mirror of
https://github.com/JHDev2006/Super-Mario-Bros.-Remastered-Public.git
synced 2025-10-22 15:38:14 +00:00
109 lines
3.7 KiB
GDScript
109 lines
3.7 KiB
GDScript
extends Node2D
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signal victory_begin
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const CASTLE_COMPLETE = preload("res://Assets/Audio/BGM/CastleComplete.mp3")
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var cam_move := false
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@export_range(8, 20, 1) var length := 13
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@export var end_timer := false
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@export var do_tally := true
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signal axe_touched
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var bowser_present := true
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func _ready() -> void:
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await get_tree().physics_frame
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$Axe/CameraRightLimit._enter_tree()
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func on_area_entered(area: Area2D) -> void:
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if area.owner is Player:
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destroy_bridge(area.owner)
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func destroy_bridge(player: Player) -> void:
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Global.can_pause = false
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for i in get_tree().get_nodes_in_group("Enemies"):
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if i is BowserFlame:
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i.queue_free()
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elif i is Hammer:
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i.queue_free()
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if (end_timer and Global.current_game_mode == Global.GameMode.MARATHON) or Global.current_game_mode == Global.GameMode.MARATHON_PRACTICE:
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SpeedrunHandler.run_finished()
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if end_timer:
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if Global.world_num > 8:
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Global.unlock_achievement(Global.AchievementID.SMBLL_WORLD9)
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match Global.current_campaign:
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"SMB1": Global.unlock_achievement(Global.AchievementID.SMB1_CLEAR)
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"SMBLL": Global.unlock_achievement(Global.AchievementID.SMBLL_CLEAR)
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"SMBS": Global.unlock_achievement(Global.AchievementID.SMBS_CLEAR)
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"SMBANN": Global.unlock_achievement(Global.AchievementID.SMBANN_CLEAR)
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bowser_present = get_tree().get_first_node_in_group("Bowser") != null
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player.velocity = Vector2.ZERO
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Global.can_time_tick = false
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axe_touched.emit()
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$Axe.queue_free()
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if bowser_present:
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for i in get_tree().get_nodes_in_group("Bowser"):
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i.bridge_fall()
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get_tree().paused = true
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await get_tree().create_timer(0.5).timeout
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for i in $Bridge.get_children():
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if i.visible:
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AudioManager.play_sfx("block_break", i.global_position)
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if Settings.file.visuals.bridge_animation == 0:
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bridge_piece_break(i)
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else:
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bridge_piece_fall(i)
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await get_tree().create_timer(0.1).timeout
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await get_tree().create_timer(1.5).timeout
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get_tree().paused = false
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victory_sequence(player)
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func bridge_piece_fall(node: Node2D) -> void:
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var tween = create_tween()
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tween.set_ease(Tween.EASE_IN).set_trans(Tween.TRANS_SINE)
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tween.tween_property(node, "global_position:y", node.global_position.y + 128, 0.5)
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const BRIDGE_DESTRUCTION_PARTICLE = preload("uid://cwfjdgsyh35h6")
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func bridge_piece_break(node: Node2D) -> void:
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if Settings.file.visuals.extra_particles == 1:
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var particle = BRIDGE_DESTRUCTION_PARTICLE.instantiate()
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particle.global_position = node.global_position
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particle.process_mode = Node.PROCESS_MODE_ALWAYS
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add_sibling(particle)
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node.modulate.a = 0
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func _physics_process(delta: float) -> void:
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if cam_move and $Camera.global_position.x < Player.camera_right_limit:
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$Camera.global_position.x += 96 * delta
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$Camera.global_position.x = clamp($Camera.global_position.x, -INF, Player.camera_right_limit)
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func victory_sequence(player: Player) -> void:
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get_tree().call_group("Enemies", "flag_die")
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Global.level_complete_begin.emit()
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victory_begin.emit()
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cam_move = true
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$Camera.limit_right = Player.camera_right_limit
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$Camera.global_position = get_viewport().get_camera_2d().get_screen_center_position()
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$Camera.reset_physics_interpolation()
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player.state_machine.transition_to("LevelExit")
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$Camera.make_current()
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if Global.current_game_mode == Global.GameMode.BOO_RACE:
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AudioManager.set_music_override(AudioManager.MUSIC_OVERRIDES.RACE_WIN, 99, false)
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await AudioManager.music_override_player.finished
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Global.current_level.transition_to_next_level()
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else:
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AudioManager.set_music_override(AudioManager.MUSIC_OVERRIDES.CASTLE_COMPLETE, 99, false)
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await get_tree().create_timer(1, false).timeout
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if do_tally:
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Global.tally_time()
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func on_victory_begin() -> void:
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pass # Replace with function body.
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