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8 commits

18 changed files with 544 additions and 102 deletions

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uid="uid://ct2del6b6jorm"
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source_file="res://Assets/Sprites/Jesus/Jesus Back.png"
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[ext_resource type="Texture2D" uid="uid://bjyry6vvtr8h5" path="res://Assets/Sprites/PlaceHolderA.png" id="1_nuhua"]
[ext_resource type="Texture2D" uid="uid://cbtiuvqgnulmf" path="res://Assets/Sprites/PlaceHolderB.png" id="2_jl0te"]
[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_urqd5"]
texture = ExtResource("1_nuhua")
texture_region_size = Vector2i(8, 8)
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
0:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, -4, 4, -4, 4, 4, -4, 4)
[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_7bjb0"]
texture = ExtResource("2_jl0te")
texture_region_size = Vector2i(8, 8)
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
[resource]
tile_size = Vector2i(8, 8)
physics_layer_0/collision_layer = 1
sources/0 = SubResource("TileSetAtlasSource_urqd5")
sources/1 = SubResource("TileSetAtlasSource_7bjb0")

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@ -8,26 +8,42 @@ texture_region_size = Vector2i(32, 32)
0:0/0 = 0
0:0/0/terrain_set = 0
0:0/0/terrain = 0
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(12, 16, -12, 16, -12, -8, -8.5, -12, 8.5, -12, 12, -8)
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(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
1:0/0/terrains_peering_bit/bottom_side = 0
2:0/0 = 0
2:0/0/terrain_set = 0
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, 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
2:0/0/terrains_peering_bit/left_side = 0
3:0/0 = 0
3:0/0/terrain_set = 0
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(-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
4:0/0/terrain_set = 0
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(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
@ -36,6 +52,9 @@ texture_region_size = Vector2i(32, 32)
5:0/0 = 0
5:0/0/terrain_set = 0
5:0/0/terrain = 0
5:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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
@ -43,6 +62,9 @@ texture_region_size = Vector2i(32, 32)
6:0/0 = 0
6:0/0/terrain_set = 0
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
@ -50,6 +72,9 @@ texture_region_size = Vector2i(32, 32)
7:0/0 = 0
7:0/0/terrain_set = 0
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
@ -58,12 +83,19 @@ texture_region_size = Vector2i(32, 32)
8:0/0 = 0
8:0/0/terrain_set = 0
8:0/0/terrain = 0
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/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
9:0/0 = 0
9:0/0/terrain_set = 0
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
@ -73,6 +105,9 @@ texture_region_size = Vector2i(32, 32)
10:0/0 = 0
10:0/0/terrain_set = 0
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/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
@ -81,23 +116,36 @@ texture_region_size = Vector2i(32, 32)
11:0/0 = 0
11:0/0/terrain_set = 0
11:0/0/terrain = 0
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/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
0:1/0 = 0
0:1/0/terrain_set = 0
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
1:1/0/terrain_set = 0
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
2:1/0 = 0
2:1/0/terrain_set = 0
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
@ -105,12 +153,18 @@ texture_region_size = Vector2i(32, 32)
3:1/0 = 0
3:1/0/terrain_set = 0
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
4:1/0 = 0
4:1/0/terrain_set = 0
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
@ -118,6 +172,9 @@ texture_region_size = Vector2i(32, 32)
5:1/0 = 0
5:1/0/terrain_set = 0
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
@ -128,6 +185,9 @@ texture_region_size = Vector2i(32, 32)
6:1/0 = 0
6:1/0/terrain_set = 0
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
