godot/demos/2d/isometric_light/column.tscn

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[gd_scene load_steps=5 format=1]
[ext_resource path="res://wall_shader.tres" type="CanvasItemMaterial" id=1]
[ext_resource path="res://faceColor.png" type="Texture" id=2]
[sub_resource type="CircleShape2D" id=1]
custom_solver_bias = 0.0
radius = 20.0
[sub_resource type="OccluderPolygon2D" id=2]
closed = false
cull_mode = 0
polygon = Vector2Array( -16.1183, 62.9508, 4.32091, 74.9223, 23.3002, 65.2867 )
[node name="column" type="StaticBody2D"]
input/pickable = false
shapes/0/shape = SubResource( 1 )
shapes/0/transform = Matrix32( 1, 0, 0, 1, 1.36365, 7.83751 )
shapes/0/trigger = false
collision/layers = 1
collision/mask = 1
constant_linear_velocity = Vector2( 0, 0 )
constant_angular_velocity = 0.0
friction = 1.0
bounce = 0.0
[node name="Sprite" type="Sprite" parent="."]
material/material = ExtResource( 1 )
transform/pos = Vector2( 0.487671, 0.487679 )
texture = ExtResource( 2 )
offset = Vector2( -4.37984, -50.8523 )
region = true
region_rect = Rect2( 569, 179, 48, 154 )
[node name="occluder" type="LightOccluder2D" parent="."]
transform/pos = Vector2( -3.90138, -50.97 )
occluder = SubResource( 2 )
light_mask = 1
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
transform/pos = Vector2( 1.36365, 7.83751 )
shape = SubResource( 1 )
trigger = false
_update_shape_index = -1