Merge pull request 'New In Game Art' (#48) from dev-base into stable
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Export Game
Reviewed-on: #48
Before Width: | Height: | Size: 177 B After Width: | Height: | Size: 1.2 KiB |
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BIN
Assets/Sprites/TileMap.ase
Normal file
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Before Width: | Height: | Size: 331 B After Width: | Height: | Size: 329 B |
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@ -16,14 +16,12 @@ texture_region_size = Vector2i(32, 32)
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0:0/0/probability = 2.0
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0:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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0:0/0/physics_layer_0/angular_velocity = 0.0
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0:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(12, 16, -12, 16, -12, -8, -8.5, -12, 8.5, -12, 12, -8)
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0:0/0/terrains_peering_bit/bottom_side = 0
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1:0/0 = 0
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1:0/0/terrain_set = 0
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1:0/0/terrain = 0
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1:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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1:0/0/physics_layer_0/angular_velocity = 0.0
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1:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(12.5, 12.5, 12, 16, -12, 16, -12, -8, -8, -12, 16, -12, 16, 12)
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1:0/0/terrains_peering_bit/right_side = 0
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1:0/0/terrains_peering_bit/bottom_side = 0
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2:0/0 = 0
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@ -31,7 +29,6 @@ texture_region_size = Vector2i(32, 32)
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2:0/0/terrain = 0
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2:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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2:0/0/physics_layer_0/angular_velocity = 0.0
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2:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, 12, -16, -12, 16, -12, 16, 12, 12.5, 12.5, 12, 16, -12, 16, -12.5, 12.5)
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2:0/0/terrains_peering_bit/right_side = 0
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2:0/0/terrains_peering_bit/bottom_side = 0
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2:0/0/terrains_peering_bit/left_side = 0
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|
@ -40,7 +37,6 @@ texture_region_size = Vector2i(32, 32)
|
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3:0/0/terrain = 0
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3:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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3:0/0/physics_layer_0/angular_velocity = 0.0
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3:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12.5, 12.5, -16, 12, -16, -12, 8, -12, 12, -8, 12, 16, -12, 16)
|
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3:0/0/terrains_peering_bit/bottom_side = 0
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3:0/0/terrains_peering_bit/left_side = 0
