Slight sprite refactor, toying with physics
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8f60694745
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@ -0,0 +1,75 @@
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[gd_resource type="TileSet" load_steps=2 format=2]
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[ext_resource path="res://spritesheet.png" type="Texture" id=1]
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[resource]
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0/name = "belt"
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0/texture = ExtResource( 1 )
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0/tex_offset = Vector2( 0, 0 )
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0/modulate = Color( 1, 1, 1, 1 )
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0/region = Rect2( 8, 240, 8, 8 )
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0/tile_mode = 0
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0/occluder_offset = Vector2( 0, 0 )
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0/navigation_offset = Vector2( 0, 0 )
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0/shape_offset = Vector2( 0, 0 )
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0/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 )
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0/shape_one_way = false
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0/shape_one_way_margin = 0.0
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0/shapes = [ ]
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0/z_index = 0
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1/name = "widebelt1"
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1/texture = ExtResource( 1 )
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1/tex_offset = Vector2( 0, 0 )
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1/modulate = Color( 1, 1, 1, 1 )
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1/region = Rect2( 8, 224, 8, 8 )
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1/tile_mode = 0
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1/occluder_offset = Vector2( 0, 0 )
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1/navigation_offset = Vector2( 0, 0 )
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1/shape_offset = Vector2( 0, 0 )
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1/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 )
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1/shape_one_way = false
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1/shape_one_way_margin = 0.0
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1/shapes = [ ]
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1/z_index = 0
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2/name = "widebelt2"
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2/texture = ExtResource( 1 )
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2/tex_offset = Vector2( 0, 0 )
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2/modulate = Color( 1, 1, 1, 1 )
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2/region = Rect2( 8, 232, 8, 8 )
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2/tile_mode = 0
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2/occluder_offset = Vector2( 0, 0 )
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2/navigation_offset = Vector2( 0, 0 )
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2/shape_offset = Vector2( 0, 0 )
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2/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 )
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2/shape_one_way = false
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2/shape_one_way_margin = 0.0
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2/shapes = [ ]
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2/z_index = 0
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3/name = "widebelt3"
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3/texture = ExtResource( 1 )
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3/tex_offset = Vector2( 0, 0 )
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3/modulate = Color( 1, 1, 1, 1 )
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3/region = Rect2( 8, 216, 8, 8 )
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3/tile_mode = 0
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3/occluder_offset = Vector2( 0, 0 )
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3/navigation_offset = Vector2( 0, 0 )
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3/shape_offset = Vector2( 0, 0 )
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3/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 )
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3/shape_one_way = false
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3/shape_one_way_margin = 0.0
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3/shapes = [ ]
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3/z_index = 0
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4/name = "channel"
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4/texture = ExtResource( 1 )
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4/tex_offset = Vector2( 0, 0 )
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4/modulate = Color( 1, 1, 1, 1 )
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4/region = Rect2( 8, 248, 8, 8 )
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4/tile_mode = 0
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4/occluder_offset = Vector2( 0, 0 )
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4/navigation_offset = Vector2( 0, 0 )
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4/shape_offset = Vector2( 0, 0 )
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4/shape_transform = Transform2D( 1, 0, 0, 1, 0, 0 )
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4/shape_one_way = false
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4/shape_one_way_margin = 0.0
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4/shapes = [ ]
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4/z_index = 0
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@ -157,7 +157,7 @@ points = PoolVector2Array( 8, 8, 0, 8, 0, 0, 8, 0 )
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1/texture = ExtResource( 1 )
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1/tex_offset = Vector2( 0, 0 )
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1/modulate = Color( 1, 1, 1, 1 )
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1/region = Rect2( 0, 48, 8, 8 )
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1/region = Rect2( 72, 0, 8, 8 )
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1/tile_mode = 0
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1/occluder_offset = Vector2( 0, 0 )
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1/navigation_offset = Vector2( 0, 0 )
