This commit is contained in:
Hazel Layne Aranda 2021-03-09 15:53:23 -05:00
parent 827abde68f
commit 30aad69fff
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GPG Key ID: 09213F100E5E4E67
17 changed files with 677 additions and 0 deletions

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[gd_scene load_steps=3 format=2]
[sub_resource type="Curve" id=5]
_data = [ Vector2( 0, 1 ), 0.0, -1.0, 0, 1, Vector2( 1, 0 ), -1.0, 0.0, 1, 0 ]
[sub_resource type="Gradient" id=6]
colors = PoolColorArray( 0.761719, 0.701047, 0.493927, 1, 0.242188, 0.230288, 0.198669, 1 )
[node name="BrakeSmoke" type="CPUParticles2D"]
position = Vector2( 0, 12 )
emitting = false
amount = 32
lifetime = 0.5
local_coords = false
emission_shape = 4
emission_points = PoolVector2Array( -3, 0, 3, 0 )
emission_normals = PoolVector2Array( -1, 0, 1, 0 )
emission_colors = PoolColorArray( )
spread = 10.0
gravity = Vector2( 0, 0 )
initial_velocity = 16.0
angle = 360.0
angle_random = 1.0
scale_amount = 3.0
scale_amount_curve = SubResource( 5 )
color_ramp = SubResource( 6 )

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[gd_scene load_steps=3 format=2]
[sub_resource type="Curve" id=3]
_data = [ Vector2( 0, 1 ), 0.0, 0.0123287, 0, 0, Vector2( 1, 0 ), -0.102436, 0.0, 0, 0 ]
[sub_resource type="Gradient" id=4]
offsets = PoolRealArray( 0, 0.678967 )
colors = PoolColorArray( 1, 0.939697, 0.035156, 1, 0.890625, 0.0834959, 0.0834959, 1 )
[node name="Fire" type="CPUParticles2D"]
position = Vector2( 0, 12 )
emitting = false
amount = 32
lifetime = 0.25
fract_delta = false
emission_shape = 4
emission_points = PoolVector2Array( -4, 0, -2.5, 0, -1, 0, 0, 0, 1, 0, 2.5, 0, 4, 0 )
emission_normals = PoolVector2Array( -1, 0.5, -1, 0.25, -1, 0.2, -1, 0, -1, -0.2, -1, -0.25, -1, -0.5 )
emission_colors = PoolColorArray( )
direction = Vector2( 0, 1 )
spread = 0.0
gravity = Vector2( 0, 0 )
initial_velocity = 32.0
angle = 360.0
angle_random = 1.0
scale_amount = 3.0
scale_amount_random = 1.0
scale_amount_curve = SubResource( 3 )
color_ramp = SubResource( 4 )

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[gd_scene load_steps=3 format=2]
[sub_resource type="Curve" id=1]
_data = [ Vector2( 0, 1 ), 0.0, -1.0, 0, 1, Vector2( 1, 0 ), -1.0, 0.0, 1, 0 ]
[sub_resource type="Gradient" id=2]
colors = PoolColorArray( 0.304688, 0.276049, 0.221374, 1, 0.128906, 0.125393, 0.119339, 1 )
[node name="Smoke" type="CPUParticles2D"]
position = Vector2( 0, 12 )
emitting = false
amount = 32
local_coords = false
emission_shape = 2
emission_rect_extents = Vector2( 1, 0 )
direction = Vector2( 0, 1 )
gravity = Vector2( 0, 0 )
initial_velocity = 32.0
angle = 720.0
angle_random = 1.0
scale_amount = 3.0
scale_amount_curve = SubResource( 1 )
color_ramp = SubResource( 2 )

