rewrote AI steering thing
parent
9f4d7b4928
commit
9cd76af028
|
@ -5,7 +5,9 @@ namespace SupaLidlGame.Characters
|
||||||
{
|
{
|
||||||
public partial class Character : CharacterBody2D
|
public partial class Character : CharacterBody2D
|
||||||
{
|
{
|
||||||
|
[Export]
|
||||||
public float Speed { get; protected set; } = 128.0f;
|
public float Speed { get; protected set; } = 128.0f;
|
||||||
|
|
||||||
public float JumpVelocity { get; protected set; } = -400.0f;
|
public float JumpVelocity { get; protected set; } = -400.0f;
|
||||||
public float AccelerationMagnitude { get; protected set; } = 256.0f;
|
public float AccelerationMagnitude { get; protected set; } = 256.0f;
|
||||||
|
|
||||||
|
|
|
@ -5,124 +5,5 @@ namespace SupaLidlGame.Characters
|
||||||
{
|
{
|
||||||
public partial class Enemy : NPC
|
public partial class Enemy : NPC
|
||||||
{
|
{
|
||||||
public override void _Ready()
|
|
||||||
{
|
|
||||||
base._Ready();
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void _Process(double delta)
|
|
||||||
{
|
|
||||||
if ((_thinkTimeElapsed -= delta) <= 0)
|
|
||||||
{
|
|
||||||
_thinkTimeElapsed = 0.25;
|
|
||||||
Think();
|
|
||||||
}
|
|
||||||
|
|
||||||
//Direction = (Target.GlobalPosition - GlobalPosition).Normalized();
|
|
||||||
base._Process(delta);
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void _Draw()
|
|
||||||
{
|
|
||||||
for (byte i = 0; i < 16; i++)
|
|
||||||
{
|
|
||||||
Vector2 diff = WeightVec(i) * 128;
|
|
||||||
Color c = _dirIdx == i ? new Color(0, 255, 64) : new Color(0, 128, 24);
|
|
||||||
DrawLine(Vector2.Zero, diff, c, 2.0f);
|
|
||||||
}
|
|
||||||
|
|
||||||
base._Draw();
|
|
||||||
}
|
|
||||||
|
|
||||||
private Vector2 WeightVec(int idx)
|
|
||||||
{
|
|
||||||
//GD.Print(_weights[idx]);
|
|
||||||
return WeightVecNorm(idx) * _weights[idx];
|
|
||||||
}
|
|
||||||
|
|
||||||
private Vector2 WeightVecNorm(int idx)
|
|
||||||
{
|
|
||||||
// sin(2pix/16)
|
|
||||||
float x = Mathf.Cos(Mathf.Pi * idx / 8);
|
|
||||||
float y = Mathf.Sin(Mathf.Pi * idx / 8);
|
|
||||||
return new Vector2(x, y);
|
|
||||||
}
|
|
||||||
|
|
||||||
private Character FindBestTarget()
|
|
||||||
{
|
|
||||||
float bestDist = float.MaxValue;
|
|
||||||
Character bestChar = null;
|
|
||||||
foreach (Node node in GetParent().GetChildren())
|
|
||||||
{
|
|
||||||
if (node != this && node is Character character)
|
|
||||||
{
|
|
||||||
float dist = Position.DistanceTo(character.Position);
|
|
||||||
if (dist < bestDist)
|
|
||||||
{
|
|
||||||
bestDist = dist;
|
|
||||||
bestChar = character;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