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@ -1,16 +0,0 @@
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[gd_resource type="AnimatedTexture" load_steps=5 format=2]
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[ext_resource path="res://assets/sprites/2x2belt_0.tres" type="Texture" id=1]
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[ext_resource path="res://assets/sprites/2x2belt_2.tres" type="Texture" id=2]
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[ext_resource path="res://assets/sprites/2x2belt_1.tres" type="Texture" id=3]
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[ext_resource path="res://assets/sprites/2x2belt_3.tres" type="Texture" id=4]
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[resource]
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frames = 4
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frame_0/texture = ExtResource( 1 )
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frame_1/texture = ExtResource( 3 )
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frame_1/delay_sec = 0.0
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frame_2/texture = ExtResource( 2 )
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frame_2/delay_sec = 0.0
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frame_3/texture = ExtResource( 4 )
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frame_3/delay_sec = 0.0
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@ -1,7 +0,0 @@
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[gd_resource type="AtlasTexture" load_steps=2 format=2]
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[ext_resource path="res://spritesheet.png" type="Texture" id=1]
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[resource]
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atlas = ExtResource( 1 )
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region = Rect2( 0, 208, 16, 16 )
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@ -1,7 +0,0 @@
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[gd_resource type="AtlasTexture" load_steps=2 format=2]
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[ext_resource path="res://spritesheet.png" type="Texture" id=1]
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[resource]
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atlas = ExtResource( 1 )
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region = Rect2( 0, 192, 16, 16 )
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@ -1,7 +0,0 @@
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[gd_resource type="AtlasTexture" load_steps=2 format=2]
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[ext_resource path="res://spritesheet.png" type="Texture" id=1]
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[resource]
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atlas = ExtResource( 1 )
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region = Rect2( 0, 176, 16, 16 )
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@ -1,27 +0,0 @@
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[gd_resource type="SpriteFrames" load_steps=6 format=2]
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[ext_resource path="res://spritesheet.png" type="Texture" id=1]
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[sub_resource type="AtlasTexture" id=4]
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atlas = ExtResource( 1 )
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region = Rect2( 0, 224, 16, 16 )
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[sub_resource type="AtlasTexture" id=3]
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atlas = ExtResource( 1 )
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region = Rect2( 0, 208, 16, 16 )
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[sub_resource type="AtlasTexture" id=2]
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atlas = ExtResource( 1 )
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region = Rect2( 0, 192, 16, 16 )
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[sub_resource type="AtlasTexture" id=1]
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atlas = ExtResource( 1 )
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region = Rect2( 0, 176, 16, 16 )
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[resource]
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animations = [ {
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"frames": [ SubResource( 4 ), SubResource( 3 ), SubResource( 2 ), SubResource( 1 ) ],
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"loop": true,
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"name": "default",
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"speed": 10.0
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} ]
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@ -4,4 +4,4 @@
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[resource]
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atlas = ExtResource( 1 )
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region = Rect2( 16, 232, 8, 8 )
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region = Rect2( 16, 248, 8, 8 )
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@ -4,4 +4,4 @@
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[resource]
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atlas = ExtResource( 1 )
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region = Rect2( 24, 232, 8, 8 )
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region = Rect2( 24, 248, 8, 8 )
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@ -4,4 +4,4 @@
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[resource]
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atlas = ExtResource( 1 )
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region = Rect2( 0, 168, 8, 8 )
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region = Rect2( 8, 240, 8, 8 )
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@ -1,27 +0,0 @@
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[gd_resource type="SpriteFrames" load_steps=6 format=2]
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[ext_resource path="res://spritesheet.png" type="Texture" id=1]
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[sub_resource type="AtlasTexture" id=1]
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atlas = ExtResource( 1 )
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region = Rect2( 0, 168, 8, 8 )
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[sub_resource type="AtlasTexture" id=2]
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atlas = ExtResource( 1 )
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region = Rect2( 8, 168, 8, 8 )
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[sub_resource type="AtlasTexture" id=3]
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atlas = ExtResource( 1 )