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4:0/0 = 0
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|
@ -48,7 +44,6 @@ texture_region_size = Vector2i(32, 32)
|
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4:0/0/terrain = 0
|
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4:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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4:0/0/physics_layer_0/angular_velocity = 0.0
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4:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(12, 16, -12, 16, -12.5, 12.5, -16, 12, -16, -16, 12, -16, 12.5, -12.5, 16, -12, 16, 12, 12.5, 12.5)
|
||||
4:0/0/terrains_peering_bit/right_side = 0
|
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4:0/0/terrains_peering_bit/bottom_side = 0
|
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4:0/0/terrains_peering_bit/left_side = 0
|
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|
@ -59,7 +54,6 @@ texture_region_size = Vector2i(32, 32)
|
|||
5:0/0/terrain = 0
|
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5:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
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5:0/0/physics_layer_0/angular_velocity = 0.0
|
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5:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12.5, 12.5, -16, 12, -16, -12, 16, -12, 16, 16, -12, 16)
|
||||
5:0/0/terrains_peering_bit/right_side = 0
|
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5:0/0/terrains_peering_bit/bottom_right_corner = 0
|
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5:0/0/terrains_peering_bit/bottom_side = 0
|
||||
|
@ -69,7 +63,6 @@ texture_region_size = Vector2i(32, 32)
|
|||
6:0/0/terrain = 0
|
||||
6:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
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6:0/0/physics_layer_0/angular_velocity = 0.0
|
||||
6:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(12.5, 12.5, 16, 12, 16, -12, -16, -12, -16, 16, 12, 16)
|
||||
6:0/0/terrains_peering_bit/right_side = 0
|
||||
6:0/0/terrains_peering_bit/bottom_side = 0
|
||||
6:0/0/terrains_peering_bit/bottom_left_corner = 0
|
||||
|
@ -79,7 +72,6 @@ texture_region_size = Vector2i(32, 32)
|
|||
7:0/0/terrain = 0
|
||||
7:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
7:0/0/physics_layer_0/angular_velocity = 0.0
|
||||
7:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, 12, -16, -12, -12.5, -12.5, -12, -16, 16, -16, 16, 12, 12.5, 12.5, 12, 16, -12, 16, -12.5, 12.5)
|
||||
7:0/0/terrains_peering_bit/right_side = 0
|
||||
7:0/0/terrains_peering_bit/bottom_side = 0
|
||||
7:0/0/terrains_peering_bit/left_side = 0
|
||||
|
@ -91,7 +83,7 @@ texture_region_size = Vector2i(32, 32)
|
|||
8:0/0/probability = 2.0
|
||||
8:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
8:0/0/physics_layer_0/angular_velocity = 0.0
|
||||
8:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(16, 16, -12, 16, -12, -8, -8, -12, 16, -12)
|
||||
8:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(16, 16, 16, -5, -3, -5, -3, 16)
|
||||
8:0/0/terrains_peering_bit/right_side = 0
|
||||
8:0/0/terrains_peering_bit/bottom_right_corner = 0
|
||||
8:0/0/terrains_peering_bit/bottom_side = 0
|
||||
|
@ -100,7 +92,6 @@ texture_region_size = Vector2i(32, 32)
|
|||
9:0/0/terrain = 0
|
||||
9:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
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9:0/0/physics_layer_0/angular_velocity = 0.0
