[gd_scene load_steps=5 format=1] [ext_resource path="res://wall_shader.tres" type="CanvasItemMaterial" id=1] [ext_resource path="res://faceColor.png" type="Texture" id=2] [sub_resource type="CircleShape2D" id=1] custom_solver_bias = 0.0 radius = 20.0 [sub_resource type="OccluderPolygon2D" id=2] closed = false cull_mode = 0 polygon = Vector2Array( -16.1183, 62.9508, 4.32091, 74.9223, 23.3002, 65.2867 ) [node name="column" type="StaticBody2D"] input/pickable = false shapes/0/shape = SubResource( 1 ) shapes/0/transform = Matrix32( 1, 0, 0, 1, 1.36365, 7.83751 ) shapes/0/trigger = false collision/layers = 1 collision/mask = 1 constant_linear_velocity = Vector2( 0, 0 ) constant_angular_velocity = 0.0 friction = 1.0 bounce = 0.0 [node name="Sprite" type="Sprite" parent="."] material/material = ExtResource( 1 ) transform/pos = Vector2( 0.487671, 0.487679 ) texture = ExtResource( 2 ) offset = Vector2( -4.37984, -50.8523 ) region = true region_rect = Rect2( 569, 179, 48, 154 ) [node name="occluder" type="LightOccluder2D" parent="."] transform/pos = Vector2( -3.90138, -50.97 ) occluder = SubResource( 2 ) light_mask = 1 [node name="CollisionShape2D" type="CollisionShape2D" parent="."] transform/pos = Vector2( 1.36365, 7.83751 ) shape = SubResource( 1 ) trigger = false _update_shape_index = -1