merge with main
This commit is contained in:
@@ -10,44 +10,44 @@ var health: int = 1
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func _physics_process(_delta: float) -> void:
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velocity = Vector2.ZERO
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velocity = Vector2.ZERO
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if player:
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if position.distance_to(player.position) < 40:
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velocity = position.direction_to(player.position).normalized() * -SPEED
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elif position.distance_to(player.position) > 41:
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velocity = position.direction_to(player.position).normalized() * SPEED
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if player:
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if position.distance_to(player.position) < 40:
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velocity = position.direction_to(player.position).normalized() * -SPEED
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elif position.distance_to(player.position) > 41:
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velocity = position.direction_to(player.position).normalized() * SPEED
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velocity = move_and_slide(velocity)
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return
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velocity = move_and_slide(velocity)
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return
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func _on_player_detector_body_entered(body: Node) -> void:
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if body.is_in_group('player'):
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player = body
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return
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if body.is_in_group('player'):
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player = body
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return
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func _on_player_detector_body_exited(body: Node) -> void:
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if body.is_in_group('player'):
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player = null
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return
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if body.is_in_group('player'):
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player = null
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return
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func _on_projectile_timer_timeout() -> void:
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if player:
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var projectile: Node = creepy_hand.instance()
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projectile.init($Sprite.global_position, player.position)
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get_tree().get_current_scene().get_node('Projectiles').add_child(projectile)
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return
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if player:
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var projectile: Node = creepy_hand.instance()
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projectile.init($Sprite.global_position, player.position)
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get_tree().get_current_scene().get_node('Projectiles').add_child(projectile)
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return
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func _on_hitbox_area_entered(area: Area2D) -> void:
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if area.is_in_group('player_weapon_1'):
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health -= 1
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elif area.is_in_group('player_weapon_2'):
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health -= 2
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if area.is_in_group('player_weapon_1'):
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health -= 1
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elif area.is_in_group('player_weapon_2'):
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health -= 2
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if health <= 0:
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call_deferred('queue_free')
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return
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if health <= 0:
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call_deferred('queue_free')
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return
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@@ -7,22 +7,22 @@ var velocity: Vector2 = Vector2.ZERO
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func _physics_process(_delta: float) -> void:
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velocity = Vector2.ZERO
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velocity = Vector2.ZERO
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if player:
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velocity = position.direction_to(player.position).normalized() * SPEED
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if player:
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velocity = position.direction_to(player.position).normalized() * SPEED
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velocity = move_and_slide(velocity)
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return
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velocity = move_and_slide(velocity)
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return
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func _on_player_detector_area_entered(area: Area2D) -> void:
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if area.get_parent().name == 'Player':
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player = area.get_parent()
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if area.get_parent().name == 'Player':
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player = area.get_parent()
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return
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return
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func _on_player_detector_area_exited(_area: Area2D):
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player = null
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return
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player = null
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return
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@@ -2,5 +2,5 @@ extends Node2D
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func _ready() -> void:
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$YSort/Player.load_hud($HUD)
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return
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$YSort/Player.load_hud($HUD)
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return
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@@ -8,7 +8,7 @@ extends Node2D
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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pass # Replace with function body.
