Frog reverses direction correctly when jumping
This commit is contained in:
parent
3689e9a43b
commit
db04c9d3d5
@ -511,10 +511,10 @@ texture = ExtResource( 8 )
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[node name="AnimatedSprite" type="AnimatedSprite" parent="ParallaxBackground/ParallaxLayer5"]
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[node name="AnimatedSprite" type="AnimatedSprite" parent="ParallaxBackground/ParallaxLayer5"]
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visible = false
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visible = false
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frames = SubResource( 7 )
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frames = SubResource( 7 )
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frame = 8
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frame = 10
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playing = true
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playing = true
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[node name="AnimatedSprite2" type="AnimatedSprite" parent="ParallaxBackground/ParallaxLayer5"]
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[node name="AnimatedSprite2" type="AnimatedSprite" parent="ParallaxBackground/ParallaxLayer5"]
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frames = SubResource( 8 )
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frames = SubResource( 8 )
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frame = 13
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frame = 1
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playing = true
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playing = true
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@ -16,7 +16,7 @@ func _on_LevelTemplate_ready() -> void:
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rope.rope_start = get_node("WhatAreFrog")
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rope.rope_start = get_node("WhatAreFrog")
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rope.rope_end_joint = get_node("RopeAnchor/cshape/pjoint")
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rope.rope_end_joint = get_node("RopeAnchor/cshape/pjoint")
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rope.rope_start_joint = get_node("WhatAreFrog/cshape/pjoint")
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rope.rope_start_joint = get_node("WhatAreFrog/cshape/pjoint")
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rope.spawn_rope($WhatAreFrog.global_position, $RopeAnchor.global_position, false)
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rope.spawn_rope($WhatAreFrog.global_position, $RopeAnchor.global_position, movement_radius, false)
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$WhatAreFrog.bind_to_anchor($RopeAnchor, movement_radius)
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$WhatAreFrog.bind_to_anchor($RopeAnchor, movement_radius)
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@ -37,7 +37,7 @@ func _on_WhatAreFrog_child_exiting_tree(node:Node) -> void:
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rope.rope_start = anchor
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rope.rope_start = anchor
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rope.rope_end_joint = get_node("RopeAnchor/cshape/pjoint")
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rope.rope_end_joint = get_node("RopeAnchor/cshape/pjoint")
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rope.rope_start_joint = anchor.get_node("cshape/pjoint")
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rope.rope_start_joint = anchor.get_node("cshape/pjoint")
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rope.spawn_rope(anchor.global_position, $RopeAnchor.global_position, false)
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rope.spawn_rope(anchor.global_position, $RopeAnchor.global_position, movement_radius * 10, false)
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is_first_signal = false
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is_first_signal = false
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# rope.rope_start = anchor
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# rope.rope_start = anchor
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# anchor.global_position = rope.rope_start_joint.global_position
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# anchor.global_position = rope.rope_start_joint.global_position
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@ -6,11 +6,12 @@
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[node name="BoundFrog" type="Node2D"]
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[node name="BoundFrog" type="Node2D"]
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script = ExtResource( 3 )
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script = ExtResource( 3 )
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movement_radius = 100
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[node name="WhatAreFrog" parent="." instance=ExtResource( 1 )]
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[node name="WhatAreFrog" parent="." instance=ExtResource( 1 )]
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[node name="RopeAnchor" parent="." instance=ExtResource( 2 )]
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[node name="RopeAnchor" parent="." instance=ExtResource( 2 )]
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position = Vector2( -136, 11 )
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position = Vector2( -80, 9 )
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[connection signal="child_exiting_tree" from="WhatAreFrog" to="." method="_on_WhatAreFrog_child_exiting_tree"]
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[connection signal="child_exiting_tree" from="WhatAreFrog" to="." method="_on_WhatAreFrog_child_exiting_tree"]
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@ -10,9 +10,14 @@ var movement_radius: float
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var anchor: Node2D
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var anchor: Node2D
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var is_bound := false
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var is_bound := false
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var start_x := 0
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var start_x := 0.0
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var in_air := false
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var in_air := false
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var is_hurt := false
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var is_hurt := false
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var stored_x_vel = 0.0
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var current_delta = 0.0
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var reversing_possible_searching := true
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func _ready():
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func _ready():
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jump_timer = Timer.new()
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jump_timer = Timer.new()
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@ -20,13 +25,13 @@ func _ready():
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jump_timer.connect("timeout", self, "jump")
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jump_timer.connect("timeout", self, "jump")
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add_child(jump_timer)
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add_child(jump_timer)
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func bind_to_anchor(anchor_node: Node2D, radius: float ) -> void:
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func bind_to_anchor(anchor_node: Node2D, radius: float ) -> void:
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anchor = anchor_node
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anchor = anchor_node
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movement_radius = radius
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movement_radius = radius
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is_bound = true
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is_bound = true
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# TODO adapt to groups
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# TODO Engine error here(what does it WANT???)