@ -138,6 +198,9 @@ texture_region_size = Vector2i(32, 32)
7:1/0 = 0
7:1/0/terrain_set = 0
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
@ -145,6 +208,9 @@ texture_region_size = Vector2i(32, 32)
8:1/0 = 0
8:1/0/terrain_set = 0
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/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
@ -153,6 +219,9 @@ texture_region_size = Vector2i(32, 32)
9:1/0 = 0
9:1/0/terrain_set = 0
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
@ -162,6 +231,9 @@ texture_region_size = Vector2i(32, 32)
11:1/0 = 0
11:1/0/terrain_set = 0
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
@ -171,26 +243,42 @@ texture_region_size = Vector2i(32, 32)
0:2/0 = 0
0:2/0/terrain_set = 0
0:2/0/terrain = 0
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
2:2/0/terrain_set = 0
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
3:2/0 = 0
3:2/0/terrain_set = 0
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
4:2/0/terrain_set = 0
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
@ -198,6 +286,9 @@ texture_region_size = Vector2i(32, 32)
5:2/0 = 0
5:2/0/terrain_set = 0
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
@ -208,6 +299,9 @@ texture_region_size = Vector2i(32, 32)
6:2/0 = 0
6:2/0/terrain_set = 0
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
@ -218,6 +312,9 @@ texture_region_size = Vector2i(32, 32)
7:2/0 = 0
7:2/0/terrain_set = 0
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
@ -225,6 +322,9 @@ texture_region_size = Vector2i(32, 32)
8:2/0 = 0
8:2/0/terrain_set = 0
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
@ -234,6 +334,10 @@ texture_region_size = Vector2i(32, 32)
9:2/0 = 0
9:2/0/terrain_set = 0
9:2/0/terrain = 0
9:2/0/probability = 2.0
9:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
9:2/0/physics_layer_0/angular_velocity = 0.0
9:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
9:2/0/terrains_peering_bit/right_side = 0
9:2/0/terrains_peering_bit/bottom_right_corner = 0
9:2/0/terrains_peering_bit/bottom_side = 0
@ -245,6 +349,9 @@ texture_region_size = Vector2i(32, 32)
10:2/0 = 0
10:2/0/terrain_set = 0
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
@ -254,6 +361,9 @@ texture_region_size = Vector2i(32, 32)
11:2/0 = 0
11:2/0/terrain_set = 0
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/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
@ -262,22 +372,40 @@ texture_region_size = Vector2i(32, 32)
0:3/0 = 0
0:3/0/terrain_set = 0
0:3/0/terrain = 0
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
3:3/0/terrain_set = 0
3:3/0/terrain = 0
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
@ -286,6 +414,9 @@ texture_region_size = Vector2i(32, 32)
5:3/0 = 0
5:3/0/terrain_set = 0
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
@ -293,6 +424,9 @@ texture_region_size = Vector2i(32, 32)
6:3/0 = 0
6:3/0/terrain_set = 0
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
@ -300,6 +434,9 @@ texture_region_size = Vector2i(32, 32)
7:3/0 = 0
7:3/0/terrain_set = 0
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
@ -308,12 +445,19 @@ texture_region_size = Vector2i(32, 32)
8:3/0 = 0
8:3/0/terrain_set = 0
8:3/0/terrain = 0
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/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
9:3/0 = 0
9:3/0/terrain_set = 0
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/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
@ -322,6 +466,9 @@ texture_region_size = Vector2i(32, 32)
10:3/0 = 0
10:3/0/terrain_set = 0
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
@ -331,12 +478,18 @@ texture_region_size = Vector2i(32, 32)
11:3/0 = 0
11:3/0/terrain_set = 0
11:3/0/terrain = 0
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/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
[resource]
tile_size = Vector2i(32, 32)
physics_layer_0/collision_layer = 1
physics_layer_0/collision_mask = 0
terrain_set_0/mode = 0
terrain_set_0/terrain_0/name = "Walls"
terrain_set_0/terrain_0/color = Color(1, 0.301961, 0.329412, 1)

