adding physics object statue

This commit is contained in:
2023-01-30 17:52:27 -05:00
parent 73120c4f35
commit d3dcbc153a
14 changed files with 652 additions and 401 deletions

View File

@@ -1,6 +1,6 @@
extends CharacterBody2D
@export var speed:int = 50
@export var speed:int = 150
@export var max_speed:int = 350
@export var push_power:int = 50 + speed
@onready var health := max_health
@@ -12,10 +12,7 @@ extends CharacterBody2D
@onready var player := get_node(".")
#Animation
@onready var anim_tree = $AnimationTree
@onready var atk_str := "parameters/attacking/current"
@onready var mov_str := "parameters/moving/current"
@onready var damage_str := "parameters/damaged/current"
@onready var disabled_str := "parameters/disabled/current"
@onready var anim_mode = anim_tree.get("parameters/playback")
#Other
@export var value:int = 0
@@ -49,6 +46,8 @@ signal player_killed
func _ready():
if not is_multiplayer_authority(): return
print("Setting IDLE")
#anim_mode.travel("idle")
func value_changed_func(amount: int) -> void:
@@ -58,9 +57,11 @@ func value_changed_func(amount: int) -> void:
func set_disabled(is_disabled:bool):
player_disabled = is_disabled
if is_disabled:
anim_tree.set(disabled_str, 1)
anim_tree.set("parameters/DamageOneShot/request", 1)
#anim_tree.set(disabled_str, 1)
else:
anim_tree.set(disabled_str, 0)
pass
#anim_tree.set(disabled_str, 0)
func speed_changed_func(amount: int) -> void:
speed = speed + amount
@@ -74,9 +75,11 @@ func speed_changed_func(amount: int) -> void:
# reset our invulnerability animations
func _on_invulnerable_timer_timeout():
anim_tree.set(damage_str, 0)
pass
#anim_tree.set(damage_str, 0)
func health_changed_func(amount: int):
print("Health DAMAGED!")
if amount < 0:
if invulnerability_timer.is_stopped():
invulnerability_timer.start()
@@ -87,13 +90,20 @@ func health_changed_func(amount: int):
#TODO: Respawn char
else:
print("Setting health frame: ", health)
anim_tree.set(damage_str, 1)
#anim_tree.set(damage_str, 1)
else:
health = health + amount
emit_signal("health_changed", health)
func set_animation_state():
if(velocity != Vector2.ZERO):
anim_tree.travel("walk")
else:
pass
#anim_tree.travel("idle")
func attack_finished():
anim_tree.set(atk_str, 0)
#anim_tree.set(atk_str, 0)
is_attacking = false
func get_input():
@@ -117,10 +127,16 @@ func get_input():
is_attacking = true
if player_facing == "left":
player_sprite.flip_h = true
anim_tree.set(atk_str, 1)
print("Attacking!")
#anim_tree.set("parameters/AttackOneShot/active", true)
anim_tree.set("parameters/AttackOneShot/request", 1)
#anim_tree.set(atk_str, 1)
else:
player_sprite.flip_h = false
anim_tree.set(atk_str, 1)
anim_tree.set("parameters/AttackOneShot/request", 1)
#anim_tree.set(atk_str, 1)
#anim_mode.travel("attack")
next_attack_time = now + attack_speed
if equipped:
pass
#spawned_item = load(ItemDatabase.Castable_objects[equipped.item_name]).instantiate()
@@ -133,31 +149,27 @@ func get_input():
#next_attack_time = now + attack_speed
velocity = Vector2()
var direction : String
# if not input_active:
# return
if Input.is_action_pressed("right") and not is_attacking:
player_facing = "right"
player_sprite.flip_h = false
velocity.x += 1
anim_tree.set(mov_str, 1)
if Input.is_action_pressed("left") and not is_attacking:
player_sprite.flip_h = true
player_facing = "left"
velocity.x -= 1
anim_tree.set(mov_str, 1)
if Input.is_action_pressed("down") and not is_attacking:
direction = "down"
velocity.y += 1
anim_tree.set(mov_str, 1)
if Input.is_action_pressed("up") and not is_attacking:
direction = "up"
velocity.y -= 1
anim_tree.set(mov_str, 1)
velocity = velocity.normalized() * speed
if velocity == Vector2.ZERO:
anim_tree.set(mov_str, 0)
anim_tree.set("parameters/walkIdleBlend/blend_amount", 1)
else:
anim_tree.set("parameters/walkIdleBlend/blend_amount", 0)
func _physics_process(delta):
# if not is_multiplayer_authority():
@@ -174,8 +186,11 @@ func _physics_process(delta):
if collider.is_in_group("moveable"):
var normal = collision.get_normal()
collider.apply_central_impulse(-collision.get_normal() * push_power)
# push back the player when player pushed
#player_hit.is_player_hit = true
#player_hit.hit_velocity = push_power * .1
if player_hit.is_player_hit:
if player_hit.is_player_hit: # moves player over time
velocity = Vector2.ZERO
set_disabled(true)
player_hit.is_player_hit = false
@@ -192,6 +207,9 @@ func _physics_process(delta):
# $Networking.flipped_h = player_sprite.flip_h
# $Networking.sync_frame_coords = player_sprite.get_frame_coords()
func move_player(c_velocity: Vector2):
# rpc(&'update_movement', velocity)
var collided = move_and_collide(c_velocity)

