Initial repo

This commit is contained in:
zerothelootrat
2024-06-03 05:29:11 -04:00
commit 613fc89bab
33 changed files with 974 additions and 0 deletions

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# Godot 4+ specific ignores
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Scenes/PlayerLaser.gd Normal file
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extends Area2D
var speed = 1000
func _physics_process(delta):
global_position.y += -speed * delta
func _on_area_entered(area):
if area.is_in_group("enemies"):
area.take_damage(1)
queue_free()

30
Scenes/PlayerLaser.tscn Normal file
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[gd_scene load_steps=5 format=3 uid="uid://pwxmgtdyo48e"]
[ext_resource type="Texture2D" uid="uid://bqcadowyi7s5v" path="res://Assets/player_laser.png" id="1_ncg07"]
[ext_resource type="Script" path="res://Scenes/PlayerLaser.gd" id="1_pqlo3"]
[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_chvsx"]
radius = 3.0
height = 64.0
[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_u0b0p"]
radius = 3.0
height = 64.0
[node name="PlayerLaser" type="Area2D"]
collision_layer = 8
collision_mask = 5
script = ExtResource("1_pqlo3")
[node name="Sprite2D" type="Sprite2D" parent="."]
texture = ExtResource("1_ncg07")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2(-9, -2)
shape = SubResource("CapsuleShape2D_chvsx")
[node name="CollisionShape2D2" type="CollisionShape2D" parent="."]
position = Vector2(9, -2)
shape = SubResource("CapsuleShape2D_u0b0p")
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Scenes/enemy_laser.tscn Normal file
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[sub_resource type="CapsuleShape2D" id="CapsuleShape2D_w6ao2"]
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height = 80.0
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radius = 4.0
height = 80.0
[node name="Area2D" type="Area2D"]
collision_layer = 16
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texture = ExtResource("1_ejt2f")
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shape = SubResource("CapsuleShape2D_mii0d")
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29
Scenes/enemy_spawner.tscn Normal file
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[gd_scene load_steps=2 format=3 uid="uid://cksss7drlqdum"]
[ext_resource type="Script" path="res://Scripts/enemy_spawner.gd" id="1_urjlx"]
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script = ExtResource("1_urjlx")
[node name="SpawnPositions" type="Node2D" parent="."]
[node name="SpawnPosition_01" type="Marker2D" parent="SpawnPositions"]
position = Vector2(70, 0)
[node name="SpawnPosition_02" type="Marker2D" parent="SpawnPositions"]
position = Vector2(170, 0)
[node name="SpawnPosition_03" type="Marker2D" parent="SpawnPositions"]
position = Vector2(270, 0)
[node name="SpawnPosition_04" type="Marker2D" parent="SpawnPositions"]
position = Vector2(370, 0)
[node name="SpawnPosition_05" type="Marker2D" parent="SpawnPositions"]
position = Vector2(470, 0)
[node name="SpawnTimer" type="Timer" parent="."]
wait_time = 2.0
autostart = true
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54
Scenes/enemy_xwing.tscn Normal file
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25
Scenes/missile.tscn Normal file
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[ext_resource type="Script" path="res://Scripts/missile.gd" id="1_mehcn"]
[ext_resource type="Texture2D" uid="uid://b7o2hcw00iic0" path="res://Assets/Missile_art1.png" id="1_o2mt4"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_680qv"]
size = Vector2(10, 52)
[node name="Missile" type="Area2D"]
collision_layer = 8
collision_mask = 5
script = ExtResource("1_mehcn")
[node name="Sprite2D" type="Sprite2D" parent="."]
texture = ExtResource("1_o2mt4")
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position = Vector2(0, -17)
shape = SubResource("RectangleShape2D_680qv")
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[gd_scene load_steps=4 format=3 uid="uid://c86ciqhnl2swc"]
[ext_resource type="Script" path="res://Scripts/missile_pickup.gd" id="1_0iljv"]
[ext_resource type="Texture2D" uid="uid://ba5j4p3o33aye" path="res://Assets/Missile_Container.png" id="1_nti3e"]
[sub_resource type="RectangleShape2D" id="RectangleShape2D_ul5ug"]
size = Vector2(21, 27)
[node name="missile_pickup" type="Area2D"]
collision_layer = 2
collision_mask = 10
script = ExtResource("1_0iljv")
[node name="Sprite2D" type="Sprite2D" parent="."]
scale = Vector2(0.35, 0.35)
texture = ExtResource("1_nti3e")
[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
position = Vector2(-0.5, -0.5)
shape = SubResource("RectangleShape2D_ul5ug")
[node name="pickup_despawn" type="Timer" parent="."]
wait_time = 30.0
one_shot = true
[connection signal="area_entered" from="." to="." method="_on_area_entered"]
[connection signal="timeout" from="pickup_despawn" to="." method="_on_pickup_despawn_timeout"]

