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a/DungeonShooting_Godot/resource/map/Room2.tscn b/DungeonShooting_Godot/resource/map/Room2.tscn new file mode 100644 index 0000000..3b881e5 --- /dev/null +++ b/DungeonShooting_Godot/resource/map/Room2.tscn @@ -0,0 +1,8 @@ +[gd_scene load_steps=2 format=3 uid="uid://da2ujaw1xtq18"] + +[ext_resource type="TileSet" uid="uid://b00g22o1cqhe8" path="res://resource/map/tileset/TileSet1.tres" id="1_cli1n"] + +[node name="TileMap" type="TileMap"] +tile_set = ExtResource("1_cli1n") +format = 2 +layer_0/tile_data = PackedInt32Array(524300, 0, 8, 458764, 0, 8, 393228, 0, 8, 327692, 0, 8, 262156, 0, 8, 196620, 0, 8, 131084, 0, 8, 65548, 0, 8, 12, 0, 8, -65524, 0, 8, -131060, 0, 8, 524299, 0, 8, 458763, 0, 8, 393227, 0, 8, 327691, 0, 8, 262155, 0, 8, 196619, 0, 8, 131083, 0, 8, 65547, 0, 8, 11, 0, 8, -65525, 0, 8, -131061, 0, 8, 524298, 0, 8, -65526, 0, 8, -131062, 0, 8, 524297, 0, 8, -65527, 0, 8, -131063, 0, 8, 524296, 0, 8, -65528, 0, 8, -131064, 0, 8, 524295, 0, 8, -65529, 0, 8, -131065, 0, 8, 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655359, 0, 8, -196608, 131072, 7, 589824, 0, 8, -196607, 131072, 7, 589825, 0, 8, -196606, 131072, 7, 589826, 0, 8, -196605, 131072, 7, 589827, 0, 8, -196604, 131072, 7, 589828, 0, 8, -196603, 131072, 7, 589829, 0, 8, -196602, 131072, 7, 589830, 0, 8, -196601, 131072, 7, 589831, 0, 8, -196600, 131072, 7, 589832, 0, 8, -196599, 131072, 7, 589833, 0, 8, -196598, 131072, 7, 589834, 0, 8, -196597, 131072, 7, 589835, 0, 8, -196596, 131072, 7, 589836, 0, 8, -131059, 65536, 3, -65523, 65536, 3, -196595, 65536, 4, 13, 65536, 3, 65549, 65536, 3, 131085, 65536, 3, 196621, 65536, 3, 262157, 65536, 3, 327693, 65536, 3, 393229, 65536, 3, 458765, 65536, 3, 524301, 65536, 3, 589837, 65536, 3, 6, 0, 8, 7, 0, 8, 65543, 0, 8, 65542, 0, 8, 65541, 196608, 3, 5, 196608, 2, 131079, 0, 8, 131078, 0, 8, 131077, 196608, 7, 196615, 0, 8, 196614, 0, 8, 196613, 0, 8, 262151, 0, 8, 262150, 0, 8, 262149, 0, 8, 262148, 0, 8, 196612, 0, 8, 131076, 131072, 7, 262147, 0, 8, 196611, 0, 8, 131075, 131072, 7, 262146, 0, 8, 196610, 0, 8, 131074, 131072, 7, 262145, 196608, 3, 196609, 196608, 3, 131073, 196608, 4, 327683, 0, 8, 327682, 0, 8, 327681, 196608, 3, 393219, 0, 8, 393218, 0, 8, 393215, 65536, 3, 327679, 65536, 3, 262143, 65536, 3, 196607, 65536, 3, 131071, 65536, 3, 65535, 65536, 2, 0, 131072, 2, 1, 131072, 2, 2, 131072, 2, 3, 131072, 2, 4, 131072, 2, 8, 65536, 2, 65544, 65536, 3, 131080, 65536, 3, 196616, 65536, 3, 262152, 65536, 3, 327687, 131072, 2, 327686, 131072, 2, 327685, 131072, 2, 327684, 65536, 2, 327690, 196608, 3, 262154, 196608, 3, 196618, 196608, 3, 131082, 196608, 3, 65546, 196608, 3, 10, 196608, 2, 9, 131072, 2, 720894, 131072, 2, 720893, 131072, 2, 720892, 720896, 2, 720895, 131072, 2, 655360, 131072, 2, 655361, 131072, 2, 655362, 131072, 2, 655363, 131072, 2, 655364, 131072, 2, 655365, 131072, 2, 655366, 131072, 2, 655367, 131072, 2, 655368, 131072, 2, 655369, 131072, 2, 655370, 131072, 2, 655371, 131072, 2, 655372, 131072, 2, 655373, 851968, 2, 458751, 65536, 3, 393220, 65536, 3, 458761, 131072, 7, 458762, 196608, 7, 458760, 131072, 7, 458759, 131072, 7, 458758, 131072, 7, 458757, 131072, 7, 458756, 131072, 7, 393226, 196608, 3, 327688, 851968, 2, 458753, 196608, 7, 393217, 196608, 3, 458752, 131072, 7, 524287, 65536, 7) diff --git a/DungeonShooting_Godot/resource/map/tileset/TileSet1.tres b/DungeonShooting_Godot/resource/map/tileset/TileSet1.tres new file mode 100644 index 0000000..1beb8b1 --- /dev/null +++ b/DungeonShooting_Godot/resource/map/tileset/TileSet1.tres @@ -0,0 +1,605 @@ +[gd_resource type="TileSet" load_steps=3 format=3 uid="uid://b00g22o1cqhe8"] + +[ext_resource type="Texture2D" uid="uid://dj8nrd5od4fcl" path="res://resource/sprite/environment/itch-io-DungeonTileset4/16x16 dungeon ii wall reconfig v04 spritesheet.png" id="1_uvtye"] + +[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_yvgyd"] +texture = ExtResource("1_uvtye") +0:0/0 = 0 +0:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:0/0/physics_layer_0/angular_velocity = 0.0 +1:0/0 = 0 +1:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:0/0/physics_layer_0/angular_velocity = 0.0 +2:0/0 = 0 +2:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:0/0/physics_layer_0/angular_velocity = 0.0 +3:0/0 = 0 +3:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:0/0/physics_layer_0/angular_velocity = 0.0 +4:0/0 = 0 +4:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:0/0/physics_layer_0/angular_velocity = 0.0 +5:0/0 = 0 +5:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:0/0/physics_layer_0/angular_velocity = 0.0 +6:0/0 = 0 +6:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:0/0/physics_layer_0/angular_velocity = 0.0 +7:0/0 = 0 +7:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:0/0/physics_layer_0/angular_velocity = 0.0 +8:0/0 = 0 +8:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:0/0/physics_layer_0/angular_velocity = 0.0 +9:0/0 = 0 +9:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:0/0/physics_layer_0/angular_velocity = 0.0 +10:0/0 = 0 +10:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:0/0/physics_layer_0/angular_velocity = 0.0 +11:0/next_alternative_id = 2 +11:0/0 = 0 +11:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:0/0/physics_layer_0/angular_velocity = 0.0 +11:0/1 = 1 +11:0/1/physics_layer_0/linear_velocity = Vector2(0, 0) +11:0/1/physics_layer_0/angular_velocity = 0.0 +12:0/0 = 0 +12:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:0/0/physics_layer_0/angular_velocity = 0.0 +13:0/next_alternative_id = 2 +13:0/0 = 0 +13:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:0/0/physics_layer_0/angular_velocity = 0.0 +13:0/1 = 1 +13:0/1/physics_layer_0/linear_velocity = Vector2(0, 0) +13:0/1/physics_layer_0/angular_velocity = 0.0 +14:0/0 = 0 +14:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:0/0/physics_layer_0/angular_velocity = 0.0 +15:0/0 = 0 +15:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:0/0/physics_layer_0/angular_velocity = 0.0 +0:1/0 = 0 +0:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:1/0/physics_layer_0/angular_velocity = 0.0 +1:1/0 = 0 +1:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:1/0/physics_layer_0/angular_velocity = 0.0 +2:1/0 = 0 +2:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:1/0/physics_layer_0/angular_velocity = 0.0 +3:1/0 = 0 +3:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:1/0/physics_layer_0/angular_velocity = 0.0 +4:1/0 = 0 +4:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:1/0/physics_layer_0/angular_velocity = 0.0 +5:1/0 = 0 +5:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:1/0/physics_layer_0/angular_velocity = 0.0 +6:1/0 = 0 +6:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:1/0/physics_layer_0/angular_velocity = 0.0 +7:1/0 = 0 +7:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:1/0/physics_layer_0/angular_velocity = 0.0 +8:1/0 = 0 +8:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:1/0/physics_layer_0/angular_velocity = 0.0 +9:1/0 = 0 +9:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:1/0/physics_layer_0/angular_velocity = 0.0 +10:1/0 = 0 +10:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:1/0/physics_layer_0/angular_velocity = 0.0 +11:1/0 = 0 +11:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:1/0/physics_layer_0/angular_velocity = 0.0 +12:1/0 = 0 +12:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:1/0/physics_layer_0/angular_velocity = 0.0 +13:1/0 = 0 +13:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:1/0/physics_layer_0/angular_velocity = 0.0 +14:1/0 = 0 +14:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:1/0/physics_layer_0/angular_velocity = 0.0 +15:1/0 = 0 +15:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:1/0/physics_layer_0/angular_velocity = 0.0 +0:2/0 = 0 +0:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:2/0/physics_layer_0/angular_velocity = 0.0 +1:2/0 = 0 +1:2/0/terrain_set = 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/terrains_peering_bit/bottom_left_corner = 0 +1:2/0/terrains_peering_bit/top_left_corner = 0 +1:2/0/terrains_peering_bit/top_right_corner = 0 +2:2/0 = 0 +2:2/0/terrain_set = 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/terrains_peering_bit/top_left_corner = 0 +2:2/0/terrains_peering_bit/top_right_corner = 0 +3:2/0 = 0 +3:2/0/terrain_set = 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/terrains_peering_bit/bottom_right_corner = 0 +3:2/0/terrains_peering_bit/top_left_corner = 0 +3:2/0/terrains_peering_bit/top_right_corner = 0 +4:2/0 = 0 +4:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:2/0/physics_layer_0/angular_velocity = 0.0 +5:2/0 = 0 +5:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:2/0/physics_layer_0/angular_velocity = 0.0 +6:2/0 = 0 +6:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:2/0/physics_layer_0/angular_velocity = 0.0 +7:2/0 = 0 +7:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:2/0/physics_layer_0/angular_velocity = 0.0 +8:2/0 = 0 +8:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:2/0/physics_layer_0/angular_velocity = 0.0 +9:2/0 = 0 +9:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:2/0/physics_layer_0/angular_velocity = 0.0 +10:2/0 = 0 +10:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:2/0/physics_layer_0/angular_velocity = 0.0 +11:2/0 = 0 +11:2/0/terrain_set = 0 +11:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:2/0/physics_layer_0/angular_velocity = 0.0 +11:2/0/terrains_peering_bit/top_right_corner = 0 +12:2/0 = 0 +12:2/0/terrain_set = 0 +12:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:2/0/physics_layer_0/angular_velocity = 0.0 +13:2/0 = 0 +13:2/0/terrain_set = 0 +13:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:2/0/physics_layer_0/angular_velocity = 0.0 +13:2/0/terrains_peering_bit/top_left_corner = 0 +14:2/0 = 0 +14:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:2/0/physics_layer_0/angular_velocity = 0.0 +15:2/0 = 0 +15:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:2/0/physics_layer_0/angular_velocity = 0.0 +0:3/0 = 0 +0:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:3/0/physics_layer_0/angular_velocity = 0.0 +1:3/0 = 0 +1:3/0/terrain_set = 0 +1:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:3/0/physics_layer_0/angular_velocity = 0.0 +1:3/0/terrains_peering_bit/bottom_left_corner = 0 +1:3/0/terrains_peering_bit/top_left_corner = 0 +2:3/0 = 0 +2:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:3/0/physics_layer_0/angular_velocity = 0.0 +3:3/0 = 0 +3:3/0/terrain_set = 0 +3:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:3/0/physics_layer_0/angular_velocity = 0.0 +3:3/0/terrains_peering_bit/bottom_right_corner = 0 +3:3/0/terrains_peering_bit/top_right_corner = 0 +4:3/0 = 0 +4:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:3/0/physics_layer_0/angular_velocity = 0.0 +5:3/0 = 0 +5:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:3/0/physics_layer_0/angular_velocity = 0.0 +6:3/0 = 0 +6:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:3/0/physics_layer_0/angular_velocity = 0.0 +7:3/0 = 0 +7:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:3/0/physics_layer_0/angular_velocity = 0.0 +8:3/0 = 0 +8:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:3/0/physics_layer_0/angular_velocity = 0.0 +9:3/0 = 0 +9:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:3/0/physics_layer_0/angular_velocity = 0.0 +10:3/0 = 0 +10:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:3/0/physics_layer_0/angular_velocity = 0.0 +11:3/0 = 0 +11:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:3/0/physics_layer_0/angular_velocity = 0.0 +12:3/0 = 0 +12:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:3/0/physics_layer_0/angular_velocity = 0.0 +13:3/0 = 0 +13:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:3/0/physics_layer_0/angular_velocity = 0.0 +14:3/0 = 0 +14:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:3/0/physics_layer_0/angular_velocity = 0.0 +15:3/0 = 0 +15:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:3/0/physics_layer_0/angular_velocity = 0.0 +0:4/0 = 0 +0:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:4/0/physics_layer_0/angular_velocity = 0.0 +1:4/0 = 0 +1:4/0/terrain_set = 0 +1:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:4/0/physics_layer_0/angular_velocity = 0.0 +1:4/0/terrains_peering_bit/bottom_left_corner = 0 +2:4/0 = 0 +2:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:4/0/physics_layer_0/angular_velocity = 0.0 +3:4/0 = 0 +3:4/0/terrain_set = 0 +3:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:4/0/physics_layer_0/angular_velocity = 0.0 +3:4/0/terrains_peering_bit/bottom_right_corner = 0 +4:4/0 = 0 +4:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:4/0/physics_layer_0/angular_velocity = 0.0 +5:4/0 = 0 +5:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:4/0/physics_layer_0/angular_velocity = 0.0 +6:4/0 = 0 +6:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:4/0/physics_layer_0/angular_velocity = 0.0 +7:4/0 = 0 +7:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:4/0/physics_layer_0/angular_velocity = 0.0 +8:4/0 = 0 +8:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:4/0/physics_layer_0/angular_velocity = 0.0 +9:4/0 = 0 +9:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:4/0/physics_layer_0/angular_velocity = 0.0 +10:4/0 = 0 +10:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:4/0/physics_layer_0/angular_velocity = 0.0 +11:4/0 = 0 +11:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:4/0/physics_layer_0/angular_velocity = 0.0 +12:4/0 = 0 +12:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:4/0/physics_layer_0/angular_velocity = 0.0 +13:4/0 = 0 +13:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:4/0/physics_layer_0/angular_velocity = 0.0 +14:4/0 = 0 +14:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:4/0/physics_layer_0/angular_velocity = 0.0 +15:4/0 = 0 +15:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:4/0/physics_layer_0/angular_velocity = 0.0 +0:5/0 = 0 +0:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:5/0/physics_layer_0/angular_velocity = 0.0 +1:5/0 = 0 +1:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:5/0/physics_layer_0/angular_velocity = 0.0 +2:5/0 = 0 +2:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:5/0/physics_layer_0/angular_velocity = 0.0 +3:5/0 = 0 +3:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:5/0/physics_layer_0/angular_velocity = 0.0 +4:5/0 = 0 +4:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:5/0/physics_layer_0/angular_velocity = 0.0 +5:5/0 = 0 +5:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:5/0/physics_layer_0/angular_velocity = 0.0 +6:5/0 = 0 +6:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:5/0/physics_layer_0/angular_velocity = 0.0 +7:5/0 = 0 +7:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:5/0/physics_layer_0/angular_velocity = 0.0 +8:5/0 = 0 +8:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:5/0/physics_layer_0/angular_velocity = 0.0 +9:5/0 = 0 +9:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:5/0/physics_layer_0/angular_velocity = 0.0 +10:5/0 = 0 +10:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:5/0/physics_layer_0/angular_velocity = 0.0 +11:5/0 = 0 +11:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:5/0/physics_layer_0/angular_velocity = 0.0 +12:5/0 = 0 +12:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:5/0/physics_layer_0/angular_velocity = 0.0 +13:5/0 = 0 +13:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:5/0/physics_layer_0/angular_velocity = 0.0 +14:5/0 = 0 +14:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:5/0/physics_layer_0/angular_velocity = 0.0 +15:5/0 = 0 +15:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:5/0/physics_layer_0/angular_velocity = 0.0 +0:6/0 = 0 +0:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:6/0/physics_layer_0/angular_velocity = 0.0 +1:6/next_alternative_id = 3 +1:6/0 = 0 +1:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:6/0/physics_layer_0/angular_velocity = 0.0 +1:6/2 = 2 +1:6/2/physics_layer_0/linear_velocity = Vector2(0, 0) +1:6/2/physics_layer_0/angular_velocity = 0.0 +2:6/next_alternative_id = 3 +2:6/0 = 0 +2:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:6/0/physics_layer_0/angular_velocity = 0.0 +2:6/2 = 2 +2:6/2/physics_layer_0/linear_velocity = Vector2(0, 0) +2:6/2/physics_layer_0/angular_velocity = 0.0 +3:6/next_alternative_id = 3 +3:6/0 = 0 +3:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:6/0/physics_layer_0/angular_velocity = 0.0 +3:6/2 = 2 +3:6/2/physics_layer_0/linear_velocity = Vector2(0, 0) +3:6/2/physics_layer_0/angular_velocity = 0.0 +4:6/0 = 0 +4:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:6/0/physics_layer_0/angular_velocity = 0.0 +5:6/0 = 0 +5:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:6/0/physics_layer_0/angular_velocity = 0.0 +6:6/0 = 0 +6:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:6/0/physics_layer_0/angular_velocity = 0.0 +7:6/0 = 0 +7:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:6/0/physics_layer_0/angular_velocity = 0.0 +8:6/0 = 0 +8:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:6/0/physics_layer_0/angular_velocity = 0.0 +9:6/0 = 0 +9:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:6/0/physics_layer_0/angular_velocity = 0.0 +10:6/0 = 0 +10:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:6/0/physics_layer_0/angular_velocity = 0.0 +11:6/0 = 0 +11:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:6/0/physics_layer_0/angular_velocity = 0.0 +12:6/0 = 0 +12:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:6/0/physics_layer_0/angular_velocity = 0.0 +13:6/0 = 0 +13:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:6/0/physics_layer_0/angular_velocity = 0.0 +14:6/0 = 0 +14:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:6/0/physics_layer_0/angular_velocity = 0.0 +15:6/0 = 0 +15:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:6/0/physics_layer_0/angular_velocity = 0.0 +0:7/0 = 0 +0:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:7/0/physics_layer_0/angular_velocity = 0.0 +1:7/0 = 0 +1:7/0/terrain_set = 0 +1:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:7/0/physics_layer_0/angular_velocity = 0.0 +1:7/0/terrains_peering_bit/bottom_right_corner = 0 +1:7/0/terrains_peering_bit/bottom_left_corner = 0 +1:7/0/terrains_peering_bit/top_left_corner = 0 +2:7/0 = 0 +2:7/0/terrain_set = 0 +2:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:7/0/physics_layer_0/angular_velocity = 0.0 +2:7/0/terrains_peering_bit/bottom_right_corner = 0 +2:7/0/terrains_peering_bit/bottom_left_corner = 0 +3:7/0 = 0 +3:7/0/terrain_set = 0 +3:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:7/0/physics_layer_0/angular_velocity = 0.0 +3:7/0/terrains_peering_bit/bottom_right_corner = 0 +3:7/0/terrains_peering_bit/bottom_left_corner = 0 +3:7/0/terrains_peering_bit/top_right_corner = 0 +4:7/0 = 0 +4:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:7/0/physics_layer_0/angular_velocity = 0.0 +5:7/0 = 0 +5:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:7/0/physics_layer_0/angular_velocity = 0.0 +6:7/0 = 0 +6:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:7/0/physics_layer_0/angular_velocity = 0.0 +7:7/0 = 0 +7:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:7/0/physics_layer_0/angular_velocity = 0.0 +8:7/0 = 0 +8:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:7/0/physics_layer_0/angular_velocity = 0.0 +9:7/0 = 0 +9:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:7/0/physics_layer_0/angular_velocity = 0.0 +10:7/0 = 0 +10:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:7/0/physics_layer_0/angular_velocity = 0.0 +11:7/0 = 0 +11:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:7/0/physics_layer_0/angular_velocity = 0.0 +12:7/0 = 0 +12:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:7/0/physics_layer_0/angular_velocity = 0.0 +13:7/0 = 0 +13:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:7/0/physics_layer_0/angular_velocity = 0.0 +14:7/0 = 0 +14:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:7/0/physics_layer_0/angular_velocity = 0.0 +15:7/0 = 0 +15:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:7/0/physics_layer_0/angular_velocity = 0.0 +0:8/0 = 0 +0:8/0/terrain_set = 0 +0:8/0/terrain = 0 +0:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:8/0/physics_layer_0/angular_velocity = 0.0 +0:8/0/terrains_peering_bit/bottom_right_corner = 0 +0:8/0/terrains_peering_bit/bottom_left_corner = 0 +0:8/0/terrains_peering_bit/top_left_corner = 0 +0:8/0/terrains_peering_bit/top_right_corner = 0 +1:8/0 = 0 +1:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:8/0/physics_layer_0/angular_velocity = 0.0 +2:8/0 = 0 +2:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:8/0/physics_layer_0/angular_velocity = 0.0 +3:8/0 = 0 +3:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:8/0/physics_layer_0/angular_velocity = 0.0 +4:8/0 = 0 +4:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:8/0/physics_layer_0/angular_velocity = 0.0 +5:8/0 = 0 +5:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:8/0/physics_layer_0/angular_velocity = 0.0 +6:8/0 = 0 +6:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:8/0/physics_layer_0/angular_velocity = 0.0 +7:8/0 = 0 +7:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:8/0/physics_layer_0/angular_velocity = 0.0 +8:8/0 = 0 +8:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:8/0/physics_layer_0/angular_velocity = 0.0 +9:8/0 = 0 +9:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:8/0/physics_layer_0/angular_velocity = 0.0 +10:8/0 = 0 +10:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:8/0/physics_layer_0/angular_velocity = 0.0 +11:8/0 = 0 +11:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:8/0/physics_layer_0/angular_velocity = 0.0 +12:8/0 = 0 +12:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:8/0/physics_layer_0/angular_velocity = 0.0 +13:8/0 = 0 +13:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:8/0/physics_layer_0/angular_velocity = 0.0 +14:8/0 = 0 +14:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:8/0/physics_layer_0/angular_velocity = 0.0 +15:8/0 = 0 +15:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:8/0/physics_layer_0/angular_velocity = 0.0 +0:9/0 = 0 +0:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:9/0/physics_layer_0/angular_velocity = 0.0 +1:9/0 = 0 +1:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:9/0/physics_layer_0/angular_velocity = 0.0 +2:9/0 = 0 +2:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:9/0/physics_layer_0/angular_velocity = 0.0 +3:9/0 = 0 +3:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:9/0/physics_layer_0/angular_velocity = 0.0 +4:9/0 = 0 +4:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:9/0/physics_layer_0/angular_velocity = 0.0 +5:9/0 = 0 +5:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:9/0/physics_layer_0/angular_velocity = 0.0 +6:9/0 = 0 +6:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:9/0/physics_layer_0/angular_velocity = 0.0 +7:9/0 = 0 +7:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:9/0/physics_layer_0/angular_velocity = 0.0 +10:9/0 = 0 +10:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:9/0/physics_layer_0/angular_velocity = 0.0 +11:9/0 = 0 +11:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:9/0/physics_layer_0/angular_velocity = 0.0 +12:9/0 = 0 +12:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:9/0/physics_layer_0/angular_velocity = 0.0 +13:9/0 = 0 +13:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:9/0/physics_layer_0/angular_velocity = 0.0 +14:9/0 = 0 +14:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:9/0/physics_layer_0/angular_velocity = 0.0 +15:9/0 = 0 +15:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:9/0/physics_layer_0/angular_velocity = 0.0 +0:10/0 = 0 +0:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:10/0/physics_layer_0/angular_velocity = 0.0 +1:10/0 = 0 +1:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:10/0/physics_layer_0/angular_velocity = 0.0 +2:10/0 = 0 +2:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:10/0/physics_layer_0/angular_velocity = 0.0 +3:10/0 = 0 +3:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:10/0/physics_layer_0/angular_velocity = 0.0 +5:10/0 = 0 +5:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:10/0/physics_layer_0/angular_velocity = 0.0 +6:10/0 = 0 +6:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:10/0/physics_layer_0/angular_velocity = 0.0 +7:10/0 = 0 +7:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:10/0/physics_layer_0/angular_velocity = 0.0 +13:10/0 = 0 +13:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:10/0/physics_layer_0/angular_velocity = 0.0 +14:10/0 = 0 +14:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:10/0/physics_layer_0/angular_velocity = 0.0 +15:10/0 = 0 +15:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:10/0/physics_layer_0/angular_velocity = 0.0 +0:11/0 = 0 +0:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:11/0/physics_layer_0/angular_velocity = 0.0 +1:11/0 = 0 +1:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:11/0/physics_layer_0/angular_velocity = 0.0 +2:11/0 = 0 +2:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:11/0/physics_layer_0/angular_velocity = 0.0 +3:11/0 = 0 +3:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:11/0/physics_layer_0/angular_velocity = 0.0 +4:11/0 = 0 +4:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:11/0/physics_layer_0/angular_velocity = 0.0 +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 +14:11/0 = 0 +14:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:11/0/physics_layer_0/angular_velocity = 0.0 +15:11/0 = 0 +15:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:11/0/physics_layer_0/angular_velocity = 0.0 + +[resource] +physics_layer_0/collision_layer = 1 +physics_layer_0/collision_mask = 0 +terrain_set_0/mode = 1 +terrain_set_0/terrain_0/name = "Terrain 0" +terrain_set_0/terrain_0/color = Color(0.886275, 0.0980392, 0.0980392, 1) +sources/0 = SubResource("TileSetAtlasSource_yvgyd") diff --git a/DungeonShooting_Godot/scene/test/TestNewTileMap.tscn b/DungeonShooting_Godot/scene/test/TestNewTileMap.tscn index 79d64c8..00086de 100644 --- a/DungeonShooting_Godot/scene/test/TestNewTileMap.tscn +++ b/DungeonShooting_Godot/scene/test/TestNewTileMap.tscn @@ -1,602 +1,6 @@ -[gd_scene load_steps=5 format=3 uid="uid://dr72ij0rwlafo"] +[gd_scene load_steps=3 format=3 uid="uid://dr72ij0rwlafo"] -[ext_resource type="Texture2D" uid="uid://dj8nrd5od4fcl" path="res://resource/sprite/environment/itch-io-DungeonTileset4/16x16 dungeon ii wall reconfig v04 spritesheet.png" id="1_jwf2w"] - -[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_qw0cx"] -texture = ExtResource("1_jwf2w") -0:0/next_alternative_id = 4 -0:0/0 = 0 -0:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/0/physics_layer_0/angular_velocity = 0.0 -1:0/next_alternative_id = 2 -1:0/0 = 0 -1:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -1:0/0/physics_layer_0/angular_velocity = 0.0 -2:0/0 = 0 -2:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -2:0/0/physics_layer_0/angular_velocity = 0.0 -3:0/0 = 0 -3:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -3:0/0/physics_layer_0/angular_velocity = 0.0 -4:0/0 = 0 -4:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -4:0/0/physics_layer_0/angular_velocity = 0.0 -5:0/0 = 0 -5:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -5:0/0/physics_layer_0/angular_velocity = 0.0 -6:0/0 = 0 -6:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -6:0/0/physics_layer_0/angular_velocity = 0.0 -7:0/0 = 0 -7:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -7:0/0/physics_layer_0/angular_velocity = 0.0 -8:0/0 = 0 -8:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -8:0/0/physics_layer_0/angular_velocity = 0.0 -9:0/0 = 0 -9:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -9:0/0/physics_layer_0/angular_velocity = 0.0 -10:0/0 = 0 -10:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -10:0/0/physics_layer_0/angular_velocity = 0.0 -11:0/0 = 0 -11:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -11:0/0/physics_layer_0/angular_velocity = 0.0 -12:0/0 = 0 -12:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -12:0/0/physics_layer_0/angular_velocity = 0.0 -13:0/0 = 0 -13:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -13:0/0/physics_layer_0/angular_velocity = 0.0 -14:0/0 = 0 -14:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -14:0/0/physics_layer_0/angular_velocity = 0.0 -15:0/0 = 0 -15:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -15:0/0/physics_layer_0/angular_velocity = 0.0 -0:1/next_alternative_id = 2 -0:1/0 = 0 -0:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:1/0/physics_layer_0/angular_velocity = 0.0 -1:1/next_alternative_id = 5 -1:1/0 = 0 -1:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -1:1/0/physics_layer_0/angular_velocity = 0.0 -2:1/0 = 0 -2:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -2:1/0/physics_layer_0/angular_velocity = 0.0 -3:1/0 = 0 -3:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -3:1/0/physics_layer_0/angular_velocity = 0.0 -4:1/0 = 0 -4:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -4:1/0/physics_layer_0/angular_velocity = 0.0 -5:1/0 = 0 -5:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -5:1/0/physics_layer_0/angular_velocity = 0.0 -6:1/0 = 0 -6:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -6:1/0/physics_layer_0/angular_velocity = 0.0 -7:1/0 = 0 -7:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -7:1/0/physics_layer_0/angular_velocity = 0.0 -8:1/0 = 0 -8:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -8:1/0/physics_layer_0/angular_velocity = 0.0 -9:1/0 = 0 -9:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -9:1/0/physics_layer_0/angular_velocity = 0.0 -10:1/0 = 0 -10:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -10:1/0/physics_layer_0/angular_velocity = 0.0 -11:1/0 = 0 -11:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -11:1/0/physics_layer_0/angular_velocity = 0.0 -12:1/0 = 0 -12:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -12:1/0/physics_layer_0/angular_velocity = 0.0 -13:1/0 = 0 -13:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -13:1/0/physics_layer_0/angular_velocity = 0.0 -14:1/0 = 0 -14:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -14:1/0/physics_layer_0/angular_velocity = 0.0 -15:1/0 = 0 -15:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -15:1/0/physics_layer_0/angular_velocity = 0.0 -0:2/0 = 0 -0:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:2/0/physics_layer_0/angular_velocity = 0.0 -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/bottom_side = 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/terrains_peering_bit/right_side = 0 -2:2/0/terrains_peering_bit/bottom_side = 0 -2:2/0/terrains_peering_bit/left_side = 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/bottom_side = 0 -3:2/0/terrains_peering_bit/left_side = 0 -4:2/0 = 0 -4:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -4:2/0/physics_layer_0/angular_velocity = 0.0 -5:2/0 = 0 -5:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -5:2/0/physics_layer_0/angular_velocity = 0.0 -6:2/0 = 0 -6:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -6:2/0/physics_layer_0/angular_velocity = 0.0 -7:2/0 = 0 -7:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -7:2/0/physics_layer_0/angular_velocity = 0.0 -8:2/0 = 0 -8:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -8:2/0/physics_layer_0/angular_velocity = 0.0 -9:2/0 = 0 -9:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -9:2/0/physics_layer_0/angular_velocity = 0.0 -10:2/0 = 0 -10:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -10:2/0/physics_layer_0/angular_velocity = 0.0 -11:2/0 = 0 -11:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -11:2/0/physics_layer_0/angular_velocity = 0.0 -12:2/0 = 0 -12:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -12:2/0/physics_layer_0/angular_velocity = 0.0 -13:2/0 = 0 -13:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -13:2/0/physics_layer_0/angular_velocity = 0.0 -14:2/0 = 0 -14:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -14:2/0/physics_layer_0/angular_velocity = 0.0 -15:2/0 = 0 -15:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -15:2/0/physics_layer_0/angular_velocity = 0.0 -0:3/0 = 0 -0:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:3/0/physics_layer_0/angular_velocity = 0.0 -1:3/0 = 0 -1:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -1:3/0/physics_layer_0/angular_velocity = 0.0 -2:3/0 = 0 -2:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -2:3/0/physics_layer_0/angular_velocity = 0.0 -3:3/0 = 0 -3:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -3:3/0/physics_layer_0/angular_velocity = 0.0 -4:3/0 = 0 -4:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -4:3/0/physics_layer_0/angular_velocity = 0.0 -5:3/0 = 0 -5:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -5:3/0/physics_layer_0/angular_velocity = 0.0 -6:3/0 = 0 -6:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -6:3/0/physics_layer_0/angular_velocity = 0.0 -7:3/0 = 0 -7:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -7:3/0/physics_layer_0/angular_velocity = 0.0 -8:3/0 = 0 -8:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -8:3/0/physics_layer_0/angular_velocity = 0.0 -9:3/0 = 0 -9:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -9:3/0/physics_layer_0/angular_velocity = 0.0 -10:3/0 = 0 -10:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -10:3/0/physics_layer_0/angular_velocity = 0.0 -11:3/0 = 0 -11:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -11:3/0/physics_layer_0/angular_velocity = 0.0 -12:3/0 = 0 -12:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -12:3/0/physics_layer_0/angular_velocity = 0.0 -13:3/0 = 0 -13:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -13:3/0/physics_layer_0/angular_velocity = 0.0 -14:3/0 = 0 -14:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -14:3/0/physics_layer_0/angular_velocity = 0.0 -15:3/0 = 0 -15:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -15:3/0/physics_layer_0/angular_velocity = 0.0 -0:4/0 = 0 -0:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:4/0/physics_layer_0/angular_velocity = 0.0 -1:4/0 = 0 -1:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -1:4/0/physics_layer_0/angular_velocity = 0.0 -2:4/0 = 0 -2:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -2:4/0/physics_layer_0/angular_velocity = 0.0 -3:4/0 = 0 -3:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -3:4/0/physics_layer_0/angular_velocity = 0.0 -4:4/0 = 0 -4:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -4:4/0/physics_layer_0/angular_velocity = 0.0 -5:4/0 = 0 -5:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -5:4/0/physics_layer_0/angular_velocity = 0.0 -6:4/0 = 0 -6:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -6:4/0/physics_layer_0/angular_velocity = 0.0 -7:4/0 = 0 -7:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -7:4/0/physics_layer_0/angular_velocity = 0.0 -8:4/0 = 0 -8:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -8:4/0/physics_layer_0/angular_velocity = 0.0 -9:4/0 = 0 -9:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -9:4/0/physics_layer_0/angular_velocity = 0.0 -10:4/0 = 0 -10:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -10:4/0/physics_layer_0/angular_velocity = 0.0 -11:4/0 = 0 -11:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -11:4/0/physics_layer_0/angular_velocity = 0.0 -12:4/0 = 0 -12:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -12:4/0/physics_layer_0/angular_velocity = 0.0 -13:4/0 = 0 -13:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -13:4/0/physics_layer_0/angular_velocity = 0.0 -14:4/next_alternative_id = 2 -14:4/0 = 0 -14:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -14:4/0/physics_layer_0/angular_velocity = 0.0 -15:4/0 = 0 -15:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -15:4/0/physics_layer_0/angular_velocity = 0.0 -0:5/0 = 0 -0:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:5/0/physics_layer_0/angular_velocity = 0.0 -1:5/0 = 0 -1:5/0/terrain_set = 0 -1:5/0/terrain = 0 -1:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -1:5/0/physics_layer_0/angular_velocity = 0.0 -1:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -1:5/0/terrains_peering_bit/right_side = 0 -1:5/0/terrains_peering_bit/bottom_side = 0 -1:5/0/terrains_peering_bit/top_side = 0 -2:5/0 = 0 -2:5/0/terrain_set = 0 -2:5/0/terrain = 0 -2:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -2:5/0/physics_layer_0/angular_velocity = 0.0 -2:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -2:5/0/terrains_peering_bit/right_side = 0 -2:5/0/terrains_peering_bit/bottom_side = 0 -2:5/0/terrains_peering_bit/left_side = 0 -2:5/0/terrains_peering_bit/top_side = 0 -3:5/0 = 0 -3:5/0/terrain_set = 0 -3:5/0/terrain = 0 -3:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -3:5/0/physics_layer_0/angular_velocity = 0.0 -3:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -3:5/0/terrains_peering_bit/bottom_side = 0 -3:5/0/terrains_peering_bit/left_side = 0 -3:5/0/terrains_peering_bit/top_side = 0 -4:5/0 = 0 -4:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -4:5/0/physics_layer_0/angular_velocity = 0.0 -5:5/0 = 0 -5:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -5:5/0/physics_layer_0/angular_velocity = 0.0 -6:5/0 = 0 -6:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -6:5/0/physics_layer_0/angular_velocity = 0.0 -7:5/0 = 0 -7:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -7:5/0/physics_layer_0/angular_velocity = 0.0 -8:5/0 = 0 -8:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -8:5/0/physics_layer_0/angular_velocity = 0.0 -9:5/0 = 0 -9:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -9:5/0/physics_layer_0/angular_velocity = 0.0 -10:5/0 = 0 -10:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -10:5/0/physics_layer_0/angular_velocity = 0.0 -11:5/0 = 0 -11:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -11:5/0/physics_layer_0/angular_velocity = 0.0 -12:5/0 = 0 -12:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -12:5/0/physics_layer_0/angular_velocity = 0.0 -13:5/0 = 0 -13:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -13:5/0/physics_layer_0/angular_velocity = 0.0 -14:5/next_alternative_id = 2 -14:5/0 = 0 -14:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -14:5/0/physics_layer_0/angular_velocity = 0.0 -15:5/0 = 0 -15:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) -15:5/0/physics_layer_0/angular_velocity = 0.0 -0:6/0 = 0 -0:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:6/0/physics_layer_0/angular_velocity = 0.0 -1:6/0 = 0 -1:6/0/terrain_set = 0 -1:6/0/terrain = 0 -1:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -1:6/0/physics_layer_0/angular_velocity = 0.0 -1:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -1:6/0/terrains_peering_bit/right_side = 0 -1:6/0/terrains_peering_bit/top_side = 0 -2:6/0 = 0 -2:6/0/terrain_set = 0 -2:6/0/terrain = 0 -2:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -2:6/0/physics_layer_0/angular_velocity = 0.0 -2:6/0/terrains_peering_bit/right_side = 0 -2:6/0/terrains_peering_bit/left_side = 0 -2:6/0/terrains_peering_bit/top_side = 0 -3:6/0 = 0 -3:6/0/terrain_set = 0 -3:6/0/terrain = 0 -3:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -3:6/0/physics_layer_0/angular_velocity = 0.0 -3:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -3:6/0/terrains_peering_bit/left_side = 0 -3:6/0/terrains_peering_bit/top_side = 0 -4:6/0 = 0 -4:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -4:6/0/physics_layer_0/angular_velocity = 0.0 -5:6/0 = 0 -5:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -5:6/0/physics_layer_0/angular_velocity = 0.0 -6:6/0 = 0 -6:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -6:6/0/physics_layer_0/angular_velocity = 0.0 -7:6/0 = 0 -7:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -7:6/0/physics_layer_0/angular_velocity = 0.0 -8:6/0 = 0 -8:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -8:6/0/physics_layer_0/angular_velocity = 0.0 -9:6/0 = 0 -9:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -9:6/0/physics_layer_0/angular_velocity = 0.0 -10:6/0 = 0 -10:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -10:6/0/physics_layer_0/angular_velocity = 0.0 -11:6/0 = 0 -11:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -11:6/0/physics_layer_0/angular_velocity = 0.0 -12:6/0 = 0 -12:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -12:6/0/physics_layer_0/angular_velocity = 0.0 -13:6/0 = 0 -13:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -13:6/0/physics_layer_0/angular_velocity = 0.0 -14:6/next_alternative_id = 2 -14:6/0 = 0 -14:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -14:6/0/physics_layer_0/angular_velocity = 0.0 -15:6/0 = 0 -15:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) -15:6/0/physics_layer_0/angular_velocity = 0.0 -0:7/0 = 0 -0:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:7/0/physics_layer_0/angular_velocity = 0.0 -1:7/0 = 0 -1:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -1:7/0/physics_layer_0/angular_velocity = 0.0 -2:7/0 = 0 -2:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -2:7/0/physics_layer_0/angular_velocity = 0.0 -3:7/0 = 0 -3:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -3:7/0/physics_layer_0/angular_velocity = 0.0 -4:7/0 = 0 -4:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -4:7/0/physics_layer_0/angular_velocity = 0.0 -5:7/0 = 0 -5:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -5:7/0/physics_layer_0/angular_velocity = 0.0 -6:7/0 = 0 -6:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -6:7/0/physics_layer_0/angular_velocity = 0.0 -7:7/0 = 0 -7:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -7:7/0/physics_layer_0/angular_velocity = 0.0 -8:7/0 = 0 -8:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -8:7/0/physics_layer_0/angular_velocity = 0.0 -9:7/0 = 0 -9:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -9:7/0/physics_layer_0/angular_velocity = 0.0 -10:7/0 = 0 -10:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -10:7/0/physics_layer_0/angular_velocity = 0.0 -11:7/0 = 0 -11:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -11:7/0/physics_layer_0/angular_velocity = 0.0 -12:7/0 = 0 -12:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -12:7/0/physics_layer_0/angular_velocity = 0.0 -13:7/0 = 0 -13:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -13:7/0/physics_layer_0/angular_velocity = 0.0 -14:7/0 = 0 -14:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -14:7/0/physics_layer_0/angular_velocity = 0.0 -15:7/0 = 0 -15:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) -15:7/0/physics_layer_0/angular_velocity = 0.0 -0:8/0 = 0 -0:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:8/0/physics_layer_0/angular_velocity = 0.0 -1:8/0 = 0 -1:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -1:8/0/physics_layer_0/angular_velocity = 0.0 -2:8/0 = 0 -2:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -2:8/0/physics_layer_0/angular_velocity = 0.0 -3:8/0 = 0 -3:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -3:8/0/physics_layer_0/angular_velocity = 0.0 -4:8/0 = 0 -4:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -4:8/0/physics_layer_0/angular_velocity = 0.0 -5:8/0 = 0 -5:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -5:8/0/physics_layer_0/angular_velocity = 0.0 -6:8/0 = 0 -6:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -6:8/0/physics_layer_0/angular_velocity = 0.0 -7:8/0 = 0 -7:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -7:8/0/physics_layer_0/angular_velocity = 0.0 -8:8/0 = 0 -8:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -8:8/0/physics_layer_0/angular_velocity = 0.0 -9:8/0 = 0 -9:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -9:8/0/physics_layer_0/angular_velocity = 0.0 -10:8/0 = 0 -10:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -10:8/0/physics_layer_0/angular_velocity = 0.0 -11:8/0 = 0 -11:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -11:8/0/physics_layer_0/angular_velocity = 0.0 -12:8/0 = 0 -12:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -12:8/0/physics_layer_0/angular_velocity = 0.0 -13:8/0 = 0 -13:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -13:8/0/physics_layer_0/angular_velocity = 0.0 -14:8/0 = 0 -14:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -14:8/0/physics_layer_0/angular_velocity = 0.0 -15:8/0 = 0 -15:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) -15:8/0/physics_layer_0/angular_velocity = 0.0 -0:9/0 = 0 -0:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:9/0/physics_layer_0/angular_velocity = 0.0 -1:9/0 = 0 -1:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) -1:9/0/physics_layer_0/angular_velocity = 0.0 -2:9/0 = 0 -2:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) -2:9/0/physics_layer_0/angular_velocity = 0.0 -3:9/0 = 0 -3:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) -3:9/0/physics_layer_0/angular_velocity = 0.0 -4:9/0 = 0 -4:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) -4:9/0/physics_layer_0/angular_velocity = 0.0 -5:9/0 = 0 -5:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) -5:9/0/physics_layer_0/angular_velocity = 0.0 -6:9/0 = 0 -6:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) -6:9/0/physics_layer_0/angular_velocity = 0.0 -7:9/0 = 0 -7:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) -7:9/0/physics_layer_0/angular_velocity = 0.0 -10:9/0 = 0 -10:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) -10:9/0/physics_layer_0/angular_velocity = 0.0 -11:9/0 = 0 -11:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) -11:9/0/physics_layer_0/angular_velocity = 0.0 -12:9/0 = 0 -12:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) -12:9/0/physics_layer_0/angular_velocity = 0.0 -13:9/0 = 0 -13:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) -13:9/0/physics_layer_0/angular_velocity = 0.0 -14:9/0 = 0 -14:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) -14:9/0/physics_layer_0/angular_velocity = 0.0 -15:9/0 = 0 -15:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) -15:9/0/physics_layer_0/angular_velocity = 0.0 -0:10/0 = 0 -0:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:10/0/physics_layer_0/angular_velocity = 0.0 -1:10/0 = 0 -1:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) -1:10/0/physics_layer_0/angular_velocity = 0.0 -2:10/0 = 0 -2:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) -2:10/0/physics_layer_0/angular_velocity = 0.0 -3:10/0 = 0 -3:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) -3:10/0/physics_layer_0/angular_velocity = 0.0 -5:10/0 = 0 -5:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) -5:10/0/physics_layer_0/angular_velocity = 0.0 -6:10/0 = 0 -6:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) -6:10/0/physics_layer_0/angular_velocity = 0.0 -7:10/0 = 0 -7:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) -7:10/0/physics_layer_0/angular_velocity = 0.0 -13:10/0 = 0 -13:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) -13:10/0/physics_layer_0/angular_velocity = 0.0 -14:10/0 = 0 -14:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) -14:10/0/physics_layer_0/angular_velocity = 0.0 -15:10/0 = 0 -15:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) -15:10/0/physics_layer_0/angular_velocity = 0.0 -0:11/0 = 0 -0:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:11/0/physics_layer_0/angular_velocity = 0.0 -1:11/0 = 0 -1:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) -1:11/0/physics_layer_0/angular_velocity = 0.0 -2:11/0 = 0 -2:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) -2:11/0/physics_layer_0/angular_velocity = 0.0 -3:11/0 = 0 -3:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) -3:11/0/physics_layer_0/angular_velocity = 0.0 -4:11/0 = 0 -4:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) -4:11/0/physics_layer_0/angular_velocity = 0.0 -15:11/0 = 0 -15:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) -15:11/0/physics_layer_0/angular_velocity = 0.0 -14:11/0 = 0 -14:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) -14:11/0/physics_layer_0/angular_velocity = 0.0 -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 - -[sub_resource type="TileSet" id="TileSet_wbkcy"] -physics_layer_0/collision_layer = 1 -terrain_set_0/mode = 2 -terrain_set_0/terrain_0/name = "Terrain 0" -terrain_set_0/terrain_0/color = Color(0.984314, 0.0156863, 0.0156863, 1) -custom_data_layer_0/name = "test" -custom_data_layer_0/type = 2 -sources/0 = SubResource("TileSetAtlasSource_qw0cx") +[ext_resource type="TileSet" uid="uid://b00g22o1cqhe8" path="res://resource/map/tileset/TileSet1.tres" id="1_oisp3"] [sub_resource type="CircleShape2D" id="CircleShape2D_wsquq"] @@ -604,11 +8,11 @@ [node name="TileMap" type="TileMap" parent="."] y_sort_enabled = true -tile_set = SubResource("TileSet_wbkcy") +tile_set = ExtResource("1_oisp3") format = 2 layer_0/name = "layer1" layer_0/y_sort_enabled = true -layer_0/tile_data = PackedInt32Array(458756, 65536, 2, 458757, 131072, 2, 458758, 131072, 2, 458759, 131072, 2, 458760, 131072, 2, 458761, 196608, 2, 524297, 131072, 5, 524296, 131072, 5, 524295, 131072, 5, 524294, 131072, 5, 524293, 131072, 5, 524292, 65536, 5, 589828, 65536, 6, 589829, 131072, 6, 589830, 131072, 6, 589831, 131072, 6, 589832, 131072, 6, 589833, 131072, 6, 589834, 131072, 6, 524298, 131072, 2, 524299, 196608, 2, 589835, 196608, 6) +layer_0/tile_data = PackedInt32Array(-196612, 0, 8, -196611, 0, 8, -131075, 0, 8, -131076, 0, 8, -131077, 0, 8, -196613, 0, 8, -262149, 0, 8, -262148, 0, 8, -262147, 0, 8, -196610, 0, 8, -262146, 0, 8, -196609, 0, 8, -65541, 0, 8, -4, 0, 8, -5, 0, 8, 65534, 0, 8, 65533, 0, 8, 65532, 0, 8, 131070, 0, 8, 131069, 0, 8, 131068, 0, 8, 131067, 0, 8, 65531, 0, 8, -65540, 0, 8, -131078, 0, 8, -196614, 0, 8, -262150, 0, 8, -65542, 0, 8, -65539, 0, 8, 196606, 0, 8, 196605, 0, 8, 196604, 0, 8, 196603, 0, 8, 196602, 0, 8, 131066, 0, 8, 65530, 0, 8, -6, 0, 8, -262145, 0, 8, -262144, 0, 8, -327680, 0, 8, -262143, 0, 8, -327679, 0, 8, -262142, 0, 8, -327678, 0, 8, -262141, 0, 8, -327677, 0, 8, -262140, 0, 8, -327676, 0, 8, -262139, 0, 8, -262138, 0, 8, 9, 0, 8, 65545, 0, 8, -327675, 0, 8, -327674, 0, 8, -262137, 0, 8, -327673, 0, 8, -262136, 0, 8, -327672, 0, 8, -262135, 0, 8, -196599, 0, 8, -327671, 0, 8, -262134, 0, 8, -196598, 0, 8, -327670, 0, 8, -131063, 0, 8, -131062, 0, 8, -65527, 0, 8, -131074, 0, 8, -65538, 0, 8, 393231, 0, 8, 327695, 0, 8, 262159, 0, 8, 196623, 0, 8, 131087, 0, 8, 65551, 0, 8, 15, 0, 8, -65521, 0, 8, -131057, 0, 8, -196593, 0, 8, -262129, 0, 8, -327665, 0, 8, -393201, 0, 8, -458737, 0, 8, -524273, 0, 8, 393230, 0, 8, 327694, 0, 8, 262158, 0, 