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region = Rect2( 0, 160, 8, 8 )
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[sub_resource type="AtlasTexture" id=4]
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atlas = ExtResource( 1 )
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region = Rect2( 8, 160, 8, 8 )
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[resource]
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animations = [ {
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"frames": [ SubResource( 1 ), SubResource( 2 ), SubResource( 3 ), SubResource( 4 ) ],
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"loop": true,
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"name": "default",
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"speed": 10.0
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} ]
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@ -4,4 +4,4 @@
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[resource]
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atlas = ExtResource( 1 )
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region = Rect2( 8, 168, 8, 8 )
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region = Rect2( 8, 248, 8, 8 )
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@ -4,4 +4,4 @@
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[resource]
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atlas = ExtResource( 1 )
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region = Rect2( 16, 192, 16, 16 )
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region = Rect2( 0, 80, 16, 16 )
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@ -4,4 +4,4 @@
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[resource]
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atlas = ExtResource( 1 )
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region = Rect2( 0, 160, 8, 8 )
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region = Rect2( 0, 64, 28, 16 )
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@ -4,4 +4,4 @@
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[resource]
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atlas = ExtResource( 1 )
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region = Rect2( 8, 160, 8, 8 )
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region = Rect2( 0, 48, 52, 16 )
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@ -4,4 +4,4 @@
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[resource]
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atlas = ExtResource( 1 )
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region = Rect2( 16, 224, 8, 8 )
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region = Rect2( 0, 112, 8, 8 )
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@ -4,4 +4,4 @@
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[resource]
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atlas = ExtResource( 1 )
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region = Rect2( 16, 208, 16, 8 )
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region = Rect2( 0, 96, 16, 8 )
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@ -4,4 +4,4 @@
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[resource]
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atlas = ExtResource( 1 )
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region = Rect2( 16, 216, 16, 8 )
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region = Rect2( 0, 104, 16, 8 )
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@ -4,4 +4,4 @@
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[resource]
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atlas = ExtResource( 1 )
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region = Rect2( 24, 224, 8, 8 )
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region = Rect2( 8, 112, 8, 8 )
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8
item.gd
8
item.gd
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@ -5,9 +5,9 @@ onready var beltmap = $"../BeltTiles"
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var dir_vectors = [Vector2(1,0), Vector2(0,-1), Vector2(-1,0), Vector2(0,1)]
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var cx := 5 # offset for edge feet
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var cy := 5 # offset for edge feet
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var foot_vectors = [Vector2(0,0), Vector2(cx,cy), Vector2(cx,-cy), Vector2(-cx,-cy), Vector2(-cx,cy)]
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export var cx := 5 # offset for edge feet
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export var cy := 5 # offset for edge feet
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onready var foot_vectors = [Vector2(0,0), Vector2(cx,cy), Vector2(cx,-cy), Vector2(-cx,-cy), Vector2(-cx,cy)]
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var foot_weights = [3, 1, 1, 1, 1]
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var total_weight = 7
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#var stuck_vec = null
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@ -29,7 +29,7 @@ func _process(delta):
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var direction = Vector2(0, 0)
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for i in len(foot_vectors):
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var vec = beltmap.world_to_map(position + foot_vectors[i])
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var vec = beltmap.world_to_map(position + foot_vectors[i].rotated(rotation))
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if beltmap.get_cell(vec.x, vec.y) >= 0:
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direction += dir_vectors[get_belt_direction(vec.x, vec.y)] * foot_weights[i]
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position += direction/total_weight * belt_speed
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@ -30,6 +30,11 @@ window/size/height=360
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window/stretch/mode="2d"
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window/stretch/aspect="keep"
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[physics]
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2d/default_gravity=0
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2d/default_gravity_vector=Vector2( 0, 0 )
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[rendering]
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quality/driver/driver_name="GLES2"
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BIN
spritesheet.png
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spritesheet.png
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Before Width: | Height: | Size: 1.7 KiB After Width: | Height: | Size: 1.6 KiB |
BIN
spritesheet.xcf
BIN
spritesheet.xcf
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