Replace the firing bullet emitter with static bullet obstacles ringed around (12,12)
The user did not want anything firing: the bullets should simply exist in the air as fixed obstacles. bullet_ring (the emitter) is deleted and bullet_field takes its place. bullet_field generates concentric rings of frozen bullets centred on itself, radii given in cells (default 5/10/15), and skips bullets that fall outside the level bounds or land inside solid tiles so nothing is buried in the terrain. Each bullet is a StaticBody2D on the world layer, so it blocks the player and can be stood on; damage defaults to 0 (pure obstacle) and can be raised to turn them into hazards.
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@@ -0,0 +1,7 @@
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[gd_scene load_steps=2 format=3]
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[ext_resource type="Script" path="res://scripts/bullet_field.gd" id="1_field"]
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[node name="BulletField" type="Node2D"]
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z_index = 5
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script = ExtResource("1_field")
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@@ -1,9 +0,0 @@
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[gd_scene load_steps=3 format=3]
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[ext_resource type="Script" path="res://scripts/bullet_ring.gd" id="1_ring"]
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[node name="BulletRing" type="Node2D" groups=["emitter"]]
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script = ExtResource("1_ring")
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[node name="Core" type="Sprite2D" parent="."]
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texture_filter = 1
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