diff options
author | Daniel Weipert <git@mail.dweipert.de> | 2024-07-19 14:24:09 +0200 |
---|---|---|
committer | Daniel Weipert <git@mail.dweipert.de> | 2024-07-19 14:24:09 +0200 |
commit | 294f87adb4441ec25316601505ca1a7e97fa24c7 (patch) | |
tree | e48ed54e97f19ae5dd189ee42ddb73c4e995175f /Scenes | |
parent | 06647b11ee163bc40daf454d87e1fcae563c3ced (diff) |
update
Diffstat (limited to 'Scenes')
25 files changed, 3350 insertions, 268 deletions
diff --git a/Scenes/Components/MapArea.gd b/Scenes/Components/MapArea.gd index 080a3f7..c221273 100644 --- a/Scenes/Components/MapArea.gd +++ b/Scenes/Components/MapArea.gd @@ -1,12 +1,21 @@ +class_name MapArea extends Area2D signal transitioned_to @export var can_plant_bomb: bool = true +@export_node_path("TileMap") var _tilemap: NodePath + +var tilemap: TileMap func _ready(): + if not _tilemap: + tilemap = $TileMap + else: + tilemap = get_node(_tilemap) + add_area_edges() @@ -46,33 +55,42 @@ func _on_player_entered(player: Player): return if exited_area: + player.process_mode = Node.PROCESS_MODE_ALWAYS exited_area.set_collision_mask_value(Utilities.Collision.Layer.PLAYER, false) + else: + tilemap.process_mode = Node.PROCESS_MODE_INHERIT - $TileMap.process_mode = PROCESS_MODE_INHERIT - $TileMap.visible = true + self.set_collision_mask_value(Utilities.Collision.Layer.PLAYER, false) + tilemap.visible = true self.adjust_camera_to_area(player) - if not player.get_parent() == $TileMap: - (func(): player.reparent($TileMap)).call_deferred() + if not player.get_parent() == tilemap: + (func(): player.reparent(tilemap)).call_deferred() var position_tween: Tween if exited_area: - exited_area.get_node("TileMap").process_mode = PROCESS_MODE_DISABLED + tilemap.process_mode = Node.PROCESS_MODE_DISABLED + exited_area.tilemap.process_mode = Node.PROCESS_MODE_DISABLED # animate sprite var sprite: AnimatedSprite2D = player.get_node("AnimatedSprite2D") var bounds: Rect2 = Utilities.get_collision_shape_bounds($CollisionShape2D) var sprite_direction = "" + var direction = Vector2.UP if player.global_position.x <= bounds.position.x: sprite_direction = "right" + direction = Vector2.RIGHT elif player.global_position.x >= bounds.end.x: sprite_direction = "left" + direction = Vector2.LEFT elif player.global_position.y <= bounds.position.y: sprite_direction = "down" + direction = Vector2.DOWN elif player.global_position.y >= bounds.end.y: sprite_direction = "up" + direction = Vector2.UP var sprite_tween = get_tree().create_tween().set_loops(5) sprite_tween.tween_interval(0.25) @@ -80,12 +98,18 @@ func _on_player_entered(player: Player): sprite.play(sprite_direction) ) + player.set_process(false) + position_tween = get_tree().create_tween() position_tween.tween_property( - player, "global_position", player.global_position + player.DIRECTION * (16 + 8), 1.25 + player, "global_position", player.global_position + direction * (16 + 8), 1.25 ) position_tween.tween_callback(func(): - exited_area.get_node("TileMap").visible = false + tilemap.process_mode = Node.PROCESS_MODE_INHERIT + player.process_mode = Node.PROCESS_MODE_INHERIT + player.set_process(true) + + exited_area.tilemap.visible = false sprite_tween.kill() sprite.play("idle_" + sprite_direction) exited_area.set_collision_mask_value(Utilities.Collision.Layer.PLAYER, true) @@ -94,8 +118,6 @@ func _on_player_entered(player: Player): ) Global.last_area = self - - # TODO: handle different child entity groups inside TileMap func adjust_camera_to_area(player: Player) -> Camera2D: diff --git a/Scenes/Components/TileMap2.tscn b/Scenes/Components/TileMap2.tscn new file mode 100644 index 0000000..5a7a760 --- /dev/null +++ b/Scenes/Components/TileMap2.tscn @@ -0,0 +1,2753 @@ +[gd_scene load_steps=24 format=3 uid="uid://1vxg4djkuu8k"] + +[ext_resource type="Texture2D" uid="uid://dsjepmjri3po7" path="res://Assets/Stages/32/TX Tileset Grass.png" id="1_yji3j"] +[ext_resource type="Texture2D" uid="uid://crgmvw5doqj27" path="res://Assets/Stages/32/TX Tileset Stone Ground.png" id="2_4sfxv"] +[ext_resource type="Texture2D" uid="uid://bsxwq168hanlj" path="res://Assets/Character/Gob/Dungeon 32x32.png" id="3_c1uf8"] +[ext_resource type="Texture2D" uid="uid://0dn8b2apamni" path="res://Assets/Stages/32/TX Tileset Wall.png" id="3_yy8ek"] +[ext_resource type="Texture2D" uid="uid://i2qoc6vt1857" path="res://Assets/Stages/32/TX Props.png" id="4_ioxb4"] +[ext_resource type="Texture2D" uid="uid://b03owfcuway1u" path="res://Assets/Stages/32/TX Plant.png" id="5_xb7lg"] +[ext_resource type="Texture2D" uid="uid://clka7ed8fcas5" path="res://Assets/Character/Gob/Props(Caves) 32x32.png" id="7_b3edo"] +[ext_resource type="Texture2D" uid="uid://bxumffg1ehra6" path="res://Assets/Character/Gob/Props(Dungeon) 32x32.png" id="8_lcttn"] +[ext_resource type="Texture2D" uid="uid://bxlny0s82m2ta" path="res://Assets/Character/Gob/Props(Green caves) 32x32.png" id="9_x2i4m"] +[ext_resource type="Texture2D" uid="uid://cg0ydd8oxq742" path="res://Assets/Character/Gob/Cave grass 32x32.png" id="10_oil88"] +[ext_resource type="Texture2D" uid="uid://cx3og453gkmlp" path="res://Assets/Character/Gob/Caves 32x32.png" id="11_xouir"] + +[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_eqn3w"] +texture = ExtResource("1_yji3j") +texture_region_size = Vector2i(32, 32) +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 +1:0/0 = 0 +1:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:0/0/physics_layer_0/angular_velocity = 0.0 +2:0/0 = 0 +2:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:0/0/physics_layer_0/angular_velocity = 0.0 +3:0/0 = 0 +3:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:0/0/physics_layer_0/angular_velocity = 0.0 +4:0/0 = 0 +4:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:0/0/physics_layer_0/angular_velocity = 0.0 +5:0/0 = 0 +5:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:0/0/physics_layer_0/angular_velocity = 0.0 +6:0/0 = 0 +6:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:0/0/physics_layer_0/angular_velocity = 0.0 +7:0/0 = 0 +7:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:0/0/physics_layer_0/angular_velocity = 0.0 +0:1/0 = 0 +0:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:1/0/physics_layer_0/angular_velocity = 0.0 +1:1/0 = 0 +1:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:1/0/physics_layer_0/angular_velocity = 0.0 +2:1/0 = 0 +2:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:1/0/physics_layer_0/angular_velocity = 0.0 +3:1/0 = 0 +3:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:1/0/physics_layer_0/angular_velocity = 0.0 +4:1/0 = 0 +4:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:1/0/physics_layer_0/angular_velocity = 0.0 +5:1/0 = 0 +5:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:1/0/physics_layer_0/angular_velocity = 0.0 +6:1/0 = 0 +6:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:1/0/physics_layer_0/angular_velocity = 0.0 +7:1/0 = 0 +7:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:1/0/physics_layer_0/angular_velocity = 0.0 +0:2/0 = 0 +0:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:2/0/physics_layer_0/angular_velocity = 0.0 +1:2/0 = 0 +1:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:2/0/physics_layer_0/angular_velocity = 0.0 +2:2/0 = 0 +2:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:2/0/physics_layer_0/angular_velocity = 0.0 +3:2/0 = 0 +3:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:2/0/physics_layer_0/angular_velocity = 0.0 +4:2/0 = 0 +4:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:2/0/physics_layer_0/angular_velocity = 0.0 +5:2/0 = 0 +5:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:2/0/physics_layer_0/angular_velocity = 0.0 +6:2/0 = 0 +6:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:2/0/physics_layer_0/angular_velocity = 0.0 +7:2/0 = 0 +7:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:2/0/physics_layer_0/angular_velocity = 0.0 +0:3/0 = 0 +0:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:3/0/physics_layer_0/angular_velocity = 0.0 +1:3/0 = 0 +1:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:3/0/physics_layer_0/angular_velocity = 0.0 +2:3/0 = 0 +2:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:3/0/physics_layer_0/angular_velocity = 0.0 +3:3/0 = 0 +3:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:3/0/physics_layer_0/angular_velocity = 0.0 +4:3/0 = 0 +4:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:3/0/physics_layer_0/angular_velocity = 0.0 +5:3/0 = 0 +5:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:3/0/physics_layer_0/angular_velocity = 0.0 +6:3/0 = 0 +6:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:3/0/physics_layer_0/angular_velocity = 0.0 +7:3/0 = 0 +7:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:3/0/physics_layer_0/angular_velocity = 0.0 +0:4/0 = 0 +0:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:4/0/physics_layer_0/angular_velocity = 0.0 +1:4/0 = 0 +1:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:4/0/physics_layer_0/angular_velocity = 0.0 +2:4/0 = 0 +2:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:4/0/physics_layer_0/angular_velocity = 0.0 +3:4/0 = 0 +3:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:4/0/physics_layer_0/angular_velocity = 0.0 +4:4/0 = 0 +4:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:4/0/physics_layer_0/angular_velocity = 0.0 +5:4/0 = 0 +5:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:4/0/physics_layer_0/angular_velocity = 0.0 +6:4/0 = 0 +6:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:4/0/physics_layer_0/angular_velocity = 0.0 +7:4/0 = 0 +7:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:4/0/physics_layer_0/angular_velocity = 0.0 +0:5/0 = 0 +0:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:5/0/physics_layer_0/angular_velocity = 0.0 +1:5/0 = 0 +1:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:5/0/physics_layer_0/angular_velocity = 0.0 +2:5/0 = 0 +2:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:5/0/physics_layer_0/angular_velocity = 0.0 +3:5/0 = 0 +3:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:5/0/physics_layer_0/angular_velocity = 0.0 +4:5/0 = 0 +4:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:5/0/physics_layer_0/angular_velocity = 0.0 +5:5/0 = 0 +5:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:5/0/physics_layer_0/angular_velocity = 0.0 +6:5/0 = 0 +6:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:5/0/physics_layer_0/angular_velocity = 0.0 +7:5/0 = 0 +7:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:5/0/physics_layer_0/angular_velocity = 0.0 +0:6/0 = 0 +0:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:6/0/physics_layer_0/angular_velocity = 0.0 +1:6/0 = 0 +1:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:6/0/physics_layer_0/angular_velocity = 0.0 +2:6/0 = 0 +2:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:6/0/physics_layer_0/angular_velocity = 0.0 +3:6/0 = 0 +3:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:6/0/physics_layer_0/angular_velocity = 0.0 +4:6/0 = 0 +4:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:6/0/physics_layer_0/angular_velocity = 0.0 +5:6/0 = 0 +5:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:6/0/physics_layer_0/angular_velocity = 0.0 +6:6/0 = 0 +6:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:6/0/physics_layer_0/angular_velocity = 0.0 +7:6/0 = 0 +7:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:6/0/physics_layer_0/angular_velocity = 0.0 +0:7/0 = 0 +0:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:7/0/physics_layer_0/angular_velocity = 0.0 +1:7/0 = 0 +1:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:7/0/physics_layer_0/angular_velocity = 0.0 +2:7/0 = 0 +2:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:7/0/physics_layer_0/angular_velocity = 0.0 +3:7/0 = 0 +3:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:7/0/physics_layer_0/angular_velocity = 0.0 +4:7/0 = 0 +4:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:7/0/physics_layer_0/angular_velocity = 0.0 +5:7/0 = 0 +5:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:7/0/physics_layer_0/angular_velocity = 0.0 +6:7/0 = 0 +6:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:7/0/physics_layer_0/angular_velocity = 0.0 +7:7/0 = 0 +7:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:7/0/physics_layer_0/angular_velocity = 0.0 + +[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_o3i8x"] +texture = ExtResource("2_4sfxv") +texture_region_size = Vector2i(32, 32) +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 +1:0/0 = 0 +1:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:0/0/physics_layer_0/angular_velocity = 0.0 +2:0/0 = 0 +2:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:0/0/physics_layer_0/angular_velocity = 0.0 +3:0/0 = 0 +3:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:0/0/physics_layer_0/angular_velocity = 0.0 +4:0/0 = 0 +4:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:0/0/physics_layer_0/angular_velocity = 0.0 +5:0/0 = 0 +5:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:0/0/physics_layer_0/angular_velocity = 0.0 +6:0/0 = 0 +6:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:0/0/physics_layer_0/angular_velocity = 0.0 +7:0/0 = 0 +7:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:0/0/physics_layer_0/angular_velocity = 0.0 +0:1/0 = 0 +0:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:1/0/physics_layer_0/angular_velocity = 0.0 +1:1/0 = 0 +1:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:1/0/physics_layer_0/angular_velocity = 0.0 +2:1/0 = 0 +2:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:1/0/physics_layer_0/angular_velocity = 0.0 +3:1/0 = 0 +3:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:1/0/physics_layer_0/angular_velocity = 0.0 +4:1/0 = 0 +4:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:1/0/physics_layer_0/angular_velocity = 0.0 +5:1/0 = 0 +5:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:1/0/physics_layer_0/angular_velocity = 0.0 +6:1/0 = 0 +6:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:1/0/physics_layer_0/angular_velocity = 0.0 +7:1/0 = 0 +7:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:1/0/physics_layer_0/angular_velocity = 0.0 +0:2/0 = 0 +0:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:2/0/physics_layer_0/angular_velocity = 0.0 +1:2/0 = 0 +1:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:2/0/physics_layer_0/angular_velocity = 0.0 +2:2/0 = 0 +2:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:2/0/physics_layer_0/angular_velocity = 0.0 +3:2/0 = 0 +3:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:2/0/physics_layer_0/angular_velocity = 0.0 +4:2/0 = 0 +4:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:2/0/physics_layer_0/angular_velocity = 0.0 +5:2/0 = 0 +5:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:2/0/physics_layer_0/angular_velocity = 0.0 +6:2/0 = 0 +6:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:2/0/physics_layer_0/angular_velocity = 0.0 +7:2/0 = 0 +7:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:2/0/physics_layer_0/angular_velocity = 0.0 +0:3/0 = 0 +0:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:3/0/physics_layer_0/angular_velocity = 0.0 +1:3/0 = 0 +1:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:3/0/physics_layer_0/angular_velocity = 0.0 +2:3/0 = 0 +2:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:3/0/physics_layer_0/angular_velocity = 0.0 +3:3/0 = 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/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16) +4:3/0 = 0 +4:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:3/0/physics_layer_0/angular_velocity = 0.0 +6:3/0 = 0 +6:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:3/0/physics_layer_0/angular_velocity = 0.0 +5:4/0 = 0 +5:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:4/0/physics_layer_0/angular_velocity = 0.0 +6:4/0 = 0 +6:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:4/0/physics_layer_0/angular_velocity = 0.0 +7:4/0 = 0 +7:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:4/0/physics_layer_0/angular_velocity = 0.0 +0:5/0 = 0 +0:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:5/0/physics_layer_0/angular_velocity = 0.0 +1:5/0 = 0 +1:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:5/0/physics_layer_0/angular_velocity = 0.0 +2:5/0 = 0 +2:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:5/0/physics_layer_0/angular_velocity = 0.0 +6:5/0 = 0 +6:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:5/0/physics_layer_0/angular_velocity = 0.0 +0:6/0 = 0 +0:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:6/0/physics_layer_0/angular_velocity = 0.0 +2:6/0 = 0 +2:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:6/0/physics_layer_0/angular_velocity = 0.0 +4:6/0 = 0 +4:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:6/0/physics_layer_0/angular_velocity = 0.0 +5:6/0 = 0 +5:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:6/0/physics_layer_0/angular_velocity = 0.0 +6:6/0 = 0 +6:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:6/0/physics_layer_0/angular_velocity = 0.0 +7:6/0 = 0 +7:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:6/0/physics_layer_0/angular_velocity = 0.0 +0:7/0 = 0 +0:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:7/0/physics_layer_0/angular_velocity = 0.0 +1:7/0 = 0 +1:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:7/0/physics_layer_0/angular_velocity = 0.0 +2:7/0 = 0 +2:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:7/0/physics_layer_0/angular_velocity = 0.0 +4:7/0 = 0 +4:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:7/0/physics_layer_0/angular_velocity = 0.0 +5:7/0 = 0 +5:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:7/0/physics_layer_0/angular_velocity = 0.0 +6:7/0 = 0 +6:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:7/0/physics_layer_0/angular_velocity = 0.0 +7:7/0 = 0 +7:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:7/0/physics_layer_0/angular_velocity = 0.0 + +[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_ovey5"] +texture = ExtResource("3_c1uf8") +texture_region_size = Vector2i(32, 32) +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 +1:0/0 = 0 +1:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:0/0/physics_layer_0/angular_velocity = 0.0 +2:0/0 = 0 +2:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:0/0/physics_layer_0/angular_velocity = 0.0 +3:0/0 = 0 +3:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:0/0/physics_layer_0/angular_velocity = 0.0 +4:0/0 = 0 +4:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:0/0/physics_layer_0/angular_velocity = 0.0 +5:0/0 = 0 +5:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:0/0/physics_layer_0/angular_velocity = 0.0 +6:0/0 = 0 +6:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:0/0/physics_layer_0/angular_velocity = 0.0 +7:0/0 = 0 +7:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:0/0/physics_layer_0/angular_velocity = 0.0 +8:0/0 = 0 +8:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:0/0/physics_layer_0/angular_velocity = 0.0 +9:0/0 = 0 +9:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:0/0/physics_layer_0/angular_velocity = 0.0 +11:0/0 = 0 +11:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:0/0/physics_layer_0/angular_velocity = 0.0 +12:0/0 = 0 +12:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:0/0/physics_layer_0/angular_velocity = 0.0 +13:0/0 = 0 +13:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:0/0/physics_layer_0/angular_velocity = 0.0 +14:0/0 = 0 +14:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:0/0/physics_layer_0/angular_velocity = 0.0 +15:0/0 = 0 +15:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:0/0/physics_layer_0/angular_velocity = 0.0 +16:0/0 = 0 +16:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:0/0/physics_layer_0/angular_velocity = 0.0 +17:0/0 = 0 +17:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:0/0/physics_layer_0/angular_velocity = 0.0 +18:0/0 = 0 +18:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:0/0/physics_layer_0/angular_velocity = 0.0 +19:0/0 = 0 +19:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:0/0/physics_layer_0/angular_velocity = 0.0 +20:0/0 = 0 +20:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:0/0/physics_layer_0/angular_velocity = 0.0 +0:1/0 = 0 +0:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:1/0/physics_layer_0/angular_velocity = 0.0 +1:1/0 = 0 +1:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:1/0/physics_layer_0/angular_velocity = 0.0 +2:1/0 = 0 +2:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:1/0/physics_layer_0/angular_velocity = 0.0 +3:1/0 = 0 +3:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:1/0/physics_layer_0/angular_velocity = 0.0 +4:1/0 = 0 +4:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:1/0/physics_layer_0/angular_velocity = 0.0 +5:1/0 = 0 +5:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:1/0/physics_layer_0/angular_velocity = 0.0 +6:1/0 = 0 +6:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:1/0/physics_layer_0/angular_velocity = 0.0 +7:1/0 = 0 +7:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:1/0/physics_layer_0/angular_velocity = 0.0 +8:1/0 = 0 +8:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:1/0/physics_layer_0/angular_velocity = 0.0 +9:1/0 = 0 +9:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:1/0/physics_layer_0/angular_velocity = 0.0 +11:1/0 = 0 +11:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:1/0/physics_layer_0/angular_velocity = 0.0 +12:1/0 = 0 +12:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:1/0/physics_layer_0/angular_velocity = 0.0 +13:1/0 = 0 +13:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:1/0/physics_layer_0/angular_velocity = 0.0 +14:1/0 = 0 +14:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:1/0/physics_layer_0/angular_velocity = 0.0 +15:1/0 = 0 +15:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:1/0/physics_layer_0/angular_velocity = 0.0 +16:1/0 = 0 +16:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:1/0/physics_layer_0/angular_velocity = 0.0 +17:1/0 = 0 +17:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:1/0/physics_layer_0/angular_velocity = 0.0 +18:1/0 = 0 +18:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:1/0/physics_layer_0/angular_velocity = 0.0 +19:1/0 = 0 +19:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:1/0/physics_layer_0/angular_velocity = 0.0 +20:1/0 = 0 +20:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:1/0/physics_layer_0/angular_velocity = 0.0 +0:2/0 = 0 +0:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:2/0/physics_layer_0/angular_velocity = 0.0 +1:2/0 = 0 +1:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:2/0/physics_layer_0/angular_velocity = 0.0 +2:2/0 = 0 +2:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:2/0/physics_layer_0/angular_velocity = 0.0 +3:2/0 = 0 +3:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:2/0/physics_layer_0/angular_velocity = 0.0 +4:2/0 = 0 +4:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:2/0/physics_layer_0/angular_velocity = 0.0 +5:2/0 = 0 +5:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:2/0/physics_layer_0/angular_velocity = 0.0 +6:2/0 = 0 +6:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:2/0/physics_layer_0/angular_velocity = 0.0 +7:2/0 = 0 +7:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:2/0/physics_layer_0/angular_velocity = 0.0 +8:2/0 = 0 +8:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:2/0/physics_layer_0/angular_velocity = 0.0 +9:2/0 = 0 +9:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:2/0/physics_layer_0/angular_velocity = 0.0 +10:2/0 = 0 +10:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:2/0/physics_layer_0/angular_velocity = 0.0 +11:2/0 = 0 +11:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:2/0/physics_layer_0/angular_velocity = 0.0 +12:2/0 = 0 +12:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:2/0/physics_layer_0/angular_velocity = 0.0 +13:2/0 = 0 +13:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:2/0/physics_layer_0/angular_velocity = 0.0 +14:2/0 = 0 +14:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:2/0/physics_layer_0/angular_velocity = 0.0 +15:2/0 = 0 +15:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:2/0/physics_layer_0/angular_velocity = 0.0 +16:2/0 = 0 +16:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:2/0/physics_layer_0/angular_velocity = 0.0 +17:2/0 = 0 +17:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:2/0/physics_layer_0/angular_velocity = 0.0 +18:2/0 = 0 +18:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:2/0/physics_layer_0/angular_velocity = 0.0 +19:2/0 = 0 +19:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:2/0/physics_layer_0/angular_velocity = 0.0 +20:2/0 = 0 +20:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:2/0/physics_layer_0/angular_velocity = 0.0 +21:2/0 = 0 +21:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:2/0/physics_layer_0/angular_velocity = 0.0 +0:3/0 = 0 +0:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:3/0/physics_layer_0/angular_velocity = 0.0 +1:3/0 = 0 +1:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:3/0/physics_layer_0/angular_velocity = 0.0 +2:3/0 = 0 +2:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:3/0/physics_layer_0/angular_velocity = 0.0 +3:3/0 = 0 +3:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:3/0/physics_layer_0/angular_velocity = 0.0 +4:3/0 = 0 +4:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:3/0/physics_layer_0/angular_velocity = 0.0 +5:3/0 = 0 +5:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:3/0/physics_layer_0/angular_velocity = 0.0 +6:3/0 = 0 +6:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:3/0/physics_layer_0/angular_velocity = 0.0 +7:3/0 = 0 +7:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:3/0/physics_layer_0/angular_velocity = 0.0 +8:3/0 = 0 +8:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:3/0/physics_layer_0/angular_velocity = 0.0 +9:3/0 = 0 +9:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:3/0/physics_layer_0/angular_velocity = 0.0 +10:3/0 = 0 +10:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:3/0/physics_layer_0/angular_velocity = 0.0 +11:3/0 = 0 +11:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:3/0/physics_layer_0/angular_velocity = 0.0 +12:3/0 = 0 +12:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:3/0/physics_layer_0/angular_velocity = 0.0 +13:3/0 = 0 +13:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:3/0/physics_layer_0/angular_velocity = 0.0 +14:3/0 = 0 +14:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:3/0/physics_layer_0/angular_velocity = 0.0 +15:3/0 = 0 +15:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:3/0/physics_layer_0/angular_velocity = 0.0 +16:3/0 = 0 +16:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:3/0/physics_layer_0/angular_velocity = 0.0 +17:3/0 = 0 +17:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:3/0/physics_layer_0/angular_velocity = 0.0 +18:3/0 = 0 +18:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:3/0/physics_layer_0/angular_velocity = 0.0 +19:3/0 = 0 +19:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:3/0/physics_layer_0/angular_velocity = 0.0 +20:3/0 = 0 +20:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:3/0/physics_layer_0/angular_velocity = 0.0 +21:3/0 = 0 +21:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:3/0/physics_layer_0/angular_velocity = 0.0 +4:4/0 = 0 +4:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:4/0/physics_layer_0/angular_velocity = 0.0 +5:4/0 = 0 +5:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:4/0/physics_layer_0/angular_velocity = 0.0 +6:4/0 = 0 +6:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:4/0/physics_layer_0/angular_velocity = 0.0 +7:4/0 = 0 +7:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:4/0/physics_layer_0/angular_velocity = 0.0 +8:4/0 = 0 +8:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:4/0/physics_layer_0/angular_velocity = 0.0 +15:4/0 = 0 +15:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:4/0/physics_layer_0/angular_velocity = 0.0 +16:4/0 = 0 +16:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:4/0/physics_layer_0/angular_velocity = 0.0 +17:4/0 = 0 +17:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:4/0/physics_layer_0/angular_velocity = 0.0 +18:4/0 = 0 +18:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:4/0/physics_layer_0/angular_velocity = 0.0 +19:4/0 = 0 +19:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:4/0/physics_layer_0/angular_velocity = 0.0 +4:5/0 = 0 +4:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:5/0/physics_layer_0/angular_velocity = 0.0 +5:5/0 = 0 +5:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:5/0/physics_layer_0/angular_velocity = 0.0 +6:5/0 = 0 +6:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:5/0/physics_layer_0/angular_velocity = 0.0 +7:5/0 = 0 +7:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:5/0/physics_layer_0/angular_velocity = 0.0 +8:5/0 = 0 +8:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:5/0/physics_layer_0/angular_velocity = 0.0 +9:5/0 = 0 +9:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:5/0/physics_layer_0/angular_velocity = 0.0 +11:5/0 = 0 +11:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:5/0/physics_layer_0/angular_velocity = 0.0 +12:5/0 = 0 +12:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:5/0/physics_layer_0/angular_velocity = 0.0 +13:5/0 = 0 +13:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:5/0/physics_layer_0/angular_velocity = 0.0 +14:5/0 = 0 +14:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:5/0/physics_layer_0/angular_velocity = 0.0 +15:5/0 = 0 +15:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:5/0/physics_layer_0/angular_velocity = 0.0 +16:5/0 = 0 +16:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:5/0/physics_layer_0/angular_velocity = 0.0 +17:5/0 = 0 +17:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:5/0/physics_layer_0/angular_velocity = 0.0 +18:5/0 = 0 +18:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:5/0/physics_layer_0/angular_velocity = 0.0 +19:5/0 = 0 +19:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:5/0/physics_layer_0/angular_velocity = 0.0 +20:5/0 = 0 +20:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:5/0/physics_layer_0/angular_velocity = 0.0 +0:6/0 = 0 +0:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:6/0/physics_layer_0/angular_velocity = 0.0 +1:6/0 = 0 +1:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:6/0/physics_layer_0/angular_velocity = 0.0 +2:6/0 = 0 +2:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:6/0/physics_layer_0/angular_velocity = 0.0 +3:6/0 = 0 +3:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:6/0/physics_layer_0/angular_velocity = 0.0 +4:6/0 = 0 +4:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:6/0/physics_layer_0/angular_velocity = 0.0 +5:6/0 = 0 +5:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:6/0/physics_layer_0/angular_velocity = 0.0 +6:6/0 = 0 +6:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:6/0/physics_layer_0/angular_velocity = 0.0 +7:6/0 = 0 +7:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:6/0/physics_layer_0/angular_velocity = 0.0 +8:6/0 = 0 +8:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:6/0/physics_layer_0/angular_velocity = 0.0 +9:6/0 = 0 +9:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:6/0/physics_layer_0/angular_velocity = 0.0 +11:6/0 = 0 +11:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:6/0/physics_layer_0/angular_velocity = 0.0 +13:6/0 = 0 +13:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:6/0/physics_layer_0/angular_velocity = 0.0 +14:6/0 = 0 +14:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:6/0/physics_layer_0/angular_velocity = 0.0 +15:6/0 = 0 +15:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:6/0/physics_layer_0/angular_velocity = 0.0 +16:6/0 = 0 +16:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:6/0/physics_layer_0/angular_velocity = 0.0 +17:6/0 = 0 +17:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:6/0/physics_layer_0/angular_velocity = 0.0 +18:6/0 = 0 +18:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:6/0/physics_layer_0/angular_velocity = 0.0 +19:6/0 = 0 +19:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:6/0/physics_layer_0/angular_velocity = 0.0 +20:6/0 = 0 +20:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:6/0/physics_layer_0/angular_velocity = 0.0 +0:7/0 = 0 +0:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:7/0/physics_layer_0/angular_velocity = 0.0 +1:7/0 = 0 +1:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:7/0/physics_layer_0/angular_velocity = 0.0 +3:7/0 = 0 +3:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:7/0/physics_layer_0/angular_velocity = 0.0 +4:7/0 = 0 +4:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:7/0/physics_layer_0/angular_velocity = 0.0 +5:7/0 = 0 +5:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:7/0/physics_layer_0/angular_velocity = 0.0 +6:7/0 = 0 +6:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:7/0/physics_layer_0/angular_velocity = 0.0 +7:7/0 = 0 +7:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:7/0/physics_layer_0/angular_velocity = 0.0 +8:7/0 = 0 +8:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:7/0/physics_layer_0/angular_velocity = 0.0 +9:7/0 = 0 +9:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:7/0/physics_layer_0/angular_velocity = 0.0 +10:7/0 = 0 +10:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:7/0/physics_layer_0/angular_velocity = 0.0 +11:7/0 = 0 +11:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:7/0/physics_layer_0/angular_velocity = 0.0 +12:7/0 = 0 +12:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:7/0/physics_layer_0/angular_velocity = 0.0 +13:7/0 = 0 +13:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:7/0/physics_layer_0/angular_velocity = 0.0 +14:7/0 = 0 +14:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:7/0/physics_layer_0/angular_velocity = 0.0 +15:7/0 = 0 +15:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:7/0/physics_layer_0/angular_velocity = 0.0 +16:7/0 = 0 +16:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:7/0/physics_layer_0/angular_velocity = 0.0 +17:7/0 = 0 +17:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:7/0/physics_layer_0/angular_velocity = 0.0 +18:7/0 = 0 +18:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:7/0/physics_layer_0/angular_velocity = 0.0 +19:7/0 = 0 +19:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:7/0/physics_layer_0/angular_velocity = 0.0 +20:7/0 = 0 +20:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:7/0/physics_layer_0/angular_velocity = 0.0 +21:7/0 = 0 +21:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:7/0/physics_layer_0/angular_velocity = 0.0 +0:8/0 = 0 +0:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:8/0/physics_layer_0/angular_velocity = 0.0 +1:8/0 = 0 +1:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:8/0/physics_layer_0/angular_velocity = 0.0 +2:8/0 = 0 +2:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:8/0/physics_layer_0/angular_velocity = 0.0 +3:8/0 = 0 +3:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:8/0/physics_layer_0/angular_velocity = 0.0 +4:8/0 = 0 +4:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:8/0/physics_layer_0/angular_velocity = 0.0 +5:8/0 = 0 +5:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:8/0/physics_layer_0/angular_velocity = 0.0 +6:8/0 = 0 +6:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:8/0/physics_layer_0/angular_velocity = 0.0 +7:8/0 = 0 +7:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:8/0/physics_layer_0/angular_velocity = 0.0 +8:8/0 = 0 +8:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:8/0/physics_layer_0/angular_velocity = 0.0 +9:8/0 = 0 +9:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:8/0/physics_layer_0/angular_velocity = 0.0 +10:8/0 = 0 +10:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:8/0/physics_layer_0/angular_velocity = 0.0 +11:8/0 = 0 +11:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:8/0/physics_layer_0/angular_velocity = 0.0 +12:8/0 = 0 +12:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:8/0/physics_layer_0/angular_velocity = 0.0 +13:8/0 = 0 +13:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:8/0/physics_layer_0/angular_velocity = 0.0 +14:8/0 = 0 +14:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:8/0/physics_layer_0/angular_velocity = 0.0 +15:8/0 = 0 +15:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:8/0/physics_layer_0/angular_velocity = 0.0 +16:8/0 = 0 +16:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:8/0/physics_layer_0/angular_velocity = 0.0 +17:8/0 = 0 +17:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:8/0/physics_layer_0/angular_velocity = 0.0 +18:8/0 = 0 +18:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:8/0/physics_layer_0/angular_velocity = 0.0 +19:8/0 = 0 +19:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:8/0/physics_layer_0/angular_velocity = 0.0 +20:8/0 = 0 +20:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:8/0/physics_layer_0/angular_velocity = 0.0 +21:8/0 = 0 +21:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +21:8/0/physics_layer_0/angular_velocity = 0.0 +0:9/0 = 0 +0:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:9/0/physics_layer_0/angular_velocity = 0.0 +1:9/0 = 0 +1:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:9/0/physics_layer_0/angular_velocity = 0.0 +2:9/0 = 0 +2:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:9/0/physics_layer_0/angular_velocity = 0.0 +3:9/0 = 0 +3:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:9/0/physics_layer_0/angular_velocity = 0.0 +4:9/0 = 0 +4:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:9/0/physics_layer_0/angular_velocity = 0.0 +5:9/0 = 0 +5:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:9/0/physics_layer_0/angular_velocity = 0.0 +6:9/0 = 0 +6:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:9/0/physics_layer_0/angular_velocity = 0.0 +7:9/0 = 0 +7:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:9/0/physics_layer_0/angular_velocity = 0.0 +8:9/0 = 0 +8:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:9/0/physics_layer_0/angular_velocity = 0.0 +15:9/0 = 0 +15:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:9/0/physics_layer_0/angular_velocity = 0.0 +16:9/0 = 0 +16:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +16:9/0/physics_layer_0/angular_velocity = 0.0 +17:9/0 = 0 +17:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:9/0/physics_layer_0/angular_velocity = 0.0 +18:9/0 = 0 +18:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:9/0/physics_layer_0/angular_velocity = 0.0 +19:9/0 = 0 +19:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:9/0/physics_layer_0/angular_velocity = 0.0 + +[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_cs6uo"] +texture = ExtResource("3_yy8ek") +texture_region_size = Vector2i(32, 32) +1:1/0 = 0 +1:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:1/0/physics_layer_0/angular_velocity = 0.0 +2:1/0 = 0 +2:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:1/0/physics_layer_0/angular_velocity = 0.0 +3:1/0 = 0 +3:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:1/0/physics_layer_0/angular_velocity = 0.0 +4:1/0 = 0 +4:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:1/0/physics_layer_0/angular_velocity = 0.0 +5:1/0 = 0 +5:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:1/0/physics_layer_0/angular_velocity = 0.0 +6:1/0 = 0 +6:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:1/0/physics_layer_0/angular_velocity = 0.0 +7:1/0 = 0 +7:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:1/0/physics_layer_0/angular_velocity = 0.0 +8:1/0 = 0 +8:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:1/0/physics_layer_0/angular_velocity = 0.0 +9:1/0 = 0 +9:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:1/0/physics_layer_0/angular_velocity = 0.0 +10:1/0 = 0 +10:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:1/0/physics_layer_0/angular_velocity = 0.0 +12:1/0 = 0 +12:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:1/0/physics_layer_0/angular_velocity = 0.0 +13:1/0 = 0 +13:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:1/0/physics_layer_0/angular_velocity = 0.0 +14:1/0 = 0 +14:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:1/0/physics_layer_0/angular_velocity = 0.0 +1:2/0 = 0 +1:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:2/0/physics_layer_0/angular_velocity = 0.0 +3:2/0 = 0 +3:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:2/0/physics_layer_0/angular_velocity = 0.0 +4:2/0 = 0 +4:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:2/0/physics_layer_0/angular_velocity = 0.0 +5:2/0 = 0 +5:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:2/0/physics_layer_0/angular_velocity = 0.0 +6:2/0 = 0 +6:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:2/0/physics_layer_0/angular_velocity = 0.0 +7:2/0 = 0 +7:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:2/0/physics_layer_0/angular_velocity = 0.0 +8:2/0 = 0 +8:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:2/0/physics_layer_0/angular_velocity = 0.0 +9:2/0 = 0 +9:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:2/0/physics_layer_0/angular_velocity = 0.0 +10:2/0 = 0 +10:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:2/0/physics_layer_0/angular_velocity = 0.0 +12:2/0 = 0 +12:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:2/0/physics_layer_0/angular_velocity = 0.0 +13:2/0 = 0 +13:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:2/0/physics_layer_0/angular_velocity = 0.0 +1:3/0 = 0 +1:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:3/0/physics_layer_0/angular_velocity = 0.0 +2:3/0 = 0 +2:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:3/0/physics_layer_0/angular_velocity = 0.0 +3:3/0 = 0 +3:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:3/0/physics_layer_0/angular_velocity = 0.0 +4:3/0 = 0 +4:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:3/0/physics_layer_0/angular_velocity = 0.0 +8:3/0 = 0 +8:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:3/0/physics_layer_0/angular_velocity = 0.0 +9:3/0 = 0 +9:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:3/0/physics_layer_0/angular_velocity = 0.0 +10:3/0 = 0 +10:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:3/0/physics_layer_0/angular_velocity = 0.0 +12:3/0 = 0 +12:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:3/0/physics_layer_0/angular_velocity = 0.0 +13:3/0 = 0 +13:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:3/0/physics_layer_0/angular_velocity = 0.0 +1:4/0 = 0 +1:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:4/0/physics_layer_0/angular_velocity = 0.0 +2:4/0 = 0 +2:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:4/0/physics_layer_0/angular_velocity = 0.0 +3:4/0 = 0 +3:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:4/0/physics_layer_0/angular_velocity = 0.0 +4:4/0 = 0 +4:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:4/0/physics_layer_0/angular_velocity = 0.0 +5:4/0 = 0 +5:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:4/0/physics_layer_0/angular_velocity = 0.0 +6:4/0 = 0 +6:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:4/0/physics_layer_0/angular_velocity = 0.0 +7:4/0 = 0 +7:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:4/0/physics_layer_0/angular_velocity = 0.0 +8:4/0 = 0 +8:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:4/0/physics_layer_0/angular_velocity = 0.0 +12:4/0 = 0 +12:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:4/0/physics_layer_0/angular_velocity = 0.0 +13:4/0 = 0 +13:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:4/0/physics_layer_0/angular_velocity = 0.0 +1:6/0 = 0 +1:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:6/0/physics_layer_0/angular_velocity = 0.0 +2:6/0 = 0 +2:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:6/0/physics_layer_0/angular_velocity = 0.0 +3:6/0 = 0 +3:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:6/0/physics_layer_0/angular_velocity = 0.0 +4:6/0 = 0 +4:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:6/0/physics_layer_0/angular_velocity = 0.0 +6:6/0 = 0 +6:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:6/0/physics_layer_0/angular_velocity = 0.0 +1:7/0 = 0 +1:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:7/0/physics_layer_0/angular_velocity = 0.0 +2:7/0 = 0 +2:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:7/0/physics_layer_0/angular_velocity = 0.0 +3:7/0 = 0 +3:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:7/0/physics_layer_0/angular_velocity = 0.0 +4:7/0 = 0 +4:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:7/0/physics_layer_0/angular_velocity = 0.0 +6:7/0 = 0 +6:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:7/0/physics_layer_0/angular_velocity = 0.0 +1:9/0 = 0 +1:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:9/0/physics_layer_0/angular_velocity = 0.0 +2:9/0 = 0 +2:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:9/0/physics_layer_0/angular_velocity = 0.0 +4:9/0 = 0 +4:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:9/0/physics_layer_0/angular_velocity = 0.0 +5:9/0 = 0 +5:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:9/0/physics_layer_0/angular_velocity = 0.0 +1:10/0 = 0 +1:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:10/0/physics_layer_0/angular_velocity = 0.0 +2:10/0 = 0 +2:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:10/0/physics_layer_0/angular_velocity = 0.0 +4:10/0 = 0 +4:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:10/0/physics_layer_0/angular_velocity = 0.0 +5:10/0 = 0 +5:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:10/0/physics_layer_0/angular_velocity = 0.0 + +[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_fhmtb"] +texture = ExtResource("4_ioxb4") +texture_region_size = Vector2i(32, 32) +1:0/0 = 0 +1:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:0/0/physics_layer_0/angular_velocity = 0.0 +3:0/0 = 0 +3:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:0/0/physics_layer_0/angular_velocity = 0.0 +5:0/0 = 0 +5:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:0/0/physics_layer_0/angular_velocity = 0.0 +7:0/0 = 0 +7:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:0/0/physics_layer_0/angular_velocity = 0.0 +8:0/0 = 0 +8:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:0/0/physics_layer_0/angular_velocity = 0.0 +9:0/0 = 0 +9:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:0/0/physics_layer_0/angular_velocity = 0.0 +10:0/0 = 0 +10:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:0/0/physics_layer_0/angular_velocity = 0.0 +12:0/0 = 0 +12:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:0/0/physics_layer_0/angular_velocity = 0.0 +14:0/0 = 0 +14:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:0/0/physics_layer_0/angular_velocity = 0.0 +1:1/0 = 0 +1:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:1/0/physics_layer_0/angular_velocity = 0.0 +3:1/0 = 0 +3:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:1/0/physics_layer_0/angular_velocity = 0.0 +5:1/0 = 0 +5:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:1/0/physics_layer_0/angular_velocity = 0.0 +7:1/0 = 0 +7:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:1/0/physics_layer_0/angular_velocity = 0.0 +8:1/0 = 0 +8:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:1/0/physics_layer_0/angular_velocity = 0.0 +9:1/0 = 0 +9:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:1/0/physics_layer_0/angular_velocity = 0.0 +10:1/0 = 0 +10:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:1/0/physics_layer_0/angular_velocity = 0.0 +12:1/0 = 0 +12:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:1/0/physics_layer_0/angular_velocity = 0.0 +14:1/0 = 0 +14:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:1/0/physics_layer_0/angular_velocity = 0.0 +3:2/0 = 0 +3:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:2/0/physics_layer_0/angular_velocity = 0.0 +5:2/0 = 0 +5:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:2/0/physics_layer_0/angular_velocity = 0.0 +7:2/0 = 0 +7:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:2/0/physics_layer_0/angular_velocity = 0.0 +9:2/0 = 0 +9:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:2/0/physics_layer_0/angular_velocity = 0.0 +10:2/0 = 0 +10:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:2/0/physics_layer_0/angular_velocity = 0.0 +13:2/0 = 0 +13:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:2/0/physics_layer_0/angular_velocity = 0.0 +14:2/0 = 0 +14:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:2/0/physics_layer_0/angular_velocity = 0.0 +15:2/0 = 0 +15:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:2/0/physics_layer_0/angular_velocity = 0.0 +0:3/0 = 0 +0:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:3/0/physics_layer_0/angular_velocity = 0.0 +1:3/0 = 0 +1:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:3/0/physics_layer_0/angular_velocity = 0.0 +2:3/0 = 0 +2:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:3/0/physics_layer_0/angular_velocity = 0.0 +3:3/0 = 0 +3:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:3/0/physics_layer_0/angular_velocity = 0.0 +5:3/0 = 0 +5:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:3/0/physics_layer_0/angular_velocity = 0.0 +7:3/0 = 0 +7:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:3/0/physics_layer_0/angular_velocity = 0.0 +8:3/0 = 0 +8:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:3/0/physics_layer_0/angular_velocity = 0.0 +9:3/0 = 0 +9:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:3/0/physics_layer_0/angular_velocity = 0.0 +10:3/0 = 0 +10:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:3/0/physics_layer_0/angular_velocity = 0.0 +12:3/0 = 0 +12:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:3/0/physics_layer_0/angular_velocity = 0.0 +14:3/0 = 0 +14:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:3/0/physics_layer_0/angular_velocity = 0.0 +0:4/0 = 0 +0:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:4/0/physics_layer_0/angular_velocity = 0.0 +1:4/0 = 0 +1:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:4/0/physics_layer_0/angular_velocity = 0.0 +2:4/0 = 0 +2:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:4/0/physics_layer_0/angular_velocity = 0.0 +5:4/0 = 0 +5:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:4/0/physics_layer_0/angular_velocity = 0.0 +7:4/0 = 0 +7:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:4/0/physics_layer_0/angular_velocity = 0.0 +8:4/0 = 0 +8:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:4/0/physics_layer_0/angular_velocity = 0.0 +9:4/0 = 0 +9:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:4/0/physics_layer_0/angular_velocity = 0.0 +12:4/0 = 0 +12:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:4/0/physics_layer_0/angular_velocity = 0.0 +14:4/0 = 0 +14:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:4/0/physics_layer_0/angular_velocity = 0.0 +0:5/0 = 0 +0:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:5/0/physics_layer_0/angular_velocity = 0.0 +1:5/0 = 0 +1:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:5/0/physics_layer_0/angular_velocity = 0.0 +2:5/0 = 0 +2:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:5/0/physics_layer_0/angular_velocity = 0.0 +3:5/0 = 0 +3:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:5/0/physics_layer_0/angular_velocity = 0.0 +5:5/0 = 0 +5:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:5/0/physics_layer_0/angular_velocity = 0.0 +7:5/0 = 0 +7:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:5/0/physics_layer_0/angular_velocity = 0.0 +9:5/0 = 0 +9:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:5/0/physics_layer_0/angular_velocity = 0.0 +11:5/0 = 0 +11:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:5/0/physics_layer_0/angular_velocity = 0.0 +0:6/0 = 0 +0:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:6/0/physics_layer_0/angular_velocity = 0.0 +1:6/0 = 0 +1:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:6/0/physics_layer_0/angular_velocity = 0.0 +2:6/0 = 0 +2:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:6/0/physics_layer_0/angular_velocity = 0.0 +5:6/0 = 0 +5:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:6/0/physics_layer_0/angular_velocity = 0.0 +7:6/0 = 0 +7:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:6/0/physics_layer_0/angular_velocity = 0.0 +8:6/0 = 0 +8:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:6/0/physics_layer_0/angular_velocity = 0.0 +9:6/0 = 0 +9:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:6/0/physics_layer_0/angular_velocity = 0.0 +11:6/0 = 0 +11:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:6/0/physics_layer_0/angular_velocity = 0.0 +13:6/0 = 0 +13:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:6/0/physics_layer_0/angular_velocity = 0.0 +3:7/0 = 0 +3:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:7/0/physics_layer_0/angular_velocity = 0.0 +5:7/0 = 0 +5:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:7/0/physics_layer_0/angular_velocity = 0.0 +7:7/0 = 0 +7:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:7/0/physics_layer_0/angular_velocity = 0.0 +9:7/0 = 0 +9:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:7/0/physics_layer_0/angular_velocity = 0.0 +11:7/0 = 0 +11:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:7/0/physics_layer_0/angular_velocity = 0.0 +13:7/0 = 0 +13:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:7/0/physics_layer_0/angular_velocity = 0.0 +7:8/0 = 0 +7:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:8/0/physics_layer_0/angular_velocity = 0.0 +9:8/0 = 0 +9:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:8/0/physics_layer_0/angular_velocity = 0.0 +10:8/0 = 0 +10:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:8/0/physics_layer_0/angular_velocity = 0.0 +11:8/0 = 0 +11:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:8/0/physics_layer_0/angular_velocity = 0.0 +12:8/0 = 0 +12:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:8/0/physics_layer_0/angular_velocity = 0.0 +13:8/0 = 0 +13:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:8/0/physics_layer_0/angular_velocity = 0.0 +5:9/0 = 0 +5:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:9/0/physics_layer_0/angular_velocity = 0.0 +7:9/0 = 0 +7:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:9/0/physics_layer_0/angular_velocity = 0.0 +9:9/0 = 0 +9:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:9/0/physics_layer_0/angular_velocity = 0.0 +11:9/0 = 0 +11:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:9/0/physics_layer_0/angular_velocity = 0.0 +12:9/0 = 0 +12:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:9/0/physics_layer_0/angular_velocity = 0.0 +13:9/0 = 0 +13:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:9/0/physics_layer_0/angular_velocity = 0.0 +5:10/0 = 0 +5:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:10/0/physics_layer_0/angular_velocity = 0.0 +7:10/0 = 0 +7:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:10/0/physics_layer_0/angular_velocity = 0.0 +9:10/0 = 0 +9:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:10/0/physics_layer_0/angular_velocity = 0.0 +11:10/0 = 0 +11:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:10/0/physics_layer_0/angular_velocity = 0.0 +12:10/0 = 0 +12:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:10/0/physics_layer_0/angular_velocity = 0.0 +13:10/0 = 0 +13:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:10/0/physics_layer_0/angular_velocity = 0.0 +5:11/0 = 0 +5:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:11/0/physics_layer_0/angular_velocity = 0.0 +13:11/0 = 0 +13:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:11/0/physics_layer_0/angular_velocity = 0.0 +14:11/0 = 0 +14:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:11/0/physics_layer_0/angular_velocity = 0.0 +13:12/0 = 0 +13:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:12/0/physics_layer_0/angular_velocity = 0.0 +14:12/0 = 0 +14:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:12/0/physics_layer_0/angular_velocity = 0.0 +0:13/0 = 0 +0:13/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:13/0/physics_layer_0/angular_velocity = 0.0 +1:13/0 = 0 +1:13/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:13/0/physics_layer_0/angular_velocity = 0.0 +0:14/0 = 0 +0:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:14/0/physics_layer_0/angular_velocity = 0.0 +1:14/0 = 0 +1:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:14/0/physics_layer_0/angular_velocity = 0.0 +0:15/0 = 0 +0:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:15/0/physics_layer_0/angular_velocity = 0.0 +1:15/0 = 0 +1:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:15/0/physics_layer_0/angular_velocity = 0.0 +2:15/0 = 0 +2:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:15/0/physics_layer_0/angular_velocity = 0.0 +3:15/0 = 0 +3:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:15/0/physics_layer_0/angular_velocity = 0.0 +4:15/0 = 0 +4:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:15/0/physics_layer_0/angular_velocity = 0.0 +5:15/0 = 0 +5:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:15/0/physics_layer_0/angular_velocity = 0.0 +7:15/0 = 0 +7:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:15/0/physics_layer_0/angular_velocity = 0.0 +8:15/0 = 0 +8:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:15/0/physics_layer_0/angular_velocity = 0.0 +9:15/0 = 0 +9:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:15/0/physics_layer_0/angular_velocity = 0.0 + +[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_k6qe8"] +texture = ExtResource("5_xb7lg") +texture_region_size = Vector2i(32, 32) +1:0/0 = 0 +1:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:0/0/physics_layer_0/angular_velocity = 0.0 +2:0/0 = 0 +2:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:0/0/physics_layer_0/angular_velocity = 0.0 +3:0/0 = 0 +3:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:0/0/physics_layer_0/angular_velocity = 0.0 +5:0/0 = 0 +5:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:0/0/physics_layer_0/angular_velocity = 0.0 +6:0/0 = 0 +6:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:0/0/physics_layer_0/angular_velocity = 0.0 +7:0/0 = 0 +7:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:0/0/physics_layer_0/angular_velocity = 0.0 +10:0/0 = 0 +10:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:0/0/physics_layer_0/angular_velocity = 0.0 +1:1/0 = 0 +1:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:1/0/physics_layer_0/angular_velocity = 0.0 +2:1/0 = 0 +2:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:1/0/physics_layer_0/angular_velocity = 0.0 +3:1/0 = 0 +3:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:1/0/physics_layer_0/angular_velocity = 0.0 +5:1/0 = 0 +5:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:1/0/physics_layer_0/angular_velocity = 0.0 +6:1/0 = 0 +6:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:1/0/physics_layer_0/angular_velocity = 0.0 +7:1/0 = 0 +7:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:1/0/physics_layer_0/angular_velocity = 0.0 +9:1/0 = 0 +9:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:1/0/physics_layer_0/angular_velocity = 0.0 +10:1/0 = 0 +10:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:1/0/physics_layer_0/angular_velocity = 0.0 +11:1/0 = 0 +11:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:1/0/physics_layer_0/angular_velocity = 0.0 +0:2/0 = 0 +0:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:2/0/physics_layer_0/angular_velocity = 0.0 +1:2/0 = 0 +1:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:2/0/physics_layer_0/angular_velocity = 0.0 +2:2/0 = 0 +2:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:2/0/physics_layer_0/angular_velocity = 0.0 +3:2/0 = 0 +3:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:2/0/physics_layer_0/angular_velocity = 0.0 +4:2/0 = 0 +4:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:2/0/physics_layer_0/angular_velocity = 0.0 +5:2/0 = 0 +5:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:2/0/physics_layer_0/angular_velocity = 0.0 +6:2/0 = 0 +6:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:2/0/physics_layer_0/angular_velocity = 0.0 +7:2/0 = 0 +7:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:2/0/physics_layer_0/angular_velocity = 0.0 +9:2/0 = 0 +9:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:2/0/physics_layer_0/angular_velocity = 0.0 +10:2/0 = 0 +10:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:2/0/physics_layer_0/angular_velocity = 0.0 +11:2/0 = 0 +11:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:2/0/physics_layer_0/angular_velocity = 0.0 +0:3/0 = 0 +0:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:3/0/physics_layer_0/angular_velocity = 0.0 +1:3/0 = 0 +1:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:3/0/physics_layer_0/angular_velocity = 0.0 +2:3/0 = 0 +2:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:3/0/physics_layer_0/angular_velocity = 0.0 +3:3/0 = 0 +3:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:3/0/physics_layer_0/angular_velocity = 0.0 +5:3/0 = 0 +5:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:3/0/physics_layer_0/angular_velocity = 0.0 +6:3/0 = 0 +6:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:3/0/physics_layer_0/angular_velocity = 0.0 +7:3/0 = 0 +7:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:3/0/physics_layer_0/angular_velocity = 0.0 +9:3/0 = 0 +9:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:3/0/physics_layer_0/angular_velocity = 0.0 +10:3/0 = 0 +10:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:3/0/physics_layer_0/angular_velocity = 0.0 +11:3/0 = 0 +11:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:3/0/physics_layer_0/angular_velocity = 0.0 +2:4/0 = 0 +2:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:4/0/physics_layer_0/angular_velocity = 0.0 +6:4/0 = 0 +6:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:4/0/physics_layer_0/angular_velocity = 0.0 +10:4/0 = 0 +10:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:4/0/physics_layer_0/angular_velocity = 0.0 +5:5/0 = 0 +5:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:5/0/physics_layer_0/angular_velocity = 0.0 +7:5/0 = 0 +7:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:5/0/physics_layer_0/angular_velocity = 0.0 +9:5/0 = 0 +9:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:5/0/physics_layer_0/angular_velocity = 0.0 +11:5/0 = 0 +11:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:5/0/physics_layer_0/angular_velocity = 0.0 +1:6/0 = 0 +1:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:6/0/physics_layer_0/angular_velocity = 0.0 +3:6/0 = 0 +3:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:6/0/physics_layer_0/angular_velocity = 0.0 +4:6/0 = 0 +4:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:6/0/physics_layer_0/angular_velocity = 0.0 +5:6/0 = 0 +5:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:6/0/physics_layer_0/angular_velocity = 0.0 +6:6/0 = 0 +6:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:6/0/physics_layer_0/angular_velocity = 0.0 +7:6/0 = 0 +7:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:6/0/physics_layer_0/angular_velocity = 0.0 +8:6/0 = 0 +8:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:6/0/physics_layer_0/angular_velocity = 0.0 +9:6/0 = 0 +9:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:6/0/physics_layer_0/angular_velocity = 0.0 +10:6/0 = 0 +10:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:6/0/physics_layer_0/angular_velocity = 0.0 +11:6/0 = 0 +11:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:6/0/physics_layer_0/angular_velocity = 0.0 +12:6/0 = 0 +12:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:6/0/physics_layer_0/angular_velocity = 0.0 +7:7/0 = 0 +7:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:7/0/physics_layer_0/angular_velocity = 0.0 +9:7/0 = 0 +9:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:7/0/physics_layer_0/angular_velocity = 0.0 +11:7/0 = 0 +11:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:7/0/physics_layer_0/angular_velocity = 0.0 +0:12/0 = 0 +0:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:12/0/physics_layer_0/angular_velocity = 0.0 +1:12/0 = 0 +1:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:12/0/physics_layer_0/angular_velocity = 0.0 +2:12/0 = 0 +2:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:12/0/physics_layer_0/angular_velocity = 0.0 +3:12/0 = 0 +3:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:12/0/physics_layer_0/angular_velocity = 0.0 +0:13/0 = 0 +0:13/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:13/0/physics_layer_0/angular_velocity = 0.0 +1:13/0 = 0 +1:13/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:13/0/physics_layer_0/angular_velocity = 0.0 +2:13/0 = 0 +2:13/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:13/0/physics_layer_0/angular_velocity = 0.0 +3:13/0 = 0 +3:13/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:13/0/physics_layer_0/angular_velocity = 0.0 +0:14/0 = 0 +0:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:14/0/physics_layer_0/angular_velocity = 0.0 +1:14/0 = 0 +1:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:14/0/physics_layer_0/angular_velocity = 0.0 +2:14/0 = 0 +2:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:14/0/physics_layer_0/angular_velocity = 0.0 +3:14/0 = 0 +3:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:14/0/physics_layer_0/angular_velocity = 0.0 +0:15/0 = 0 +0:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:15/0/physics_layer_0/angular_velocity = 0.0 +1:15/0 = 0 +1:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:15/0/physics_layer_0/angular_velocity = 0.0 +2:15/0 = 0 +2:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:15/0/physics_layer_0/angular_velocity = 0.0 +3:15/0 = 0 +3:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:15/0/physics_layer_0/angular_velocity = 0.0 + +[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_i2p05"] +texture = ExtResource("7_b3edo") +texture_region_size = Vector2i(32, 32) +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 +1:0/0 = 0 +1:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:0/0/physics_layer_0/angular_velocity = 0.0 +2:0/0 = 0 +2:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:0/0/physics_layer_0/angular_velocity = 0.0 +3:0/0 = 0 +3:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:0/0/physics_layer_0/angular_velocity = 0.0 +4:0/0 = 0 +4:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:0/0/physics_layer_0/angular_velocity = 0.0 +5:0/0 = 0 +5:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:0/0/physics_layer_0/angular_velocity = 0.0 +7:0/0 = 0 +7:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:0/0/physics_layer_0/angular_velocity = 0.0 +8:0/0 = 0 +8:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:0/0/physics_layer_0/angular_velocity = 0.0 +10:0/0 = 0 +10:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:0/0/physics_layer_0/angular_velocity = 0.0 +11:0/0 = 0 +11:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:0/0/physics_layer_0/angular_velocity = 0.0 +12:0/0 = 0 +12:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:0/0/physics_layer_0/angular_velocity = 0.0 +0:1/0 = 0 +0:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:1/0/physics_layer_0/angular_velocity = 0.0 +1:1/0 = 0 +1:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:1/0/physics_layer_0/angular_velocity = 0.0 +2:1/0 = 0 +2:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:1/0/physics_layer_0/angular_velocity = 0.0 +3:1/0 = 0 +3:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:1/0/physics_layer_0/angular_velocity = 0.0 +7:1/0 = 0 +7:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:1/0/physics_layer_0/angular_velocity = 0.0 +8:1/0 = 0 +8:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:1/0/physics_layer_0/angular_velocity = 0.0 +10:1/0 = 0 +10:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:1/0/physics_layer_0/angular_velocity = 0.0 +11:1/0 = 0 +11:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:1/0/physics_layer_0/angular_velocity = 0.0 +12:1/0 = 0 +12:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:1/0/physics_layer_0/angular_velocity = 0.0 +0:2/0 = 0 +0:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:2/0/physics_layer_0/angular_velocity = 0.0 +1:2/0 = 0 +1:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:2/0/physics_layer_0/angular_velocity = 0.0 +2:2/0 = 0 +2:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:2/0/physics_layer_0/angular_velocity = 0.0 +3:2/0 = 0 +3:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:2/0/physics_layer_0/angular_velocity = 0.0 +7:2/0 = 0 +7:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:2/0/physics_layer_0/angular_velocity = 0.0 +8:2/0 = 0 +8:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:2/0/physics_layer_0/angular_velocity = 0.0 +9:2/0 = 0 +9:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:2/0/physics_layer_0/angular_velocity = 0.0 +10:2/0 = 0 +10:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:2/0/physics_layer_0/angular_velocity = 0.0 +11:2/0 = 0 +11:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:2/0/physics_layer_0/angular_velocity = 0.0 +12:2/0 = 0 +12:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:2/0/physics_layer_0/angular_velocity = 0.0 +0:3/0 = 0 +0:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:3/0/physics_layer_0/angular_velocity = 0.0 +1:3/0 = 0 +1:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:3/0/physics_layer_0/angular_velocity = 0.0 +2:3/0 = 0 +2:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:3/0/physics_layer_0/angular_velocity = 0.0 +3:3/0 = 0 +3:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:3/0/physics_layer_0/angular_velocity = 0.0 +7:3/0 = 0 +7:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:3/0/physics_layer_0/angular_velocity = 0.0 +8:3/0 = 0 +8:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:3/0/physics_layer_0/angular_velocity = 0.0 +9:3/0 = 0 +9:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:3/0/physics_layer_0/angular_velocity = 0.0 +10:3/0 = 0 +10:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:3/0/physics_layer_0/angular_velocity = 0.0 +11:3/0 = 0 +11:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:3/0/physics_layer_0/angular_velocity = 0.0 +12:3/0 = 0 +12:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:3/0/physics_layer_0/angular_velocity = 0.0 +0:4/0 = 0 +0:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:4/0/physics_layer_0/angular_velocity = 0.0 +1:4/0 = 0 +1:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:4/0/physics_layer_0/angular_velocity = 0.0 +2:4/0 = 0 +2:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:4/0/physics_layer_0/angular_velocity = 0.0 +3:4/0 = 0 +3:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:4/0/physics_layer_0/angular_velocity = 0.0 +7:4/0 = 0 +7:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:4/0/physics_layer_0/angular_velocity = 0.0 +8:4/0 = 0 +8:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:4/0/physics_layer_0/angular_velocity = 0.0 +9:4/0 = 0 +9:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:4/0/physics_layer_0/angular_velocity = 0.0 +10:4/0 = 0 +10:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:4/0/physics_layer_0/angular_velocity = 0.0 +11:4/0 = 0 +11:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:4/0/physics_layer_0/angular_velocity = 0.0 +12:4/0 = 0 +12:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:4/0/physics_layer_0/angular_velocity = 0.0 +7:5/0 = 0 +7:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:5/0/physics_layer_0/angular_velocity = 0.0 +8:5/0 = 0 +8:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:5/0/physics_layer_0/angular_velocity = 0.0 +9:5/0 = 0 +9:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:5/0/physics_layer_0/angular_velocity = 0.0 +10:5/0 = 0 +10:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:5/0/physics_layer_0/angular_velocity = 0.0 +11:5/0 = 0 +11:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:5/0/physics_layer_0/angular_velocity = 0.0 +12:5/0 = 0 +12:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:5/0/physics_layer_0/angular_velocity = 0.0 +0:6/0 = 0 +0:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:6/0/physics_layer_0/angular_velocity = 0.0 +7:6/0 = 0 +7:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:6/0/physics_layer_0/angular_velocity = 0.0 +8:6/0 = 0 +8:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:6/0/physics_layer_0/angular_velocity = 0.0 +9:6/0 = 0 +9:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:6/0/physics_layer_0/angular_velocity = 0.0 +10:6/0 = 0 +10:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:6/0/physics_layer_0/angular_velocity = 0.0 +11:6/0 = 0 +11:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:6/0/physics_layer_0/angular_velocity = 0.0 +12:6/0 = 0 +12:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:6/0/physics_layer_0/angular_velocity = 0.0 +7:7/0 = 0 +7:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:7/0/physics_layer_0/angular_velocity = 0.0 +8:7/0 = 0 +8:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:7/0/physics_layer_0/angular_velocity = 0.0 +9:7/0 = 0 +9:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:7/0/physics_layer_0/angular_velocity = 0.0 +10:7/0 = 0 +10:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:7/0/physics_layer_0/angular_velocity = 0.0 +11:7/0 = 0 +11:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:7/0/physics_layer_0/angular_velocity = 0.0 +12:7/0 = 0 +12:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:7/0/physics_layer_0/angular_velocity = 0.0 + +[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_1rkwi"] +texture = ExtResource("8_lcttn") +texture_region_size = Vector2i(32, 32) +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 +1:0/0 = 0 +1:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:0/0/physics_layer_0/angular_velocity = 0.0 +2:0/0 = 0 +2:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:0/0/physics_layer_0/angular_velocity = 0.0 +3:0/0 = 0 +3:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:0/0/physics_layer_0/angular_velocity = 0.0 +4:0/0 = 0 +4:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:0/0/physics_layer_0/angular_velocity = 0.0 +5:0/0 = 0 +5:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:0/0/physics_layer_0/angular_velocity = 0.0 +6:0/0 = 0 +6:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:0/0/physics_layer_0/angular_velocity = 0.0 +7:0/0 = 0 +7:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:0/0/physics_layer_0/angular_velocity = 0.0 +8:0/0 = 0 +8:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:0/0/physics_layer_0/angular_velocity = 0.0 +9:0/0 = 0 +9:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:0/0/physics_layer_0/angular_velocity = 0.0 +10:0/0 = 0 +10:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:0/0/physics_layer_0/angular_velocity = 0.0 +11:0/0 = 0 +11:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:0/0/physics_layer_0/angular_velocity = 0.0 +12:0/0 = 0 +12:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:0/0/physics_layer_0/angular_velocity = 0.0 +0:1/0 = 0 +0:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:1/0/physics_layer_0/angular_velocity = 0.0 +1:1/0 = 0 +1:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:1/0/physics_layer_0/angular_velocity = 0.0 +2:1/0 = 0 +2:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:1/0/physics_layer_0/angular_velocity = 0.0 +3:1/0 = 0 +3:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:1/0/physics_layer_0/angular_velocity = 0.0 +4:1/0 = 0 +4:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:1/0/physics_layer_0/angular_velocity = 0.0 +5:1/0 = 0 +5:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:1/0/physics_layer_0/angular_velocity = 0.0 +6:1/0 = 0 +6:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:1/0/physics_layer_0/angular_velocity = 0.0 +7:1/0 = 0 +7:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:1/0/physics_layer_0/angular_velocity = 0.0 +8:1/0 = 0 +8:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:1/0/physics_layer_0/angular_velocity = 0.0 +9:1/0 = 0 +9:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:1/0/physics_layer_0/angular_velocity = 0.0 +10:1/0 = 0 +10:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:1/0/physics_layer_0/angular_velocity = 0.0 +11:1/0 = 0 +11:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:1/0/physics_layer_0/angular_velocity = 0.0 +12:1/0 = 0 +12:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:1/0/physics_layer_0/angular_velocity = 0.0 +0:2/0 = 0 +0:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:2/0/physics_layer_0/angular_velocity = 0.0 +1:2/0 = 0 +1:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:2/0/physics_layer_0/angular_velocity = 0.0 +2:2/0 = 0 +2:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:2/0/physics_layer_0/angular_velocity = 0.0 +3:2/0 = 0 +3:2/0/y_sort_origin = -24 +3:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:2/0/physics_layer_0/angular_velocity = 0.0 +3:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, -16, 16, 16, 16, 16, -16) +4:2/0 = 0 +4:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:2/0/physics_layer_0/angular_velocity = 0.0 +5:2/0 = 0 +5:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:2/0/physics_layer_0/angular_velocity = 0.0 +6:2/0 = 0 +6:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:2/0/physics_layer_0/angular_velocity = 0.0 +7:2/0 = 0 +7:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:2/0/physics_layer_0/angular_velocity = 0.0 +8:2/0 = 0 +8:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:2/0/physics_layer_0/angular_velocity = 0.0 +9:2/0 = 0 +9:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:2/0/physics_layer_0/angular_velocity = 0.0 +10:2/0 = 0 +10:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:2/0/physics_layer_0/angular_velocity = 0.0 +11:2/0 = 0 +11:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:2/0/physics_layer_0/angular_velocity = 0.0 +12:2/0 = 0 +12:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:2/0/physics_layer_0/angular_velocity = 0.0 +0:3/0 = 0 +0:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:3/0/physics_layer_0/angular_velocity = 0.0 +1:3/0 = 0 +1:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:3/0/physics_layer_0/angular_velocity = 0.0 +2:3/0 = 0 +2:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:3/0/physics_layer_0/angular_velocity = 0.0 +3:3/0 = 0 +3:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:3/0/physics_layer_0/angular_velocity = 0.0 +4:3/0 = 0 +4:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:3/0/physics_layer_0/angular_velocity = 0.0 +5:3/0 = 0 +5:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:3/0/physics_layer_0/angular_velocity = 0.0 +6:3/0 = 0 +6:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:3/0/physics_layer_0/angular_velocity = 0.0 +7:3/0 = 0 +7:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:3/0/physics_layer_0/angular_velocity = 0.0 +8:3/0 = 0 +8:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:3/0/physics_layer_0/angular_velocity = 0.0 +9:3/0 = 0 +9:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:3/0/physics_layer_0/angular_velocity = 0.0 +12:3/0 = 0 +12:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:3/0/physics_layer_0/angular_velocity = 0.0 +0:4/0 = 0 +0:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:4/0/physics_layer_0/angular_velocity = 0.0 +1:4/0 = 0 +1:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:4/0/physics_layer_0/angular_velocity = 0.0 +2:4/0 = 0 +2:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:4/0/physics_layer_0/angular_velocity = 0.0 +3:4/0 = 0 +3:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:4/0/physics_layer_0/angular_velocity = 0.0 + +[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_bs3ye"] +texture = ExtResource("9_x2i4m") +texture_region_size = Vector2i(32, 32) +1:0/0 = 0 +1:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:0/0/physics_layer_0/angular_velocity = 0.0 +3:0/0 = 0 +3:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:0/0/physics_layer_0/angular_velocity = 0.0 +4:0/0 = 0 +4:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:0/0/physics_layer_0/angular_velocity = 0.0 +10:0/0 = 0 +10:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:0/0/physics_layer_0/angular_velocity = 0.0 +11:0/0 = 0 +11:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:0/0/physics_layer_0/angular_velocity = 0.0 +12:0/0 = 0 +12:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:0/0/physics_layer_0/angular_velocity = 0.0 +0:1/0 = 0 +0:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:1/0/physics_layer_0/angular_velocity = 0.0 +1:1/0 = 0 +1:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:1/0/physics_layer_0/angular_velocity = 0.0 +2:1/0 = 0 +2:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:1/0/physics_layer_0/angular_velocity = 0.0 +3:1/0 = 0 +3:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:1/0/physics_layer_0/angular_velocity = 0.0 +10:1/0 = 0 +10:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:1/0/physics_layer_0/angular_velocity = 0.0 +11:1/0 = 0 +11:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:1/0/physics_layer_0/angular_velocity = 0.0 +12:1/0 = 0 +12:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:1/0/physics_layer_0/angular_velocity = 0.0 +0:2/0 = 0 +0:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:2/0/physics_layer_0/angular_velocity = 0.0 +1:2/0 = 0 +1:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:2/0/physics_layer_0/angular_velocity = 0.0 +2:2/0 = 0 +2:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:2/0/physics_layer_0/angular_velocity = 0.0 +3:2/0 = 0 +3:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:2/0/physics_layer_0/angular_velocity = 0.0 +10:2/0 = 0 +10:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:2/0/physics_layer_0/angular_velocity = 0.0 +11:2/0 = 0 +11:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:2/0/physics_layer_0/angular_velocity = 0.0 +12:2/0 = 0 +12:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:2/0/physics_layer_0/angular_velocity = 0.0 +0:3/0 = 0 +0:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:3/0/physics_layer_0/angular_velocity = 0.0 +1:3/0 = 0 +1:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:3/0/physics_layer_0/angular_velocity = 0.0 +0:4/0 = 0 +0:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:4/0/physics_layer_0/angular_velocity = 0.0 +1:4/0 = 0 +1:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:4/0/physics_layer_0/angular_velocity = 0.0 +2:4/0 = 0 +2:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:4/0/physics_layer_0/angular_velocity = 0.0 +3:4/0 = 0 +3:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:4/0/physics_layer_0/angular_velocity = 0.0 + +[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_b6s6o"] +texture = ExtResource("10_oil88") +texture_region_size = Vector2i(32, 32) +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 +1:0/0 = 0 +1:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:0/0/physics_layer_0/angular_velocity = 0.0 +2:0/0 = 0 +2:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:0/0/physics_layer_0/angular_velocity = 0.0 +3:0/0 = 0 +3:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:0/0/physics_layer_0/angular_velocity = 0.0 +4:0/0 = 0 +4:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:0/0/physics_layer_0/angular_velocity = 0.0 +5:0/0 = 0 +5:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:0/0/physics_layer_0/angular_velocity = 0.0 +6:0/0 = 0 +6:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:0/0/physics_layer_0/angular_velocity = 0.0 +7:0/0 = 0 +7:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:0/0/physics_layer_0/angular_velocity = 0.0 +8:0/0 = 0 +8:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:0/0/physics_layer_0/angular_velocity = 0.0 +9:0/0 = 0 +9:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:0/0/physics_layer_0/angular_velocity = 0.0 +0:1/0 = 0 +0:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:1/0/physics_layer_0/angular_velocity = 0.0 +1:1/0 = 0 +1:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:1/0/physics_layer_0/angular_velocity = 0.0 +2:1/0 = 0 +2:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:1/0/physics_layer_0/angular_velocity = 0.0 +3:1/0 = 0 +3:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:1/0/physics_layer_0/angular_velocity = 0.0 +4:1/0 = 0 +4:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:1/0/physics_layer_0/angular_velocity = 0.0 +5:1/0 = 0 +5:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:1/0/physics_layer_0/angular_velocity = 0.0 +6:1/0 = 0 +6:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:1/0/physics_layer_0/angular_velocity = 0.0 +7:1/0 = 0 +7:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:1/0/physics_layer_0/angular_velocity = 0.0 +8:1/0 = 0 +8:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:1/0/physics_layer_0/angular_velocity = 0.0 +9:1/0 = 0 +9:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:1/0/physics_layer_0/angular_velocity = 0.0 +0:2/0 = 0 +0:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:2/0/physics_layer_0/angular_velocity = 0.0 +1:2/0 = 0 +1:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:2/0/physics_layer_0/angular_velocity = 0.0 +2:2/0 = 0 +2:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:2/0/physics_layer_0/angular_velocity = 0.0 +3:2/0 = 0 +3:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:2/0/physics_layer_0/angular_velocity = 0.0 +4:2/0 = 0 +4:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:2/0/physics_layer_0/angular_velocity = 0.0 +5:2/0 = 0 +5:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:2/0/physics_layer_0/angular_velocity = 0.0 +6:2/0 = 0 +6:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:2/0/physics_layer_0/angular_velocity = 0.0 +7:2/0 = 0 +7:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:2/0/physics_layer_0/angular_velocity = 0.0 +8:2/0 = 0 +8:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:2/0/physics_layer_0/angular_velocity = 0.0 +9:2/0 = 0 +9:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:2/0/physics_layer_0/angular_velocity = 0.0 +10:2/0 = 0 +10:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:2/0/physics_layer_0/angular_velocity = 0.0 +0:3/0 = 0 +0:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:3/0/physics_layer_0/angular_velocity = 0.0 +1:3/0 = 0 +1:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:3/0/physics_layer_0/angular_velocity = 0.0 +2:3/0 = 0 +2:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:3/0/physics_layer_0/angular_velocity = 0.0 +3:3/0 = 0 +3:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:3/0/physics_layer_0/angular_velocity = 0.0 +4:3/0 = 0 +4:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:3/0/physics_layer_0/angular_velocity = 0.0 +5:3/0 = 0 +5:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:3/0/physics_layer_0/angular_velocity = 0.0 +6:3/0 = 0 +6:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:3/0/physics_layer_0/angular_velocity = 0.0 +7:3/0 = 0 +7:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:3/0/physics_layer_0/angular_velocity = 0.0 +8:3/0 = 0 +8:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:3/0/physics_layer_0/angular_velocity = 0.0 +9:3/0 = 0 +9:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:3/0/physics_layer_0/angular_velocity = 0.0 +10:3/0 = 0 +10:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:3/0/physics_layer_0/angular_velocity = 0.0 +0:4/0 = 0 +0:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:4/0/physics_layer_0/angular_velocity = 0.0 +1:4/0 = 0 +1:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:4/0/physics_layer_0/angular_velocity = 0.0 +2:4/0 = 0 +2:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:4/0/physics_layer_0/angular_velocity = 0.0 +4:4/0 = 0 +4:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:4/0/physics_layer_0/angular_velocity = 0.0 +5:4/0 = 0 +5:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:4/0/physics_layer_0/angular_velocity = 0.0 +6:4/0 = 0 +6:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:4/0/physics_layer_0/angular_velocity = 0.0 +7:4/0 = 0 +7:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:4/0/physics_layer_0/angular_velocity = 0.0 +8:4/0 = 0 +8:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:4/0/physics_layer_0/angular_velocity = 0.0 +0:5/0 = 0 +0:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:5/0/physics_layer_0/angular_velocity = 0.0 +1:5/0 = 0 +1:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:5/0/physics_layer_0/angular_velocity = 0.0 +2:5/0 = 0 +2:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:5/0/physics_layer_0/angular_velocity = 0.0 + +[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_dfpmv"] +texture = ExtResource("11_xouir") +texture_region_size = Vector2i(32, 32) +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 +1:0/0 = 0 +1:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:0/0/physics_layer_0/angular_velocity = 0.0 +2:0/0 = 0 +2:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:0/0/physics_layer_0/angular_velocity = 0.0 +3:0/0 = 0 +3:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:0/0/physics_layer_0/angular_velocity = 0.0 +4:0/0 = 0 +4:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:0/0/physics_layer_0/angular_velocity = 0.0 +5:0/0 = 0 +5:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:0/0/physics_layer_0/angular_velocity = 0.0 +6:0/0 = 0 +6:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:0/0/physics_layer_0/angular_velocity = 0.0 +7:0/0 = 0 +7:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:0/0/physics_layer_0/angular_velocity = 0.0 +8:0/0 = 0 +8:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:0/0/physics_layer_0/angular_velocity = 0.0 +9:0/0 = 0 +9:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:0/0/physics_layer_0/angular_velocity = 0.0 +0:1/0 = 0 +0:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:1/0/physics_layer_0/angular_velocity = 0.0 +1:1/0 = 0 +1:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:1/0/physics_layer_0/angular_velocity = 0.0 +2:1/0 = 0 +2:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:1/0/physics_layer_0/angular_velocity = 0.0 +3:1/0 = 0 +3:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:1/0/physics_layer_0/angular_velocity = 0.0 +4:1/0 = 0 +4:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:1/0/physics_layer_0/angular_velocity = 0.0 +5:1/0 = 0 +5:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:1/0/physics_layer_0/angular_velocity = 0.0 +6:1/0 = 0 +6:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:1/0/physics_layer_0/angular_velocity = 0.0 +7:1/0 = 0 +7:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:1/0/physics_layer_0/angular_velocity = 0.0 +8:1/0 = 0 +8:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:1/0/physics_layer_0/angular_velocity = 0.0 +9:1/0 = 0 +9:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:1/0/physics_layer_0/angular_velocity = 0.0 +0:2/0 = 0 +0:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:2/0/physics_layer_0/angular_velocity = 0.0 +1:2/0 = 0 +1:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:2/0/physics_layer_0/angular_velocity = 0.0 +2:2/0 = 0 +2:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:2/0/physics_layer_0/angular_velocity = 0.0 +3:2/0 = 0 +3:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:2/0/physics_layer_0/angular_velocity = 0.0 +4:2/0 = 0 +4:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:2/0/physics_layer_0/angular_velocity = 0.0 +5:2/0 = 0 +5:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:2/0/physics_layer_0/angular_velocity = 0.0 +6:2/0 = 0 +6:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:2/0/physics_layer_0/angular_velocity = 0.0 +7:2/0 = 0 +7:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:2/0/physics_layer_0/angular_velocity = 0.0 +8:2/0 = 0 +8:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:2/0/physics_layer_0/angular_velocity = 0.0 +9:2/0 = 0 +9:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:2/0/physics_layer_0/angular_velocity = 0.0 +10:2/0 = 0 +10:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:2/0/physics_layer_0/angular_velocity = 0.0 +0:3/0 = 0 +0:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:3/0/physics_layer_0/angular_velocity = 0.0 +1:3/0 = 0 +1:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:3/0/physics_layer_0/angular_velocity = 0.0 +2:3/0 = 0 +2:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:3/0/physics_layer_0/angular_velocity = 0.0 +3:3/0 = 0 +3:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:3/0/physics_layer_0/angular_velocity = 0.0 +4:3/0 = 0 +4:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:3/0/physics_layer_0/angular_velocity = 0.0 +5:3/0 = 0 +5:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:3/0/physics_layer_0/angular_velocity = 0.0 +6:3/0 = 0 +6:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:3/0/physics_layer_0/angular_velocity = 0.0 +7:3/0 = 0 +7:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:3/0/physics_layer_0/angular_velocity = 0.0 +8:3/0 = 0 +8:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:3/0/physics_layer_0/angular_velocity = 0.0 +9:3/0 = 0 +9:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:3/0/physics_layer_0/angular_velocity = 0.0 +10:3/0 = 0 +10:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:3/0/physics_layer_0/angular_velocity = 0.0 +0:4/0 = 0 +0:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:4/0/physics_layer_0/angular_velocity = 0.0 +1:4/0 = 0 +1:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:4/0/physics_layer_0/angular_velocity = 0.0 +2:4/0 = 0 +2:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:4/0/physics_layer_0/angular_velocity = 0.0 +4:4/0 = 0 +4:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:4/0/physics_layer_0/angular_velocity = 0.0 +5:4/0 = 0 +5:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:4/0/physics_layer_0/angular_velocity = 0.0 +6:4/0 = 0 +6:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:4/0/physics_layer_0/angular_velocity = 0.0 +7:4/0 = 0 +7:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:4/0/physics_layer_0/angular_velocity = 0.0 +8:4/0 = 0 +8:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:4/0/physics_layer_0/angular_velocity = 0.0 +0:5/0 = 0 +0:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:5/0/physics_layer_0/angular_velocity = 0.0 +1:5/0 = 0 +1:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:5/0/physics_layer_0/angular_velocity = 0.0 +2:5/0 = 0 +2:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:5/0/physics_layer_0/angular_velocity = 0.0 +3:5/0 = 0 +3:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:5/0/physics_layer_0/angular_velocity = 0.0 +4:5/0 = 0 +4:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:5/0/physics_layer_0/angular_velocity = 0.0 +5:5/0 = 0 +5:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:5/0/physics_layer_0/angular_velocity = 0.0 +6:5/0 = 0 +6:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:5/0/physics_layer_0/angular_velocity = 0.0 +7:5/0 = 0 +7:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:5/0/physics_layer_0/angular_velocity = 0.0 +8:5/0 = 0 +8:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:5/0/physics_layer_0/angular_velocity = 0.0 +9:5/0 = 0 +9:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:5/0/physics_layer_0/angular_velocity = 0.0 +0:6/0 = 0 +0:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:6/0/physics_layer_0/angular_velocity = 0.0 +2:6/0 = 0 +2:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:6/0/physics_layer_0/angular_velocity = 0.0 +3:6/0 = 0 +3:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:6/0/physics_layer_0/angular_velocity = 0.0 +4:6/0 = 0 +4:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:6/0/physics_layer_0/angular_velocity = 0.0 +5:6/0 = 0 +5:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:6/0/physics_layer_0/angular_velocity = 0.0 +6:6/0 = 0 +6:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:6/0/physics_layer_0/angular_velocity = 0.0 +7:6/0 = 0 +7:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:6/0/physics_layer_0/angular_velocity = 0.0 +8:6/0 = 0 +8:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:6/0/physics_layer_0/angular_velocity = 0.0 +9:6/0 = 0 +9:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:6/0/physics_layer_0/angular_velocity = 0.0 +0:7/0 = 0 +0:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:7/0/physics_layer_0/angular_velocity = 0.0 +1:7/0 = 0 +1:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:7/0/physics_layer_0/angular_velocity = 0.0 +2:7/0 = 0 +2:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:7/0/physics_layer_0/angular_velocity = 0.0 +3:7/0 = 0 +3:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:7/0/physics_layer_0/angular_velocity = 0.0 +4:7/0 = 0 +4:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:7/0/physics_layer_0/angular_velocity = 0.0 +5:7/0 = 0 +5:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:7/0/physics_layer_0/angular_velocity = 0.0 +6:7/0 = 0 +6:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:7/0/physics_layer_0/angular_velocity = 0.0 +7:7/0 = 0 +7:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:7/0/physics_layer_0/angular_velocity = 0.0 +8:7/0 = 0 +8:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:7/0/physics_layer_0/angular_velocity = 0.0 +9:7/0 = 0 +9:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:7/0/physics_layer_0/angular_velocity = 0.0 +10:7/0 = 0 +10:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:7/0/physics_layer_0/angular_velocity = 0.0 +0:8/0 = 0 +0:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:8/0/physics_layer_0/angular_velocity = 0.0 +1:8/0 = 0 +1:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:8/0/physics_layer_0/angular_velocity = 0.0 +2:8/0 = 0 +2:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:8/0/physics_layer_0/angular_velocity = 0.0 +3:8/0 = 0 +3:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:8/0/physics_layer_0/angular_velocity = 0.0 +4:8/0 = 0 +4:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:8/0/physics_layer_0/angular_velocity = 0.0 +5:8/0 = 0 +5:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:8/0/physics_layer_0/angular_velocity = 0.0 +6:8/0 = 0 +6:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:8/0/physics_layer_0/angular_velocity = 0.0 +7:8/0 = 0 +7:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:8/0/physics_layer_0/angular_velocity = 0.0 +8:8/0 = 0 +8:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:8/0/physics_layer_0/angular_velocity = 0.0 +9:8/0 = 0 +9:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:8/0/physics_layer_0/angular_velocity = 0.0 +10:8/0 = 0 +10:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:8/0/physics_layer_0/angular_velocity = 0.0 +0:9/0 = 0 +0:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:9/0/physics_layer_0/angular_velocity = 0.0 +1:9/0 = 0 +1:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:9/0/physics_layer_0/angular_velocity = 0.0 +2:9/0 = 0 +2:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:9/0/physics_layer_0/angular_velocity = 0.0 +3:9/0 = 0 +3:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:9/0/physics_layer_0/angular_velocity = 0.0 +4:9/0 = 0 +4:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:9/0/physics_layer_0/angular_velocity = 0.0 +5:9/0 = 0 +5:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:9/0/physics_layer_0/angular_velocity = 0.0 +6:9/0 = 0 +6:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:9/0/physics_layer_0/angular_velocity = 0.0 +7:9/0 = 0 +7:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:9/0/physics_layer_0/angular_velocity = 0.0 +8:9/0 = 0 +8:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:9/0/physics_layer_0/angular_velocity = 0.0 +0:10/0 = 0 +0:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:10/0/physics_layer_0/angular_velocity = 0.0 +1:10/0 = 0 +1:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:10/0/physics_layer_0/angular_velocity = 0.0 +2:10/0 = 0 +2:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:10/0/physics_layer_0/angular_velocity = 0.0 +3:10/0 = 0 +3:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:10/0/physics_layer_0/angular_velocity = 0.0 +4:10/0 = 0 +4:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:10/0/physics_layer_0/angular_velocity = 0.0 +5:10/0 = 0 +5:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:10/0/physics_layer_0/angular_velocity = 0.0 +6:10/0 = 0 +6:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:10/0/physics_layer_0/angular_velocity = 0.0 +7:10/0 = 0 +7:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:10/0/physics_layer_0/angular_velocity = 0.0 +8:10/0 = 0 +8:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:10/0/physics_layer_0/angular_velocity = 0.0 +9:10/0 = 0 +9:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:10/0/physics_layer_0/angular_velocity = 0.0 +0:11/0 = 0 +0:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:11/0/physics_layer_0/angular_velocity = 0.0 +1:11/0 = 0 +1:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:11/0/physics_layer_0/angular_velocity = 0.0 +2:11/0 = 0 +2:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:11/0/physics_layer_0/angular_velocity = 0.0 +3:11/0 = 0 +3:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:11/0/physics_layer_0/angular_velocity = 0.0 +4:11/0 = 0 +4:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:11/0/physics_layer_0/angular_velocity = 0.0 +5:11/0 = 0 +5:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:11/0/physics_layer_0/angular_velocity = 0.0 +6:11/0 = 0 +6:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:11/0/physics_layer_0/angular_velocity = 0.0 +7:11/0 = 0 +7:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:11/0/physics_layer_0/angular_velocity = 0.0 +8:11/0 = 0 +8:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:11/0/physics_layer_0/angular_velocity = 0.0 +9:11/0 = 0 +9:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:11/0/physics_layer_0/angular_velocity = 0.0 +0:12/0 = 0 +0:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:12/0/physics_layer_0/angular_velocity = 0.0 +1:12/0 = 0 +1:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:12/0/physics_layer_0/angular_velocity = 0.0 +2:12/0 = 0 +2:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:12/0/physics_layer_0/angular_velocity = 0.0 +3:12/0 = 0 +3:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:12/0/physics_layer_0/angular_velocity = 0.0 +4:12/0 = 0 +4:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:12/0/physics_layer_0/angular_velocity = 0.0 +5:12/0 = 0 +5:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:12/0/physics_layer_0/angular_velocity = 0.0 +6:12/0 = 0 +6:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:12/0/physics_layer_0/angular_velocity = 0.0 +7:12/0 = 0 +7:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:12/0/physics_layer_0/angular_velocity = 0.0 +8:12/0 = 0 +8:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:12/0/physics_layer_0/angular_velocity = 0.0 +9:12/0 = 0 +9:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:12/0/physics_layer_0/angular_velocity = 0.0 +10:12/0 = 0 +10:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:12/0/physics_layer_0/angular_velocity = 0.0 +0:13/0 = 0 +0:13/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:13/0/physics_layer_0/angular_velocity = 0.0 +1:13/0 = 0 +1:13/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:13/0/physics_layer_0/angular_velocity = 0.0 +2:13/0 = 0 +2:13/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:13/0/physics_layer_0/angular_velocity = 0.0 +3:13/0 = 0 +3:13/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:13/0/physics_layer_0/angular_velocity = 0.0 +4:13/0 = 0 +4:13/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:13/0/physics_layer_0/angular_velocity = 0.0 +5:13/0 = 0 +5:13/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:13/0/physics_layer_0/angular_velocity = 0.0 +6:13/0 = 0 +6:13/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:13/0/physics_layer_0/angular_velocity = 0.0 +7:13/0 = 0 +7:13/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:13/0/physics_layer_0/angular_velocity = 0.0 +8:13/0 = 0 +8:13/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:13/0/physics_layer_0/angular_velocity = 0.0 +9:13/0 = 0 +9:13/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:13/0/physics_layer_0/angular_velocity = 0.0 +10:13/0 = 0 +10:13/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:13/0/physics_layer_0/angular_velocity = 0.0 +4:14/0 = 0 +4:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:14/0/physics_layer_0/angular_velocity = 0.0 +5:14/0 = 0 +5:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:14/0/physics_layer_0/angular_velocity = 0.0 +6:14/0 = 0 +6:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:14/0/physics_layer_0/angular_velocity = 0.0 +7:14/0 = 0 +7:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:14/0/physics_layer_0/angular_velocity = 0.0 +8:14/0 = 0 +8:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:14/0/physics_layer_0/angular_velocity = 0.0 + +[sub_resource type="TileSet" id="TileSet_3r17j"] +tile_size = Vector2i(32, 32) +physics_layer_0/collision_layer = 8 +physics_layer_0/collision_mask = 0 +sources/0 = SubResource("TileSetAtlasSource_eqn3w") +sources/1 = SubResource("TileSetAtlasSource_o3i8x") +sources/2 = SubResource("TileSetAtlasSource_cs6uo") +sources/3 = SubResource("TileSetAtlasSource_fhmtb") +sources/4 = SubResource("TileSetAtlasSource_k6qe8") +sources/5 = SubResource("TileSetAtlasSource_i2p05") +sources/6 = SubResource("TileSetAtlasSource_1rkwi") +sources/7 = SubResource("TileSetAtlasSource_bs3ye") +sources/8 = SubResource("TileSetAtlasSource_b6s6o") +sources/9 = SubResource("TileSetAtlasSource_dfpmv") +sources/10 = SubResource("TileSetAtlasSource_ovey5") + +[node name="TileMap2" type="TileMap"] +y_sort_enabled = true +tile_set = SubResource("TileSet_3r17j") +format = 2 +layer_0/name = "Ground" +layer_0/z_index = -1 +layer_1/name = "Top" +layer_1/y_sort_enabled = true +layer_1/tile_data = PackedInt32Array() diff --git a/Scenes/Entities/Bombs/Bomb.gd b/Scenes/Entities/Bombs/Bomb.gd index 0456c15..4a4e901 100644 --- a/Scenes/Entities/Bombs/Bomb.gd +++ b/Scenes/Entities/Bombs/Bomb.gd @@ -1,6 +1,5 @@ -extends CharacterBody2D - class_name Bomb +extends CharacterBody2D signal body_exited @@ -144,7 +143,7 @@ func _collide(area: Area2D): call_deferred("explode") -func _on_Timer_timeout(): +func _on_timer_timeout(): self.explode() diff --git a/Scenes/Entities/Bombs/Bomb__Breakables.tscn b/Scenes/Entities/Bombs/Bomb__Breakables.tscn index a4bb192..92a4900 100644 --- a/Scenes/Entities/Bombs/Bomb__Breakables.tscn +++ b/Scenes/Entities/Bombs/Bomb__Breakables.tscn @@ -47,4 +47,4 @@ wait_time = 4.0 one_shot = true autostart = true -[connection signal="timeout" from="Timer" to="." method="_on_Timer_timeout"] +[connection signal="timeout" from="Timer" to="." method="_on_timer_timeout"] diff --git a/Scenes/Entities/Bombs/Bomb__Normal.tscn b/Scenes/Entities/Bombs/Bomb__Normal.tscn index d42223e..cb6813a 100644 --- a/Scenes/Entities/Bombs/Bomb__Normal.tscn +++ b/Scenes/Entities/Bombs/Bomb__Normal.tscn @@ -47,4 +47,4 @@ wait_time = 4.0 one_shot = true autostart = true -[connection signal="timeout" from="Timer" to="." method="_on_Timer_timeout"] +[connection signal="timeout" from="Timer" to="." method="_on_timer_timeout"] diff --git a/Scenes/Entities/Enemies/Balloon.gd b/Scenes/Entities/Enemies/Balloon.gd index ec41822..179dda7 100644 --- a/Scenes/Entities/Enemies/Balloon.gd +++ b/Scenes/Entities/Enemies/Balloon.gd @@ -7,9 +7,11 @@ func _ready(): add_to_group("enemies") component_collision.init() + component_movement.init() -func _physics_process(delta): - component_movement.physics_process(delta) +#func _physics_process(delta): + #pass + #component_movement.physics_process(delta) # todo: animation shadow diff --git a/Scenes/Entities/Enemies/Balloon.tscn b/Scenes/Entities/Enemies/Balloon.tscn index c1b0701..4100d54 100644 --- a/Scenes/Entities/Enemies/Balloon.tscn +++ b/Scenes/Entities/Enemies/Balloon.tscn @@ -144,7 +144,7 @@ shape = SubResource("CapsuleShape2D_abul4") [node name="Movement" parent="." instance=ExtResource("15_fwetl")] entityPath = NodePath("..") spritePath = NodePath("../AnimatedSprite2D") -SPEED = 10.0 +SPEED = 0.7 timer_time = 10.0 [node name="Collision" parent="." instance=ExtResource("16_yau34")] diff --git a/Scenes/Entities/Enemies/Components/Health.gd b/Scenes/Entities/Enemies/Components/Health.gd index 2bd2447..00bf9e0 100644 --- a/Scenes/Entities/Enemies/Components/Health.gd +++ b/Scenes/Entities/Enemies/Components/Health.gd @@ -2,6 +2,7 @@ class_name ComponentHealth extends Node +signal hit signal died @export_node_path("CharacterBody2D") var entityPath: NodePath @@ -21,7 +22,8 @@ var drop_items = [ preload("res://Scenes/Entities/Objects/Coin.tscn"), ] -var is_dying = false +@export var invincibility_timeout: float = 1.0 +var is_invincible = false func _ready(): @@ -30,23 +32,38 @@ func _ready(): func take_damage(): + if is_invincible: + return + + emit_signal("hit") + health -= 1 - if health <= 0 and not is_dying: + is_invincible = true + if component_movement: # stop all movement + component_movement.pause() + + sprite.play("death") + await sprite.animation_finished + + if health <= 0: death() + else: + if component_movement: # resume all movement + component_movement.unpause() + + #var flicker_speed = 0.2 + #var tween = create_tween().set_loops(invincibility_timeout / (flicker_speed*2)) + #tween.tween_property(sprite, "modulate", Color(1, 1, 1, 0.5), flicker_speed) + #tween.tween_property(sprite, "modulate", Color(1, 1, 1, 1), flicker_speed) + # + #await get_tree().create_timer(invincibility_timeout).timeout + is_invincible = false func death(): - is_dying = true emit_signal("died") - if component_movement: # stop all movement - component_movement.process_mode = Node.PROCESS_MODE_DISABLED - entity.set_physics_process(false) - - sprite.play("death") - await sprite.animation_finished - assert(sprite.sprite_frames.has_animation("death_post")) sprite.play("death_post") diff --git a/Scenes/Entities/Enemies/Components/Movement.gd b/Scenes/Entities/Enemies/Components/Movement.gd index 3174508..98fb43a 100644 --- a/Scenes/Entities/Enemies/Components/Movement.gd +++ b/Scenes/Entities/Enemies/Components/Movement.gd @@ -10,11 +10,14 @@ signal direction_changed @export_node_path("AnimatedSprite2D") var spritePath: NodePath @onready var sprite: AnimatedSprite2D = get_node(spritePath) -@export var SPEED: float +@export_node_path("ComponentCollision") var component_collision_path: NodePath +var component_collision: ComponentCollision + +@export_range(0, 2, 0.01) var SPEED: float const DIRECTIONS = [Vector2.UP, Vector2.RIGHT, Vector2.DOWN, Vector2.LEFT] var CURRENT_DIRECTION = Vector2.UP -var LAST_DIRECTION = Vector2.UP +var FIXED_DIRECTION = null var was_colliding = false var animations: Dictionary = { @@ -24,6 +27,11 @@ var animations: Dictionary = { "left": "left", "right": "right", } +var CURRENT_ANIMATION = { + "name": "default", + "frame": 0, + "progress": 0, +} @export var timer_time: float = 3.0 @onready var MovementTimer: Timer = Timer.new() @@ -31,101 +39,183 @@ var animations: Dictionary = { @export var follows: bool = false @export_range(1, 100, 1) var follow_chance: int = 100 +var is_paused = false -func _ready(): - MovementTimer.wait_time = timer_time - MovementTimer.autostart = true - MovementTimer.connect("timeout", Callable(_on_movement_timer_timeout)) - add_child(MovementTimer) +var tween: Tween -func physics_process(delta): - if CURRENT_DIRECTION == Vector2.UP: - entity.velocity.y -= SPEED/2 - if sprite.sprite_frames.has_animation(animations["up"]): - sprite.play(animations["up"]) - elif CURRENT_DIRECTION == Vector2.DOWN: - entity.velocity.y += SPEED/2 - if sprite.sprite_frames.has_animation(animations["down"]): - sprite.play(animations["down"]) - elif CURRENT_DIRECTION == Vector2.LEFT: - entity.velocity.x -= SPEED/2 - if sprite.sprite_frames.has_animation(animations["left"]): - sprite.play(animations["left"]) - elif CURRENT_DIRECTION == Vector2.RIGHT: - entity.velocity.x += SPEED/2 - if sprite.sprite_frames.has_animation(animations["right"]): - sprite.play(animations["right"]) - - if sprite.sprite_frames.has_animation(animations["default"]): - sprite.play(animations["default"]) - - var collision = entity.move_and_collide(entity.velocity * delta) - entity.velocity = entity.velocity.lerp(Vector2(0, 0), 1) # speed too low => no collision - - # todo movement along grid (maybe move position to current tile center) - var target_grid_position = Utilities.from_grid_to_position(Utilities.get_level_position(entity) + CURRENT_DIRECTION) - entity.position = entity.position.move_toward(target_grid_position, delta*SPEED/2) - # todo or set velocity to tiles per SPEED per second somehow, instead of Timer - - if collision: - was_colliding = true - if MovementTimer.time_left > 0: - _on_movement_timer_timeout() - else: - was_colliding = false +func _ready(): + #MovementTimer.wait_time = timer_time + #MovementTimer.autostart = true + #MovementTimer.connect("timeout", Callable(_on_movement_timer_timeout)) + #add_child(MovementTimer) + pass + +func init(): + #if component_collision_path: + #component_collision = get_node(component_collision_path) + #component_collision.collision_area.connect("collided", func(body): + #if check_direction_has_intersection(CURRENT_DIRECTION): + #tween.stop() + #move() + #) + ## TODO: area mit direction change detection? on solid and bomb? - return collision + await get_tree().create_timer(0.2).timeout # wait for surrounding collision objects to load + move() + + +#func physics_process(delta): + #if is_paused: + #return null + # + #if CURRENT_DIRECTION == Vector2.UP: + #entity.velocity.y -= SPEED/2 + #if sprite.sprite_frames.has_animation(animations["up"]): + #sprite.play(animations["up"]) + #elif CURRENT_DIRECTION == Vector2.DOWN: + #entity.velocity.y += SPEED/2 + #if sprite.sprite_frames.has_animation(animations["down"]): + #sprite.play(animations["down"]) + #elif CURRENT_DIRECTION == Vector2.LEFT: + #entity.velocity.x -= SPEED/2 + #if sprite.sprite_frames.has_animation(animations["left"]): + #sprite.play(animations["left"]) + #elif CURRENT_DIRECTION == Vector2.RIGHT: + #entity.velocity.x += SPEED/2 + #if sprite.sprite_frames.has_animation(animations["right"]): + #sprite.play(animations["right"]) + # + #if sprite.sprite_frames.has_animation(animations["default"]): + #sprite.play(animations["default"]) + # + #var collision = entity.move_and_collide(entity.velocity * delta) + #entity.velocity = entity.velocity.lerp(Vector2(0, 0), 1) # speed too low => no collision + # + ## todo movement along grid (maybe move position to current tile center) + #var target_grid_position = Utilities.from_grid_to_position(Utilities.get_level_position(entity) + CURRENT_DIRECTION) + #entity.position = entity.position.move_toward(target_grid_position, delta*SPEED/2) + ## todo or set velocity to tiles per SPEED per second somehow, instead of Timer + ## use raycast in every direction to check next valid tile, move there + ## get start, current and end position, check if reached instead of velocity to tiles per second or Timer + # + #if collision: + #was_colliding = true + #if MovementTimer.time_left > 0: + #_on_movement_timer_timeout() + #else: + #was_colliding = false + # + #return collision func set_animations(new_animations: Dictionary): animations.merge(new_animations, true) -func _on_movement_timer_timeout(): - var randomize_direction = false +#func _on_movement_timer_timeout(): + #var randomize_direction = false +# + #if false and follows and randi_range(0, 100) <= follow_chance: + #var player_direction = entity.position.direction_to(Global.player.position) + #var query = PhysicsRayQueryParameters2D.new() + #query.set_from(entity.position) + #query.set_to(Global.player.position) + #query.set_collision_mask(entity.collision_mask) + #var intersection = entity.get_world_2d().direct_space_state.intersect_ray(query) + #if intersection: + #randomize_direction = true + # + #if abs(player_direction.x) >= abs(player_direction.y): + #if player_direction.x >= 0: + #CURRENT_DIRECTION = Vector2.RIGHT + #elif player_direction.x < 0: + #CURRENT_DIRECTION = Vector2.LEFT + #elif abs(player_direction.y) > abs(player_direction.x): + #if player_direction.y >= 0: + #CURRENT_DIRECTION = Vector2.DOWN + #elif player_direction.y < 0: + #CURRENT_DIRECTION = Vector2.UP + # + #if was_colliding and LAST_DIRECTION == CURRENT_DIRECTION: + #randomize_direction = true + #else: + #randomize_direction = true + # + #if randomize_direction: + #var directions = DIRECTIONS.duplicate() + # + #directions.erase(CURRENT_DIRECTION) + #directions.shuffle() + # + #if not directions.is_empty(): + #CURRENT_DIRECTION = directions[0] +# + #emit_signal("direction_changed", CURRENT_DIRECTION) + #LAST_DIRECTION = CURRENT_DIRECTION + # + #if not sprite.sprite_frames.has_animation(animations["default"]): + #var frame = sprite.frame + #var progress = sprite.frame_progress + #if CURRENT_DIRECTION == Vector2.UP and sprite.sprite_frames.has_animation(animations["up"]): + #sprite.play(animations["up"]) + #elif CURRENT_DIRECTION == Vector2.DOWN and sprite.sprite_frames.has_animation(animations["down"]): + #sprite.play(animations["down"]) + #elif CURRENT_DIRECTION == Vector2.LEFT and sprite.sprite_frames.has_animation(animations["left"]): + #sprite.play(animations["left"]) + #elif CURRENT_DIRECTION == Vector2.RIGHT and sprite.sprite_frames.has_animation(animations["right"]): + #sprite.play(animations["right"]) + #sprite.set_frame_and_progress(frame, progress) + # + #MovementTimer.start() + + +func pause(): + is_paused = true + #MovementTimer.paused = true + + process_mode = Node.PROCESS_MODE_DISABLED - if false and follows and randi_range(0, 100) <= follow_chance: - var player_direction = entity.position.direction_to(Global.player.position) - var query = PhysicsRayQueryParameters2D.new() - query.set_from(entity.position) - query.set_to(Global.player.position) - query.set_collision_mask(entity.collision_mask) - var intersection = entity.get_world_2d().direct_space_state.intersect_ray(query) - if intersection: - randomize_direction = true - - if abs(player_direction.x) >= abs(player_direction.y): - if player_direction.x >= 0: - CURRENT_DIRECTION = Vector2.RIGHT - elif player_direction.x < 0: - CURRENT_DIRECTION = Vector2.LEFT - elif abs(player_direction.y) > abs(player_direction.x): - if player_direction.y >= 0: - CURRENT_DIRECTION = Vector2.DOWN - elif player_direction.y < 0: - CURRENT_DIRECTION = Vector2.UP - - if was_colliding and LAST_DIRECTION == CURRENT_DIRECTION: - randomize_direction = true - else: +func unpause(): + is_paused = false + #MovementTimer.paused = false + + process_mode = Node.PROCESS_MODE_INHERIT + sprite.play(CURRENT_ANIMATION.name) + sprite.set_frame_and_progress(CURRENT_ANIMATION.frame, CURRENT_ANIMATION.progress) + + +func move(): + var can_move = true + var randomize_direction = false + + #randomize_direction = randi() % 10 > 8 + if check_direction_has_intersection(CURRENT_DIRECTION): randomize_direction = true - + + var directions = DIRECTIONS.duplicate() if randomize_direction: - var directions = DIRECTIONS.duplicate() - directions.erase(CURRENT_DIRECTION) - directions.shuffle() - - if not directions.is_empty(): - CURRENT_DIRECTION = directions[0] - + directions.shuffle() + + for idx in range(directions.size()): + if not check_direction_has_intersection(directions[idx]): + CURRENT_DIRECTION = directions[idx] + break + if idx == directions.size() - 1: + can_move = false + + if FIXED_DIRECTION: + CURRENT_DIRECTION = FIXED_DIRECTION + emit_signal("direction_changed", CURRENT_DIRECTION) - LAST_DIRECTION = CURRENT_DIRECTION - if not sprite.sprite_frames.has_animation(animations["default"]): - var frame = sprite.frame - var progress = sprite.frame_progress + var frame = sprite.frame + var progress = sprite.frame_progress + var animation = sprite.animation + if sprite.sprite_frames.has_animation(animations["default"]): + sprite.play(animations["default"]) + else: if CURRENT_DIRECTION == Vector2.UP and sprite.sprite_frames.has_animation(animations["up"]): sprite.play(animations["up"]) elif CURRENT_DIRECTION == Vector2.DOWN and sprite.sprite_frames.has_animation(animations["down"]): @@ -134,6 +224,31 @@ func _on_movement_timer_timeout(): sprite.play(animations["left"]) elif CURRENT_DIRECTION == Vector2.RIGHT and sprite.sprite_frames.has_animation(animations["right"]): sprite.play(animations["right"]) - sprite.set_frame_and_progress(frame, progress) + sprite.set_frame_and_progress(frame, progress) + + CURRENT_ANIMATION.name = animation + CURRENT_ANIMATION.frame = frame + CURRENT_ANIMATION.progress = progress + + var target_grid_position = Utilities.from_grid_to_position(Utilities.get_level_position(entity) + CURRENT_DIRECTION) + + tween = create_tween() + if can_move: + tween.tween_property(entity, "position", target_grid_position, 1/SPEED).set_ease(Tween.EASE_IN_OUT) + else: + tween.tween_callback(func(): + await get_tree().create_timer(1/SPEED).timeout + ) + tween.tween_callback(func(): + move() + ) + + +func check_direction_has_intersection(direction: Vector2): + var query = PhysicsRayQueryParameters2D.new() + query.set_from(entity.position) + query.set_to(Utilities.from_grid_to_position(Utilities.get_level_position(entity) + direction)) + query.set_collision_mask(entity.collision_mask) + var intersection = entity.get_world_2d().direct_space_state.intersect_ray(query) - MovementTimer.start() + return intersection diff --git a/Scenes/Entities/Enemies/Flower.gd b/Scenes/Entities/Enemies/Flower.gd index 3e50e80..d287bdc 100644 --- a/Scenes/Entities/Enemies/Flower.gd +++ b/Scenes/Entities/Enemies/Flower.gd @@ -8,8 +8,13 @@ func _ready(): $Body/Bottom.play("default") add_to_group("enemies") + $Collision.init() $Collision.collision_area.set_collision_layer_value(Utilities.Collision.Layer.ENEMY, true) + + $Health.hit.connect(func(): + $Body/Top.visible = false + ) $Health.died.connect(func(): $Body.remove_child($Body/Top) ) diff --git a/Scenes/Entities/Enemies/Flowers.gd b/Scenes/Entities/Enemies/Flowers.gd index 5f8e974..9b6658e 100644 --- a/Scenes/Entities/Enemies/Flowers.gd +++ b/Scenes/Entities/Enemies/Flowers.gd @@ -28,9 +28,12 @@ func _ready(): var flower = FlowerScene.instantiate() flower.angle = deg_to_rad(120 * number) + flower.get_node("Health").hit.connect(func(): + flowers.remove_at(flowers.find(flower)) + ) + # if last flower is removed, remove self flower.get_node("Health").died.connect(func(): - flowers.remove_at(flowers.find(flower)) if flowers.is_empty(): queue_free() ) diff --git a/Scenes/Entities/Enemies/Slime.gd b/Scenes/Entities/Enemies/Slime.gd index 427b18f..fe67fca 100644 --- a/Scenes/Entities/Enemies/Slime.gd +++ b/Scenes/Entities/Enemies/Slime.gd @@ -5,7 +5,11 @@ func _ready(): add_to_group("enemies") get_node("Collision").init() + + get_node("Movement").init() -func _physics_process(delta): - get_node("Movement").physics_process(delta) +#func _physics_process(delta): + #pass + #print(position) + #get_node("Movement").physics_process(delta) diff --git a/Scenes/Entities/Enemies/Slime.tscn b/Scenes/Entities/Enemies/Slime.tscn index 558b736..dcaaf52 100644 --- a/Scenes/Entities/Enemies/Slime.tscn +++ b/Scenes/Entities/Enemies/Slime.tscn @@ -14,9 +14,6 @@ [ext_resource type="PackedScene" uid="uid://ce3vv2pod6auc" path="res://Scenes/Entities/Enemies/Components/Collision.tscn" id="7_kjjor"] [ext_resource type="PackedScene" uid="uid://b3i372vgdbxk" path="res://Scenes/Entities/Enemies/Components/Health.tscn" id="8_klsy3"] -[sub_resource type="CircleShape2D" id="CircleShape2D_f54tg"] -radius = 6.0 - [sub_resource type="SpriteFrames" id="SpriteFrames_4e1a7"] animations = [{ "frames": [{ @@ -65,24 +62,26 @@ animations = [{ "speed": 8.0 }] +[sub_resource type="CircleShape2D" id="CircleShape2D_f54tg"] +radius = 6.0 + [node name="Slime" type="CharacterBody2D"] collision_layer = 16 collision_mask = 188 script = ExtResource("1_2xftl") -[node name="CollisionShape2D" type="CollisionShape2D" parent="."] -position = Vector2(0, -6) -shape = SubResource("CircleShape2D_f54tg") - [node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."] texture_filter = 1 -position = Vector2(0, -6.25) sprite_frames = SubResource("SpriteFrames_4e1a7") +[node name="CollisionShape2D" type="CollisionShape2D" parent="."] +shape = SubResource("CircleShape2D_f54tg") + [node name="Movement" parent="." instance=ExtResource("6_u48ct")] entityPath = NodePath("..") spritePath = NodePath("../AnimatedSprite2D") -SPEED = 12 +component_collision_path = NodePath("../Collision") +SPEED = 1.0 timer_time = 5.0 [node name="Collision" parent="." instance=ExtResource("7_kjjor")] diff --git a/Scenes/Entities/Enemies/Snake.gd b/Scenes/Entities/Enemies/Snake.gd index a87ecf0..af09990 100644 --- a/Scenes/Entities/Enemies/Snake.gd +++ b/Scenes/Entities/Enemies/Snake.gd @@ -1,7 +1,7 @@ extends CharacterBody2D -@export var speed: float = 10 +@export var speed: float = 1 static var detected_bombs = [] var did_detect_bomb = false @@ -32,7 +32,9 @@ func _ready(): add_to_group("enemies") component_collision.init() + component_movement.SPEED = speed + component_movement.init() func _physics_process(delta): @@ -71,18 +73,19 @@ func _physics_process(delta): if $DetectionArea.get_overlapping_bodies().has(detected_bomb): _on_detection_area_body_entered(detected_bomb) elif did_detect_bomb: - component_movement.CURRENT_DIRECTION = detected_bomb_direction + component_movement.FIXED_DIRECTION = detected_bomb_direction - if not is_animating_state: - component_movement.physics_process(delta) + #if not is_animating_state: + #component_movement.physics_process(delta) func set_animating_state(state: bool): is_animating_state = state if is_animating_state: - component_movement.MovementTimer.stop() + component_movement.pause() + component_movement.FIXED_DIRECTION = null else: - component_movement.MovementTimer.start() + component_movement.unpause() func _on_detection_area_body_entered(_body): diff --git a/Scenes/Entities/Enemies/Snake.tscn b/Scenes/Entities/Enemies/Snake.tscn index 660b3d7..48a19ae 100644 --- a/Scenes/Entities/Enemies/Snake.tscn +++ b/Scenes/Entities/Enemies/Snake.tscn @@ -380,6 +380,7 @@ shape = SubResource("RectangleShape2D_7ji0i") [node name="Movement" parent="." instance=ExtResource("14_ab70e")] entityPath = NodePath("..") spritePath = NodePath("../AnimatedSprite2D") +SPEED = 1.0 timer_time = 2.0 follows = true follow_chance = 80 diff --git a/Scenes/Entities/Enemies/Tree.gd b/Scenes/Entities/Enemies/Tree.gd index bbd02a9..320640e 100644 --- a/Scenes/Entities/Enemies/Tree.gd +++ b/Scenes/Entities/Enemies/Tree.gd @@ -12,24 +12,20 @@ func _ready(): component_collision.init() component_collision.collision_area.set_collision_mask_value(Utilities.Collision.Layer.EXPLOSION, false) - component_movement.process_mode = Node.PROCESS_MODE_DISABLED - set_physics_process(false) $AnimatedSprite2D.play("spawn") $AnimatedSprite2D.stop() $AnimatedSprite2D.set_frame_and_progress(0, 0) - - $Health.connect("died", func(): - $Detection.set_collision_mask_value(Utilities.Collision.Layer.PLAYER, false) - ) -func _physics_process(delta): - component_movement.physics_process(delta) +#func _physics_process(delta): + #component_movement.physics_process(delta) func _on_detection_body_entered(_body): $AnimatedSprite2D.play("spawn") await $AnimatedSprite2D.animation_finished + component_collision.collision_area.set_collision_mask_value(Utilities.Collision.Layer.EXPLOSION, true) - component_movement.process_mode = Node.PROCESS_MODE_INHERIT - set_physics_process(true) + component_movement.init() + + $Detection.set_collision_mask_value(Utilities.Collision.Layer.PLAYER, false) diff --git a/Scenes/Entities/Enemies/Tree.tscn b/Scenes/Entities/Enemies/Tree.tscn