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func _on_StompDetector_body_entered(body: Node) -> void:
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func _on_StompDetector_body_entered(body: Node) -> void:
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if body.global_position.y > get_node("StompDetector").global_position.y:
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if body.global_position.y > get_node("StompDetector").global_position.y:
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return
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return
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@ -36,26 +41,22 @@ func _on_StompDetector_body_entered(body: Node) -> void:
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func execute_movement(delta: float) -> void:
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func execute_movement(delta: float) -> void:
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current_delta = delta
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velocity.y += _gravity * delta
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velocity.y += _gravity * delta
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if sign(velocity.x) != orientation.cast_to.x:
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velocity.x *= -1
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if(is_bound):
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if(is_bound):
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var next_position = global_position + velocity*delta
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var next_position = global_position + velocity * current_delta
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var distance_to_anchor = global_position.distance_to(anchor.global_position)
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var current_distance = global_position.distance_to(anchor.global_position)
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var new_distance = next_position.distance_to(anchor.global_position)
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var new_distance = next_position.distance_to(anchor.global_position)
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if(new_distance > movement_radius):
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if(current_distance >= movement_radius && new_distance > current_distance):
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velocity = velocity/2
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velocity.x = velocity.x * 0.8
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orientation.cast_to.x *= -1
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velocity = move_and_slide(velocity, FLOOR_NORMAL, false, 4, 0.785398,false)
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velocity = move_and_slide(velocity, FLOOR_NORMAL, false, 4, 0.785398,false)
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if(is_on_floor()):
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if(is_on_floor()):
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velocity = Vector2(0,0)
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velocity = Vector2(0,0)
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if ($Left_Wallcast.is_colliding() || $Right_Wallcast.is_colliding()) && is_on_floor():
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# Reverse direction when hitting limit
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orientation.cast_to.x *= -1
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func die() -> void:
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func die() -> void:
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GlobalState.score += score
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GlobalState.score += score
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queue_free()
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queue_free()
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@ -75,8 +76,10 @@ func searching() -> Vector2:
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else:
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else:
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if(!in_air):
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if(!in_air):
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start_x = global_position.x
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start_x = global_position.x
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reversing_possible_searching = true
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jump_timer.stop()
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jump_timer.stop()
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in_air = true
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in_air = true
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return velocity
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return velocity
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@ -89,10 +92,43 @@ func jump():
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var v: Vector2 = velocity_for_jump_distance()
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var v: Vector2 = velocity_for_jump_distance()
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var jump_height = (pow(v.length(), 2) * pow(sin(deg2rad(65)),2))/(2*_gravity)
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var jump_height = (pow(v.length(), 2) * pow(sin(deg2rad(65)),2))/(2*_gravity)
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print("Jump height: ", jump_height)
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print("Jump height: ", jump_height)
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$CeilingRayCast.cast_to = Vector2(1.5*24 * sign(orientation.cast_to.x), - jump_height)
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$CeilingRayCast.cast_to = Vector2(1.5*24 * get_facing_direction(), - jump_height)
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velocity = v
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velocity = v
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if(is_bound):
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var next_position = global_position + velocity * get_facing_direction() * current_delta
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var current_distance = global_position.distance_to(anchor.global_position)
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var new_distance = next_position.distance_to(anchor.global_position)