View File

@@ -1,12 +1,59 @@
[gd_scene load_steps=9 format=3 uid="uid://c1gncjamuavvs"]
[gd_scene load_steps=20 format=3 uid="uid://c1gncjamuavvs"]
[ext_resource type="Script" path="res://Characters/test_player/test_player.gd" id="1_6aci1"]
[ext_resource type="Texture2D" uid="uid://cs5o8bykug82q" path="res://Characters/test_player/WARRIOR SKELETON SS 2.png" id="1_8pmbp"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_8xegc"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_a08cb"]
size = Vector2(22, 20)
[sub_resource type="Animation" id="Animation_ue5sa"]
[sub_resource type="Animation" id="Animation_1103t"]
resource_name = "attack"
length = 0.65
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Sprite2D:frame_coords")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.2, 0.4, 0.6),
"transitions": PackedFloat32Array(1, 1, 1, 1),
"update": 1,
"values": [Vector2i(0, 5), Vector2i(1, 5), Vector2i(2, 5), Vector2i(3, 5)]
}
[sub_resource type="Animation" id="Animation_vnyb5"]
resource_name = "damage"
step = 0.01
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Sprite2D:self_modulate")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.0001, 0.05, 0.1, 0.14, 0.18, 0.23, 0.28, 0.32, 0.36, 0.41, 0.46, 0.5, 0.54, 0.59, 0.64, 0.68, 0.72, 0.77, 0.82, 0.86, 0.9, 0.95, 1),
"transitions": PackedFloat32Array(1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1, 1),
"update": 1,
"values": [Color(0.792157, 0.0901961, 0.0901961, 1), Color(0.792157, 0.0901961, 0.0901961, 1), Color(0.792157, 0.0901961, 0.0901961, 1), Color(1, 1, 1, 1), Color(1, 1, 1, 1), Color(0.792157, 0.0901961, 0.0901961, 1), Color(0.792157, 0.0901961, 0.0901961, 1), Color(1, 1, 1, 1), Color(1, 1, 1, 1), Color(0.792157, 0.0901961, 0.0901961, 1), Color(0.792157, 0.0901961, 0.0901961, 1), Color(1, 1, 1, 1), Color(1, 1, 1, 1), Color(0.792157, 0.0901961, 0.0901961, 1), Color(0.792157, 0.0901961, 0.0901961, 1), Color(1, 1, 1, 1), Color(1, 1, 1, 1), Color(0.792157, 0.0901961, 0.0901961, 1), Color(0.792157, 0.0901961, 0.0901961, 1), Color(1, 1, 1, 1), Color(1, 1, 1, 1), Color(0.792157, 0.0901961, 0.0901961, 1), Color(0.792157, 0.0901961, 0.0901961, 1), Color(1, 1, 1, 1)]
}
[sub_resource type="Animation" id="Animation_gq32v"]
resource_name = "die"
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Sprite2D:frame_coords")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.2, 0.4, 0.6, 0.9),
"transitions": PackedFloat32Array(1, 1, 1, 1, 1),
"update": 1,
"values": [Vector2i(0, 4), Vector2i(1, 4), Vector2i(2, 4), Vector2i(3, 4), Vector2i(4, 4)]
}
[sub_resource type="Animation" id="Animation_r2lqp"]
resource_name = "idle"
length = 2.0
loop_mode = 1
@@ -23,10 +70,10 @@ tracks/0/keys = {
"values": [Vector2i(0, 0), Vector2i(1, 0), Vector2i(2, 0), Vector2i(3, 0), Vector2i(4, 0)]
}
[sub_resource type="Animation" id="Animation_o87wd"]
[sub_resource type="Animation" id="Animation_psmw8"]
resource_name = "walk"
length = 2.5
loop_mode = 1
step = 0.01
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
@@ -34,62 +81,99 @@ tracks/0/path = NodePath("Sprite2D:frame_coords")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.4, 0.8, 1.2, 1.6, 2.1),
"times": PackedFloat32Array(0, 0.17, 0.34, 0.51, 0.74, 0.96),
"transitions": PackedFloat32Array(1, 1, 1, 1, 1, 1),
"update": 1,
"values": [Vector2i(0, 1), Vector2i(1, 1), Vector2i(2, 1), Vector2i(3, 1), Vector2i(4, 1), Vector2i(5, 1)]
}
[sub_resource type="Animation" id="Animation_6p4h5"]
resource_name = "attack"
length = 0.65
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Sprite2D:frame_coords")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.2, 0.4, 0.6),
"transitions": PackedFloat32Array(1, 1, 1, 1),
"update": 1,
"values": [Vector2i(0, 5), Vector2i(1, 5), Vector2i(2, 5), Vector2i(3, 5)]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_0a2an"]
[sub_resource type="AnimationLibrary" id="AnimationLibrary_rx5pu"]
_data = {
"attack": SubResource("Animation_6p4h5"),
