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A big thank you to @jdaster64 and @DeadSyntaxdev for their work on the previous classic physics PRs, as without them I would not have been able to pull the values used in those PRs and recreate them at all. - Implements CLASSIC_PARAMETERS, an alternate set of parameters to PHYSICS_PARAMETERS which is utilized based on your current Physics Behavior setting. - The values used in CLASSIC_PARAMETERS were lifted from #646, but they may need more tweaking. - Implements a setting under Difficulty for Physics Behavior, with options for Modern and Classic (the default being modern) - Many, many new physics parameters. - Jump Speed, Jump Gravity and Fall Gravity are all split up into Idle, Walk and Run variants based on your current speed. - Those thresholds have their own parameters, being "Jump Walk/Run Threshold" - Implemented "Classic Bounce Behavior" which replicates the original SMB's bounce mechanics when active, disabling the ability to bounce higher on enemies unless you have upwards velocity. - Implemented "Skid Stop Threshold", used for determining when the game considers your velocity low enough to stop you from skidding. - Implemented "Can Instant Stop Skid", which implements the classic SMB behavior of setting your velocity to 0 if the player's speed is low enough while skidding (determined by Skid Stop Threshold) - Implemented "Lock Air Accel", which implements the classic SMB behavior that prevents the player from surpassing walking speed while in the air when enabled (unless they're jumping off of a trampoline) - Split up "Air Accel" into "Air Walk/Run Accel", which do exactly what they sound like they do. - Implemented "Can Backwards Accel Run", which when disabled implements the classic SMB behavior of using your air walk acceleration at running speed while backwards accelerating. - Implemented "Air Backwards Accel Mult" which controls a multiplier linked to your acceleration while moving backwards, which is ported behavior from classic SMB. - Split up "Climb Speed" into variants for "Climb Up/Down Speed" which work exactly how you think they do. (Note: Climbing down in the original SMB is far faster, which is why this is here. I tried my best to eyeball the speed, change it however you want, though.) - Implemented "Swim Decel" which does exactly what it sounds like it does. - Renamed a few parameters to be more accurate (namely "Bounce Height" to "Bounce Speed", "Power State Range" to "Power Tier Range", etc. - New projectile parameters. - Rework of the "destroy on hit" param into its own "pierce count" parameter against enemies, with negative values serving as infinite pierce. - New hitrate parameter, to grant piercing projectiles a cooldown rate to hit the same enemy multiple times (i.e. SMB3 Hammer Suit hammers,) with negative values serving as original behavior to only hit an enemy once in its area. - New move speed cap parameter, which lets you set a minimum and maximum speed a projectile can travel horizontally. - New bounce count parameter, to set a maximum bounce count to prevent a projectile from sticking around for too long. - Removed folder limitation on projectile/particle file pathing. Go wild. (Also, commented a debug print in AudioManager.)
38 lines
1.3 KiB
GDScript
38 lines
1.3 KiB
GDScript
extends Node2D
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const LOW_STRENGTH := -300
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const HIGH_STRENGTH := -450
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func bounce_player(player: Player) -> void:
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$Sprite.play("Bounce")
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$AnimationPlayer.stop()
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if player.global_position.y + 8 < global_position.y:
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player.velocity.x *= 0.8
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if Global.player_action_pressed("jump", player.player_id):
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player.gravity = player.calculate_speed_param("JUMP_GRAVITY")
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player.jump_cancelled = false
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player.velocity.y = HIGH_STRENGTH
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player.has_jumped = true
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AudioManager.play_sfx("bumper_high", global_position)
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else:
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AudioManager.play_sfx("bumper", global_position)
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player.velocity.y = LOW_STRENGTH
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else:
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player.velocity = global_position.direction_to(player.global_position) * 200
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if Global.player_action_pressed("jump", player.player_id):
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player.gravity = player.calculate_speed_param("JUMP_GRAVITY")
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player.velocity.y = LOW_STRENGTH
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player.has_jumped = true
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AudioManager.play_sfx("bumper_high", global_position)
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else:
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AudioManager.play_sfx("bumper", global_position)
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refresh_hitbox()
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$AnimationPlayer.play("Bounce")
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await $AnimationPlayer.animation_finished
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$Sprite.play("Idle")
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func refresh_hitbox() -> void:
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$PlayerDetection/CollisionShape2D.set_deferred("disabled", true)
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await get_tree().physics_frame
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$PlayerDetection/CollisionShape2D.set_deferred("disabled", false)
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