[gd_scene load_steps=22 format=1] [ext_resource path="res://floor_shader.tres" type="CanvasItemMaterial" id=1] [ext_resource path="res://faceColor.png" type="Texture" id=2] [ext_resource path="res://wall_shader.tres" type="CanvasItemMaterial" id=3] [sub_resource type="ConvexPolygonShape2D" id=1] custom_solver_bias = 0.0 points = Vector2Array( -48, 0, 0, -22, 48, 0, 0, 22 ) [sub_resource type="OccluderPolygon2D" id=2] closed = false cull_mode = 0 polygon = Vector2Array( -48, 0, 0, 22, 48, 0 ) [sub_resource type="ConvexPolygonShape2D" id=3] custom_solver_bias = 0.0 points = Vector2Array( 48, 0, 0, 22, 0, -22 ) [sub_resource type="OccluderPolygon2D" id=4] closed = false cull_mode = 0 polygon = Vector2Array( 0, -22, 48, 0, 0, 22 ) [sub_resource type="ConvexPolygonShape2D" id=5] custom_solver_bias = 0.0 points = Vector2Array( -48, 0, 0, -22, 0, 22 ) [sub_resource type="OccluderPolygon2D" id=6] closed = false cull_mode = 0 polygon = Vector2Array( 0, -22, -48, 0, 0, 22 ) [sub_resource type="ConvexPolygonShape2D" id=7] custom_solver_bias = 0.0 points = Vector2Array( 0, -22, 48, 0, -48, 0 ) [sub_resource type="OccluderPolygon2D" id=8] closed = false cull_mode = 0 polygon = Vector2Array( -48, 0, 0, -22, 48, 0 ) [sub_resource type="ConvexPolygonShape2D" id=9] custom_solver_bias = 0.0 points = Vector2Array( 48, 0, 0, 22, -48, 0 ) [sub_resource type="OccluderPolygon2D" id=10] closed = false cull_mode = 0 polygon = Vector2Array( -48, 0, 0, 22, 48, 0 ) [sub_resource type="ConvexPolygonShape2D" id=11] custom_solver_bias = 0.0 points = Vector2Array( 0, 22, 0, 0, 48, -22, 48, 0 ) [sub_resource type="OccluderPolygon2D" id=12] closed = false cull_mode = 0 polygon = Vector2Array( 0, 22, 48, 0 ) [sub_resource type="ConvexPolygonShape2D" id=13] custom_solver_bias = 0.0 points = Vector2Array( -48, -22, 0, 0, 0, 22, -48, 0 ) [sub_resource type="OccluderPolygon2D" id=14] closed = false cull_mode = 0 polygon = Vector2Array( -48, 0, 0, 22 ) [sub_resource type="ConvexPolygonShape2D" id=15] custom_solver_bias = 0.0 points = Vector2Array( 0, -44, 0, -22, -48, 0, -48, -22 ) [sub_resource type="OccluderPolygon2D" id=16] closed = false cull_mode = 0 polygon = Vector2Array( -48, 0, 0, -22 ) [sub_resource type="ConvexPolygonShape2D" id=17] custom_solver_bias = 0.0 points = Vector2Array( 48, 0, 0, -22, 0, -44, 48, -22 ) [sub_resource type="OccluderPolygon2D" id=18] closed = false cull_mode = 0 polygon = Vector2Array( 0, -22, 48, 0 ) [node name="base" type="Node2D"] [node name="floor1" type="Sprite" parent="."] material/material = ExtResource( 1 ) transform/pos = Vector2( 140.869, 111.332 ) texture = ExtResource( 2 ) offset = Vector2( 0, 28 ) region = true region_rect = Rect2( 311, 760, 197, 151 ) [node name="floor2" type="Sprite" parent="."] material/material = ExtResource( 1 ) transform/pos = Vector2( 372.62, 109.06 ) texture = ExtResource( 2 ) offset = Vector2( 0, 28 ) region = true region_rect = Rect2( 591, 772, 197, 151 ) [node name="block" type="Sprite" parent="."] material/material = ExtResource( 3 ) transform/pos = Vector2( 528, -132 ) texture = ExtResource( 2 ) offset = Vector2( 0, -60 ) region = true region_rect = Rect2( 844, 527, 138, 180 ) [node name="collision" type="StaticBody2D" parent="block"] input/pickable = false shapes/0/shape = SubResource( 1 ) shapes/0/transform = Matrix32( 1, 0, 0, 1, 0, 0 ) 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="CollisionPolygon2D" type="CollisionPolygon2D" parent="block/collision"] build_mode = 0 polygon = Vector2Array( 0, -22, 48, 0, 0, 22, -48, 0 ) shape_range = Vector2( -1, -1 ) trigger = false [node name="LightOccluder2D" type="LightOccluder2D" parent="block"] occluder = SubResource( 2 ) light_mask = 1 [node name="q_right" type="Sprite" parent="."] material/material = ExtResource( 3 ) transform/pos = Vector2( 336, -154 ) texture = ExtResource( 2 ) offset = Vector2( 0, -60 ) region = true region_rect = Rect2( 665, 528, 139, 178 ) [node name="collision1" type="StaticBody2D" parent="q_right"] input/pickable = false shapes/0/shape = SubResource( 3 ) shapes/0/transform = Matrix32( 1, 0, 0, 1, 0, 0 ) 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="CollisionPolygon2D" type="CollisionPolygon2D" parent="q_right/collision1"] build_mode = 0 polygon = Vector2Array( 0, -22, 48, 0, 0, 22 ) shape_range = Vector2( -1, -1 ) trigger = false [node name="LightOccluder2D" type="LightOccluder2D" parent="q_right"] occluder = SubResource( 4 ) light_mask = 1 [node name="q_left" type="Sprite" parent="."] material/material = ExtResource( 3 ) transform/pos = Vector2( 96, -110 ) texture = ExtResource( 2 ) offset = Vector2( 0, -60 ) region = true region_rect = Rect2( 292, 528, 139, 178 ) [node name="collision1" type="StaticBody2D" parent="q_left"] input/pickable = false shapes/0/shape = SubResource( 5 ) shapes/0/transform = Matrix32( 1, 0, 0, 1, 0, 0 ) 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="CollisionPolygon2D" type="CollisionPolygon2D" parent="q_left/collision1"] build_mode = 0 polygon = Vector2Array( 0, 22, -48, 0, 0, -22 ) shape_range = Vector2( -1, -1 ) trigger = false [node name="LightOccluder2D" type="LightOccluder2D" parent="q_left"] occluder = SubResource( 6 ) light_mask = 1 [node name="q_top" type="Sprite" parent="."] material/material = ExtResource( 3 ) transform/pos = Vector2( 288, 0 ) texture = ExtResource( 2 ) offset = Vector2( 0, -60 ) region = true region_rect = Rect2( 479, 528, 139, 178 ) [node name="collision2" type="StaticBody2D" parent="q_top"] input/pickable = false shapes/0/shape = SubResource( 7 ) shapes/0/transform = Matrix32( 1, 0, 0, 1, 0, 0 ) 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="CollisionPolygon2D" type="CollisionPolygon2D" parent="q_top/collision2"] build_mode = 0 polygon = Vector2Array( -48, 0, 0, -22, 48, 0 ) shape_range = Vector2( -1, -1 ) trigger = false [node name="LightOccluder2D" type="LightOccluder2D" parent="q_top"] occluder = SubResource( 8 ) light_mask = 1 [node name="q_bottom" type="Sprite" parent="."] material/material = ExtResource( 3 ) transform/pos = Vector2( 192, -242 ) texture = ExtResource( 2 ) offset = Vector2( 0, -60 ) region = true region_rect = Rect2( 103, 528, 139, 178 ) [node name="collision3" type="StaticBody2D" parent="q_bottom"] input/pickable = false shapes/0/shape = SubResource( 9 ) shapes/0/transform = Matrix32( 1, 0, 0, 1, 0, 0 ) 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="CollisionPolygon2D" type="CollisionPolygon2D" parent="q_bottom/collision3"] build_mode = 0 polygon = Vector2Array( -48, 0, 48, 0, 0, 22 ) shape_range = Vector2( -1, -1 ) trigger = false [node name="LightOccluder2D1" type="LightOccluder2D" parent="q_bottom"] occluder = SubResource( 10 ) light_mask = 1 [node name="s_right_bottom" type="Sprite" parent="."] material/material = ExtResource( 3 ) transform/pos = Vector2( 288, -330 ) texture = ExtResource( 2 ) offset = Vector2( 0, -62 ) region = true region_rect = Rect2( 480, 350, 139, 178 ) [node name="collision1" type="StaticBody2D" parent="s_right_bottom"] input/pickable = false shapes/0/shape = SubResource( 11 ) shapes/0/transform = Matrix32( 1, 0, 0, 1, 0, 0 ) 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="CollisionPolygon2D" type="CollisionPolygon2D" parent="s_right_bottom/collision1"] build_mode = 0 polygon = Vector2Array( 0, 22, 48, 0, 48, -22, 0, 0 ) shape_range = Vector2( -1, -1 ) trigger = false [node name="LightOccluder2D" type="LightOccluder2D" parent="s_right_bottom"] occluder = SubResource( 12 ) light_mask = 1 [node name="s_left_bottom" type="Sprite" parent="."] material/material = ExtResource( 3 ) transform/pos = Vector2( 432, -330 ) texture = ExtResource( 2 ) offset = Vector2( 0, -62 ) region = true region_rect = Rect2( 665, 350, 139, 178 ) [node name="collision1" type="StaticBody2D" parent="s_left_bottom"] input/pickable = false shapes/0/shape = SubResource( 13 ) shapes/0/transform = Matrix32( 1, 0, 0, 1, 0, 0 ) 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="CollisionPolygon2D" type="CollisionPolygon2D" parent="s_left_bottom/collision1"] build_mode = 0 polygon = Vector2Array( 0, 22, -48, 0, -48, -22, 0, 0 ) shape_range = Vector2( -1, -1 ) trigger = false [node name="LightOccluder2D" type="LightOccluder2D" parent="s_left_bottom"] occluder = SubResource( 14 ) light_mask = 1 [node name="s_left_top" type="Sprite" parent="."] material/material = ExtResource( 3 ) transform/pos = Vector2( 528, -330 ) texture = ExtResource( 2 ) offset = Vector2( 0, -62 ) region = true region_rect = Rect2( 292, 350, 139, 178 ) [node name="collision1" type="StaticBody2D" parent="s_left_top"] input/pickable = false shapes/0/shape = SubResource( 15 ) shapes/0/transform = Matrix32( 1, 0, 0, 1, 0, 0 ) 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="CollisionPolygon2D" type="CollisionPolygon2D" parent="s_left_top/collision1"] build_mode = 0 polygon = Vector2Array( 0, -22, -48, 0, -48, -22, 0, -44 ) shape_range = Vector2( -1, -1 ) trigger = false [node name="LightOccluder2D" type="LightOccluder2D" parent="s_left_top"] occluder = SubResource( 16 ) light_mask = 1 [node name="s_right_top" type="Sprite" parent="."] material/material = ExtResource( 3 ) transform/pos = Vector2( 576, -330 ) texture = ExtResource( 2 ) offset = Vector2( -12, -62 ) region = true region_rect = Rect2( 842, 350, 139, 178 ) [node name="collision1" type="StaticBody2D" parent="s_right_top"] input/pickable = false shapes/0/shape = SubResource( 17 ) shapes/0/transform = Matrix32( 1, 0, 0, 1, 0, 0 ) 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="CollisionPolygon2D" type="CollisionPolygon2D" parent="s_right_top/collision1"] build_mode = 0 polygon = Vector2Array( 0, -22, 0, -44, 48, -22, 48, 0 ) shape_range = Vector2( -1, -1 ) trigger = false [node name="LightOccluder2D" type="LightOccluder2D" parent="s_right_top"] occluder = SubResource( 18 ) light_mask = 1 [node name="instructions" type="Label" parent="."] focus/ignore_mouse = true focus/stop_mouse = true size_flags/horizontal = 2 margin/left = 0.0 margin/top = 0.0 margin/right = 40.0 margin/bottom = 13.0 text = "This scene is used to edit the tileset.\nSave to the tileset with Scene -> Convert to -> TileSet\nThen, overwrite \"tileset.tres\"" percent_visible = 1.0 lines_skipped = 0 max_lines_visible = -1