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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@@ -17,8 +17,8 @@ func _ready() -> void:
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func _on_AnimationPlayer_animation_finished(anim_name: String) -> void:
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$GemSprite.visible = false
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$GemSprite.visible = false
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func _on_AnimationPlayer_animation_started(anim_name: String) -> void:
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$GemSprite.visible = true
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$GemSprite.visible = true
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@@ -1,6 +1,6 @@
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[gd_scene load_steps=4 format=2]
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[ext_resource path="res://Sprites/Assets/Resources_Basic.png" type="Texture" id=1]
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[ext_resource path="res://Sprites/Assets/resources_basic.png" type="Texture" id=1]
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[ext_resource path="res://Levels/Interactables/Gem.gd" type="Script" id=2]
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[sub_resource type="Animation" id=3]
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@@ -3,22 +3,22 @@ extends Node2D
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var gems: int = 4
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func _ready() -> void:
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#$YSort/Player.position = get_viewport_rect().size / 2
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$YSort/Player.load_hud($HUD)
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return
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#$YSort/Player.position = get_viewport_rect().size / 2
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$YSort/Player.load_hud($HUD)
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return
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func _on_TreasureChest_gem_collected() -> void:
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gems -= 1
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gems -= 1
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if gems == 0:
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$YSort/Items/Door/doorClosed.visible = false
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$YSort/Items/Door/doorOpened.visible = true
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$DoorCollision.layers = 5
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if gems == 0:
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$YSort/Items/Door/doorClosed.visible = false
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$YSort/Items/Door/doorOpened.visible = true
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$DoorCollision.layers = 5
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func _on_NextArea_area_entered(area: Area2D) -> void:
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if area.get_parent().name == 'Player':
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$YSort/Player.position.x = 195
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$YSort/Player.position.y = -335
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if area.get_parent().name == 'Player':
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$YSort/Player.position.x = 195
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$YSort/Player.position.y = -335
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@@ -1,18 +1,18 @@
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[gd_scene load_steps=31 format=2]
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[ext_resource path="res://Sprites/Levels/Environment/Fire_Column_Medium_12.png" type="Texture" id=1]
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[ext_resource path="res://Sprites/Levels/Environment/fire_column_medium_12.png" type="Texture" id=1]
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[ext_resource path="res://Enemies/Hellhound.tscn" type="PackedScene" id=2]
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[ext_resource path="res://Sprites/Levels/Environment/Fire_Column_Medium_03.png" type="Texture" id=3]
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[ext_resource path="res://Sprites/Levels/Environment/Fire_Column_Medium_09.png" type="Texture" id=4]
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[ext_resource path="res://Levels/Objects/Door.tscn" type="PackedScene" id=5]
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[ext_resource path="res://Sprites/Levels/Environment/Fire_Column_Medium_10.png" type="Texture" id=6]
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[ext_resource path="res://Sprites/Levels/Environment/fire_column_medium_10.png" type="Texture" id=6]
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[ext_resource path="res://Sprites/Levels/Environment/Fire_Column_Medium_04.png" type="Texture" id=7]
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[ext_resource path="res://Sprites/Levels/Environment/Fire_Column_Medium_06.png" type="Texture" id=8]
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[ext_resource path="res://Levels/Level 4.gd" type="Script" id=9]
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[ext_resource path="res://Sprites/Levels/Environment/Fire_Column_Medium_01.png" type="Texture" id=10]
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[ext_resource path="res://Sprites/Levels/Environment/Fire_Column_Medium_13.png" type="Texture" id=11]
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[ext_resource path="res://Sprites/Levels/Environment/Fire_Column_Medium_14.png" type="Texture" id=12]
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[ext_resource path="res://Sprites/Levels/Environment/Fire_Column_Medium_11.png" type="Texture" id=13]
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[ext_resource path="res://Sprites/Levels/Environment/fire_column_medium_13.png" type="Texture" id=11]
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[ext_resource path="res://Sprites/Levels/Environment/fire_column_medium_14.png" type="Texture" id=12]
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[ext_resource path="res://Sprites/Levels/Environment/fire_column_medium_11.png" type="Texture" id=13]
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[ext_resource path="res://Sprites/Levels/Environment/Fire_Column_Medium_08.png" type="Texture" id=14]
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[ext_resource path="res://Resources/Level_4_Tileset.tres" type="TileSet" id=15]
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[ext_resource path="res://Levels/Interactables/Treasure Chest.tscn" type="PackedScene" id=16]
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@@ -86,21 +86,21 @@ tile_data = PoolIntArray( -2359292, 0, 5, -2359291, 0, 196610, -2359290, 0, 1966
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[node name="Fire3" type="AnimatedSprite" parent="."]