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[gd_scene load_steps=3 format=2]
[sub_resource type="Curve" id=3]
_data = [ Vector2( 0, 1 ), 0.0, -1.0, 0, 1, Vector2( 1, 0 ), -1.0, 0.0, 1, 0 ]
[sub_resource type="Gradient" id=4]
offsets = PoolRealArray( 0, 0.170068, 0.62585, 1 )
colors = PoolColorArray( 1, 1, 1, 1, 1, 0.981354, 0.0820312, 1, 0.961719, 0.764515, 0.108945, 1, 0.836719, 0.0947846, 0.0947846, 1 )
[node name="Sparks" type="CPUParticles2D"]
position = Vector2( 0, 10 )
emitting = false
amount = 32
fract_delta = false
local_coords = false
emission_shape = 2
emission_rect_extents = Vector2( 2, 0 )
direction = Vector2( 0, 1 )
spread = 90.0
gravity = Vector2( 0, 0 )
initial_velocity = 32.0
angle = 360.0
angle_random = 1.0
scale_amount = 3.0
scale_amount_random = 1.0
scale_amount_curve = SubResource( 3 )
color_ramp = SubResource( 4 )

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[remap]
importer="texture"
type="StreamTexture"
path="res://.import/disky.png-f242c4e5faf06dc8bf05c7130abd8c5d.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/ships/disky/disky.png"
dest_files=[ "res://.import/disky.png-f242c4e5faf06dc8bf05c7130abd8c5d.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=false
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
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process/invert_color=false
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[remap]
importer="texture"
type="StreamTexture"
path="res://.import/quills.png-b1aaba71cbbfa07459cfd05af3db0494.stex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://assets/ships/quills/quills.png"
dest_files=[ "res://.import/quills.png-b1aaba71cbbfa07459cfd05af3db0494.stex" ]
[params]
compress/mode=0
compress/lossy_quality=0.7
compress/hdr_mode=0
compress/bptc_ldr=0
compress/normal_map=0
flags/repeat=0
flags/filter=false
flags/mipmaps=false
flags/anisotropic=false
flags/srgb=2
process/fix_alpha_border=true
process/premult_alpha=false
process/HDR_as_SRGB=false
process/invert_color=false
stream=false
size_limit=0
detect_3d=false
svg/scale=1.0

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objects/Ship.gd Normal file
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extends KinematicBody2D
export (String, "player_1", "player_2", "player_3", "player_4") var player_number: String = "player_1"
export var thrust_power: float
export var max_speed: float
export var brake_power: float
export var velocity_damp: float
export var turning_power: float
export var max_turning: float
export var turning_damp: float
export var bounce_damp: float
export var max_health: float
export var max_energy: float
export var energy_regen: float
onready var health: float = max_health
onready var energy: float = max_energy
var heading: float = 0
var turning: float = 0
var velocity: Vector2 = Vector2(0, 0)
var using_energy: bool = false
func _physics_process(delta):
# Turning
apply_turning(delta)
rotation = stepify(heading, 2*PI/16)
var tp = false
if Input.is_action_pressed(player_number + "_up"):
tp = apply_thrust(delta)
$Graphics/ThrustParticles.emitting = tp
# Brakes
var bp = false
if Input.is_action_pressed(player_number + "_down"):
bp = apply_brake(delta)
$Graphics/BrakeParticles.emitting = bp
# Damping n' Clamping
if !tp:
velocity *= pow(velocity_damp, delta)
velocity = velocity.clamped(max_speed)
# Move and process collisions
var coll = move_and_collide(velocity * delta)
if coll:
velocity = velocity.bounce(coll.normal) * bounce_damp
if coll.collider.has_method("impact"):
coll.collider.impact(coll.normal*-velocity.length())
# Regenerate energy
if !using_energy:
energy = min(energy + energy_regen * delta, max_energy)
using_energy = false
func _input(event):
if event.is_action_pressed(player_number + "_primary"):
$PrimaryAction.activate()
if event.is_action_released(player_number + "_primary"):
$PrimaryAction.deactivate()
if event.is_action_pressed(player_number + "_secondary"):
$SecondaryAction.activate()
if event.is_action_released(player_number + "_secondary"):
$SecondaryAction.deactivate()
func apply_turning(delta: float):
var new_turn_force = false
if Input.is_action_pressed(player_number + "_left"):
turning -= turning_power * delta
new_turn_force = true
if Input.is_action_pressed(player_number + "_right"):
turning += turning_power * delta
new_turn_force = true
if !new_turn_force:
turning *= pow(turning_damp, delta)
turning = clamp(turning, -max_turning, max_turning)
heading += turning * delta
func apply_thrust(delta: float) -> bool:
# Direction vector and relative velocity
var direction = Vector2(0, -1).rotated(heading)
velocity += direction * thrust_power * delta
return true
func apply_brake(delta: float) -> bool:
velocity *= pow(1/brake_power, delta)
return true
func impact(force: Vector2):
velocity += force
func set_energy(new_energy) -> bool:
if new_energy < energy:
using_energy = true
energy = clamp(new_energy, 0, max_energy)
return !(energy == 0)

