Super-Mario-Bros-Remastered.../Scripts/UI/LevelSelect.gd
SkyanUltra becdf9ba77
Expanded world/level icons (#763)
* Expanded Level Icons

Level icons are now defined in their own custom JSON file (LevelIcons.json) which determines which icons will be shown, along with an area where the user can input the size of their icons for custom sizing (larger sizes will likely be a bit odd in behavior, smaller should work fine though)

Along with that, icons have been greatly expanded, with 32 new level icons available for levels to use now, (a total of 45!) along with various older icons recieving slight touch-ups. Various levels now use these new icons to better represent major recognizable elements from those levels, and to give them a bit more variation between each other.

If there are any additional level icons that would make sense for implementation, let me know. I think this should cover most of the important ones, though.

* Delete LevelIcons.png.import

* Marathon + ANN Medal Icons on World Select

Marathon mode and ANN now show the highest ranking achieved on all levels when applicable. So if you manage to get a gold medal on every level, but get a bronze on one, then it'll display a bronze medal for your world completion.

Side note: Why the fuck was the only solution to the GPU particle emitting behavior to make a massive array of node paths. I hate this! This sucks! Joe, why did you do that? And why was it the only thing I could find that worked?

* Optimized particle emitting for world/level select

* ANN now has its own menu + bugfixes

This gives ANN its own dedicated menu rather than throwing you directly into the world selection menu, which additionally fixes an issue with rendering medal icons when selecting the campaign, and a few other fixes like the DiscoResults menu not using the ANN visual settings.

* Challenge Hunt Icons + menu bugfixes

Challenge Hunt icons are now implemented, so you can see all of your red coins, eggs and score requirements if you've met them. Along with that, fixed a bug where you could enter Worlds 9-D in marathon when you aren't supposed to by selecting a story mode option and then entering marathon.

* New icons + layout change for Challenge Hunt icons

By recommendation by Vanny, Challenge Hunt icons have been changed. Along with this, all icons for progress tracking are now in their own relegated image file for separate modification, and have been updated to use white outlines similar to the world icons themselves.

* Update ChallengeModeResults.tscn

Forgot to update this to use challenge icons for the world select screen.

* Eggs cycle through color again

Accidentally got rid of this, but didn't want to update every node. It simply does it based on the world number now rather than needing to be manually set.
2025-12-02 08:30:32 -05:00