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print(current_distance)
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print(new_distance)
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if(new_distance >= movement_radius && new_distance > current_distance):
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if can_reverse_facing_direction():
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reverse_facing_direction()
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elif (($Left_Wallcast.is_colliding() || $Right_Wallcast.is_colliding()) && can_reverse_facing_direction()):
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reverse_facing_direction()
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elif (($Left_Wallcast.is_colliding() || $Right_Wallcast.is_colliding()) && can_reverse_facing_direction()):
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reverse_facing_direction()
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if sign(velocity.x) != get_facing_direction():
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velocity.x *= -1
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func velocity_for_jump_distance(distance: float = 3*24, angle: float = deg2rad(65)) -> Vector2:
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func velocity_for_jump_distance(distance: float = 3*24, angle: float = deg2rad(65)) -> Vector2:
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var abs_velocity = sqrt((distance * _gravity)/sin(2*angle))
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var abs_velocity = sqrt((distance * _gravity)/sin(2*angle))
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return Vector2(abs_velocity,0).rotated(-1*angle)
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return Vector2(abs_velocity,0).rotated(-1*angle)
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func can_reverse_facing_direction() -> bool:
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if(is_on_floor()):
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return true
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return false
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func reverse_facing_direction() -> void:
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print("reversing direction")
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orientation.cast_to.x *= -1
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pass
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func get_facing_direction() -> float:
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return orientation.cast_to.x
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@ -6,6 +6,8 @@ var piece_length := 2.0
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var rope_close_tolerance := 2.0
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var rope_close_tolerance := 2.0
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var rope_pieces := []
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var rope_pieces := []
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var rope_piece_positions : PoolVector2Array= []
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var rope_piece_positions : PoolVector2Array= []
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var anchor_distance := 1.0
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var movement_radius := 1.0
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export var mouse_follow := false
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export var mouse_follow := false
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@ -20,10 +22,11 @@ func _physics_process(_delta: float) -> void:
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rope_end.global_position = get_global_mouse_position()
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rope_end.global_position = get_global_mouse_position()
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rope_piece_positions.resize(0)
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rope_piece_positions.resize(0)
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rope_piece_positions = get_piece_positions()
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rope_piece_positions = get_piece_positions()
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anchor_distance = rope_piece_positions[0].distance_to(rope_piece_positions[-1])
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if !rope_piece_positions.empty():
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if !rope_piece_positions.empty():
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update()
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update()
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func spawn_rope(start_pos: Vector2, end_pos: Vector2, new_anchors: bool = true):
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func spawn_rope(start_pos: Vector2, end_pos: Vector2, m_radius: float = 10000, new_anchors: bool = true):
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if(new_anchors):
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if(new_anchors):
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rope_start = RopeAnchor.instance()
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rope_start = RopeAnchor.instance()
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rope_end = RopeAnchor.instance()
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rope_end = RopeAnchor.instance()
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@ -33,8 +36,9 @@ func spawn_rope(start_pos: Vector2, end_pos: Vector2, new_anchors: bool = true):
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add_child(rope_end, true)
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add_child(rope_end, true)
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rope_start.global_position = start_pos
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rope_start.global_position = start_pos
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rope_end.global_position = end_pos
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rope_end.global_position = end_pos
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var dist = start_pos.distance_to(end_pos)
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movement_radius = m_radius
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var pieces_amount = round(dist / piece_length)
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anchor_distance = start_pos.distance_to(end_pos)
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var pieces_amount = round(anchor_distance / piece_length)