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objects/Ship.tscn Normal file
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[gd_scene load_steps=4 format=2]
[ext_resource path="res://objects/Ship.gd" type="Script" id=1]
[sub_resource type="GDScript" id=1]
script/source = "extends Node2D
onready var children: Array = get_children()
func activate():
for child in children:
child.activate()
func deactivate():
for child in children:
child.deactivate()
"
[sub_resource type="GDScript" id=2]
script/source = "extends Node2D
onready var children: Array = get_children()
var emitting: bool = false setget set_emitting
func set_emitting(val: bool):
if val == emitting:
return
emitting = val
for node in children:
node.emitting = val
"
[node name="Ship" type="KinematicBody2D"]
collision_layer = 3
collision_mask = 6
script = ExtResource( 1 )
[node name="PrimaryAction" type="Node2D" parent="."]
script = SubResource( 1 )
[node name="SecondaryAction" type="Node2D" parent="."]
script = SubResource( 1 )
[node name="Graphics" type="Node2D" parent="."]
[node name="Sprite" type="Sprite" parent="Graphics"]
[node name="ThrustParticles" type="Node2D" parent="Graphics"]
z_index = -1
script = SubResource( 2 )
[node name="BrakeParticles" type="Node2D" parent="Graphics"]
z_index = -1
script = SubResource( 2 )

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extends Area2D
export var ship_path: NodePath
export var energy_usage: float
export var min_energy: float
onready var ship: Node = get_node(ship_path)
var active = false
func activate():
if ship.energy > min_energy:
active = true
$Static.visible = true
$Shape.disabled = false
func deactivate():
active = false
$Static.visible = false
$Shape.disabled = true
func _physics_process(delta):
if active:
if !ship.set_energy(ship.energy - energy_usage * delta):
deactivate()