|
||||
9:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(12.5, -12.5, 16, -12, 16, 16, -16, 16, -16, -12, -12.5, -12.5, -12, -16, 12, -16)
|
||||
9:0/0/terrains_peering_bit/right_side = 0
|
||||
9:0/0/terrains_peering_bit/bottom_right_corner = 0
|
||||
9:0/0/terrains_peering_bit/bottom_side = 0
|
||||
|
@ -112,7 +103,7 @@ texture_region_size = Vector2i(32, 32)
|
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10:0/0/terrain = 0
|
||||
10:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
10:0/0/physics_layer_0/angular_velocity = 0.0
|
||||
10:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(16, -12, 16, 16, -16, 16, -16, -12)
|
||||
10:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(16, 16, -16, 16, -16, -5, 16, -5)
|
||||
10:0/0/terrains_peering_bit/right_side = 0
|
||||
10:0/0/terrains_peering_bit/bottom_right_corner = 0
|
||||
10:0/0/terrains_peering_bit/bottom_side = 0
|
||||
|
@ -124,7 +115,7 @@ texture_region_size = Vector2i(32, 32)
|
|||
11:0/0/probability = 2.0
|
||||
11:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
11:0/0/physics_layer_0/angular_velocity = 0.0
|
||||
11:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, 16, -16, -12, 8, -12, 12, -8, 12, 16)
|
||||
11:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, 16, 4, 16, 4, -5, -16, -5)
|
||||
11:0/0/terrains_peering_bit/bottom_side = 0
|
||||
11:0/0/terrains_peering_bit/bottom_left_corner = 0
|
||||
11:0/0/terrains_peering_bit/left_side = 0
|
||||
|
@ -133,7 +124,6 @@ texture_region_size = Vector2i(32, 32)
|
|||
0:1/0/terrain = 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(-12, -16, 12, -16, 12, 16, -12, 16)
|
||||
0:1/0/terrains_peering_bit/bottom_side = 0
|
||||
0:1/0/terrains_peering_bit/top_side = 0
|
||||
1:1/0 = 0
|
||||
|
@ -141,7 +131,6 @@ texture_region_size = Vector2i(32, 32)
|
|||
1:1/0/terrain = 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(12, 16, -12, 16, -12, -16, 12, -16, 12.5, -12.5, 16, -12, 16, 12, 12.5, 12.5)
|
||||
1:1/0/terrains_peering_bit/right_side = 0
|
||||
1:1/0/terrains_peering_bit/bottom_side = 0
|
||||
1:1/0/terrains_peering_bit/top_side = 0
|
||||
|
@ -150,7 +139,6 @@ texture_region_size = Vector2i(32, 32)
|
|||
2:1/0/terrain = 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(-16, 12, -16, -12, -12.5, -12.5, -12, -16, 12, -16, 12.5, -12.5, 16, -12, 16, 12, 12.5, 12.5, 12, 16, -12, 16, -12.5, 12.5)
|
||||
2:1/0/terrains_peering_bit/right_side = 0
|
||||
2:1/0/terrains_peering_bit/bottom_side = 0
|
||||
2:1/0/terrains_peering_bit/left_side = 0
|
||||
|
@ -160,7 +148,6 @@ texture_region_size = Vector2i(32, 32)
|
|||
3:1/0/terrain = 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(-12, -16, 12, -16, 12, 16, -12, 16, -12.5, 12.5, -16, 12, -16, -12, -12.5, -12.5)
|
||||
3:1/0/terrains_peering_bit/bottom_side = 0
|
||||
3:1/0/terrains_peering_bit/left_side = 0
|
||||
3:1/0/terrains_peering_bit/top_side = 0
|
||||
|
@ -169,7 +156,6 @@ texture_region_size = Vector2i(32, 32)
|
|||
4:1/0/terrain = 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(12.5, -12.5, 12, -16, -12, -16, -12, 16, 16, 16, 16, -12)
|
||||
4:1/0/terrains_peering_bit/right_side = 0
|
||||
4:1/0/terrains_peering_bit/bottom_right_corner = 0
|
||||
4:1/0/terrains_peering_bit/bottom_side = 0
|
||||
|
@ -179,7 +165,6 @@ texture_region_size = Vector2i(32, 32)
|
|||
5:1/0/terrain = 0
|
||||
5:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
5:1/0/physics_layer_0/angular_velocity = 0.0
|
||||
5:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12.5, -12.5, -12, -16, 16, -16, 16, 16, -16, 16, -16, -12)
|
||||
5:1/0/terrains_peering_bit/right_side = 0
|
||||
5:1/0/terrains_peering_bit/bottom_right_corner = 0
|
||||
5:1/0/terrains_peering_bit/bottom_side = 0
|
||||
|
@ -192,7 +177,6 @@ texture_region_size = Vector2i(32, 32)
|
|||
6:1/0/terrain = 0
|
||||
6:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
6:1/0/physics_layer_0/angular_velocity = 0.0
|
||||
6:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(12.5, -12.5, 16, -12, 16, 16, -16, 16, -16, -16, 12, -16)
|
||||
6:1/0/terrains_peering_bit/right_side = 0
|
||||
6:1/0/terrains_peering_bit/bottom_right_corner = 0
|
||||
6:1/0/terrains_peering_bit/bottom_side = 0
|
||||
|
@ -205,7 +189,6 @@ texture_region_size = Vector2i(32, 32)
|
|||
7:1/0/terrain = 0
|
||||
7:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
7:1/0/physics_layer_0/angular_velocity = 0.0
|
||||
7:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12.5, -12.5, -12, -16, 12, -16, 12, 16, -16, 16, -16, -12)
|
||||
7:1/0/terrains_peering_bit/bottom_side = 0
|
||||
7:1/0/terrains_peering_bit/bottom_left_corner = 0
|
||||
7:1/0/terrains_peering_bit/left_side = 0
|
||||
|
@ -215,7 +198,7 @@ texture_region_size = Vector2i(32, 32)
|
|||
8:1/0/terrain = 0
|
||||
8:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
8:1/0/physics_layer_0/angular_velocity = 0.0
|
||||
8:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, -16, 16, -16, 16, 16, -12, 16)
|
||||
8:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(16, -16, 16, 16, -3, 16, -3, -16)
|
||||
8:1/0/terrains_peering_bit/right_side = 0
|
||||
8:1/0/terrains_peering_bit/bottom_right_corner = 0
|
||||
8:1/0/terrains_peering_bit/bottom_side = 0
|
||||
|
@ -226,7 +209,6 @@ texture_region_size = Vector2i(32, 32)
|
|||
9:1/0/terrain = 0
|
||||
9:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
9:1/0/physics_layer_0/angular_velocity = 0.0
|
||||
9:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(16, -16, 16, 12, 12.5, 12.5, 12, 16, -16, 16, -16, -12, -12.5, -12.5, -12, -16)
|
||||
9:1/0/terrains_peering_bit/right_side = 0
|
||||
9:1/0/terrains_peering_bit/bottom_side = 0
|
||||
9:1/0/terrains_peering_bit/bottom_left_corner = 0
|
||||
|
@ -238,7 +220,6 @@ texture_region_size = Vector2i(32, 32)
|
|||
11:1/0/terrain = 0
|
||||
11:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
11:1/0/physics_layer_0/angular_velocity = 0.0
|
||||
11:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(12.5, 12.5, 12, 16, -16, 16, -16, -16, 12, -16, 12.5, -12.5, 16, -12, 16, 12)
|
||||
11:1/0/terrains_peering_bit/right_side = 0
|
||||
11:1/0/terrains_peering_bit/bottom_side = 0
|
||||
11:1/0/terrains_peering_bit/bottom_left_corner = 0
|
||||
|
@ -251,14 +232,12 @@ texture_region_size = Vector2i(32, 32)
|
|||
0:2/0/probability = 2.0
|
||||
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(-12, -16, 12, -16, 12, 8, 8.5, 12, -8.5, 12, -12, 8)
|
||||
0:2/0/terrains_peering_bit/top_side = 0
|
||||
1:2/0 = 0
|
||||
1:2/0/terrain_set = 0
|
||||
1:2/0/terrain = 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(12.5, -12.5, 16, -12, 16, 12, -8, 12, -12, 8, -12, -16, 12, -16)
|
||||
1:2/0/terrains_peering_bit/right_side = 0
|
||||
1:2/0/terrains_peering_bit/top_side = 0
|
||||
2:2/0 = 0
|
||||
|
@ -266,7 +245,6 @@ texture_region_size = Vector2i(32, 32)
|
|||
2:2/0/terrain = 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(16, -12, 16, 12, -16, 12, -16, -12, -12.5, -12.5, -12, -16, 12, -16, 12.5, -12.5)
