Merge branch 'main' of https://github.com/MarcEricMartel/GameJam-Vanier
This commit is contained in:
commit
e811965a3e
File diff suppressed because one or more lines are too long
@ -11,9 +11,9 @@ tile_data = PackedInt32Array(65536, 196609, 0, 131072, 131073, 0, 196608, 196609
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[sub_resource type="TileMapPattern" id="TileMapPattern_pir2t"]
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[sub_resource type="TileMapPattern" id="TileMapPattern_pir2t"]
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tile_data = PackedInt32Array(0, 131073, 196611, 65536, 131073, 3, 1, 131073, 131075, 65537, 131073, 65539)
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tile_data = PackedInt32Array(0, 131073, 196611, 65536, 131073, 3, 1, 131073, 131075, 65537, 131073, 65539)
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[sub_resource type="PhysicsMaterial" id="PhysicsMaterial_06ibd"]
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[sub_resource type="PhysicsMaterial" id="PhysicsMaterial_w88vo"]
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[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_nfq7o"]
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[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_4qill"]
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resource_name = "<null>"
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resource_name = "<null>"
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texture = ExtResource("1_kka1l")
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texture = ExtResource("1_kka1l")
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texture_region_size = Vector2i(64, 64)
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texture_region_size = Vector2i(64, 64)
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@ -216,7 +216,7 @@ texture_region_size = Vector2i(64, 64)
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1:3/1/transpose = true
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1:3/1/transpose = true
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1:3/1/physics_layer_0/linear_velocity = Vector2(0, 0)
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1:3/1/physics_layer_0/linear_velocity = Vector2(0, 0)
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1:3/1/physics_layer_0/angular_velocity = 0.0
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1:3/1/physics_layer_0/angular_velocity = 0.0
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1:3/1/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, 32, -32, 32, 32, -32, 32)
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1:3/1/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, -32, 32, 32, 32, 32, -32)
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1:3/2 = 2
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1:3/2 = 2
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1:3/2/flip_h = true
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1:3/2/flip_h = true
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1:3/2/transpose = true
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1:3/2/transpose = true
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@ -232,33 +232,33 @@ texture_region_size = Vector2i(64, 64)
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2:3/0 = 0
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2:3/0 = 0
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2:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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2:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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2:3/0/physics_layer_0/angular_velocity = 0.0
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2:3/0/physics_layer_0/angular_velocity = 0.0
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2:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(9.5, -8.5, 9.5, -32, 32, -32, 32, -8.5)
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2:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(9.5, -9, 32, -9, 32, -32, 10, -32)
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2:3/1 = 1
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2:3/1 = 1
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2:3/1/flip_h = true
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2:3/1/flip_h = true
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2:3/1/physics_layer_0/linear_velocity = Vector2(0, 0)
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2:3/1/physics_layer_0/linear_velocity = Vector2(0, 0)
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2:3/1/physics_layer_0/angular_velocity = 0.0
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2:3/1/physics_layer_0/angular_velocity = 0.0
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2:3/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8.5, -9.5, -8.5, -32, -32, -32, -32, -9)
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2:3/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8.5, -8, -32, -32, -32, -32, -9)
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2:3/2 = 2
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2:3/2 = 2
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2:3/2/flip_h = true
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2:3/2/flip_h = true
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2:3/2/flip_v = true
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2:3/2/flip_v = true
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2:3/2/physics_layer_0/linear_velocity = Vector2(0, 0)
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2:3/2/physics_layer_0/linear_velocity = Vector2(0, 0)
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2:3/2/physics_layer_0/angular_velocity = 0.0
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2:3/2/physics_layer_0/angular_velocity = 0.0
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2:3/2/physics_layer_0/polygon_0/points = PackedVector2Array(-32, 9.5, -32, 32, -9.5, 32, -9, 9)
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2:3/2/physics_layer_0/polygon_0/points = PackedVector2Array(-32, 9, -32, 32, -9.5, 32, -9, 9)
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2:3/3 = 3
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2:3/3 = 3
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2:3/3/flip_v = true
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2:3/3/flip_v = true
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2:3/3/physics_layer_0/linear_velocity = Vector2(0, 0)
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2:3/3/physics_layer_0/linear_velocity = Vector2(0, 0)
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2:3/3/physics_layer_0/angular_velocity = 0.0
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2:3/3/physics_layer_0/angular_velocity = 0.0
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2:3/3/physics_layer_0/polygon_0/points = PackedVector2Array(32, 32, 9, 32, 8.5, 9.5, 32, 9.5)
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2:3/3/physics_layer_0/polygon_0/points = PackedVector2Array(9, 9, 9.5, 32, 32, 32, 32, 9.5)
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3:3/next_alternative_id = 4