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position = Vector2( -607.628, -210.601 )
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frames = SubResource( 1 )
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frame = 2
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frame = 10
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playing = true
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offset = Vector2( 679.819, 333.222 )
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[node name="Fire2" type="AnimatedSprite" parent="."]
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position = Vector2( -543.25, -212.563 )
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frames = SubResource( 1 )
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frame = 5
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frame = 13
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playing = true
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offset = Vector2( 679.819, 333.222 )
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[node name="Fire1" type="AnimatedSprite" parent="."]
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position = Vector2( -479.806, -214.167 )
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frames = SubResource( 1 )
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frame = 12
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frame = 6
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playing = true
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offset = Vector2( 679.819, 333.222 )
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@@ -206,11 +206,12 @@ scale = Vector2( 1.25, 1.25 )
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collision_layer = 2
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[node name="CollisionShape2D" type="CollisionShape2D" parent="DoorCollision"]
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position = Vector2( 201, -10 )
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position = Vector2( 203, -9 )
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shape = SubResource( 11 )
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[node name="NextArea" type="Area2D" parent="."]
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collision_layer = 2
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collision_mask = 2
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[node name="CollisionShape2D" type="CollisionShape2D" parent="NextArea"]
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position = Vector2( 200, -56 )
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88
Main.gd
88
Main.gd
@@ -7,72 +7,72 @@ export var world_path: String
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func _ready() -> void:
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var splash_screen: Node = play_splash_screen()
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yield(splash_screen, 'complete')
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splash_screen = null
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var splash_screen: Node = play_splash_screen()
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yield(splash_screen, 'complete')
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splash_screen = null
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var main_menu: Node = play_main_menu()
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yield(main_menu, 'complete')
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free_connected_node(main_menu, 'main_menu_option')
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main_menu = null
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return
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var main_menu: Node = play_main_menu()
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yield(main_menu, 'complete')
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free_connected_node(main_menu, 'main_menu_option')
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main_menu = null
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return
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func play_splash_screen() -> Node:
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var splash_screen: Node = load(splash_screen_path).instance()
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if splash_screen.connect('complete', self, 'free_connected_node',
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[splash_screen, 'free_connected_node']) != OK:
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print('ERROR: Splash Screen "complete" signal already connected.')
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var splash_screen: Node = load(splash_screen_path).instance()
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if splash_screen.connect('complete', self, 'free_connected_node',
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[splash_screen, 'free_connected_node']) != OK:
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print('ERROR: Splash Screen "complete" signal already connected.')
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add_child(splash_screen)
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return splash_screen
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add_child(splash_screen)
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return splash_screen
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func play_main_menu() -> Node:
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var main_menu: Node = load(main_menu_path).instance()
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if main_menu.connect('complete', self, 'main_menu_option') != OK:
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print('ERROR: Main Menu "complete" signal already connected.')
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var main_menu: Node = load(main_menu_path).instance()
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if main_menu.connect('complete', self, 'main_menu_option') != OK:
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print('ERROR: Main Menu "complete" signal already connected.')
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add_child(main_menu)
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return main_menu
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add_child(main_menu)
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return main_menu
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func main_menu_option(option: String) -> void:
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if option == 'new game':
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var level_select_menu: Node = play_level_select_menu()
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yield(level_select_menu, 'complete')
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free_connected_node(level_select_menu, 'level_select_menu_option')
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level_select_menu = null
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return
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if option == 'new game':
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var level_select_menu: Node = play_level_select_menu()
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yield(level_select_menu, 'complete')
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free_connected_node(level_select_menu, 'level_select_menu_option')
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level_select_menu = null
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return
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func play_level_select_menu() -> Node:
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var level_select_menu: Node = load(level_select_menu_path).instance()
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if level_select_menu.connect('complete', self, 'level_select_menu_option') != OK:
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print('ERROR: Level Select Menu "complete" signal already connected.')
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var level_select_menu: Node = load(level_select_menu_path).instance()
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if level_select_menu.connect('complete', self, 'level_select_menu_option') != OK:
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print('ERROR: Level Select Menu "complete" signal already connected.')