"idle": SubResource("Animation_ue5sa"),
"walk": SubResource("Animation_o87wd")
"attack": SubResource("Animation_1103t"),
"damage": SubResource("Animation_vnyb5"),
"die": SubResource("Animation_gq32v"),
"idle": SubResource("Animation_r2lqp"),
"walk": SubResource("Animation_psmw8")
}
[sub_resource type="AnimationNodeBlendTree" id="AnimationNodeBlendTree_h4jmi"]
nodes/output/position = Vector2(900, 140)
[sub_resource type="AnimationNodeOneShot" id="AnimationNodeOneShot_7kx25"]
[node name="test_player" type="CharacterBody2D"]
[sub_resource type="AnimationNodeOneShot" id="AnimationNodeOneShot_gm2dr"]
[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_cl8pn"]
animation = &"attack"
[sub_resource type="AnimationNodeOneShot" id="AnimationNodeOneShot_tyu0k"]
[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_f5cnp"]
animation = &"damage"
[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_4qn65"]
animation = &"die"
[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_kqkvd"]
animation = &"idle"
[sub_resource type="AnimationNodeBlend2" id="AnimationNodeBlend2_66hu3"]
[sub_resource type="AnimationNodeAnimation" id="AnimationNodeAnimation_jxg51"]
animation = &"walk"
[sub_resource type="AnimationNodeBlendTree" id="AnimationNodeBlendTree_6ake6"]
graph_offset = Vector2(-1059.2, -82.3198)
nodes/AttackOneShot/node = SubResource("AnimationNodeOneShot_7kx25")
nodes/AttackOneShot/position = Vector2(-320, 60)
nodes/DieOneShot/node = SubResource("AnimationNodeOneShot_gm2dr")
nodes/DieOneShot/position = Vector2(-120, 180)
nodes/attack_anim/node = SubResource("AnimationNodeAnimation_cl8pn")
nodes/attack_anim/position = Vector2(-560, 200)
nodes/damageOneShot/node = SubResource("AnimationNodeOneShot_tyu0k")
nodes/damageOneShot/position = Vector2(100, 320)
nodes/damage_anim/node = SubResource("AnimationNodeAnimation_f5cnp")
nodes/damage_anim/position = Vector2(-200, 460)
nodes/die_anim/node = SubResource("AnimationNodeAnimation_4qn65")
nodes/die_anim/position = Vector2(-440, 340)
nodes/idle_anim/node = SubResource("AnimationNodeAnimation_kqkvd")
nodes/idle_anim/position = Vector2(-940, 60)
nodes/output/position = Vector2(400, 340)
nodes/walkIdleBlend/node = SubResource("AnimationNodeBlend2_66hu3")
nodes/walkIdleBlend/position = Vector2(-660, -40)
nodes/walk_anim/node = SubResource("AnimationNodeAnimation_jxg51")
nodes/walk_anim/position = Vector2(-920, -80)
node_connections = [&"output", 0, &"damageOneShot", &"AttackOneShot", 0, &"walkIdleBlend", &"AttackOneShot", 1, &"attack_anim", &"DieOneShot", 0, &"AttackOneShot", &"DieOneShot", 1, &"die_anim", &"damageOneShot", 0, &"DieOneShot", &"damageOneShot", 1, &"damage_anim", &"walkIdleBlend", 0, &"walk_anim", &"walkIdleBlend", 1, &"idle_anim"]
[node name="test_player" type="CharacterBody2D" groups=["player"]]
script = ExtResource("1_6aci1")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2(1, 2)
shape = SubResource("RectangleShape2D_8xegc")
shape = SubResource("RectangleShape2D_a08cb")
[node name="Sprite2D" type="Sprite2D" parent="."]
z_index = 1
texture = ExtResource("1_8pmbp")
hframes = 6
vframes = 6
frame = 33
[node name="AnimationPlayer" type="AnimationPlayer" parent="."]
libraries = {
"": SubResource("AnimationLibrary_0a2an")
"": SubResource("AnimationLibrary_rx5pu")
}
[node name="AnimationTree" type="AnimationTree" parent="."]
tree_root = SubResource("AnimationNodeBlendTree_h4jmi")
tree_root = SubResource("AnimationNodeBlendTree_6ake6")
anim_player = NodePath("../AnimationPlayer")
active = true
parameters/AttackOneShot/active = false
parameters/AttackOneShot/request = 0
parameters/DieOneShot/active = false
parameters/DieOneShot/request = 0
parameters/damageOneShot/active = false
parameters/damageOneShot/request = 0
parameters/walkIdleBlend/blend_amount = 1.0
[node name="player_cam" type="Camera2D" parent="."]
modulate = Color(0, 0, 0, 1)
current = true
[node name="InvulnerableTimer" type="Timer" parent="."]