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[gd_scene load_steps=6 format=2]
[ext_resource path="res://icon.png" type="Texture" id=1]
[ext_resource path="res://objects/actions/StaticShield.gd" type="Script" id=2]
[sub_resource type="Shader" id=1]
code = "shader_type canvas_item;
uniform vec2 offset;
uniform float scale:hint_range(0.5, 1000.0);
// jitter cell ceneters. less gives more regular pattern
uniform float jitter:hint_range(0.0, 1.0);
uniform vec4 color: hint_color = vec4(1,1,1,1);
uniform float speed = 1.0;
// Cellular noise (\\\"Worley noise\\\") in 3D in GLSL.
// Copyright (c) Stefan Gustavson 2011-04-19. All rights reserved.
// This code is released under the conditions of the MIT license.
// See LICENSE file for details.
// https://github.com/stegu/webgl-noise
// Modulo 289 without a division (only multiplications)
vec3 mod289(vec3 x) {
return x - floor(x * (1.0 / 289.0)) * 289.0;
}
// Modulo 7 without a division
vec3 mod7(vec3 x) {
return x - floor(x * (1.0 / 7.0)) * 7.0;
}
// Permutation polynomial: (34x^2 + x) mod 289
vec3 permute(vec3 x) {
return mod289((34.0 * x + 1.0) * x);
}
// Cellular noise, returning F1 and F2 in a vec2.
// 3x3x3 search region for good F2 everywhere, but a lot
// slower than the 2x2x2 version.
// The code below is a bit scary even to its author,
// but it has at least half decent performance on a
// modern GPU. In any case, it beats any software
// implementation of Worley noise hands down.
vec2 cellular3d(vec3 P) {
float K = 0.142857142857; // 1/7
float Ko = 0.428571428571; // 1/2-K/2
float K2 = 0.020408163265306; // 1/(7*7)
float Kz = 0.166666666667; // 1/6
float Kzo = 0.416666666667; // 1/2-1/6*2
vec3 Pi = mod289(floor(P));
vec3 Pf = fract(P) - 0.5;
vec3 Pfx = Pf.x + vec3(1.0, 0.0, -1.0);
vec3 Pfy = Pf.y + vec3(1.0, 0.0, -1.0);
vec3 Pfz = Pf.z + vec3(1.0, 0.0, -1.0);
vec3 p = permute(Pi.x + vec3(-1.0, 0.0, 1.0));
vec3 p1 = permute(p + Pi.y - 1.0);
vec3 p2 = permute(p + Pi.y);
vec3 p3 = permute(p + Pi.y + 1.0);
vec3 p11 = permute(p1 + Pi.z - 1.0);
vec3 p12 = permute(p1 + Pi.z);
vec3 p13 = permute(p1 + Pi.z + 1.0);
vec3 p21 = permute(p2 + Pi.z - 1.0);
vec3 p22 = permute(p2 + Pi.z);
vec3 p23 = permute(p2 + Pi.z + 1.0);
vec3 p31 = permute(p3 + Pi.z - 1.0);
vec3 p32 = permute(p3 + Pi.z);
vec3 p33 = permute(p3 + Pi.z + 1.0);
vec3 ox11 = fract(p11*K) - Ko;
vec3 oy11 = mod7(floor(p11*K))*K - Ko;
vec3 oz11 = floor(p11*K2)*Kz - Kzo; // p11 < 289 guaranteed
vec3 ox12 = fract(p12*K) - Ko;
vec3 oy12 = mod7(floor(p12*K))*K - Ko;
vec3 oz12 = floor(p12*K2)*Kz - Kzo;
vec3 ox13 = fract(p13*K) - Ko;
vec3 oy13 = mod7(floor(p13*K))*K - Ko;
vec3 oz13 = floor(p13*K2)*Kz - Kzo;
vec3 ox21 = fract(p21*K) - Ko;
vec3 oy21 = mod7(floor(p21*K))*K - Ko;
vec3 oz21 = floor(p21*K2)*Kz - Kzo;
vec3 ox22 = fract(p22*K) - Ko;
vec3 oy22 = mod7(floor(p22*K))*K - Ko;
vec3 oz22 = floor(p22*K2)*Kz - Kzo;
vec3 ox23 = fract(p23*K) - Ko;
vec3 oy23 = mod7(floor(p23*K))*K - Ko;
vec3 oz23 = floor(p23*K2)*Kz - Kzo;
vec3 ox31 = fract(p31*K) - Ko;
vec3 oy31 = mod7(floor(p31*K))*K - Ko;
vec3 oz31 = floor(p31*K2)*Kz - Kzo;
vec3 ox32 = fract(p32*K) - Ko;
vec3 oy32 = mod7(floor(p32*K))*K - Ko;
vec3 oz32 = floor(p32*K2)*Kz - Kzo;
vec3 ox33 = fract(p33*K) - Ko;
vec3 oy33 = mod7(floor(p33*K))*K - Ko;
vec3 oz33 = floor(p33*K2)*Kz - Kzo;
vec3 dx11 = Pfx + jitter*ox11;
vec3 dy11 = Pfy.x + jitter*oy11;
vec3 dz11 = Pfz.x + jitter*oz11;
vec3 dx12 = Pfx + jitter*ox12;
vec3 dy12 = Pfy.x + jitter*oy12;
vec3 dz12 = Pfz.y + jitter*oz12;
vec3 dx13 = Pfx + jitter*ox13;
vec3 dy13 = Pfy.x + jitter*oy13;
vec3 dz13 = Pfz.z + jitter*oz13;
vec3 dx21 = Pfx + jitter*ox21;
vec3 dy21 = Pfy.y + jitter*oy21;
vec3 dz21 = Pfz.x + jitter*oz21;
vec3 dx22 = Pfx + jitter*ox22;
vec3 dy22 = Pfy.y + jitter*oy22;
vec3 dz22 = Pfz.y + jitter*oz22;
vec3 dx23 = Pfx + jitter*ox23;
vec3 dy23 = Pfy.y + jitter*oy23;
vec3 dz23 = Pfz.z + jitter*oz23;
vec3 dx31 = Pfx + jitter*ox31;
vec3 dy31 = Pfy.z + jitter*oy31;
vec3 dz31 = Pfz.x + jitter*oz31;
vec3 dx32 = Pfx + jitter*ox32;
vec3 dy32 = Pfy.z + jitter*oy32;
vec3 dz32 = Pfz.y + jitter*oz32;
vec3 dx33 = Pfx + jitter*ox33;
vec3 dy33 = Pfy.z + jitter*oy33;
vec3 dz33 = Pfz.z + jitter*oz33;
vec3 d11 = dx11 * dx11 + dy11 * dy11 + dz11 * dz11;
vec3 d12 = dx12 * dx12 + dy12 * dy12 + dz12 * dz12;
vec3 d13 = dx13 * dx13 + dy13 * dy13 + dz13 * dz13;
vec3 d21 = dx21 * dx21 + dy21 * dy21 + dz21 * dz21;
vec3 d22 = dx22 * dx22 + dy22 * dy22 + dz22 * dz22;
vec3 d23 = dx23 * dx23 + dy23 * dy23 + dz23 * dz23;
vec3 d31 = dx31 * dx31 + dy31 * dy31 + dz31 * dz31;
vec3 d32 = dx32 * dx32 + dy32 * dy32 + dz32 * dz32;
vec3 d33 = dx33 * dx33 + dy33 * dy33 + dz33 * dz33;
// Sort out the two smallest distances (F1, F2)
// F1 only block
vec3 d1 = min(min(d11,d12), d13);
vec3 d2 = min(min(d21,d22), d23);
vec3 d3 = min(min(d31,d32), d33);
vec3 d = min(min(d1,d2), d3);
d.x = min(min(d.x,d.y),d.z);
return vec2(sqrt(d.x)); // F1 duplicated, no F2 computed
// End of F1 only block
}
void fragment() {
vec2 n = cellular3d(vec3((UV+offset)*scale, TIME*speed));
//using F1 for output
//COLOR.rgb = vec3(n.x);
//using F2 for output
//COLOR.rgb = vec3(1.0-n.y);
//using both, keep experimenting with them :)
// COLOR.rgb = vec3(smoothstep(0, .2, n.y-n.x));
COLOR = mix(color, vec4(0), smoothstep(1.0, 0.5, n.x));
// COLOR.a *= smoothstep(1.0,0.0,length(UV-vec2(0.5))*1.0);
}"
[sub_resource type="ShaderMaterial" id=2]
shader = SubResource( 1 )
shader_param/offset = Vector2( 0, 0 )
shader_param/scale = 4.0
shader_param/jitter = 1.0
shader_param/color = Color( 1, 0.964706, 0.45098, 1 )
shader_param/speed = 3.0
[sub_resource type="CircleShape2D" id=3]
radius = 17.0294
[node name="StaticShield" type="Area2D"]
script = ExtResource( 2 )
energy_usage = 5.0
min_energy = 5.0
[node name="Static" type="Polygon2D" parent="."]
visible = false
material = SubResource( 2 )
position = Vector2( 0, -4 )
scale = Vector2( 3, 3 )
z_index = 1
texture = ExtResource( 1 )
polygon = PoolVector2Array( -3, 5, -5, 3, -5.66667, 0, -5, -3, -3, -5, 0, -5.66667, 3, -5, 5, -3, 5.66667, 0, 5, 3, 3, 5, 0, 5.66667 )
uv = PoolVector2Array( 14.274, 55.0982, 4.58411, 45.4083, 1.35414, 30.8735, 4.58411, 16.3386, 14.274, 6.64873, 28.8089, 3.41877, 43.3437, 6.64873, 53.0336, 16.3386, 57.8786, 30.8735, 53.0336, 45.4083, 43.3437, 55.0982, 28.8089, 58.3282 )
[node name="Shape" type="CollisionShape2D" parent="."]
position = Vector2( 0, -4 )
shape = SubResource( 3 )
disabled = true

