Compare commits
No commits in common. "59bb7f775c681acf6b44745b4a518c0be9523d60" and "a1a7e5f9d391fdeba699c83bbe13be02cb158016" have entirely different histories.
59bb7f775c
...
a1a7e5f9d3
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uid="uid://dkotcqflp3e32"
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path="res://.godot/imported/Egg 3.png-c72e63a8a820676347949adf94a3512a.ctex"
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source_file="res://Assets/Sprites/Start Menu Old/Easter Egg/Egg 3.png"
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dest_files=["res://.godot/imported/Egg 3.png-36b656e477565ae980ad61970e3fa5ae.ctex"]
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source_file="res://Assets/Sprites/Easter Egg/Egg 3.png"
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path="res://.godot/imported/Shadow.png-763630734c7fdb0535d00bfd3d40a6b3.ctex"
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[deps]
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source_file="res://Assets/Sprites/Start Menu Old/Easter Egg/Shadow.png"
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dest_files=["res://.godot/imported/Shadow.png-a5365acb462689cb9834499edb8acb8b.ctex"]
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source_file="res://Assets/Sprites/Easter Egg/Shadow.png"
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dest_files=["res://.godot/imported/Shadow.png-763630734c7fdb0535d00bfd3d40a6b3.ctex"]
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BIN
Assets/Sprites/Jesus/jesus_down.ase
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Assets/Sprites/Jesus/jesus_left.ase
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Assets/Sprites/Jesus/jesus_right.ase
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Assets/Sprites/Jesus/jesus_up.ase
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path="res://.godot/imported/Cake.png-a1299373d3c2f4ed321393ceaefc7ccc.ctex"
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source_file="res://Assets/Sprites/Props/Cake.png"
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@ -3,15 +3,15 @@
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importer="texture"
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path="res://.godot/imported/Cross.png-cb47f197658081aa6b3b2436216091d8.ctex"
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source_file="res://Assets/Sprites/UI Elements/Cross.png"
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://cp84ssaqs3pmp"
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path="res://.godot/imported/Jesus.png-1b5efe2b1083942c332ddea70bb782c5.ctex"
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path="res://.godot/imported/Jesus.png-4b77d6b073d02e874b45321d0948eaf8.ctex"
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metadata={
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[deps]
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source_file="res://Assets/Sprites/Start Menu Old/Jesus.png"
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dest_files=["res://.godot/imported/Jesus.png-1b5efe2b1083942c332ddea70bb782c5.ctex"]
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source_file="res://Assets/Sprites/UI Elements/Jesus.png"
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dest_files=["res://.godot/imported/Jesus.png-4b77d6b073d02e874b45321d0948eaf8.ctex"]
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[params]
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Before Width: | Height: | Size: 329 B After Width: | Height: | Size: 331 B |
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@ -16,12 +16,14 @@ 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)
|
||||
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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|
@ -29,6 +31,7 @@ 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)
|
||||
2:0/0/terrains_peering_bit/right_side = 0
|
||||
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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|
@ -37,6 +40,7 @@ texture_region_size = Vector2i(32, 32)
|
|||
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)
|
||||
3:0/0/terrains_peering_bit/bottom_side = 0
|
||||
3:0/0/terrains_peering_bit/left_side = 0
|
||||
4:0/0 = 0
|
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|
@ -44,6 +48,7 @@ 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
|
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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
|
||||
4:0/0/terrains_peering_bit/bottom_side = 0
|
||||
4:0/0/terrains_peering_bit/left_side = 0
|
||||
|
@ -54,6 +59,7 @@ texture_region_size = Vector2i(32, 32)
|
|||
5:0/0/terrain = 0
|
||||
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
|
||||
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
|
||||
5:0/0/terrains_peering_bit/bottom_right_corner = 0
|
||||
5:0/0/terrains_peering_bit/bottom_side = 0
|
||||
|
@ -63,6 +69,7 @@ texture_region_size = Vector2i(32, 32)
|
|||
6:0/0/terrain = 0
|
||||
6:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
||||
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
|
||||
|
@ -72,6 +79,7 @@ texture_region_size = Vector2i(32, 32)
|
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7:0/0/terrain = 0
|
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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
|
||||
|
@ -83,7 +91,7 @@ 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, 16, -5, -3, -5, -3, 16)
|
||||
8:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(16, 16, -12, 16, -12, -8, -8, -12, 16, -12)
|
||||
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
|
||||
|
@ -92,6 +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(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
|
||||
|
@ -103,7 +112,7 @@ 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, 16, -16, 16, -16, -5, 16, -5)
|
||||
10:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(16, -12, 16, 16, -16, 16, -16, -12)
|
||||
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
|
||||
|
@ -115,7 +124,7 @@ texture_region_size = Vector2i(32, 32)
|
|||
11:0/0/probability = 2.0
|
||||
11:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
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11:0/0/physics_layer_0/angular_velocity = 0.0
|
||||
11:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, 16, 4, 16, 4, -5, -16, -5)
|
||||
11:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, 16, -16, -12, 8, -12, 12, -8, 12, 16)
|
||||
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
|
||||
|
@ -124,6 +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(-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
|
||||
|
@ -131,6 +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(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