View File

@@ -7,9 +7,13 @@ const Player = preload("res://Characters/test_player/test_player.tscn")
# Called when the node enters the scene tree for the first time.
func _ready():
var level_1 = Level1.instantiate()
var spawn_location = level_1.get_node("PlayerSpawnLocation")
spawn_location.set_visible(false)
manager.add_child(level_1)
var new_player = Player.instantiate()
manager.add_child(new_player)
new_player.set_position(spawn_location.get_position())

View File

@@ -0,0 +1,11 @@
[gd_scene load_steps=2 format=3 uid="uid://bfv4b6j4eunqj"]
[ext_resource type="Texture2D" uid="uid://cgtkkroa583fo" path="res://TileSets/Stuff.png" id="1_3afh2"]
[node name="PlayerSpawnLocation" type="Node2D"]
[node name="Sprite2D" type="Sprite2D" parent="."]
scale = Vector2(3, 3)
texture = ExtResource("1_3afh2")
region_enabled = true
region_rect = Rect2(0, 42, 5, 6)

File diff suppressed because one or more lines are too long

View File

@@ -0,0 +1,27 @@
extends RigidBody2D
@onready var rigid_body = get_node(".")
@onready var last_velocity:Vector2 = Vector2(0,0)
@onready var current_player:CharacterBody2D = null
@export var initial_impulse:Vector2 = Vector2(0,0)
# Called when the node enters the scene tree for the first time.
func _ready():
print("Statue Ready!")
if initial_impulse != Vector2.ZERO:
rigid_body.apply_central_impulse(initial_impulse)
func _on_body_entered(body):
print("body entered! ")
if body.is_in_group("player"):
print("Player collided!")
current_player = body
current_player.player_hit.is_player_hit = true
current_player.player_hit.hit_velocity = last_velocity
if last_velocity.x > 50 or last_velocity.y < -50 or last_velocity.x < -50 or last_velocity.y > 50:
current_player.health_changed_func(-1)
rigid_body.set_sleeping(true)

View File

@@ -0,0 +1,32 @@
[gd_scene load_steps=5 format=3 uid="uid://ca4ghctk5gllj"]
[ext_resource type="Texture2D" uid="uid://cgtkkroa583fo" path="res://TileSets/Stuff.png" id="1_462gd"]
[ext_resource type="Script" path="res://PhysicsObjects/HandStatue/HandStatue.gd" id="1_ap0lt"]
[sub_resource type="PhysicsMaterial" id="PhysicsMaterial_ho34d"]
friction = 0.54
rough = true
bounce = 0.76
[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_uay4g"]
radius = 9.0
height = 34.0
[node name="HandStatue" type="RigidBody2D" groups=["moveable"]]
physics_material_override = SubResource("PhysicsMaterial_ho34d")
contact_monitor = true
lock_rotation = true
script = ExtResource("1_ap0lt")
initial_impulse = Vector2(200, 0)
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2(0, -4)
shape = SubResource("CapsuleShape2D_uay4g")
[node name="Texture2D" type="Sprite2D" parent="."]
position = Vector2(0, -4)
texture = ExtResource("1_462gd")
region_enabled = true
region_rect = Rect2(48, 36, 16, 28)
[connection signal="body_entered" from="." to="." method="_on_body_entered"]

