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Fixes #3664 - Cutscenes with Best time completed#3761

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tiagocosta26:fix-best-time-cutscenes
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Fixes #3664 - Cutscenes with Best time completed#3761
tiagocosta26 wants to merge 1 commit into
SuperTux:masterfrom
tiagocosta26:fix-best-time-cutscenes

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The cutscenes "Nobody Home" and "The Root Of The Problem" were incorrectly displaying level statistics.

To resolve this, I implemented the following changes:

  • .stl files: Updated the (statistics) block to ensure HUD elements like time and badguys are disabled.
  • castle_cutscene.nut: Removed an unnecessary 'wait(0)' before start_cutscene() to ensure the sequence triggers immediately and correctly.
  • worldmap.stwm (World 1): Replaced a placeholder name string with an invisible sprite for the castle cutscene node, preventing debug text from appearing to the player.
  • ghosttree_cutscene.stl: Added the missing 'trigger_state' to the init-script to properly initialize the cutscene logic.

Closes #3664

The cutscenes "Nobody Home" and "The Root Of The Problem" were
incorrectly displaying level statistics.

To resolve this, I implemented the following changes:
- .stl files: Updated the (statistics) block to ensure
  HUD elements like time and badguys are disabled.
- castle_cutscene.nut: Removed an unnecessary 'wait(0)'
  before start_cutscene() to ensure the sequence triggers
  immediately and correctly.
- worldmap.stwm (World 1): Replaced a placeholder name
  string with an invisible sprite for the castle cutscene
  node, preventing debug text from appearing to the player.
- ghosttree_cutscene.stl: Added the missing 'trigger_state'
  to the init-script to properly initialize the cutscene logic.

Closes SuperTux#3664
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[Bug]: Story mode: cutscenes with Best time completed

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