Add sound effects to lever activation and enhance enemy movement detection

This commit is contained in:
2025-05-01 15:09:56 +02:00
parent 29d8a93ece
commit 1a6e3dea78
143 changed files with 686 additions and 2244 deletions

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@@ -0,0 +1,19 @@
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@@ -51,7 +51,7 @@ hurt_fx = NodePath("../sfx_hurt")
script = ExtResource("4_4eajk")
area2d = NodePath("../Hitbox")
[node name="SideToSideMovement" type="Node" parent="." node_paths=PackedStringArray("root", "sprite2d", "left_ray", "right_ray")]
[node name="SideToSideMovement" type="Node" parent="." node_paths=PackedStringArray("root", "sprite2d", "left_ray", "right_ray", "left_wall_ray", "right_wall_ray")]
script = ExtResource("4_gbsq8")
root = NodePath("..")
sprite2d = NodePath("../Sprite2D")
@@ -59,6 +59,8 @@ speed = 60.0
wait_time = 0.5
left_ray = NodePath("../Left Ray")
right_ray = NodePath("../Right Ray")
left_wall_ray = NodePath("../Left Wall Ray")
right_wall_ray = NodePath("../Right Wall Ray")
[node name="PeriodicShootingComponent" type="Node" parent="." node_paths=PackedStringArray("side_to_side_movement", "root", "bullet_spawn_right", "bullet_spawn_left")]
script = ExtResource("5_m03v0")
@@ -87,10 +89,18 @@ debug_color = Color(0.913521, 0.265052, 0.323172, 0.42)
position = Vector2(-16, 13)
target_position = Vector2(0, 8)
[node name="Left Wall Ray" type="RayCast2D" parent="."]
position = Vector2(-16, 0)
target_position = Vector2(-8, 0)
[node name="Right Ray" type="RayCast2D" parent="."]
position = Vector2(16, 13)
target_position = Vector2(0, 8)
[node name="Right Wall Ray" type="RayCast2D" parent="."]
position = Vector2(16, 0)
target_position = Vector2(8, 0)
[node name="FlashingComponent" type="Node" parent="." node_paths=PackedStringArray("sprite", "health_component")]
process_mode = 3
script = ExtResource("7_xsaiy")

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@@ -1,7 +1,8 @@
[gd_scene load_steps=4 format=3 uid="uid://bd51frym6mm7v"]
[gd_scene load_steps=5 format=3 uid="uid://bd51frym6mm7v"]
[ext_resource type="Texture2D" uid="uid://djifxc5x0dyrw" path="res://sprites/ppc_tileset.png" id="1_psg62"]
[ext_resource type="Script" path="res://scripts/components/lever_component.gd" id="2_0p0wb"]
[ext_resource type="AudioStream" uid="uid://beq14we7v3iw4" path="res://sfx/activate_lever.wav" id="3_gipby"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_ke5tv"]
size = Vector2(12, 13)
@@ -20,8 +21,12 @@ hframes = 12
vframes = 12
frame = 75
[node name="LeverComponent" type="Node" parent="." node_paths=PackedStringArray("area2d", "sprite2d")]
[node name="LeverComponent" type="Node" parent="." node_paths=PackedStringArray("area2d", "sprite2d", "sfx")]
script = ExtResource("2_0p0wb")
area2d = NodePath("..")
sprite2d = NodePath("../Sprite2D")
start_animation_index = 75
sfx = NodePath("../sfx")
[node name="sfx" type="AudioStreamPlayer2D" parent="."]
