Added player character and initial interaction functionality

This commit is contained in:
2024-02-24 08:36:43 -06:00
parent 78c4291b6a
commit 5467e044a7
12 changed files with 557 additions and 46 deletions

View File

@@ -1,10 +1,15 @@
[gd_resource type="Resource" script_class="Building" load_steps=2 format=3 uid="uid://bgwoy0uh2cpvu"]
[gd_resource type="Resource" script_class="Building" load_steps=4 format=3 uid="uid://bgwoy0uh2cpvu"]
[ext_resource type="Resource" uid="uid://bpjj0x7jr1k6u" path="res://data/game_resources/carbon_resource.tres" id="1_5s38g"]
[ext_resource type="Script" path="res://scripts/building.gd" id="1_ssts7"]
[ext_resource type="Resource" uid="uid://dr00rd4f42jqe" path="res://data/game_resources/gem_resource.tres" id="2_u1tpw"]
[resource]
script = ExtResource("1_ssts7")
atlas_texture_region = Vector2i(0, 0)
name = ""
description = ""
cost = {}
atlas_texture_region = Vector2i(14, 7)
name = "Corruptor"
description = "A building which only functions to spread corruption, and does it well"
cost = {
ExtResource("1_5s38g"): 40,
ExtResource("2_u1tpw"): 20
}

View File

@@ -5,146 +5,404 @@
[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_yq8ar"]
resource_name = "scifi"
texture = ExtResource("1_40wcs")
texture_region_size = Vector2i(128, 128)
texture_region_size = Vector2i(64, 64)
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
16:0/0 = 0
16:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
16:0/0/physics_layer_0/angular_velocity = 0.0
17:0/0 = 0
17:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
17:0/0/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
16:1/0 = 0
16:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
16:1/0/physics_layer_0/angular_velocity = 0.0
17:1/0 = 0
17:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
17:1/0/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/physics_layer_0/linear_velocity = Vector2(0, 0)
1:2/0/physics_layer_0/angular_velocity = 0.0
2:2/0 = 0
2:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
2:2/0/physics_layer_0/angular_velocity = 0.0
3:2/0 = 0
3:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
3:2/0/physics_layer_0/angular_velocity = 0.0
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
16:2/0 = 0
16:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
16:2/0/physics_layer_0/angular_velocity = 0.0
17:2/0 = 0
17:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
17:2/0/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
5:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
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
16:3/0 = 0
16:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
16:3/0/physics_layer_0/angular_velocity = 0.0
17:3/0 = 0
17:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
17:3/0/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
14:4/0 = 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
16:4/0 = 0
16:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
16:4/0/physics_layer_0/angular_velocity = 0.0
17:4/0 = 0
17:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
17:4/0/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
16:5/0 = 0
16:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
16:5/0/physics_layer_0/angular_velocity = 0.0
17:5/0 = 0
17:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
17:5/0/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/physics_layer_0/linear_velocity = Vector2(0, 0)
1:6/0/physics_layer_0/angular_velocity = 0.0
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
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
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
5:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16)
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
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
16:6/0 = 0
16:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
16:6/0/physics_layer_0/angular_velocity = 0.0
17:6/0 = 0
17:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
17:6/0/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
4:7/0 = 0
4:7/0/terrain_set = 0
4:7/0/terrain = 0
4:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
4:7/0/physics_layer_0/angular_velocity = 0.0
4:7/0/terrains_peering_bit/bottom_side = 0
5:7/0 = 0
5:7/0/terrain_set = 0
5:7/0/terrain = 0
5:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
5:7/0/physics_layer_0/angular_velocity = 0.0
5:7/0/terrains_peering_bit/right_side = 0
5:7/0/terrains_peering_bit/bottom_right_corner = 0
5:7/0/terrains_peering_bit/bottom_side = 0
6:7/0 = 0
6:7/0/terrain_set = 0
6:7/0/terrain = 0
6:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
6:7/0/physics_layer_0/angular_velocity = 0.0
6:7/0/terrains_peering_bit/right_side = 0
6:7/0/terrains_peering_bit/bottom_right_corner = 0
6:7/0/terrains_peering_bit/bottom_side = 0
@@ -153,12 +411,16 @@ texture_region_size = Vector2i(128, 128)
7:7/0 = 0
7:7/0/terrain_set = 0
7:7/0/terrain = 0
7:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
7:7/0/physics_layer_0/angular_velocity = 0.0
7:7/0/terrains_peering_bit/bottom_side = 0
7:7/0/terrains_peering_bit/bottom_left_corner = 0
7:7/0/terrains_peering_bit/left_side = 0
9:7/0 = 0
9:7/0/terrain_set = 0
9:7/0/terrain = 0
9:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
9:7/0/physics_layer_0/angular_velocity = 0.0
9:7/0/terrains_peering_bit/right_side = 0
9:7/0/terrains_peering_bit/bottom_side = 0
9:7/0/terrains_peering_bit/left_side = 0
@@ -168,6 +430,8 @@ texture_region_size = Vector2i(128, 128)
10:7/0 = 0
10:7/0/terrain_set = 0
10:7/0/terrain = 0
10:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
10:7/0/physics_layer_0/angular_velocity = 0.0
10:7/0/terrains_peering_bit/right_side = 0
10:7/0/terrains_peering_bit/bottom_right_corner = 0
10:7/0/terrains_peering_bit/bottom_side = 0
@@ -178,6 +442,8 @@ texture_region_size = Vector2i(128, 128)
11:7/0 = 0
11:7/0/terrain_set = 0
11:7/0/terrain = 0
11:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
11:7/0/physics_layer_0/angular_velocity = 0.0
11:7/0/terrains_peering_bit/right_side = 0
11:7/0/terrains_peering_bit/left_side = 0
11:7/0/terrains_peering_bit/top_left_corner = 0
@@ -185,37 +451,61 @@ texture_region_size = Vector2i(128, 128)
12:7/0 = 0
12:7/0/terrain_set = 0
12:7/0/terrain = 0
12:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
12:7/0/physics_layer_0/angular_velocity = 0.0
12:7/0/terrains_peering_bit/right_side = 0
12:7/0/terrains_peering_bit/left_side = 0
12:7/0/terrains_peering_bit/top_side = 0
12:7/0/terrains_peering_bit/top_right_corner = 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
16:7/0 = 0
16:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
16:7/0/physics_layer_0/angular_velocity = 0.0
17:7/0 = 0
17:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
17:7/0/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/terrain_set = 0
2:8/0/terrain = 0
2:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
2:8/0/physics_layer_0/angular_velocity = 0.0
2:8/0/terrains_peering_bit/right_side = 0
2:8/0/terrains_peering_bit/bottom_side = 0
2:8/0/terrains_peering_bit/top_side = 0
3:8/0 = 0
3:8/0/terrain_set = 0
3:8/0/terrain = 0
3:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
3:8/0/physics_layer_0/angular_velocity = 0.0
3:8/0/terrains_peering_bit/bottom_side = 0
3:8/0/terrains_peering_bit/left_side = 0
3:8/0/terrains_peering_bit/top_side = 0
4:8/0 = 0
4:8/0/terrain_set = 0
4:8/0/terrain = 0
4:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
4:8/0/physics_layer_0/angular_velocity = 0.0
4:8/0/terrains_peering_bit/bottom_side = 0
4:8/0/terrains_peering_bit/top_side = 0
5:8/0 = 0
5:8/0/terrain_set = 0
5:8/0/terrain = 0
5:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
5:8/0/physics_layer_0/angular_velocity = 0.0
5:8/0/terrains_peering_bit/right_side = 0
5:8/0/terrains_peering_bit/bottom_right_corner = 0
5:8/0/terrains_peering_bit/bottom_side = 0
@@ -224,6 +514,8 @@ texture_region_size = Vector2i(128, 128)
6:8/0 = 0
6:8/0/terrain_set = 0
6:8/0/terrain = 0
6:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
6:8/0/physics_layer_0/angular_velocity = 0.0
6:8/0/terrains_peering_bit/right_side = 0
6:8/0/terrains_peering_bit/bottom_right_corner = 0
6:8/0/terrains_peering_bit/bottom_side = 0
@@ -235,6 +527,8 @@ texture_region_size = Vector2i(128, 128)
7:8/0 = 0
7:8/0/terrain_set = 0
7:8/0/terrain = 0
7:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
7:8/0/physics_layer_0/angular_velocity = 0.0
7:8/0/terrains_peering_bit/bottom_side = 0
7:8/0/terrains_peering_bit/bottom_left_corner = 0
7:8/0/terrains_peering_bit/left_side = 0
