Part one of Setting up Collider (it so tidoius, gonna sleep now)

This commit is contained in:
Snoweuph 2023-04-15 06:24:21 +02:00
parent a1bdddb849
commit 91920d15b1

View file

@ -18,12 +18,14 @@ texture_region_size = Vector2i(32, 32)
0:0/0/probability = 2.0 0:0/0/probability = 2.0
0:0/0/physics_layer_0/linear_velocity = Vector2(0, 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/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 0:0/0/terrains_peering_bit/bottom_side = 0
1:0/0 = 0 1:0/0 = 0
1:0/0/terrain_set = 0 1:0/0/terrain_set = 0
1:0/0/terrain = 0 1:0/0/terrain = 0
1:0/0/physics_layer_0/linear_velocity = Vector2(0, 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/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/right_side = 0
1:0/0/terrains_peering_bit/bottom_side = 0 1:0/0/terrains_peering_bit/bottom_side = 0
2:0/0 = 0 2:0/0 = 0
@ -31,6 +33,7 @@ texture_region_size = Vector2i(32, 32)
2:0/0/terrain = 0 2:0/0/terrain = 0
2:0/0/physics_layer_0/linear_velocity = Vector2(0, 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/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/right_side = 0
2:0/0/terrains_peering_bit/bottom_side = 0 2:0/0/terrains_peering_bit/bottom_side = 0
2:0/0/terrains_peering_bit/left_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/terrain = 0
3:0/0/physics_layer_0/linear_velocity = Vector2(0, 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/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/bottom_side = 0
3:0/0/terrains_peering_bit/left_side = 0 3:0/0/terrains_peering_bit/left_side = 0
4:0/0 = 0 4:0/0 = 0
@ -46,6 +50,7 @@ texture_region_size = Vector2i(32, 32)
4:0/0/terrain = 0 4:0/0/terrain = 0
4:0/0/physics_layer_0/linear_velocity = Vector2(0, 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/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/right_side = 0
4:0/0/terrains_peering_bit/bottom_side = 0 4:0/0/terrains_peering_bit/bottom_side = 0
4:0/0/terrains_peering_bit/left_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/terrain = 0
7:0/0/physics_layer_0/linear_velocity = Vector2(0, 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/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/right_side = 0
7:0/0/terrains_peering_bit/bottom_side = 0 7:0/0/terrains_peering_bit/bottom_side = 0
7:0/0/terrains_peering_bit/left_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/terrain = 0
9:0/0/physics_layer_0/linear_velocity = Vector2(0, 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/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/right_side = 0
9:0/0/terrains_peering_bit/bottom_right_corner = 0 9:0/0/terrains_peering_bit/bottom_right_corner = 0
9:0/0/terrains_peering_bit/bottom_side = 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/terrain = 0
0:1/0/physics_layer_0/linear_velocity = Vector2(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/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/bottom_side = 0
0:1/0/terrains_peering_bit/top_side = 0 0:1/0/terrains_peering_bit/top_side = 0
1:1/0 = 0 1:1/0 = 0
@ -133,6 +141,7 @@ texture_region_size = Vector2i(32, 32)
1:1/0/terrain = 0 1:1/0/terrain = 0
1:1/0/physics_layer_0/linear_velocity = Vector2(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/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/right_side = 0
1:1/0/terrains_peering_bit/bottom_side = 0 1:1/0/terrains_peering_bit/bottom_side = 0
1:1/0/terrains_peering_bit/top_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/terrain = 0
2:1/0/physics_layer_0/linear_velocity = Vector2(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/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/right_side = 0
2:1/0/terrains_peering_bit/bottom_side = 0 2:1/0/terrains_peering_bit/bottom_side = 0
2:1/0/terrains_peering_bit/left_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/terrain = 0
3:1/0/physics_layer_0/linear_velocity = Vector2(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/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/bottom_side = 0
3:1/0/terrains_peering_bit/left_side = 0 3:1/0/terrains_peering_bit/left_side = 0
3:1/0/terrains_peering_bit/top_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/terrain = 0
11:1/0/physics_layer_0/linear_velocity = Vector2(0, 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/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/right_side = 0
11:1/0/terrains_peering_bit/bottom_side = 0 11:1/0/terrains_peering_bit/bottom_side = 0
11:1/0/terrains_peering_bit/bottom_left_corner = 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/probability = 2.0
0:2/0/physics_layer_0/linear_velocity = Vector2(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/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 0:2/0/terrains_peering_bit/top_side = 0