}
|
|
||||||
return bestChar;
|
|
||||||
}
|
|
||||||
|
|
||||||
private void Think()
|
|
||||||
{
|
|
||||||
Target = FindBestTarget();
|
|
||||||
float bestWeight = 0;
|
|
||||||
|
|
||||||
Vector2 want = GlobalPosition.DirectionTo(Target.GlobalPosition);
|
|
||||||
float dist = GlobalPosition.DistanceSquaredTo(Target.GlobalPosition);
|
|
||||||
for (byte i = 0; i < 16; i++)
|
|
||||||
{
|
|
||||||
Vector2 dir = WeightVecNorm(i);
|
|
||||||
// if close enough, _weights[i] will be instead calculated dot to a perpendicular weight
|
|
||||||
if (dist < 16384)
|
|
||||||
{
|
|
||||||
Vector2 dirA = WeightVecNorm((i + 4) % 16);
|
|
||||||
Vector2 dirB = WeightVecNorm((i - 4) % 16);
|
|
||||||
float dot = Mathf.Max(dirA.Dot(want) + dirA.Dot(Direction),
|
|
||||||
dirB.Dot(want) + dirB.Dot(Direction));
|
|
||||||
_weights[i] = (dot + 1) / 2;
|
|
||||||
}
|
|
||||||
else
|
|
||||||
{
|
|
||||||
_weights[i] = (dir.Dot(want) + 1) / 2;
|
|
||||||
}
|
|
||||||
|
|
||||||
// check each weight with a raycast to see if it will hit any object
|
|
||||||
// if it hits an object, subtract the weight by how close the ray is
|
|
||||||
if (_weights[i] > 0)
|
|
||||||
{
|
|
||||||
GD.Print("casting...");
|
|
||||||
var spaceState = GetWorld2d().DirectSpaceState;
|
|
||||||
var args = new PhysicsRayQueryParameters2D();
|
|
||||||
args.From = GlobalPosition;
|
|
||||||
args.To = GlobalPosition + dir * 256 * _weights[i];
|
|
||||||
args.CollideWithBodies = true;
|
|
||||||
args.Exclude.Add(this.GetRid());
|
|
||||||
var result = spaceState.IntersectRay(args);
|
|
||||||
GD.Print(result.Count);
|
|
||||||
if (result.Count > 0)
|
|
||||||
{
|
|
||||||
var pos = result["position"].AsVector2();
|
|
||||||
var sub = pos.DistanceTo(GlobalPosition + dir);
|
|
||||||
_weights[i] -= sub;
|
|
||||||
GD.Print("hit!");
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
if (_weights[i] > bestWeight)
|
|
||||||
{
|
|
||||||
bestWeight = _weights[i];
|
|
||||||
_dirIdx = i;
|
|
||||||
}
|
|
||||||
|
|
||||||
//GD.Print(_weights[i]);
|
|
||||||
}
|
|
||||||
Direction = WeightVecNorm((byte)_dirIdx);
|
|
||||||
QueueRedraw();
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -8,6 +8,7 @@ size = Vector2(32, 16)
|
||||||
|
|
||||||
[node name="ExampleEnemy" type="CharacterBody2D"]
|
[node name="ExampleEnemy" type="CharacterBody2D"]
|
||||||
script = ExtResource("1_4x3dm")
|
script = ExtResource("1_4x3dm")
|
||||||
|
Speed = 32.0
|
||||||
|
|
||||||
[node name="Icon" type="Sprite2D" parent="."]
|
[node name="Icon" type="Sprite2D" parent="."]