335
TileSets/Main_Floor.tscn Normal file
View File

@@ -0,0 +1,335 @@
[gd_scene load_steps=4 format=3 uid="uid://xx7r8n56lx21"]
[ext_resource type="Texture2D" uid="uid://wutfmaxi51g5" path="res://TileSets/Tileset1.png" id="1_c8rgw"]
[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_uvkoi"]
texture = ExtResource("1_c8rgw")
0:0/0 = 0
0:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
0:0/0/physics_layer_0/angular_velocity = 0.0
1:0/0 = 0
1:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
1:0/0/physics_layer_0/angular_velocity = 0.0
2:0/0 = 0
2:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
2:0/0/physics_layer_0/angular_velocity = 0.0
3:0/0 = 0
3:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
3:0/0/physics_layer_0/angular_velocity = 0.0
4:0/0 = 0
4:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
4:0/0/physics_layer_0/angular_velocity = 0.0
5:0/0 = 0
5:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
5:0/0/physics_layer_0/angular_velocity = 0.0
6:0/0 = 0
6:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
6:0/0/physics_layer_0/angular_velocity = 0.0
7:0/0 = 0
7:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
7:0/0/physics_layer_0/angular_velocity = 0.0
8:0/0 = 0
8:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
8:0/0/physics_layer_0/angular_velocity = 0.0
9:0/0 = 0
9:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
9:0/0/physics_layer_0/angular_velocity = 0.0
0:1/0 = 0
0:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
0:1/0/physics_layer_0/angular_velocity = 0.0
0:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
1:1/0 = 0
1:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
1:1/0/physics_layer_0/angular_velocity = 0.0
1:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
2:1/0 = 0
2:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
2:1/0/physics_layer_0/angular_velocity = 0.0
2:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
3:1/0 = 0
3:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
3:1/0/physics_layer_0/angular_velocity = 0.0
3:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
4:1/0 = 0
4:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
4:1/0/physics_layer_0/angular_velocity = 0.0
4:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
5:1/0 = 0
5:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
5:1/0/physics_layer_0/angular_velocity = 0.0
6:1/0 = 0
6:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
6:1/0/physics_layer_0/angular_velocity = 0.0
7:1/0 = 0
7:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
7:1/0/physics_layer_0/angular_velocity = 0.0
8:1/0 = 0
8:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
8:1/0/physics_layer_0/angular_velocity = 0.0
9:1/0 = 0
9:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
9:1/0/physics_layer_0/angular_velocity = 0.0
0:2/0 = 0
0:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
0:2/0/physics_layer_0/angular_velocity = 0.0
0:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
1:2/0 = 0
1:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
1:2/0/physics_layer_0/angular_velocity = 0.0
1:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
2:2/0 = 0
2:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
2:2/0/physics_layer_0/angular_velocity = 0.0
2:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
3:2/0 = 0
3:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
3:2/0/physics_layer_0/angular_velocity = 0.0
3:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
4:2/0 = 0
4:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
4:2/0/physics_layer_0/angular_velocity = 0.0
4:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
5:2/0 = 0
5:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
5:2/0/physics_layer_0/angular_velocity = 0.0
6:2/0 = 0
6:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
6:2/0/physics_layer_0/angular_velocity = 0.0
7:2/0 = 0
7:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
7:2/0/physics_layer_0/angular_velocity = 0.0
8:2/0 = 0
8:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
8:2/0/physics_layer_0/angular_velocity = 0.0
9:2/0 = 0
9:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
9:2/0/physics_layer_0/angular_velocity = 0.0
0:3/0 = 0
0:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
0:3/0/physics_layer_0/angular_velocity = 0.0
0:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
1:3/0 = 0
1:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
1:3/0/physics_layer_0/angular_velocity = 0.0
1:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
2:3/0 = 0
2:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
2:3/0/physics_layer_0/angular_velocity = 0.0
2:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
3:3/0 = 0
3:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
3:3/0/physics_layer_0/angular_velocity = 0.0
3:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
4:3/0 = 0
4:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
4:3/0/physics_layer_0/angular_velocity = 0.0
4:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
5:3/0 = 0
5:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
5:3/0/physics_layer_0/angular_velocity = 0.0
5:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
6:3/0 = 0
6:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
6:3/0/physics_layer_0/angular_velocity = 0.0
7:3/0 = 0
7:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
7:3/0/physics_layer_0/angular_velocity = 0.0
8:3/0 = 0
8:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
8:3/0/physics_layer_0/angular_velocity = 0.0
9:3/0 = 0
9:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
9:3/0/physics_layer_0/angular_velocity = 0.0
0:4/0 = 0
0:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
0:4/0/physics_layer_0/angular_velocity = 0.0
0:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
1:4/0 = 0
1:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
1:4/0/physics_layer_0/angular_velocity = 0.0
1:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
2:4/0 = 0
2:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
2:4/0/physics_layer_0/angular_velocity = 0.0
3:4/0 = 0
3:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
3:4/0/physics_layer_0/angular_velocity = 0.0
4:4/0 = 0
4:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
4:4/0/physics_layer_0/angular_velocity = 0.0
5:4/0 = 0
5:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
5:4/0/physics_layer_0/angular_velocity = 0.0
6:4/0 = 0
6:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
6:4/0/physics_layer_0/angular_velocity = 0.0
7:4/0 = 0
7:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
7:4/0/physics_layer_0/angular_velocity = 0.0
8:4/0 = 0
8:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
8:4/0/physics_layer_0/angular_velocity = 0.0
9:4/0 = 0
9:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
9:4/0/physics_layer_0/angular_velocity = 0.0
0:5/0 = 0
0:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
0:5/0/physics_layer_0/angular_velocity = 0.0
0:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
1:5/0 = 0
1:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
1:5/0/physics_layer_0/angular_velocity = 0.0
2:5/0 = 0
2:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
2:5/0/physics_layer_0/angular_velocity = 0.0
3:5/0 = 0
3:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
3:5/0/physics_layer_0/angular_velocity = 0.0
4:5/0 = 0
4:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
4:5/0/physics_layer_0/angular_velocity = 0.0
5:5/0 = 0
5:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
5:5/0/physics_layer_0/angular_velocity = 0.0
6:5/0 = 0
6:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
6:5/0/physics_layer_0/angular_velocity = 0.0
7:5/0 = 0
7:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
7:5/0/physics_layer_0/angular_velocity = 0.0
8:5/0 = 0
8:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
8:5/0/physics_layer_0/angular_velocity = 0.0
9:5/0 = 0
9:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
9:5/0/physics_layer_0/angular_velocity = 0.0
0:6/0 = 0
0:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
0:6/0/physics_layer_0/angular_velocity = 0.0
0:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
1:6/0 = 0
1:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
1:6/0/physics_layer_0/angular_velocity = 0.0
2:6/0 = 0
2:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
2:6/0/physics_layer_0/angular_velocity = 0.0
3:6/0 = 0
3:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
3:6/0/physics_layer_0/angular_velocity = 0.0
4:6/0 = 0
4:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
4:6/0/physics_layer_0/angular_velocity = 0.0
5:6/0 = 0
5:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
5:6/0/physics_layer_0/angular_velocity = 0.0
6:6/0 = 0
6:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
6:6/0/physics_layer_0/angular_velocity = 0.0
7:6/0 = 0
7:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
7:6/0/physics_layer_0/angular_velocity = 0.0
8:6/0 = 0
8:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
8:6/0/physics_layer_0/angular_velocity = 0.0
9:6/0 = 0
9:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
9:6/0/physics_layer_0/angular_velocity = 0.0
0:7/0 = 0
0:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
0:7/0/physics_layer_0/angular_velocity = 0.0
1:7/0 = 0
1:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
1:7/0/physics_layer_0/angular_velocity = 0.0
2:7/0 = 0
2:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
2:7/0/physics_layer_0/angular_velocity = 0.0
3:7/0 = 0
3:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
3:7/0/physics_layer_0/angular_velocity = 0.0
4:7/0 = 0
4:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
4:7/0/physics_layer_0/angular_velocity = 0.0
5:7/0 = 0
5:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
5:7/0/physics_layer_0/angular_velocity = 0.0
6:7/0 = 0
6:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
6:7/0/physics_layer_0/angular_velocity = 0.0
7:7/0 = 0
7:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
7:7/0/physics_layer_0/angular_velocity = 0.0
8:7/0 = 0
8:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
