Wicked-Depths/TILES.tres

395 lines
16 KiB
Plaintext

[gd_resource type="TileSet" load_steps=3 format=3 uid="uid://caxx0q7nei3h7"]
[ext_resource type="Texture2D" uid="uid://45fgpfmo6jpm" path="res://sheet1.png" id="1_oi8tv"]
[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_37hlk"]
texture = ExtResource("1_oi8tv")
10:13/0 = 0
10:13/0/terrain_set = 0
10:13/0/terrain = 5
10:13/0/physics_layer_0/linear_velocity = Vector2(0, 0)
10:13/0/physics_layer_0/angular_velocity = 0.0
10:13/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
10:14/0 = 0
10:14/0/terrain_set = 0
10:14/0/terrain = 5
10:14/0/physics_layer_0/linear_velocity = Vector2(0, 0)
10:14/0/physics_layer_0/angular_velocity = 0.0
10:14/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
11:14/0 = 0
11:14/0/terrain_set = 0
11:14/0/terrain = 5
11:14/0/physics_layer_0/linear_velocity = Vector2(0, 0)
11:14/0/physics_layer_0/angular_velocity = 0.0
11:14/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
12:14/0 = 0
12:14/0/terrain_set = 0
12:14/0/terrain = 5
12:14/0/physics_layer_0/linear_velocity = Vector2(0, 0)
12:14/0/physics_layer_0/angular_velocity = 0.0
12:14/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
12:13/0 = 0
12:13/0/terrain_set = 0
12:13/0/terrain = 5
12:13/0/physics_layer_0/linear_velocity = Vector2(0, 0)
12:13/0/physics_layer_0/angular_velocity = 0.0
12:13/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
11:13/0 = 0
11:13/0/terrain_set = 0
11:13/0/terrain = 5
11:13/0/physics_layer_0/linear_velocity = Vector2(0, 0)
11:13/0/physics_layer_0/angular_velocity = 0.0
11:13/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
13:13/0 = 0
13:13/0/terrain_set = 0
13:13/0/terrain = 5
13:13/0/physics_layer_0/linear_velocity = Vector2(0, 0)
13:13/0/physics_layer_0/angular_velocity = 0.0
13:13/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
13:14/0 = 0
13:14/0/terrain_set = 0
13:14/0/terrain = 5
13:14/0/physics_layer_0/linear_velocity = Vector2(0, 0)
13:14/0/physics_layer_0/angular_velocity = 0.0
13:14/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
14:12/0 = 0
14:12/0/terrain_set = 0
14:12/0/terrain = 1
14:12/0/physics_layer_0/linear_velocity = Vector2(0, 0)
14:12/0/physics_layer_0/angular_velocity = 0.0
14:12/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
14:11/0 = 0
14:11/0/terrain_set = 0
14:11/0/terrain = 1
14:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
14:11/0/physics_layer_0/angular_velocity = 0.0
14:11/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
15:11/0 = 0
15:11/0/terrain_set = 0
15:11/0/terrain = 1
15:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
15:11/0/physics_layer_0/angular_velocity = 0.0
15:11/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
16:11/0 = 0
16:11/0/terrain_set = 0
16:11/0/terrain = 1
16:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
16:11/0/physics_layer_0/angular_velocity = 0.0
16:11/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
17:11/0 = 0
17:11/0/terrain_set = 0
17:11/0/terrain = 1
17:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
17:11/0/physics_layer_0/angular_velocity = 0.0
17:11/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
17:12/0 = 0
17:12/0/terrain_set = 0
17:12/0/terrain = 1
17:12/0/physics_layer_0/linear_velocity = Vector2(0, 0)
17:12/0/physics_layer_0/angular_velocity = 0.0
17:12/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
17:13/0 = 0
17:13/0/terrain_set = 0
17:13/0/terrain = 1
17:13/0/physics_layer_0/linear_velocity = Vector2(0, 0)
17:13/0/physics_layer_0/angular_velocity = 0.0
17:13/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
16:12/0 = 0
16:12/0/terrain_set = 0
16:12/0/terrain = 1
16:12/0/physics_layer_0/linear_velocity = Vector2(0, 0)
16:12/0/physics_layer_0/angular_velocity = 0.0
