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* Global.gd now has an extra variable for current room type * ResourceSetterNew.gd now has variation category for room types The state variable also had to include the room type, since it wouldn't update properly when entering a bonus room from a level that's already underground * LevelClass.gd sets room type on update_theme A new function, get_room_type() allows for the level's room type to be detected, which can easily be overwritten by other level classes. Bonus Rooms are detected by comparing the level's scene path to a pre-defined list of bonus rooms. * Added get_room_type() to CoinHeaven.gd * Added get_room_type() to PipeCutscene.gd Also updates the room type in _enter_tree() since update_theme() isn't called here. * Added get_room_type() to TitleScreen.gd
35 lines
828 B
GDScript
35 lines
828 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.current_room = get_room_type()
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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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func get_room_type() -> Global.Room:
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return Global.Room.PIPE_CUTSCENE
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