Envie/TileSets/tiles.tres
MarcEricMartel 05216cc861 PUSH
2023-01-15 08:56:46 -05:00

335 lines
13 KiB
Plaintext

[gd_resource type="TileSet" load_steps=7 format=3 uid="uid://go8leybejifd"]
[ext_resource type="Texture2D" uid="uid://d3y4rna66nylu" path="res://TileSets/Tiles Set GameJam.png" id="1_kka1l"]
[sub_resource type="TileMapPattern" id="TileMapPattern_xl1q3"]
tile_data = PackedInt32Array(0, 393217, 1, 65536, 131073, 2, 131072, 1, 196610, 1, 458753, 1, 131073, 458753, 65537, 2, 1, 2, 65538, 65537, 2, 131074, 1, 131074)
[sub_resource type="TileMapPattern" id="TileMapPattern_vdc73"]
tile_data = PackedInt32Array(65536, 196609, 0, 131072, 131073, 0, 196608, 196609, 0, 1, 196609, 0, 65537, 131073, 0, 131073, 196609, 0, 196609, 131073, 0, 2, 131073, 0, 65538, 196609, 0, 131074, 131073, 0, 196610, 196609, 0, 3, 196609, 0, 65539, 131073, 0, 131075, 196609, 0, 196611, 131073, 0)
[sub_resource type="TileMapPattern" id="TileMapPattern_pir2t"]
tile_data = PackedInt32Array(0, 131073, 196611, 65536, 131073, 3, 1, 131073, 131075, 65537, 131073, 65539)
[sub_resource type="PhysicsMaterial" id="PhysicsMaterial_06ibd"]
[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_nfq7o"]
resource_name = "<null>"
texture = ExtResource("1_kka1l")
texture_region_size = Vector2i(64, 64)
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/next_alternative_id = 5
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
5:0/1 = 1
5:0/1/transpose = true
5:0/1/physics_layer_0/linear_velocity = Vector2(0, 0)
5:0/1/physics_layer_0/angular_velocity = 0.0
5:0/2 = 2
5:0/2/flip_h = true
5:0/2/physics_layer_0/linear_velocity = Vector2(0, 0)
5:0/2/physics_layer_0/angular_velocity = 0.0
5:0/3 = 3
5:0/3/flip_v = true
5:0/3/transpose = true
5:0/3/physics_layer_0/linear_velocity = Vector2(0, 0)
5:0/3/physics_layer_0/angular_velocity = 0.0
6:0/next_alternative_id = 4
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
6:0/1 = 1
6:0/1/flip_h = true
6:0/1/physics_layer_0/linear_velocity = Vector2(0, 0)
6:0/1/physics_layer_0/angular_velocity = 0.0
6:0/2 = 2
6:0/2/transpose = true
6:0/2/physics_layer_0/linear_velocity = Vector2(0, 0)
6:0/2/physics_layer_0/angular_velocity = 0.0
6:0/3 = 3
6:0/3/flip_v = true
6:0/3/transpose = true
6:0/3/physics_layer_0/linear_velocity = Vector2(0, 0)
6:0/3/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/next_alternative_id = 4
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
6:1/1 = 1
6:1/1/flip_v = true
6:1/1/physics_layer_0/linear_velocity = Vector2(0, 0)
6:1/1/physics_layer_0/angular_velocity = 0.0
6:1/2 = 2
6:1/2/flip_h = true
6:1/2/flip_v = true
6:1/2/physics_layer_0/linear_velocity = Vector2(0, 0)
6:1/2/physics_layer_0/angular_velocity = 0.0
6:1/3 = 3
6:1/3/flip_h = true
6:1/3/physics_layer_0/linear_velocity = Vector2(0, 0)
6:1/3/physics_layer_0/angular_velocity = 0.0
7:1/next_alternative_id = 4
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
7:1/1 = 1
7:1/1/flip_v = true
7:1/1/physics_layer_0/linear_velocity = Vector2(0, 0)
7:1/1/physics_layer_0/angular_velocity = 0.0
7:1/2 = 2
7:1/2/flip_v = true
7:1/2/transpose = true
7:1/2/physics_layer_0/linear_velocity = Vector2(0, 0)
7:1/2/physics_layer_0/angular_velocity = 0.0
7:1/3 = 3
7:1/3/flip_h = true
7:1/3/flip_v = true
7:1/3/transpose = true
7:1/3/physics_layer_0/linear_velocity = Vector2(0, 0)