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3:3/next_alternative_id = 4
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3:3/0 = 0
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3:3/0 = 0
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3:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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3:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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3:3/0/physics_layer_0/angular_velocity = 0.0
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3:3/0/physics_layer_0/angular_velocity = 0.0
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3:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -8.5, -32, -32, 32, -32, 32, -9)
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3:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, -32, -9, 32, -9.5, 32, -32)
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3:3/1 = 1
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3:3/1 = 1
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3:3/1/flip_v = true
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3:3/1/flip_v = true
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3:3/1/physics_layer_0/linear_velocity = Vector2(0, 0)
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3:3/1/physics_layer_0/linear_velocity = Vector2(0, 0)
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3:3/1/physics_layer_0/angular_velocity = 0.0
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3:3/1/physics_layer_0/angular_velocity = 0.0
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3:3/1/physics_layer_0/polygon_0/points = PackedVector2Array(-32, 9, 32, 9, 32, 32, -32, 32)
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3:3/1/physics_layer_0/polygon_0/points = PackedVector2Array(-32, 9, -32, 32, 32, 32, 32, 9.5)
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3:3/2 = 2
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3:3/2 = 2
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3:3/2/transpose = true
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3:3/2/transpose = true
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3:3/2/physics_layer_0/linear_velocity = Vector2(0, 0)
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3:3/2/physics_layer_0/linear_velocity = Vector2(0, 0)
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@ -269,33 +269,50 @@ texture_region_size = Vector2i(64, 64)
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3:3/3/transpose = true
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3:3/3/transpose = true
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3:3/3/physics_layer_0/linear_velocity = Vector2(0, 0)
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3:3/3/physics_layer_0/linear_velocity = Vector2(0, 0)
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3:3/3/physics_layer_0/angular_velocity = 0.0
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3:3/3/physics_layer_0/angular_velocity = 0.0
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3:3/3/physics_layer_0/polygon_0/points = PackedVector2Array(9.5, -32, 9.5, 32, 32, 32, 32, -32)
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3:3/3/physics_layer_0/polygon_0/points = PackedVector2Array(10, -32, 9.5, 32, 32, 32, 32, -32)
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4:3/next_alternative_id = 4
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4:3/next_alternative_id = 4
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4:3/0 = 0
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4:3/0 = 0
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4:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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4:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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4:3/0/physics_layer_0/angular_velocity = 0.0
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4:3/0/physics_layer_0/angular_velocity = 0.0
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4:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8.5, -8.5, 32, -9.5, 32, -32, -32, -32, -32, 32, -8.5, 32)
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4:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(32, -9.5, -8, -9.5, -8.5, 32, -32, 32, -32, -32, 32, -32)
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4:3/1 = 1
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4:3/1 = 1
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4:3/1/flip_h = true
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4:3/1/flip_h = true
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4:3/1/physics_layer_0/linear_velocity = Vector2(0, 0)
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4:3/1/physics_layer_0/linear_velocity = Vector2(0, 0)
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4:3/1/physics_layer_0/angular_velocity = 0.0
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4:3/1/physics_layer_0/angular_velocity = 0.0
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4:3/1/physics_layer_0/polygon_0/points = PackedVector2Array(9, -8.5, -32, -8.5, -32, -32, 32, -32, 32, 32, 9, 32)
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4:3/1/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, -32, -9, 8.5, -9, 8, 32, 32, 32, 32, -32)
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4:3/2 = 2
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4:3/2 = 2
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4:3/2/flip_h = true
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4:3/2/flip_h = true
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4:3/2/flip_v = true
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4:3/2/flip_v = true
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4:3/2/physics_layer_0/linear_velocity = Vector2(0, 0)
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4:3/2/physics_layer_0/linear_velocity = Vector2(0, 0)
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4:3/2/physics_layer_0/angular_velocity = 0.0
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4:3/2/physics_layer_0/angular_velocity = 0.0
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4:3/2/physics_layer_0/polygon_0/points = PackedVector2Array(9.5, -32, 9, 8.5, -32, 8, -32, 32, 32, 32, 32, -32)
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4:3/2/physics_layer_0/polygon_0/points = PackedVector2Array(-32, 8, -32, 32, 32, 32, 32, -32, 9, -32, 9, 8)
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4:3/3 = 3
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4:3/3 = 3
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4:3/3/flip_v = true
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4:3/3/flip_v = true
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4:3/3/physics_layer_0/linear_velocity = Vector2(0, 0)
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4:3/3/physics_layer_0/linear_velocity = Vector2(0, 0)
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4:3/3/physics_layer_0/angular_velocity = 0.0
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4:3/3/physics_layer_0/angular_velocity = 0.0