16:12/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
15:12/0 = 0
15:12/0/terrain_set = 0
15:12/0/terrain = 1
15:12/0/physics_layer_0/linear_velocity = Vector2(0, 0)
15:12/0/physics_layer_0/angular_velocity = 0.0
15:12/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
2:4/0 = 0
2:4/0/terrain_set = 0
2:4/0/terrain = 3
2:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
2:4/0/physics_layer_0/angular_velocity = 0.0
2:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
1:4/0 = 0
1:4/0/terrain_set = 0
1:4/0/terrain = 3
1:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
1:4/0/physics_layer_0/angular_velocity = 0.0
1:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
0:4/0 = 0
0:4/0/terrain_set = 0
0:4/0/terrain = 3
0:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
0:4/0/physics_layer_0/angular_velocity = 0.0
0:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
0:3/0 = 0
0:3/0/terrain_set = 0
0:3/0/terrain = 4
0:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
0:3/0/physics_layer_0/angular_velocity = 0.0
0:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
1:3/0 = 0
1:3/0/terrain_set = 0
1:3/0/terrain = 4
1:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
1:3/0/physics_layer_0/angular_velocity = 0.0
1:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
2:3/0 = 0
2:3/0/terrain_set = 0
2:3/0/terrain = 4
2:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
2:3/0/physics_layer_0/angular_velocity = 0.0
2:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
4:2/0 = 0
4:2/0/terrain_set = 0
4:2/0/terrain = 1
4:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
4:2/0/physics_layer_0/angular_velocity = 0.0
4:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
4:1/0 = 0
4:1/0/terrain_set = 0
4:1/0/terrain = 1
4:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
4:1/0/physics_layer_0/angular_velocity = 0.0
4:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
3:1/0 = 0
3:1/0/terrain_set = 0
3:1/0/terrain = 0
3:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
3:1/0/physics_layer_0/angular_velocity = 0.0
3:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
3:1/0/terrains_peering_bit/left_side = 0
2:1/0 = 0
2:1/0/terrain_set = 0
2:1/0/terrain = 0
2:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
2:1/0/physics_layer_0/angular_velocity = 0.0
2:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
2:1/0/terrains_peering_bit/right_side = 0
2:1/0/terrains_peering_bit/left_side = 0
1:1/next_alternative_id = 3
1:1/0 = 0
1:1/0/terrain_set = 0
1:1/0/terrain = 0
1:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
1:1/0/physics_layer_0/angular_velocity = 0.0
1:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
1:1/0/terrains_peering_bit/right_side = 0
1:1/0/terrains_peering_bit/left_side = 0
1:1/1 = 1
1:1/1/transpose = true
1:1/1/physics_layer_0/linear_velocity = Vector2(0, 0)
1:1/1/physics_layer_0/angular_velocity = 0.0
1:1/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
1:1/2 = 2
1:1/2/flip_h = true
1:1/2/transpose = true
1:1/2/physics_layer_0/linear_velocity = Vector2(0, 0)
1:1/2/physics_layer_0/angular_velocity = 0.0
1:1/2/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
0:1/0 = 0
0:1/0/terrain_set = 0
0:1/0/terrain = 0
0:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
0:1/0/physics_layer_0/angular_velocity = 0.0
0:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
0:1/0/terrains_peering_bit/right_side = 0
0:2/0 = 0
0:2/0/terrain_set = 0
0:2/0/terrain = 0
0:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
0:2/0/physics_layer_0/angular_velocity = 0.0
0:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
0:2/0/terrains_peering_bit/right_side = 0
0:2/0/terrains_peering_bit/top_side = 0
0:2/0/terrains_peering_bit/top_right_corner = 0