|
||||
|
@ -139,6 +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, 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
|
||||
|
@ -148,6 +160,7 @@ texture_region_size = Vector2i(32, 32)
|
|||
3:1/0/terrain = 0
|
||||
3:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
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3:1/0/physics_layer_0/angular_velocity = 0.0
|
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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
|
||||
|
@ -156,6 +169,7 @@ texture_region_size = Vector2i(32, 32)
|
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4:1/0/terrain = 0
|
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4:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
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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
|
||||
|
@ -165,6 +179,7 @@ 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
|
||||
|
@ -177,6 +192,7 @@ 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
|
||||
|
@ -189,6 +205,7 @@ 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
|
||||
|
@ -198,7 +215,7 @@ 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(16, -16, 16, 16, -3, 16, -3, -16)
|
||||
8:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-12, -16, 16, -16, 16, 16, -12, 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
|
||||
|
@ -209,6 +226,7 @@ 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
|
||||
|
@ -220,6 +238,7 @@ 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(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
|
||||
|
@ -232,12 +251,14 @@ 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(-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
|
||||
|
@ -245,6 +266,7 @@ 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, -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
|
||||
|
@ -253,6 +275,7 @@ 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(-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
|
||||
|
@ -260,6 +283,7 @@ 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
|
||||
|
@ -269,6 +293,7 @@ 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
|
||||
|
@ -281,6 +306,7 @@ 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
|
||||
|
@ -293,6 +319,7 @@ 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
|
||||
|
@ -302,6 +329,7 @@ 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(-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
|
||||
|
@ -328,6 +356,7 @@ 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
|
||||
|
@ -339,7 +368,7 @@ 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(-16, 16, -16, -16, 4, -16, 4, 16)
|
||||
11:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(12, 16, -16, 16, -16, -16, 12, -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
|
||||
|
@ -351,18 +380,21 @@ 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(-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
|
||||
|
@ -371,12 +403,14 @@ 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
|
||||
|
@ -387,6 +421,7 @@ 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(-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
|
||||
|
@ -396,6 +431,7 @@ 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(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
|
||||
|
@ -405,6 +441,7 @@ 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(-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
|
||||
|
@ -416,7 +453,7 @@ 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(16, -16, 16, 12, -8, 12, -12, 8, -12, -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
|
||||
|
@ -425,7 +462,7 @@ 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, -16, 16, -16, 16, -1, -16, -1)
|
||||
9:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, 12, -16, -16, 16, -16, 16, 12)
|
||||
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
|
||||
|
@ -436,6 +473,7 @@ 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(-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
|
||||
|
@ -448,7 +486,7 @@ 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, 4, -16, 4, -1, -16, -1)
|
||||
11:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 12, -16, 12, 8, 8, 12, -16, 12)
|
||||
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 := 100.0
|
||||
@export var speed := 200.0
|
||||
|
||||
var health : int
|
||||
var team : int
|
||||
|
@ -19,7 +19,7 @@ var collisions : int
|
|||
|
||||
func _ready():
|
||||
seed(int(str(self)))
|
||||
spread_time = randf() * 2 + 0.1
|
||||
spread_time = randf() * 3
|
||||
current_time = spread_time
|
||||
|
||||
func _physics_process(delta):
|
||||
|
@ -29,12 +29,10 @@ 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 * 2, randf() - 0.5 * 2)
|
||||
var next_location = agent.get_next_path_position() + Vector2(randf() - 0.5 * 10, randf() - 0.5 * 10)
|
||||
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 = 400
|
||||
@export var player_save_distance : float = 32.0
|
||||
@onready var BunnyPrefab : PackedScene = load(bunny_prefab.resource_path)
|
||||
|
||||
func spawn_bunny(pos : Vector2, team : int, health : int) -> Bunny:
|
||||
|
@ -30,16 +30,3 @@ 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
|
||||
|
|
|
@ -5,8 +5,7 @@ extends Node2D
|
|||
|
||||
var bunnys = []
|
||||
var gen_data : Dictionary
|
||||
var wave : int
|
||||
var in_wave_gen : bool
|
||||
var wave := 0
|
||||
|
||||
func _ready():
|
||||
gen_data = map_generator.generate() as Dictionary
|
||||
|
@ -14,12 +13,10 @@ func _ready():
|
|||
pass
|
||||
|
||||
func _process(_delta):
|
||||
if bunnys.size() == 0 and !in_wave_gen:
|
||||
in_wave_gen = true
|
||||
if(bunnys.size() == 0):
|
||||
wave += 1
|
||||
bunnys = await bunny_generator.spawn_batched_wave(5.0, 0.25, gen_data.free_tiles.duplicate(), TEAM.EVIL, wave * 10.0, 3)
|
||||
bunnys = bunny_generator.spawn_wave(gen_data.free_tiles.duplicate(), TEAM.EVIL, wave * 500, 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) * self.scale / 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) / 2))
|
||||
return free_tiles
|
||||
|
||||
func setup_tile_data_array():
|
||||
|
|
|
@ -1,16 +1,13 @@
|
|||
extends Area2D
|
||||
|
||||
@export var speed : float = 80.0
|
||||
@export var speed : float = 250.0
|
||||
@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(dir), sin(dir)) * speed * delta)
|
||||
self.rotate(delta * 30)
|
||||
self.translate(Vector2(cos(self.rotation), sin(self.rotation)) * speed * delta)
|
||||
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, 350.0, 1)
|
||||
spawn_projectile(self.global_position, self.rotation, 100, 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.dir = dir
|
||||
projectile.rotation = dir
|
||||
projectile.speed = speed
|
||||
projectile.damage = damage
|
||||
projectile.is_displayed_folded()
|
||||
|
|