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add_child(level_select_menu)
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return level_select_menu
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add_child(level_select_menu)
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return level_select_menu
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func level_select_menu_option(option: String) -> void:
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var level: String = 'res://Levels/'
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if option == 'H':
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level += 'Hub World.tscn'
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else:
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level += 'Level ' + option + '.tscn'
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var level: String = 'res://Levels/'
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if option == 'H':
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level += 'Hub World.tscn'
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else:
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level += 'Level ' + option + '.tscn'
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new_game(level)
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return
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new_game(level)
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return
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|
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func free_connected_node(node: Node, connected_function: String) -> void:
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node.disconnect('complete', self, connected_function)
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node.queue_free()
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return
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node.disconnect('complete', self, connected_function)
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node.queue_free()
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return
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|
||||
|
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func new_game(level: String) -> void:
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if get_tree().change_scene(level) != OK:
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print('ERROR: Main failed to change scene to Level.')
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queue_free()
|
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return
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if get_tree().change_scene(level) != OK:
|
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print('ERROR: Main failed to change scene to Level.')
|
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queue_free()
|
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return
|
||||
|
158
Player/Player.gd
158
Player/Player.gd
@@ -7,131 +7,129 @@ export var FRICTION: int = 1000
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const HEALTH_SLICES: Array = [0, 18, 35, 50, 65, 82, 100]
|
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var health_index: int = 6
|
||||
|
||||
var l5_gems: int = 0
|
||||
|
||||
var hud: CanvasLayer = null
|
||||
var velocity: Vector2 = Vector2.ZERO
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
set_weapon_position(Vector2(1, 0))
|
||||
return
|
||||
set_weapon_position(Vector2(1, 0))
|
||||
return
|
||||
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
var input_vector: Vector2 = Vector2.ZERO
|
||||
var input_vector: Vector2 = Vector2.ZERO
|
||||
|
||||
input_vector.x = Input.get_action_strength('player_right') \
|
||||
- Input.get_action_strength('player_left')
|
||||
input_vector.y = Input.get_action_strength('player_down') \
|
||||
- Input.get_action_strength('player_up')
|
||||
input_vector = input_vector.normalized()
|
||||
input_vector.x = Input.get_action_strength('player_right') \
|
||||
- Input.get_action_strength('player_left')
|
||||
input_vector.y = Input.get_action_strength('player_down') \
|
||||
- Input.get_action_strength('player_up')
|
||||
input_vector = input_vector.normalized()
|
||||
|
||||
if input_vector != Vector2.ZERO:
|
||||
$AnimationTree.set('parameters/Idle/blend_position', input_vector)
|
||||
velocity = velocity.move_toward(input_vector * MAX_SPEED, ACCELERATION * delta)
|
||||
set_weapon_position(input_vector)
|
||||
else:
|
||||
velocity = velocity.move_toward(Vector2.ZERO, FRICTION * delta)
|
||||
if input_vector != Vector2.ZERO:
|
||||
$AnimationTree.set('parameters/Idle/blend_position', input_vector)
|
||||
velocity = velocity.move_toward(input_vector * MAX_SPEED, ACCELERATION * delta)
|
||||
set_weapon_position(input_vector)
|
||||
else:
|
||||
velocity = velocity.move_toward(Vector2.ZERO, FRICTION * delta)
|
||||
|
||||
velocity = move_and_slide(velocity)
|
||||
return
|
||||
velocity = move_and_slide(velocity)
|
||||
return
|
||||
|
||||
|
||||
func load_hud(node: CanvasLayer) -> void:
|
||||
hud = node
|
||||
if hud.connect('add_currency', self, 'add_currency') != OK:
|
||||
print('ERROR: HUD "add_currency" signal already connected.')
|
||||
hud = node
|
||||
if hud.connect('add_currency', self, 'add_currency') != OK:
|
||||
print('ERROR: HUD "add_currency" signal already connected.')
