: ## Function literally here to just reset the player back to default starting, if loading into a level file, that hasnt been written yet (pipes)
player.show()
player.state_machine.transition_to("Normal")
player.global_position = Vector2(-232, 0)
func gzip_encode(text: String) -> String:
var bytes = Marshalls.base64_to_raw(text)
bytes.compress(FileAccess.COMPRESSION_GZIP)
return Marshalls.raw_to_base64(bytes)
func gzip_decode(text: String) -> String:
var bytes = Marshalls.base64_to_raw(text)
bytes.decompress_dynamic(-1, FileAccess.COMPRESSION_GZIP)
return Marshalls.raw_to_base64(bytes)
func apply_level_data(level: Level, data := "") -> void:
var split = data.split("=")
var values := []
for i in split:
if i.length() == 2:
values.append(decode_from_base64_2char(i))
elif i.length() == 1:
values.append(base64_charset.find(i))
else:
values.append(i)
level.theme = Level.THEME_IDXS[values[0]]
Global.level_theme = level.theme
level.theme_time = ["Day", "Night"][values[1]]
Global.theme_time = level.theme_time
level.campaign = ["SMB1", "SMBLL", "SMBS", "SMBANN"][values[3]]
Global.current_campaign = level.campaign
level.can_backscroll = bool(values[4])
level.vertical_height = -int(values[5])
level.time_limit = int(values[6])
ResourceSetterNew.cache.clear()
Global.level_theme_changed.emit()
func apply_bg_data(level: Node, data := "") -> void:
var split = data.split("=", false)
var id := 0
const BG_VALUES := ["primary_layer", "second_layer", "second_layer_offset", "time_of_day", "particles", "liquid_layer", "overlay_clouds"]
var SELECTORS = [%PrimaryLayer, %SecondLayer, %SecondLayerOffset, %TimeOfDay, %Particles, %LiquidLayer, %OverlayClouds]
for i in split:
var value := 0
if i.length() > 1:
value = (decode_from_base64_2char(i))
else:
value = (base64_charset.find(i))
if is_instance_valid($TileMenu):
if SELECTORS[id] is SpinBox:
SELECTORS[id].value = value
elif SELECTORS[id] is Button:
SELECTORS[id].set_pressed_no_signal(bool(value))
else:
SELECTORS[id].selected = value
level.get_node("LevelBG").set_value(value, BG_VALUES[id])
id += 1
func decode_tile_position_from_chars(char_x: String, char_y: String, chunk_idx: int) -> Vector2i:
var local_x = base64_charset.find(char_x)
var local_y = base64_charset.find(char_y)
return Vector2i(local_x + (chunk_idx * 32), local_y - 30)
func decode_from_base64_2char(encoded: String) -> int:
if encoded.length() != 2:
push_error("Encoded string must be exactly 2 characters.")
return -1
var idx1 = base64_charset.find(encoded[0])
var idx2 = base64_charset.find(encoded[1])
if idx1 == -1 or idx2 == -1:
push_error("Invalid character in base64 string.")
return -1
return (idx1 << 6) | idx2
func tile_to_chunk_idx(tile_position := Vector2i.ZERO) -> int:
return floor(tile_position.x / 32.0)