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sijcdu 19ab10de5f Add hazard spikes on the tree tops (grey spikes from the tileset atlas)
The two new spikes were painted as tiles in TerrainBase, but tileset collision can only make a solid wall, not a damaging hazard. Replaced them with a real spikes_grey prefab that uses the same atlas tile (8,3) plus hazard.gd, and erases the placeholder tile on ready. Also includes the level edits made in the editor (top-left terrain rework).
2026-10-07 20:52:44 +08:00

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[gd_scene load_steps=5 format=3]
[ext_resource type="Texture2D" path="res://assets/game/tilesets/kenney_tiles_atlas.png" id="1_atlas"]
[ext_resource type="Script" path="res://scripts/hazard.gd" id="2_hazard"]
[sub_resource type="AtlasTexture" id="AtlasTexture_spikes"]
atlas = ExtResource("1_atlas")
region = Rect2(144, 54, 18, 18)
[sub_resource type="RectangleShape2D" id="Shape_spikes"]
size = Vector2(16, 8)
[node name="SpikesGrey" type="Area2D" groups=["hazard"]]
collision_layer = 4
collision_mask = 2
script = ExtResource("2_hazard")
erase_placeholder_tile = true
[node name="Sprite" type="Sprite2D" parent="."]
texture_filter = 1
texture = SubResource("AtlasTexture_spikes")
[node name="DetectionArea" type="CollisionShape2D" parent="."]
position = Vector2(0, 4)
shape = SubResource("Shape_spikes")