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objects/ships/Disky.tscn Normal file
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[gd_scene load_steps=7 format=2]
[ext_resource path="res://objects/Ship.tscn" type="PackedScene" id=1]
[ext_resource path="res://assets/ships/disky/disky.png" type="Texture" id=2]
[ext_resource path="res://assets/particles/Sparks.tscn" type="PackedScene" id=3]
[ext_resource path="res://objects/actions/StaticShield.tscn" type="PackedScene" id=4]
[sub_resource type="CircleShape2D" id=1]
radius = 5.0
[sub_resource type="RectangleShape2D" id=2]
extents = Vector2( 3, 5 )
[node name="Disky" instance=ExtResource( 1 )]
thrust_power = 200.0
max_speed = 80.0
brake_power = 1.0
velocity_damp = 0.5
turning_power = 18.849
max_turning = 6.0
turning_damp = 0.01
bounce_damp = 0.7
max_energy = 10.0
energy_regen = 5.0
[node name="StaticShield" parent="SecondaryAction" index="0" instance=ExtResource( 4 )]
ship_path = NodePath("../..")
[node name="Sprite" parent="Graphics" index="0"]
texture = ExtResource( 2 )
[node name="Sparks" parent="Graphics/ThrustParticles" index="0" instance=ExtResource( 3 )]
[node name="HeadShape" type="CollisionShape2D" parent="." index="3"]
position = Vector2( 0, -4 )
shape = SubResource( 1 )
[node name="BodyShape" type="CollisionShape2D" parent="." index="4"]
position = Vector2( 0, 4 )
shape = SubResource( 2 )