@@ -243,6 +537,8 @@ texture_region_size = Vector2i(128, 128)
8:8/0 = 0
8:8/0/terrain_set = 0
8:8/0/terrain = 0
8:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
8:8/0/physics_layer_0/angular_velocity = 0.0
8:8/0/terrains_peering_bit/right_side = 0
8:8/0/terrains_peering_bit/bottom_side = 0
8:8/0/terrains_peering_bit/bottom_left_corner = 0
@@ -252,6 +548,8 @@ texture_region_size = Vector2i(128, 128)
9:8/0 = 0
9:8/0/terrain_set = 0
9:8/0/terrain = 0
9:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
9:8/0/physics_layer_0/angular_velocity = 0.0
9:8/0/terrains_peering_bit/right_side = 0
9:8/0/terrains_peering_bit/bottom_side = 0
9:8/0/terrains_peering_bit/left_side = 0
@@ -259,6 +557,8 @@ texture_region_size = Vector2i(128, 128)
10:8/0 = 0
10:8/0/terrain_set = 0
10:8/0/terrain = 0
10:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
10:8/0/physics_layer_0/angular_velocity = 0.0
10:8/0/terrains_peering_bit/right_side = 0
10:8/0/terrains_peering_bit/bottom_right_corner = 0
10:8/0/terrains_peering_bit/bottom_side = 0
@@ -268,6 +568,8 @@ texture_region_size = Vector2i(128, 128)
11:8/0 = 0
11:8/0/terrain_set = 0
11:8/0/terrain = 0
11:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
11:8/0/physics_layer_0/angular_velocity = 0.0
11:8/0/terrains_peering_bit/bottom_side = 0
11:8/0/terrains_peering_bit/left_side = 0
11:8/0/terrains_peering_bit/top_left_corner = 0
@@ -275,42 +577,68 @@ texture_region_size = Vector2i(128, 128)
12:8/0 = 0
12:8/0/terrain_set = 0
12:8/0/terrain = 0
12:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
12:8/0/physics_layer_0/angular_velocity = 0.0
12:8/0/terrains_peering_bit/bottom_side = 0
12:8/0/terrains_peering_bit/bottom_left_corner = 0
12:8/0/terrains_peering_bit/left_side = 0
12:8/0/terrains_peering_bit/top_side = 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
16:8/0 = 0
16:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
16:8/0/physics_layer_0/angular_velocity = 0.0
17:8/0 = 0
17:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
17:8/0/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/terrain_set = 0
2:9/0/terrain = 0
2:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
2:9/0/physics_layer_0/angular_velocity = 0.0
2:9/0/terrains_peering_bit/right_side = 0
2:9/0/terrains_peering_bit/left_side = 0
2:9/0/terrains_peering_bit/top_side = 0
3:9/0 = 0
3:9/0/terrain_set = 0
3:9/0/terrain = 0
3:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
3:9/0/physics_layer_0/angular_velocity = 0.0
3:9/0/terrains_peering_bit/right_side = 0
3:9/0/terrains_peering_bit/bottom_side = 0
3:9/0/terrains_peering_bit/left_side = 0
4:9/0 = 0
4:9/0/terrain_set = 0
4:9/0/terrain = 0
4:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
4:9/0/physics_layer_0/angular_velocity = 0.0
4:9/0/terrains_peering_bit/top_side = 0
5:9/0 = 0
5:9/0/terrain_set = 0
5:9/0/terrain = 0
5:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
5:9/0/physics_layer_0/angular_velocity = 0.0
5:9/0/terrains_peering_bit/right_side = 0
5:9/0/terrains_peering_bit/top_side = 0
5:9/0/terrains_peering_bit/top_right_corner = 0
6:9/0 = 0
6:9/0/terrain_set = 0
6:9/0/terrain = 0
6:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
6:9/0/physics_layer_0/angular_velocity = 0.0
6:9/0/terrains_peering_bit/right_side = 0
6:9/0/terrains_peering_bit/left_side = 0
6:9/0/terrains_peering_bit/top_left_corner = 0
@@ -319,12 +647,16 @@ texture_region_size = Vector2i(128, 128)
7:9/0 = 0
7:9/0/terrain_set = 0
7:9/0/terrain = 0
7:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
7:9/0/physics_layer_0/angular_velocity = 0.0
7:9/0/terrains_peering_bit/left_side = 0
7:9/0/terrains_peering_bit/top_left_corner = 0
7:9/0/terrains_peering_bit/top_side = 0
8:9/0 = 0
8:9/0/terrain_set = 0
8:9/0/terrain = 0
8:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
8:9/0/physics_layer_0/angular_velocity = 0.0
8:9/0/terrains_peering_bit/right_side = 0
8:9/0/terrains_peering_bit/bottom_right_corner = 0
8:9/0/terrains_peering_bit/bottom_side = 0
@@ -335,6 +667,8 @@ texture_region_size = Vector2i(128, 128)
9:9/0 = 0
9:9/0/terrain_set = 0
9:9/0/terrain = 0
9:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
9:9/0/physics_layer_0/angular_velocity = 0.0
9:9/0/terrains_peering_bit/right_side = 0
9:9/0/terrains_peering_bit/bottom_right_corner = 0
