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- extends Node
- var entity_map := {}
- @onready var editor: LevelEditor = owner
- const base64_charset := "ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/"
- @onready var level: Level = $"../Level"
- @onready var level_bg: LevelBG = $"../Level/LevelBG"
- var sub_level_file = null
- func _ready() -> void:
- load_entity_map()
- func load_level(level_idx := 0) -> void:
- clear_level()
- sub_level_file = editor.level_file["Levels"][level_idx]
- build_level()
- func clear_level() -> void:
- for layer in 5:
- for i in editor.entity_layer_nodes[layer].get_children():
- if i is Player:
- reset_player(i)
- continue
- i.queue_free()
- var connect_tiles = editor.tile_layer_nodes[layer].get_used_cells_by_id(0, Vector2i(13, 8))
- editor.tile_layer_nodes[layer].clear()
- for i in connect_tiles:
- editor.tile_layer_nodes[layer].set_cell(i, 0, Vector2i(13, 8))
- editor.entity_tiles = [{}, {}, {}, {}, {}]
- func load_entity_map() -> void:
- entity_map = JSON.parse_string(FileAccess.open(EntityIDMapper.MAP_PATH, FileAccess.READ).get_as_text())
- func build_level() -> void:
- if sub_level_file.is_empty():
- return
- var layer_id := 0
- for layer in sub_level_file["Layers"]:
- for chunk_id in layer:
- var chunk = layer[chunk_id]
- add_tiles(LevelSaver.decompress_string(chunk["Tiles"]), int(chunk_id), int(layer_id))
- add_entities(LevelSaver.decompress_string(chunk["Entities"]), int(chunk_id), int(layer_id))
- layer_id += 1
- apply_level_data(sub_level_file["Data"])
- apply_bg_data(sub_level_file["BG"])
- func add_tiles(chunk := "", chunk_id := 0, layer := 0) -> void:
- for tile in chunk.split("=", false):
- var tile_position := Vector2i.ZERO
- var tile_atlas_position := Vector2i.ZERO
- var source_id := 0
-
- tile_position = decode_tile_position_from_chars(tile[0], tile[1], chunk_id)
- source_id = base64_charset.find(tile[4])
- tile_atlas_position = Vector2i(base64_charset.find(tile[2]), base64_charset.find(tile[3]))
- editor.tile_layer_nodes[layer].set_cell(tile_position, source_id, tile_atlas_position)
- func add_entities(chunk := "", chunk_id := 0, layer := 0) -> void:
- for entity in chunk.split("=", false):
- var entity_id = entity.get_slice(",", 1)
- var entity_chunk_position = entity.get_slice(",", 0)
- var entity_tile_position = decode_tile_position_from_chars(entity_chunk_position[0], entity_chunk_position[1], chunk_id)
- var entity_node: Node = null
- if entity_map.has(entity_id) == false:
- Global.log_error("MISSING ENTITY ID!!!! JOE FORGOT TO UPDATE THE MAP AGAIN :(")
- continue
- if entity_map[entity_id][0] != "res://Scenes/Prefabs/Entities/Player.tscn":
- entity_node = load(entity_map[entity_id][0]).instantiate()
- else:
- entity_node = get_tree().get_first_node_in_group("Players")
- var offset = entity_map[entity_id][1].split(",")
- entity_node.global_position = entity_tile_position * 16 + (Vector2i(8, 8) + Vector2i(int(offset[0]), int(offset[1])))
- editor.entity_layer_nodes[layer].add_child(entity_node)
- entity_node.reset_physics_interpolation()
- entity_node.owner = editor
- editor.entity_tiles[layer][entity_tile_position] = entity_node
- entity_node.set_meta("tile_position", entity_tile_position)
- entity_node.set_meta("tile_offset", Vector2(int(offset[0]), int(offset[1])))
- if entity_node.has_node("EditorPropertyExposer"):
- entity_node.get_node("EditorPropertyExposer").apply_string(entity)
- func reset_player(player: Player) -> void: ## Function literally here to just reset the player back to default starting, if loading into a level file, that hasnt been written yet (pipes)
- player.show()
- player.state_machine.transition_to("Normal")
- player.global_position = Vector2(-232, 0)
- func gzip_encode(text: String) -> String:
- var bytes = Marshalls.base64_to_raw(text)
- bytes.compress(FileAccess.COMPRESSION_GZIP)
- return Marshalls.raw_to_base64(bytes)
- func gzip_decode(text: String) -> String:
- var bytes = Marshalls.base64_to_raw(text)
- bytes.decompress_dynamic(-1, FileAccess.COMPRESSION_GZIP)
- return Marshalls.raw_to_base64(bytes)
- func apply_level_data(data := "") -> void:
- var split = data.split("=")
- var values := []
- for i in split:
- if i.length() == 2:
- values.append(decode_from_base64_2char(i))
- elif i.length() == 1:
- values.append(base64_charset.find(i))
- else:
- values.append(i)
- level.theme = Level.THEME_IDXS[values[0]]
- Global.level_theme = level.theme
- level.theme_time = ["Day", "Night"][values[1]]
- Global.theme_time = level.theme_time
- editor.bgm_id = values[2]
- level.campaign = ["SMB1", "SMBLL", "SMBS", "SMBANN"][values[3]]
- Global.current_campaign = level.campaign
- level.can_backscroll = bool(values[4])
- level.vertical_height = -int(values[5])
- level.time_limit = int(values[6])
- %ThemeTime.selected = values[1]
- %LevelMusic.selected = values[2]
- %Campaign.selected = values[3]
- %BackScroll.set_pressed_no_signal(bool(values[4]))
- %HeightLimit.value = values[5]
- %TimeLimit.value = values[6]
- %SubLevelID.selected = editor.sub_level_id
- ResourceSetterNew.cache.clear()
- Global.level_theme_changed.emit()
- func apply_bg_data(data := "") -> void:
- var split = data.split("=", false)
- var id := 0
-
- const BG_VALUES := ["primary_layer", "second_layer", "second_layer_offset", "time_of_day", "particles", "liquid_layer", "overlay_clouds"]
- var SELECTORS = [%PrimaryLayer, %SecondLayer, %SecondLayerOffset, %TimeOfDay, %Particles, %LiquidLayer, %OverlayClouds]
- for i in split:
- var value := 0
- if i.length() > 1:
- value = (decode_from_base64_2char(i))
- else:
- value = (base64_charset.find(i))
- if SELECTORS[id] is SpinBox:
- SELECTORS[id].value = value
- elif SELECTORS[id] is Button:
- SELECTORS[id].set_pressed_no_signal(bool(value))
- else:
- SELECTORS[id].selected = value
- level_bg.set_value(value, BG_VALUES[id])
- id += 1
-
- func decode_tile_position_from_chars(char_x: String, char_y: String, chunk_idx: int) -> Vector2i:
-
- var local_x = base64_charset.find(char_x)
- var local_y = base64_charset.find(char_y)
- return Vector2i(local_x + (chunk_idx * 32), local_y - 30)
- func decode_from_base64_2char(encoded: String) -> int:
- if encoded.length() != 2:
- push_error("Encoded string must be exactly 2 characters.")
- return -1
- var idx1 = base64_charset.find(encoded[0])
- var idx2 = base64_charset.find(encoded[1])
- if idx1 == -1 or idx2 == -1:
- push_error("Invalid character in base64 string.")
- return -1
- return (idx1 << 6) | idx2
- func tile_to_chunk_idx(tile_position := Vector2i.ZERO) -> int:
- return floor(tile_position.x / 32.0)
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