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objects/ships/Quills.tscn Normal file
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[gd_scene load_steps=7 format=2]
[ext_resource path="res://objects/Ship.tscn" type="PackedScene" id=1]
[ext_resource path="res://assets/ships/quills/quills.png" type="Texture" id=2]
[ext_resource path="res://assets/particles/Fire.tscn" type="PackedScene" id=3]
[ext_resource path="res://assets/particles/Smoke.tscn" type="PackedScene" id=4]
[ext_resource path="res://assets/particles/BrakeSmoke.tscn" type="PackedScene" id=5]
[sub_resource type="RectangleShape2D" id=7]
extents = Vector2( 2, 7 )
[node name="Quills" instance=ExtResource( 1 )]
thrust_power = 80.0
max_speed = 80.0
brake_power = 8.0
velocity_damp = 0.9
turning_power = 18.849
max_turning = 18.849
bounce_damp = 0.4
[node name="Sprite" parent="Graphics" index="0"]
texture = ExtResource( 2 )
[node name="Smoke" parent="Graphics/ThrustParticles" index="0" instance=ExtResource( 4 )]
[node name="Fire" parent="Graphics/ThrustParticles" index="1" instance=ExtResource( 3 )]
[node name="BrakeSmoke" parent="Graphics/BrakeParticles" index="0" instance=ExtResource( 5 )]
[node name="BodyCollider" type="CollisionShape2D" parent="." index="3"]
position = Vector2( 0, 3 )
shape = SubResource( 7 )
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="." index="4"]
polygon = PoolVector2Array( 5, -4, -5, -4, 0, -12 )

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scenes/MainMenu.gd Normal file
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extends Control

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scenes/MainMenu.tscn Normal file
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[gd_scene load_steps=2 format=2]
[ext_resource path="res://scenes/MainMenu.gd" type="Script" id=1]
[node name="MainMenu" type="Control"]
anchor_right = 1.0
anchor_bottom = 1.0
script = ExtResource( 1 )
__meta__ = {
"_edit_use_anchors_": false
}

22
scenes/TestScene.tscn Normal file
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@ -0,0 +1,22 @@
[gd_scene load_steps=4 format=2]
[ext_resource path="res://objects/ships/Disky.tscn" type="PackedScene" id=1]
[ext_resource path="res://objects/ships/Quills.tscn" type="PackedScene" id=2]
[sub_resource type="GDScript" id=1]
script/source = "extends Node2D
func _process(delta):
if Input.is_action_just_pressed(\"debug_reset\"):
get_tree().change_scene(\"res://scenes/TestScene.tscn\")
"
[node name="TestScene" type="Node2D"]
script = SubResource( 1 )
[node name="Quills" parent="." instance=ExtResource( 2 )]
position = Vector2( 106.783, 173.39 )
player_number = "player_2"
[node name="Disky" parent="." instance=ExtResource( 1 )]
position = Vector2( 210.244, 143.66 )