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4:3/3/physics_layer_0/polygon_0/points = PackedVector2Array(-9, -32, -8, 9, 32, 9, 32, 32, -32, 32, -32, -32)
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4:3/3/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, -32, 32, 32, 32, 32, 10, -9, 9, -8.5, -32)
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5:3/next_alternative_id = 4
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5:3/0 = 0
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5:3/0 = 0
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5:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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5:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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5:3/0/physics_layer_0/angular_velocity = 0.0
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5:3/0/physics_layer_0/angular_velocity = 0.0
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5:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, -32, 32, 32, 32, 32, -32)
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5:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, -32, 32, 32, 32, 32, -32)
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6:3/next_alternative_id = 2
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5:3/1 = 1
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5:3/1/flip_v = true
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5:3/1/physics_layer_0/linear_velocity = Vector2(0, 0)
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5:3/1/physics_layer_0/angular_velocity = 0.0
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5:3/1/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, -32, 32, 32, 32, 32, -32)
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5:3/2 = 2
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5:3/2/flip_h = true
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5:3/2/flip_v = true
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5:3/2/physics_layer_0/linear_velocity = Vector2(0, 0)
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5:3/2/physics_layer_0/angular_velocity = 0.0
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5:3/2/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, -32, 32, 32, 32, 32, -32)
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5:3/3 = 3
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5:3/3/flip_h = true
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5:3/3/physics_layer_0/linear_velocity = Vector2(0, 0)
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5:3/3/physics_layer_0/angular_velocity = 0.0
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5:3/3/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, -32, 32, 32, 32, 32, -32)
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6:3/next_alternative_id = 4
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6:3/0 = 0
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6:3/0 = 0
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6:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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6:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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6:3/0/physics_layer_0/angular_velocity = 0.0
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6:3/0/physics_layer_0/angular_velocity = 0.0
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@ -303,6 +320,15 @@ texture_region_size = Vector2i(64, 64)
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6:3/1/flip_v = true
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6:3/1/flip_v = true
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6:3/1/physics_layer_0/linear_velocity = Vector2(0, 0)
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6:3/1/physics_layer_0/linear_velocity = Vector2(0, 0)
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6:3/1/physics_layer_0/angular_velocity = 0.0
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6:3/1/physics_layer_0/angular_velocity = 0.0
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6:3/2 = 2
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6:3/2/transpose = true
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6:3/2/physics_layer_0/linear_velocity = Vector2(0, 0)
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6:3/2/physics_layer_0/angular_velocity = 0.0
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6:3/3 = 3
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6:3/3/flip_h = true
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6:3/3/transpose = true
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6:3/3/physics_layer_0/linear_velocity = Vector2(0, 0)
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6:3/3/physics_layer_0/angular_velocity = 0.0
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7:3/0 = 0
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7:3/0 = 0
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7:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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7:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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7:3/0/physics_layer_0/angular_velocity = 0.0
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7:3/0/physics_layer_0/angular_velocity = 0.0
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@ -336,9 +362,9 @@ texture_region_size = Vector2i(64, 64)
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[resource]
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[resource]
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tile_size = Vector2i(64, 64)
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tile_size = Vector2i(64, 64)
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physics_layer_0/collision_layer = 1
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physics_layer_0/collision_layer = 1
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physics_layer_0/physics_material = SubResource("PhysicsMaterial_06ibd")
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physics_layer_0/physics_material = SubResource("PhysicsMaterial_w88vo")
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navigation_layer_0/layers = 1
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navigation_layer_0/layers = 1
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sources/1 = SubResource("TileSetAtlasSource_nfq7o")
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sources/1 = SubResource("TileSetAtlasSource_4qill")
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pattern_0 = SubResource("TileMapPattern_xl1q3")
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pattern_0 = SubResource("TileMapPattern_xl1q3")
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pattern_1 = SubResource("TileMapPattern_vdc73")
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pattern_1 = SubResource("TileMapPattern_vdc73")
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pattern_2 = SubResource("TileMapPattern_pir2t")
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pattern_2 = SubResource("TileMapPattern_pir2t")
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