19ab10de5f
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).
26 lines
812 B
Plaintext
26 lines
812 B
Plaintext
[gd_scene load_steps=5 format=3]
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[ext_resource type="Texture2D" path="res://assets/game/tilesets/kenney_tiles_atlas.png" id="1_atlas"]
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[ext_resource type="Script" path="res://scripts/hazard.gd" id="2_hazard"]
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[sub_resource type="AtlasTexture" id="AtlasTexture_spikes"]
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atlas = ExtResource("1_atlas")
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region = Rect2(144, 54, 18, 18)
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[sub_resource type="RectangleShape2D" id="Shape_spikes"]
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size = Vector2(16, 8)
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[node name="SpikesGrey" type="Area2D" groups=["hazard"]]
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collision_layer = 4
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collision_mask = 2
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script = ExtResource("2_hazard")
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erase_placeholder_tile = true
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[node name="Sprite" type="Sprite2D" parent="."]
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texture_filter = 1
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texture = SubResource("AtlasTexture_spikes")
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[node name="DetectionArea" type="CollisionShape2D" parent="."]
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position = Vector2(0, 4)
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shape = SubResource("Shape_spikes")
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