|
||||
2:2/0/terrains_peering_bit/right_side = 0
|
||||
2:2/0/terrains_peering_bit/left_side = 0
|
||||
2:2/0/terrains_peering_bit/top_side = 0
|
||||
|
@ -275,7 +253,6 @@ texture_region_size = Vector2i(32, 32)
|
|||
3:2/0/terrain = 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(-12.5, -12.5, -12, -16, 12, -16, 12, 8, 8, 12, -16, 12, -16, -12)
|
||||
3:2/0/terrains_peering_bit/left_side = 0
|
||||
3:2/0/terrains_peering_bit/top_side = 0
|
||||
4:2/0 = 0
|
||||
|
@ -283,7 +260,6 @@ texture_region_size = Vector2i(32, 32)
|
|||
4:2/0/terrain = 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(12.5, 12.5, 12, 16, -12, 16, -12, -16, 16, -16, 16, 12)
|
||||
4:2/0/terrains_peering_bit/right_side = 0
|
||||
4:2/0/terrains_peering_bit/bottom_side = 0
|
||||
4:2/0/terrains_peering_bit/top_side = 0
|
||||
|
@ -293,7 +269,6 @@ texture_region_size = Vector2i(32, 32)
|
|||
5:2/0/terrain = 0
|
||||
5:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
5:2/0/physics_layer_0/angular_velocity = 0.0
|
||||
5:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12.5, 12.5, -16, 12, -16, -16, 16, -16, 16, 16, -12, 16)
|
||||
5:2/0/terrains_peering_bit/right_side = 0
|
||||
5:2/0/terrains_peering_bit/bottom_right_corner = 0
|
||||
5:2/0/terrains_peering_bit/bottom_side = 0
|
||||
|
@ -306,7 +281,6 @@ texture_region_size = Vector2i(32, 32)
|
|||
6:2/0/terrain = 0
|
||||
6:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
6:2/0/physics_layer_0/angular_velocity = 0.0
|
||||
6:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(12.5, 12.5, 12, 16, -16, 16, -16, -16, 16, -16, 16, 12)
|
||||
6:2/0/terrains_peering_bit/right_side = 0
|
||||
6:2/0/terrains_peering_bit/bottom_side = 0
|
||||
6:2/0/terrains_peering_bit/bottom_left_corner = 0
|
||||
|
@ -319,7 +293,6 @@ texture_region_size = Vector2i(32, 32)
|
|||
7:2/0/terrain = 0
|
||||
7:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
7:2/0/physics_layer_0/angular_velocity = 0.0
|
||||
7:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12.5, 12.5, -12, 16, 12, 16, 12, -16, -16, -16, -16, 12)
|
||||
7:2/0/terrains_peering_bit/bottom_side = 0
|
||||
7:2/0/terrains_peering_bit/left_side = 0
|
||||
7:2/0/terrains_peering_bit/top_left_corner = 0
|
||||
|
@ -329,7 +302,6 @@ texture_region_size = Vector2i(32, 32)
|
|||
8:2/0/terrain = 0
|
||||
8:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
8:2/0/physics_layer_0/angular_velocity = 0.0
|
||||
8:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12.5, -12.5, -12, -16, 16, -16, 16, 16, -12, 16, -12.5, 12.5, -16, 12, -16, -12)
|
||||
8:2/0/terrains_peering_bit/right_side = 0
|
||||
8:2/0/terrains_peering_bit/bottom_right_corner = 0
|
||||
8:2/0/terrains_peering_bit/bottom_side = 0
|
||||
|
@ -356,7 +328,6 @@ texture_region_size = Vector2i(32, 32)
|
|||
10:2/0/terrain = 0
|
||||
10:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
10:2/0/physics_layer_0/angular_velocity = 0.0
|
||||
10:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 12, -16, 12.5, -12.5, 16, -12, 16, 16, -12, 16, -12.5, 12.5, -16, 12)
|
||||
10:2/0/terrains_peering_bit/right_side = 0
|
||||
10:2/0/terrains_peering_bit/bottom_right_corner = 0
|
||||
10:2/0/terrains_peering_bit/bottom_side = 0
|
||||
|
@ -368,7 +339,7 @@ texture_region_size = Vector2i(32, 32)
|
|||
11:2/0/terrain = 0
|
||||
11:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
11:2/0/physics_layer_0/angular_velocity = 0.0
|
||||
11:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(12, 16, -16, 16, -16, -16, 12, -16)