|
||||
|
||||
hud.update_health(HEALTH_SLICES[health_index])
|
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hud.update_currency($Inventory.get_currency())
|
||||
return
|
||||
hud.update_health(HEALTH_SLICES[health_index])
|
||||
hud.update_currency($Inventory.get_currency())
|
||||
return
|
||||
|
||||
|
||||
func set_weapon_position(pos: Vector2) -> void:
|
||||
# facing left
|
||||
if pos[0] < 0:
|
||||
$Sword.rotation_degrees = -90
|
||||
$Javelin.rotation_degrees = -90
|
||||
# facing left
|
||||
if pos[0] < 0:
|
||||
$Sword.rotation_degrees = -90
|
||||
$Javelin.rotation_degrees = -90
|
||||
|
||||
# facing right
|
||||
elif pos[0] > 0:
|
||||
$Sword.rotation_degrees = 90
|
||||
$Javelin.rotation_degrees = 90
|
||||
# facing right
|
||||
elif pos[0] > 0:
|
||||
$Sword.rotation_degrees = 90
|
||||
$Javelin.rotation_degrees = 90
|
||||
|
||||
# facing up
|
||||
elif pos[1] < 0:
|
||||
$Sword.rotation_degrees = 0
|
||||
$Javelin.rotation_degrees = 0
|
||||
# facing up
|
||||
elif pos[1] < 0:
|
||||
$Sword.rotation_degrees = 0
|
||||
$Javelin.rotation_degrees = 0
|
||||
|
||||
# facing down
|
||||
elif pos[1] > 0:
|
||||
$Sword.rotation_degrees = 180
|
||||
$Javelin.rotation_degrees = 180
|
||||
return
|
||||
# facing down
|
||||
elif pos[1] > 0:
|
||||
$Sword.rotation_degrees = 180
|
||||
$Javelin.rotation_degrees = 180
|
||||
return
|
||||
|
||||
|
||||
func add_currency(amount: int) -> void:
|
||||
$Inventory.add_currency(amount)
|
||||
return
|
||||
$Inventory.add_currency(amount)
|
||||
return
|
||||
|
||||
|
||||
func has_item(item: String) -> bool:
|
||||
return $Inventory.contains(item)
|
||||
return $Inventory.contains(item)
|
||||
|
||||
|
||||
func add_item(item: String) -> void:
|
||||
$Inventory.add(item)
|
||||
return
|
||||
$Inventory.add(item)
|
||||
return
|
||||
|
||||
|
||||
func remove_item(item: String) -> void:
|
||||
$Inventory.remove(item)
|
||||
return
|
||||
$Inventory.remove(item)
|
||||
return
|
||||
|
||||
|
||||
func _on_Inventory_update_currency(amount: int) -> void:
|
||||
hud.update_currency(amount)
|
||||
return
|
||||
hud.update_currency(amount)
|
||||
return
|
||||
|
||||
|
||||
func _on_hitbox_area_entered(area: Area2D) -> void:
|
||||
var hit: int = 0
|
||||
var hit: int = 0
|
||||
|
||||
if area.is_in_group('enemy_hitbox_1') or area.is_in_group('enemy_projectile_1'):
|
||||
hit = 1
|
||||
elif area.is_in_group('enemy_hitbox_2') or area.is_in_group('enemy_projectile_2'):
|
||||
hit = 2
|
||||
elif area.is_in_group('enemy_hitbox_3') or area.is_in_group('enemy_projectile_3'):
|
||||
hit = 3
|
||||
else:
|
||||
return
|
||||
if area.is_in_group('enemy_hitbox_1') or area.is_in_group('enemy_projectile_1'):
|
||||
hit = 1
|
||||
elif area.is_in_group('enemy_hitbox_2') or area.is_in_group('enemy_projectile_2'):
|
||||
hit = 2
|
||||
elif area.is_in_group('enemy_hitbox_3') or area.is_in_group('enemy_projectile_3'):
|
||||
hit = 3
|
||||
else:
|
||||
return
|
||||
|
||||
if health_index != 0:
|
||||
health_index -= hit
|
||||
