Get Map Gernation in #17
1 changed files with 26 additions and 1 deletions
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@ -18,12 +18,14 @@ 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(-16, -6, 16, -6, 16, 16, -16, 16)
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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(-16, -16, 16, -16, 16, 16, -16, 16)
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1:0/0/terrains_peering_bit/right_side = 0
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1:0/0/terrains_peering_bit/bottom_side = 0
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2:0/0 = 0
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@ -31,6 +33,7 @@ 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, -16, 16, -16, 16, 16, -16, 16)
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2:0/0/terrains_peering_bit/right_side = 0
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2:0/0/terrains_peering_bit/bottom_side = 0
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2:0/0/terrains_peering_bit/left_side = 0
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@ -39,6 +42,7 @@ texture_region_size = Vector2i(32, 32)
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3:0/0/terrain = 0
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3:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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3:0/0/physics_layer_0/angular_velocity = 0.0
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3:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
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3:0/0/terrains_peering_bit/bottom_side = 0
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3:0/0/terrains_peering_bit/left_side = 0
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4:0/0 = 0
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@ -46,6 +50,7 @@ texture_region_size = Vector2i(32, 32)
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4:0/0/terrain = 0
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4:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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4:0/0/physics_layer_0/angular_velocity = 0.0
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4:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
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4:0/0/terrains_peering_bit/right_side = 0
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4:0/0/terrains_peering_bit/bottom_side = 0
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4:0/0/terrains_peering_bit/left_side = 0
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@ -74,6 +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)
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7:0/0/physics_layer_0/angular_velocity = 0.0
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7:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
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7:0/0/terrains_peering_bit/right_side = 0
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7:0/0/terrains_peering_bit/bottom_side = 0
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7:0/0/terrains_peering_bit/left_side = 0
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@ -94,6 +100,7 @@ texture_region_size = Vector2i(32, 32)
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9:0/0/terrain = 0
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9:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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9:0/0/physics_layer_0/angular_velocity = 0.0
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9:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
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9:0/0/terrains_peering_bit/right_side = 0
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9:0/0/terrains_peering_bit/bottom_right_corner = 0
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9:0/0/terrains_peering_bit/bottom_side = 0
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@ -126,6 +133,7 @@ texture_region_size = Vector2i(32, 32)
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0:1/0/terrain = 0
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0:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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0:1/0/physics_layer_0/angular_velocity = 0.0
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0:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
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0:1/0/terrains_peering_bit/bottom_side = 0
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0:1/0/terrains_peering_bit/top_side = 0
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1:1/0 = 0
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@ -133,6 +141,7 @@ texture_region_size = Vector2i(32, 32)
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1:1/0/terrain = 0
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1:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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1:1/0/physics_layer_0/angular_velocity = 0.0
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1:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
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1:1/0/terrains_peering_bit/right_side = 0
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1:1/0/terrains_peering_bit/bottom_side = 0
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1:1/0/terrains_peering_bit/top_side = 0
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@ -141,6 +150,7 @@ texture_region_size = Vector2i(32, 32)
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2:1/0/terrain = 0
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2:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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2:1/0/physics_layer_0/angular_velocity = 0.0
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2:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
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2:1/0/terrains_peering_bit/right_side = 0
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2:1/0/terrains_peering_bit/bottom_side = 0
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2:1/0/terrains_peering_bit/left_side = 0
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@ -150,6 +160,7 @@ texture_region_size = Vector2i(32, 32)
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3:1/0/terrain = 0
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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(-16, -16, 16, -16, 16, 16, -16, 16)
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3:1/0/terrains_peering_bit/bottom_side = 0
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3:1/0/terrains_peering_bit/left_side = 0
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3:1/0/terrains_peering_bit/top_side = 0
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@ -222,6 +233,7 @@ texture_region_size = Vector2i(32, 32)
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11:1/0/terrain = 0
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11:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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11:1/0/physics_layer_0/angular_velocity = 0.0
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11:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(16, -16, -16, -16, -16, 16, 4, 16, 4, -1, 16, -1)
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11:1/0/terrains_peering_bit/right_side = 0
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11:1/0/terrains_peering_bit/bottom_side = 0
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11:1/0/terrains_peering_bit/bottom_left_corner = 0
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@ -234,12 +246,14 @@ texture_region_size = Vector2i(32, 32)
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0:2/0/probability = 2.0
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0:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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0:2/0/physics_layer_0/angular_velocity = 0.0
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0:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, -1, -16, -1)
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0:2/0/terrains_peering_bit/top_side = 0
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1:2/0 = 0
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1:2/0/terrain_set = 0
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1:2/0/terrain = 0
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1:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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1:2/0/physics_layer_0/angular_velocity = 0.0
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1:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, -1, -16, -1)
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1:2/0/terrains_peering_bit/right_side = 0
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1:2/0/terrains_peering_bit/top_side = 0
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2:2/0 = 0
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@ -247,6 +261,7 @@ texture_region_size = Vector2i(32, 32)