|
||||
11:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, 16, -16, -16, 4, -16, 4, 16)
|
||||
11:2/0/terrains_peering_bit/bottom_side = 0
|
||||
11:2/0/terrains_peering_bit/bottom_left_corner = 0
|
||||
11:2/0/terrains_peering_bit/left_side = 0
|
||||
|
@ -380,21 +351,18 @@ texture_region_size = Vector2i(32, 32)
|
|||
0:3/0/probability = 2.0
|
||||
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, 12, -12, 8, -12, -8, -8, -12, 8, -12, 12, -8.5, 12, 8.5, 8, 12)
|
||||
1:3/0 = 0
|
||||
1:3/0/terrain_set = 0
|
||||
1:3/0/terrain = 0
|
||||
1:3/0/probability = 2.0
|
||||
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(16, -12, 16, 12, -8, 12, -12, 8.5, -12, -8.5, -8, -12)
|
||||
1:3/0/terrains_peering_bit/right_side = 0
|
||||
2:3/0 = 0
|
||||
2:3/0/terrain_set = 0
|
||||
2:3/0/terrain = 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(16, -12, 16, 12, -16, 12, -16, -12)
|
||||
2:3/0/terrains_peering_bit/right_side = 0
|
||||
2:3/0/terrains_peering_bit/left_side = 0
|
||||
3:3/0 = 0
|
||||
|
@ -403,14 +371,12 @@ texture_region_size = Vector2i(32, 32)
|
|||
3:3/0/probability = 2.0
|
||||
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(-16, 12, -16, -12, 8, -12, 12, -8.5, 12, 8.5, 8, 12)
|
||||
3:3/0/terrains_peering_bit/left_side = 0
|
||||
4:3/0 = 0
|
||||
4:3/0/terrain_set = 0
|
||||
4:3/0/terrain = 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(16, -12, 16, 12, 12.5, 12.5, 12, 16, -16, 16, -16, -12, -12.5, -12.5, -12, -16, 12, -16, 12.5, -12.5)
|
||||
4:3/0/terrains_peering_bit/right_side = 0
|
||||
4:3/0/terrains_peering_bit/bottom_side = 0
|
||||
4:3/0/terrains_peering_bit/bottom_left_corner = 0
|
||||
|
@ -421,7 +387,6 @@ texture_region_size = Vector2i(32, 32)
|
|||
5:3/0/terrain = 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(-12.5, -12.5, -16, -12, -16, 12, 16, 12, 16, -16, -12, -16)
|
||||
5:3/0/terrains_peering_bit/right_side = 0
|
||||
5:3/0/terrains_peering_bit/left_side = 0
|
||||
5:3/0/terrains_peering_bit/top_side = 0
|
||||
|
@ -431,7 +396,6 @@ texture_region_size = Vector2i(32, 32)
|
|||
6:3/0/terrain = 0
|
||||
6:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
6:3/0/physics_layer_0/angular_velocity = 0.0
|
||||
6:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(12.5, -12.5, 16, -12, 16, 12, -16, 12, -16, -16, 12, -16)
|
||||
6:3/0/terrains_peering_bit/right_side = 0
|
||||
6:3/0/terrains_peering_bit/left_side = 0
|
||||
6:3/0/terrains_peering_bit/top_left_corner = 0
|
||||
|
@ -441,7 +405,6 @@ texture_region_size = Vector2i(32, 32)
|
|||
7:3/0/terrain = 0
|
||||
7:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
7:3/0/physics_layer_0/angular_velocity = 0.0
|
||||
7:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, -16, 12, -16, 12.5, -12.5, 16, -12, 16, 16, -12, 16, -12.5, 12.5, -16, 12, -16, -12, -12.5, -12.5)
|
||||
7:3/0/terrains_peering_bit/right_side = 0
|
||||
7:3/0/terrains_peering_bit/bottom_right_corner = 0
|
||||
7:3/0/terrains_peering_bit/bottom_side = 0
|
||||
|
@ -453,7 +416,7 @@ texture_region_size = Vector2i(32, 32)
|
|||
8:3/0/probability = 2.0
|
||||
8:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
8:3/0/physics_layer_0/angular_velocity = 0.0
|
||||
8:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(16, -16, 16, 12, -8, 12, -12, 8, -12, -16)
|
||||
8:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(16, -16, 16, -1, -4, -1, -4, -16)
|
||||
8:3/0/terrains_peering_bit/right_side = 0
|
||||
8:3/0/terrains_peering_bit/top_side = 0