305 lines
11 KiB
GDScript

extends Control
var selected_level := 0
signal level_selected
signal cancelled
var active := false
var starting_value := -1
@export var has_speedrun_stuff := false
@export var has_challenge_stuff := false
@export var has_disco_stuff := false
const LEVEL_ICON_JSON_PATH := "res://Assets/Sprites/UI/LevelIcons/LevelIcons.json"
const LEVEL_ICONS := {
"SMB1": SMB1_ICONS,
"SMBLL": SMBLL_ICONS,
"SMBS": SMBS_ICONS,
"SMBANN": SMBANN_ICONS
}
const SMB1_ICONS := [
[
["day", [0,0]],["day", [0,4]],["day", [1,0]],["day", [1,4]],
],
[
["day", [0,2]],["day", [3,1]],["day", [1,2]],["day", [1,5]],
],
[
["day", [0,0]],["day", [0,1]],["day", [1,0]],["day", [1,4]],
],
[
["day", [0,1]],["day", [0,5]],["day", [1,3]],["day", [1,6]],
],
[
["night", [0,1]],["night", [0,3]],["night", [1,0]],["night", [1,5]],
],
[
["night", [0,0]],["night", [0,2]],["night", [1,1]],["night", [1,4]],
],
[
["night", [0,3]],["night", [0,4]],["night", [1,2]],["night", [1,5]],
],
[
["night", [0,1]],["night", [0,3]],["night", [2,0]],["night", [1,6]],
],
]
const SMBLL_ICONS := [
[
["day", [0,2]],["day", [0,7]],["day", [1,0]],["day", [1,4]],
],
[
["day", [1,2]],["day", [0,1]],["day", [1,2]],["day", [1,7]],
],
[
["day", [0,3]],["day", [3,0]],["day", [1,1]],["day", [1,6]],
],
[
["day", [0,1]],["day", [0,3]],["day", [1,1]],["day", [1,5]],
],
[
["night", [0,2]],["night", [0,6]],["night", [1,0]],["night", [1,5]],
],
[
["night", [0,0]],["night", [3,1]],["night", [1,2]],["night", [1,7]],
],
[
["night", [0,2]],["night", [1,2]],["night", [1,1]],["night", [1,5]],
],
[
["night", [0,2]],["night", [2,0]],["night", [2,2]],["night", [1,7]],
],
[
["night", [0,0]],["night", [3,6]],["night", [3,7]],["night", [4,4]],
],
[
["day", [0,2]],["day", [0,5]],["day", [1,0]],["day", [1,4]],
],
[
["day", [0,0]],["day", [3,1]],["day", [1,1]],["day", [1,6]],
],
[
["day", [0,2]],["day", [1,0]],["day", [1,1]],["day", [1,5]],
],
[
["day", [2,6]],["day", [2,6]],["day", [2,7]],["day", [1,7]],
],
]
const SMBS_ICONS := [
[
["day", [0,1]],["day", [0,4]],["day", [1,0]],["day", [1,6]],
],
[
["day", [0,0]],["day", [3,1]],["day", [1,2]],["day", [1,7]],
],
[
["day", [3,0]],["day", [1,2]],["day", [1,0]],["day", [1,4]],
],
[
["day", [0,1]],["day", [0,5]],["day", [1,3]],["day", [1,6]],
],
[
["night", [0,1]],["night", [0,0]],["night", [1,0]],["night", [1,5]],
],
[
["night", [0,1]],["night", [0,2]],["night", [1,0]],["night", [1,4]],
],
[
["night", [0,3]],["night", [3,1]],["night", [1,2]],["night", [1,7]],
],
[
["night", [1,3]],["night", [2,1]],["night", [0,7]],["night", [1,5]],
],
]
const SMBANN_ICONS := [
[
["night", [0,0]],["night", [0,4]],["night", [1,0]],["night", [1,4]],
],
[
["night", [0,2]],["night", [3,1]],["night", [1,2]],["night", [1,5]],
],
[
["night", [0,0]],["night", [0,1]],["night", [1,0]],["night", [1,4]],
],
[
["night", [0,1]],["night", [0,5]],["night", [1,3]],["night", [1,6]],
],
[
["night", [0,1]],["night", [0,3]],["night", [1,1]],["night", [1,7]],
],
[
["night", [0,0]],["night", [0,2]],["night", [1,1]],["night", [1,5]],
],
[
["night", [0,3]],["night", [3,1]],["night", [1,2]],["night", [1,5]],
],
[
["night", [0,1]],["night", [0,3]],["night", [2,0]],["night", [1,7]],
],
]
const NUMBER_Y := [
"Overworld",
"Underground",
"Castle",
"Snow",
"Space",
"Volcano"
]
func _ready() -> void:
for i in %SlotContainer.get_children():
i.focus_entered.connect(slot_selected.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.level_num = selected_level + 1
func open() -> void:
if starting_value == -1:
starting_value = Global.level_num
print([Global.level_num, starting_value])
selected_level = Global.level_num - 1
setup_level_icon_data()
setup_visuals()
update_pb()
show()
$%SlotContainer.get_child(selected_level).grab_focus()
await get_tree().create_timer(0.1).timeout
active = true
var visited_levels := "0000"
const ICON_DAY := preload("res://Assets/Sprites/UI/LevelIcons/DayLevelIcons.png")
const ICON_NIGHT := preload("res://Assets/Sprites/UI/LevelIcons/NightLevelIcons.png")
const ICON_LOCKED := preload("res://Assets/Sprites/UI/LevelIcons/LockedLevelIcon.png")
var icon_size := [56, 32]
func setup_level_icon_data() -> void:
var json = JSON.parse_string(FileAccess.open(LEVEL_ICON_JSON_PATH, FileAccess.READ).get_as_text())
icon_size = json.icon_size
for key in json.icon_data:
if get(key) is Dictionary and json.icon_data[key] is Dictionary:
Global.merge_dict(get(key), json.icon_data[key])
else:
set(key, json.icon_data[key])
func setup_visuals() -> void:
%MarathonBits.visible = Global.current_game_mode == Global.GameMode.MARATHON_PRACTICE
%ChallengeBits.visible = Global.current_game_mode == Global.GameMode.CHALLENGE
var idx := 0
for i in %SlotContainer.get_children():
if i.visible == false:
continue
var level_theme = Global.LEVEL_THEMES[Global.current_campaign][Global.world_num - 1]
visited_levels = (SaveManager.visited_levels.substr((Global.world_num - 1) * 4, 4))
var level_visited = SaveManager.visited_levels[SaveManager.get_level_idx(Global.world_num, idx + 1)] != "0" or Global.debug_mode
var cur_level = LEVEL_ICONS[Global.current_campaign][Global.world_num - 1][idx]
