diff --git a/Scenes/bullet.tscn b/Scenes/bullet.tscn index 0fec1b02..dd16ff97 100644 --- a/Scenes/bullet.tscn +++ b/Scenes/bullet.tscn @@ -7,6 +7,8 @@ radius = 2.23607 [node name="Bullet" type="Area2D" groups=["bullets"]] +collision_layer = 8 +collision_mask = 21 script = ExtResource("1_jvxw3") Speed = 200.0 metadata/_edit_group_ = true diff --git a/Scenes/fragola.tscn b/Scenes/fragola.tscn index f83a9e07..5d45c29b 100644 --- a/Scenes/fragola.tscn +++ b/Scenes/fragola.tscn @@ -69,7 +69,7 @@ radius = 7.0 [node name="Fragola" type="RigidBody2D" groups=["enemies"]] collision_layer = 4 -collision_mask = 7 +collision_mask = 11 mass = 0.03 gravity_scale = 0.0 script = ExtResource("1_773fi") diff --git a/Scenes/test.tscn b/Scenes/test.tscn index 544b0db9..3eef0200 100644 --- a/Scenes/test.tscn +++ b/Scenes/test.tscn @@ -1,4 +1,4 @@ -[gd_scene load_steps=12 format=3 uid="uid://bv451a8wgty4u"] +[gd_scene load_steps=15 format=3 uid="uid://bv451a8wgty4u"] [ext_resource type="Texture2D" uid="uid://bxclo2fg3ulur" path="res://Sprites/tinyBlocks_NOiL_1.1update.png" id="1_43rfa"] [ext_resource type="TileSet" uid="uid://c26fvvju514rc" path="res://Tilesets/test_tileset.tres" id="1_k3ie3"] @@ -7,6 +7,7 @@ [ext_resource type="PackedScene" uid="uid://rp4jhx0tuh24" path="res://Scenes/fragola.tscn" id="4_s7wq6"] [ext_resource type="Texture2D" uid="uid://boi73xiydtslu" path="res://Sprites/MCBlocksBlackOutline.png" id="4_xm6li"] [ext_resource type="Script" path="res://Scenes/CameraController.gd" id="6_t8ide"] +[ext_resource type="Texture2D" uid="uid://tphqodqyere1" path="res://Tilesets/factory.png" id="8_0km4o"] [sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_poyp6"] resource_name = "tinyBlocks" @@ -6127,6 +6128,806 @@ physics_layer_0/collision_layer = 1 physics_layer_0/collision_mask = 2 sources/0 = SubResource("TileSetAtlasSource_kegq5") +[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_jwf4b"] +resource_name = "Factory" +texture = ExtResource("8_0km4o") +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 +0:0/0/physics_layer_1/linear_velocity = Vector2(0, 0) +0:0/0/physics_layer_1/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 +1:0/0/physics_layer_1/linear_velocity = Vector2(0, 0) +1:0/0/physics_layer_1/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 +2:0/0/physics_layer_1/linear_velocity = Vector2(0, 0) +2:0/0/physics_layer_1/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 +3:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +3:0/0/physics_layer_1/linear_velocity = Vector2(0, 0) +3:0/0/physics_layer_1/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 +4:0/0/physics_layer_1/linear_velocity = Vector2(0, 0) +4:0/0/physics_layer_1/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 +5:0/0/physics_layer_1/linear_velocity = Vector2(0, 0) +5:0/0/physics_layer_1/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 +6:0/0/physics_layer_1/linear_velocity = Vector2(0, 0) +6:0/0/physics_layer_1/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 +7:0/0/physics_layer_1/linear_velocity = Vector2(0, 0) +7:0/0/physics_layer_1/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 +8:0/0/physics_layer_1/linear_velocity = Vector2(0, 0) +8:0/0/physics_layer_1/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 +9:0/0/physics_layer_1/linear_velocity = Vector2(0, 0) +9:0/0/physics_layer_1/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 +0:1/0/physics_layer_1/linear_velocity = Vector2(0, 0) +0:1/0/physics_layer_1/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 +1:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +1:1/0/physics_layer_1/linear_velocity = Vector2(0, 0) +1:1/0/physics_layer_1/angular_velocity = 0.0 +1:1/0/physics_layer_1/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +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 +2:1/0/physics_layer_1/linear_velocity = Vector2(0, 0) +2:1/0/physics_layer_1/angular_velocity = 0.0 +2:1/0/physics_layer_1/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +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 +3:1/0/physics_layer_1/linear_velocity = Vector2(0, 0) +3:1/0/physics_layer_1/angular_velocity = 0.0 +3:1/0/physics_layer_1/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +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 +4:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +4:1/0/physics_layer_1/linear_velocity = Vector2(0, 