if health_index < 0:
|
||||
health_index = 0
|
||||
hud.update_health(HEALTH_SLICES[health_index])
|
||||
return
|
||||
if health_index != 0:
|
||||
health_index -= hit
|
||||
if health_index < 0:
|
||||
health_index = 0
|
||||
hud.update_health(HEALTH_SLICES[health_index])
|
||||
return
|
||||
|
||||
|
||||
func _input(event: InputEvent) -> void:
|
||||
if event.is_action_pressed('player_attack'):
|
||||
if hud.weapon == 'sword':
|
||||
$'Sword/Sword Animation'.play('swing')
|
||||
elif hud.weapon == 'javelin':
|
||||
$'Javelin/Javelin Animation'.play('swing')
|
||||
if event.is_action_pressed('player_attack'):
|
||||
if hud.weapon == 'sword':
|
||||
$'Sword/Sword Animation'.play('swing')
|
||||
elif hud.weapon == 'javelin':
|
||||
$'Javelin/Javelin Animation'.play('swing')
|
||||
|
||||
if event.is_action_pressed('screenshot'):
|
||||
var img: Image = get_viewport().get_texture().get_data()
|
||||
yield(get_tree(), 'idle_frame')
|
||||
yield(get_tree(), 'idle_frame')
|
||||
if event.is_action_pressed('screenshot'):
|
||||
var img: Image = get_viewport().get_texture().get_data()
|
||||
yield(get_tree(), 'idle_frame')
|
||||
yield(get_tree(), 'idle_frame')
|
||||
|
||||
img.flip_y()
|
||||
img.flip_y()
|
||||
|
||||
var time: Dictionary = OS.get_datetime_from_unix_time(OS.get_unix_time())
|
||||
var time_msecs: int = OS.get_system_time_msecs()
|
||||
var time: Dictionary = OS.get_datetime_from_unix_time(OS.get_unix_time())
|
||||
var time_msecs: int = OS.get_system_time_msecs()
|
||||
|
||||
if img.save_png('user://Screenshot_%d%d%d_%d.png' % [time.year, time.month, time.day, time_msecs]) != OK:
|
||||
print('ERROR: Failed saving screenshot.')
|
||||
return
|
||||
if img.save_png('user://Screenshot_%d%d%d_%d.png' % [time.year, time.month, time.day, time_msecs]) != OK:
|
||||
print('ERROR: Failed saving screenshot.')
|
||||
return
|
||||
|
@@ -2,15 +2,15 @@
|
||||
|
||||
importer="texture"
|
||||
type="StreamTexture"
|
||||
path="res://.import/Resources_Basic.png-ace2281282b93b7ae48cda9c52d377ad.stex"
|
||||
path="res://.import/resources_basic.png-128bab182945611297ec1bda48bed0c4.stex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://Sprites/Assets/Resources_Basic.png"
|
||||
dest_files=[ "res://.import/Resources_Basic.png-ace2281282b93b7ae48cda9c52d377ad.stex" ]
|
||||
source_file="res://Sprites/Assets/resources_basic.png"
|
||||
dest_files=[ "res://.import/resources_basic.png-128bab182945611297ec1bda48bed0c4.stex" ]
|
||||
|
||||
[params]
|
||||
|
||||
|
@@ -2,15 +2,15 @@
|
||||
|
||||
importer="texture"
|
||||
type="StreamTexture"
|
||||
path="res://.import/Fire_Column_Medium_10.png-505d756e8645c45b6fb339fbb6f8add5.stex"
|
||||
path="res://.import/fire_column_medium_10.png-9ae78a0f5ef8531c3b56d09574ecd317.stex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://Sprites/Levels/Environment/Fire_Column_Medium_10.png"
|
||||
dest_files=[ "res://.import/Fire_Column_Medium_10.png-505d756e8645c45b6fb339fbb6f8add5.stex" ]
|
||||
source_file="res://Sprites/Levels/Environment/fire_column_medium_10.png"
