extends Control var selected_world := 0 @export var has_speedrun_stuff := false @export var has_challenge_stuff := false @export var has_disco_stuff := false @export var world_offset := 0 @export var num_of_worlds := 7 signal world_selected signal cancelled var active := false var cursor_index := 0 var starting_value := -1 const NUMBER_Y := [ "Overworld", "Underground", "Castle", "Snow", "Space", "Volcano" ] func _ready() -> void: for i in %SlotContainer.get_children(): i.focus_entered.connect(slot_focused.bind(i.get_index())) for i in get_tree().get_nodes_in_group("Particles"): start_particle(i) func start_particle(particle: GPUParticles2D) -> void: await get_tree().create_timer(randf_range(0, 5)).timeout particle.emitting = true func _process(_delta: float) -> void: if active: handle_input() Global.world_num = selected_world + 1 + world_offset func open() -> void: if starting_value == -1: starting_value = Global.world_num selected_world = Global.world_num - 1 - world_offset if has_speedrun_stuff and not Global.current_game_mode in [Global.GameMode.MARATHON, Global.GameMode.MARATHON_PRACTICE]: Global.current_game_mode = Global.GameMode.MARATHON setup_visuals() show() await get_tree().process_frame if Global.current_game_mode != Global.GameMode.CAMPAIGN: selected_world = clamp(selected_world, 0, 7) $%SlotContainer.get_child(selected_world).grab_focus() active = true func setup_visuals() -> void: var idx := 0 %Slot1.focus_neighbor_left = %Slot8.get_path() %Slot8.focus_neighbor_right = %Slot1.get_path() if Global.current_campaign == "SMBLL" && (Global.game_beaten or Global.debug_mode) && Global.current_game_mode == Global.GameMode.CAMPAIGN: %Slot1.focus_neighbor_left = %Slot13.get_path() %Slot8.focus_neighbor_right = %Slot9.get_path() for i in %SlotContainer.get_children(): if idx >= 8: i.visible = Global.current_campaign == "SMBLL" && (Global.game_beaten or Global.debug_mode) && Global.current_game_mode == Global.GameMode.CAMPAIGN if i.visible == false: idx += 1 continue var level_theme = Global.LEVEL_THEMES[Global.current_campaign][idx + world_offset] var world_visited = (SaveManager.visited_levels.substr((idx + world_offset) * 4, 4) != "0000" or Global.debug_mode or idx == 0) if world_visited == false: level_theme = "Mystery" var resource_getter = ResourceGetter.new() #Is it safe to be making a new one of these per icon? i.get_node("Icon").region_rect = CustomLevelContainer.THEME_RECTS[level_theme] 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]) i.get_node("Icon/Number").position.y = 10 if has_challenge_stuff else 17 i.get_node("Icon/Number").region_rect.position.y = clamp(NUMBER_Y.find(level_theme) * 12, 0, 9999) i.get_node("Icon/Number").region_rect.position.x = (idx + world_offset) * 12 setup_challenge_mode_bits(i.get_node("Icon/RedCoins"), i.get_node("Icon/Egg"), i.get_node("Icon/Score"), i.get_node("Icon/RedCoins/Full"), i.get_node("Icon/Egg/Full"), i.get_node("Icon/Score/Full"), idx + world_offset) setup_marathon_bits(i.get_node("Icon/Medal"), i.get_node("Icon/Medal/Full"), idx + world_offset) setup_disco_bits(i.get_node("Icon/Medal"), i.get_node("Icon/Medal/Full"), i.get_node("Icon/Medal/Full/SRankParticles"), i.get_node("Icon/Medal/Full/PRankParticles"), idx + world_offset) idx += 1 func setup_challenge_mode_bits(red_coins_outline: TextureRect, egg_outline: TextureRect, score_outline: TextureRect, red_coins: NinePatchRect, egg: NinePatchRect, score: NinePatchRect, world_num := 1) -> void: if has_challenge_stuff == false: return var red_coins_collected = [] var eggs_collected = [] var scores_collected = [] for level in 4: for i in 5: red_coins_collected.append(ChallengeModeHandler.is_coin_collected(i, ChallengeModeHandler.red_coins_collected[world_num][level])) eggs_collected.append(ChallengeModeHandler.is_coin_collected(ChallengeModeHandler.CoinValues.YOSHI_EGG, ChallengeModeHandler.red_coins_collected[world_num][level])) scores_collected.append(ChallengeModeHandler.top_challenge_scores[world_num][level] >= ChallengeModeHandler.CHALLENGE_TARGETS[Global.current_campaign][world_num][level]) for i in [red_coins_outline, egg_outline, score_outline]: i.visible = true red_coins.visible = not red_coins_collected.has(false) egg.visible = not eggs_collected.has(false) var egg_frame = 10 * (world_num % 4) egg.region_rect = Rect2(egg_frame, 0, 10, 10) score.visible = not scores_collected.has(false) func setup_marathon_bits(medal_outline: TextureRect, medal: NinePatchRect, world_num := 1) -> void: if has_speedrun_stuff == false: return var saved_medal_ids = [] for i in 4: var best_warpless_time = SpeedrunHandler.best_level_warpless_times[world_num][i] var best_any_time = SpeedrunHandler.best_level_any_times.get(str(world_num + 1) + "-" + str(i + 1), -1) var gold_warpless_time = SpeedrunHandler.LEVEL_GOLD_WARPLESS_TIMES[Global.current_campaign][world_num][i] var gold_any_time := -1.0 if SpeedrunHandler.LEVEL_GOLD_ANY_TIMES[Global.current_campaign].has(str(world_num + 1) + "-" + str(i + 1)): gold_any_time = SpeedrunHandler.LEVEL_GOLD_ANY_TIMES[Global.current_campaign][str(world_num + 1) + "-" + str(i + 1)] var medal_id = -1 for o in SpeedrunHandler.MEDAL_CONVERSIONS: var target_time = gold_warpless_time * SpeedrunHandler.MEDAL_CONVERSIONS[o] medal_id += 1 if SpeedrunHandler.met_target_time(best_warpless_time, target_time) else 0 saved_medal_ids.append(medal_id) if gold_any_time != -1: medal_id = -1 for o in SpeedrunHandler.MEDAL_CONVERSIONS: var target_time = gold_any_time * SpeedrunHandler.MEDAL_CONVERSIONS[o] medal_id += 1 if SpeedrunHandler.met_target_time(best_any_time, target_time) else 0 saved_medal_ids.append(medal_id) medal_outline.visible = true medal.visible = saved_medal_ids.min() >= 0 var medal_rect_x = saved_medal_ids.min() * 10 medal.region_rect = Rect2(10 + medal_rect_x, 10, 10, 10) func setup_disco_bits(medal_outline: TextureRect, medal: NinePatchRect, s_rank_pfx: GPUParticles2D, p_rank_pfx: GPUParticles2D, world_num := 1) -> void: if has_disco_stuff == false: return var saved_rank_ids = [] var lowest_rank = -1 for i in 4: saved_rank_ids.append(DiscoLevel.level_ranks[SaveManager.get_level_idx(world_num + 1, i + 1)]) for rank in DiscoLevel.RANK_IDs.size(): if DiscoLevel.RANK_IDs[rank] == saved_rank_ids[i] and (lowest_rank > rank + 1 or lowest_rank < 0): lowest_rank = rank + 1 medal_outline.visible = true medal.visible = lowest_rank != -1 var medal_rect_x = lowest_rank * 10 medal.region_rect = Rect2(medal_rect_x, 20, 10, 10) s_rank_pfx.visible = lowest_rank == 6 p_rank_pfx.visible = lowest_rank == 7 func handle_input() -> void: if Input.is_action_just_pressed("ui_accept"): if SaveManager.visited_levels.substr((selected_world + world_offset) * 4, 4) == "0000" and not Global.debug_mode and selected_world != 0: AudioManager.play_sfx("bump") else: select_world() elif Input.is_action_just_pressed("ui_back"): close() cleanup() cancelled.emit() return func slot_focused(idx := 0) -> void: selected_world = idx if Settings.file.audio.extra_sfx == 1: AudioManager.play_global_sfx("menu_move") func select_world() -> void: if owner is Level: owner.world_id = selected_world + world_offset + 1 Global.world_num = selected_world + world_offset + 1 world_selected.emit() close() func cleanup() -> void: await get_tree().physics_frame Global.world_num = starting_value starting_value = -1 Global.world_num = clamp(Global.world_num, 1, Level.get_world_count()) if owner is Level: owner.world_id = clamp(owner.world_id, 1, Level.get_world_count()) func close() -> void: active = false Global.world_num = 1 hide()