[gd_scene load_steps=16 format=2] [ext_resource path="res://isotiles.png" type="Texture" id=1] [sub_resource type="ConvexPolygonShape2D" id=1] custom_solver_bias = 0.0 points = PoolVector2Array( -68, 2, -4, -30, 60, 2, -4, 34 ) [sub_resource type="ConvexPolygonShape2D" id=2] custom_solver_bias = 0.0 points = PoolVector2Array( -20, -6, -4, -22, 12, -22, 4, 10, -4, 10 ) [sub_resource type="ConvexPolygonShape2D" id=3] custom_solver_bias = 0.0 points = PoolVector2Array( 28, -6, 4, 10, 12, -22 ) [sub_resource type="ConvexPolygonShape2D" id=4] custom_solver_bias = 0.0 points = PoolVector2Array( 66.095, -0.62516, -5.90501, 31.3748, -21.905, 23.3748, 50.095, -8.62516 ) [node name="Node2D" type="Node2D"] [node name="base" type="Sprite" parent="."] position = Vector2( 87.5658, 0.113792 ) texture = ExtResource( 1 ) offset = Vector2( -4, 6 ) region = true region_rect = Rect2( 28, 92, 132, 84 ) [node name="base2" type="Sprite" parent="."] position = Vector2( 196, 44 ) texture = ExtResource( 1 ) offset = Vector2( -4, 6 ) region = true region_rect = Rect2( 220, 92, 132, 84 ) [node name="wall" type="Sprite" parent="."] position = Vector2( 356, 70 ) texture = ExtResource( 1 ) offset = Vector2( -4, -32 ) region = true region_rect = Rect2( 28, 220, 132, 136 ) [node name="StaticBody2D" type="StaticBody2D" parent="wall"] input_pickable = false shapes/0/shape = SubResource( 1 ) shapes/0/transform = Transform2D( 1, 0, 0, 1, 0, 0 ) shapes/0/trigger = false collision_layer = 1 collision_mask = 1 constant_linear_velocity = Vector2( 0, 0 ) constant_angular_velocity = 0.0 friction = 1.0 bounce = 0.0 [node name="collision" type="CollisionPolygon2D" parent="wall/StaticBody2D"] build_mode = 0 polygon = PoolVector2Array( -68, 2, -4, 34, 60, 2, -4, -30 ) shape_range = Vector2( -1, -1 ) trigger = false [node name="column" type="Sprite" parent="."] position = Vector2( 292, 198 ) texture = ExtResource( 1 ) offset = Vector2( -2, -32 ) region = true region_rect = Rect2( 220, 220, 132, 136 ) [node name="StaticBody" type="StaticBody2D" parent="column"] input_pickable = false shapes/0/shape = SubResource( 2 ) shapes/0/transform = Transform2D( 1, 0, 0, 1, 0, 0 ) shapes/0/trigger = false shapes/1/shape = SubResource( 3 ) shapes/1/transform = Transform2D( 1, 0, 0, 1, 0, 0 ) shapes/1/trigger = false collision_layer = 1 collision_mask = 1 constant_linear_velocity = Vector2( 0, 0 ) constant_angular_velocity = 0.0 friction = 1.0 bounce = 0.0 [node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="column/StaticBody"] build_mode = 0 polygon = PoolVector2Array( -20, -6, -4, 10, 4, 10, 28, -6, 12, -22, -4, -22 ) shape_range = Vector2( -1, -1 ) trigger = false [node name="door1" type="Sprite" parent="."] position = Vector2( 85.905, 0.62516 ) texture = ExtResource( 1 ) offset = Vector2( 16, -22 ) region = true region_rect = Rect2( 24, 408, 132, 136 ) [node name="StaticBody2D" type="StaticBody2D" parent="door1"] input_pickable = false shapes/0/shape = SubResource( 4 ) shapes/0/transform = Transform2D( 1, 0, 0, 1, 0, 0 ) shapes/0/trigger = false collision_layer = 1 collision_mask = 1 constant_linear_velocity = Vector2( 0, 0 ) constant_angular_velocity = 0.0 friction = 1.0 bounce = 0.0 [node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="door1/StaticBody2D"] build_mode = 0 polygon = PoolVector2Array( -5.90501, 31.3748, 66.095, -0.62516, 50.095, -8.62516, -21.905, 23.3748 ) shape_range = Vector2( -1, -1 ) trigger = false