godot/demos/2d/rubegoldberg/pendulum.tscn

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[gd_scene load_steps=5 format=1]
[ext_resource path="res://art/box.png" type="Texture" id=1]
[ext_resource path="res://art/bowling_ball.png" type="Texture" id=2]
[sub_resource type="RectangleShape2D" id=1]
custom_solver_bias = 0.0
extents = Vector2( 3, 12 )
[sub_resource type="CircleShape2D" id=2]
custom_solver_bias = 0.0
radius = 16.0
[node name="pendulum" type="Node2D"]
[node name="union_0" type="RigidBody2D" parent="."]
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
mode = 0
mass = 0.2
friction = 1.0
bounce = 0.0
gravity_scale = 1.0
custom_integrator = false
continuous_cd = 0
contacts_reported = 0
contact_monitor = false
sleeping = false
can_sleep = true
velocity/linear = Vector2( 0, 0 )
velocity/angular = 0.0
damp_override/linear = -1.0
damp_override/angular = -1.0
__meta__ = { "_edit_group_":true }
[node name="Sprite" type="Sprite" parent="union_0"]
transform/scale = Vector2( 0.1, 0.4 )
texture = ExtResource( 1 )
[node name="collision" type="CollisionShape2D" parent="union_0"]
shape = SubResource( 1 )
trigger = false
_update_shape_index = -1
[node name="union_ 2" type="RigidBody2D" parent="."]
transform/pos = Vector2( 0, 26.9432 )
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
mode = 0
mass = 0.2
friction = 1.0
bounce = 0.0
gravity_scale = 1.0
custom_integrator = false
continuous_cd = 0
contacts_reported = 0
contact_monitor = false
sleeping = false
can_sleep = true
velocity/linear = Vector2( 0, 0 )
velocity/angular = 0.0
damp_override/linear = -1.0
damp_override/angular = -1.0
__meta__ = { "_edit_group_":true }
[node name="Sprite" type="Sprite" parent="union_ 2"]
transform/scale = Vector2( 0.1, 0.4 )
texture = ExtResource( 1 )
[node name="collision" type="CollisionShape2D" parent="union_ 2"]
shape = SubResource( 1 )
trigger = false
_update_shape_index = -1
[node name="union_ 3" type="RigidBody2D" parent="."]
transform/pos = Vector2( 0, 53.8863 )
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
mode = 0
mass = 0.2
friction = 1.0
bounce = 0.0
gravity_scale = 1.0
custom_integrator = false
continuous_cd = 0
contacts_reported = 0
contact_monitor = false
sleeping = false
can_sleep = true
velocity/linear = Vector2( 0, 0 )
velocity/angular = 0.0
damp_override/linear = -1.0
damp_override/angular = -1.0
__meta__ = { "_edit_group_":true }
[node name="Sprite" type="Sprite" parent="union_ 3"]
transform/scale = Vector2( 0.1, 0.4 )
texture = ExtResource( 1 )
[node name="collision" type="CollisionShape2D" parent="union_ 3"]
shape = SubResource( 1 )
trigger = false
_update_shape_index = -1
[node name="union_ 4" type="RigidBody2D" parent="."]
transform/pos = Vector2( 0, 81.4282 )
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
mode = 0
mass = 0.2
friction = 1.0
bounce = 0.0
gravity_scale = 1.0
custom_integrator = false
continuous_cd = 0
contacts_reported = 0
contact_monitor = false
sleeping = false
can_sleep = true
velocity/linear = Vector2( 0, 0 )
velocity/angular = 0.0
damp_override/linear = -1.0
damp_override/angular = -1.0
__meta__ = { "_edit_group_":true }
[node name="Sprite" type="Sprite" parent="union_ 4"]
transform/scale = Vector2( 0.1, 0.4 )
texture = ExtResource( 1 )
[node name="collision" type="CollisionShape2D" parent="union_ 4"]
shape = SubResource( 1 )
trigger = false
_update_shape_index = -1
[node name="joint1" type="PinJoint2D" parent="."]
transform/pos = Vector2( 0, 13.771 )
node_a = NodePath("../union_0")
node_b = NodePath("../union_ 2")
bias/bias = 0.0
collision/exclude_nodes = true
softness = 0.0
[node name="joint 2_3" type="PinJoint2D" parent="."]
transform/pos = Vector2( 0, 40.7141 )
node_a = NodePath("../union_ 2")
node_b = NodePath("../union_ 3")
bias/bias = 0.0
collision/exclude_nodes = true
softness = 0.0
[node name="joint 3_4" type="PinJoint2D" parent="."]
transform/pos = Vector2( 0, 67.6573 )
node_a = NodePath("../union_ 3")
node_b = NodePath("../union_ 4")
bias/bias = 0.2
collision/exclude_nodes = true
softness = 0.0
[node name="ball" type="RigidBody2D" parent="."]
transform/pos = Vector2( 0, 106.787 )
transform/scale = Vector2( 0.98476, 1 )
input/pickable = false
shapes/0/shape = SubResource( 2 )
shapes/0/transform = Matrix32( 1, 0, 0, 1, 0, 0 )
shapes/0/trigger = false
collision/layers = 1
collision/mask = 1
mode = 0
mass = 0.2
friction = 1.0
bounce = 0.0
gravity_scale = 1.0
custom_integrator = false
continuous_cd = 0
contacts_reported = 0
contact_monitor = false
sleeping = false
can_sleep = true
velocity/linear = Vector2( 0, 0 )
velocity/angular = 0.0
damp_override/linear = -1.0
damp_override/angular = -1.0
__meta__ = { "_edit_group_":true }
[node name="Sprite" type="Sprite" parent="ball"]
transform/scale = Vector2( 0.5, 0.5 )
texture = ExtResource( 2 )
[node name="collision" type="CollisionShape2D" parent="ball"]
shape = SubResource( 2 )
trigger = false
_update_shape_index = -1
[node name="joint 4_ball" type="PinJoint2D" parent="."]
transform/pos = Vector2( 0, 92.5287 )
node_a = NodePath("../union_ 4")
node_b = NodePath("../ball")
bias/bias = 0.0
collision/exclude_nodes = true
softness = 0.0
[node name="joint wall" type="PinJoint2D" parent="."]
transform/pos = Vector2( 0, -12.1024 )
node_a = NodePath("../union_0")
node_b = NodePath("")
bias/bias = 0.0
collision/exclude_nodes = true
softness = 0.0