7:1/3/physics_layer_0/angular_velocity = 0.0
0:2/next_alternative_id = 4
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
0:2/1 = 1
0:2/1/flip_h = true
0:2/1/physics_layer_0/linear_velocity = Vector2(0, 0)
0:2/1/physics_layer_0/angular_velocity = 0.0
0:2/2 = 2
0:2/2/flip_v = true
0:2/2/physics_layer_0/linear_velocity = Vector2(0, 0)
0:2/2/physics_layer_0/angular_velocity = 0.0
0:2/3 = 3
0:2/3/flip_h = true
0:2/3/flip_v = true
0:2/3/physics_layer_0/linear_velocity = Vector2(0, 0)
0:2/3/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/next_alternative_id = 2
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
3:2/1 = 1
3:2/1/flip_h = true
3:2/1/physics_layer_0/linear_velocity = Vector2(0, 0)
3:2/1/physics_layer_0/angular_velocity = 0.0
4:2/next_alternative_id = 3
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
4:2/1 = 1
4:2/1/transpose = true
4:2/1/physics_layer_0/linear_velocity = Vector2(0, 0)
4:2/1/physics_layer_0/angular_velocity = 0.0
4:2/2 = 2
4:2/2/flip_h = true
4:2/2/transpose = true
4:2/2/physics_layer_0/linear_velocity = Vector2(0, 0)
4:2/2/physics_layer_0/angular_velocity = 0.0
5:2/next_alternative_id = 2
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
5:2/1 = 1
5:2/1/flip_h = true
5:2/1/physics_layer_0/linear_velocity = Vector2(0, 0)
5:2/1/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/next_alternative_id = 4
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
0:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, -32, 32, 32, 32, 32, -32)
0:3/1 = 1
0:3/1/flip_h = true
0:3/1/physics_layer_0/linear_velocity = Vector2(0, 0)
0:3/1/physics_layer_0/angular_velocity = 0.0
0:3/1/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, -32, 32, 32, 32, 32, -32)
0:3/2 = 2
0:3/2/flip_h = true
0:3/2/flip_v = true
0:3/2/physics_layer_0/linear_velocity = Vector2(0, 0)
0:3/2/physics_layer_0/angular_velocity = 0.0
0:3/2/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, -32, 32, 32, 32, 32, -32)
0:3/3 = 3
0:3/3/flip_v = true
0:3/3/physics_layer_0/linear_velocity = Vector2(0, 0)
0:3/3/physics_layer_0/angular_velocity = 0.0
0:3/3/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, -32, 32, 32, 32, 32, -32)
1:3/next_alternative_id = 4
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
1:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, -32, 32, 32, 32, 32, -32)
1:3/1 = 1
1:3/1/transpose = true
1:3/1/physics_layer_0/linear_velocity = Vector2(0, 0)
1:3/1/physics_layer_0/angular_velocity = 0.0
1:3/1/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, 32, -32, 32, 32, -32, 32)
1:3/2 = 2
1:3/2/flip_h = true
1:3/2/transpose = true
1:3/2/physics_layer_0/linear_velocity = Vector2(0, 0)
1:3/2/physics_layer_0/angular_velocity = 0.0
1:3/2/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, -32, 32, 32, 32, 32, -32)
1:3/3 = 3
1:3/3/flip_v = true
1:3/3/physics_layer_0/linear_velocity = Vector2(0, 0)
1:3/3/physics_layer_0/angular_velocity = 0.0
1:3/3/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, -32, 32, 32, 32, 32, -32)
2:3/next_alternative_id = 4
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
2:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(9.5, -8.5, 9.5, -32, 32, -32, 32, -8.5)
2:3/1 = 1
2:3/1/flip_h = true
2:3/1/physics_layer_0/linear_velocity = Vector2(0, 0)
2:3/1/physics_layer_0/angular_velocity = 0.0