var cur_icon = ICON_LOCKED if not level_visited else ICON_NIGHT if cur_level[0] == "night" else ICON_DAY
var grid_size = [cur_icon.get_width() - icon_size[0], cur_icon.get_height() - icon_size[1]]
var clamp_icon = clamp([cur_level[1][0] * icon_size[0], cur_level[1][1] * icon_size[1]], [0, 0], grid_size)
i.get_node("Icon").texture = cur_icon
i.get_node("Icon").region_rect = Rect2(clamp_icon[0], clamp_icon[1], icon_size[0], icon_size[1])
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) * 12
i.get_node("Icon/RankMedal").visible = Global.current_campaign == "SMBANN"
i.get_node("ChallengeModeBits").visible = Global.current_game_mode == Global.GameMode.CHALLENGE
if Global.current_game_mode == Global.GameMode.CHALLENGE:
setup_challenge_mode_bits(i.get_node("ChallengeModeBits"), idx + 1)
if Global.current_campaign == "SMBANN":
i.get_node("Icon/RankMedal").frame = "ZFDCBASP".find(DiscoLevel.level_ranks[SaveManager.get_level_idx(Global.world_num, idx + 1)])
i.get_node("Icon/RankMedal/SRankParticles").visible = i.get_node("Icon/RankMedal").frame == 6
i.get_node("Icon/RankMedal/PRankParticles").visible = i.get_node("Icon/RankMedal").frame == 7
idx += 1
func setup_challenge_mode_bits(container: HBoxContainer, level_num := 1) -> void:
for i in [container.get_node("1"), container.get_node("2"), container.get_node("3"), container.get_node("4"), container.get_node("5"), container.get_node("6")]:
var collected = ChallengeModeHandler.is_coin_collected(int(i.name) - 1, ChallengeModeHandler.red_coins_collected[Global.world_num - 1][level_num - 1])
i.get_node("Full").visible = collected
container.get_node("Score/Full").visible = ChallengeModeHandler.top_challenge_scores[Global.world_num - 1][level_num - 1] >= ChallengeModeHandler.CHALLENGE_TARGETS[Global.current_campaign][Global.world_num - 1][level_num - 1]
func update_score() -> void:
if has_challenge_stuff == false: return
var target = ChallengeModeHandler.CHALLENGE_TARGETS[Global.current_campaign][Global.world_num - 1][selected_level]
%ScoreTarget.text = "/" + str(target)
%HighScore.text = "SCORE: " + ("-----" if ChallengeModeHandler.top_challenge_scores[Global.world_num - 1][selected_level] <= 0 else str(int(ChallengeModeHandler.top_challenge_scores[Global.world_num - 1][selected_level])).pad_zeros(5))
func update_pb() -> void:
if has_speedrun_stuff == false: return
var best_warpless_time = SpeedrunHandler.best_level_warpless_times[Global.world_num - 1][selected_level]
var best_any_time = SpeedrunHandler.best_level_any_times.get(str(Global.world_num) + "-" + str(selected_level + 1), -1)
%FullRunPB.text = "--:--:--" if best_warpless_time == -1 else SpeedrunHandler.gen_time_string(SpeedrunHandler.format_time(best_warpless_time))
%WarpRunPB.text = "--:--:--" if best_any_time == -1 else SpeedrunHandler.gen_time_string(SpeedrunHandler.format_time(best_any_time))
%Flag.visible = selected_level < 3
%Axe.visible = selected_level >= 3
$Panel/MarginContainer/VBoxContainer/MarathonBits/VBoxContainer/Warp.modulate = Color.WHITE if SpeedrunHandler.WARP_LEVELS[Global.current_campaign].has(str(Global.world_num) + "-" + str(selected_level + 1)) else Color(0.25, 0.25, 0.25)
var gold_warpless_time = SpeedrunHandler.LEVEL_GOLD_WARPLESS_TIMES[Global.current_campaign][Global.world_num - 1][selected_level]
var gold_any_time := -1.0
if SpeedrunHandler.LEVEL_GOLD_ANY_TIMES[Global.current_campaign].has(str(Global.world_num) + "-" + str(selected_level + 1)):
gold_any_time = SpeedrunHandler.LEVEL_GOLD_ANY_TIMES[Global.current_campaign][str(Global.world_num) + "-" + str(selected_level + 1)]
for i in %FullRunMedals.get_children():
var target_time = gold_warpless_time * SpeedrunHandler.MEDAL_CONVERSIONS[i.get_index()]
i.get_node("Full").visible = SpeedrunHandler.met_target_time(best_warpless_time, target_time)
if gold_any_time != -1:
for i in %WarpRunMedals.get_children():
var target_time = gold_any_time * SpeedrunHandler.MEDAL_CONVERSIONS[i.get_index()]
i.get_node("Full").visible = SpeedrunHandler.met_target_time(best_any_time, target_time)
else:
for i in %WarpRunMedals.get_children():
i.get_node("Full").hide()
func handle_input() -> void:
selected_level = clamp(selected_level, 0, 3)
if Input.is_action_just_pressed("ui_accept"):
if visited_levels[selected_level] == "0" and selected_level != 0 and not Global.debug_mode:
AudioManager.play_sfx("bump")
else:
select_world()
elif Input.is_action_just_pressed("ui_back"):
close()
cleanup()
cancelled.emit()
return
func select_world() -> void:
if owner is Level:
owner.level_id = selected_level + 1
Global.level_num = selected_level + 1
level_selected.emit()
close()
func slot_selected(idx := 0) -> void:
selected_level = idx
update_pb()
update_score()
if Settings.file.audio.extra_sfx == 1:
AudioManager.play_global_sfx("menu_move")
func cleanup() -> void:
await get_tree().process_frame
Global.level_num = starting_value
starting_value = -1
Global.level_num = clamp(Global.level_num, 1, 4)
if owner is Level:
owner.level_id = clamp(owner.level_id, 1, 8)
func close() -> void:
active = false
hide()
func on_level_selected() -> void:
pass # Replace with function body.