8, 196622, 0, 8, 131086, 0, 8, 65550, 0, 8, 14, 0, 8, -65522, 0, 8, -131058, 0, 8, -196594, 0, 8, -262130, 0, 8, -327666, 0, 8, -393202, 0, 8, -458738, 0, 8, -524274, 0, 8, 393229, 0, 8, 327693, 0, 8, 262157, 0, 8, 196621, 0, 8, 131085, 0, 8, 65549, 0, 8, 13, 0, 8, -65523, 0, 8, -131059, 0, 8, -196595, 0, 8, -262131, 0, 8, -327667, 0, 8, -393203, 0, 8, -458739, 0, 8, -524275, 0, 8, 393228, 0, 8, 327692, 0, 8, 262156, 0, 8, 196620, 0, 8, 131084, 0, 8, 65548, 0, 8, 12, 0, 8, -65524, 0, 8, -131060, 0, 8, -196596, 0, 8, -262132, 0, 8, -327668, 0, 8, -393204, 0, 8, -458740, 0, 8, -524276, 0, 8, 393227, 0, 8, 327691, 0, 8, 262155, 0, 8, 196619, 0, 8, 131083, 0, 8, 65547, 0, 8, 11, 0, 8, -65525, 0, 8, -131061, 0, 8, -196597, 0, 8, -262133, 0, 8, -327669, 0, 8, -393205, 0, 8, -458741, 0, 8, -524277, 0, 8, 393226, 0, 8, 327690, 0, 8, 262154, 0, 8, 196618, 0, 8, 131082, 0, 8, 65546, 0, 8, 10, 0, 8, -65526, 0, 8, -393206, 0, 8, -458742, 0, 8, -524278, 0, 8, 393225, 0, 8, 327689, 0, 8, 262153, 0, 8, 196617, 0, 8, 131081, 0, 8, -393207, 0, 8, -458743, 0, 8, -524279, 0, 8, 393224, 0, 8, 327688, 0, 8, 262152, 0, 8, 196616, 0, 8, -393208, 0, 8, -458744, 0, 8, -524280, 0, 8, 393223, 0, 8, 327687, 0, 8, 262151, 0, 8, 196615, 0, 8, -393209, 0, 8, -458745, 0, 8, -524281, 0, 8, 393222, 0, 8, 327686, 0, 8, 262150, 0, 8, 196614, 0, 8, -393210, 0, 8, -458746, 0, 8, -524282, 0, 8, 393221, 0, 8, 327685, 0, 8, 262149, 0, 8, 196613, 0, 8, -393211, 0, 8, -458747, 0, 8, -524283, 0, 8, 393220, 0, 8, 327684, 0, 8, 262148, 0, 8, 196612, 0, 8, -393212, 0, 8, -458748, 0, 8, -524284, 0, 8, 393219, 0, 8, 327683, 0, 8, 262147, 0, 8, 196611, 0, 8, -393213, 0, 8, -458749, 0, 8, -524285, 0, 8, 393218, 0, 8, 327682, 0, 8, 262146, 0, 8, 196610, 0, 8, -393214, 0, 8, -458750, 0, 8, -524286, 0, 8, 393217, 0, 8, 327681, 0, 8, 262145, 0, 8, 196609, 0, 8, -393215, 0, 8, -458751, 0, 8, -524287, 0, 8, 393216, 0, 8, 327680, 0, 8, 262144, 0, 8, 196608, 0, 8, -393216, 0, 8, -458752, 0, 8, -524288, 0, 8, 458751, 0, 8, 393215, 0, 8, 327679, 0, 8, 262143, 0, 8, -327681, 0, 8, -393217, 0, 8, -458753, 0, 8, 458750, 0, 8, 393214, 0, 8, 327678, 0, 8, 262142, 0, 8, -2, 0, 8, -327682, 0, 8, -393218, 0, 8, -458754, 0, 8, 458749, 0, 8, 393213, 0, 8, 327677, 0, 8, 262141, 0, 8, -3, 0, 8, -327683, 0, 8, -393219, 0, 8, -458755, 0, 8, 458748, 0, 8, 393212, 0, 8, 327676, 0, 8, 262140, 0, 8, -327684, 0, 8, -393220, 0, 8, -458756, 0, 8, 458747, 0, 8, 393211, 0, 8, 327675, 0, 8, 262139, 0, 8, -327685, 0, 8, -393221, 0, 8, -458757, 0, 8, 458746, 0, 8, 393210, 0, 8, 327674, 0, 8, 262138, 0, 8, -327686, 0, 8, -393222, 0, 8, -458758, 0, 8, 458745, 0, 8, 393209, 0, 8, 327673, 0, 8, 262137, 0, 8, 196601, 0, 8, 131065, 0, 8, 65529, 0, 8, -7, 0, 8, -65543, 0, 8, -131079, 0, 8, -196615, 0, 8, -262151, 0, 8, -327687, 0, 8, -393223, 0, 8, -458759, 0, 8, 458744, 0, 8, 393208, 0, 8, 327672, 0, 8, 262136, 0, 8, 196600, 0, 8, 131064, 0, 8, 65528, 0, 8, -8, 0, 8, -65544, 0, 8, -131080, 0, 8, -196616, 0, 8, -262152, 0, 8, -327688, 0, 8, -393224, 0, 8, -458760, 0, 8, -393225, 196608, 3, -458761, 196608, 3, -524297, 196608, 4, -524296, 131072, 7, -524295, 131072, 7, -327689, 196608, 3, -262153, 196608, 3, -196617, 196608, 3, -131081, 196608, 3, -65545, 196608, 3, -9, 196608, 3, 65527, 196608, 3, 131063, 196608, 3, 196599, 196608, 3, 262135, 196608, 3, 327671, 196608, 3, 393207, 196608, 3, 458743, 196608, 3, 524281, 131072, 2, 524280, 131072, 2, 524279, 720896, 2, -524294, 131072, 7, 524282, 131072, 2, -524293, 131072, 7, 524283, 131072, 2, -524292, 131072, 7, 524284, 131072, 2, -524291, 131072, 7, 524285, 131072, 2, -524290, 131072, 7, 524286, 131072, 2, -524289, 131072, 7, 524287, 131072, 2, -589824, 131072, 7, 458752, 131072, 2, -589823, 131072, 7, 458753, 131072, 2, -589822, 131072, 7, 458754, 131072, 2, -589821, 131072, 7, 458755, 131072, 2, -589820, 131072, 7, 458756, 131072, 2, -589819, 131072, 7, 458757, 131072, 2, -589818, 131072, 7, 458758, 131072, 2, -589817, 131072, 7, 458759, 131072, 2, -589816, 131072, 7, 458760, 131072, 2, -589815, 131072, 7, 458761, 131072, 2, -589814, 131072, 7, 458762, 131072, 2, -589813, 131072, 7, 458763, 131072, 2, -589812, 131072, 7, 458764, 131072, 2, -589811, 131072, 7, 458765, 131072, 2, -589810, 131072, 7, 458766, 131072, 2, -589809, 131072, 7, 458767, 131072, 2, -524272, 65536, 3, -458736, 65536, 3, -589808, 65536, 4, -393200, 65536, 3, -327664, 65536, 3, -262128, 65536, 3, -196592, 65536, 3, -131056, 65536, 3, -65520, 65536, 3, 16, 65536, 3, 65552, 65536, 3, 131088, 65536, 3, 196624, 65536, 3, 262160, 65536, 3, 327696, 65536, 3, 393232, 65536, 3, 458768, 851968, 2, -131073, 0, 8, -65537, 65536, 2, -1, 65536, 3, 65535, 65536, 3, 131071, 65536, 3, 196607, 65536, 7, 131072, 131072, 7, 131073, 131072, 7, 131074, 131072, 7, 131075, 131072, 7, 131076, 131072, 7, 131077, 131072, 7, 131078, 131072, 7, 131079, 196608, 7, 131080, 0, 8, 65543, 196608, 3, 65544, 0, 8, 7, 196608, 3, 8, 0, 8, -65528, 0, 8, -65529, 196608, 3, -131065, 196608, 3, -131064, 0, 8, -196601, 196608, 2, -196600, 0, 8, -196602, 131072, 2, -196603, 65536, 2, -196604, 0, 8, -196605, 0, 8, -131067, 65536, 3, -131068, 0, 8, -131069, 0, 8, -65531, 65536, 3, -65532, 0, 8, -65533, 0, 8, 5, 851968, 2, 4, 131072, 2, 3, 131072, 2, 2, 720896, 2, -65534, 196608, 3, -131070, 196608, 2, -196606, 0, 8, -131071, 131072, 2, -196607, 0, 8, -131072, 131072, 2, -196608, 0, 8, -1245181, 131072, 6, -1245180, 131072, 6, -1245179, 131072, 6, -1245182, 720896, 0, -1376248, 720896, 0, -1376246, 851968, 0, -1376247, 131072, 6) layer_1/name = "layer2" layer_1/enabled = true layer_1/modulate = Color(1, 1, 1, 1) diff --git a/DungeonShooting_Godot/src/framework/activity/ActivityObject.cs b/DungeonShooting_Godot/src/framework/activity/ActivityObject.cs index 80f17e1..8a7500b 100644 --- a/DungeonShooting_Godot/src/framework/activity/ActivityObject.cs +++ b/DungeonShooting_Godot/src/framework/activity/ActivityObject.cs @@ -115,6 +115,8 @@ Scale = _templateInstance.scale; Visible = _templateInstance.visible; + MotionMode = MotionModeEnum.Floating; + //移动子节点 var count = _templateInstance.GetChildCount(); for (int i = 0; i < count; i++) diff --git a/DungeonShooting_Godot/src/framework/generate/GenerateDungeon.cs b/DungeonShooting_Godot/src/framework/generate/GenerateDungeon.cs index f844dbd..3b264a6 100644 --- a/DungeonShooting_Godot/src/framework/generate/GenerateDungeon.cs +++ b/DungeonShooting_Godot/src/framework/generate/GenerateDungeon.cs @@ -122,10 +122,22 @@ return GenerateRoomErrorCode.RoomFull; } - var room = new RoomInfo(_count); + var packedScene = ResourceManager.Load( + Utils.RandChoose( + ResourcePath.resource_map_Room1_tscn, + ResourcePath.resource_map_Room2_tscn + ) + ); + var template = packedScene.Instantiate(); + var room = new RoomInfo(_count, template); + //房间大小 - room.Size = new Vector2(Utils.RandRangeInt(_roomMinWidth, _roomMaxWidth), - Utils.RandRangeInt(_roomMinHeight, _roomMaxHeight)); + var usedRect = template.GetUsedRect(); + room.Size = usedRect.Size; + + //随机生成房间 (老流程) + // room.Size = new Vector2(Utils.RandRangeInt(_roomMinWidth, _roomMaxWidth), + // Utils.RandRangeInt(_roomMinHeight, _roomMaxHeight)); if (prevRoomInfo != null) //表示这不是第一个房间, 就得判断当前位置下的房间是否被遮挡 { @@ -147,22 +159,22 @@ //计算房间位置 if (direction == 0) //上 { - room.Position = new Vector2(prevRoomInfo.Position.X + offset, + room.Position = new Vector2I(prevRoomInfo.Position.X + offset, prevRoomInfo.Position.Y - room.Size.Y - space); } else if (direction == 1) //右 { - room.Position = new Vector2(prevRoomInfo.Position.X + prevRoomInfo.Size.Y + space, + room.Position = new Vector2I(prevRoomInfo.Position.X + prevRoomInfo.Size.Y + space, prevRoomInfo.Position.Y + offset); } else if (direction == 2) //下 { - room.Position = new Vector2(prevRoomInfo.Position.X + offset, + room.Position = new Vector2I(prevRoomInfo.Position.X + offset, prevRoomInfo.Position.Y + prevRoomInfo.Size.Y + space); } else if (direction == 3) //左 { - room.Position = new Vector2(prevRoomInfo.Position.X - room.Size.X - space, + room.Position = new Vector2I(prevRoomInfo.Position.X - room.Size.X - space, prevRoomInfo.Position.Y + offset); } @@ -323,7 +335,6 @@ return true; } - var offset1 = Mathf.Clamp((int)overlapX + 2, 2, 6); var offset2 = Mathf.Clamp((int)overlapY + 2, 2, 6); diff --git a/DungeonShooting_Godot/src/framework/generate/RoomInfo.cs b/DungeonShooting_Godot/src/framework/generate/RoomInfo.cs index 20122a5..8a3771c 100644 --- a/DungeonShooting_Godot/src/framework/generate/RoomInfo.cs +++ b/DungeonShooting_Godot/src/framework/generate/RoomInfo.cs @@ -7,22 +7,31 @@ /// public class RoomInfo { - public RoomInfo(int id) + public RoomInfo(int id, TileMap tileMap) { Id = id; + Template = tileMap; } + /// + /// 房间 id + /// public int Id; + + /// + /// 生成该房间使用的模板 + /// + public TileMap Template; /// /// 房间大小 /// - public Vector2 Size; + public Vector2I Size; /// /// 房间位置 /// - public Vector2 Position; + public Vector2I Position; /// /// 门 diff --git a/DungeonShooting_Godot/src/game/manager/ResourcePath.cs b/DungeonShooting_Godot/src/game/manager/ResourcePath.cs index a00c986..2a566f0 100644 --- a/DungeonShooting_Godot/src/game/manager/ResourcePath.cs +++ b/DungeonShooting_Godot/src/game/manager/ResourcePath.cs @@ -34,6 +34,9 @@ public const string resource_map_dungeon_1_tmx = "res://resource/map/dungeon_1.tmx"; public const string resource_map_dungeon_test_tmx = "res://resource/map/dungeon_test.tmx"; public const string resource_map_itchioDungeonTileset4_tsx = "res://resource/map/itch-io-DungeonTileset4.tsx"; + public const string resource_map_Room1_tscn = "res://resource/map/Room1.tscn"; + public const string resource_map_Room2_tscn = "res://resource/map/Room2.tscn"; + public const string resource_map_tileset_TileSet1_tres = "res://resource/map/tileset/TileSet1.tres"; public const string resource_materlal_Blend_gdshader = "res://resource/materlal/Blend.gdshader"; public const string resource_materlal_Blend_tres = "res://resource/materlal/Blend.tres"; public const string resource_sound_bgm_Intro_ogg = "res://resource/sound/bgm/Intro.ogg"; @@ -257,6 +260,7 @@ public const string scene_test_TestNavigation_tscn = "res://scene/test/TestNavigation.tscn"; public const string scene_test_TestNavigation2_tscn = "res://scene/test/TestNavigation2.tscn"; public const string scene_test_TestNavigationPolygon_tscn = "res://scene/test/TestNavigationPolygon.tscn"; + public const string scene_test_TestNewTileMap_tscn = "res://scene/test/TestNewTileMap.tscn"; public const string scene_test_TestTileLayer_tscn = "res://scene/test/TestTileLayer.tscn"; public const string default_bus_layout_tres = "res://default_bus_layout.tres"; public const string default_env_tres = "res://default_env.tres"; diff --git a/DungeonShooting_Godot/src/game/room/DungeonTileManager.cs b/DungeonShooting_Godot/src/game/room/DungeonTileManager.cs index 9ee392c..a07803c 100644 --- a/DungeonShooting_Godot/src/game/room/DungeonTileManager.cs +++ b/DungeonShooting_Godot/src/game/room/DungeonTileManager.cs @@ -11,22 +11,44 @@ { AutoFillRoomTile(tileMap, floorLayer, middleLayer, topLayer, config, info); } - + //铺房间 - FillRect(tileMap, floorLayer, config.Ground, roomInfo.Position + Vector2.One, - roomInfo.Size - new Vector2(2, 2)); + if (roomInfo.Template == null) + { + FillRect(tileMap, floorLayer, config.Ground, roomInfo.Position + Vector2.One, + roomInfo.Size - new Vector2(2, 2)); - FillRect(tileMap, topLayer, config.IN_LT, roomInfo.Position, Vector2.One); - FillRect(tileMap, topLayer, config.L, roomInfo.Position + new Vector2(0, 1), new Vector2(1, roomInfo.Size.Y - 2)); - FillRect(tileMap, topLayer, config.IN_LB, roomInfo.Position + new Vector2(0, roomInfo.Size.Y - 1), new Vector2(1, 1)); - FillRect(tileMap, topLayer, config.B, roomInfo.Position + new Vector2(1, roomInfo.Size.Y - 1), - new Vector2(roomInfo.Size.X - 2, 1)); - FillRect(tileMap, topLayer, config.IN_RB, roomInfo.Position + new Vector2(roomInfo.Size.X - 1, roomInfo.Size.Y - 1), - Vector2.One); - FillRect(tileMap, topLayer, config.R, roomInfo.Position + new Vector2(roomInfo.Size.X - 1, 1), - new Vector2(1, roomInfo.Size.Y - 2)); - FillRect(tileMap, topLayer, config.IN_RT, roomInfo.Position + new Vector2(roomInfo.Size.X - 1, 0), Vector2.One); - FillRect(tileMap, middleLayer, config.T, roomInfo.Position + Vector2.Right, new Vector2(roomInfo.Size.X - 2, 1)); + FillRect(tileMap, topLayer, config.IN_LT, roomInfo.Position, Vector2.One); + FillRect(tileMap, topLayer, config.L, roomInfo.Position + new Vector2(0, 1), + new Vector2(1, roomInfo.Size.Y - 2)); + FillRect(tileMap, topLayer, config.IN_LB, roomInfo.Position + new Vector2(0, roomInfo.Size.Y - 1), + new Vector2(1, 1)); + FillRect(tileMap, topLayer, config.B, roomInfo.Position + new Vector2(1, roomInfo.Size.Y - 1), + new Vector2(roomInfo.Size.X - 2, 1)); + FillRect(tileMap, topLayer, config.IN_RB, + roomInfo.Position + new Vector2(roomInfo.Size.X - 1, roomInfo.Size.Y - 1), + Vector2.One); + FillRect(tileMap, topLayer, config.R, roomInfo.Position + new Vector2(roomInfo.Size.X - 1, 1), + new Vector2(1, roomInfo.Size.Y - 2)); + FillRect(tileMap, topLayer, config.IN_RT, roomInfo.Position + new Vector2(roomInfo.Size.X - 1, 0), + Vector2.One); + FillRect(tileMap, middleLayer, config.T, roomInfo.Position + Vector2.Right, + new Vector2(roomInfo.Size.X - 2, 1)); + } + else + { + var usedRect = roomInfo.Template.GetUsedRect(); + var rectSize = usedRect.Size; + var rectPos = usedRect.Position; + for (int i = 0; i < rectSize.X; i++) + { + for (int j = 0; j < rectSize.Y; j++) + { + var atlasCoords = roomInfo.Template.GetCellAtlasCoords(0, new Vector2I(rectPos.X + i, rectPos.Y + j)); + tileMap.SetCell(floorLayer, new Vector2I(roomInfo.Position.X + i, roomInfo.Position.Y + j), 1, atlasCoords); + } + } + } //铺过道 foreach (var doorInfo in roomInfo.Doors) diff --git a/DungeonShooting_Godot/src/game/room/RoomManager.cs b/DungeonShooting_Godot/src/game/room/RoomManager.cs index 96c18bc..826426b 100644 --- a/DungeonShooting_Godot/src/game/room/RoomManager.cs +++ b/DungeonShooting_Godot/src/game/room/RoomManager.cs @@ -63,7 +63,7 @@ //创建玩家 Player = new Player(); - Player.Position = new Vector2(80, 80); + Player.Position = new Vector2(30, 30); Player.Name = "Player"; Player.PutDown(RoomLayerEnum.YSortLayer); } @@ -87,7 +87,7 @@ var nowTicks = DateTime.Now.Ticks; //生成寻路网格 - GenerateNavigationPolygon(); + //GenerateNavigationPolygon(); var polygon = new NavigationPolygon(); foreach (var polygonData in _polygonDataList) { @@ -109,13 +109,13 @@ // enemy1.PutDown(new Vector2(100, 100), RoomLayerEnum.YSortLayer); // enemy1.PickUpWeapon(WeaponManager.GetGun("1001")); - for (int i = 0; i < 10; i++) - { - var enemyTemp = new Enemy(); - enemyTemp.PutDown(new Vector2(30 + (i + 1) * 20, 30), RoomLayerEnum.YSortLayer); - // enemyTemp.PickUpWeapon(WeaponManager.GetGun("1003")); - // enemyTemp.PickUpWeapon(WeaponManager.GetGun("1001")); - } + // for (int i = 0; i < 10; i++) + // { + // var enemyTemp = new Enemy(); + // enemyTemp.PutDown(new Vector2(30 + (i + 1) * 20, 30), RoomLayerEnum.YSortLayer); + // // enemyTemp.PickUpWeapon(WeaponManager.GetGun("1003")); + // // enemyTemp.PickUpWeapon(WeaponManager.GetGun("1001")); + // } // var enemy2 = new Enemy(); // enemy2.Name = "Enemy2"; @@ -130,14 +130,14 @@ // enemy3.PickUpWeapon(WeaponManager.GetGun("1003")); // enemy3.PickUpWeapon(WeaponManager.GetGun("1002")); - WeaponManager.GetGun("1004").PutDown(new Vector2(80, 100), RoomLayerEnum.NormalLayer); - WeaponManager.GetGun("1001").PutDown(new Vector2(220, 120), RoomLayerEnum.NormalLayer); - WeaponManager.GetGun("1001").PutDown(new Vector2(230, 120), RoomLayerEnum.NormalLayer); - WeaponManager.GetGun("1001").PutDown(new Vector2(80, 80), RoomLayerEnum.NormalLayer); - WeaponManager.GetGun("1002").PutDown(new Vector2(80, 120), RoomLayerEnum.NormalLayer); - WeaponManager.GetGun("1003").PutDown(new Vector2(120, 80), RoomLayerEnum.NormalLayer); - WeaponManager.GetGun("1003").PutDown(new Vector2(130, 80), RoomLayerEnum.NormalLayer); - WeaponManager.GetGun("1003").PutDown(new Vector2(140, 80), RoomLayerEnum.NormalLayer); + // WeaponManager.GetGun("1004").PutDown(new Vector2(80, 100), RoomLayerEnum.NormalLayer); + // WeaponManager.GetGun("1001").PutDown(new Vector2(220, 120), RoomLayerEnum.NormalLayer); + // WeaponManager.GetGun("1001").PutDown(new Vector2(230, 120), RoomLayerEnum.NormalLayer); + // WeaponManager.GetGun("1001").PutDown(new Vector2(80, 80), RoomLayerEnum.NormalLayer); + // WeaponManager.GetGun("1002").PutDown(new Vector2(80, 120), RoomLayerEnum.NormalLayer); + // WeaponManager.GetGun("1003").PutDown(new Vector2(120, 80), RoomLayerEnum.NormalLayer); + // WeaponManager.GetGun("1003").PutDown(new Vector2(130, 80), RoomLayerEnum.NormalLayer); + // WeaponManager.GetGun("1003").PutDown(new Vector2(140, 80), RoomLayerEnum.NormalLayer); // WeaponManager.GetGun("1003").PutDown(new Vector2(180, 80), RoomLayerEnum.NormalLayer); // WeaponManager.GetGun("1003").PutDown(new Vector2(180, 180), RoomLayerEnum.NormalLayer);