1:2/0 = 0 1:2/0 = 0
1:2/0/terrain_set = 0 1:2/0/terrain_set = 0
1:2/0/terrain = 0 1:2/0/terrain = 0
1:2/0/physics_layer_0/linear_velocity = Vector2(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/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/right_side = 0
1:2/0/terrains_peering_bit/top_side = 0 1:2/0/terrains_peering_bit/top_side = 0
2:2/0 = 0 2:2/0 = 0
@ -247,6 +261,7 @@ texture_region_size = Vector2i(32, 32)
2:2/0/terrain = 0 2:2/0/terrain = 0
2:2/0/physics_layer_0/linear_velocity = Vector2(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/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/right_side = 0
2:2/0/terrains_peering_bit/left_side = 0 2:2/0/terrains_peering_bit/left_side = 0
2:2/0/terrains_peering_bit/top_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/terrain = 0
3:2/0/physics_layer_0/linear_velocity = Vector2(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/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/left_side = 0
3:2/0/terrains_peering_bit/top_side = 0 3:2/0/terrains_peering_bit/top_side = 0
4:2/0 = 0 4:2/0 = 0
@ -304,6 +320,7 @@ texture_region_size = Vector2i(32, 32)
8:2/0/terrain = 0 8:2/0/terrain = 0
8:2/0/physics_layer_0/linear_velocity = Vector2(0, 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/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/right_side = 0
8:2/0/terrains_peering_bit/bottom_right_corner = 0 8:2/0/terrains_peering_bit/bottom_right_corner = 0
8:2/0/terrains_peering_bit/bottom_side = 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/probability = 2.0
0:3/0/physics_layer_0/linear_velocity = Vector2(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/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 = 0
1:3/0/terrain_set = 0 1:3/0/terrain_set = 0
1:3/0/terrain = 0 1:3/0/terrain = 0
1:3/0/probability = 2.0 1:3/0/probability = 2.0
1:3/0/physics_layer_0/linear_velocity = Vector2(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/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 1:3/0/terrains_peering_bit/right_side = 0
2:3/0 = 0 2:3/0 = 0
2:3/0/terrain_set = 0 2:3/0/terrain_set = 0
2:3/0/terrain = 0 2:3/0/terrain = 0
2:3/0/physics_layer_0/linear_velocity = Vector2(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/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/right_side = 0
2:3/0/terrains_peering_bit/left_side = 0 2:3/0/terrains_peering_bit/left_side = 0
3:3/0 = 0 3:3/0 = 0
@ -373,6 +393,7 @@ texture_region_size = Vector2i(32, 32)
3:3/0/probability = 2.0 3:3/0/probability = 2.0
3:3/0/physics_layer_0/linear_velocity = Vector2(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/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 3:3/0/terrains_peering_bit/left_side = 0
4:3/0 = 0 4:3/0 = 0
4:3/0/terrain_set = 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/terrain = 0
5:3/0/physics_layer_0/linear_velocity = Vector2(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/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/right_side = 0
5:3/0/terrains_peering_bit/left_side = 0 5:3/0/terrains_peering_bit/left_side = 0
5:3/0/terrains_peering_bit/top_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/terrain = 0
6:3/0/physics_layer_0/linear_velocity = Vector2(0, 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/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/right_side = 0
6:3/0/terrains_peering_bit/left_side = 0 6:3/0/terrains_peering_bit/left_side = 0
6:3/0/terrains_peering_bit/top_left_corner = 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/terrain = 0
7:3/0/physics_layer_0/linear_velocity = Vector2(0, 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/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/right_side = 0
7:3/0/terrains_peering_bit/bottom_right_corner = 0 7:3/0/terrains_peering_bit/bottom_right_corner = 0
7:3/0/terrains_peering_bit/bottom_side = 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/probability = 2.0
8:3/0/physics_layer_0/linear_velocity = Vector2(0, 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/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/right_side = 0
8:3/0/terrains_peering_bit/top_side = 0 8:3/0/terrains_peering_bit/top_side = 0
8:3/0/terrains_peering_bit/top_right_corner = 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/terrain = 0
10:3/0/physics_layer_0/linear_velocity = Vector2(0, 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/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/right_side = 0
10:3/0/terrains_peering_bit/bottom_side = 0 10:3/0/terrains_peering_bit/bottom_side = 0
10:3/0/terrains_peering_bit/left_side = 0 10:3/0/terrains_peering_bit/left_side = 0