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spaceship.tscn
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spaceship.tscn
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[gd_scene load_steps=9 format=2]
[ext_resource path="res://spaceship.gd" type="Script" id=1]
[ext_resource path="res://comet/Hase.svg" type="Texture" id=2]
[ext_resource path="res://explosion/particle_round.png" type="Texture" id=3]
[sub_resource type="CanvasItemMaterial" id=6]
render_priority = 0
blend_mode = 1
light_mode = 0
[sub_resource type="Gradient" id=2]
offsets = PoolRealArray( 0, 1 )
colors = PoolColorArray( 0.877922, 0.941406, 0.316333, 1, 1, 0, 0, 0 )
[sub_resource type="GradientTexture" id=3]
flags = 4
gradient = SubResource( 2 )
width = 2048
[sub_resource type="ParticlesMaterial" id=4]
render_priority = 0
trail_divisor = 1
emission_shape = 2
emission_box_extents = Vector3( 1, 10, 1 )
flag_align_y = false
flag_rotate_y = false
flag_disable_z = true
spread = 20.0
flatness = 0.0
gravity = Vector3( 0, 0, 0 )
initial_velocity = 70.0
initial_velocity_random = 0.5
angular_velocity = 0.0
angular_velocity_random = 0.0
orbit_velocity = 0.0
orbit_velocity_random = 0.0
linear_accel = 0.0
linear_accel_random = 0.0
radial_accel = 0.0
radial_accel_random = 0.0
tangential_accel = 0.0
tangential_accel_random = 0.0
damping = 0.0
damping_random = 0.0
angle = 0.0
angle_random = 0.0
scale = 1.2
scale_random = 0.0
color_ramp = SubResource( 3 )
hue_variation = 0.0
hue_variation_random = 0.0
anim_speed = 0.0
anim_speed_random = 0.0
anim_offset = 0.0
anim_offset_random = 0.0
anim_loop = false
_sections_unfolded = [ "Color", "Emission Shape", "Gravity", "Initial Velocity", "Scale" ]
[sub_resource type="OccluderPolygon2D" id=5]
closed = true
cull_mode = 0
polygon = PoolVector2Array( -7.1813, 23.95, 7.27255, 23.95, 13.0651, 13.6889, 9.20935, -23.9015, -9.15359, -23.9015, -12.9139, 13.2004 )
[node name="spaceship" type="RigidBody2D" index="0"]
input_pickable = false
collision_layer = 3
collision_mask = 1
mode = 0
mass = 1.0
friction = 0.0
bounce = 0.0
gravity_scale = 1.0
custom_integrator = false
continuous_cd = 0
contacts_reported = 0
contact_monitor = false
sleeping = false
can_sleep = true
linear_velocity = Vector2( 0, 0 )
linear_damp = 0.15
angular_velocity = 0.0
angular_damp = 5.0
script = ExtResource( 1 )
_sections_unfolded = [ "Angular", "Applied Forces", "Collision", "Linear", "Material", "Pickable", "Transform", "Visibility", "Z Index", "collision" ]
[node name="Hase" type="Sprite" parent="." index="0"]
texture = ExtResource( 2 )
_sections_unfolded = [ "Transform" ]
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="." index="1"]
build_mode = 0
polygon = PoolVector2Array( -7.1813, 23.95, 7.27255, 23.95, 13.0651, 13.6889, 9.20935, -23.9015, -9.15359, -23.9015, -12.9139, 13.2004 )
[node name="exhaust" type="Particles2D" parent="." index="2"]
light_mask = 0
material = SubResource( 6 )
position = Vector2( 0, -20.9348 )
rotation = -1.5708
emitting = false
amount = 200
lifetime = 1.0
one_shot = false
preprocess = 0.0
speed_scale = 1.0
explosiveness = 0.0
randomness = 0.0
fixed_fps = 0
fract_delta = true
visibility_rect = Rect2( -100, -100, 200, 200 )
local_coords = false
draw_order = 0
process_material = SubResource( 4 )
texture = ExtResource( 3 )
normal_map = null
h_frames = 1
v_frames = 1
_sections_unfolded = [ "Drawing", "Material", "Process Material", "Textures", "Time", "Visibility" ]
[node name="LightOccluder2D" type="LightOccluder2D" parent="." index="3"]
occluder = SubResource( 5 )
light_mask = 1