1:2/0 = 0
1:2/0/terrain_set = 0
1:2/0/terrain = 0
1:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
1:2/0/physics_layer_0/angular_velocity = 0.0
1:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
1:2/0/terrains_peering_bit/right_side = 0
1:2/0/terrains_peering_bit/left_side = 0
1:2/0/terrains_peering_bit/top_left_corner = 0
1:2/0/terrains_peering_bit/top_side = 0
1:2/0/terrains_peering_bit/top_right_corner = 0
2:2/0 = 0
2:2/0/terrain_set = 0
2:2/0/terrain = 0
2:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
2:2/0/physics_layer_0/angular_velocity = 0.0
2:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
2:2/0/terrains_peering_bit/right_side = 0
2:2/0/terrains_peering_bit/left_side = 0
2:2/0/terrains_peering_bit/top_left_corner = 0
2:2/0/terrains_peering_bit/top_side = 0
2:2/0/terrains_peering_bit/top_right_corner = 0
3:2/0 = 0
3:2/0/terrain_set = 0
3:2/0/terrain = 0
3:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
3:2/0/physics_layer_0/angular_velocity = 0.0
3:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
3:2/0/terrains_peering_bit/left_side = 0
3:2/0/terrains_peering_bit/top_left_corner = 0
3:2/0/terrains_peering_bit/top_side = 0
4:3/0 = 0
4:3/0/terrain_set = 0
4:3/0/terrain = 2
4:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
4:3/0/physics_layer_0/angular_velocity = 0.0
4:3/0/terrains_peering_bit/top_side = 1
5:2/next_alternative_id = 2
5:2/0 = 0
5:2/0/terrain_set = 0
5:2/0/terrain = 2
5:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
5:2/0/physics_layer_0/angular_velocity = 0.0
5:2/0/terrains_peering_bit/left_side = 1
5:2/1 = 1
5:2/1/physics_layer_0/linear_velocity = Vector2(0, 0)
5:2/1/physics_layer_0/angular_velocity = 0.0
5:1/0 = 0
5:1/0/terrain_set = 0
5:1/0/terrain = 2
5:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
5:1/0/physics_layer_0/angular_velocity = 0.0
5:1/0/terrains_peering_bit/left_side = 1
4:0/0 = 0
4:0/0/terrain_set = 0
4:0/0/terrain = 2
4:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
4:0/0/physics_layer_0/angular_velocity = 0.0
4:0/0/terrains_peering_bit/bottom_side = 1
3:0/0 = 0
3:0/0/terrain_set = 0
3:0/0/terrain = 2
3:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
3:0/0/physics_layer_0/angular_velocity = 0.0
3:0/0/terrains_peering_bit/bottom_side = 0
2:0/0 = 0
2:0/0/terrain_set = 0
2:0/0/terrain = 2
2:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
2:0/0/physics_layer_0/angular_velocity = 0.0
2:0/0/terrains_peering_bit/bottom_side = 0
1:0/0 = 0
1:0/0/terrain_set = 0
1:0/0/terrain = 2
1:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
1:0/0/physics_layer_0/angular_velocity = 0.0
1:0/0/terrains_peering_bit/bottom_side = 0
0:0/0 = 0
0:0/0/terrain_set = 0
0:0/0/terrain = 2
0:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
0:0/0/physics_layer_0/angular_velocity = 0.0
0:0/0/terrains_peering_bit/bottom_side = 0
18:18/0 = 0
18:18/0/physics_layer_0/linear_velocity = Vector2(0, 0)
18:18/0/physics_layer_0/angular_velocity = 0.0
18:18/0/physics_layer_0/polygon_0/points = PackedVector2Array(0, -8, 0, 8, -8, 8, -8, -8)
18:17/0 = 0
18:17/0/physics_layer_0/linear_velocity = Vector2(0, 0)
18:17/0/physics_layer_0/angular_velocity = 0.0
18:17/0/physics_layer_0/polygon_0/points = PackedVector2Array(0, -8, 0, 8, -8, 8, -8, -8)
18:16/0 = 0
18:16/0/physics_layer_0/linear_velocity = Vector2(0, 0)
18:16/0/physics_layer_0/angular_velocity = 0.0
18:16/0/physics_layer_0/polygon_0/points = PackedVector2Array(0, -8, 0, 8, -8, 8, -8, -8)
19:16/next_alternative_id = 2
19:16/0 = 0
19:16/0/physics_layer_0/linear_velocity = Vector2(0, 0)
19:16/0/physics_layer_0/angular_velocity = 0.0
19:16/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
19:16/1 = 1
19:16/1/transpose = true
19:16/1/physics_layer_0/linear_velocity = Vector2(0, 0)