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Scenes/player.tscn Normal file
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[gd_scene load_steps=9 format=3 uid="uid://bte8o05kqyhvc"]
[ext_resource type="Script" path="res://Scripts/player.gd" id="1_k4l00"]
[ext_resource type="Texture2D" uid="uid://besujnvoryjpx" path="res://Assets/TIE_Fighter_Tilesheet.png" id="1_sd6i4"]
[sub_resource type="AtlasTexture" id="AtlasTexture_f6sf8"]
atlas = ExtResource("1_sd6i4")
region = Rect2(0, 0, 74, 69)
[sub_resource type="AtlasTexture" id="AtlasTexture_sjrp2"]
atlas = ExtResource("1_sd6i4")
region = Rect2(0, 69, 74, 69)
[sub_resource type="AtlasTexture" id="AtlasTexture_nsx53"]
atlas = ExtResource("1_sd6i4")
region = Rect2(74, 69, 74, 69)
[sub_resource type="AtlasTexture" id="AtlasTexture_fjfji"]
atlas = ExtResource("1_sd6i4")
region = Rect2(148, 69, 74, 69)
[sub_resource type="AtlasTexture" id="AtlasTexture_50ply"]
atlas = ExtResource("1_sd6i4")
region = Rect2(222, 69, 74, 69)
[sub_resource type="SpriteFrames" id="SpriteFrames_8uxfx"]
animations = [{
"frames": [{
"duration": 1.0,
"texture": SubResource("AtlasTexture_f6sf8")
}],
"loop": true,
"name": &"default",
"speed": 5.0
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"texture": SubResource("AtlasTexture_50ply")
}, {
"duration": 1.0,
"texture": SubResource("AtlasTexture_nsx53")
}],
"loop": false,
"name": &"shoot",
"speed": 20.0
}]
[node name="player" type="Area2D"]
collision_layer = 2
collision_mask = 21
script = ExtResource("1_k4l00")
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
sprite_frames = SubResource("SpriteFrames_8uxfx")
animation = &"shoot"
frame = 4
frame_progress = 1.0
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="."]
visible = false
polygon = PackedVector2Array(-34, 30, -27, 30, -27, 6, -26, 6, -25, 4, -16, 4, -16, 6, -13, 6, -12, 9, -7, 14, 2, 14, 6, 10, 12, 6, 14, 3, 19, 3, 22, 6, 24, 9, 24, 30, 31, 30, 31, -31, 24, -31, 23, -30, 23, -5, 22, -5, 21, -3, 19, -2, 13, -2, 12, -5, 9, -6, 8, -9, 5, -11, -9, -11, -13, -9, -13, -5, -16, -5, -17, -2, -24, -2, -26, -4, -28, -5, -28, -31, -34, -31, -35, -30, -35, 0, -35, 27)
[node name="muzzle" type="Marker2D" parent="."]
position = Vector2(-2, -38)
[connection signal="area_entered" from="." to="." method="_on_area_entered"]