|
||||
8:3/0/terrains_peering_bit/top_right_corner = 0
|
||||
|
@ -462,7 +425,7 @@ texture_region_size = Vector2i(32, 32)
|
|||
9:3/0/terrain = 0
|
||||
9:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
9:3/0/physics_layer_0/angular_velocity = 0.0
|
||||
9:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, 12, -16, -16, 16, -16, 16, 12)
|
||||
9:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, -1, -16, -1)
|
||||
9:3/0/terrains_peering_bit/right_side = 0
|
||||
9:3/0/terrains_peering_bit/left_side = 0
|
||||
9:3/0/terrains_peering_bit/top_left_corner = 0
|
||||
|
@ -473,7 +436,6 @@ texture_region_size = Vector2i(32, 32)
|
|||
10:3/0/terrain = 0
|
||||
10:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
10:3/0/physics_layer_0/angular_velocity = 0.0
|
||||
10:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12.5, 12.5, -16, 12, -16, -16, 16, -16, 16, 12, 12.5, 12.5, 12, 16, -12, 16)
|
||||
10:3/0/terrains_peering_bit/right_side = 0
|
||||
10:3/0/terrains_peering_bit/bottom_side = 0
|
||||
10:3/0/terrains_peering_bit/left_side = 0
|
||||
|
@ -486,7 +448,7 @@ texture_region_size = Vector2i(32, 32)
|
|||
11:3/0/probability = 2.0
|
||||
11:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
11:3/0/physics_layer_0/angular_velocity = 0.0
|
||||
11:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 12, -16, 12, 8, 8, 12, -16, 12)
|
||||
11:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 4, -16, 4, -1, -16, -1)
|
||||
11:3/0/terrains_peering_bit/left_side = 0
|
||||
11:3/0/terrains_peering_bit/top_left_corner = 0
|
||||
11:3/0/terrains_peering_bit/top_side = 0
|
||||
|
|
|
@ -4,7 +4,7 @@ class_name Bunny
|
|||
@export var min_distance_to_player := 80.0
|
||||
@export var max_distance_to_player := 800.0
|
||||
@export var agent : NavigationAgent2D
|
||||
@export var speed := 200.0
|
||||
@export var speed := 100.0
|
||||
|
||||
var health : int
|
||||
var team : int
|
||||
|
@ -19,7 +19,7 @@ var collisions : int
|
|||
|
||||
func _ready():
|
||||
seed(int(str(self)))
|
||||
spread_time = randf() * 3
|
||||
spread_time = randf() * 2 + 0.1
|
||||
current_time = spread_time
|
||||
|
||||
func _physics_process(delta):
|
||||
|
@ -29,10 +29,12 @@ func _physics_process(delta):
|
|||
current_time = spread_time
|
||||
agent.target_position = player.global_position
|
||||
if min_distance_to_player and agent.is_target_reachable():
|
||||
var next_location = agent.get_next_path_position() + Vector2(randf() - 0.5 * 10, randf() - 0.5 * 10)
|
||||
var next_location = agent.get_next_path_position() + Vector2(randf() - 0.5 * 2, randf() - 0.5 * 2)
|
||||
dir = self.global_position.direction_to(next_location).normalized()
|
||||
if self.global_position.distance_to(player.global_position) > min_distance_to_player:
|
||||
self.velocity = dir * delta * 60 * speed
|
||||
if delta > 0.5:
|
||||
print(delta)
|
||||
move_and_slide()
|
||||
pass
|
||||
|
||||
|
|
|
@ -3,7 +3,7 @@ class_name BunnyGenerator
|
|||
|
||||
@export var bunny_prefab : Resource
|
||||
@export var player : CharacterBody2D
|
||||
@export var player_save_distance : float = 32.0
|
||||
@export var player_save_distance : float = 400
|
||||
@onready var BunnyPrefab : PackedScene = load(bunny_prefab.resource_path)
|
||||
|
||||
func spawn_bunny(pos : Vector2, team : int, health : int) -> Bunny:
|
||||
|
@ -30,3 +30,16 @@ func spawn_wave(free_tiles : Array, team: int, amount : int, health : int) -> Ar
|
|||
var bunny = spawn_bunny(pos, team, health)
|
||||
bunnys.push_back(bunny)
