[gd_scene load_steps=14 format=1] [ext_resource path="res://tiles_demo.png" type="Texture" id=1] [sub_resource type="ConvexPolygonShape2D" id=1] custom_solver_bias = 0.0 points = Vector2Array( -32, -24, 32, -24, 32, 32, -32, 32 ) [sub_resource type="ConvexPolygonShape2D" id=2] custom_solver_bias = 0.0 points = Vector2Array( -32, 32, -32, -24, 24, -24, 24, 32 ) [sub_resource type="ConvexPolygonShape2D" id=3] custom_solver_bias = 0.0 points = Vector2Array( -32, 32, -32, -32, 24, -32, 24, 32 ) [sub_resource type="ConvexPolygonShape2D" id=4] custom_solver_bias = 0.0 points = Vector2Array( -64, 32, -64, -32, -8, -32, -8, 32 ) [sub_resource type="ConvexPolygonShape2D" id=5] custom_solver_bias = 0.0 points = Vector2Array( -32, 32, -32, -32, 24, -32, 32, -24, 32, 32 ) [sub_resource type="ConvexPolygonShape2D" id=6] custom_solver_bias = 0.0 points = Vector2Array( -32, 32, -32, -24, 32, -24, 32, 32 ) [sub_resource type="ConvexPolygonShape2D" id=7] custom_solver_bias = 0.0 points = Vector2Array( -32, 32, -32, -24, 32, -24, 32, 32 ) [sub_resource type="ConvexPolygonShape2D" id=8] custom_solver_bias = 0.0 points = Vector2Array( -32, -32, 32, -32, 32, 32, -32, 32 ) [sub_resource type="ConvexPolygonShape2D" id=9] custom_solver_bias = 0.0 points = Vector2Array( -32, -56, 32, 8, 32, 64, -32, 64 ) [sub_resource type="ConvexPolygonShape2D" id=10] custom_solver_bias = 0.0 points = Vector2Array( -32, 32, -32, -32, 24, -32, 24, 32 ) [sub_resource type="ConvexPolygonShape2D" id=11] custom_solver_bias = 0.0 points = Vector2Array( -32, -24, 32, -24, 32, 24, -32, 24 ) [sub_resource type="ConvexPolygonShape2D" id=12] custom_solver_bias = 0.0 points = Vector2Array( -32, -24, 24, -24, 24, 24, -32, 24 ) [node name="Node" type="Node"] [node name="floor" type="Sprite" parent="."] texture = ExtResource( 1 ) region = true region_rect = Rect2( 0, 0, 64, 64 ) [node name="collision" type="StaticBody2D" parent="floor"] input/pickable = false shapes/0/shape = SubResource( 1 ) shapes/0/transform = Matrix32( 1, 0, 0, 1, 0, 0 ) 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="CollisionPolygon2D" type="CollisionPolygon2D" parent="floor/collision"] build_mode = 0 polygon = Vector2Array( 32, -24, 32, 32, -32, 32, -32, -24 ) shape_range = Vector2( -1, -1 ) trigger = false [node name="edge" type="Sprite" parent="."] transform/pos = Vector2( 64, 0 ) texture = ExtResource( 1 ) region = true region_rect = Rect2( 64, 0, 64, 64 ) [node name="collision" type="StaticBody2D" parent="edge"] input/pickable = false shapes/0/shape = SubResource( 2 ) shapes/0/transform = Matrix32( 1, 0, 0, 1, 0, 0 ) 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="CollisionPolygon2D" type="CollisionPolygon2D" parent="edge/collision"] build_mode = 0 polygon = Vector2Array( -32, -24, 24, -24, 24, 32, -32, 32 ) shape_range = Vector2( -1, -1 ) trigger = false [node name="wall" type="Sprite" parent="."] transform/pos = Vector2( 64, 64 ) texture = ExtResource( 1 ) region = true region_rect = Rect2( 64, 64, 64, 64 ) [node name="collision" type="StaticBody2D" parent="wall"] input/pickable = false shapes/0/shape = SubResource( 3 ) shapes/0/transform = Matrix32( 1, 0, 0, 1, 0, 0 ) 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="CollisionPolygon2D" type="CollisionPolygon2D" parent="wall/collision"] build_mode = 0 polygon = Vector2Array( -32, -32, 24, -32, 24, 32, -32, 32 ) shape_range = Vector2( -1, -1 ) trigger = false [node name="wall_deco" type="Sprite" parent="."] transform/pos = Vector2( 96, 128 ) texture = ExtResource( 1 ) region = true region_rect = Rect2( 320, 128, 128, 64 ) [node name="collision" type="StaticBody2D" parent="wall_deco"] input/pickable = false shapes/0/shape = SubResource( 4 ) shapes/0/transform = Matrix32( 1, 0, 0, 1, 0, 0 ) 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="CollisionPolygon2D" type="CollisionPolygon2D" parent="wall_deco/collision"] build_mode = 0 polygon = Vector2Array( -64, -32, -8, -32, -8, 32, -64, 32 ) shape_range = Vector2( -1, -1 ) trigger = false [node name="corner" type="Sprite" parent="."] transform/pos = Vector2( 64, 192 ) texture = ExtResource( 1 ) region = true region_rect = Rect2( 64, 128, 64, 64 ) [node name="collision" type="StaticBody2D" parent="corner"] input/pickable = false shapes/0/shape = SubResource( 5 ) shapes/0/transform = Matrix32( 1, 0, 0, 1, 0, 0 ) 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="CollisionPolygon2D" type="CollisionPolygon2D" parent="corner/collision"] build_mode = 0 polygon = Vector2Array( -32, -32, 24, -32, 32, -24, 32, 32, -32, 32 ) shape_range = Vector2( -1, -1 ) trigger = false [node name="flowers" type="Sprite" parent="."] transform/pos = Vector2( 128, 192 ) texture = ExtResource( 1 ) region = true region_rect = Rect2( 192, 192, 64, 64 ) [node name="collision" type="StaticBody2D" parent="flowers"] input/pickable = false shapes/0/shape = SubResource( 6 ) shapes/0/transform = Matrix32( 1, 0, 0, 1, 0, 0 ) 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="CollisionPolygon2D" type="CollisionPolygon2D" parent="flowers/collision"] build_mode = 0 polygon = Vector2Array( -32, 32, 32, 32, 32, -24, -32, -24 ) shape_range = Vector2( -1, -1 ) trigger = false [node name="tree_base" type="Sprite" parent="."] transform/pos = Vector2( 192, 192 ) texture = ExtResource( 1 ) region = true region_rect = Rect2( 256, 192, 64, 64 ) [node name="collision" type="StaticBody2D" parent="tree_base"] input/pickable = false shapes/0/shape = SubResource( 7 ) shapes/0/transform = Matrix32( 1, 0, 0, 1, 0, 0 ) 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="CollisionPolygon2D" type="CollisionPolygon2D" parent="tree_base/collision"] build_mode = 0 polygon = Vector2Array( -32, 32, 32, 32, 32, -24, -32, -24 ) shape_range = Vector2( -1, -1 ) trigger = false [node name="tree_mid" type="Sprite" parent="."] transform/pos = Vector2( 192, 128 ) texture = ExtResource( 1 ) region = true region_rect = Rect2( 256, 128, 64, 64 ) [node name="tree_mid 2" type="Sprite" parent="."] transform/pos = Vector2( 192, 64 ) texture = ExtResource( 1 ) region = true region_rect = Rect2( 256, 64, 64, 64 ) [node name="tree_top" type="Sprite" parent="."] transform/pos = Vector2( 192, 0 ) texture = ExtResource( 1 ) region = true region_rect = Rect2( 256, 0, 64, 64 ) [node name="solid" type="Sprite" parent="."] transform/pos = Vector2( 0, 64 ) texture = ExtResource( 1 ) region = true region_rect = Rect2( 0, 64, 64, 64 ) [node name="ceiling" type="Sprite" parent="."] transform/pos = Vector2( 0, 128 ) texture = ExtResource( 1 ) region = true region_rect = Rect2( 384, 64, 64, 64 ) [node name="collision" type="StaticBody2D" parent="ceiling"] input/pickable = false shapes/0/shape = SubResource( 8 ) shapes/0/transform = Matrix32( 