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Scenes/world.gd Normal file
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extends Node2D
#asset preloading
var Laser = preload("res://Scenes/PlayerLaser.tscn")
var missile = preload("res://Scenes/missile.tscn")
var missile_refil = preload("res://Scenes/missile_pickup.tscn")
var enemy_laser = preload("res://Scenes/enemy_laser.tscn")
@onready var player = $player
#mixed variables for hud
var score = 0
var max_health = 3
var missiles_total = 3
var missiles_current = 3
func _on_player_spawn_laser(location):
var l = Laser.instantiate()
l.global_position = location
add_child(l)
func _on_player_spawn_missile(location):
var m = missile.instantiate()
m.global_position = location
add_child(m)
missiles_current -= 1
$missile_count.text = "Missiles:" + "\n" + str(missiles_current) + "/" + str(missiles_total)
func missile_spawn(location):
#print(str(location.global_position))
var m = missile_refil.instantiate()
m.global_position = location
add_child(m)
func missile_container():
#print("signal recieved")
$player.refil_missiles()
missiles_current = 3
$missile_count.text = "Missiles:" + "\n" + str(missiles_current) + "/" + str(missiles_total)
func player_health(current_health):
var thing = current_health * 100 / max_health
var display = $health
display.text = "Hull Integrity" + "\n" + str(thing) + "%"
func scored():
score += 10
$Score.text = "Score: " + str(score)
func fire_enemy_laser(location):
var e = enemy_laser.instantiate()
e.global_position = location
add_child(e)

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[gd_scene load_steps=4 format=3 uid="uid://da7fcce3oxm8u"]
[ext_resource type="Script" path="res://Scenes/world.gd" id="1_cxia5"]
[ext_resource type="PackedScene" uid="uid://bte8o05kqyhvc" path="res://Scenes/player.tscn" id="1_hbkp4"]
[ext_resource type="PackedScene" uid="uid://cksss7drlqdum" path="res://Scenes/enemy_spawner.tscn" id="1_ts8nu"]
[node name="World" type="Node2D"]
script = ExtResource("1_cxia5")
[node name="EnemySpawner" parent="." instance=ExtResource("1_ts8nu")]
position = Vector2(3, -1)
[node name="bg" type="Sprite2D" parent="."]
[node name="player" parent="." instance=ExtResource("1_hbkp4")]
position = Vector2(251, 881)
[node name="Score" type="Label" parent="."]
offset_left = 18.0
offset_top = 51.0
offset_right = 130.0
offset_bottom = 85.0
text = "Score: 0"
horizontal_alignment = 1
vertical_alignment = 1
[node name="health" type="Label" parent="."]
offset_left = 400.0
offset_top = 899.0
offset_right = 522.0
offset_bottom = 948.0
text = "Hull Integrity:
100%"
horizontal_alignment = 1
vertical_alignment = 1
[node name="missile_count" type="Label" parent="."]
offset_left = 13.0
offset_top = 896.0
offset_right = 79.0
offset_bottom = 945.0
text = "Missiles:
3/3"
horizontal_alignment = 1
[connection signal="spawn_laser" from="player" to="." method="_on_player_spawn_laser"]
[connection signal="spawn_missile" from="player" to="." method="_on_player_spawn_missile"]

18
Scripts/enemy_laser.gd Normal file
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extends Area2D
var speed = 500
func _physics_process(delta):
global_position.y += speed * delta
if global_position.y > 1000:
queue_free()
#this is where i do stuff
func _on_area_entered(area):
if area is player:
area.take_damage(1)
queue_free()

42
Scripts/enemy_spawner.gd Normal file
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extends Node2D
signal scored()
var spawn_positions = null
var enemy = preload("res://Scenes/enemy_xwing.tscn")
func _ready():
randomize()
spawn_positions = $SpawnPositions.get_children()
func spawn_enemy():
var index = randi() % spawn_positions.size()
var enemy = enemy.instantiate()
enemy.global_position = spawn_positions[index].global_position
#connect error. unsure why.
#enemy.connect("enemy_died", get_tree().current_scene, "scored")
add_child(enemy)
#AI Generated code, doesn't work. connect error
#func spawn_enemy():
#var index = randi() % spawn_positions.size()
#var enemy_instance = enemy.instantiate()
#var world_node = get_node("res://Scenes/world.tscn")
#var world_script = world_node.get_script()
#enemy_instance.connect("enemy_died", world_script, 10)
#enemy_instance.global_position = spawn_positions[index].global_position
#add_child(enemy_instance)
func _on_spawn_timer_timeout():
spawn_enemy()
func enemy_died():
emit_signal("scored")
func missile_spawn():
print("Missile")