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var spawn_angle = (end_pos-start_pos).angle() - PI/2
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var spawn_angle = (end_pos-start_pos).angle() - PI/2
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create_rope(pieces_amount, rope_start, end_pos, spawn_angle)
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create_rope(pieces_amount, rope_start, end_pos, spawn_angle)
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@ -76,4 +80,8 @@ func get_piece_positions() -> Array:
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return rope_points
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return rope_points
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func _draw() -> void:
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func _draw() -> void:
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draw_polyline(rope_piece_positions, Color.blue, 1.2)
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draw_polyline(
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rope_piece_positions,
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Color(Color.green.linear_interpolate(Color.red, anchor_distance/max(1.0, movement_radius))),
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1.2
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)
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@ -11,7 +11,8 @@ collision_layer = 256
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collision_mask = 8
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collision_mask = 8
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input_pickable = true
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input_pickable = true
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mode = 1
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mode = 1
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mass = 0.01
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mass = 5.72
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gravity_scale = 3.0
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linear_damp = 1.0
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linear_damp = 1.0
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angular_damp = 1.0
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angular_damp = 1.0
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@ -9,6 +9,7 @@ height = 1.0
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[node name="RigidBody2D" type="RigidBody2D"]
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[node name="RigidBody2D" type="RigidBody2D"]
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collision_layer = 256
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collision_layer = 256
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collision_mask = 8
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collision_mask = 8
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gravity_scale = 3.0
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linear_damp = 1.0
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linear_damp = 1.0
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angular_damp = 1.0
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angular_damp = 1.0
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script = ExtResource( 1 )
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script = ExtResource( 1 )
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@ -27,6 +27,9 @@ wait_time = 20.0
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[node name="BlobbyCam" parent="." instance=ExtResource( 12 )]
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[node name="BlobbyCam" parent="." instance=ExtResource( 12 )]
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[node name="AnimatedSprite" parent="BlobbyCam/ParallaxBackground/ParallaxLayer5" index="4"]
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[node name="AnimatedSprite" parent="BlobbyCam/ParallaxBackground/ParallaxLayer5" index="4"]
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frame = 1
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[node name="AnimatedSprite2" parent="BlobbyCam/ParallaxBackground/ParallaxLayer5" index="5"]
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frame = 11
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frame = 11
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[node name="Blobby" parent="." instance=ExtResource( 2 )]
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[node name="Blobby" parent="." instance=ExtResource( 2 )]
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@ -62,9 +62,6 @@ position = Vector2( 492, 804 )
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[node name="DartingEnemy" parent="." instance=ExtResource( 8 )]
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[node name="DartingEnemy" parent="." instance=ExtResource( 8 )]
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position = Vector2( 800, 875 )
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position = Vector2( 800, 875 )
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[node name="Spikes" parent="." instance=ExtResource( 4 )]
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position = Vector2( -180, 900 )
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[node name="Spikes3" parent="." instance=ExtResource( 4 )]
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[node name="Spikes3" parent="." instance=ExtResource( 4 )]
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position = Vector2( 108, 900 )
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position = Vector2( 108, 900 )
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@ -77,9 +74,6 @@ position = Vector2( 132, 900 )
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[node name="Spikes6" parent="." instance=ExtResource( 4 )]
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[node name="Spikes6" parent="." instance=ExtResource( 4 )]
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position = Vector2( 348, 900 )
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position = Vector2( 348, 900 )
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[node name="Spikes2" parent="." instance=ExtResource( 4 )]
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position = Vector2( -156, 900 )
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[node name="TileMap" type="TileMap" parent="."]
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[node name="TileMap" type="TileMap" parent="."]