8:7/0/physics_layer_0/angular_velocity = 0.0
9:7/0 = 0
9:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
9:7/0/physics_layer_0/angular_velocity = 0.0
0:8/0 = 0
0:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
0:8/0/physics_layer_0/angular_velocity = 0.0
1:8/0 = 0
1:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
1:8/0/physics_layer_0/angular_velocity = 0.0
2:8/0 = 0
2:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
2:8/0/physics_layer_0/angular_velocity = 0.0
3:8/0 = 0
3:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
3:8/0/physics_layer_0/angular_velocity = 0.0
4:8/0 = 0
4:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
4:8/0/physics_layer_0/angular_velocity = 0.0
5:8/0 = 0
5:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
5:8/0/physics_layer_0/angular_velocity = 0.0
6:8/0 = 0
6:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
6:8/0/physics_layer_0/angular_velocity = 0.0
7:8/0 = 0
7:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
7:8/0/physics_layer_0/angular_velocity = 0.0
8:8/0 = 0
8:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
8:8/0/physics_layer_0/angular_velocity = 0.0
9:8/0 = 0
9:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
9:8/0/physics_layer_0/angular_velocity = 0.0
0:9/0 = 0
0:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
0:9/0/physics_layer_0/angular_velocity = 0.0
1:9/0 = 0
1:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
1:9/0/physics_layer_0/angular_velocity = 0.0
2:9/0 = 0
2:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
2:9/0/physics_layer_0/angular_velocity = 0.0
3:9/0 = 0
3:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
3:9/0/physics_layer_0/angular_velocity = 0.0
4:9/0 = 0
4:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
4:9/0/physics_layer_0/angular_velocity = 0.0
5:9/0 = 0
5:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
5:9/0/physics_layer_0/angular_velocity = 0.0
6:9/0 = 0
6:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
6:9/0/physics_layer_0/angular_velocity = 0.0
7:9/0 = 0
7:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
7:9/0/physics_layer_0/angular_velocity = 0.0
8:9/0 = 0
8:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
8:9/0/physics_layer_0/angular_velocity = 0.0
9:9/0 = 0
9:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
9:9/0/physics_layer_0/angular_velocity = 0.0
[sub_resource type="TileSet" id="TileSet_5ssv4"]
physics_layer_0/collision_layer = 1
sources/0 = SubResource("TileSetAtlasSource_uvkoi")
[node name="TileMap" type="TileMap"]
tile_set = SubResource("TileSet_5ssv4")
format = 2
layer_0/tile_data = PackedInt32Array(0, 0, 0, 65537, 0, 0, 131074, 0, 0, 131075, 0, 0, 196611, 0, 0, 196612, 0, 0, 262148, 0, 0, 262149, 0, 0, 327686, 0, 0, 327687, 0, 0, 327688, 0, 0, 393224, 0, 0, 458760, 0, 0, 1, 0, 0, 131073, 0, 0, 196609, 0, 0, 262145, 0, 0, 327681, 0, 0, 393217, 0, 0, 458753, 0, 0, 2, 0, 0, 65538, 0, 0, 196610, 0, 0, 262146, 0, 0, 327682, 0, 0, 393218, 0, 0, 458754, 0, 0, 3, 0, 0, 65539, 0, 0, 262147, 0, 0, 327683, 0, 0, 393219, 0, 0, 458755, 0, 0, 4, 0, 0, 65540, 0, 0, 131076, 0, 0, 327684, 0, 0, 393220, 0, 0, 458756, 0, 0, 5, 0, 0, 65541, 0, 0, 131077, 0, 0, 196613, 0, 0, 327685, 0, 0, 393221, 0, 0, 458757, 0, 0, 6, 0, 0, 65542, 0, 0, 131078, 0, 0, 196614, 0, 0, 262150, 0, 0, 393222, 0, 0, 458758, 0, 0, 7, 0, 0, 65543, 0, 0, 131079, 0, 0, 196615, 0, 0, 262151, 0, 0, 393223, 0, 0, 458759, 0, 0, 8, 0, 0, 65544, 0, 0, 131080, 0, 0, 196616, 0, 0, 262152, 0, 0, 65536, 0, 0, 131072, 0, 0, 196608, 0, 0, 262144, 0, 0, 327680, 0, 0, 393216, 0, 0, 458752, 0, 0, -65536, 0, 6, -65535, 0, 6, -65534, 0, 6, -65533, 0, 6, -65532, 0, 6, -65531, 0, 6, -65530, 0, 6, -65529, 0, 6, -65528, 0, 6, -131072, 0, 5, -131071, 0, 5, -131070, 0, 5, -131069, 0, 5, -131068, 0, 5, -131067, 0, 5, -131066, 0, 5, -131065, 0, 5, -131064, 0, 5, -196608, 0, 2, -196607, 0, 2, -196606, 0, 2, -196605, 0, 2, -196604, 0, 2, -196603, 0, 2, -196602, 0, 2, -196601, 0, 2, -196600, 0, 2, -196599, 65536, 3, -131063, 0, 1, -65527, 0, 1, 9, 0, 1, 65545, 0, 1, 131081, 0, 1, 196617, 0, 1, 262153, 0, 1, 327689, 0, 1, 393225, 0, 1, 458761, 0, 1, 524291, 196608, 0, 524292, 196608, 0, 589827, 196608, 0, 655363, 196608, 0, 720899, 196608, 0, 786435, 196608, 0, 851971, 196608, 0, 917507, 196608, 0, 983043, 196608, 0, 1048579, 196608, 0, 589828, 196608, 0, 655364, 196608, 0, 720900, 196608, 0, 786436, 196608, 0, 851972, 196608, 0, 917508, 196608, 0, 983044, 196608, 0, 1048580, 196608, 0, 524296, 65536, 2, 524295, 65536, 2, 524294, 65536, 2, 524293, 196608, 1, 524297, 65536, 4, 589829, 0, 1, 655365, 0, 1, 720901, 0, 1, 786437, 0, 1, 851973, 0, 1, 917509, 0, 1, 983045, 0, 1, 1048581, 0, 1, -131073, 0, 3, -65537, 65536, 1, -1, 65536, 1, 65535, 65536, 1, 131071, 65536, 1, 196607, 65536, 1, 262143, 65536, 1, 327679, 65536, 1, 393215, 65536, 1, 458751, 65536, 1, 524287, 65536, 1, 524288, 65536, 2, 524289, 65536, 2, 524290, 262144, 1, 589826, 65536, 1, 655362, 65536, 1, 720898, 65536, 1, 786434, 65536, 1, 851970, 65536, 1, 917506, 65536, 1, 983042, 65536, 1, 1048578, 65536, 1, 589823, 0, 4)