86
Scripts/enemy_xwing.gd Normal file
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extends Area2D
signal enemy_died()
@export var speed : int = 150
#position where the thing shoots from
@onready var marker = $Marker2D
#sensor location, central just for testing
@onready var ray1 = $RayCast2D
signal missile_spawn()
#health, duh.
var health = 3
#had to add for things that require sensors, going to require moving one for turrets maybe?
#for tutorial https://www.youtube.com/watch?v=V_gaCLbWqzk&ab_channel=KaanAlpar
func _ready():
ray1.exclude_parent = true
ray1.collide_with_areas = true
#setting variable if it can shoot used later.
var can_shoot = true
#testing for the raycast feature.
#func _process(delta):
#print(ray1.is_colliding())
#print(ray1.get_collider())
func _physics_process(delta):
#movement
global_position.y += speed * delta
#detecting player in area.
if ray1.is_colliding and ray1.get_collider() is player:
if can_shoot == true:
#shooting
fire_enemy_laser()
#starting firing timer so it cant just spam.
$Firing_timer.start()
can_shoot = false
func take_damage(damage):
health -= damage
if health <= 0:
$death_timer.start()
#$AnimatedSprite2D.play("death")
emit_signal("enemy_died")
get_tree().current_scene.scored()
power_up_check()
#print(str(get_tree().current_scene.player.global_position))
func fire_enemy_laser():
get_tree().current_scene.fire_enemy_laser(marker.global_position)
func power_up_check():
var index = randi() % 51
# 1 - 40 does nothing
# 40-48 spawns missiles
# 49 spawns nothing
# 50 spawns nothing
#1-39+ 40 does nothing.
if index <= 39:
pass
# if greater than or equal to 40, and less than or equal to 48 it spawns stuff
elif index >= 40 and index <= 48:
get_tree().current_scene.missile_spawn(marker.global_position)
#get_tree().current_scene.missile_spawn(marker.global_position)
func _on_area_entered(area):
if area is player:
area.take_damage(1)
func _on_death_timer_timeout():
queue_free() # Replace with function body.
func _on_firing_timer_timeout():
can_shoot = true

17
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extends Area2D
var speed = 200
@onready var FirstStage = $CollisionShape2D
@onready var SecondStage = $CollisionPolygon2D
func _physics_process(delta):
global_position.y += -speed * delta
func _on_area_entered(area):
if area.is_in_group("enemies"):
FirstStage.disabled = true
SecondStage.disabled = false
area.take_damage(5)
queue_free()

26
Scripts/missile_pickup.gd Normal file
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extends Area2D
var speed = 200
func _ready():
$pickup_despawn.start()
#print("ready started")
func _physics_process(delta):
global_position.y += speed * delta
#asset clean up
if global_position.y > 980:
queue_free()
func _on_area_entered(area):
if area is player:
get_tree().current_scene.missile_container()
queue_free()
#timer might be redundant, remove later
func _on_pickup_despawn_timeout():
print("time out")
queue_free()

