From 0ba905966d8e19ff28d6430cce4d95e93f2675f7 Mon Sep 17 00:00:00 2001 From: Thomas Lavocat Date: Mon, 1 May 2023 14:48:21 +0200 Subject: [PATCH] niveau/tilemap: physique pour les nouveaux blocs MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Prise en compte des derniers graphismes créés par P0nce. Trop bien, merci! --- levels/level.tscn | 106 ++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 106 insertions(+) diff --git a/levels/level.tscn b/levels/level.tscn index a60e566..340a19e 100644 --- a/levels/level.tscn +++ b/levels/level.tscn @@ -1085,6 +1085,72 @@ texture = ExtResource("2_0lafl") 8:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(7, 8, -7, 8, -7, -8, 7, -8) 8:0/0/physics_layer_1/linear_velocity = Vector2(0, 0) 8:0/0/physics_layer_1/angular_velocity = 0.0 +12:3/0 = 0 +12:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:3/0/physics_layer_0/angular_velocity = 0.0 +12:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, 8, -8, 8) +12:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) +12:3/0/physics_layer_1/angular_velocity = 0.0 +13:3/0 = 0 +13:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:3/0/physics_layer_0/angular_velocity = 0.0 +13:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, -8, 8, 8) +13:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) +13:3/0/physics_layer_1/angular_velocity = 0.0 +14:3/0 = 0 +14:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:3/0/physics_layer_0/angular_velocity = 0.0 +14:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, -8, 8, 8) +14:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) +14:3/0/physics_layer_1/angular_velocity = 0.0 +15:3/0 = 0 +15:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:3/0/physics_layer_0/angular_velocity = 0.0 +15:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, 8, -8, 8) +15:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) +15:3/0/physics_layer_1/angular_velocity = 0.0 +15:4/0 = 0 +15:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:4/0/physics_layer_0/angular_velocity = 0.0 +15:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, 8, -8, 8) +15:4/0/physics_layer_1/linear_velocity = Vector2(0, 0) +15:4/0/physics_layer_1/angular_velocity = 0.0 +14:4/0 = 0 +14:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:4/0/physics_layer_0/angular_velocity = 0.0 +14:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, -8, 8, 8) +14:4/0/physics_layer_1/linear_velocity = Vector2(0, 0) +14:4/0/physics_layer_1/angular_velocity = 0.0 +14:5/0 = 0 +14:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:5/0/physics_layer_0/angular_velocity = 0.0 +14:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, -8, 8, 8) +14:5/0/physics_layer_1/linear_velocity = Vector2(0, 0) +14:5/0/physics_layer_1/angular_velocity = 0.0 +15:5/0 = 0 +15:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:5/0/physics_layer_0/angular_velocity = 0.0 +15:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, 8, -8, 8) +15:5/0/physics_layer_1/linear_velocity = Vector2(0, 0) +15:5/0/physics_layer_1/angular_velocity = 0.0 +11:4/0 = 0 +11:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:4/0/physics_layer_0/angular_velocity = 0.0 +11:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 5, 8, 5, 8, 8, -8, 8) +11:4/0/physics_layer_1/linear_velocity = Vector2(0, 0) +11:4/0/physics_layer_1/angular_velocity = 0.0 +12:4/0 = 0 +12:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:4/0/physics_layer_0/angular_velocity = 0.0 +12:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 1, 8, 1, 8, 8, -8, 8) +12:4/0/physics_layer_1/linear_velocity = Vector2(0, 0) +12:4/0/physics_layer_1/angular_velocity = 0.0 +13:4/0 = 0 +13:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:4/0/physics_layer_0/angular_velocity = 0.0 +13:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 5, 8, 5, 8, 8, -8, 8) +13:4/0/physics_layer_1/linear_velocity = Vector2(0, 0) +13:4/0/physics_layer_1/angular_velocity = 0.0 [sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_2v4nl"] resource_name = "pics" @@ -1996,6 +2062,46 @@ texture = ExtResource("2_0lafl") 15:10/0/physics_layer_0/angular_velocity = 0.0 15:10/0/physics_layer_1/linear_velocity = Vector2(0, 0) 15:10/0/physics_layer_1/angular_velocity = 0.0 +12:3/0 = 0 +12:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:3/0/physics_layer_0/angular_velocity = 0.0 +12:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) +12:3/0/physics_layer_1/angular_velocity = 0.0 +13:3/0 = 0 +13:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:3/0/physics_layer_0/angular_velocity = 0.0 +13:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) +13:3/0/physics_layer_1/angular_velocity = 0.0 +14:3/0 = 0 +14:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:3/0/physics_layer_0/angular_velocity = 0.0 +14:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) +14:3/0/physics_layer_1/angular_velocity = 0.0 +15:3/0 = 0 +15:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:3/0/physics_layer_0/angular_velocity = 0.0 +15:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) +15:3/0/physics_layer_1/angular_velocity = 0.0 +15:4/0 = 0 +15:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:4/0/physics_layer_0/angular_velocity = 0.0 +15:4/0/physics_layer_1/linear_velocity = Vector2(0, 0) +15:4/0/physics_layer_1/angular_velocity = 0.0 +14:4/0 = 0 +14:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:4/0/physics_layer_0/angular_velocity = 0.0 +14:4/0/physics_layer_1/linear_velocity = Vector2(0, 0) +14:4/0/physics_layer_1/angular_velocity = 0.0 +14:5/0 = 0 +14:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:5/0/physics_layer_0/angular_velocity = 0.0 +14:5/0/physics_layer_1/linear_velocity = Vector2(0, 0) +14:5/0/physics_layer_1/angular_velocity = 0.0 +15:5/0 = 0 +15:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:5/0/physics_layer_0/angular_velocity = 0.0 +15:5/0/physics_layer_1/linear_velocity = Vector2(0, 0) +15:5/0/physics_layer_1/angular_velocity = 0.0 [sub_resource type="TileSet" id="TileSet_4unpf"] physics_layer_0/collision_layer = 16