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https://github.com/JHDev2006/Super-Mario-Bros.-Remastered-Public.git
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This is just a bunch of bugfixes I did while I was working on the Multiplayer Support PR. I know I should've kept them separate, but then I'd also be dealing with said bugs. So this PR adds most of the bugfixes I did while working on Multiplayer. - De-globalized Pipe SFX from Pipe Cutscene (helps with lowering audio) - De-globalized 1-up SFX for Players - Removed an error log spam with the `ResourceSetter`s (involving connecting already connected signals) - Made sure to insert "BaseAssets" folder into the FIRST slot in the Resource Packs array. - Replaced `"BaseAssets"` for the above fix with `Godot.ROM_PACK_NAME` - Removed unused `"character"` setting from `SettingsManager` - Reset P-Switch timer when `Global.reset_values()` is called. Fixes bug when pressing a P-Switch and immediately restarting the level. - Added Skid SFX to `AudioManager` - Added slightly longer delay for when pausing with a controller (it can easily unpause before you press the button again) - Null check if LevelBG is in the level or not (for added for test levels)
31 lines
717 B
GDScript
31 lines
717 B
GDScript
class_name PipeCutscene
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extends Level
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static var seen_cutscene := false
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func _enter_tree() -> void:
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Global.game_paused = false
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theme = WORLD_THEMES[Global.current_campaign][Global.world_num]
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if Global.world_num > 4 and Global.world_num <= 8:
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theme_time = "Night"
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else:
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theme_time = "Day"
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Global.level_theme = theme
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Global.theme_time = theme_time
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func _ready() -> void:
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Global.current_level = null
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seen_cutscene = true
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first_load = true
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$Music.play()
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func update_next_level_info() -> void:
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pass
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func go_to_level() -> void:
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first_load = true
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Global.transition_to_scene(LevelTransition.level_to_transition_to)
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func play_pipe_sfx() -> void:
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AudioManager.play_sfx("pipe", $Player1.global_position)
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