78
Scripts/player.gd Normal file
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extends Area2D
class_name player
#setting up signals
signal spawn_laser(location)
signal spawn_missile(location)
#loading the muzzle position on load
@onready var muzzle = $muzzle
#speed, health and direction, direction is for future animations vector sets up an Axis.
var speed = 250
var health = 3
var direction = "none"
var input_vector = Vector2()
var missile_total = 3
var missile_current = 3
#mostly movement stuff below, + some firing commands, check happens between every frame
func _physics_process(delta):
input_vector.x = 0
if Input.is_action_pressed("move_right"):
input_vector.x += 1
direction = "right"
if Input.is_action_pressed("move_left"):
input_vector.x -= 1
direction = "left"
input_vector.y = 0
if Input.is_action_pressed("move_forward"):
#print("fwd")
input_vector.y -= 1
if Input.is_action_pressed("move_back"):
input_vector.y += 1
global_position += input_vector * speed * delta
if Input.is_action_just_pressed("shoot"):
$AnimatedSprite2D.play("shoot")
shoot_laser()
#$AnimatedSprite2D.play("default")
#Missile launching signal
if Input.is_action_just_pressed("fire_missile"):
if missile_current > 0:
$AnimatedSprite2D.play("shoot")
shoot_missile()
missile_current -= 1
print(str(missile_current))
else:
print("No Missiles")
#if entering an area with enemy, DO damage.
func take_damage(damage):
health -= damage
get_tree().current_scene.player_health(health)
if health <= 0:
get_tree().current_scene.player_health(health)
queue_free()
#if entering an area with enemy = collision, does 1 damage
func _on_area_entered(area):
if area.is_in_group("enemies"):
area.take_damage(1)
#sends laser shoot command to worl + muzzle position
func shoot_laser():
emit_signal("spawn_laser",muzzle.global_position)
#sends missile launch command to world + muzzle position
func shoot_missile():
emit_signal("spawn_missile",muzzle.global_position)
func refil_missiles():
if missile_current < missile_total:
missile_current = missile_total
else:
pass

1
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<svg height="128" width="128" xmlns="http://www.w3.org/2000/svg"><rect x="2" y="2" width="124" height="124" rx="14" fill="#363d52" stroke="#212532" stroke-width="4"/><g transform="scale(.101) translate(122 122)"><g fill="#fff"><path d="M105 673v33q407 354 814 0v-33z"/><path d="m105 673 152 14q12 1 15 14l4 67 132 10 8-61q2-11 15-15h162q13 4 15 15l8 61 132-10 4-67q3-13 15-14l152-14V427q30-39 56-81-35-59-83-108-43 20-82 47-40-37-88-64 7-51 8-102-59-28-123-42-26 43-46 89-49-7-98 0-20-46-46-89-64 14-123 42 1 51 8 102-48 27-88 64-39-27-82-47-48 49-83 108 26 42 56 81zm0 33v39c0 276 813 276 814 0v-39l-134 12-5 69q-2 10-14 13l-162 11q-12 0-16-11l-10-65H446l-10 65q-4 11-16 11l-162-11q-12-3-14-13l-5-69z" fill="#478cbf"/><path d="M483 600c0 34 58 34 58 0v-86c0-34-58-34-58 0z"/><circle cx="725" cy="526" r="90"/><circle cx="299" cy="526" r="90"/></g><g fill="#414042"><circle cx="307" cy="532" r="60"/><circle cx="717" cy="532" r="60"/></g></g></svg>

After

Width:  |  Height:  |  Size: 949 B

37
icon.svg.import Normal file
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[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://br1cr3qk2w2wy"
path="res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://icon.svg"
dest_files=["res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
svg/scale=1.0
editor/scale_with_editor_scale=false
editor/convert_colors_with_editor_theme=false

67
project.godot Normal file
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; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=5
[application]
config/name="SWGalaga"
run/main_scene="res://Scenes/world.tscn"
config/features=PackedStringArray("4.2", "Mobile")
config/icon="res://icon.svg"
[display]
window/size/viewport_width=540
window/size/viewport_height=960
window/handheld/orientation=1
[input]
move_right={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":100,"echo":false,"script":null)
]
}
move_left={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"key_label":0,"unicode":97,"echo":false,"script":null)
]
}
move_forward={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"key_label":0,"unicode":119,"echo":false,"script":null)
]
}
move_back={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":115,"echo":false,"script":null)
]
}
shoot={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"key_label":0,"unicode":32,"echo":false,"script":null)
]
}
fire_missile={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":69,"key_label":0,"unicode":101,"echo":false,"script":null)
]
}
[layer_names]
2d_physics/layer_1="env"
2d_physics/layer_2="player"
2d_physics/layer_3="enemies"
2d_physics/layer_4="player_laser"
2d_physics/layer_5="enemy_laser"
[rendering]
renderer/rendering_method="mobile"