View file

@ -1,13 +1,14 @@
[gd_scene load_steps=3 format=3 uid="uid://chfp8mm3vwh2e"]
[ext_resource type="TileSet" uid="uid://b7cqbf6xdbeal" path="res://Assets/Test_Tileset.tres" id="1_8lepy"]
[ext_resource type="TileSet" uid="uid://bj7uu2180mie3" path="res://Assets/Tileset.tres" id="1_a2htf"]
[ext_resource type="Script" path="res://Scripts/MapGenerator.gd" id="2_qvwn8"]
[node name="Node2D" type="Node2D"]
[node name="TileMap" type="TileMap" parent="."]
tile_set = ExtResource("1_8lepy")
tile_set = ExtResource("1_a2htf")
cell_quadrant_size = 8
collision_visibility_mode = 1
format = 2
script = ExtResource("2_qvwn8")
height = 33

View file

@ -1,35 +1,154 @@
[gd_scene load_steps=5 format=3 uid="uid://ccgpsim5nfxd6"]
[gd_scene load_steps=12 format=3 uid="uid://ccgpsim5nfxd6"]
[ext_resource type="TileSet" uid="uid://bj7uu2180mie3" path="res://Assets/Tileset.tres" id="1_wkp62"]
[ext_resource type="Script" path="res://Scripts/PlayerController.gd" id="1_x3102"]
[ext_resource type="Texture2D" uid="uid://c6n0go8l4gaak" path="res://Assets/Sprites/Jesus_Left_Idle.png" id="2_48vut"]
[ext_resource type="TileSet" uid="uid://b7cqbf6xdbeal" path="res://Assets/Test_Tileset.tres" id="3_0at2g"]
[ext_resource type="Script" path="res://Scripts/MapGenerator.gd" id="4_8st0q"]
[ext_resource type="Texture2D" uid="uid://bl7vfn05ul1vu" path="res://Assets/Sprites/Jesus/Jesus Spritesheet.png" id="4_e5cec"]
[node name="Node2D" type="Node2D"]
[sub_resource type="Animation" id="Animation_kdxam"]
resource_name = "Idle"
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Player Sprite:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [0]
}
[node name="TileMap" type="TileMap" parent="."]
tile_set = ExtResource("3_0at2g")
cell_quadrant_size = 8
[sub_resource type="Animation" id="Animation_dwpep"]
resource_name = "MoveDown"
length = 0.8
loop_mode = 1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Player Sprite:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = false
tracks/0/keys = {
"times": PackedFloat32Array(0, 0.2, 0.4, 0.6),
"transitions": PackedFloat32Array(1, 1, 1, 1),
"update": 1,
"values": [0, 1, 2, 3]
}
[sub_resource type="Animation" id="Animation_2jvl5"]
resource_name = "MoveLeft"
length = 0.8
loop_mode = 1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Player Sprite:frame")
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": [12, 13, 14, 15]
}
[sub_resource type="Animation" id="Animation_4ig1u"]
resource_name = "MoveRight"
length = 0.8
loop_mode = 1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Player Sprite:frame")
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": [4, 5, 6, 7]
}
[sub_resource type="Animation" id="Animation_pswkh"]
resource_name = "MoveUp"
length = 0.8
loop_mode = 1
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Player Sprite:frame")
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": [8, 9, 10, 11]
}
[sub_resource type="Animation" id="Animation_o3hln"]
length = 0.001
tracks/0/type = "value"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Player Sprite:frame")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 1,
"values": [0]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_bi1h3"]
_data = {
"Idle": SubResource("Animation_kdxam"),
"MoveDown": SubResource("Animation_dwpep"),
"MoveLeft": SubResource("Animation_2jvl5"),
"MoveRight": SubResource("Animation_4ig1u"),
"MoveUp": SubResource("Animation_pswkh"),
"RESET": SubResource("Animation_o3hln")
}
[node name="Player Movement" type="Node2D"]
[node name="Map Generator" type="TileMap" parent="."]
tile_set = ExtResource("1_wkp62")
cell_quadrant_size = 32
collision_visibility_mode = 1
format = 2
script = ExtResource("4_8st0q")
start_area_size = 3
start_area_corner_size = 1
[node name="CharacterBody2D" type="CharacterBody2D" parent="."]
position = Vector2(512, 300)
scale = Vector2(0.25, 0.25)
[node name="Player" type="CharacterBody2D" parent="." node_paths=PackedStringArray("animation_player")]
position = Vector2(960, 512)
scale = Vector2(0.5, 0.5)
collision_layer = 0
script = ExtResource("1_x3102")
speed = 80
speed = 60
animation_player = NodePath("Player Animator")
[node name="Sprite2D" type="Sprite2D" parent="CharacterBody2D"]
texture = ExtResource("2_48vut")
[node name="Player Sprite" type="Sprite2D" parent="Player"]
position = Vector2(0, -20)
texture = ExtResource("4_e5cec")
hframes = 4
vframes = 4
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="CharacterBody2D"]
polygon = PackedVector2Array(16, 32, -14, 32, -14, -22, 16, -22)
[node name="Player Collider" type="CollisionPolygon2D" parent="Player"]
polygon = PackedVector2Array(12, 32, -16, 32, -16, -24, 12, -24)
[node name="Camera2D" type="Camera2D" parent="CharacterBody2D"]
zoom = Vector2(10, 10)
[node name="Player Camera" type="Camera2D" parent="Player"]
zoom = Vector2(3, 3)
position_smoothing_enabled = true
drag_horizontal_enabled = true
drag_vertical_enabled = true
editor_draw_limits = true
editor_draw_drag_margin = true
[node name="Player Animator" type="AnimationPlayer" parent="Player"]
libraries = {
"": SubResource("AnimationLibrary_bi1h3")
}

