From d3dcbc153af09a092217fe3ae1549dc3fe9e9aad Mon Sep 17 00:00:00 2001 From: deranjer Date: Mon, 30 Jan 2023 17:52:27 -0500 Subject: [PATCH] adding physics object statue --- Characters/test_player/test_player.gd | 60 ++-- Characters/test_player/test_player.tscn | 150 +++++++--- Game Manager/game_manager.gd | 4 + Game Manager/player_spawn_location.tscn | 11 + Levels/Level1/Level1.tscn | 346 +--------------------- PhysicsObjects/HandStatue/HandStatue.gd | 27 ++ PhysicsObjects/HandStatue/HandStatue.tscn | 32 ++ TileSets/Main_Floor.tscn | 335 +++++++++++++++++++++ TileSets/Stuff.png | Bin 0 -> 2194 bytes TileSets/Stuff.png.import | 34 +++ {Levels => TileSets}/Tileset1.png | Bin {Levels => TileSets}/Tileset1.png.import | 6 +- TileSets/objects.tscn | 23 ++ project.godot | 25 +- 14 files changed, 652 insertions(+), 401 deletions(-) create mode 100644 Game Manager/player_spawn_location.tscn create mode 100644 PhysicsObjects/HandStatue/HandStatue.gd create mode 100644 PhysicsObjects/HandStatue/HandStatue.tscn create mode 100644 TileSets/Main_Floor.tscn create mode 100644 TileSets/Stuff.png create mode 100644 TileSets/Stuff.png.import rename {Levels => TileSets}/Tileset1.png (100%) rename {Levels => TileSets}/Tileset1.png.import (72%) create mode 100644 TileSets/objects.tscn diff --git a/Characters/test_player/test_player.gd b/Characters/test_player/test_player.gd index ffba407..9c2dd2b 100644 --- a/Characters/test_player/test_player.gd +++ b/Characters/test_player/test_player.gd @@ -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) diff --git a/Characters/test_player/test_player.tscn b/Characters/test_player/test_player.tscn index 924e70d..8fe917b 100644 --- a/Characters/test_player/test_player.tscn +++ b/Characters/test_player/test_player.tscn @@ -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="."] diff --git a/Game Manager/game_manager.gd b/Game Manager/game_manager.gd index 5d7addc..2049eaa 100644 --- a/Game Manager/game_manager.gd +++ b/Game Manager/game_manager.gd @@ -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()) + diff --git a/Game Manager/player_spawn_location.tscn b/Game Manager/player_spawn_location.tscn new file mode 100644 index 0000000..5602e9e --- /dev/null +++ b/Game Manager/player_spawn_location.tscn @@ -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) diff --git a/Levels/Level1/Level1.tscn b/Levels/Level1/Level1.tscn index be6d747..4397c8a 100644 --- a/Levels/Level1/Level1.tscn +++ b/Levels/Level1/Level1.tscn @@ -1,337 +1,19 @@ [gd_scene load_steps=4 format=3 uid="uid://bfjsdoykr1fcd"] -[ext_resource type="Texture2D" uid="uid://wutfmaxi51g5" path="res://Levels/Tileset1.png" id="1_ct5gf"] - -[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_itbp4"] -texture = ExtResource("1_ct5gf") -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_dde7u"] -physics_layer_0/collision_layer = 1 -sources/0 = SubResource("TileSetAtlasSource_itbp4") +[ext_resource type="PackedScene" uid="uid://xx7r8n56lx21" path="res://TileSets/Main_Floor.tscn" id="1_1k16l"] +[ext_resource type="PackedScene" uid="uid://ca4ghctk5gllj" path="res://PhysicsObjects/HandStatue/HandStatue.tscn" id="2_jwx5u"] +[ext_resource type="PackedScene" uid="uid://bfv4b6j4eunqj" path="res://Game Manager/player_spawn_location.tscn" id="3_h26d8"] [node name="Level1" type="Node2D"] -[node name="TileMap" type="TileMap" parent="."] -tile_set = SubResource("TileSet_dde7u") -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, 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983040, 0, 5, 1048575, 0, 5, 1048574, 0, 5, 1048573, 0, 5, 1048572, 0, 5, 1048571, 0, 5, 1048570, 65536, 1, 983035, 0, 2, 983036, 0, 2, 983037, 0, 2, 983038, 0, 2, 983039, 0, 2, 917504, 0, 2, 917505, 0, 2, 917510, 0, 2, 917511, 0, 2, 917512, 0, 2, 917513, 0, 2, 917514, 0, 2, 917515, 0, 2, 917516, 0, 2, 917517, 0, 2, 917518, 0, 2, 917519, 0, 2, 917520, 0, 2, 917521, 0, 2, 917522, 0, 2, 917523, 0, 2, 917524, 0, 2, 917525, 0, 2, 983062, 0, 1, 917526, 65536, 3, 983034, 0, 3) + +[node name="HandStatue" parent="." instance=ExtResource("2_jwx5u")] +position = Vector2(106, 343) + +[node name="PlayerSpawnLocation" parent="." instance=ExtResource("3_h26d8")] +position = Vector2(215, 344) + +[node name="HandStatue2" parent="." instance=ExtResource("2_jwx5u")] +position = Vector2(159, 346) diff --git a/PhysicsObjects/HandStatue/HandStatue.gd b/PhysicsObjects/HandStatue/HandStatue.gd new file mode 100644 index 0000000..d8f6e62 --- /dev/null +++ b/PhysicsObjects/HandStatue/HandStatue.gd @@ -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) diff --git a/PhysicsObjects/HandStatue/HandStatue.tscn b/PhysicsObjects/HandStatue/HandStatue.tscn new file mode 100644 index 0000000..d5b6752 --- /dev/null +++ b/PhysicsObjects/HandStatue/HandStatue.tscn @@ -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"] diff --git a/TileSets/Main_Floor.tscn b/TileSets/Main_Floor.tscn new file mode 100644 index 0000000..50e5d8f --- /dev/null +++ b/TileSets/Main_Floor.tscn @@ -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, 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+"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 diff --git a/Levels/Tileset1.png b/TileSets/Tileset1.png similarity index 100% rename from Levels/Tileset1.png rename to TileSets/Tileset1.png diff --git a/Levels/Tileset1.png.import b/TileSets/Tileset1.png.import similarity index 72% rename from Levels/Tileset1.png.import rename to TileSets/Tileset1.png.import index 836f67a..aaf4e29 100644 --- a/Levels/Tileset1.png.import +++ b/TileSets/Tileset1.png.import @@ -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] diff --git a/TileSets/objects.tscn b/TileSets/objects.tscn new file mode 100644 index 0000000..00b7ff7 --- /dev/null +++ b/TileSets/objects.tscn @@ -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 diff --git a/project.godot b/project.godot index c4d34e0..4402cc2 100644 --- a/project.godot +++ b/project.godot @@ -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) +"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,"key_label":0,"unicode":0,"echo":false,"script":null) ] } right={ "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":68,"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":68,"key_label":0,"unicode":0,"echo":false,"script":null) ] } left={ "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":65,"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":65,"key_label":0,"unicode":0,"echo":false,"script":null) ] } down={ "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":83,"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":83,"key_label":0,"unicode":0,"echo":false,"script":null) ] } 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":87,"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":87,"key_label":0,"unicode":0,"echo":false,"script":null) ] } show_inventory={ "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":4194306,"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":4194306,"key_label":0,"unicode":0,"echo":false,"script":null) ] } +[physics] + +2d/default_gravity=0.0 + [rendering] renderer/rendering_method="gl_compatibility" +textures/canvas_textures/default_texture_filter=0