|
||||||
scale = Vector2(0.25, 0.25)
|
scale = Vector2(0.25, 0.25)
|
||||||
|
|
|
@ -5,20 +5,29 @@ namespace SupaLidlGame.Characters
|
||||||
{
|
{
|
||||||
public partial class NPC : Character
|
public partial class NPC : Character
|
||||||
{
|
{
|
||||||
/// <summary>Time in seconds it takes for the NPC to think</summary>
|
/// <summary>
|
||||||
public const float ThinkTime = 0.25f;
|
/// Time in seconds it takes for the NPC to think FeelsDankCube
|
||||||
|
/// </summary>
|
||||||
|
public const float ThinkTime = 0.125f;
|
||||||
|
|
||||||
public Character Target { get; protected set; }
|
public Character Target { get; protected set; }
|
||||||
public float[] Weights => _weights;
|
public float[] Weights => _weights;
|
||||||
|
|
||||||
protected float[] _weights = new float[16];
|
float[] _weights = new float[16];
|
||||||
protected int _dirIdx = 0;
|
Vector2[] _weightDirs = new Vector2[16];
|
||||||
|
int _bestWeightIdx;
|
||||||
protected double _thinkTimeElapsed = 0;
|
protected double _thinkTimeElapsed = 0;
|
||||||
|
|
||||||
public override void _Ready()
|
public override void _Ready()
|
||||||
{
|
{
|
||||||
base._Ready();
|
base._Ready();
|
||||||
Array.Fill(_weights, 0);
|
Array.Fill(_weights, 0);
|
||||||
|
for (int i = 0; i < 16; i++)
|
||||||
|
{
|
||||||
|
float y = Mathf.Sin(Mathf.Pi * i * 2 / 16);
|
||||||
|
float x = Mathf.Cos(Mathf.Pi * i * 2 / 16);
|
||||||
|
_weightDirs[i] = new Vector2(x, y);
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void _Process(double delta)
|
public override void _Process(double delta)
|
||||||
|
@ -29,43 +38,39 @@ namespace SupaLidlGame.Characters
|
||||||
Think();
|
Think();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
Direction = _weightDirs[_bestWeightIdx];
|
||||||
//Direction = (Target.GlobalPosition - GlobalPosition).Normalized();
|
//Direction = (Target.GlobalPosition - GlobalPosition).Normalized();
|
||||||
base._Process(delta);
|
base._Process(delta);
|
||||||
}
|
}
|
||||||
|
|
||||||
public override void _Draw()
|
public override void _Draw()
|
||||||
{
|
{
|
||||||
for (byte i = 0; i < 16; i++)
|
for (int i = 0; i < 16; i++)
|
||||||
{
|
{
|
||||||
Vector2 diff = WeightVec(i) * 128;
|
Vector2 vec = _weightDirs[i] * _weights[i] * 128;
|
||||||
Color c = _dirIdx == i ? new Color(0, 255, 64) : new Color(0, 128, 24);
|
Color c = Colors.Green;
|
||||||
DrawLine(Vector2.Zero, diff, c, 2.0f);
|
if (_bestWeightIdx == i)
|
||||||
|
{
|
||||||
|
c = Colors.Blue;
|
||||||
|
}
|
||||||
|
else if (_weights[i] < 0)
|
||||||
|
{
|
||||||
|
c = Colors.Red;
|
||||||
|
vec = -vec;
|
||||||
|
}
|
||||||
|
DrawLine(Vector2.Zero, vec, c);
|
||||||
}
|
}
|
||||||
|
|
||||||
base._Draw();
|
base._Draw();
|
||||||
}
|
}
|
||||||
|
|
||||||
private Vector2 WeightVec(int idx)
|
protected virtual Character FindBestTarget()
|
||||||
{
|
|
||||||
//GD.Print(_weights[idx]);
|
|
||||||
return WeightVecNorm(idx) * _weights[idx];
|
|
||||||
}
|
|
||||||
|
|
||||||
private Vector2 WeightVecNorm(int idx)
|
|
||||||
{
|
|
||||||
// sin(2pix/16)
|
|
||||||
float x = Mathf.Cos(Mathf.Pi * idx / 8);
|
|
||||||
float y = Mathf.Sin(Mathf.Pi * idx / 8);
|
|
||||||
return new Vector2(x, y);
|
|
||||||
}
|
|
||||||
|
|
||||||
private Character FindBestTarget()
|
|
||||||
{
|
{
|
||||||
float bestDist = float.MaxValue;
|
float bestDist = float.MaxValue;
|
||||||
Character bestChar = null;
|
Character bestChar = null;
