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sijcdu 74e4bd1e97 Add patrolling enemies and link level 1 to level 2
New walker prefab (mushroom_red sprite) patrols a platform, turns at walls and ledges, drains a heart on contact and dies when stomped, bouncing the player up. Three are placed in level2. The level 2 spawn point is set to cell (7,11) so the player starts standing on the floor instead of falling in from mid-air, and level 1's LevelClear now loads level2.tscn.
2026-10-07 22:02:46 +08:00

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[gd_scene load_steps=5 format=3]
[ext_resource type="Texture2D" path="res://assets/game/vegetation/mushroom_red.png" id="1_tex"]
[ext_resource type="Script" path="res://scripts/walker.gd" id="2_walker"]
[sub_resource type="RectangleShape2D" id="Shape_body"]
size = Vector2(12, 16)
[sub_resource type="RectangleShape2D" id="Shape_touch"]
size = Vector2(16, 16)
[node name="Walker" type="CharacterBody2D" groups=["enemy"]]
z_index = 5
collision_layer = 4
collision_mask = 1
script = ExtResource("2_walker")
[node name="Sprite" type="Sprite2D" parent="."]
texture_filter = 1
texture = ExtResource("1_tex")
[node name="Collision" type="CollisionShape2D" parent="."]
shape = SubResource("Shape_body")
[node name="FloorProbe" type="RayCast2D" parent="."]
position = Vector2(-6, 7)
target_position = Vector2(0, 9)
collision_mask = 1
[node name="TouchArea" type="Area2D" parent="."]
collision_layer = 0
collision_mask = 2
[node name="TouchShape" type="CollisionShape2D" parent="TouchArea"]
shape = SubResource("Shape_touch")