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project.godot
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project.godot
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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="Star Knight"
config/version="0.1.0"
run/main_scene="res://scenes/Game.tscn"
config/features=PackedStringArray("4.2", "Forward Plus")
boot_splash/fullsize=false
config/icon="res://assets/game/logo.png"
config/macos_native_icon="res://assets/game/logo.icns"
config/windows_native_icon="res://assets/game/logo.ico"
[autoload]
SoundManager="*res://scenes/SoundManager.tscn"
SceneManager="*res://scripts/scene_manager/scene_manager.gd"
UserInterface="*res://scenes/user_interface/UserInterface.tscn"
GameManager="*res://scripts/game_manager/game_manager.gd"
StaticData="*res://scripts/static_data.gd"
ViewportLimit="*res://scenes/ViewportLimit.tscn"
[debug]
gdscript/warnings/untyped_declaration=1
[display]
window/size/viewport_width=820
window/size/viewport_height=1280
[dotnet]
project/assembly_name="Star Knight"
[file_customization]
folder_colors={
"res://assets/": "red",
"res://scenes/": "orange",
"res://scripts/": "blue",
"res://shaders/": "pink"
}
[filesystem]
import/blender/enabled=false
[gdunit4]
settings/test/test_lookup_folder="tests"
settings/test/test_discovery=true
report/godot/push_error=true
ui/toolbar/run_overall=true
[gui]
theme/custom="res://scenes/user_interface/styles/Theme.tres"
theme/custom_font="res://assets/fonts/PixelifySans.ttf"
[input]
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":4194319,"key_label":0,"unicode":0,"echo":false,"script":null)
]
}
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":4194321,"key_label":0,"unicode":0,"echo":false,"script":null)
]
}
move_up={
"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":4194320,"key_label":0,"unicode":0,"echo":false,"script":null)
]
}
move_down={
"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":4194322,"key_label":0,"unicode":0,"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)
]
}
quit={
"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":4194305,"key_label":0,"unicode":0,"echo":false,"script":null)
]
}
reload={
"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":82,"key_label":0,"unicode":114,"echo":false,"script":null)
]
}
[layer_names]
2d_render/layer_1="Enemy"
2d_render/layer_2="Enemy Bullets"
2d_render/layer_3="Hero bullets"
2d_render/layer_10="Hero"
2d_physics/layer_1="Enemy"
2d_physics/layer_2="Enemy Bullets"
2d_physics/layer_3="Hero Bullets"
2d_physics/layer_4="Borders"
2d_physics/layer_5="Rewards"
2d_physics/layer_10="Hero"