|
||||||
foreach (Node node in GetParent().GetChildren())
|
foreach (Node node in GetParent().GetChildren())
|
||||||
{
|
{
|
||||||
if (node != this && node is Character character)
|
if (node != this && node is Player character)
|
||||||
{
|
{
|
||||||
float dist = Position.DistanceTo(character.Position);
|
float dist = Position.DistanceTo(character.Position);
|
||||||
if (dist < bestDist)
|
if (dist < bestDist)
|
||||||
|
@ -80,59 +85,97 @@ namespace SupaLidlGame.Characters
|
||||||
|
|
||||||
private void Think()
|
private void Think()
|
||||||
{
|
{
|
||||||
Target = FindBestTarget();
|
Vector2 pos = FindBestTarget().GlobalPosition;
|
||||||
float bestWeight = 0;
|
Vector2 dir = GlobalPosition.DirectionTo(pos);
|
||||||
|
float dist = GlobalPosition.DistanceSquaredTo(pos);
|
||||||
|
|
||||||
Vector2 want = GlobalPosition.DirectionTo(Target.GlobalPosition);
|
for (int i = 0; i < 16; i++)
|
||||||
float dist = GlobalPosition.DistanceSquaredTo(Target.GlobalPosition);
|
|
||||||
for (byte i = 0; i < 16; i++)
|
|
||||||
{
|
{
|
||||||
Vector2 dir = WeightVecNorm(i);
|
float directDot = _weightDirs[i].Dot(dir);
|
||||||
// if close enough, _weights[i] will be instead calculated dot to a perpendicular weight
|
directDot = (directDot + 1) / 2;
|
||||||
if (dist < 16384)
|
|
||||||
|
// this dot product resembles values of sine rather than cosine
|
||||||
|
// use it to weigh direction horizontally
|
||||||
|
Vector2 rotatedDir = new Vector2(-dir.y, dir.x);
|
||||||
|
float horizDot = Math.Abs(_weightDirs[i].Dot(rotatedDir));
|
||||||
|
|
||||||
|
// this is a smaller weight so they are more likely to
|
||||||
|
// pick the direction they are currently heading when
|
||||||
|
// choosing between two horizontal weights
|
||||||
|
float currDirDot = (_weightDirs[i].Dot(Direction) + 1) / 16;
|
||||||
|
|
||||||
|
// square so lower values are even lower
|
||||||
|
horizDot = Mathf.Pow((horizDot + 1) / 2, 2) + currDirDot;
|
||||||
|
|
||||||
|
// "When will I use math in the real world" Clueful
|
||||||
|
|
||||||
|
|
||||||
|
if (dist > 1024)
|
||||||
{
|
{
|
||||||
Vector2 dirA = WeightVecNorm((i + 4) % 16);
|
_weights[i] = directDot;
|
||||||
Vector2 dirB = WeightVecNorm((i - 4) % 16);
|
}
|
||||||
float dot = Mathf.Max(dirA.Dot(want) + dirA.Dot(Direction),
|
else if (dist > 64)
|
||||||
dirB.Dot(want) + dirB.Dot(Direction));
|
{
|
||||||
_weights[i] = (dot + 1) / 2;
|
float directDotWeighting = (dist - 64) / 960;
|
||||||
|
float horizDotWeighting = 1 - directDotWeighting;
|
||||||
|
|
||||||
|
_weights[i] = (directDot * directDotWeighting) +
|
||||||
|
(horizDot * horizDotWeighting);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
_weights[i] = (dir.Dot(want) + 1) / 2;
|
// shorter than 64
|
||||||
|
_weights[i] = horizDot;
|
||||||
}
|
}
|
||||||
|
|
||||||
// check each weight with a raycast to see if it will hit any object
|
// now we shall subtract weights whose rays collide
|
||||||
// if it hits an object, subtract the weight by how close the ray is
|
// with something
|
||||||
if (_weights[i] > 0)
|
|
||||||
{
|
{
|
||||||
GD.Print("casting...");
|
|
||||||
var spaceState = GetWorld2d().DirectSpaceState;
|
var spaceState = GetWorld2d().DirectSpaceState;
|
||||||
var args = new PhysicsRayQueryParameters2D();
|
var exclude = new Godot.Collections.Array<RID>();
|
||||||
args.From = GlobalPosition;
|
exclude.Add(this.GetRid());
|
||||||