0) +4:1/0/physics_layer_1/angular_velocity = 0.0 +4:1/0/physics_layer_1/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +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 +5:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +5:1/0/physics_layer_1/linear_velocity = Vector2(0, 0) +5:1/0/physics_layer_1/angular_velocity = 0.0 +5:1/0/physics_layer_1/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +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 +6:1/0/physics_layer_1/linear_velocity = Vector2(0, 0) +6:1/0/physics_layer_1/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 +7:1/0/physics_layer_1/linear_velocity = Vector2(0, 0) +7:1/0/physics_layer_1/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 +8:1/0/physics_layer_1/linear_velocity = Vector2(0, 0) +8:1/0/physics_layer_1/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 +9:1/0/physics_layer_1/linear_velocity = Vector2(0, 0) +9:1/0/physics_layer_1/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 +0:2/0/physics_layer_1/linear_velocity = Vector2(0, 0) +0:2/0/physics_layer_1/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 +1:2/0/physics_layer_1/linear_velocity = Vector2(0, 0) +1:2/0/physics_layer_1/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 +2:2/0/physics_layer_1/linear_velocity = Vector2(0, 0) +2:2/0/physics_layer_1/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 +3:2/0/physics_layer_1/linear_velocity = Vector2(0, 0) +3:2/0/physics_layer_1/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 +4:2/0/physics_layer_1/linear_velocity = Vector2(0, 0) +4:2/0/physics_layer_1/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 +5:2/0/physics_layer_1/linear_velocity = Vector2(0, 0) +5:2/0/physics_layer_1/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 +6:2/0/physics_layer_1/linear_velocity = Vector2(0, 0) +6:2/0/physics_layer_1/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 +7:2/0/physics_layer_1/linear_velocity = Vector2(0, 0) +7:2/0/physics_layer_1/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 +8:2/0/physics_layer_1/linear_velocity = Vector2(0, 0) +8:2/0/physics_layer_1/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 +9:2/0/physics_layer_1/linear_velocity = Vector2(0, 0) +9:2/0/physics_layer_1/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 +0:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) +0:3/0/physics_layer_1/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 +1:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) +1:3/0/physics_layer_1/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 +2:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) +2:3/0/physics_layer_1/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_1/linear_velocity = Vector2(0, 0) +3:3/0/physics_layer_1/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 +4:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) +4:3/0/physics_layer_1/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 +5:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) +5:3/0/physics_layer_1/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 +6:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) +6:3/0/physics_layer_1/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 +7:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) +7:3/0/physics_layer_1/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 +8:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) +8:3/0/physics_layer_1/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 +9:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) +9:3/0/physics_layer_1/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 +0:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +0:4/0/physics_layer_1/linear_velocity = Vector2(0, 0) +0:4/0/physics_layer_1/angular_velocity = 0.0 +0:4/0/physics_layer_1/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +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 +1:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +1:4/0/physics_layer_1/linear_velocity = Vector2(0, 0) +1:4/0/physics_layer_1/angular_velocity = 0.0 +1:4/0/physics_layer_1/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +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 +2:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +2:4/0/physics_layer_1/linear_velocity = Vector2(0, 0) +2:4/0/physics_layer_1/angular_velocity = 0.0 +2:4/0/physics_layer_1/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +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 +3:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +3:4/0/physics_layer_1/linear_velocity = Vector2(0, 0) +3:4/0/physics_layer_1/angular_velocity = 0.0 +3:4/0/physics_layer_1/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +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 +4:4/0/physics_layer_1/linear_velocity = Vector2(0, 0) +4:4/0/physics_layer_1/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 +5:4/0/physics_layer_1/linear_velocity = Vector2(0, 0) +5:4/0/physics_layer_1/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 +6:4/0/physics_layer_1/linear_velocity = Vector2(0, 0) +6:4/0/physics_layer_1/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 +7:4/0/physics_layer_1/linear_velocity = Vector2(0, 0) +7:4/0/physics_layer_1/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 +8:4/0/physics_layer_1/linear_velocity = Vector2(0, 0) +8:4/0/physics_layer_1/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 +9:4/0/physics_layer_1/linear_velocity = Vector2(0, 0) +9:4/0/physics_layer_1/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 +0:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +0:5/0/physics_layer_1/linear_velocity = Vector2(0, 0) +0:5/0/physics_layer_1/angular_velocity = 0.0 +0:5/0/physics_layer_1/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +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 +1:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +1:5/0/physics_layer_1/linear_velocity = Vector2(0, 0) +1:5/0/physics_layer_1/angular_velocity = 0.0 +1:5/0/physics_layer_1/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +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 +2:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +2:5/0/physics_layer_1/linear_velocity = Vector2(0, 0) +2:5/0/physics_layer_1/angular_velocity = 0.0 +2:5/0/physics_layer_1/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +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 +3:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +3:5/0/physics_layer_1/linear_velocity = Vector2(0, 0) +3:5/0/physics_layer_1/angular_velocity = 0.0 +3:5/0/physics_layer_1/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +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 +4:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +4:5/0/physics_layer_1/linear_velocity = Vector2(0, 0) +4:5/0/physics_layer_1/angular_velocity = 0.0 +4:5/0/physics_layer_1/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +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 +5:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +5:5/0/physics_layer_1/linear_velocity = Vector2(0, 0) +5:5/0/physics_layer_1/angular_velocity = 0.0 +5:5/0/physics_layer_1/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +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 +6:5/0/physics_layer_1/linear_velocity = Vector2(0, 0) +6:5/0/physics_layer_1/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 +7:5/0/physics_layer_1/linear_velocity = Vector2(0, 0) +7:5/0/physics_layer_1/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 +8:5/0/physics_layer_1/linear_velocity = Vector2(0, 0) +8:5/0/physics_layer_1/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 +9:5/0/physics_layer_1/linear_velocity = Vector2(0, 0) +9:5/0/physics_layer_1/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 +0:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +0:6/0/physics_layer_1/linear_velocity = Vector2(0, 0) +0:6/0/physics_layer_1/angular_velocity = 0.0 +0:6/0/physics_layer_1/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +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 +1:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +1:6/0/physics_layer_1/linear_velocity = Vector2(0, 0) +1:6/0/physics_layer_1/angular_velocity = 0.0 +1:6/0/physics_layer_1/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +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 +2:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +2:6/0/physics_layer_1/linear_velocity = Vector2(0, 0) +2:6/0/physics_layer_1/angular_velocity = 0.0 +2:6/0/physics_layer_1/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +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 +3:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +3:6/0/physics_layer_1/linear_velocity = Vector2(0, 0) +3:6/0/physics_layer_1/angular_velocity = 0.0 +3:6/0/physics_layer_1/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +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 +5:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +5:6/0/physics_layer_1/linear_velocity = Vector2(0, 0) +5:6/0/physics_layer_1/angular_velocity = 0.0 +5:6/0/physics_layer_1/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +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 +6:6/0/physics_layer_1/linear_velocity = Vector2(0, 0) +6:6/0/physics_layer_1/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 +7:6/0/physics_layer_1/linear_velocity = Vector2(0, 0) +7:6/0/physics_layer_1/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 +8:6/0/physics_layer_1/linear_velocity = Vector2(0, 0) +8:6/0/physics_layer_1/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 +9:6/0/physics_layer_1/linear_velocity = Vector2(0, 0) +9:6/0/physics_layer_1/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 +0:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +0:7/0/physics_layer_1/linear_velocity = Vector2(0, 0) +0:7/0/physics_layer_1/angular_velocity = 0.0 +0:7/0/physics_layer_1/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +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 +1:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +1:7/0/physics_layer_1/linear_velocity = Vector2(0, 0) +1:7/0/physics_layer_1/angular_velocity = 0.0 +1:7/0/physics_layer_1/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +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 +2:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +2:7/0/physics_layer_1/linear_velocity = Vector2(0, 0) +2:7/0/physics_layer_1/angular_velocity = 0.0 +2:7/0/physics_layer_1/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +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 +3:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +3:7/0/physics_layer_1/linear_velocity = Vector2(0, 0) +3:7/0/physics_layer_1/angular_velocity = 0.0 +3:7/0/physics_layer_1/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +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 +5:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +5:7/0/physics_layer_1/linear_velocity = Vector2(0, 0) +5:7/0/physics_layer_1/angular_velocity = 0.0 +5:7/0/physics_layer_1/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +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 +6:7/0/physics_layer_1/linear_velocity = Vector2(0, 0) +6:7/0/physics_layer_1/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 +7:7/0/physics_layer_1/linear_velocity = Vector2(0, 0) +7:7/0/physics_layer_1/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 +8:7/0/physics_layer_1/linear_velocity = Vector2(0, 0) +8:7/0/physics_layer_1/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 +9:7/0/physics_layer_1/linear_velocity = Vector2(0, 0) +9:7/0/physics_layer_1/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 +0:8/0/physics_layer_1/linear_velocity = Vector2(0, 0) +0:8/0/physics_layer_1/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 +1:8/0/physics_layer_1/linear_velocity = Vector2(0, 0) +1:8/0/physics_layer_1/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 +2:8/0/physics_layer_1/linear_velocity = Vector2(0, 0) +2:8/0/physics_layer_1/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 +3:8/0/physics_layer_1/linear_velocity = Vector2(0, 0) +3:8/0/physics_layer_1/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 +4:8/0/physics_layer_1/linear_velocity = Vector2(0, 0) +4:8/0/physics_layer_1/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 +5:8/0/physics_layer_1/linear_velocity = Vector2(0, 0) +5:8/0/physics_layer_1/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 +6:8/0/physics_layer_1/linear_velocity = Vector2(0, 0) +6:8/0/physics_layer_1/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 +7:8/0/physics_layer_1/linear_velocity = Vector2(0, 0) +7:8/0/physics_layer_1/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 +8:8/0/physics_layer_1/linear_velocity = Vector2(0, 0) +8:8/0/physics_layer_1/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 +9:8/0/physics_layer_1/linear_velocity = Vector2(0, 0) +9:8/0/physics_layer_1/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 +0:9/0/physics_layer_1/linear_velocity = Vector2(0, 0) +0:9/0/physics_layer_1/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 +1:9/0/physics_layer_1/linear_velocity = Vector2(0, 0) +1:9/0/physics_layer_1/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 +2:9/0/physics_layer_1/linear_velocity = Vector2(0, 0) +2:9/0/physics_layer_1/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 +3:9/0/physics_layer_1/linear_velocity = Vector2(0, 0) +3:9/0/physics_layer_1/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 +4:9/0/physics_layer_1/linear_velocity = Vector2(0, 0) +4:9/0/physics_layer_1/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 +5:9/0/physics_layer_1/linear_velocity = Vector2(0, 0) +5:9/0/physics_layer_1/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 +6:9/0/physics_layer_1/linear_velocity = Vector2(0, 0) +6:9/0/physics_layer_1/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 +7:9/0/physics_layer_1/linear_velocity = Vector2(0, 0) +7:9/0/physics_layer_1/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 +8:9/0/physics_layer_1/linear_velocity = Vector2(0, 0) +8:9/0/physics_layer_1/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 +9:9/0/physics_layer_1/linear_velocity = Vector2(0, 0) +9:9/0/physics_layer_1/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 +0:10/0/physics_layer_1/linear_velocity = Vector2(0, 0) +0:10/0/physics_layer_1/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 +1:10/0/physics_layer_1/linear_velocity = Vector2(0, 0) +1:10/0/physics_layer_1/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 +2:10/0/physics_layer_1/linear_velocity = Vector2(0, 0) +2:10/0/physics_layer_1/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 +3:10/0/physics_layer_1/linear_velocity = Vector2(0, 0) +3:10/0/physics_layer_1/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 +4:10/0/physics_layer_1/linear_velocity = Vector2(0, 0) +4:10/0/physics_layer_1/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 +5:10/0/physics_layer_1/linear_velocity = Vector2(0, 0) +5:10/0/physics_layer_1/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 +6:10/0/physics_layer_1/linear_velocity = Vector2(0, 0) +6:10/0/physics_layer_1/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 +7:10/0/physics_layer_1/linear_velocity = Vector2(0, 0) +7:10/0/physics_layer_1/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 +8:10/0/physics_layer_1/linear_velocity = Vector2(0, 0) +8:10/0/physics_layer_1/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 +9:10/0/physics_layer_1/linear_velocity = Vector2(0, 0) +9:10/0/physics_layer_1/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 +0:11/0/physics_layer_1/linear_velocity = Vector2(0, 0) +0:11/0/physics_layer_1/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 +1:11/0/physics_layer_1/linear_velocity = Vector2(0, 0) +1:11/0/physics_layer_1/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 +2:11/0/physics_layer_1/linear_velocity = Vector2(0, 0) +2:11/0/physics_layer_1/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 +3:11/0/physics_layer_1/linear_velocity = Vector2(0, 0) +3:11/0/physics_layer_1/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 +4:11/0/physics_layer_1/linear_velocity = Vector2(0, 0) +4:11/0/physics_layer_1/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 +5:11/0/physics_layer_1/linear_velocity = Vector2(0, 0) +5:11/0/physics_layer_1/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 +6:11/0/physics_layer_1/linear_velocity = Vector2(0, 0) +6:11/0/physics_layer_1/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 +7:11/0/physics_layer_1/linear_velocity = Vector2(0, 0) +7:11/0/physics_layer_1/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 +8:11/0/physics_layer_1/linear_velocity = Vector2(0, 0) +8:11/0/physics_layer_1/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 +9:11/0/physics_layer_1/linear_velocity = Vector2(0, 0) +9:11/0/physics_layer_1/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 +0:12/0/physics_layer_1/linear_velocity = Vector2(0, 0) +0:12/0/physics_layer_1/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 +1:12/0/physics_layer_1/linear_velocity = Vector2(0, 0) +1:12/0/physics_layer_1/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 +2:12/0/physics_layer_1/linear_velocity = Vector2(0, 0) +2:12/0/physics_layer_1/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 +3:12/0/physics_layer_1/linear_velocity = Vector2(0, 0) +3:12/0/physics_layer_1/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 +4:12/0/physics_layer_1/linear_velocity = Vector2(0, 0) +4:12/0/physics_layer_1/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 +5:12/0/physics_layer_1/linear_velocity = Vector2(0, 0) +5:12/0/physics_layer_1/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 +6:12/0/physics_layer_1/linear_velocity = Vector2(0, 0) +6:12/0/physics_layer_1/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 +7:12/0/physics_layer_1/linear_velocity = Vector2(0, 0) +7:12/0/physics_layer_1/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 +8:12/0/physics_layer_1/linear_velocity = Vector2(0, 0) +8:12/0/physics_layer_1/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 +9:12/0/physics_layer_1/linear_velocity = Vector2(0, 0) +9:12/0/physics_layer_1/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 +0:13/0/physics_layer_1/linear_velocity = Vector2(0, 0) +0:13/0/physics_layer_1/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 +1:13/0/physics_layer_1/linear_velocity = Vector2(0, 0) +1:13/0/physics_layer_1/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 +2:13/0/physics_layer_1/linear_velocity = Vector2(0, 0) +2:13/0/physics_layer_1/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 +3:13/0/physics_layer_1/linear_velocity = Vector2(0, 0) +3:13/0/physics_layer_1/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 +4:13/0/physics_layer_1/linear_velocity = Vector2(0, 0) +4:13/0/physics_layer_1/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 +5:13/0/physics_layer_1/linear_velocity = Vector2(0, 0) +5:13/0/physics_layer_1/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 +6:13/0/physics_layer_1/linear_velocity = Vector2(0, 0) +6:13/0/physics_layer_1/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 +7:13/0/physics_layer_1/linear_velocity = Vector2(0, 0) +7:13/0/physics_layer_1/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 +8:13/0/physics_layer_1/linear_velocity = Vector2(0, 0) +8:13/0/physics_layer_1/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 +9:13/0/physics_layer_1/linear_velocity = Vector2(0, 0) +9:13/0/physics_layer_1/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 +0:14/0/physics_layer_1/linear_velocity = Vector2(0, 0) +0:14/0/physics_layer_1/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 +1:14/0/physics_layer_1/linear_velocity = Vector2(0, 0) +1:14/0/physics_layer_1/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 +2:14/0/physics_layer_1/linear_velocity = Vector2(0, 0) +2:14/0/physics_layer_1/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 +3:14/0/physics_layer_1/linear_velocity = Vector2(0, 0) +3:14/0/physics_layer_1/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 +4:14/0/physics_layer_1/linear_velocity = Vector2(0, 0) +4:14/0/physics_layer_1/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 +5:14/0/physics_layer_1/linear_velocity = Vector2(0, 0) +5:14/0/physics_layer_1/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 +6:14/0/physics_layer_1/linear_velocity = Vector2(0, 0) +6:14/0/physics_layer_1/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 +7:14/0/physics_layer_1/linear_velocity = Vector2(0, 0) +7:14/0/physics_layer_1/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 +8:14/0/physics_layer_1/linear_velocity = Vector2(0, 0) +8:14/0/physics_layer_1/angular_velocity = 0.0 +9:14/0 = 0 +9:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:14/0/physics_layer_0/angular_velocity = 0.0 +9:14/0/physics_layer_1/linear_velocity = Vector2(0, 0) +9:14/0/physics_layer_1/angular_velocity = 0.0 + +[sub_resource type="TileSet" id="TileSet_d7en2"] +physics_layer_0/collision_layer = 1 +physics_layer_0/collision_mask = 26 +physics_layer_1/collision_layer = 1 +physics_layer_1/collision_mask = 2 +sources/0 = SubResource("TileSetAtlasSource_jwf4b") + [node name="GameScene" type="Node2D"] position = Vector2(38, 39) @@ -6155,11 +6956,21 @@ layer_0/y_sort_enabled = true layer_0/y_sort_origin = 16 layer_0/tile_data = PackedInt32Array(-196610, 262144, 1, -131075, 262144, 1, -65539, 262144, 1, -4, 262144, 1, 65532, 262144, 1, -393217, 262144, 1, -524288, 262144, 1, -524286, 262144, 1, -458750, 262144, 1, -393213, 262144, 1, -327677, 262144, 1, -262140, 262144, 1, -196604, 262144, 1, 131068, 262144, 1, 196605, 262144, 1, 262141, 262144, 1, 458751, 262144, 1, 524287, 262144, 1, 524288, 262144, 1, 589824, 262144, 1, -65531, 