MiniPlatformGame/levels/world1/JungleDirtTiles.tscn
Martin Dimitrov 8689a4732a Initial commit
In this commit I add a human character, a traveler that can move around
a tiny world made of a single screen so far. :)

Materials used so far:
 * 'HeartBeast' video lesons: https://goo.gl/3DtqPn
 * The very informative and rich documentation of Godot itself!

For the Gamepad I used wonderful addon by fiaful:
https://github.com/fiaful/Gamepad

The beautiful arts are from "Open Pixel Project":
https://openpixelproject.itch.io
2018-10-26 16:20:12 +03:00

291 lines
6.9 KiB
Text

[gd_scene load_steps=3 format=2]
[ext_resource path="res://levels/world1/sprite/JungleDirtTileSet.png" type="Texture" id=1]
[sub_resource type="RectangleShape2D" id=1]
custom_solver_bias = 0.0
extents = Vector2( 16, 16 )
[node name="JungleDirtTiles" type="Node"]
[node name="0" type="Sprite" parent="." index="0"]
editor/display_folded = true
texture = ExtResource( 1 )
centered = false
region_enabled = true
region_rect = Rect2( 0, 96, 32, 32 )
_sections_unfolded = [ "Offset", "Region" ]
__meta__ = {
"_edit_group_": true
}
[node name="StaticBody2D" type="StaticBody2D" parent="0" index="0"]
editor/display_folded = true
input_pickable = false
collision_layer = 1
collision_mask = 1
constant_linear_velocity = Vector2( 0, 0 )
constant_angular_velocity = 0.0
friction = 1.0
bounce = 0.0
[node name="CollisionShape2D" type="CollisionShape2D" parent="0/StaticBody2D" index="0"]
visible = false
position = Vector2( 16, 16 )
shape = SubResource( 1 )
_sections_unfolded = [ "Transform" ]
[node name="1" type="Sprite" parent="." index="1"]
editor/display_folded = true
position = Vector2( 64, 0 )
texture = ExtResource( 1 )
centered = false
region_enabled = true
region_rect = Rect2( 32, 96, 32, 32 )
_sections_unfolded = [ "Offset", "Region" ]
__meta__ = {
"_edit_group_": true
}
[node name="StaticBody2D" type="StaticBody2D" parent="1" index="0"]
editor/display_folded = true
input_pickable = false
collision_layer = 1
collision_mask = 1
constant_linear_velocity = Vector2( 0, 0 )
constant_angular_velocity = 0.0
friction = 1.0
bounce = 0.0
[node name="CollisionShape2D" type="CollisionShape2D" parent="1/StaticBody2D" index="0"]
visible = false
position = Vector2( 16, 16 )
shape = SubResource( 1 )
_sections_unfolded = [ "Transform" ]
[node name="2" type="Sprite" parent="." index="2"]
editor/display_folded = true
position = Vector2( 128, 0 )
texture = ExtResource( 1 )
centered = false
region_enabled = true
region_rect = Rect2( 64, 96, 32, 32 )
_sections_unfolded = [ "Offset", "Region" ]
__meta__ = {
"_edit_group_": true
}
[node name="StaticBody2D" type="StaticBody2D" parent="2" index="0"]
editor/display_folded = true
input_pickable = false
collision_layer = 1
collision_mask = 1
constant_linear_velocity = Vector2( 0, 0 )
constant_angular_velocity = 0.0
friction = 1.0
bounce = 0.0
[node name="CollisionShape2D" type="CollisionShape2D" parent="2/StaticBody2D" index="0"]
visible = false
position = Vector2( 16, 16 )
shape = SubResource( 1 )
_sections_unfolded = [ "Transform" ]
[node name="3" type="Sprite" parent="." index="3"]
editor/display_folded = true
position = Vector2( 0, 64 )
texture = ExtResource( 1 )
centered = false
region_enabled = true
region_rect = Rect2( 64, 160, 32, 32 )
_sections_unfolded = [ "Offset", "Region" ]
__meta__ = {
"_edit_group_": true
}
[node name="StaticBody2D" type="StaticBody2D" parent="3" index="0"]
editor/display_folded = true
input_pickable = false
collision_layer = 1
collision_mask = 1
constant_linear_velocity = Vector2( 0, 0 )
constant_angular_velocity = 0.0
friction = 1.0
bounce = 0.0
[node name="CollisionShape2D" type="CollisionShape2D" parent="3/StaticBody2D" index="0"]
visible = false
position = Vector2( 16, 16 )
shape = SubResource( 1 )
