virtualx-engine/demos/2d/platformer/tileset_edit.xml
Carl Olsson 9d182e93a3 Added body mode property to TileMap to select between static and kinematic physics bodies. Kinematic allow use of TileMaps for moving platforms for example.
Updated 2D Platformer demo to use kinematic TileMaps for moving platforms, in doing so discovered that the tileset was messed up and not converting properly, so fixed that too.
And in order to fix the tileset I need to activate snapping for collision polygon vertices.
2015-02-13 20:49:21 +10:00

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XML

<?xml version="1.0" encoding="UTF-8" ?>
<resource_file type="PackedScene" subresource_count="14" version="1.0" version_name="Godot Engine v1.0.stable.custom_build">
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</resource>
<main_resource>
<dictionary name="_bundled" shared="false">
<string> "names" </string>
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<string> "_import_path" </string>
<string> "__meta__" </string>
<string> "floor" </string>
<string> "Sprite" </string>
<string> "visibility/visible" </string>
<string> "visibility/opacity" </string>
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<string> "z/relative" </string>
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<string> "region" </string>
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<string> "collision" </string>
<string> "StaticBody2D" </string>
<string> "shape_count" </string>
<string> "shapes/0/shape" </string>
<string> "shapes/0/transform" </string>
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<string> "layers" </string>
<string> "constant_linear_velocity" </string>
<string> "constant_angular_velocity" </string>
<string> "friction" </string>
<string> "bounce" </string>
<string> "CollisionPolygon2D" </string>
<string> "build_mode" </string>
<string> "polygon" </string>
<string> "trigger" </string>
<string> "edge" </string>
<string> "wall" </string>
<string> "wall_deco" </string>
<string> "corner" </string>
<string> "flowers" </string>
<string> "tree_base" </string>
<string> "tree_mid" </string>
<string> "tree_mid 2" </string>
<string> "tree_top" </string>
<string> "solid" </string>
<string> "ceiling" </string>
<string> "ramp" </string>
<string> "ceiling2wall" </string>
<string> "help" </string>
<string> "Label" </string>
<string> "focus_neighbour/left" </string>
<string> "focus_neighbour/top" </string>
<string> "focus_neighbour/right" </string>
<string> "focus_neighbour/bottom" </string>
<string> "focus/ignore_mouse" </string>
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<string> "size_flags/stretch_ratio" </string>
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<string> "range/value" </string>
<string> "range/exp_edit" </string>
<string> "rounded_values" </string>
<string> "text" </string>
<string> "align" </string>
<string> "valign" </string>
<string> "autowrap" </string>
<string> "uppercase" </string>
<string> "percent_visible" </string>
<string> "platform_floor" </string>
<string> "platform_edge" </string>
</string_array>
<string> "version" </string>
<int> 1 </int>
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<bool> True </bool>
<string> "zoom" </string>
<real> 1.670183 </real>
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<bool> True </bool>
<string> "ofs" </string>
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<string> "fov" </string>
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<string> "distance" </string>
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<string> "listener" </string>
<bool> True </bool>
<string> "use_environment" </string>
<bool> False </bool>
<string> "use_orthogonal" </string>
<bool> False </bool>
<string> "pos" </string>
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</dictionary>
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<string> "viewport_mode" </string>
<int> 1 </int>
<string> "default_light" </string>
<bool> True </bool>
<string> "ambient_light_color" </string>
<color> 0.15, 0.15, 0.15, 1 </color>
<string> "show_grid" </string>
<bool> True </bool>
<string> "show_origin" </string>
<bool> True </bool>
<string> "znear" </string>
<real> 0.1 </real>
<string> "default_srgb" </string>
<bool> False </bool>
<string> "deflight_rot_x" </string>
<real> 0.942478 </real>
</dictionary>
</dictionary>
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<dictionary shared="false">
<string> "custom_args" </string>
<string> "-l $scene" </string>
<string> "run_mode" </string>
<int> 0 </int>
</dictionary>
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<vector2> 1, 1 </vector2>
<int> 0 </int>
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<bool> False </bool>
<int> 1 </int>
<color> 1, 1, 1, 1 </color>
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<string> "This scene serves as a tool for editing the tileset.&#0010;Nodes (sprites) and their respective collisions&#0010;are edited here. &#0010;&#0010;To create a tileset from this, a &quot;TileSet&quot; resoucre &#0010;must be created. Use the helper in:&#0010;&#0010; Scene -&lt; Convert To -&lt; TileSet&#0010;&#0010;This will save a tileset. Saving over it will merge your changes.&#0010;&#0010;Finally, the saved tileset resource (tileset.xml in this&#0010; case), can be opened to be used into a TileMap node&#0010; for editing a tile map.&#0010;" </string>
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<string> "conns" </string>
<int_array len="0"> </int_array>
</dictionary>
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