9:9/0/terrains_peering_bit/bottom_side = 0
@@ -344,6 +678,8 @@ texture_region_size = Vector2i(128, 128)
10:9/0 = 0
10:9/0/terrain_set = 0
10:9/0/terrain = 0
10:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
10:9/0/physics_layer_0/angular_velocity = 0.0
10:9/0/terrains_peering_bit/right_side = 0
10:9/0/terrains_peering_bit/bottom_right_corner = 0
10:9/0/terrains_peering_bit/bottom_side = 0
@@ -354,6 +690,8 @@ texture_region_size = Vector2i(128, 128)
11:9/0 = 0
11:9/0/terrain_set = 0
11:9/0/terrain = 0
11:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
11:9/0/physics_layer_0/angular_velocity = 0.0
11:9/0/terrains_peering_bit/right_side = 0
11:9/0/terrains_peering_bit/bottom_right_corner = 0
11:9/0/terrains_peering_bit/bottom_side = 0
@@ -361,41 +699,77 @@ texture_region_size = Vector2i(128, 128)
12:9/0 = 0
12:9/0/terrain_set = 0
12:9/0/terrain = 0
12:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
12:9/0/physics_layer_0/angular_velocity = 0.0
12:9/0/terrains_peering_bit/right_side = 0
12:9/0/terrains_peering_bit/bottom_side = 0
12:9/0/terrains_peering_bit/top_side = 0
12:9/0/terrains_peering_bit/top_right_corner = 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
16:9/0 = 0
16:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
16:9/0/physics_layer_0/angular_velocity = 0.0
17:9/0 = 0
17:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
17:9/0/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
4:10/0 = 0
4:10/0/terrain_set = 0
4:10/0/terrain = 0
4:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
4:10/0/physics_layer_0/angular_velocity = 0.0
5:10/0 = 0
5:10/0/terrain_set = 0
5:10/0/terrain = 0
5:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
5:10/0/physics_layer_0/angular_velocity = 0.0
5:10/0/terrains_peering_bit/right_side = 0
6:10/0 = 0
6:10/0/terrain_set = 0
6:10/0/terrain = 0
6:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
6:10/0/physics_layer_0/angular_velocity = 0.0
6:10/0/terrains_peering_bit/right_side = 0
6:10/0/terrains_peering_bit/left_side = 0
7:10/0 = 0
7:10/0/terrain_set = 0
7:10/0/terrain = 0
7:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
7:10/0/physics_layer_0/angular_velocity = 0.0
7:10/0/terrains_peering_bit/left_side = 0
8:10/0 = 0
8:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
8:10/0/physics_layer_0/angular_velocity = 0.0
9:10/0 = 0
9:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
9:10/0/physics_layer_0/angular_velocity = 0.0
10:10/0 = 0
10:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
10:10/0/physics_layer_0/angular_velocity = 0.0
11:10/0 = 0
11:10/0/terrain_set = 0
11:10/0/terrain = 0
11:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
11:10/0/physics_layer_0/angular_velocity = 0.0
11:10/0/terrains_peering_bit/right_side = 0
11:10/0/terrains_peering_bit/bottom_side = 0
11:10/0/terrains_peering_bit/bottom_left_corner = 0
@@ -403,23 +777,47 @@ texture_region_size = Vector2i(128, 128)
12:10/0 = 0
12:10/0/terrain_set = 0
12:10/0/terrain = 0
12:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
12:10/0/physics_layer_0/angular_velocity = 0.0
12:10/0/terrains_peering_bit/right_side = 0
12:10/0/terrains_peering_bit/bottom_right_corner = 0
12:10/0/terrains_peering_bit/bottom_side = 0
12:10/0/terrains_peering_bit/left_side = 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
16:10/0 = 0
16:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
16:10/0/physics_layer_0/angular_velocity = 0.0
17:10/0 = 0
17:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
17:10/0/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
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
8:7/0 = 0
8:7/0/terrain_set = 0
8:7/0/terrain = 0
8:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
8:7/0/physics_layer_0/angular_velocity = 0.0
8:7/0/terrains_peering_bit/right_side = 0
8:7/0/terrains_peering_bit/bottom_side = 0
8:7/0/terrains_peering_bit/bottom_left_corner = 0
@@ -429,7 +827,9 @@ texture_region_size = Vector2i(128, 128)
8:7/0/terrains_peering_bit/top_right_corner = 0
[resource]
tile_size = Vector2i(128, 128)
tile_size = Vector2i(64, 64)
physics_layer_0/collision_layer = 1
physics_layer_0/collision_mask = 0
terrain_set_0/mode = 0
terrain_set_0/terrain_0/name = "corruption"
terrain_set_0/terrain_0/color = Color(0.368627, 0.411765, 0.129412, 1)