Files
Super-Mario-Bros.-Remastere…/Scripts/Parts/LevelTransition.gd
2025-10-10 21:29:26 +01:00

153 lines
5.9 KiB
GDScript

class_name LevelTransition
extends Node
const PIPE_CUTSCENE_LEVELS := {
"SMB1": [[1, 2], [2, 2], [4, 2], [7, 2]],
"SMBLL": [[1, 2], [3, 2], [5, 2], [6, 2], [10, 2], [11, 2]],
"SMBS": [[1, 2], [2, 2], [3, 1], [7, 2], [8, 3]],
"SMBANN": []
}
const PIPE_CUTSCENE_OVERRIDE := {
"SMB1": {[2, 2]: "res://Scenes/Levels/PipeCutsceneWater.tscn", [7, 2]: "res://Scenes/Levels/PipeCutsceneWater.tscn"},
"SMBLL": {[3, 2]: "res://Scenes/Levels/PipeCutsceneWater.tscn", [11, 2]: "res://Scenes/Levels/PipeCutsceneWater.tscn"},
"SMBS": {[3, 1]: "res://Scenes/Levels/SMBS/SPCastlePipeCutscene.tscn", [7, 2]: "res://Scenes/Levels/PipeCutsceneWater.tscn"},
"SMBANN": {}
}
var can_transition := false
var level_best_time := 0.0
static var level_to_transition_to := "res://Scenes/Levels/World1/1-1.tscn":
set(value):
level_to_transition_to = value
pass
@export var text_shadows: Array[Label] = []
func _ready() -> void:
WarpPipeArea.has_warped = false
Global.level_theme = "Underground"
$BG/Control/MarathonPB.visible = Global.current_game_mode == Global.GameMode.MARATHON_PRACTICE
$BG/Control/LivesCount.visible = Global.current_game_mode != Global.GameMode.MARATHON_PRACTICE
Level.can_set_time = true
ResourceSetterNew.cache.clear()
ResourceSetterNew.property_cache.clear()
AudioManager.current_level_theme = ""
Level.vine_return_level = ""
Level.vine_warp_level = ""
Level.in_vine_level = false
Global.p_switch_active = false
Lakitu.present = false
Global.p_switch_timer = -1
if Checkpoint.passed_checkpoints.is_empty() == false:
Door.unlocked_doors = Checkpoint.unlocked_doors.duplicate()
else:
Door.unlocked_doors = []
if Global.current_campaign == "SMBANN":
DiscoLevel.reset_values()
DiscoLevel.first_load = true
if Global.current_game_mode == Global.GameMode.MARATHON_PRACTICE:
Global.clear_saved_values()
if SpeedrunHandler.ghost_enabled:
SpeedrunHandler.load_best_marathon()
SpeedrunHandler.ghost_active = false
show_best_time()
Level.first_load = true
SpeedrunHandler.ghost_idx = -1
SpeedrunHandler.timer_active = false
SpeedrunHandler.timer = 0
get_tree().call_group("PlayerGhosts", "delete")
get_tree().paused = false
AudioManager.stop_music_override(AudioManager.MUSIC_OVERRIDES.NONE, true)
AudioManager.music_player.stop()
PipeArea.exiting_pipe_id = -1
var world_num = str(Global.world_num)
if world_num == "-1":
world_num = " "
if Global.world_num >= 10:
world_num = ["A", "B", "C", "D"][Global.world_num % 10]
var lvl_idx := SaveManager.get_level_idx(Global.world_num, Global.level_num)
SaveManager.visited_levels[lvl_idx] = "1"
if Global.current_game_mode == Global.GameMode.CAMPAIGN:
SaveManager.write_save(Global.current_campaign)
DiscordManager.set_discord_status("Playing " + Global.current_campaign + ": " + str(world_num) + "-" + str(Global.level_num))
$BG/Control/WorldNum.text = str(world_num) +"-" + str(Global.level_num)
if [Global.GameMode.CUSTOM_LEVEL, Global.GameMode.LEVEL_EDITOR].has(Global.current_game_mode):
$BG/Control/LivesCount.text = "☠ * " + str(Global.total_deaths)
elif Settings.file.difficulty.inf_lives:
$BG/Control/LivesCount.text = "* ∞"
elif Global.lives < 100:
$BG/Control/LivesCount.text = "* " + (str(Global.lives).lpad(2, " "))
else:
$BG/Control/LivesCount.text = "* ♕"
if Global.current_game_mode == Global.GameMode.CHALLENGE:
handle_challenge_mode_transition()
if Global.current_game_mode == Global.GameMode.CUSTOM_LEVEL:
$BG/Control/World.hide()
$BG/Control/WorldNum.hide()
%CustomLevelAuthor.show()
%CustomLevelName.show()
%CustomLevelAuthor.text = "By " + LevelEditor.level_author
%CustomLevelName.text = LevelEditor.level_name
await get_tree().create_timer(0.1, false).timeout
if Global.current_game_mode != Global.GameMode.CUSTOM_LEVEL:
can_transition = true
$Timer.start()
else:
if NewLevelBuilder.sub_levels == [null, null, null, null, null]:
NewLevelBuilder.load_level(LevelEditor.level_file)
transition()
func handle_challenge_mode_transition() -> void:
$BG/Control/LivesCount.hide()
$BG/Control/Sprite.hide()
%ChallengeScore.show()
%ChallengeScoreText.show()
%ChallengeScoreText/Target.show()
%ChallengeCoins2.show()
%ChallengeCoins.show()
%ChallengeScoreText.text = str(Global.score)
var idx = 0
for i in %ChallengeCoins.get_children():
if ChallengeModeHandler.is_coin_collected(idx, ChallengeModeHandler.red_coins_collected[Global.world_num - 1][Global.level_num - 1]):
i.frame = 1
else:
i.frame = 0
idx += 1
%ChallengeScoreText/Target.text = "/ " + str(ChallengeModeHandler.CHALLENGE_TARGETS[Global.current_campaign][Global.world_num - 1][Global.level_num - 1])
func transition() -> void:
Global.can_time_tick = true
if PIPE_CUTSCENE_LEVELS[Global.current_campaign].has([Global.world_num, Global.level_num]) and not PipeCutscene.seen_cutscene and Global.current_game_mode != Global.GameMode.MARATHON_PRACTICE and Global.current_game_mode !=Global.GameMode.BOO_RACE:
if PIPE_CUTSCENE_OVERRIDE[Global.current_campaign].has([Global.world_num, Global.level_num]):
Global.transition_to_scene(PIPE_CUTSCENE_OVERRIDE[Global.current_campaign][[Global.world_num, Global.level_num]])
else:
Global.transition_to_scene("res://Scenes/Levels/PipeCutscene.tscn")
elif Global.current_game_mode != Global.GameMode.CUSTOM_LEVEL:
Global.transition_to_scene(level_to_transition_to)
else:
await get_tree().create_timer(0.25, false).timeout
Global.transition_to_scene(NewLevelBuilder.sub_levels[Checkpoint.sublevel_id])
func show_best_time() -> void:
var best_time = SpeedrunHandler.best_time
if SpeedrunHandler.best_time <= 0:
$BG/Control/MarathonPB.text = "\nNO PB"
return
var string = "PB\n" + SpeedrunHandler.gen_time_string(SpeedrunHandler.format_time(SpeedrunHandler.best_time))
$BG/Control/MarathonPB.text = string
func _process(_delta: float) -> void:
if can_transition:
if Input.is_action_just_pressed("ui_accept") or Input.is_action_just_pressed("jump_0"):
transition()
func _exit_tree() -> void:
Global.death_load = false