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tile_set = SubResource( 2 )
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tile_set = SubResource( 2 )
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cell_size = Vector2( 24, 24 )
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cell_size = Vector2( 24, 24 )
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@ -90,4 +84,4 @@ collision_friction = 0.0
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collision_layer = 8
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collision_layer = 8
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collision_mask = 0
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collision_mask = 0
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format = 1
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format = 1
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tile_data = PoolIntArray( 1179634, 1, 0, 1245170, 1, 0, 1310706, 1, 0, 1376242, 1, 0, 1441778, 1, 0, 1507314, 1, 0, 1572850, 1, 0, 1638386, 1, 0, 1703922, 1, 0, 1769458, 1, 0, 1834994, 1, 0, 1900530, 1, 0, 1966066, 1, 0, 1966069, 536870912, 0, 1966071, 1, 0, 1900544, 0, 0, 2031602, 1, 0, 2031603, 1, 0, 2031604, 1, 0, 2031605, 1, 0, 2031606, 1, 0, 2031607, 1, 0, 1966080, 0, 0, 2097138, 1, 0, 2097139, 1, 0, 2097140, 1, 0, 2097141, 1, 0, 2097142, 1, 0, 2097143, 1, 0, 2162674, 1, 0, 2162679, 1, 0, 2228210, 1, 0, 2228215, 1, 0, 2228220, 1, 0, 2228221, 1, 0, 2228222, 1, 0, 2228223, 1, 0, 2162688, 1, 0, 2162726, 1, 0, 2293746, 1, 0, 2293751, 1, 0, 2228230, 1, 0, 2228231, 1, 0, 2228232, 1, 0, 2228233, 1, 0, 2228234, 1, 0, 2228235, 1, 0, 2228242, 1, 0, 2228243, 1, 0, 2228244, 1, 0, 2228245, 1, 0, 2228246, 1, 0, 2228262, 1, 0, 2359282, 1, 0, 2359287, 1, 0, 2293798, 1, 0, 2424818, 1, 0, 2424823, 1, 0, 2424827, 1, 0, 2359323, 1, 0, 2359334, 1, 0, 2490354, 1, 0, 2490355, 1, 0, 2490356, 1, 0, 2490357, 1, 0, 2490358, 1, 0, 2490359, 1, 0, 2490362, 1, 0, 2490363, 1, 0, 2490364, 1, 0, 2490365, 1, 0, 2490366, 1, 0, 2490367, 1, 0, 2424832, 1, 0, 2424833, 1, 0, 2424834, 1, 0, 2424835, 1, 0, 2424838, 1, 0, 2424839, 1, 0, 2424840, 1, 0, 2424841, 1, 0, 2424842, 1, 0, 2424843, 1, 0, 2424844, 1, 0, 2424845, 1, 0, 2424848, 1, 0, 2424849, 1, 0, 2424850, 1, 0, 2424851, 1, 0, 2424852, 1, 0, 2424853, 1, 0, 2424854, 1, 0, 2424855, 1, 0, 2424856, 1, 0, 2424857, 1, 0, 2424858, 1, 0, 2424859, 1, 0, 2424860, 1, 0, 2424861, 1, 0, 2424862, 1, 0, 2424863, 1, 0, 2424864, 1, 0, 2424865, 1, 0, 2424866, 1, 0, 2424867, 1, 0, 2424868, 1, 0, 2424869, 1, 0, 2424870, 1, 0, 2555895, 1, 0, 2555896, 1, 0, 2555897, 1, 0, 2555898, 1, 0, 2555899, 1, 0, 2555900, 1, 0, 2555901, 1, 0, 2555902, 1, 0, 2555903, 1, 0, 2490368, 1, 0, 2490369, 1, 0, 2490370, 1, 0, 2490371, 1, 0, 2490372, 1, 0, 2490373, 1, 0, 2490374, 1, 0, 2490375, 1, 0, 2490376, 1, 0, 2490377, 1, 0, 2490378, 1, 0, 2490379, 1, 0, 2490380, 1, 0, 2490381, 1, 0, 2490382, 1, 0, 2490383, 1, 0 )