index f216159..01a79bf 100644 --- a/Scenes/Entities/Enemies/Tree.tscn +++ b/Scenes/Entities/Enemies/Tree.tscn @@ -141,7 +141,7 @@ script = ExtResource("1_ktvfx") texture_filter = 1 position = Vector2(0, -8) sprite_frames = SubResource("SpriteFrames_c5ryj") -animation = &"death_post" +animation = &"spawn" [node name="CollisionShape2D" type="CollisionShape2D" parent="."] position = Vector2(0, -8) @@ -150,7 +150,8 @@ shape = SubResource("CapsuleShape2D_u8qfj") [node name="Movement" parent="." instance=ExtResource("17_wlky1")] entityPath = NodePath("..") spritePath = NodePath("../AnimatedSprite2D") -SPEED = 24 +component_collision_path = NodePath("../Collision") +SPEED = 1.4 timer_time = 2.0 follows = true follow_chance = 50 @@ -164,7 +165,7 @@ component_health_path = NodePath("../Health") entityPath = NodePath("..") spritePath = NodePath("../AnimatedSprite2D") component_movement_path = NodePath("../Movement") -health = 1 +health = 2 [node name="Detection" type="Area2D" parent="."] collision_layer = 64 diff --git a/Scenes/Entities/Player.gd b/Scenes/Entities/Player.gd index e8e9fbb..77e27b4 100644 --- a/Scenes/Entities/Player.gd +++ b/Scenes/Entities/Player.gd @@ -287,6 +287,8 @@ func heal(amount: int): func play_idle(): + #$AnimatedSprite2D.play("idle") + #return if self.LAST_DIRECTIONS == [Vector2.LEFT]: $AnimatedSprite2D.play("idle_left") elif self.LAST_DIRECTIONS == [Vector2.RIGHT]: diff --git a/Scenes/Entities/Player.tscn b/Scenes/Entities/Player.tscn index caf6c7c..51eb36a 100644 --- a/Scenes/Entities/Player.tscn +++ b/Scenes/Entities/Player.tscn @@ -1,45 +1,45 @@ [gd_scene load_steps=29 format=3 uid="uid://b1xhgqwrw4pgs"] [ext_resource type="Script" path="res://Scenes/Entities/Player.gd" id="1_2xulf"] -[ext_resource type="Texture2D" uid="uid://c1lfciwp5n6wh" path="res://Assets/Character/Bomberman_bl_02.png" id="2_7c86j"] -[ext_resource type="Texture2D" uid="uid://cwuyr6j4fowbn" path="res://Assets/Character/Bomberman_bl_01.png" id="3_frmop"] -[ext_resource type="Texture2D" uid="uid://c17pybwy8uebb" path="res://Assets/Character/Bomberman_bl_03.png" id="4_viays"] -[ext_resource type="Texture2D" uid="uid://d21ri773nni5x" path="res://Assets/Character/Bomberman_br_02.png" id="5_f3x6s"] -[ext_resource type="Texture2D" uid="uid://cn844bbmb6ebw" path="res://Assets/Character/Bomberman_br_01.png" id="6_id2dl"] -[ext_resource type="Texture2D" uid="uid://b4ajsycsqfy6b" path="res://Assets/Character/Bomberman_br_03.png" id="7_snc6l"] -[ext_resource type="Texture2D" uid="uid://dcrvqjbr30piu" path="res://Assets/Character/Bomberman_down_02.png" id="8_6nrho"] -[ext_resource type="Texture2D" uid="uid://llvrhcwdwyxq" path="res://Assets/Character/Bomberman_down_01.png" id="9_4r1t6"] -[ext_resource type="Texture2D" uid="uid://dqgnibpodjph1" path="res://Assets/Character/Bomberman_down_03.png" id="10_0c5dt"] -[ext_resource type="Texture2D" uid="uid://dsosylrax8qc0" path="res://Assets/Character/Bomberman_left_01.png" id="11_4vfbf"] -[ext_resource type="Texture2D" uid="uid://dyrlofdra1jg" path="res://Assets/Character/Bomberman_right_01.png" id="12_b74y7"] -[ext_resource type="Texture2D" uid="uid://b1ftykprnvmb2" path="res://Assets/Character/Bomberman_tl_01.png" id="13_t5fk2"] -[ext_resource type="Texture2D" uid="uid://cpia0jdfix3v1" path="res://Assets/Character/Bomberman_tr_01.png" id="14_ank74"] -[ext_resource type="Texture2D" uid="uid://cfxr2vqrydpxa" path="res://Assets/Character/Bomberman_up_01.png" id="15_an6q7"] -[ext_resource type="Texture2D" uid="uid://rjsxm415e85y" path="res://Assets/Character/Bomberman_left_02.png" id="16_74r3r"] -[ext_resource type="Texture2D" uid="uid://b2vn64asvfwpa" path="res://Assets/Character/Bomberman_left_03.png" id="17_am4b3"] -[ext_resource type="Texture2D" uid="uid://cqc4sxd5jlog3" path="res://Assets/Character/Bomberman_right_02.png" id="18_au0ca"] -[ext_resource type="Texture2D" uid="uid://da4ematmp08qs" path="res://Assets/Character/Bomberman_right_03.png" id="19_736tk"] -[ext_resource type="Texture2D" uid="uid://c3gdllyr2gjwr" path="res://Assets/Character/Bomberman_tl_02.png" id="20_wtgma"] -[ext_resource type="Texture2D" uid="uid://b7w657i2b8i7b" path="res://Assets/Character/Bomberman_tl_03.png" id="21_m2nht"] -[ext_resource type="Texture2D" uid="uid://dtk5hkysfnsgk" path="res://Assets/Character/Bomberman_tr_02.png" id="22_kojwu"] -[ext_resource type="Texture2D" uid="uid://b5535ungwxix7" path="res://Assets/Character/Bomberman_tr_03.png" id="23_fpo4g"] -[ext_resource type="Texture2D" uid="uid://0pr3bb5cn5da" path="res://Assets/Character/Bomberman_up_02.png" id="24_tx0m0"] -[ext_resource type="Texture2D" uid="uid://m2vf7nnhlatp" path="res://Assets/Character/Bomberman_up_03.png" id="25_6f86e"] +[ext_resource type="Texture2D" uid="uid://bg118etml15yv" path="res://Assets/Character/Holo/Pekora/UsadaPekora_dl_01.png" id="2_jla7x"] +[ext_resource type="Texture2D" uid="uid://15xbcugoqlqi" path="res://Assets/Character/Holo/Pekora/UsadaPekora_down_01.png" id="2_p4v8h"] +[ext_resource type="Texture2D" uid="uid://cap4ceyokrpyg" path="res://Assets/Character/Holo/Pekora/UsadaPekora_dr_01.png" id="3_177dx"] +[ext_resource type="Texture2D" uid="uid://cnfiwdbfeldka" path="res://Assets/Character/Holo/Pekora/UsadaPekora_dl_02.png" id="3_lxvmr"] +[ext_resource type="Texture2D" uid="uid://cy0imnb7nxpvp" path="res://Assets/Character/Holo/Pekora/UsadaPekora_dl_03.png" id="4_rba8x"] +[ext_resource type="Texture2D" uid="uid://dyrm5j2cnbjkc" path="res://Assets/Character/Holo/Pekora/UsadaPekora_left_01.png" id="5_qp5pw"] +[ext_resource type="Texture2D" uid="uid://dr60n8hird4dj" path="res://Assets/Character/Holo/Pekora/UsadaPekora_dr_02.png" id="6_hpvt1"] +[ext_resource type="Texture2D" uid="uid://bftq45mjm8uv" path="res://Assets/Character/Holo/Pekora/UsadaPekora_right_01.png" id="6_swanx"] +[ext_resource type="Texture2D" uid="uid://j3gux07q0sdi" path="res://Assets/Character/Holo/Pekora/UsadaPekora_dr_03.png" id="7_66d3g"] +[ext_resource type="Texture2D" uid="uid://s3g73mdo8rhg" path="res://Assets/Character/Holo/Pekora/UsadaPekora_ul_01.png" id="7_vvdjp"] +[ext_resource type="Texture2D" uid="uid://cu57mhgffnysb" path="res://Assets/Character/Holo/Pekora/UsadaPekora_ur_01.png" id="8_ps3gx"] +[ext_resource type="Texture2D" uid="uid://djumpgwc3ibsu" path="res://Assets/Character/Holo/Pekora/UsadaPekora_down_02.png" id="9_8qycu"] +[ext_resource type="Texture2D" uid="uid://ygyam231cwbu" path="res://Assets/Character/Holo/Pekora/UsadaPekora_up_01.png" id="9_g1tvy"] +[ext_resource type="Texture2D" uid="uid://de0mh5otwjtqm" path="res://Assets/Character/Holo/Pekora/UsadaPekora_down_03.png" id="10_7c2nx"] +[ext_resource type="Texture2D" uid="uid://dkdo8avk7uifd" path="res://Assets/Character/Holo/Pekora/UsadaPekora_left_02.png" id="16_qmci1"] +[ext_resource type="Texture2D" uid="uid://ixa7jtofxiih" path="res://Assets/Character/Holo/Pekora/UsadaPekora_left_03.png" id="17_u384x"] +[ext_resource type="Texture2D" uid="uid://cbwe3ub3wjw8q" path="res://Assets/Character/Holo/Pekora/UsadaPekora_right_02.png" id="18_uodub"] +[ext_resource type="Texture2D" uid="uid://usm6432wb42q" path="res://Assets/Character/Holo/Pekora/UsadaPekora_right_03.png" id="19_8vk5g"] +[ext_resource type="Texture2D" uid="uid://dbylk34dwefc7" path="res://Assets/Character/Holo/Pekora/UsadaPekora_ul_02.png" id="20_86vyd"] +[ext_resource type="Texture2D" uid="uid://s6kf7x6c5en1" path="res://Assets/Character/Holo/Pekora/UsadaPekora_ul_03.png" id="21_gdqcl"] +[ext_resource type="Texture2D" uid="uid://c5bivhfyf2lc5" path="res://Assets/Character/Holo/Pekora/UsadaPekora_ur_02.png" id="22_gy6m2"] +[ext_resource type="Texture2D" uid="uid://ro7pxk0tm2tl" path="res://Assets/Character/Holo/Pekora/UsadaPekora_ur_03.png" id="23_sb37c"] +[ext_resource type="Texture2D" uid="uid://bagpol3wfd081" path="res://Assets/Character/Holo/Pekora/UsadaPekora_up_02.png" id="24_a12kc"] +[ext_resource type="Texture2D" uid="uid://c0622b7ijgs3v" path="res://Assets/Character/Holo/Pekora/UsadaPekora_up_03.png" id="25_27ap4"] [sub_resource type="SpriteFrames" id="SpriteFrames_fu51i"] animations = [{ "frames": [{ "duration": 1.0, -"texture": ExtResource("2_7c86j") +"texture": ExtResource("2_jla7x") }, { "duration": 1.0, -"texture": ExtResource("3_frmop") +"texture": ExtResource("3_lxvmr") }, { "duration": 1.0, -"texture": ExtResource("4_viays") +"texture": ExtResource("2_jla7x") }, { "duration": 1.0, -"texture": ExtResource("3_frmop") +"texture": ExtResource("4_rba8x") }], "loop": true, "name": &"bottom_left", @@ -47,16 +47,16 @@ animations = [{ }, { "frames": [{ "duration": 1.0, -"texture": ExtResource("5_f3x6s") +"texture": ExtResource("3_177dx") }, { "duration": 1.0, -"texture": ExtResource("6_id2dl") +"texture": ExtResource("6_hpvt1") }, { "duration": 1.0, -"texture": ExtResource("7_snc6l") +"texture": ExtResource("3_177dx") }, { "duration": 1.0, -"texture": ExtResource("6_id2dl") +"texture": ExtResource("7_66d3g") }], "loop": true, "name": &"bottom_right", @@ -64,16 +64,16 @@ animations = [{ }, { "frames": [{ "duration": 1.0, -"texture": ExtResource("8_6nrho") +"texture": ExtResource("2_p4v8h") }, { "duration": 1.0, -"texture": ExtResource("9_4r1t6") +"texture": ExtResource("9_8qycu") }, { "duration": 1.0, -"texture": ExtResource("10_0c5dt") +"texture": ExtResource("2_p4v8h") }, { "duration": 1.0, -"texture": ExtResource("9_4r1t6") +"texture": ExtResource("10_7c2nx") }], "loop": true, "name": &"down", @@ -81,7 +81,7 @@ animations = [{ }, { "frames": [{ "duration": 1.0, -"texture": ExtResource("3_frmop") +"texture": ExtResource("2_jla7x") }], "loop": true, "name": &"idle_bottom_left", @@ -89,7 +89,7 @@ animations = [{ }, { "frames": [{ "duration": 1.0, -"texture": ExtResource("6_id2dl") +"texture": ExtResource("3_177dx") }], "loop": true, "name": &"idle_bottom_right", @@ -97,7 +97,7 @@ animations = [{ }, { "frames": [{ "duration": 1.0, -"texture": ExtResource("9_4r1t6") +"texture": ExtResource("2_p4v8h") }], "loop": true, "name": &"idle_down", @@ -105,7 +105,7 @@ animations = [{ }, { "frames": [{ "duration": 1.0, -"texture": ExtResource("11_4vfbf") +"texture": ExtResource("5_qp5pw") }], "loop": true, "name": &"idle_left", @@ -113,7 +113,7 @@ animations = [{ }, { "frames": [{ "duration": 1.0, -"texture": ExtResource("12_b74y7") +"texture": ExtResource("6_swanx") }], "loop": true, "name": &"idle_right", @@ -121,7 +121,7 @@ animations = [{ }, { "frames": [{ "duration": 1.0, -"texture": ExtResource("13_t5fk2") +"texture": ExtResource("7_vvdjp") }], "loop": true, "name": &"idle_top_left", @@ -129,7 +129,7 @@ animations = [{ }, { "frames": [{ "duration": 1.0, -"texture": ExtResource("14_ank74") +"texture": ExtResource("8_ps3gx") }], "loop": true, "name": &"idle_top_right", @@ -137,7 +137,7 @@ animations = [{ }, { "frames": [{ "duration": 1.0, -"texture": ExtResource("15_an6q7") +"texture": ExtResource("9_g1tvy") }], "loop": true, "name": &"idle_up", @@ -145,16 +145,16 @@ animations = [{ }, { "frames": [{ "duration": 1.0, -"texture": ExtResource("16_74r3r") +"texture": ExtResource("5_qp5pw") }, { "duration": 1.0, -"texture": ExtResource("11_4vfbf") +"texture": ExtResource("16_qmci1") }, { "duration": 1.0, -"texture": ExtResource("17_am4b3") +"texture": ExtResource("5_qp5pw") }, { "duration": 1.0, -"texture": ExtResource("11_4vfbf") +"texture": ExtResource("17_u384x") }], "loop": true, "name": &"left", @@ -162,16 +162,16 @@ animations = [{ }, { "frames": [{ "duration": 1.0, -"texture": ExtResource("18_au0ca") +"texture": ExtResource("6_swanx") }, { "duration": 1.0, -"texture": ExtResource("12_b74y7") +"texture": ExtResource("18_uodub") }, { "duration": 1.0, -"texture": ExtResource("19_736tk") +"texture": ExtResource("6_swanx") }, { "duration": 1.0, -"texture": ExtResource("12_b74y7") +"texture": ExtResource("19_8vk5g") }], "loop": true, "name": &"right", @@ -179,16 +179,16 @@ animations = [{ }, { "frames": [{ "duration": 1.0, -"texture": ExtResource("20_wtgma") +"texture": ExtResource("7_vvdjp") }, { "duration": 1.0, -"texture": ExtResource("13_t5fk2") +"texture": ExtResource("20_86vyd") }, { "duration": 1.0, -"texture": ExtResource("21_m2nht") +"texture": ExtResource("7_vvdjp") }, { "duration": 1.0, -"texture": ExtResource("13_t5fk2") +"texture": ExtResource("21_gdqcl") }], "loop": true, "name": &"top_left", @@ -196,16 +196,16 @@ animations = [{ }, { "frames": [{ "duration": 1.0, -"texture": ExtResource("22_kojwu") +"texture": ExtResource("8_ps3gx") }, { "duration": 1.0, -"texture": ExtResource("14_ank74") +"texture": ExtResource("22_gy6m2") }, { "duration": 1.0, -"texture": ExtResource("23_fpo4g") +"texture": ExtResource("8_ps3gx") }, { "duration": 1.0, -"texture": ExtResource("14_ank74") +"texture": ExtResource("23_sb37c") }], "loop": true, "name": &"top_right", @@ -213,16 +213,16 @@ animations = [{ }, { "frames": [{ "duration": 1.0, -"texture": ExtResource("24_tx0m0") +"texture": ExtResource("9_g1tvy") }, { "duration": 1.0, -"texture": ExtResource("15_an6q7") +"texture": ExtResource("24_a12kc") }, { "duration": 1.0, -"texture": ExtResource("25_6f86e") +"texture": ExtResource("9_g1tvy") }, { "duration": 1.0, -"texture": ExtResource("15_an6q7") +"texture": ExtResource("25_27ap4") }], "loop": true, "name": &"up", @@ -230,8 +230,8 @@ animations = [{ }] [sub_resource type="CapsuleShape2D" id="CapsuleShape2D_xsiww"] -radius = 5.0 -height = 13.0 +radius = 6.0 +height = 15.0 [sub_resource type="RectangleShape2D" id="RectangleShape2D_c6666"] size = Vector2(14, 14) @@ -244,12 +244,11 @@ script = ExtResource("1_2xulf") [node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."] texture_filter = 1 -scale = Vector2(0.8, 0.8) +position = Vector2(0, -3) sprite_frames = SubResource("SpriteFrames_fu51i") animation = &"idle_down" [node name="CollisionShape2D" type="CollisionShape2D" parent="."] -position = Vector2(0, 1) shape = SubResource("CapsuleShape2D_xsiww") [node name="Camera2D" type="Camera2D" parent="."] @@ -261,6 +260,7 @@ collision_layer = 0 collision_mask = 4 [node name="CollisionShape2D" type="CollisionShape2D" parent="InteractionArea"] +visible = false position = Vector2(0, 1) shape = SubResource("RectangleShape2D_c6666") diff --git a/Scenes/Global.gd b/Scenes/Global.gd index 2a18087..9632f57 100644 --- a/Scenes/Global.gd +++ b/Scenes/Global.gd @@ -4,3 +4,10 @@ extends Node var player: Player var last_area: Area2D var current_area: Area2D + +var current_character = "UsadaPekora" +var available_collaborations: Array = [] +var selected_collaborations: Dictionary = { + 0: "Peko", +} +var collaboration_slots: int = 4 diff --git a/Scenes/Maps/Base02.gd b/Scenes/Maps/Base02.gd new file mode 100644 index 0000000..89e9209 --- /dev/null +++ b/Scenes/Maps/Base02.gd @@ -0,0 +1 @@ +extends "res://Scenes/Maps/Map.gd" diff --git a/Scenes/Maps/Base02.tscn b/Scenes/Maps/Base02.tscn new file mode 100644 index 0000000..18ccc5c --- /dev/null +++ b/Scenes/Maps/Base02.tscn @@ -0,0 +1,41 @@ +[gd_scene load_steps=6 format=3 uid="uid://bpnjkeod50inr"] + +[ext_resource type="Script" path="res://Scenes/Maps/Base02.gd" id="1_54ka5"] +[ext_resource type="PackedScene" uid="uid://difwuijv2rlx5" path="res://Scenes/Components/MapArea.tscn" id="1_w8vws"] +[ext_resource type="PackedScene" uid="uid://1vxg4djkuu8k" path="res://Scenes/Components/TileMap2.tscn" id="2_7bas6"] + +[sub_resource type="RectangleShape2D" id="RectangleShape2D_4t8ga"] +size = Vector2(480, 352) + +[sub_resource type="RectangleShape2D" id="RectangleShape2D_igaxk"] +size = Vector2(544, 384) + +[node name="Base02" type="Node2D"] +script = ExtResource("1_54ka5") + +[node name="Areas" type="Node" parent="."] + +[node name="MapArea" parent="Areas" instance=ExtResource("1_w8vws")] +_tilemap = NodePath("TileMap2") + +[node name="CollisionShape2D" type="CollisionShape2D" parent="Areas/MapArea"] +position = Vector2(240, 144) +shape = SubResource("RectangleShape2D_4t8ga") + +[node name="TileMap2" parent="Areas/MapArea" instance=ExtResource("2_7bas6")] +layer_0/tile_data = PackedInt32Array(589824, 327681, 2, 0, 196609, 1, 589830, 458753, 0, 589829, 65537, 3, 589828, 65537, 3, 589827, 65537, 3, 589826, 65537, 3, 589825, 65537, 3, 524288, 196609, 1, 458752, 196609, 1, 393216, 196609, 1, 327680, 458753, 0, 196608, 458753, 2, 131072, 196609, 1, 65536, 196609, 1, 65537, 131072, 3, 131073, 458752, 2, 196609, 327680, 3, 262145, 131072, 2, 327681, 393216, 2, 393217, 458752, 1, 458753, 131072, 3, 524289, 327680, 1, 65538, 196609, 3, 131074, 393216, 1, 196610, 196609, 3, 262146, 131072, 0, 327682, 196609, 3, 393218, 0, 2, 458754, 196609, 3, 524290, 393216, 3, 65539, 196608, 3, 131075, 0, 0, 196611, 196608, 2, 262147, 458752, 0, 327683, 196608, 3, 393219, 458752, 1, 458755, 131072, 0, 524291, 262144, 0, 65540, 196609, 3, 131076, 262144, 0, 196612, 196609, 3, 262148, 262144, 1, 327684, 196609, 3, 393220, 0, 0, 458756, 196609, 3, 524292, 131072, 1, 131077, 393216, 1, 196613, 0, 0, 262149, 131072, 3, 327685, 65536, 0, 393221, 0, 0, 458757, 65536, 0, 524293, 131072, 2, 65542, 196609, 3, 131078, 0, 0, 196614, 196609, 3, 262150, 458752, 1, 327686, 196609, 3, 393222, 0, 0, 458758, 196609, 3, 524294, 65536, 0, 131079, 0, 1, 196615, 0, 0, 262151, 0, 0, 327687, 0, 0, 393223, 196608, 1, 458759, 0, 2, 524295, 262144, 3, 65544, 196609, 3, 131080, 0, 0, 196616, 196609, 3, 262152, 262144, 1, 327688, 196609, 3, 393224, 0, 0, 458760, 196609, 3, 524296, 458752, 3, 65545, 65536, 0, 131081, 327680, 3, 196617, 0, 0, 262153, 0, 2, 327689, 0, 2, 393225, 196608, 2, 458761, 458752, 1, 524297, 327680, 2, 65546, 196609, 3, 131082, 196608, 3, 196618, 196609, 3, 262154, 327680, 3, 327690, 196609, 3, 393226, 0, 0, 458762, 196609, 3, 524298, 262144, 2, 65547, 65536, 1, 131083, 327680, 0, 196619, 0, 0, 262155, 0, 0, 327691, 0, 0, 393227, 262144, 0, 458763, 327680, 1, 524299, 0, 2, 65548, 196609, 3, 131084, 393216, 2, 196620, 196609, 3, 262156, 458752, 0, 327692, 196609, 3, 393228, 0, 0, 458764, 196609, 3, 524300, 0, 0, 262144, 393216, 2, 589831, 393216, 3, -65536, 327681, 0, -65535, 65537, 3, -65534, 65537, 3, -65533, 65537, 3, -65532, 65537, 3, -65531, 65537, 3, -65530, 65537, 3, -65529, 65537, 3, -65528, 65537, 3, -65527, 65537, 3, -65526, 65537, 3, -65525, 65537, 3, -65524, 65537, 3, -65523, 65537, 3, -65522, 458753, 0, 14, 196609, 1, 65550, 196609, 1, 131086, 196609, 1, 196622, 196609, 1, 262158, 196609, 1, 327694, 196609, 1, 393230, 196609, 1, 458766, 196609, 1, 524302, 196609, 1, 589838, 458753, 2, 589837, 65537, 3, 589836, 65537, 3, 589835, 65537, 3, 589834, 65537, 3, 589833, 65537, 3, 589832, 327681, 0, 1, 262144, 2, 2, 196608, 0, 3, 458752, 3, 4, 0, 3, 5, 65536, 2, 6, 458752, 1, 7, 196608, 2, 8, 65536, 3, 9, 196608, 1, 10, 327680, 0, 11, 393216, 1, 12, 327680, 0, 13, 131072, 0, 65549, 458752, 0, 131085, 327680, 3, 196621, 131072, 1, 262157, 327680, 1, 327693, 196608, 0, 393229, 131072, 2, 524301, 327680, 0, 458765, 0, 1, 65543, 262144, 2, 65541, 196608, 3) + +[node name="MapArea2" parent="Areas" instance=ExtResource("1_w8vws")] +_tilemap = NodePath("TileMap2") + +[node name="CollisionShape2D" type="CollisionShape2D" parent="Areas/MapArea2"] +position = Vector2(-272, 128) +shape = SubResource("RectangleShape2D_igaxk") +debug_color = Color(0.588414, 0.545187, 0.16951, 0.42) + +[node name="TileMap2" parent="Areas/MapArea2" instance=ExtResource("2_7bas6")] +layer_0/tile_data = PackedInt32Array(-17, 131082, 1, 65519, 131082, 1, 131055, 131082, 1, 196591, 131082, 1, 262127, 131082, 1, 327663, 131082, 1, 393199, 131082, 1, 458735, 131082, 1, 524271, 131082, 1, 589807, 131082, 1, 655343, 131082, 1, -16, 131082, 1, 65520, 131082, 1, 131056, 131082, 1, 196592, 131082, 1, 262128, 131082, 1, 327664, 131082, 1, 393200, 131082, 1, 458736, 131082, 1, 524272, 131082, 1, 589808, 131082, 1, 655344, 131082, 1, -15, 131082, 1, 65521, 131082, 1, 131057, 131082, 1, 196593, 131082, 1, 262129, 131082, 1, 327665, 131082, 1, 393201, 131082, 1, 458737, 131082, 1, 524273, 131082, 1, 589809, 131082, 1, 655345, 131082, 1, -14, 131082, 1, 65522, 131082, 1, 131058, 131082, 1, 196594, 131082, 1, 262130, 131082, 1, 327666, 131082, 1, 393202, 131082, 1, 458738, 131082, 1, 524274, 131082, 1, 589810, 131082, 1, 655346, 131082, 1, -13, 131082, 1, 65523, 131082, 1, 131059, 131082, 1, 196595, 131082, 1, 262131, 131082, 1, 327667, 131082, 1, 393203, 131082, 1, 458739, 131082, 1, 524275, 131082, 1, 589811, 131082, 1, 655347, 131082, 1, -12, 131082, 1, 65524, 131082, 1, 131060, 131082, 1, 196596, 131082, 1, 262132, 131082, 1, 327668, 131082, 1, 393204, 131082, 1, 458740, 131082, 1, 524276, 131082, 1, 589812, 131082, 1, 655348, 131082, 1, -11, 131082, 1, 65525, 131082, 1, 131061, 131082, 1, 196597, 131082, 1, 262133, 131082, 1, 327669, 131082, 1, 393205, 131082, 1, 458741, 131082, 1, 524277, 131082, 1, 589813, 131082, 1, 655349, 131082, 1, -10, 131082, 1, 65526, 131082, 1, 131062, 131082, 1, 196598, 131082, 1, 262134, 131082, 1, 327670, 131082, 1, 393206, 131082, 1, 458742, 131082, 1, 524278, 131082, 1, 589814, 131082, 1, 655350, 131082, 1, -9, 131082, 1, 65527, 131082, 1, 131063, 131082, 1, 196599, 131082, 1, 262135, 131082, 1, 327671, 131082, 1, 393207, 131082, 1, 458743, 131082, 1, 524279, 131082, 1, 589815, 131082, 1, 655351, 131082, 1, -8, 131082, 1, 65528, 131082, 1, 131064, 131082, 1, 196600, 131082, 1, 262136, 131082, 1, 327672, 131082, 1, 393208, 131082, 1, 458744, 131082, 1, 524280, 131082, 1, 589816, 131082, 1, 655352, 131082, 1, -7, 131082, 1, 65529, 131082, 1, 131065, 131082, 1, 196601, 131082, 1, 262137, 131082, 1, 327673, 131082, 1, 393209, 131082, 