_sections_unfolded = [ "Transform" ]
[node name="4" type="Sprite" parent="." index="4"]
editor/display_folded = true
position = Vector2( 64, 64 )
texture = ExtResource( 1 )
centered = false
region_enabled = true
region_rect = Rect2( 160, 160, 32, 32 )
_sections_unfolded = [ "Offset", "Region" ]
__meta__ = {
"_edit_group_": true
}
[node name="StaticBody2D" type="StaticBody2D" parent="4" index="0"]
editor/display_folded = true
input_pickable = false
collision_layer = 1
collision_mask = 1
constant_linear_velocity = Vector2( 0, 0 )
constant_angular_velocity = 0.0
friction = 1.0
bounce = 0.0
[node name="CollisionShape2D" type="CollisionShape2D" parent="4/StaticBody2D" index="0"]
visible = false
position = Vector2( 16, 16 )
shape = SubResource( 1 )
_sections_unfolded = [ "Transform" ]
[node name="5" type="Sprite" parent="." index="5"]
editor/display_folded = true
position = Vector2( 128, 64 )
texture = ExtResource( 1 )
centered = false
region_enabled = true
region_rect = Rect2( 96, 160, 32, 32 )
_sections_unfolded = [ "Offset", "Region" ]
__meta__ = {
"_edit_group_": true
}
[node name="StaticBody2D" type="StaticBody2D" parent="5" index="0"]
editor/display_folded = true
input_pickable = false
collision_layer = 1
collision_mask = 1
constant_linear_velocity = Vector2( 0, 0 )
constant_angular_velocity = 0.0
friction = 1.0
bounce = 0.0
[node name="CollisionShape2D" type="CollisionShape2D" parent="5/StaticBody2D" index="0"]
visible = false
position = Vector2( 16, 16 )
shape = SubResource( 1 )
_sections_unfolded = [ "Transform" ]
[node name="6" type="Sprite" parent="." index="6"]
editor/display_folded = true
position = Vector2( 0, 128 )
texture = ExtResource( 1 )
centered = false
region_enabled = true
region_rect = Rect2( 96, 0, 32, 32 )
_sections_unfolded = [ "Offset", "Region" ]
__meta__ = {
"_edit_group_": true
}
[node name="StaticBody2D" type="StaticBody2D" parent="6" index="0"]
editor/display_folded = true
input_pickable = false
collision_layer = 1
collision_mask = 1
constant_linear_velocity = Vector2( 0, 0 )
constant_angular_velocity = 0.0
friction = 1.0
bounce = 0.0
[node name="CollisionShape2D" type="CollisionShape2D" parent="6/StaticBody2D" index="0"]
visible = false
position = Vector2( 16, 16 )
shape = SubResource( 1 )
_sections_unfolded = [ "Transform" ]
[node name="7" type="Sprite" parent="." index="7"]
editor/display_folded = true
position = Vector2( 64, 128 )
texture = ExtResource( 1 )
centered = false
region_enabled = true
region_rect = Rect2( 128, 0, 32, 32 )
_sections_unfolded = [ "Offset", "Region" ]
__meta__ = {
"_edit_group_": true
}
[node name="StaticBody2D" type="StaticBody2D" parent="7" index="0"]
editor/display_folded = true
input_pickable = false
collision_layer = 1
collision_mask = 1
constant_linear_velocity = Vector2( 0, 0 )
constant_angular_velocity = 0.0
friction = 1.0
bounce = 0.0
[node name="CollisionShape2D" type="CollisionShape2D" parent="7/StaticBody2D" index="0"]
visible = false
position = Vector2( 16, 16 )
shape = SubResource( 1 )
_sections_unfolded = [ "Transform" ]
[node name="8" type="Sprite" parent="." index="8"]
editor/display_folded = true
position = Vector2( 128, 128 )
texture = ExtResource( 1 )
centered = false
region_enabled = true
region_rect = Rect2( 160, 0, 32, 32 )
_sections_unfolded = [ "Offset", "Region" ]
__meta__ = {
"_edit_group_": true
}
[node name="StaticBody2D" type="StaticBody2D" parent="8" index="0"]
editor/display_folded = true
input_pickable = false
collision_layer = 1
collision_mask = 1
constant_linear_velocity = Vector2( 0, 0 )
constant_angular_velocity = 0.0
friction = 1.0
bounce = 0.0
[node name="CollisionShape2D" type="CollisionShape2D" parent="8/StaticBody2D" index="0"]
visible = false
position = Vector2( 16, 16 )
shape = SubResource( 1 )
_sections_unfolded = [ "Transform" ]