stream = ExtResource("3_gipby")

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@@ -5,6 +5,7 @@ extends Node
@export var sprite2d: Sprite2D
@export var start_animation_index: int = 0
@export var animation_duration: float = 0.5
@export var sfx: AudioStreamPlayer2D
signal activated
@@ -30,6 +31,8 @@ func _on_body_entered(body: Node2D) -> void:
func activate() -> void:
activated.emit()
if sfx:
sfx.play()
sprite2d.frame = start_animation_index + 1
var timer := get_tree().create_timer(animation_duration)
await timer.timeout

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@@ -1,4 +1,4 @@
class_name SideToSideMovement
class_name SideToSideMovement
extends Node
@export var root: Node2D
@@ -7,14 +7,16 @@ extends Node
@export var wait_time: float = 1.0
@export var left_ray: RayCast2D
@export var right_ray: RayCast2D
@export var left_wall_ray: RayCast2D
@export var right_wall_ray: RayCast2D
var direction: Vector2 = Vector2.LEFT
var new_direction: Vector2 = Vector2.LEFT
var direction: Vector2 = Vector2.LEFT
var new_direction: Vector2 = Vector2.LEFT
var timer: Timer
var triggered_direction_change: bool = false
signal direction_changed()
func _ready() -> void:
root = get_parent()
@@ -35,7 +37,20 @@ func _physics_process(delta: float) -> void:
handle_sprite_flip()
handle_movement(delta)
func handle_direction() -> void:
# check if we are colliding with the left wall
if left_wall_ray.is_colliding():
new_direction = Vector2.RIGHT
direction_changed.emit()
return
# check if we are colliding with the right wall
if right_wall_ray.is_colliding():
new_direction = Vector2.LEFT
direction_changed.emit()
return
# we are not colliding with anything, which means we don't have ground to walk on. Stop moving.
if not left_ray.is_colliding() and not right_ray.is_colliding():
new_direction = Vector2.ZERO
@@ -51,15 +66,18 @@ func handle_direction() -> void:
direction_changed.emit()
return
func handle_sprite_flip() -> void:
if direction == Vector2.LEFT:
sprite2d.flip_h = true
else:
sprite2d.flip_h = false
func handle_movement(delta: float) -> void:
root.position += direction * speed * delta
func on_direction_changed() -> void:
if direction == new_direction or triggered_direction_change:
return
@@ -67,6 +85,7 @@ func on_direction_changed() -> void:
direction = Vector2.ZERO
timer.start()
func on_timer_timeout() -> void:
timer.stop()
direction = new_direction

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compress/lossy_quality=0.7
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compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
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mipmaps/limit=-1
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roughness/src_normal=""
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process/premult_alpha=false
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compress/lossy_quality=0.7
compress/hdr_compression=1
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mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
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[gd_resource type="TileSet" load_steps=5 format=3 uid="uid://cl4bn8lofqvky"]
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[ext_resource type="Texture2D" uid="uid://cw42lvnqxubq2" path="res://sprites/PS_Tileset_10_nes.png" id="2_k3fip"]
[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_oe4cj"]
texture = ExtResource("1")
@@ -365,10 +366,498 @@ texture = ExtResource("1")
9:0/0/terrains_peering_bit/top_left_corner = 0
9:0/0/terrains_peering_bit/top_side = 0
[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_4xq2o"]
