mirror of
https://github.com/JHDev2006/Super-Mario-Bros.-Remastered-Public.git
synced 2025-10-22 15:38:14 +00:00

This was supposed to be a quick quality of life addition for the Title Screen that applied the save and theme to the menu, but then I discovered a new bug I had to bypass with the character palette when doing it. So I ended up doing a bit more related to the Title Screen as a result. I also *had* a function which checks for the number of valid folders within the Pck to see how many worlds there are, but I think it might've been a bit slow so I replaced it with constant values. - Save for the currently loaded campaign gets applied on startup - Backing out of World 9 and over keeps you on said worlds at the title screen - Added Skyland and Volcano to SMB1 themes since it shares most of its themes with Lost Levels - Fixed Title Screen Stars for the Volcano Theme
103 lines
3.2 KiB
GDScript
103 lines
3.2 KiB
GDScript
extends Control
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var selected_world := 0
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@export var world_offset := 0
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@export var num_of_worlds := 7
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signal world_selected
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signal cancelled
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var active := false
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var cursor_index := 0
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var starting_value := -1
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const NUMBER_Y := [
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"Overworld",
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"Underground",
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"Castle",
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"Snow",
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"Space",
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"Volcano"
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]
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func _ready() -> void:
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for i in %SlotContainer.get_children():
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i.focus_entered.connect(slot_focused.bind(i.get_index()))
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func _process(_delta: float) -> void:
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if active:
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handle_input()
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Global.world_num = selected_world + 1 + world_offset
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func open() -> void:
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if starting_value == -1:
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starting_value = Global.world_num
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selected_world = Global.world_num - 1 - world_offset
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setup_visuals()
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show()
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await get_tree().process_frame
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$%SlotContainer.get_child(selected_world).grab_focus()
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active = true
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func setup_visuals() -> void:
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var idx := 0
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%Slot1.focus_neighbor_left = %Slot8.get_path()
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%Slot8.focus_neighbor_right = %Slot1.get_path()
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if Global.current_campaign == "SMBLL" && (Global.game_beaten or Global.debug_mode) && Global.current_game_mode == Global.GameMode.CAMPAIGN:
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%Slot1.focus_neighbor_left = %Slot13.get_path()
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%Slot8.focus_neighbor_right = %Slot9.get_path()
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for i in %SlotContainer.get_children():
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if idx >= 8:
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i.visible = Global.current_campaign == "SMBLL" && (Global.game_beaten or Global.debug_mode) && Global.current_game_mode == Global.GameMode.CAMPAIGN
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if i.visible == false:
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idx += 1
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continue
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var level_theme = Global.LEVEL_THEMES[Global.current_campaign][idx + world_offset]
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var world_visited = (SaveManager.visited_levels.substr((idx + world_offset) * 4, 4) != "0000" or Global.debug_mode or idx == 0)
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if world_visited == false:
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level_theme = "Mystery"
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var resource_getter = ResourceGetter.new() #Is it safe to be making a new one of these per icon?
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i.get_node("Icon").region_rect = CustomLevelContainer.THEME_RECTS[level_theme]
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i.get_node("Icon").texture = resource_getter.get_resource(CustomLevelContainer.ICON_TEXTURES[0 if (idx <= 3 or idx >= 8) and Global.current_campaign != "SMBANN" else 1])
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i.get_node("Icon/Number").region_rect.position.y = clamp(NUMBER_Y.find(level_theme) * 12, 0, 9999)
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i.get_node("Icon/Number").region_rect.position.x = (idx + world_offset) * 12
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idx += 1
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func handle_input() -> void:
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if Input.is_action_just_pressed("ui_accept"):
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if SaveManager.visited_levels.substr((selected_world + world_offset) * 4, 4) == "0000" and not Global.debug_mode and selected_world != 0:
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AudioManager.play_sfx("bump")
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else:
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select_world()
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elif Input.is_action_just_pressed("ui_back"):
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close()
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cleanup()
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cancelled.emit()
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return
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func slot_focused(idx := 0) -> void:
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selected_world = idx
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func select_world() -> void:
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if owner is Level:
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owner.world_id = selected_world + world_offset + 1
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Global.world_num = selected_world + world_offset + 1
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world_selected.emit()
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close()
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func cleanup() -> void:
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await get_tree().physics_frame
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Global.world_num = starting_value
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starting_value = -1
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Global.world_num = clamp(Global.world_num, 1, Level.get_world_count())
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if owner is Level:
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owner.world_id = clamp(owner.world_id, 1, Level.get_world_count())
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func close() -> void:
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active = false
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Global.world_num = 1
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hide()
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