1, 458745, 131082, 1, 524281, 131082, 1, 589817, 131082, 1, 655353, 131082, 1, -6, 131082, 1, 65530, 131082, 1, 131066, 131082, 1, 196602, 131082, 1, 262138, 131082, 1, 327674, 131082, 1, 393210, 131082, 1, 458746, 131082, 1, 524282, 131082, 1, 589818, 131082, 1, 655354, 131082, 1, -5, 131082, 1, 65531, 131082, 1, 131067, 131082, 1, 196603, 131082, 1, 262139, 131082, 1, 327675, 131082, 1, 393211, 131082, 1, 458747, 131082, 1, 524283, 131082, 1, 589819, 131082, 1, 655355, 131082, 1, -4, 131082, 1, 65532, 131082, 1, 131068, 131082, 1, 196604, 131082, 1, 262140, 131082, 1, 327676, 131082, 1, 393212, 131082, 1, 458748, 131082, 1, 524284, 131082, 1, 589820, 131082, 1, 655356, 131082, 1, -3, 131082, 1, 65533, 131082, 1, 131069, 131082, 1, 196605, 131082, 1, 262141, 131082, 1, 327677, 131082, 1, 393213, 131082, 1, 458749, 131082, 1, 524285, 131082, 1, 589821, 131082, 1, 655357, 131082, 1, -2, 131082, 1, 65534, 131082, 1, 131070, 131082, 1, 196606, 131082, 1, 262142, 131082, 1, 327678, 131082, 1, 393214, 131082, 1, 458750, 131082, 1, 524286, 131082, 1, 589822, 131082, 1, 655358, 131082, 1, -1, 131082, 1, 65535, 131082, 1, 131071, 131082, 1, 196607, 131082, 1, 262143, 131082, 1, 327679, 131082, 1, 393215, 131082, 1, 458751, 131082, 1, 524287, 131082, 1, 589823, 131082, 1, 655359, 131082, 1) +layer_1/tile_data = PackedInt32Array(65535, 851978, 6, 131071, 851978, 6, 196607, 851978, 6, 262143, 851978, 6, 393215, 851978, 6, 458751, 851978, 6, 524287, 851978, 6, 589823, 851978, 6, 655359, 851978, 7, 655358, 786442, 7, 655357, 786442, 7, 655356, 786442, 7, 655355, 786442, 7, 655354, 786442, 7, 655353, 786442, 7, 655352, 786442, 7, 655351, 786442, 7, 655350, 786442, 7, 655349, 786442, 7, 655348, 786442, 7, 655347, 786442, 7, 655346, 786442, 7, 655345, 786442, 7, 655344, 786442, 7, 655343, 720906, 7, 131055, 720906, 6, 196591, 720906, 6, 262127, 720906, 6, 393199, 720906, 6, 458735, 720906, 6, 524271, 720906, 6, 589807, 720906, 6, 65519, 720906, 6, 327678, 196614, 2, 196606, 196614, 2, 458750, 196614, 2, 589822, 196614, 2, 196604, 196614, 2, 327676, 196614, 2, 458748, 196614, 2, 589820, 196614, 2, 589818, 196614, 2, 589816, 196614, 2, 589814, 196614, 2, 589812, 196614, 2, 589810, 196614, 2, 589808, 196614, 2, 458736, 196614, 2, 327664, 196614, 2, 327666, 196614, 2, 458738, 196614, 2, 327668, 196614, 2, 458740, 196614, 2, 458742, 196614, 2, 327670, 196614, 2, 327672, 196614, 2, 458744, 196614, 2, 458746, 196614, 2, 327674, 196614, 2, 196602, 196614, 2, 196600, 196614, 2, 196598, 196614, 2, 196596, 196614, 2, 196594, 196614, 2, 196592, 196614, 2, 65520, 196614, 2, 65522, 196614, 2, 65524, 196614, 2, 65526, 196614, 2, 65528, 196614, 2, 65530, 196614, 2, 65532, 196614, 2, 65534, 196614, 2, -65538, 786442, 5, -65539, 786442, 5, -65540, 786442, 5, -65541, 786442, 5, -65542, 786442, 5, -65543, 786442, 5, -65544, 786442, 5, -65545, 786442, 5, -65546, 786442, 5, -65547, 786442, 5, -65548, 786442, 5, -65549, 786442, 5, -65550, 786442, 5, -65551, 786442, 5, -65552, 786442, 5, -65553, 720906, 5, -17, 720906, 6, -1, 851978, 6, -65537, 851978, 5) + +[node name="InitialPlayerPosition" type="Node2D" parent="."] +position = Vector2(-48, 144) diff --git a/Scenes/Start.gd b/Scenes/Start.gd index 5f1d810..de9cdb1 100644 --- a/Scenes/Start.gd +++ b/Scenes/Start.gd @@ -2,7 +2,7 @@ extends Node func _ready(): - var scene = preload("res://Scenes/Maps/Base01.tscn").instantiate() + var scene = preload("res://Scenes/Maps/World3.tscn").instantiate() var player = preload("res://Scenes/Entities/Player.tscn").instantiate() Utilities.change_scene_with_player_to_position( scene, player, NodePath("InitialPlayerPosition"), "down" diff --git a/Scenes/UI/Menu.gd b/Scenes/UI/Menu.gd index 9b41b20..fd5d9dc 100644 --- a/Scenes/UI/Menu.gd +++ b/Scenes/UI/Menu.gd @@ -6,7 +6,8 @@ extends TabContainer @onready var focused_tab = 0 @onready var focused_tab_elements: Dictionary = { 0: $Bombs/Panel/HBoxContainer/VBoxContainer/ButtonBombNormal, - 1: $System/Panel/VBoxContainer/ButtonResume, + 1: $Character/Panel/HBoxContainer/Collaborations/TextureButton, + 2: $System/Panel/VBoxContainer/ButtonResume, } @onready var exclude_from_focus = [ %BombComponents, @@ -14,11 +15,14 @@ extends TabContainer var current_slot_idx = 0 +var character_empty_slot: TextureButton + func _ready(): hide() self._ready_bombs() + self._ready_character() self._ready_system() var tabs = get_children() @@ -37,12 +41,13 @@ func _input(event: InputEvent): else: # game is running self.open_menu() - if event.is_action_pressed("ui_menu_left"): - if get_current_tab() > 0: - set_current_tab(get_current_tab() - 1) - if event.is_action_pressed("ui_menu_right"): - if get_current_tab() < get_tab_count() - 1: - set_current_tab(get_current_tab() + 1) + if self.visible: + if event.is_action_pressed("ui_menu_left"): + if get_current_tab() > 0: + set_current_tab(get_current_tab() - 1) + if event.is_action_pressed("ui_menu_right"): + if get_current_tab() < get_tab_count() - 1: + set_current_tab(get_current_tab() + 1) tab_changed.connect(func(tab_idx): focused_tab = tab_idx @@ -140,6 +145,37 @@ func _on_bomb_components_item_selected(idx): $Bombs/Panel/HBoxContainer/VBoxContainer3/VBoxContainer.get_node("Slot" + str(current_slot_idx+1)).text = Bomb.COMPONENT_TYPE.find_key(idx).capitalize() +### Character ### + + +func _ready_character(): + ## Set $Main/$Main to current character + ## TODO + + + ## Add Slots to $Collaborations + character_empty_slot = $Character/Panel/HBoxContainer/Collaborations/TextureButton.duplicate() + $Character/Panel/HBoxContainer/Collaborations.remove_child($Character/Panel/HBoxContainer/Collaborations/TextureButton) + + var base_slot = character_empty_slot.duplicate() + for idx in range(Global.collaboration_slots): + var slot: TextureButton = base_slot.duplicate() + slot.name = "Slot" + str(idx) + + if Global.selected_collaborations.has(idx): + slot.modulate = Color(1, 1, 1, 1) + slot.texture_normal = PlaceholderTexture2D.new() + slot.texture_normal = load("res://.godot/imported/UsadaPekora_Full.png-de55b1ee87c19101262c28a2200b6697.ctex") + + $Character/Panel/HBoxContainer/Collaborations.add_child(slot) + + focused_tab_elements[1] = $Character/Panel/HBoxContainer/Collaborations.get_child(0) + + + ## Set $Preview/$Collaboration to empty? to all? to first slot? + ## TODO + + ### System ### diff --git a/Scenes/UI/Menu.tscn b/Scenes/UI/Menu.tscn index e7c7b13..ab92f55 100644 --- a/Scenes/UI/Menu.tscn +++ b/Scenes/UI/Menu.tscn @@ -1,12 +1,9 @@ -[gd_scene load_steps=9 format=3 uid="uid://d3xrwsv32hs6k"] +[gd_scene load_steps=14 format=3 uid="uid://d3xrwsv32hs6k"] +[ext_resource type="Theme" uid="uid://b2pl6wu7l374w" path="res://Assets/menu.tres" id="1_eiufb"] [ext_resource type="Script" path="res://Scenes/UI/Menu.gd" id="1_vwah3"] - -[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_flq5r"] -bg_color = Color(0, 0, 0, 0.784314) - -[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_u0ugs"] -bg_color = Color(0, 0, 0, 0.784314) +[ext_resource type="Texture2D" uid="uid://dnbua23k1tebk" path="res://Assets/Character/Selection/UsadaPekora_Full.png" id="3_lsf3i"] +[ext_resource type="Texture2D" uid="uid://cgn6t2kb62i7g" path="res://Assets/Character/Selection/NinomaeInanis_Full.png" id="4_dsw5i"] [sub_resource type="StyleBoxEmpty" id="StyleBoxEmpty_p483f"] @@ -19,71 +16,86 @@ font_size = 5 [sub_resource type="LabelSettings" id="LabelSettings_qokw0"] font_size = 5 +[sub_resource type="StyleBoxEmpty" id="StyleBoxEmpty_1jm7g"] + +[sub_resource type="CanvasTexture" id="CanvasTexture_i7n8u"] + +[sub_resource type="CanvasTexture" id="CanvasTexture_y7u1n"] + +[sub_resource type="CanvasTexture" id="CanvasTexture_mkkyb"] + [sub_resource type="StyleBoxEmpty" id="StyleBoxEmpty_7at3v"] -[node name="TabContainer" type="TabContainer"] -process_mode = 3 +[node name="MarginContainer" type="MarginContainer"] anchors_preset = 15 anchor_right = 1.0 anchor_bottom = 1.0 grow_horizontal = 2 grow_vertical = 2 -theme_override_font_sizes/font_size = 5 -theme_override_styles/panel = SubResource("StyleBoxFlat_flq5r") -theme_override_styles/tabbar_background = SubResource("StyleBoxFlat_u0ugs") +theme_override_constants/margin_left = 10 +theme_override_constants/margin_top = 10 +theme_override_constants/margin_right = 10 +theme_override_constants/margin_bottom = 10 + +[node name="TabContainer" type="TabContainer" parent="."] +process_mode = 3 +layout_mode = 2 +theme = ExtResource("1_eiufb") +current_tab = 1 clip_tabs = false tab_focus_mode = 0 script = ExtResource("1_vwah3") -[node name="Bombs" type="MarginContainer" parent="."] +[node name="Bombs" type="MarginContainer" parent="TabContainer"] +visible = false layout_mode = 2 theme_override_constants/margin_left = 4 theme_override_constants/margin_top = 4 theme_override_constants/margin_right = 4 theme_override_constants/margin_bottom = 4 -[node name="Panel" type="Panel" parent="Bombs"] +[node name="Panel" type="Panel" parent="TabContainer/Bombs"] layout_mode = 2 theme_override_styles/panel = SubResource("StyleBoxEmpty_p483f") -[node name="HBoxContainer" type="HBoxContainer" parent="Bombs/Panel"] +[node name="HBoxContainer" type="HBoxContainer" parent="TabContainer/Bombs/Panel"] layout_mode = 1 offset_right = 89.0 offset_bottom = 78.0 -[node name="VBoxContainer" type="VBoxContainer" parent="Bombs/Panel/HBoxContainer"] +[node name="VBoxContainer" type="VBoxContainer" parent="TabContainer/Bombs/Panel/HBoxContainer"] layout_mode = 2 -[node name="Label" type="Label" parent="Bombs/Panel/HBoxContainer/VBoxContainer"] +[node name="Label" type="Label" parent="TabContainer/Bombs/Panel/HBoxContainer/VBoxContainer"] layout_mode = 2 text = "Type" label_settings = SubResource("LabelSettings_3ht7i") horizontal_alignment = 1 -[node name="ButtonBombNormal" type="Button" parent="Bombs/Panel/HBoxContainer/VBoxContainer"] +[node name="ButtonBombNormal" type="Button" parent="TabContainer/Bombs/Panel/HBoxContainer/VBoxContainer"] layout_mode = 2 theme_override_font_sizes/font_size = 4 text = "Normal" -[node name="ButtonBombBreakables" type="Button" parent="Bombs/Panel/HBoxContainer/VBoxContainer"] +[node name="ButtonBombBreakables" type="Button" parent="TabContainer/Bombs/Panel/HBoxContainer/VBoxContainer"] layout_mode = 2 theme_override_font_sizes/font_size = 4 text = "Breakables" -[node name="Space" type="Control" parent="Bombs/Panel/HBoxContainer"] +[node name="Space" type="Control" parent="TabContainer/Bombs/Panel/HBoxContainer"] layout_mode = 2 size_flags_horizontal = 3 -[node name="VBoxContainer2" type="VBoxContainer" parent="Bombs/Panel/HBoxContainer"] +[node name="VBoxContainer2" type="VBoxContainer" parent="TabContainer/Bombs/Panel/HBoxContainer"] layout_mode = 2 -[node name="Label" type="Label" parent="Bombs/Panel/HBoxContainer/VBoxContainer2"] +[node name="Label" type="Label" parent="TabContainer/Bombs/Panel/HBoxContainer/VBoxContainer2"] layout_mode = 2 text = "Power" label_settings = SubResource("LabelSettings_s4847") horizontal_alignment = 1 -[node name="BombPower" type="ItemList" parent="Bombs/Panel/HBoxContainer/VBoxContainer2"] +[node name="BombPower" type="ItemList" parent="TabContainer/Bombs/Panel/HBoxContainer/VBoxContainer2"] layout_mode = 2 theme_override_font_sizes/font_size = 4 auto_height = true @@ -93,15 +105,15 @@ item_1/text = "3" item_2/text = "4" item_3/text = "5" -[node name="VBoxContainer3" type="VBoxContainer" parent="Bombs/Panel/HBoxContainer"] +[node name="VBoxContainer3" type="VBoxContainer" parent="TabContainer/Bombs/Panel/HBoxContainer"] layout_mode = 2 -[node name="Label" type="Label" parent="Bombs/Panel/HBoxContainer/VBoxContainer3"] +[node name="Label" type="Label" parent="TabContainer/Bombs/Panel/HBoxContainer/VBoxContainer3"] layout_mode = 2 text = "Components" label_settings = SubResource("LabelSettings_qokw0") -[node name="BombComponents" type="ItemList" parent="Bombs/Panel/HBoxContainer/VBoxContainer3"] +[node name="BombComponents" type="ItemList" parent="TabContainer/Bombs/Panel/HBoxContainer/VBoxContainer3"] visible = false layout_mode = 2 theme_override_font_sizes/font_size = 4 @@ -116,29 +128,29 @@ item_2/text = "RemoteDetonate" item_3/text = "Water" item_4/text = "Salt" -[node name="VBoxContainer" type="VBoxContainer" parent="Bombs/Panel/HBoxContainer/VBoxContainer3"] +[node name="VBoxContainer" type="VBoxContainer" parent="TabContainer/Bombs/Panel/HBoxContainer/VBoxContainer3"] layout_mode = 2 size_flags_vertical = 3 -[node name="Slot1" type="Button" parent="Bombs/Panel/HBoxContainer/VBoxContainer3/VBoxContainer"] +[node name="Slot1" type="Button" parent="TabContainer/Bombs/Panel/HBoxContainer/VBoxContainer3/VBoxContainer"] layout_mode = 2 theme_override_font_sizes/font_size = 4 text = "Empty" flat = true -[node name="Slot2" type="Button" parent="Bombs/Panel/HBoxContainer/VBoxContainer3/VBoxContainer"] +[node name="Slot2" type="Button" parent="TabContainer/Bombs/Panel/HBoxContainer/VBoxContainer3/VBoxContainer"] layout_mode = 2 theme_override_font_sizes/font_size = 4 text = "Empty" flat = true -[node name="Slot3" type="Button" parent="Bombs/Panel/HBoxContainer/VBoxContainer3/VBoxContainer"] +[node name="Slot3" type="Button" parent="TabContainer/Bombs/Panel/HBoxContainer/VBoxContainer3/VBoxContainer"] layout_mode = 2 theme_override_font_sizes/font_size = 4 text = "Empty" flat = true -[node name="MarginContainer" type="MarginContainer" parent="Bombs/Panel"] +[node name="MarginContainer" type="MarginContainer" parent="TabContainer/Bombs/Panel"] layout_mode = 2 offset_right = 232.0 offset_bottom = 136.0 @@ -149,10 +161,10 @@ theme_override_constants/margin_top = 10 theme_override_constants/margin_right = 10 theme_override_constants/margin_bottom = 10 -[node name="CenterContainer" type="CenterContainer" parent="Bombs/Panel/MarginContainer"] +[node name="CenterContainer" type="CenterContainer" parent="TabContainer/Bombs/Panel/MarginContainer"] layout_mode = 2 -[node name="BombComponents" type="ItemList" parent="Bombs/Panel/MarginContainer/CenterContainer"] +[node name="BombComponents" type="ItemList" parent="TabContainer/Bombs/Panel/MarginContainer/CenterContainer"] unique_name_in_owner = true visible = false custom_minimum_size = Vector2(50, 0) @@ -162,7 +174,70 @@ auto_height = true text_overrun_behavior = 0 fixed_column_width = 500 -[node name="System" type="MarginContainer" parent="."] +[node name="Character" type="MarginContainer" parent="TabContainer"] +layout_mode = 2 +theme_override_constants/margin_left = 4 +theme_override_constants/margin_top = 4 +theme_override_constants/margin_right = 4 +theme_override_constants/margin_bottom = 4 + +[node name="Panel" type="Panel" parent="TabContainer/Character"] +layout_mode = 2 +theme_override_styles/panel = SubResource("StyleBoxEmpty_1jm7g") + +[node name="HBoxContainer" type="HBoxContainer" parent="TabContainer/Character/Panel"] +layout_mode = 1 +anchors_preset = 15 +anchor_right = 1.0 +anchor_bottom = 1.0 +grow_horizontal = 2 +grow_vertical = 2 + +[node name="Main" type="VBoxContainer" parent="TabContainer/Character/Panel/HBoxContainer"] +layout_mode = 2 +size_flags_horizontal = 3 +size_flags_vertical = 8 + +[node name="Main" type="TextureRect" parent="TabContainer/Character/Panel/HBoxContainer/Main"] +layout_mode = 2 +texture = ExtResource("3_lsf3i") +expand_mode = 4 +stretch_mode = 5 + +[node name="Circle" type="TextureRect" parent="TabContainer/Character/Panel/HBoxContainer/Main"] +self_modulate = Color(0, 0, 0, 0.490196) +layout_mode = 2 +texture = SubResource("CanvasTexture_i7n8u") + +[node name="Collaborations" type="VBoxContainer" parent="TabContainer/Character/Panel/HBoxContainer"] +layout_mode = 2 +size_flags_horizontal = 3 + +[node name="TextureButton" type="TextureButton" parent="TabContainer/Character/Panel/HBoxContainer/Collaborations"] +modulate = Color(0, 0, 0, 0.490196) +layout_mode = 2 +size_flags_vertical = 3 +texture_normal = SubResource("CanvasTexture_y7u1n") +ignore_texture_size = true +stretch_mode = 5 + +[node name="Preview" type="VBoxContainer" parent="TabContainer/Character/Panel/HBoxContainer"] +layout_mode = 2 +size_flags_horizontal = 3 +size_flags_vertical = 8 + +[node name="Collaboration" type="TextureRect" parent="TabContainer/Character/Panel/HBoxContainer/Preview"] +layout_mode = 2 +texture = ExtResource("4_dsw5i") +expand_mode = 5 +stretch_mode = 5 + +[node name="Circle" type="TextureRect" parent="TabContainer/Character/Panel/HBoxContainer/Preview"] +self_modulate = Color(0, 0, 0, 0.490196) +layout_mode = 2 +texture = SubResource("CanvasTexture_mkkyb") + +[node name="System" type="MarginContainer" parent="TabContainer"] visible = false layout_mode = 2 theme_override_constants/margin_left = 4 @@ -170,11 +245,11 @@ theme_override_constants/margin_top = 4 theme_override_constants/margin_right = 4 theme_override_constants/margin_bottom = 4 -[node name="Panel" type="Panel" parent="System"] +[node name="Panel" type="Panel" parent="TabContainer/System"] layout_mode = 2 theme_override_styles/panel = SubResource("StyleBoxEmpty_7at3v") -[node name="VBoxContainer" type="VBoxContainer" parent="System/Panel"] +[node name="VBoxContainer" type="VBoxContainer" parent="TabContainer/System/Panel"] layout_mode = 1 anchors_preset = 3 anchor_left = 1.0 @@ -186,38 +261,38 @@ offset_top = -34.0 grow_horizontal = 0 grow_vertical = 0 -[node name="ButtonResume" type="Button" parent="System/Panel/VBoxContainer"] +[node name="ButtonResume" type="Button" parent="TabContainer/System/Panel/VBoxContainer"] layout_mode = 2 theme_override_font_sizes/font_size = 4 text = "Resume Game" -[node name="ButtonQuit" type="Button" parent="System/Panel/VBoxContainer"] +[node name="ButtonQuit" type="Button" parent="TabContainer/System/Panel/VBoxContainer"] layout_mode = 2 theme_override_font_sizes/font_size = 4 text = "Quit Game" -[node name="VBoxContainer2" type="VBoxContainer" parent="System/Panel"] +[node name="VBoxContainer2" type="VBoxContainer" parent="TabContainer/System/Panel"] layout_mode = 0 offset_right = 80.0 offset_bottom = 40.0 -[node name="Label" type="Label" parent="System/Panel/VBoxContainer2"] +[node name="Label" type="Label" parent="TabContainer/System/Panel/VBoxContainer2"] layout_mode = 2 theme_override_font_sizes/font_size = 6 text = "Audio" -[node name="SliderVolume" type="HSlider" parent="System/Panel/VBoxContainer2"] +[node name="SliderVolume" type="HSlider" parent="TabContainer/System/Panel/VBoxContainer2"] layout_mode = 2 max_value = 1.0 step = 0.05 -[connection signal="pressed" from="Bombs/Panel/HBoxContainer/VBoxContainer/ButtonBombNormal" to="." method="_on_button_bomb_normal_pressed"] -[connection signal="pressed" from="Bombs/Panel/HBoxContainer/VBoxContainer/ButtonBombBreakables" to="." method="_on_button_bomb_breakables_pressed"] -[connection signal="item_selected" from="Bombs/Panel/HBoxContainer/VBoxContainer2/BombPower" to="." method="_on_bomb_power_item_selected"] -[connection signal="multi_selected" from="Bombs/Panel/HBoxContainer/VBoxContainer3/BombComponents" to="." method="_on_bomb_components_multi_selected"] -[connection signal="pressed" from="Bombs/Panel/HBoxContainer/VBoxContainer3/VBoxContainer/Slot1" to="." method="_on_slot_pressed" binds= [0]] -[connection signal="pressed" from="Bombs/Panel/HBoxContainer/VBoxContainer3/VBoxContainer/Slot2" to="." method="_on_slot_pressed" binds= [1]] -[connection signal="pressed" from="Bombs/Panel/HBoxContainer/VBoxContainer3/VBoxContainer/Slot3" to="." method="_on_slot_pressed" binds= [2]] -[connection signal="pressed" from="System/Panel/VBoxContainer/ButtonResume" to="." method="_on_button_resume_pressed"] -[connection signal="pressed" from="System/Panel/VBoxContainer/ButtonQuit" to="." method="_on_button_quit_pressed"] -[connection signal="value_changed" from="System/Panel/VBoxContainer2/SliderVolume" to="." method="_on_slider_volume_value_changed"] +[connection signal="pressed" from="TabContainer/Bombs/Panel/HBoxContainer/VBoxContainer/ButtonBombNormal" to="TabContainer" method="_on_button_bomb_normal_pressed"] +[connection signal="pressed" from="TabContainer/Bombs/Panel/HBoxContainer/VBoxContainer/ButtonBombBreakables" to="TabContainer" method="_on_button_bomb_breakables_pressed"] +[connection signal="item_selected" from="TabContainer/Bombs/Panel/HBoxContainer/VBoxContainer2/BombPower" to="TabContainer" method="_on_bomb_power_item_selected"] +[connection signal="multi_selected" from="TabContainer/Bombs/Panel/HBoxContainer/VBoxContainer3/BombComponents" to="TabContainer" method="_on_bomb_components_multi_selected"] +[connection signal="pressed" from="TabContainer/Bombs/Panel/HBoxContainer/VBoxContainer3/VBoxContainer/Slot1" to="TabContainer" method="_on_slot_pressed" binds= [0]] +[connection signal="pressed" from="TabContainer/Bombs/Panel/HBoxContainer/VBoxContainer3/VBoxContainer/Slot2" to="TabContainer" method="_on_slot_pressed" binds= [1]] +[connection signal="pressed" from="TabContainer/Bombs/Panel/HBoxContainer/VBoxContainer3/VBoxContainer/Slot3" to="TabContainer" method="_on_slot_pressed" binds= [2]] +[connection signal="pressed" from="TabContainer/System/Panel/VBoxContainer/ButtonResume" to="TabContainer" method="_on_button_resume_pressed"] +[connection signal="pressed" from="TabContainer/System/Panel/VBoxContainer/ButtonQuit" to="TabContainer" method="_on_button_quit_pressed"] +[connection signal="value_changed" from="TabContainer/System/Panel/VBoxContainer2/SliderVolume" to="TabContainer" method="_on_slider_volume_value_changed"] |