|
||||
dest_files=[ "res://.import/fire_column_medium_10.png-9ae78a0f5ef8531c3b56d09574ecd317.stex" ]
|
||||
|
||||
[params]
|
||||
|
||||
|
@@ -2,15 +2,15 @@
|
||||
|
||||
importer="texture"
|
||||
type="StreamTexture"
|
||||
path="res://.import/Fire_Column_Medium_11.png-cb278dde504fd6f8f415eda7091cfa9a.stex"
|
||||
path="res://.import/fire_column_medium_11.png-f6c2ac8f20428aebca0febd0f65a5806.stex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://Sprites/Levels/Environment/Fire_Column_Medium_11.png"
|
||||
dest_files=[ "res://.import/Fire_Column_Medium_11.png-cb278dde504fd6f8f415eda7091cfa9a.stex" ]
|
||||
source_file="res://Sprites/Levels/Environment/fire_column_medium_11.png"
|
||||
dest_files=[ "res://.import/fire_column_medium_11.png-f6c2ac8f20428aebca0febd0f65a5806.stex" ]
|
||||
|
||||
[params]
|
||||
|
||||
|
@@ -2,15 +2,15 @@
|
||||
|
||||
importer="texture"
|
||||
type="StreamTexture"
|
||||
path="res://.import/Fire_Column_Medium_12.png-1e7c2da6903b243f73d7ed4b50d90f8a.stex"
|
||||
path="res://.import/fire_column_medium_12.png-25bc0d063fd42a44b6e9e423e3bf2656.stex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://Sprites/Levels/Environment/Fire_Column_Medium_12.png"
|
||||
dest_files=[ "res://.import/Fire_Column_Medium_12.png-1e7c2da6903b243f73d7ed4b50d90f8a.stex" ]
|
||||
source_file="res://Sprites/Levels/Environment/fire_column_medium_12.png"
|
||||
dest_files=[ "res://.import/fire_column_medium_12.png-25bc0d063fd42a44b6e9e423e3bf2656.stex" ]
|
||||
|
||||
[params]
|
||||
|
||||
|
@@ -2,15 +2,15 @@
|
||||
|
||||
importer="texture"
|
||||
type="StreamTexture"
|
||||
path="res://.import/Fire_Column_Medium_13.png-a147b7694df1cdf05d373697c6a4ede3.stex"
|
||||
path="res://.import/fire_column_medium_13.png-6f8490642f9a7a3884a31ae3975deb08.stex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://Sprites/Levels/Environment/Fire_Column_Medium_13.png"
|
||||
dest_files=[ "res://.import/Fire_Column_Medium_13.png-a147b7694df1cdf05d373697c6a4ede3.stex" ]
|
||||
source_file="res://Sprites/Levels/Environment/fire_column_medium_13.png"
|
||||
dest_files=[ "res://.import/fire_column_medium_13.png-6f8490642f9a7a3884a31ae3975deb08.stex" ]
|
||||
|
||||
[params]
|
||||
|
||||
|
@@ -2,15 +2,15 @@
|
||||
|
||||
importer="texture"
|
||||
type="StreamTexture"
|
||||
path="res://.import/Fire_Column_Medium_14.png-205dacf8251c335e3becb65b0df84941.stex"
|
||||
path="res://.import/fire_column_medium_14.png-81452b14764f0dd97e4008c5f9448c38.stex"
|
||||
metadata={
|
||||
"vram_texture": false
|
||||
}
|
||||
|
||||
[deps]
|
||||
|
||||
source_file="res://Sprites/Levels/Environment/Fire_Column_Medium_14.png"
|
||||
dest_files=[ "res://.import/Fire_Column_Medium_14.png-205dacf8251c335e3becb65b0df84941.stex" ]
|
||||
source_file="res://Sprites/Levels/Environment/fire_column_medium_14.png"
|
||||
dest_files=[ "res://.import/fire_column_medium_14.png-81452b14764f0dd97e4008c5f9448c38.stex" ]
|
||||
|
||||
[params]
|
||||
|
||||
|
Reference in New Issue
Block a user