View file

@ -1,12 +1,9 @@
extends TileMap
@export var width := 128
@export var height := 75
@export var width := 60
@export var height := 32
@export var fill_percentage := 0.65
@export var solid_id := 0
@export var non_solid_id := 1
@export var solid_threshold := 7
@export var nonsolid_threshold := 4
@ -16,6 +13,8 @@ extends TileMap
@export var cave_gen_iterations := 3
@export var cave_mine_size_threshold := 80
var tile_array : Array
func _ready():
var time = generate()
print("time for generation: " + str(time))
@ -25,40 +24,47 @@ func _ready():
func generate() -> float:
var start_time = Time.get_unix_time_from_system()
randomize()
setup_tile_data_array()
fill_random_noise()
for i in cave_gen_iterations:
change_cells_by_neighbor_thresholds()
set_borders_solid()
prepare_player_start_area()
connect_caves(get_caves())
for i in cave_gen_iterations:
change_cells_by_neighbor_thresholds()
set_borders_solid()
tile_array_to_terrain()
return Time.get_unix_time_from_system() - start_time
func setup_tile_data_array():
tile_array.clear()
tile_array = []
for x in width:
tile_array.append([])
for y in height:
tile_array[x].append([])
func fill_random_noise():
for x in width:
for y in height:
if randf() < fill_percentage:
self.set_cell(0, Vector2i(x,y),solid_id, Vector2i(0, 0))
set_tile_solid(x,y)
else:
self.set_cell(0, Vector2i(x,y),non_solid_id, Vector2i(0, 0))
set_tile_non_solid(x,y)
pass
func set_borders_solid():
for x in width:
self.set_cell(0, Vector2i(x,0),solid_id, Vector2i(0, 0))
self.set_cell(0, Vector2i(x,height-1),solid_id, Vector2i(0, 0))
set_tile_solid(x,0)
set_tile_solid(x,height-1)
for y in height:
self.set_cell(0, Vector2i(0,y),solid_id, Vector2i(0, 0))
self.set_cell(0, Vector2i(width-1,y),solid_id, Vector2i(0, 0))
set_tile_solid(0,y)
set_tile_solid(width-1,y)
pass
func prepare_player_start_area():
@ -76,32 +82,32 @@ func prepare_player_start_area():
for y in range(center.y - start_area_size, center.y + start_area_size):
# Decide if the tile is part of the Corner or not
if !(p2 > 0 or p2 <= - (start_area_size*2 - p*2)):
self.set_cell(0, Vector2i(x,y),non_solid_id, Vector2i(0, 0))
set_tile_non_solid(x,y)
p2 -= 1
pass
func change_cells_by_neighbor_thresholds():
for x in range(1, width):
for y in range(1, height):
for x in range(1, width-1):
for y in range(1, height-1):
# Count Solid Neighbor Cells
var count := 0
#y-1
if self.get_cell_source_id(0, Vector2i(x-1, y-1)) == solid_id: count +=1
if self.get_cell_source_id(0, Vector2i(x, y-1)) == solid_id: count +=1
if self.get_cell_source_id(0, Vector2i(x+1, y-1)) == solid_id: count +=1
if get_tile_solid(x-1, y-1): count +=1
if get_tile_solid(x, y-1): count +=1
if get_tile_solid(x+1, y-1): count +=1
#y
if self.get_cell_source_id(0, Vector2i(x-1, y)) == solid_id: count +=1
if self.get_cell_source_id(0, Vector2i(x+1, y)) == solid_id: count +=1
if get_tile_solid(x-1, y): count +=1
