godot-demo-projects/2d/platformer/bullet.tscn

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[gd_scene load_steps=8 format=2]
[ext_resource path="res://bullet.gd" type="Script" id=1]
[ext_resource path="res://bullet.png" type="Texture" id=2]
[sub_resource type="CanvasItemMaterial" id=1]
blend_mode = 0
light_mode = 0
[sub_resource type="GradientTexture" id=2]
width = 2048
[sub_resource type="ParticlesMaterial" id=3]
trail_divisor = 1
emission_shape = 0
flag_align_y = false
flag_rotate_y = false
flag_disable_z = true
spread = 45.0
flatness = 0.0
gravity = Vector3( 0, 0, 0 )
initial_velocity = 1.0
initial_velocity_random = 0.0
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 = 1.0
scale_random = 0.0
color_ramp = SubResource( 2 )
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
[sub_resource type="CircleShape2D" id=4]
custom_solver_bias = 0.0
radius = 10.0
[sub_resource type="Animation" id=5]
length = 1.5
loop = false
step = 0.0
tracks/0/type = "method"
tracks/0/path = NodePath(".")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/imported = false
tracks/0/keys = {
"times": PoolFloatArray( 1.31 ),
"transitions": PoolFloatArray( 1 ),
"values": [ {
"args": [ ],
"method": "queue_free"
} ]
}
tracks/1/type = "value"
tracks/1/path = NodePath("sprite:self_modulate")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/imported = false
tracks/1/keys = {
"times": PoolFloatArray( 0, 0.99 ),
"transitions": PoolFloatArray( 1, 1 ),
"update": 0,
"values": [ Color( 1, 1, 1, 1 ), Color( 1, 1, 1, 0 ) ]
}
tracks/2/type = "value"
tracks/2/path = NodePath("particles:emitting")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/imported = false
tracks/2/keys = {
"times": PoolFloatArray( 0 ),
"transitions": PoolFloatArray( 1 ),
"update": 1,
"values": [ false ]
}
[node name="bullet" type="RigidBody2D"]
input_pickable = false
collision_layer = 1
collision_mask = 1
mode = 0
mass = 1.0
friction = 1.0
bounce = 0.0
gravity_scale = 1.0
custom_integrator = false
continuous_cd = 2
contacts_reported = 3
contact_monitor = true
sleeping = false
can_sleep = true
linear_velocity = Vector2( 0, 0 )
linear_damp = -1.0
angular_velocity = 0.0
angular_damp = -1.0
script = ExtResource( 1 )
[node name="particles" type="Particles2D" parent="."]
modulate = Color( 1, 1, 1, 0.244784 )
material = SubResource( 1 )
emitting = true
amount = 50
lifetime = 0.1
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( 3 )
texture = ExtResource( 2 )
normal_map = null
h_frames = 1
v_frames = 1
[node name="sprite" type="Sprite" parent="."]
self_modulate = Color( 1, 1, 1, 0 )
texture = ExtResource( 2 )
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
shape = SubResource( 4 )
[node name="Timer" type="Timer" parent="."]
process_mode = 1
wait_time = 1.0
one_shot = true
autostart = true
[node name="anim" type="AnimationPlayer" parent="."]
playback_process_mode = 1
playback_default_blend_time = 0.0
root_node = NodePath("..")
anims/shutdown = SubResource( 5 )
playback/active = true
playback/speed = 1.0
blend_times = [ ]
autoplay = ""
[connection signal="body_entered" from="." to="." method="_on_bullet_body_enter"]
[connection signal="timeout" from="Timer" to="." method="_on_Timer_timeout"]