2:3/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8.5, -9.5, -8.5, -32, -32, -32, -32, -9)
2:3/2 = 2
2:3/2/flip_h = true
2:3/2/flip_v = true
2:3/2/physics_layer_0/linear_velocity = Vector2(0, 0)
2:3/2/physics_layer_0/angular_velocity = 0.0
2:3/2/physics_layer_0/polygon_0/points = PackedVector2Array(-32, 9.5, -32, 32, -9.5, 32, -9, 9)
2:3/3 = 3
2:3/3/flip_v = true
2:3/3/physics_layer_0/linear_velocity = Vector2(0, 0)
2:3/3/physics_layer_0/angular_velocity = 0.0
2:3/3/physics_layer_0/polygon_0/points = PackedVector2Array(32, 32, 9, 32, 8.5, 9.5, 32, 9.5)
3:3/next_alternative_id = 4
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(-32, -8.5, -32, -32, 32, -32, 32, -9)
3:3/1 = 1
3:3/1/flip_v = true
3:3/1/physics_layer_0/linear_velocity = Vector2(0, 0)
3:3/1/physics_layer_0/angular_velocity = 0.0
3:3/1/physics_layer_0/polygon_0/points = PackedVector2Array(-32, 9, 32, 9, 32, 32, -32, 32)
3:3/2 = 2
3:3/2/transpose = true
3:3/2/physics_layer_0/linear_velocity = Vector2(0, 0)
3:3/2/physics_layer_0/angular_velocity = 0.0
3:3/2/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, -32, 32, -9, 32, -8.5, -32)
3:3/3 = 3
3:3/3/flip_h = true
3:3/3/transpose = true
3:3/3/physics_layer_0/linear_velocity = Vector2(0, 0)
3:3/3/physics_layer_0/angular_velocity = 0.0
3:3/3/physics_layer_0/polygon_0/points = PackedVector2Array(9.5, -32, 9.5, 32, 32, 32, 32, -32)
4:3/next_alternative_id = 4
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
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)
4:3/1 = 1
4:3/1/flip_h = true
4:3/1/physics_layer_0/linear_velocity = Vector2(0, 0)
4:3/1/physics_layer_0/angular_velocity = 0.0
4:3/1/physics_layer_0/polygon_0/points = PackedVector2Array(9, -8.5, -32, -8.5, -32, -32, 32, -32, 32, 32, 9, 32)
4:3/2 = 2
4:3/2/flip_h = true
4:3/2/flip_v = true
4:3/2/physics_layer_0/linear_velocity = Vector2(0, 0)
4:3/2/physics_layer_0/angular_velocity = 0.0
4:3/2/physics_layer_0/polygon_0/points = PackedVector2Array(9.5, -32, 9, 8.5, -32, 8, -32, 32, 32, 32, 32, -32)
4:3/3 = 3
4:3/3/flip_v = true
4:3/3/physics_layer_0/linear_velocity = Vector2(0, 0)
4:3/3/physics_layer_0/angular_velocity = 0.0
4:3/3/physics_layer_0/polygon_0/points = PackedVector2Array(-9, -32, -8, 9, 32, 9, 32, 32, -32, 32, -32, -32)
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
5:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, -32, 32, 32, 32, 32, -32)
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/next_alternative_id = 4
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
0:4/1 = 1
0:4/1/flip_h = true
0:4/1/physics_layer_0/linear_velocity = Vector2(0, 0)
0:4/1/physics_layer_0/angular_velocity = 0.0
0:4/2 = 2
0:4/2/flip_h = true
0:4/2/flip_v = true
0:4/2/physics_layer_0/linear_velocity = Vector2(0, 0)
0:4/2/physics_layer_0/angular_velocity = 0.0
0:4/3 = 3
0:4/3/flip_v = true
0:4/3/physics_layer_0/linear_velocity = Vector2(0, 0)
0:4/3/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
[resource]
tile_size = Vector2i(64, 64)
physics_layer_0/collision_layer = 1
physics_layer_0/physics_material = SubResource("PhysicsMaterial_06ibd")
navigation_layer_0/layers = 1
sources/1 = SubResource("TileSetAtlasSource_nfq7o")
pattern_0 = SubResource("TileMapPattern_xl1q3")
pattern_1 = SubResource("TileMapPattern_vdc73")
pattern_2 = SubResource("TileMapPattern_pir2t")