if get_tile_solid(x+1, y): count +=1
#y+1
if self.get_cell_source_id(0, Vector2i(x-1, y+1)) == solid_id: count +=1
if self.get_cell_source_id(0, Vector2i(x, y+1)) == solid_id: count +=1
if self.get_cell_source_id(0, Vector2i(x+1, y+1)) == solid_id: count +=1
if get_tile_solid(x-1, y+1): count +=1
if get_tile_solid(x, y+1): count +=1
if get_tile_solid(x+1, y+1): count +=1
# Check Threshold
if count < nonsolid_threshold:
self.set_cell(0, Vector2i(x,y),non_solid_id, Vector2i(0, 0))
set_tile_non_solid(x,y)
if count >= solid_threshold:
self.set_cell(0, Vector2i(x,y),solid_id, Vector2i(0, 0))
set_tile_solid(x,y)
pass
func get_caves() -> Array:
@ -110,12 +116,12 @@ func get_caves() -> Array:
for x in range (2, width-2):
for y in range (2, height-2):
if self.get_cell_source_id(0, Vector2i(x, y)) == non_solid_id:
if get_tile_non_solid(x, y):
flood_fill(x,y, caves)
for cave in caves:
for tile in cave:
self.set_cell(0, Vector2i(tile.x,tile.y),non_solid_id, Vector2i(0, 0))
set_tile_non_solid(tile.x,tile.y)
return caves
func flood_fill(tilex, tiley, caves) -> Array:
@ -126,7 +132,7 @@ func flood_fill(tilex, tiley, caves) -> Array:
if !cave.has(tile):
cave.append(tile)
self.set_cell(0, Vector2i(tile.x,tile.y),solid_id, Vector2i(0, 0))
set_tile_solid(tile.x,tile.y)
#check adjacent cells
var north = Vector2i(tile.x, tile.y+1)
@ -135,7 +141,7 @@ func flood_fill(tilex, tiley, caves) -> Array:
var west = Vector2i(tile.x-1, tile.y)
for dir in [north,south,east,west]:
if self.get_cell_source_id(0, dir) == non_solid_id:
if get_tile_non_solid(dir.x, dir.y):
if !to_fill.has(dir) and !cave.has(dir):
to_fill.append(dir)
if cave.size() >= cave_mine_size_threshold:
@ -223,9 +229,41 @@ func create_tunnel(point1, point2, cave):
drunk_x += dx
drunk_y += dy
if self.get_cell_source_id(0, Vector2i(drunk_x, drunk_y)) == solid_id:
self.set_cell(0, Vector2i(drunk_x, drunk_y),non_solid_id, Vector2i(0, 0))
if get_tile_solid(drunk_x, drunk_y):
set_tile_non_solid(drunk_x, drunk_y)
#make tunnel wider
self.set_cell(0, Vector2i(drunk_x+1, drunk_y),non_solid_id, Vector2i(0, 0))
self.set_cell(0, Vector2i(drunk_x+1, drunk_y+1),non_solid_id, Vector2i(0, 0))
set_tile_non_solid(drunk_x+1, drunk_y)
set_tile_non_solid(drunk_x+1, drunk_y+1)
pass
func tile_array_to_terrain():
for x in width:
for y in height:
match tile_array[x][y]:
0: set_terrain_tile_non_solid(x,y)
1: set_terrain_tile_solid(x,y)
pass
# Getter
func get_tile_solid(x : int, y : int) -> bool:
return tile_array[x][y] == 1
func get_tile_non_solid(x : int, y : int) -> bool:
return tile_array[x][y] == 0
# Setter
func set_tile_solid(x : int, y : int):
tile_array[x][y] = 1
pass
func set_tile_non_solid(x : int, y : int):
tile_array[x][y] = 0
pass
func set_terrain_tile_solid(x : int, y : int):
self.set_cells_terrain_connect(0, [Vector2i(x,y)], 0, 0, false)
pass
func set_terrain_tile_non_solid(x : int, y : int):
self.set_cell(0, Vector2i(x,y), -1)
pass