1, 0, 0, 1, 0, 0 ) 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="CollisionPolygon2D" type="CollisionPolygon2D" parent="ceiling/collision"] build_mode = 0 polygon = Vector2Array( 32, -32, 32, 32, -32, 32, -32, -32 ) shape_range = Vector2( -1, -1 ) trigger = false [node name="ramp" type="Sprite" parent="."] transform/pos = Vector2( 256, 224 ) texture = ExtResource( 1 ) region = true region_rect = Rect2( 128, 128, 64, 128 ) [node name="collision" type="StaticBody2D" parent="ramp"] input/pickable = false shapes/0/shape = SubResource( 9 ) shapes/0/transform = Matrix32( 1, 0, 0, 1, 0, 0 ) 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="CollisionPolygon2D" type="CollisionPolygon2D" parent="ramp/collision"] build_mode = 0 polygon = Vector2Array( -32, -56, 32, 8, 32, 64, -32, 64 ) shape_range = Vector2( -1, -1 ) trigger = false [node name="ceiling2wall" type="Sprite" parent="."] transform/pos = Vector2( 0, 192 ) texture = ExtResource( 1 ) region = true region_rect = Rect2( 448, 64, 64, 64 ) [node name="collision" type="StaticBody2D" parent="ceiling2wall"] input/pickable = false shapes/0/shape = SubResource( 10 ) shapes/0/transform = Matrix32( 1, 0, 0, 1, 0, 0 ) 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="CollisionPolygon2D" type="CollisionPolygon2D" parent="ceiling2wall/collision"] build_mode = 0 polygon = Vector2Array( -32, -32, 24, -32, 24, 32, -32, 32 ) shape_range = Vector2( -1, -1 ) trigger = false [node name="platform_floor" type="Sprite" parent="."] transform/pos = Vector2( 0, 256 ) texture = ExtResource( 1 ) region = true region_rect = Rect2( 128, 0, 64, 64 ) [node name="collision" type="StaticBody2D" parent="platform_floor"] input/pickable = false shapes/0/shape = SubResource( 11 ) shapes/0/transform = Matrix32( 1, 0, 0, 1, 0, 0 ) 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="CollisionPolygon2D" type="CollisionPolygon2D" parent="platform_floor/collision"] build_mode = 0 polygon = Vector2Array( 32, -24, 32, 24, -32, 24, -32, -24 ) shape_range = Vector2( -1, -1 ) trigger = false [node name="platform_edge" type="Sprite" parent="."] transform/pos = Vector2( 64, 256 ) texture = ExtResource( 1 ) region = true region_rect = Rect2( 192, 0, 64, 64 ) [node name="collision" type="StaticBody2D" parent="platform_edge"] input/pickable = false shapes/0/shape = SubResource( 12 ) shapes/0/transform = Matrix32( 1, 0, 0, 1, 0, 0 ) 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="CollisionPolygon2D" type="CollisionPolygon2D" parent="platform_edge/collision"] build_mode = 0 polygon = Vector2Array( 24, -24, 24, 24, -32, 24, -32, -24 ) shape_range = Vector2( -1, -1 ) trigger = false [node name="help" type="Label" parent="."] focus/ignore_mouse = true focus/stop_mouse = true size_flags/horizontal = 2 margin/left = 1.0 margin/top = 331.0 margin/right = 727.0 margin/bottom = 422.0 text = "This scene serves as a tool for editing the tileset.\nNodes (sprites) and their respective collisionsare edited here.\n\nTo create a tileset from this, a \"TileSet\" resoucre must be created. Use the helper in: Scene -> Convert To -> TileSet.\nThis will save a tileset. Saving over it will merge your changes.\n\nFinally, the saved tileset resource (tileset.tres in this case), can be opened to be used into a TileMap node for editing a tile map." percent_visible = 1.0 lines_skipped = 0 max_lines_visible = -1