mirror of
https://github.com/JHDev2006/Super-Mario-Bros.-Remastered-Public.git
synced 2025-10-22 15:38:14 +00:00
177 lines
4.3 KiB
GDScript
177 lines
4.3 KiB
GDScript
class_name Shell
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extends Enemy
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var moving := false
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var moving_time := 0.0
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const MOVE_SPEED := 192
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const AIR_MOVE_SPEED := 64
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var combo := 0
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@export var colour := "Green"
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var flipped := false
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var can_kick := false
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var player: Player = null
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const COMBO_VALS := [100, 200, 400, 500, 800, 1000, 2000, 4000, 5000, 8000, null]
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var wake_meter := 0.0 ## SMB1R IS WOKE
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var old_entity: Enemy = null
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var can_update := true
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var can_air_kick := false
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var times_kicked := 0
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func _ready() -> void:
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$Sprite.flip_v = flipped
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if flipped:
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$Sprite.offset.y = 1
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for i in 4:
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await get_tree().physics_frame
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can_kick = true
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$Hitbox/Collision.set_deferred("disabled", false)
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func on_player_stomped_on(stomped_player: Player) -> void:
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player = stomped_player
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if can_kick == false:
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return
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if not moving:
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direction = sign(global_position.x - stomped_player.global_position.x)
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kick(stomped_player)
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else:
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DiscoLevel.combo_meter += 10
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moving = false
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AudioManager.play_sfx("enemy_stomp", global_position)
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stomped_player.enemy_bounce_off(true, moving_time > 0.1)
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func block_bounced(_block: Block) -> void:
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velocity.y = -200
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wake_meter = 0
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func on_player_hit(hit_player: Player) -> void:
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player = hit_player
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if can_kick == false:
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return
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if not moving:
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direction = sign(global_position.x - hit_player.global_position.x )
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kick(hit_player)
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else:
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hit_player.damage()
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func award_score(award_level: int) -> void:
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if award_level >= 10:
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if Global.current_game_mode == Global.GameMode.CHALLENGE or Settings.file.difficulty.inf_lives:
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$ScoreNoteSpawner.spawn_note(10000)
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else:
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AudioManager.play_global_sfx("1_up")
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Global.lives += 1
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$ScoreNoteSpawner.spawn_one_up_note()
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else:
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$ScoreNoteSpawner.spawn_note(COMBO_VALS[award_level])
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func get_kick_award(hit_player: Player) -> int:
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var award_level = hit_player.stomp_combo + 2
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if award_level > 10:
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award_level = 10
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# Award special amounts of points if close to waking up.
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if wake_meter > 7 - 0.04:
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award_level = 9
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elif wake_meter > 7 - 0.25:
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award_level = 5
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elif wake_meter > 7 - 0.75:
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award_level = 3
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return award_level
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func kick(hit_player: Player) -> void:
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update_hitbox()
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DiscoLevel.combo_meter += 25
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moving = true
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moving_time = 0.0
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if can_air_kick:
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$ScoreNoteSpawner.spawn_note(8000)
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else:
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award_score(get_kick_award(hit_player))
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AudioManager.play_sfx("kick", global_position)
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# Limit the number of times you can kick the same shell.
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if Global.current_game_mode == Global.GameMode.CHALLENGE:
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times_kicked += 1
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if times_kicked >= 7:
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die_from_object(hit_player)
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func _physics_process(delta: float) -> void:
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handle_movement(delta)
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handle_waking(delta)
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handle_block_collision()
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if moving:
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wake_meter = 0
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moving_time += delta
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$Sprite.play("Spin")
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else:
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combo = 0
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if wake_meter > 5:
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$Sprite.play("Wake")
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else:
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$Sprite.play("Idle")
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func handle_waking(delta: float) -> void:
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wake_meter += delta * (2 if Global.second_quest else 1)
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if wake_meter >= 7:
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summon_original_entity()
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func summon_original_entity() -> void:
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old_entity.global_position = global_position
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old_entity.times_kicked = times_kicked
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add_sibling(old_entity)
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queue_free()
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func handle_block_collision() -> void:
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if not moving:
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return
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for i in $Hitbox.get_overlapping_bodies():
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if i is Block and i.global_position.y < global_position.y:
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i.shell_block_hit.emit(self)
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func add_combo() -> void:
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award_score(combo + 3)
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if combo < 7:
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combo += 1
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# Force limit on how long you can let a shell hit respawning enemies.
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if Global.current_game_mode == Global.GameMode.CHALLENGE and moving_time > 12.0:
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die()
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func update_hitbox() -> void:
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can_kick = false
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$Hitbox.get_child(0).set_deferred("disabled", true)
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for i in 2:
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await get_tree().physics_frame
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$Hitbox.get_child(0).set_deferred("disabled", false)
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await get_tree().physics_frame
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can_kick = true
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func handle_movement(delta: float) -> void:
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set_collision_layer_value(6, not moving)
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if moving:
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if is_on_wall():
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direction *= -1
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AudioManager.play_sfx("bump", global_position)
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var speed = MOVE_SPEED
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if is_on_floor() == false:
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speed = AIR_MOVE_SPEED
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velocity.x = ((speed * direction))
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elif is_on_floor():
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velocity.x = 0
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if is_on_floor() and velocity.y >= 0:
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can_air_kick = false
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velocity.y += (Global.entity_gravity / delta) * delta
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velocity.y = clamp(velocity.y, -INF, Global.entity_max_fall_speed)
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move_and_slide()
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