texture = ExtResource("2_k3fip")
1:0/0 = 0
1:0/0/terrain_set = 0
1:0/0/terrain = 1
1:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
1:0/0/terrains_peering_bit/right_side = 1
1:0/0/terrains_peering_bit/bottom_right_corner = 1
1:0/0/terrains_peering_bit/bottom_side = 1
2:0/0 = 0
2:0/0/terrain_set = 0
2:0/0/terrain = 1
2:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
2:0/0/terrains_peering_bit/right_side = 1
2:0/0/terrains_peering_bit/bottom_right_corner = 1
2:0/0/terrains_peering_bit/bottom_side = 1
2:0/0/terrains_peering_bit/bottom_left_corner = 1
2:0/0/terrains_peering_bit/left_side = 1
3:0/0 = 0
3:0/0/terrain_set = 0
3:0/0/terrain = 1
3:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
3:0/0/terrains_peering_bit/bottom_side = 1
3:0/0/terrains_peering_bit/bottom_left_corner = 1
3:0/0/terrains_peering_bit/left_side = 1
6:0/0 = 0
6:0/0/terrain_set = 0
6:0/0/terrain = 1
6:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
8:0/0 = 0
8:0/0/terrain_set = 0
8:0/0/terrain = 1
8:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
8:0/0/terrains_peering_bit/right_side = 1
9:0/0 = 0
9:0/0/terrain_set = 0
9:0/0/terrain = 1
9:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
9:0/0/terrains_peering_bit/right_side = 1
9:0/0/terrains_peering_bit/left_side = 1
10:0/0 = 0
10:0/0/terrain_set = 0
10:0/0/terrain = 1
10:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
10:0/0/terrains_peering_bit/left_side = 1
12:0/0 = 0
13:0/0 = 0
14:0/0 = 0
15:0/0 = 0
0:1/0 = 0
0:1/0/terrain_set = 0
0:1/0/terrain = 1
0:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
0:1/0/terrains_peering_bit/right_side = 1
0:1/0/terrains_peering_bit/bottom_right_corner = 1
0:1/0/terrains_peering_bit/bottom_side = 1
1:1/0 = 0
1:1/0/terrain_set = 0
1:1/0/terrain = 1
1:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
1:1/0/terrains_peering_bit/right_side = 1
1:1/0/terrains_peering_bit/bottom_right_corner = 1
1:1/0/terrains_peering_bit/bottom_side = 1
1:1/0/terrains_peering_bit/bottom_left_corner = 1
1:1/0/terrains_peering_bit/left_side = 1
1:1/0/terrains_peering_bit/top_side = 1
1:1/0/terrains_peering_bit/top_right_corner = 1
2:1/0 = 0
2:1/0/terrain_set = 0
2:1/0/terrain = 1
2:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
2:1/0/terrains_peering_bit/right_side = 1
2:1/0/terrains_peering_bit/bottom_right_corner = 1
2:1/0/terrains_peering_bit/bottom_side = 1
2:1/0/terrains_peering_bit/bottom_left_corner = 1
2:1/0/terrains_peering_bit/left_side = 1
2:1/0/terrains_peering_bit/top_left_corner = 1
2:1/0/terrains_peering_bit/top_side = 1
2:1/0/terrains_peering_bit/top_right_corner = 1
3:1/0 = 0
3:1/0/terrain_set = 0
3:1/0/terrain = 1
3:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
3:1/0/terrains_peering_bit/right_side = 1
3:1/0/terrains_peering_bit/bottom_right_corner = 1
3:1/0/terrains_peering_bit/bottom_side = 1
3:1/0/terrains_peering_bit/bottom_left_corner = 1
3:1/0/terrains_peering_bit/left_side = 1
3:1/0/terrains_peering_bit/top_left_corner = 1
3:1/0/terrains_peering_bit/top_side = 1
4:1/0 = 0
4:1/0/terrain_set = 0
4:1/0/terrain = 1
4:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
4:1/0/terrains_peering_bit/bottom_side = 1
4:1/0/terrains_peering_bit/bottom_left_corner = 1
4:1/0/terrains_peering_bit/left_side = 1
6:1/0 = 0
6:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, -4, -8, -4)
6:1/0/physics_layer_0/polygon_0/one_way = true
7:1/0 = 0
7:1/0/terrain_set = 0
7:1/0/terrain = 2
7:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, -4, -8, -4)
7:1/0/physics_layer_0/polygon_0/one_way = true