BIN
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34
TileSets/Stuff.png.import Normal file
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@@ -0,0 +1,34 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://cgtkkroa583fo"
path="res://.godot/imported/Stuff.png-96e376a9d98d7c764e870eeeeddfebc9.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://TileSets/Stuff.png"
dest_files=["res://.godot/imported/Stuff.png-96e376a9d98d7c764e870eeeeddfebc9.ctex"]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/bptc_ldr=0
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=0

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After

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@@ -3,15 +3,15 @@
importer="texture"
type="CompressedTexture2D"
uid="uid://wutfmaxi51g5"
path="res://.godot/imported/Tileset1.png-2b702ba948391e84e319e22c45f3c8e7.ctex"
path="res://.godot/imported/Tileset1.png-c51c63de9a27c312e25aa5e1968af0ea.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://Levels/Tileset1.png"
dest_files=["res://.godot/imported/Tileset1.png-2b702ba948391e84e319e22c45f3c8e7.ctex"]
source_file="res://TileSets/Tileset1.png"
dest_files=["res://.godot/imported/Tileset1.png-c51c63de9a27c312e25aa5e1968af0ea.ctex"]
[params]

23
TileSets/objects.tscn Normal file
View File

@@ -0,0 +1,23 @@
[gd_scene load_steps=4 format=3 uid="uid://b4krbxxiofgg3"]
[ext_resource type="Texture2D" uid="uid://cgtkkroa583fo" path="res://TileSets/Stuff.png" id="1_cj278"]
[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_mslj8"]
texture = ExtResource("1_cj278")
0:0/0 = 0
0:2/0 = 0
1:2/0 = 0
2:2/0 = 0
3:2/0 = 0
3:3/0 = 0
6:9/0 = 0
7:9/0 = 0
8:9/0 = 0
9:9/0 = 0
[sub_resource type="TileSet" id="TileSet_hfjw5"]
sources/0 = SubResource("TileSetAtlasSource_mslj8")
[node name="objects" type="TileMap"]
tile_set = SubResource("TileSet_hfjw5")
format = 2

View File

@@ -19,53 +19,54 @@ config/icon="res://icon.svg"
window/stretch/scale=2.0
[editor]
export/convert_text_resources_to_binary=true
[input]
print_pos={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":81,"unicode":0,"echo":false,"script":null)
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":81,"key_label":0,"unicode":0,"echo":false,"script":null)
]
}
speed_up={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194443,"unicode":0,"echo":false,"script":null)
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194443,"key_label":0,"unicode":0,"echo":false,"script":null)
]
}
attack={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":70,"unicode":0,"echo":false,"script":null)
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]
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left={
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]
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down={
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up={
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}
show_inventory={
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]
}
[physics]
2d/default_gravity=0.0
[rendering]
renderer/rendering_method="gl_compatibility"
textures/canvas_textures/default_texture_filter=0