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https://github.com/godotengine/godot-docs-project-starters.git
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Update Kinematic Character assets for 4.0
This commit is contained in:
@@ -1,28 +1,10 @@
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[gd_scene load_steps=2 format=2]
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[gd_scene load_steps=2 format=3 uid="uid://cvvf6rt75h0yu"]
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[ext_resource path="res://tileset.res" type="TileSet" id=1]
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[node name="Node" type="Node" index="0"]
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[node name="TileMap" type="TileMap" parent="." index="0"]
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mode = 0
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tile_set = ExtResource( 1 )
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cell_size = Vector2( 50, 50 )
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cell_quadrant_size = 16
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cell_custom_transform = Transform2D( 1, 0, 0, 1, 0, 0 )
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cell_half_offset = 2
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cell_tile_origin = 0
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cell_y_sort = false
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cell_clip_uv = false
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collision_use_kinematic = false
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collision_friction = 1.0
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collision_bounce = 0.0
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collision_layer = 1
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collision_mask = 1
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occluder_light_mask = 1
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format = 1
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tile_data = PoolIntArray( 0, 0, 0, 65536, 0, 0, 131072, 0, 0, 196608, 0, 0, 196612, 2, 0, 196613, 1, 0, 196614, 1, 0, 196615, 3, 0, 262144, 0, 0, 262145, 1, 0, 262146, 1, 0, 262147, 1, 0, 262148, 0, 0, 262149, 0, 0, 262150, 0, 0, 262151, 0, 0, 262152, 1, 0, 262153, 1, 0 )
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_sections_unfolded = [ "Cell" ]
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[ext_resource type="TileSet" uid="uid://dvu6xanwufudg" path="res://tileset.res" id="1"]
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[node name="Node" type="Node"]
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[node name="TileMap" type="TileMap" parent="."]
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tile_set = ExtResource("1")
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format = 2
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layer_0/tile_data = PackedInt32Array(0, 0, 0, 65536, 0, 0, 131072, 0, 0, 196608, 0, 0, 262144, 0, 0, 262145, 65536, 0, 262146, 65536, 0, 262147, 65536, 0, 196612, 131072, 0, 196613, 65536, 0, 196614, 65536, 0, 262152, 65536, 0, 262153, 65536, 0, 262148, 0, 0, 262149, 0, 0, 262150, 0, 0, 262151, 0, 0, 196615, 196608, 0)
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Binary file not shown.
@@ -1,109 +0,0 @@
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[gd_scene load_steps=2 format=2]
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[ext_resource path="res://tileset.png" type="Texture" id=1]
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[node name="Node" type="Node" index="0"]
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[node name="Wall" type="Sprite" parent="." index="0"]
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position = Vector2( 25, 25 )
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texture = ExtResource( 1 )
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region_enabled = true
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region_rect = Rect2( 0, 0, 50, 50 )
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_sections_unfolded = [ "Region" ]
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[node name="StaticBody2D" type="StaticBody2D" parent="Wall" index="0"]
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input_pickable = false
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collision_layer = 1
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collision_mask = 1
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constant_linear_velocity = Vector2( 0, 0 )
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constant_angular_velocity = 0.0
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friction = 1.0
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bounce = 0.0
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[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="Wall/StaticBody2D" index="0"]
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position = Vector2( -1.90735e-06, -1.90735e-06 )
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scale = Vector2( 2.5, 2.5 )
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build_mode = 0
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polygon = PoolVector2Array( -10, -10, 10, -10, 10, 10, -10, 10 )
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[node name="Floor" type="Sprite" parent="." index="1"]
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position = Vector2( 125, 25 )
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texture = ExtResource( 1 )
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region_enabled = true
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region_rect = Rect2( 50, 0, 50, 50 )
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_sections_unfolded = [ "Region" ]
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[node name="StaticBody2D" type="StaticBody2D" parent="Floor" index="0"]
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input_pickable = false
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collision_layer = 1
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collision_mask = 1
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constant_linear_velocity = Vector2( 0, 0 )
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constant_angular_velocity = 0.0
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friction = 1.0
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bounce = 0.0
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[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="Floor/StaticBody2D" index="0"]
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build_mode = 0
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polygon = PoolVector2Array( -25, -25, 25, -25, 25, 25, -25, 25 )
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[node name="Ramp Up" type="Sprite" parent="." index="2"]
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position = Vector2( 225, 25 )
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texture = ExtResource( 1 )
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region_enabled = true
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region_rect = Rect2( 100, 0, 50, 50 )
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_sections_unfolded = [ "Region" ]
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[node name="StaticBody2D" type="StaticBody2D" parent="Ramp Up" index="0"]
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input_pickable = false
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collision_layer = 1
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collision_mask = 1
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constant_linear_velocity = Vector2( 0, 0 )
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constant_angular_velocity = 0.0
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friction = 1.0
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bounce = 0.0
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[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="Ramp Up/StaticBody2D" index="0"]
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build_mode = 0
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polygon = PoolVector2Array( 25, -25, 25, 25, -25, 25 )
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[node name="Ramp Down" type="Sprite" parent="." index="3"]
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position = Vector2( 25, 125 )
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texture = ExtResource( 1 )
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region_enabled = true
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region_rect = Rect2( 150, 0, 50, 50 )
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_sections_unfolded = [ "Region" ]
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[node name="StaticBody2D" type="StaticBody2D" parent="Ramp Down" index="0"]
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input_pickable = false
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collision_layer = 1
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collision_mask = 1
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constant_linear_velocity = Vector2( 0, 0 )
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constant_angular_velocity = 0.0
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friction = 1.0
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bounce = 0.0
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[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="Ramp Down/StaticBody2D" index="0"]
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build_mode = 0
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polygon = PoolVector2Array( -25, -25, 25, 25, -25, 25 )
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[node name="BG" type="Sprite" parent="." index="4"]
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position = Vector2( 125, 125 )
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texture = ExtResource( 1 )
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region_enabled = true
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region_rect = Rect2( 200, 0, 50, 50 )
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_sections_unfolded = [ "Region" ]
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