19:16/1/physics_layer_0/angular_velocity = 0.0
19:16/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
19:17/next_alternative_id = 2
19:17/0 = 0
19:17/0/physics_layer_0/linear_velocity = Vector2(0, 0)
19:17/0/physics_layer_0/angular_velocity = 0.0
19:17/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
19:17/1 = 1
19:17/1/transpose = true
19:17/1/physics_layer_0/linear_velocity = Vector2(0, 0)
19:17/1/physics_layer_0/angular_velocity = 0.0
19:17/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
19:18/next_alternative_id = 2
19:18/0 = 0
19:18/0/physics_layer_0/linear_velocity = Vector2(0, 0)
19:18/0/physics_layer_0/angular_velocity = 0.0
19:18/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
19:18/1 = 1
19:18/1/transpose = true
19:18/1/physics_layer_0/linear_velocity = Vector2(0, 0)
19:18/1/physics_layer_0/angular_velocity = 0.0
19:18/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
12:11/0 = 0
12:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
12:11/0/physics_layer_0/angular_velocity = 0.0
12:11/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, -4.5, 5.5, -2, 3, 3, -1, 6, -4.5, 8, -8, -8, -8)
12:12/0 = 0
12:12/0/physics_layer_0/linear_velocity = Vector2(0, 0)
12:12/0/physics_layer_0/angular_velocity = 0.0
12:12/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, 8, -8, 8)
13:12/0 = 0
13:12/0/physics_layer_0/linear_velocity = Vector2(0, 0)
13:12/0/physics_layer_0/angular_velocity = 0.0
13:12/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, -8, 8, 8)
13:11/0 = 0
13:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
13:11/0/physics_layer_0/angular_velocity = 0.0
13:11/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, 8, 8, -8)
11:12/0 = 0
11:12/0/physics_layer_0/linear_velocity = Vector2(0, 0)
11:12/0/physics_layer_0/angular_velocity = 0.0
11:12/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 6, 8, -8, 8)
14:13/0 = 0
14:13/0/physics_layer_0/linear_velocity = Vector2(0, 0)
14:13/0/physics_layer_0/angular_velocity = 0.0
14:13/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, -2.5, 0.5, 3.5, -6, 8, -8, 8, 8)
7:15/0 = 0
7:15/0/physics_layer_0/linear_velocity = Vector2(0, 0)
7:15/0/physics_layer_0/angular_velocity = 0.0
9:14/0 = 0
9:14/0/physics_layer_0/linear_velocity = Vector2(0, 0)
9:14/0/physics_layer_0/angular_velocity = 0.0
9:13/0 = 0
9:13/0/physics_layer_0/linear_velocity = Vector2(0, 0)
9:13/0/physics_layer_0/angular_velocity = 0.0
1:15/0 = 0
1:15/0/physics_layer_0/linear_velocity = Vector2(0, 0)
1:15/0/physics_layer_0/angular_velocity = 0.0
1:15/0/physics_layer_0/polygon_0/points = PackedVector2Array(-3, -8, -3, 8, -8, 8, -8, -8)
1:14/0 = 0
1:14/0/physics_layer_0/linear_velocity = Vector2(0, 0)
1:14/0/physics_layer_0/angular_velocity = 0.0
1:14/0/physics_layer_0/polygon_0/points = PackedVector2Array(-3, -8, -3, 8, -8, 8, -8, -8)
1:13/0 = 0
1:13/0/physics_layer_0/linear_velocity = Vector2(0, 0)
1:13/0/physics_layer_0/angular_velocity = 0.0
1:13/0/physics_layer_0/polygon_0/points = PackedVector2Array(-3, -8, -3, 8, -8, 8, -8, -8)
[resource]
physics_layer_0/collision_layer = 3
terrain_set_0/mode = 0
terrain_set_0/terrain_0/name = "yah"
terrain_set_0/terrain_0/color = Color(0.5, 0.34375, 0.25, 1)
terrain_set_0/terrain_1/name = "rocks"
terrain_set_0/terrain_1/color = Color(0.5, 0.4375, 0.25, 1)
terrain_set_0/terrain_2/name = "nature"
terrain_set_0/terrain_2/color = Color(0.46875, 0.5, 0.25, 1)
terrain_set_0/terrain_3/name = "rocky path"
terrain_set_0/terrain_3/color = Color(0.375, 0.5, 0.25, 1)
terrain_set_0/terrain_4/name = "broken path"
terrain_set_0/terrain_4/color = Color(0.28125, 0.5, 0.25, 1)
terrain_set_0/terrain_5/name = "dirt"
terrain_set_0/terrain_5/color = Color(0.25, 0.5, 0.3125, 1)
sources/1 = SubResource("TileSetAtlasSource_37hlk")