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2:2/0/terrain = 0
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2:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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2:2/0/physics_layer_0/angular_velocity = 0.0
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2:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, -1, -16, -1)
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2:2/0/terrains_peering_bit/right_side = 0
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2:2/0/terrains_peering_bit/left_side = 0
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2:2/0/terrains_peering_bit/top_side = 0
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@ -255,6 +270,7 @@ texture_region_size = Vector2i(32, 32)
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3:2/0/terrain = 0
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3:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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3:2/0/physics_layer_0/angular_velocity = 0.0
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3:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, -1, -16, -1)
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3:2/0/terrains_peering_bit/left_side = 0
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3:2/0/terrains_peering_bit/top_side = 0
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4:2/0 = 0
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@ -304,6 +320,7 @@ texture_region_size = Vector2i(32, 32)
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8:2/0/terrain = 0
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8:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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8:2/0/physics_layer_0/angular_velocity = 0.0
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8:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -3, 16, -3, -1, -16, -1)
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8:2/0/terrains_peering_bit/right_side = 0
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8:2/0/terrains_peering_bit/bottom_right_corner = 0
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8:2/0/terrains_peering_bit/bottom_side = 0
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@ -353,18 +370,21 @@ texture_region_size = Vector2i(32, 32)
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0:3/0/probability = 2.0
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0:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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0:3/0/physics_layer_0/angular_velocity = 0.0
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0:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(12, -16, -12, -16, -12, -1, 12, -1)
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1:3/0 = 0
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1:3/0/terrain_set = 0
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1:3/0/terrain = 0
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1:3/0/probability = 2.0
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1:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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1:3/0/physics_layer_0/angular_velocity = 0.0
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1:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, -16, 16, -16, 16, -1, -4, -1)
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1:3/0/terrains_peering_bit/right_side = 0
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2:3/0 = 0
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2:3/0/terrain_set = 0
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2:3/0/terrain = 0
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2:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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2:3/0/physics_layer_0/angular_velocity = 0.0
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2:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, -1, -16, -1)
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2:3/0/terrains_peering_bit/right_side = 0
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2:3/0/terrains_peering_bit/left_side = 0
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3:3/0 = 0
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@ -373,6 +393,7 @@ texture_region_size = Vector2i(32, 32)
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3:3/0/probability = 2.0
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3:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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3:3/0/physics_layer_0/angular_velocity = 0.0
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3:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, -16, -16, -16, -16, -1, 4, -1)
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3:3/0/terrains_peering_bit/left_side = 0
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4:3/0 = 0
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4:3/0/terrain_set = 0
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@ -389,6 +410,7 @@ texture_region_size = Vector2i(32, 32)
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5:3/0/terrain = 0
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5:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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5:3/0/physics_layer_0/angular_velocity = 0.0
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5:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, -1, -16, -1)
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5:3/0/terrains_peering_bit/right_side = 0
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5:3/0/terrains_peering_bit/left_side = 0
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5:3/0/terrains_peering_bit/top_side = 0
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@ -398,6 +420,7 @@ texture_region_size = Vector2i(32, 32)
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6:3/0/terrain = 0
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6:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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6:3/0/physics_layer_0/angular_velocity = 0.0
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6:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, -1, -16, -1)
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6:3/0/terrains_peering_bit/right_side = 0
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6:3/0/terrains_peering_bit/left_side = 0
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6:3/0/terrains_peering_bit/top_left_corner = 0
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@ -407,6 +430,7 @@ texture_region_size = Vector2i(32, 32)
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7:3/0/terrain = 0
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7:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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7:3/0/physics_layer_0/angular_velocity = 0.0
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7:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -3, 16, -4, 7, -16, -1)
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7:3/0/terrains_peering_bit/right_side = 0
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7:3/0/terrains_peering_bit/bottom_right_corner = 0
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7:3/0/terrains_peering_bit/bottom_side = 0
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@ -418,7 +442,7 @@ texture_region_size = Vector2i(32, 32)
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8:3/0/probability = 2.0
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8:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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8:3/0/physics_layer_0/angular_velocity = 0.0
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8:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(16, -16, 16, -1, -4, -1, -4, -16)
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8:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-3, -16, 16, -16, 16, -1, -3, -1)
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8:3/0/terrains_peering_bit/right_side = 0
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8:3/0/terrains_peering_bit/top_side = 0
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8:3/0/terrains_peering_bit/top_right_corner = 0
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@ -439,6 +463,7 @@ texture_region_size = Vector2i(32, 32)
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10:3/0/terrain = 0
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10:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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10:3/0/physics_layer_0/angular_velocity = 0.0
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10:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
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10:3/0/terrains_peering_bit/right_side = 0
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10:3/0/terrains_peering_bit/bottom_side = 0
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10:3/0/terrains_peering_bit/left_side = 0
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Reference in a new issue