7:1/0/terrains_peering_bit/right_side = 2
8:1/0 = 0
8:1/0/terrain_set = 0
8:1/0/terrain = 2
8:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, -4, -8, -4)
8:1/0/physics_layer_0/polygon_0/one_way = true
8:1/0/terrains_peering_bit/right_side = 2
8:1/0/terrains_peering_bit/left_side = 2
9:1/0 = 0
9:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, -4, -8, -4)
9:1/0/physics_layer_0/polygon_0/one_way = true
10:1/0 = 0
11:1/0 = 0
12:1/0 = 0
13:1/0 = 0
14:1/0 = 0
15:1/0 = 0
0:2/0 = 0
0:2/0/terrain_set = 0
0:2/0/terrain = 1
0:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
0:2/0/terrains_peering_bit/right_side = 1
0:2/0/terrains_peering_bit/bottom_right_corner = 1
0:2/0/terrains_peering_bit/bottom_side = 1
0:2/0/terrains_peering_bit/top_side = 1
0:2/0/terrains_peering_bit/top_right_corner = 1
1:2/0 = 0
1:2/0/terrain_set = 0
1:2/0/terrain = 1
1:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
1:2/0/terrains_peering_bit/right_side = 1
1:2/0/terrains_peering_bit/bottom_right_corner = 1
1:2/0/terrains_peering_bit/bottom_side = 1
1:2/0/terrains_peering_bit/bottom_left_corner = 1
1:2/0/terrains_peering_bit/left_side = 1
1:2/0/terrains_peering_bit/top_left_corner = 1
1:2/0/terrains_peering_bit/top_side = 1
1:2/0/terrains_peering_bit/top_right_corner = 1
2:2/0 = 0
2:2/0/terrain_set = 0
2:2/0/terrain = 1
2:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
2:2/0/terrains_peering_bit/right_side = 1
2:2/0/terrains_peering_bit/bottom_right_corner = 1
2:2/0/terrains_peering_bit/bottom_side = 1
2:2/0/terrains_peering_bit/bottom_left_corner = 1
2:2/0/terrains_peering_bit/left_side = 1
2:2/0/terrains_peering_bit/top_left_corner = 1
2:2/0/terrains_peering_bit/top_side = 1
2:2/0/terrains_peering_bit/top_right_corner = 1
3:2/0 = 0
3:2/0/terrain_set = 0
3:2/0/terrain = 1
3:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
3:2/0/terrains_peering_bit/right_side = 1
3:2/0/terrains_peering_bit/bottom_right_corner = 1
3:2/0/terrains_peering_bit/bottom_side = 1
3:2/0/terrains_peering_bit/bottom_left_corner = 1
3:2/0/terrains_peering_bit/left_side = 1
3:2/0/terrains_peering_bit/top_left_corner = 1
3:2/0/terrains_peering_bit/top_side = 1
3:2/0/terrains_peering_bit/top_right_corner = 1
4:2/0 = 0
4:2/0/terrain_set = 0
4:2/0/terrain = 1
4:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
4:2/0/terrains_peering_bit/bottom_side = 1
4:2/0/terrains_peering_bit/bottom_left_corner = 1
4:2/0/terrains_peering_bit/left_side = 1
4:2/0/terrains_peering_bit/top_left_corner = 1
4:2/0/terrains_peering_bit/top_side = 1
6:2/0 = 0
6:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, -4, -8, -4)
6:2/0/physics_layer_0/polygon_0/one_way = true
7:2/0 = 0
7:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, -4, -8, -4)
7:2/0/physics_layer_0/polygon_0/one_way = true
8:2/0 = 0
8:2/0/terrain_set = 0
8:2/0/terrain = 2
8:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, -4, -8, -4)
8:2/0/physics_layer_0/polygon_0/one_way = true
8:2/0/terrains_peering_bit/left_side = 2
9:2/0 = 0
9:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, -4, -8, -4)
9:2/0/physics_layer_0/polygon_0/one_way = true
10:2/0 = 0
11:2/0 = 0
12:2/0 = 0
13:2/0 = 0
14:2/0 = 0
15:2/0 = 0
0:3/0 = 0
0:3/0/terrain_set = 0
0:3/0/terrain = 1
0:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
0:3/0/terrains_peering_bit/right_side = 1
0:3/0/terrains_peering_bit/top_side = 1
0:3/0/terrains_peering_bit/top_right_corner = 1
1:3/0 = 0
1:3/0/terrain_set = 0
1:3/0/terrain = 1
1:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
1:3/0/terrains_peering_bit/right_side = 1