View file

@ -1,24 +1,43 @@
extends CharacterBody2D
@export var speed = 100
@export_range(0, 1) var damping_factor := 0.6
@export var speed = 20
@export_range(0, 1) var damping_factor = 0.6
@export var animation_player : AnimationPlayer
func get_move_vector():
func _physics_process(delta : float):
update_player_movement(delta)
pass
func get_move_input_vector() -> Vector2:
var input_direction = Input.get_vector("move_left", "move_right", "move_up", "move_down").normalized()
return input_direction
func move_player(delta : float):
if get_move_vector() == Vector2.ZERO:
# Damp Players Velocity if no Input
self.velocity = self.velocity * (1 - min(1, damping_factor * 60 * delta))
else:
# Set Players Velocity to the Input Direction in the Players Speed
self.velocity = get_move_vector() * speed * delta * 60
# Update The Players Physics Calculations
func update_player_movement(delta : float):
var input = get_move_input_vector()
# Damp Movement if not moving, Accelerate if Moving
var is_moving = input != Vector2.ZERO
self.velocity = input * speed * delta * 60 if is_moving else self.velocity * (1 - min(1, damping_factor * 60 * delta))
update_player_animation()
# Update Objects Physics calculations
self.move_and_slide()
pass
func _physics_process(delta : float):
move_player(delta)
func update_player_animation():
var move_vector = get_move_input_vector()
match move_vector:
Vector2.ZERO: animation_player.play("Idle")
Vector2.LEFT: animation_player.play("MoveLeft")
Vector2.RIGHT: animation_player.play("MoveRight")
Vector2.UP: animation_player.play("MoveUp")
Vector2.DOWN: animation_player.play("MoveDown")
_: handle_diagonal_animations(move_vector)
pass
func handle_diagonal_animations(dir : Vector2):
if (dir.y > 0 and dir.x < 0) or (dir.y < 0 and dir.x < 0): animation_player.play("MoveLeft")
elif (dir.y > 0 and dir.x > 0) or (dir.y < 0 and dir.x > 0): animation_player.play("MoveRight")
else: animation_player.play("Idle")
pass

View file

@ -11,7 +11,7 @@ config_version=5
[application]
config/name="HoppyEaster"
run/main_scene="res://Scenes/Movement.tscn"
run/main_scene="res://Scenes/PlayerMovement.tscn"
config/features=PackedStringArray("4.0", "GL Compatibility")
config/icon="res://icon.svg"
@ -53,6 +53,7 @@ move_down={
[layer_names]
2d_physics/layer_1="Map"
2d_physics/layer_2="Player"
[rendering]