|
tile_data = PoolIntArray( 1179634, 1, 0, 1245170, 1, 0, 1310706, 1, 0, 1376242, 1, 0, 1441778, 1, 0, 1507314, 1, 0, 1572850, 1, 0, 1638386, 1, 0, 1703922, 1, 0, 1769458, 1, 0, 1834994, 1, 0, 1900530, 1, 0, 1966066, 1, 0, 1966069, 536870912, 0, 1966071, 1, 0, 1900544, 0, 0, 2031602, 1, 0, 2031603, 1, 0, 2031604, 1, 0, 2031605, 1, 0, 2031606, 1, 0, 2031607, 1, 0, 1966080, 0, 0, 2097138, 1, 0, 2097139, 1, 0, 2097140, 1, 0, 2097141, 1, 0, 2097142, 1, 0, 2097143, 1, 0, 2162674, 1, 0, 2162679, 1, 0, 2228210, 1, 0, 2228215, 1, 0, 2228220, 1, 0, 2228221, 1, 0, 2228222, 1, 0, 2228223, 1, 0, 2162688, 1, 0, 2162726, 1, 0, 2293746, 1, 0, 2293751, 1, 0, 2228230, 1, 0, 2228231, 1, 0, 2228232, 1, 0, 2228233, 1, 0, 2228234, 1, 0, 2228235, 1, 0, 2228242, 1, 0, 2228243, 1, 0, 2228244, 1, 0, 2228245, 1, 0, 2228246, 1, 0, 2228262, 1, 0, 2359282, 1, 0, 2359287, 1, 0, 2293798, 1, 0, 2424818, 1, 0, 2424823, 1, 0, 2424827, 1, 0, 2359323, 1, 0, 2359334, 1, 0, 2490354, 1, 0, 2490355, 1, 0, 2490356, 1, 0, 2490357, 1, 0, 2490358, 1, 0, 2490359, 1, 0, 2490360, -1073741823, 0, 2490361, -1073741823, 0, 2490362, 1, 0, 2490363, 1, 0, 2490364, 1, 0, 2490365, 1, 0, 2490366, 1, 0, 2490367, 1, 0, 2424832, 1, 0, 2424833, 1, 0, 2424834, 1, 0, 2424835, 1, 0, 2424838, 1, 0, 2424839, 1, 0, 2424840, 1, 0, 2424841, 1, 0, 2424842, 1, 0, 2424843, 1, 0, 2424844, 1, 0, 2424845, 1, 0, 2424848, 1, 0, 2424849, 1, 0, 2424850, 1, 0, 2424851, 1, 0, 2424852, 1, 0, 2424853, 1, 0, 2424854, 1, 0, 2424855, 1, 0, 2424856, 1, 0, 2424857, 1, 0, 2424858, 1, 0, 2424859, 1, 0, 2424860, 1, 0, 2424861, 1, 0, 2424862, 1, 0, 2424863, 1, 0, 2424864, 1, 0, 2424865, 1, 0, 2424866, 1, 0, 2424867, 1, 0, 2424868, 1, 0, 2424869, 1, 0, 2424870, 1, 0, 2555895, 1, 0, 2555896, 1, 0, 2555897, 1, 0, 2555898, 1, 0, 2555899, 1, 0, 2555900, 1, 0, 2555901, 1, 0, 2555902, 1, 0, 2555903, 1, 0, 2490368, 1, 0, 2490369, 1, 0, 2490370, 1, 0, 2490371, 1, 0, 2490372, 1, 0, 2490373, 1, 0, 2490374, 1, 0, 2490375, 1, 0, 2490376, 1, 0, 2490377, 1, 0, 2490378, 1, 0, 2490379, 1, 0, 2490380, 1, 0, 2490381, 1, 0, 2490382, 1, 0, 2490383, 1, 0 )
|
||||||
|
|||||||
@ -37,7 +37,7 @@ format = 1
|
|||||||
tile_data = PoolIntArray( 131099, -1073741822, 0, 262139, -1610612734, 0, 196635, -1073741822, 0, 327675, -1610612734, 0, 262171, -1073741822, 0, 393211, -1610612734, 0, 327707, -1073741822, 0, 458747, -1610612734, 0, 393243, -1073741822, 0, 524283, -1610612734, 0, 458779, -1073741822, 0, 589819, -1610612734, 0, 524315, -1073741822, 0, 655355, -1610612734, 0, 589851, -1073741822, 0, 720891, -1610612734, 0, 655387, -1073741822, 0, 786427, -1610612734, 0, 720923, -1073741822, 0, 851963, -1610612734, 0, 786459, -1073741822, 0, 917499, -1610612734, 0, 851995, -1073741822, 0, 983036, 2, 0, 983037, 2, 0, 983038, 2, 0, 983039, 2, 0, 917504, 2, 0, 917505, 2, 0, 917506, 2, 0, 917507, 2, 0, 917508, 2, 0, 917509, 2, 0, 917510, 2, 0, 917511, 2, 0, 917512, 2, 0, 917513, 2, 0, 917514, 2, 0, 917515, 2, 0, 917516, 2, 0, 917517, 2, 0, 917518, 2, 0, 917519, 2, 0, 917520, 2, 0, 917521, 2, 0, 917522, 2, 0, 917523, 2, 0, 917524, 2, 0, 917525, 2, 0, 917526, 2, 0, 917527, 2, 0, 917528, 2, 0, 917529, 2, 0, 917530, 2, 0 )