1:3/0/terrains_peering_bit/bottom_right_corner = 1
1:3/0/terrains_peering_bit/bottom_side = 1
1:3/0/terrains_peering_bit/left_side = 1
1:3/0/terrains_peering_bit/top_left_corner = 1
1:3/0/terrains_peering_bit/top_side = 1
1:3/0/terrains_peering_bit/top_right_corner = 1
2:3/0 = 0
2:3/0/terrain_set = 0
2:3/0/terrain = 1
2:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
2:3/0/terrains_peering_bit/right_side = 1
2:3/0/terrains_peering_bit/bottom_right_corner = 1
2:3/0/terrains_peering_bit/bottom_side = 1
2:3/0/terrains_peering_bit/bottom_left_corner = 1
2:3/0/terrains_peering_bit/left_side = 1
2:3/0/terrains_peering_bit/top_left_corner = 1
2:3/0/terrains_peering_bit/top_side = 1
2:3/0/terrains_peering_bit/top_right_corner = 1
3:3/0 = 0
3:3/0/terrain_set = 0
3:3/0/terrain = 1
3:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
3:3/0/terrains_peering_bit/right_side = 1
3:3/0/terrains_peering_bit/bottom_side = 1
3:3/0/terrains_peering_bit/bottom_left_corner = 1
3:3/0/terrains_peering_bit/left_side = 1
3:3/0/terrains_peering_bit/top_left_corner = 1
3:3/0/terrains_peering_bit/top_side = 1
3:3/0/terrains_peering_bit/top_right_corner = 1
4:3/0 = 0
4:3/0/terrain_set = 0
4:3/0/terrain = 1
4:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
4:3/0/terrains_peering_bit/left_side = 1
4:3/0/terrains_peering_bit/top_left_corner = 1
4:3/0/terrains_peering_bit/top_side = 1
6:3/0 = 0
6:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, -4, -8, -4)
6:3/0/physics_layer_0/polygon_0/one_way = true
7:3/0 = 0
7:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, -4, -8, -4)
7:3/0/physics_layer_0/polygon_0/one_way = true
8:3/0 = 0
8:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, -4, -8, -4)
8:3/0/physics_layer_0/polygon_0/one_way = true
9:3/0 = 0
9:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, -4, -8, -4)
9:3/0/physics_layer_0/polygon_0/one_way = true
10:3/0 = 0
11:3/0 = 0
12:3/0 = 0
13:3/0 = 0
14:3/0 = 0
15:3/0 = 0
1:4/0 = 0
1:4/0/terrain_set = 0
1:4/0/terrain = 1
1:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
1:4/0/terrains_peering_bit/right_side = 1
1:4/0/terrains_peering_bit/top_side = 1
1:4/0/terrains_peering_bit/top_right_corner = 1
2:4/0 = 0
2:4/0/terrain_set = 0
2:4/0/terrain = 1
2:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
2:4/0/terrains_peering_bit/right_side = 1
2:4/0/terrains_peering_bit/left_side = 1
2:4/0/terrains_peering_bit/top_left_corner = 1
2:4/0/terrains_peering_bit/top_side = 1
2:4/0/terrains_peering_bit/top_right_corner = 1
3:4/0 = 0
3:4/0/terrain_set = 0
3:4/0/terrain = 1
3:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
3:4/0/terrains_peering_bit/left_side = 1
3:4/0/terrains_peering_bit/top_left_corner = 1
3:4/0/terrains_peering_bit/top_side = 1
6:4/0 = 0
6:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, -4, -8, -4)
6:4/0/physics_layer_0/polygon_0/one_way = true
7:4/0 = 0
7:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, -4, -8, -4)
7:4/0/physics_layer_0/polygon_0/one_way = true
8:4/0 = 0
8:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, -4, -8, -4)
8:4/0/physics_layer_0/polygon_0/one_way = true
9:4/0 = 0
9:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, -4, -8, -4)
9:4/0/physics_layer_0/polygon_0/one_way = true
10:4/0 = 0
11:4/0 = 0
12:4/0 = 0
13:4/0 = 0
14:4/0 = 0
15:4/0 = 0
6:5/0 = 0
7:5/0 = 0
8:5/0 = 0
9:5/0 = 0
10:5/0 = 0
11:5/0 = 0
12:5/0 = 0
13:5/0 = 0
14:5/0 = 0
15:5/0 = 0
0:6/0 = 0
0:6/0/terrain_set = 0
0:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
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