|
||||
return bunnys
|
||||
|
||||
func spawn_batched_wave(batch_size : float, batch_delay: float, free_tiles : Array, team: int, amount : int, health : int) -> Array:
|
||||
var bunnys = []
|
||||
var batch_count = ceil(amount / batch_size)
|
||||
var actual_batch_size = floor(amount / batch_count)
|
||||
var last_batch_size = amount - batch_size * batch_count
|
||||
|
||||
for s in batch_count:
|
||||
bunnys += spawn_wave(free_tiles.duplicate(), team, actual_batch_size, health)
|
||||
await get_tree().create_timer(batch_delay).timeout
|
||||
bunnys += spawn_wave(free_tiles.duplicate(), team, last_batch_size, health)
|
||||
await get_tree().create_timer(batch_delay).timeout
|
||||
return bunnys
|
||||
|
|
|
@ -5,7 +5,8 @@ extends Node2D
|
|||
|
||||
var bunnys = []
|
||||
var gen_data : Dictionary
|
||||
var wave := 0
|
||||
var wave : int
|
||||
var in_wave_gen : bool
|
||||
|
||||
func _ready():
|
||||
gen_data = map_generator.generate() as Dictionary
|
||||
|
@ -13,10 +14,12 @@ func _ready():
|
|||
pass
|
||||
|
||||
func _process(_delta):
|
||||
if(bunnys.size() == 0):
|
||||
if bunnys.size() == 0 and !in_wave_gen:
|
||||
in_wave_gen = true
|
||||
wave += 1
|
||||
bunnys = bunny_generator.spawn_wave(gen_data.free_tiles.duplicate(), TEAM.EVIL, wave * 500, 3)
|
||||
bunnys = await bunny_generator.spawn_batched_wave(5.0, 0.25, gen_data.free_tiles.duplicate(), TEAM.EVIL, wave * 10.0, 3)
|
||||
for bunny in bunnys:
|
||||
bunny.sub_on_death(func(bunny): bunnys.erase(bunny))
|
||||
bunny.sub_on_death(func(bunny): bunny.queue_free())
|
||||
in_wave_gen = false
|
||||
pass
|
||||
|
|
|
@ -39,7 +39,7 @@ func get_free_tiles() -> Array:
|
|||
var free_tiles = []
|
||||
for x in width:
|
||||
for y in height:
|
||||
if get_tile_non_solid(x, y): free_tiles.push_back(Vector2(x, y) * self.cell_quadrant_size * self.scale + (Vector2(self.cell_quadrant_size, self.cell_quadrant_size) / 2))
|
||||
if get_tile_non_solid(x, y): free_tiles.push_back(Vector2(x, y) * self.cell_quadrant_size * self.scale + (Vector2(self.cell_quadrant_size, self.cell_quadrant_size) * self.scale / 2))
|
||||
return free_tiles
|
||||
|
||||
func setup_tile_data_array():
|
||||
|
|
|
@ -1,13 +1,16 @@
|
|||
extends Area2D
|
||||
|
||||
@export var speed : float = 250.0
|
||||
@export var speed : float = 80.0
|
||||
@export var damage : int = 1
|
||||
|
||||
@export_flags_2d_physics var map_collision_layer : int
|
||||
@export_flags_2d_physics var bunny_collision_layer : int
|
||||
|
||||
var dir : float
|
||||
|
||||
func _process(delta):
|
||||
self.translate(Vector2(cos(self.rotation), sin(self.rotation)) * speed * delta)
|
||||
self.translate(Vector2(cos(dir), sin(dir)) * speed * delta)
|
||||
self.rotate(delta * 30)
|
||||
pass
|
||||
|
||||
func _on_collision(body):
|
||||
|
|
|
@ -7,7 +7,7 @@ func _process(_delta):
|
|||
rotate_to_pointer()
|
||||
|
||||
if Input.is_action_just_pressed("attack"):
|
||||
spawn_projectile(self.global_position, self.rotation, 100, 1)
|
||||
spawn_projectile(self.global_position, self.rotation, 350.0, 1)
|
||||
pass
|
||||
|
||||
func rotate_to_pointer():
|
||||
|
@ -17,7 +17,7 @@ func rotate_to_pointer():
|
|||
func spawn_projectile(pos : Vector2, dir : float, speed: float, damage : int):
|
||||
var projectile = projectilePrefab.instantiate()
|
||||
projectile.global_position = pos
|
||||
projectile.rotation = dir
|
||||
projectile.dir = dir
|
||||
projectile.speed = speed
|
||||
projectile.damage = damage
|
||||
projectile.is_displayed_folded()
|
||||
|
|