From 91920d15b14a2f8750cf5ce55ae075844564f5c2 Mon Sep 17 00:00:00 2001 From: Snoweuph Date: Sat, 15 Apr 2023 06:24:21 +0200 Subject: [PATCH] Part one of Setting up Collider (it so tidoius, gonna sleep now) --- Assets/Tileset.tres | 27 ++++++++++++++++++++++++++- 1 file changed, 26 insertions(+), 1 deletion(-) diff --git a/Assets/Tileset.tres b/Assets/Tileset.tres index 4fca671..06e15a0 100644 --- a/Assets/Tileset.tres +++ b/Assets/Tileset.tres @@ -18,12 +18,14 @@ texture_region_size = Vector2i(32, 32) 0:0/0/probability = 2.0 0:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 0:0/0/physics_layer_0/angular_velocity = 0.0 +0:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -6, 16, -6, 16, 16, -16, 16) 0:0/0/terrains_peering_bit/bottom_side = 0 1:0/0 = 0 1:0/0/terrain_set = 0 1:0/0/terrain = 0 1:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 1:0/0/physics_layer_0/angular_velocity = 0.0 +1:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16) 1:0/0/terrains_peering_bit/right_side = 0 1:0/0/terrains_peering_bit/bottom_side = 0 2:0/0 = 0 @@ -31,6 +33,7 @@ texture_region_size = Vector2i(32, 32) 2:0/0/terrain = 0 2:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 2:0/0/physics_layer_0/angular_velocity = 0.0 +2:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16) 2:0/0/terrains_peering_bit/right_side = 0 2:0/0/terrains_peering_bit/bottom_side = 0 2:0/0/terrains_peering_bit/left_side = 0 @@ -39,6 +42,7 @@ texture_region_size = Vector2i(32, 32) 3:0/0/terrain = 0 3:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 3:0/0/physics_layer_0/angular_velocity = 0.0 +3:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16) 3:0/0/terrains_peering_bit/bottom_side = 0 3:0/0/terrains_peering_bit/left_side = 0 4:0/0 = 0 @@ -46,6 +50,7 @@ texture_region_size = Vector2i(32, 32) 4:0/0/terrain = 0 4:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 4:0/0/physics_layer_0/angular_velocity = 0.0 +4:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16) 4:0/0/terrains_peering_bit/right_side = 0 4:0/0/terrains_peering_bit/bottom_side = 0 4:0/0/terrains_peering_bit/left_side = 0 @@ -74,6 +79,7 @@ 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, -16, 16, -16, 16, 16, -16, 16) 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 @@ -94,6 +100,7 @@ texture_region_size = Vector2i(32, 32) 9:0/0/terrain = 0 9:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 9:0/0/physics_layer_0/angular_velocity = 0.0 +9:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 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 @@ -126,6 +133,7 @@ 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(-16, -16, 16, -16, 16, 16, -16, 16) 0:1/0/terrains_peering_bit/bottom_side = 0 0:1/0/terrains_peering_bit/top_side = 0 1:1/0 = 0 @@ -133,6 +141,7 @@ 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(-16, -16, 16, -16, 16, 16, -16, 16) 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 @@ -141,6 +150,7 @@ 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, -16, 16, -16, 16, 16, -16, 16) 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 @@ -150,6 +160,7 @@ 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(-16, -16, 16, -16, 16, 16, -16, 16) 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 @@ -222,6 +233,7 @@ 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(16, -16, -16, -16, -16, 16, 4, 16, 4, -1, 16, -1) 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 @@ -234,12 +246,14 @@ 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(-16, -16, 16, -16, 16, -1, -16, -1) 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(-16, -16, 16, -16, 16, -1, -16, -1) 1:2/0/terrains_peering_bit/right_side = 0 1:2/0/terrains_peering_bit/top_side = 0 2:2/0 = 0 @@ -247,6 +261,7 @@ 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, -16, 16, -16, 16, -1, -16, -1) 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 @@ -255,6 +270,7 @@ 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(-16, -16, 16, -16, 16, -1, -16, -1) 3:2/0/terrains_peering_bit/left_side = 0 3:2/0/terrains_peering_bit/top_side = 0 4:2/0 = 0 @@ -304,6 +320,7 @@ 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(-16, -16, 16, -16, 16, 16, -3, 16, -3, -1, -16, -1) 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 @@ -353,18 +370,21 @@ 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(12, -16, -12, -16, -12, -1, 12, -1) 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(-4, -16, 16, -16, 16, -1, -4, -1) 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, -16, 16, -16, 16, -1, -16, -1) 2:3/0/terrains_peering_bit/right_side = 0 2:3/0/terrains_peering_bit/left_side = 0 3:3/0 = 0 @@ -373,6 +393,7 @@ 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(4, -16, -16, -16, -16, -1, 4, -1) 3:3/0/terrains_peering_bit/left_side = 0 4:3/0 = 0 4:3/0/terrain_set = 0 @@ -389,6 +410,7 @@ 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(-16, -16, 16, -16, 16, -1, -16, -1) 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 @@ -398,6 +420,7 @@ 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(-16, -16, 16, -16, 16, -1, -16, -1) 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 @@ -407,6 +430,7 @@ 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(-16, -16, 16, -16, 16, 16, -3, 16, -4, 7, -16, -1) 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 @@ -418,7 +442,7 @@ 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, -1, -4, -1, -4, -16) +8:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-3, -16, 16, -16, 16, -1, -3, -1) 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 @@ -439,6 +463,7 @@ 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(-16, -16, 16, -16, 16, 16, -16, 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