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- extends Node2D
- signal victory_begin
- const CASTLE_COMPLETE = preload("res://Assets/Audio/BGM/CastleComplete.mp3")
- var cam_move := false
- @export_range(8, 20, 1) var length := 13
- @export var end_timer := false
- @export var do_tally := true
- signal axe_touched
- var bowser_present := true
- func _ready() -> void:
- await get_tree().physics_frame
- $Axe/CameraRightLimit._enter_tree()
- func on_area_entered(area: Area2D) -> void:
- if area.owner is Player:
- destroy_bridge(area.owner)
- func destroy_bridge(player: Player) -> void:
- Global.can_pause = false
- for i in get_tree().get_nodes_in_group("Enemies"):
- if i is BowserFlame:
- i.queue_free()
- elif i is Hammer:
- i.queue_free()
- if (end_timer and Global.current_game_mode == Global.GameMode.MARATHON) or Global.current_game_mode == Global.GameMode.MARATHON_PRACTICE:
- SpeedrunHandler.run_finished()
-
- if end_timer:
- if Global.world_num > 8:
- Global.unlock_achievement(Global.AchievementID.SMBLL_WORLD9)
- match Global.current_campaign:
- "SMB1": Global.unlock_achievement(Global.AchievementID.SMB1_CLEAR)
- "SMBLL": Global.unlock_achievement(Global.AchievementID.SMBLL_CLEAR)
- "SMBS": Global.unlock_achievement(Global.AchievementID.SMBS_CLEAR)
- "SMBANN": Global.unlock_achievement(Global.AchievementID.SMBANN_CLEAR)
-
- bowser_present = get_tree().get_first_node_in_group("Bowser") != null
- player.velocity = Vector2.ZERO
- Global.can_time_tick = false
- axe_touched.emit()
- $Axe.queue_free()
- if bowser_present:
- for i in get_tree().get_nodes_in_group("Bowser"):
- i.bridge_fall()
- get_tree().paused = true
- await get_tree().create_timer(0.5).timeout
- for i in $Bridge.get_children():
- if i.visible:
- AudioManager.play_sfx("block_break", i.global_position)
- if Settings.file.visuals.bridge_animation == 0:
- bridge_piece_break(i)
- else:
- bridge_piece_fall(i)
- await get_tree().create_timer(0.1).timeout
- await get_tree().create_timer(1.5).timeout
- get_tree().paused = false
- victory_sequence(player)
- func bridge_piece_fall(node: Node2D) -> void:
- var tween = create_tween()
- tween.set_ease(Tween.EASE_IN).set_trans(Tween.TRANS_SINE)
- tween.tween_property(node, "global_position:y", node.global_position.y + 128, 0.5)
- const BRIDGE_DESTRUCTION_PARTICLE = preload("uid://cwfjdgsyh35h6")
- func bridge_piece_break(node: Node2D) -> void:
- var particle = BRIDGE_DESTRUCTION_PARTICLE.instantiate()
- particle.global_position = node.global_position
- particle.process_mode = Node.PROCESS_MODE_ALWAYS
- add_sibling(particle)
- node.modulate.a = 0
- func _physics_process(delta: float) -> void:
- if cam_move and $Camera.global_position.x < Player.camera_right_limit:
- $Camera.global_position.x += 96 * delta
- $Camera.global_position.x = clamp($Camera.global_position.x, -INF, Player.camera_right_limit)
- func victory_sequence(player: Player) -> void:
- get_tree().call_group("Enemies", "flag_die")
- Global.level_complete_begin.emit()
- victory_begin.emit()
- cam_move = true
- $Camera.limit_right = Player.camera_right_limit
- $Camera.global_position = get_viewport().get_camera_2d().get_screen_center_position()
- $Camera.reset_physics_interpolation()
- player.state_machine.transition_to("LevelExit")
- $Camera.make_current()
- if Global.current_game_mode == Global.GameMode.BOO_RACE:
- AudioManager.set_music_override(AudioManager.MUSIC_OVERRIDES.RACE_WIN, 99, false)
- await AudioManager.music_override_player.finished
- Global.current_level.transition_to_next_level()
- else:
- AudioManager.set_music_override(AudioManager.MUSIC_OVERRIDES.CASTLE_COMPLETE, 99, false)
- await get_tree().create_timer(1, false).timeout
- if do_tally:
- Global.tally_time()
- func on_victory_begin() -> void:
- pass # Replace with function body.
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