|
tile_data = PoolIntArray( 131099, -1073741822, 0, 262139, -1610612734, 0, 196635, -1073741822, 0, 327675, -1610612734, 0, 262171, -1073741822, 0, 393211, -1610612734, 0, 327707, -1073741822, 0, 458747, -1610612734, 0, 393243, -1073741822, 0, 524283, -1610612734, 0, 458779, -1073741822, 0, 589819, -1610612734, 0, 524315, -1073741822, 0, 655355, -1610612734, 0, 589851, -1073741822, 0, 720891, -1610612734, 0, 655387, -1073741822, 0, 786427, -1610612734, 0, 720923, -1073741822, 0, 851963, -1610612734, 0, 786459, -1073741822, 0, 917499, -1610612734, 0, 851995, -1073741822, 0, 983036, 2, 0, 983037, 2, 0, 983038, 2, 0, 983039, 2, 0, 917504, 2, 0, 917505, 2, 0, 917506, 2, 0, 917507, 2, 0, 917508, 2, 0, 917509, 2, 0, 917510, 2, 0, 917511, 2, 0, 917512, 2, 0, 917513, 2, 0, 917514, 2, 0, 917515, 2, 0, 917516, 2, 0, 917517, 2, 0, 917518, 2, 0, 917519, 2, 0, 917520, 2, 0, 917521, 2, 0, 917522, 2, 0, 917523, 2, 0, 917524, 2, 0, 917525, 2, 0, 917526, 2, 0, 917527, 2, 0, 917528, 2, 0, 917529, 2, 0, 917530, 2, 0 )
|
||||||
|
|
||||||
[node name="Spikes" parent="." instance=ExtResource( 13 )]
|
[node name="Spikes" parent="." instance=ExtResource( 13 )]
|
||||||
position = Vector2( -13, 324 )
|
position = Vector2( 231, 203 )
|
||||||
|
|
||||||
[node name="BlobbyCam" parent="." instance=ExtResource( 11 )]
|
[node name="BlobbyCam" parent="." instance=ExtResource( 11 )]
|
||||||
|
|
||||||
@ -50,11 +50,14 @@ scale = Vector2( 0.878906, 0.936025 )
|
|||||||
parameters/playback = SubResource( 4 )
|
parameters/playback = SubResource( 4 )
|
||||||
|
|
||||||
[node name="BoundFrog" parent="." instance=ExtResource( 12 )]
|
[node name="BoundFrog" parent="." instance=ExtResource( 12 )]
|
||||||
position = Vector2( 263, 323 )
|
position = Vector2( -15.9999, 324 )
|
||||||
scale = Vector2( 0.878906, 0.936025 )
|
scale = Vector2( 0.878906, 0.936025 )
|
||||||
|
|
||||||
|
[node name="WhatAreFrog" parent="BoundFrog" index="0"]
|
||||||
|
position = Vector2( 54.6132, 0 )
|
||||||
|
|
||||||
[node name="RopeAnchor" parent="BoundFrog" index="1"]
|
[node name="RopeAnchor" parent="BoundFrog" index="1"]
|
||||||
position = Vector2( 158.151, 10.6835 )
|
position = Vector2( 167.253, 9.61514 )
|
||||||
|
|
||||||
[node name="Collectibles" type="Node2D" parent="."]
|
[node name="Collectibles" type="Node2D" parent="."]
|
||||||
visible = false
|
visible = false
|
||||||
|
|||||||
Loading…
Reference in New Issue
Block a user