262144, 1, -131067, 262144, 1, -589823, 262144, 1, -655359, 262144, 1, -589824, 262144, 1, -327681, 262144, 1, -262146, 262144, 1, 524289, 262144, 1, 458753, 262144, 1, 393218, 262144, 1, 327682, 262144, 1, 262147, 262144, 1, 196611, 262144, 1, 131076, 262144, 1, 65540, 262144, 1, 5, 262144, 1, -524287, 786432, 3, -458751, 786432, 3, -3, 983040, 18, -65538, 589824, 19, -131074, 0, 21) +[node name="Factory Tilemaps" type="Node2D" parent="."] + +[node name="Solid" type="TileMap" parent="Factory Tilemaps"] +tile_set = SubResource("TileSet_d7en2") +format = 2 +layer_0/name = "Floor" +layer_0/tile_data = PackedInt32Array(-458802, 0, 1, -458801, 0, 1, -458803, 0, 1, -327732, 0, 3, -393268, 0, 1, -458804, 0, 1, -524337, 65536, 3, -196657, 0, 3, -196658, 0, 3, -196659, 0, 3, -262196, 0, 3, -196660, 0, 3, -393264, 0, 1, -458800, 0, 1, -458799, 0, 1, -524335, 65536, 3, -196656, 0, 3, -196655, 0, 3, -131119, 393216, 1, -196654, 0, 3, -262190, 0, 3, -327726, 0, 3, -393262, 0, 1, -524334, 0, 1, -524336, 65536, 3, -458798, 0, 1, -589876, 131072, 3, -655412, 131072, 3, -655411, 131072, 3, -589875, 131072, 3, -589874, 131072, 3, -589873, 131072, 3, -655409, 131072, 3, -655410, 131072, 3, -655408, 131072, 3, -655407, 131072, 3, -589871, 131072, 3, -589870, 262144, 1, -655406, 262144, 1, -589872, 131072, 3, -327727, 0, 3, -327728, 0, 3, -262192, 0, 3, -262193, 0, 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262144, 5) + [node name="CameraController" type="Camera2D" parent="."] script = ExtResource("6_t8ide") [node name="Player" parent="." instance=ExtResource("2_8mh54")] -position = Vector2(7, 1) +position = Vector2(-790, -165) [node name="ReferenceRect" type="ReferenceRect" parent="."] visible = false @@ -6176,7 +6987,7 @@ color = Color(0.278431, 0.8, 0.396078, 1) polygon = PackedVector2Array(95, 57, 46, 58, -83, 61, -91, -37, 88, -37, 114, -1) [node name="Fragola" parent="." instance=ExtResource("4_s7wq6")] -position = Vector2(62, 10) +position = Vector2(-743, -117) [node name="CharacterBody2D" parent="." instance=ExtResource("3_8k37m")] position = Vector2(78, -15) diff --git a/Scripts/PlayerMovement.cs b/Scripts/PlayerMovement.cs index a3ea4976..dfa9d4cb 100644 --- a/Scripts/PlayerMovement.cs +++ b/Scripts/PlayerMovement.cs @@ -55,7 +55,7 @@ public partial class PlayerMovement : CharacterBody2D { if (Input.IsActionJustPressed("shoot")) { - Debug.WriteLine("Shoot"); + //Debug.WriteLine("Shoot"); Bullet bullet = BulletScene.Instantiate(); Owner.AddChild(bullet); bullet.Transform = Muzzle.GlobalTransform; diff --git a/Tilesets/factory.aseprite b/Tilesets/factory.aseprite new file mode 100644 index 00000000..30baa8b1 --- /dev/null +++ b/Tilesets/factory.aseprite @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:f13b09d340017b33b8e0305784d069aae64e0e0bce2bf2b45dd08ad3dd31a95c +size 2937 diff --git a/Tilesets/factory.png b/Tilesets/factory.png new file mode 100644 index 00000000..3edfc234 --- /dev/null +++ b/Tilesets/factory.png @@ -0,0 +1,3 @@ +version https://git-lfs.github.com/spec/v1 +oid sha256:ee84198cd9f2a7916979d851272a701ba38e51156696c250d340b109161d646e +size 4338 diff --git a/Tilesets/factory.png.import b/Tilesets/factory.png.import new file mode 100644 index 00000000..647d2c88 --- /dev/null +++ b/Tilesets/factory.png.import @@ -0,0 +1,34 @@ +[remap] + +importer="texture" +type="CompressedTexture2D" +uid="uid://tphqodqyere1" +path="res://.godot/imported/factory.png-cfcd1328a98fcb6fdb084c282bfedb79.ctex" +metadata={ +"vram_texture": false +} + +[deps] + +source_file="res://Tilesets/factory.png" +dest_files=["res://.godot/imported/factory.png-cfcd1328a98fcb6fdb084c282bfedb79.ctex"] + +[params] + +compress/mode=0 +compress/high_quality=false +compress/lossy_quality=0.7 +compress/hdr_compression=1 +compress/normal_map=0 +compress/channel_pack=0 +mipmaps/generate=false +mipmaps/limit=-1 +roughness/mode=0 +roughness/src_normal="" +process/fix_alpha_border=true +process/premult_alpha=false +process/normal_map_invert_y=false +process/hdr_as_srgb=false +process/hdr_clamp_exposure=false +process/size_limit=0 +detect_3d/compress_to=1 diff --git a/project.godot b/project.godot index f9985c7f..0804fd9a 100644 --- a/project.godot +++ b/project.godot @@ -70,6 +70,8 @@ shoot={ 2d_physics/layer_1="world" 2d_physics/layer_2="player" 2d_physics/layer_3="items" +2d_physics/layer_4="bullets" +2d_physics/layer_5="enemies" [physics]