args.To = GlobalPosition + dir * 256 * _weights[i];
|
var rayParams = new PhysicsRayQueryParameters2D
|
||||||
args.CollideWithBodies = true;
|
{
|
||||||
args.Exclude.Add(this.GetRid());
|
Exclude = exclude,
|
||||||
var result = spaceState.IntersectRay(args);
|
CollideWithBodies = true,
|
||||||
GD.Print(result.Count);
|
From = GlobalPosition,
|
||||||
|
To = GlobalPosition + (_weightDirs[i] * 16)
|
||||||
|
};
|
||||||
|
|
||||||
|
var result = spaceState.IntersectRay(rayParams);
|
||||||
|
|
||||||
|
// if our ray cast hits something
|
||||||
if (result.Count > 0)
|
if (result.Count > 0)
|
||||||
{
|
{
|
||||||
var pos = result["position"].AsVector2();
|
// then we subtract the dot product of other directions
|
||||||
var sub = pos.DistanceTo(GlobalPosition + dir);
|
for (int j = 0; j < 16; j++)
|
||||||
_weights[i] -= sub;
|
{
|
||||||
GD.Print("hit!");
|
if (i == j)
|
||||||
|
{
|
||||||
|
_weights[i] = 0;
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
float dot = _weightDirs[i].Dot(_weightDirs[j]);
|
||||||
|
_weights[j] -= (dot + 1) / 4;
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
float bestWeight = 0;
|
||||||
|
|
||||||
|
for (int i = 0; i < 16; i++)
|
||||||
|
{
|
||||||
if (_weights[i] > bestWeight)
|
if (_weights[i] > bestWeight)
|
||||||
{
|
{
|
||||||
bestWeight = _weights[i];
|
bestWeight = _weights[i];
|
||||||
_dirIdx = i;
|
_bestWeightIdx = i;
|
||||||
}
|
}
|
||||||
|
|
||||||
//GD.Print(_weights[i]);
|
|
||||||
}
|
}
|
||||||
Direction = WeightVecNorm((byte)_dirIdx);
|
|
||||||
QueueRedraw();
|
QueueRedraw();
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -3,16 +3,16 @@ using System;
|
||||||
|
|
||||||
namespace SupaLidlGame.Characters
|
namespace SupaLidlGame.Characters
|
||||||
{
|
{
|
||||||
public partial class Player : Character
|
public partial class Player : Character
|
||||||
{
|
{
|
||||||
public override void _Ready()
|
public override void _Ready()
|
||||||
{
|
{
|
||||||
Speed = 256.0f;
|
|
||||||
}
|
|
||||||
|
|
||||||
public override void _Process(double delta)
|
}
|
||||||
{
|
|
||||||
Direction = Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down");
|
public override void _Process(double delta)
|
||||||
}
|
{
|
||||||
}
|
Direction = Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down");
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -19,3 +19,6 @@ shape = SubResource("RectangleShape2D_bfqew")
|
||||||
|
|
||||||
[node name="Camera2D" type="Camera2D" parent="."]
|
[node name="Camera2D" type="Camera2D" parent="."]
|
||||||
current = true
|
current = true
|
||||||
|
zoom = Vector2(4, 4)
|
||||||
|
|
||||||
|
[node name="StateManager" type="Node" parent="."]
|
||||||
|
|
|
@ -0,0 +1,99 @@
|
||||||
|
using Godot;
|
||||||
|
using System;
|
||||||
|
|
||||||
|
namespace SupaLidlGame.Prototyping
|
||||||
|
{
|
||||||
|
public partial class ContextBasedSteering : Node2D
|
||||||
|
{
|
||||||
|
float[] _weights = new float[16];
|
||||||
|
Vector2[] _weightDirs = new Vector2[16];
|
||||||
|
int _bestWeightIdx;
|
||||||
|
|
||||||
|
// Called when the node enters the scene tree for the first time.
|
||||||
|
public override void _Ready()
|
||||||
|
{
|
||||||
|
Array.Fill(_weights, 1);
|
||||||
|
for (int i = 0; i < 16; i++)
|
||||||
|
{
|
||||||
|
float y = Mathf.Sin(Mathf.Pi * i * 2 / 16);
|
||||||
|
float x = Mathf.Cos(Mathf.Pi * i * 2 / 16);
|
||||||
|
_weightDirs[i] = new Vector2(x, y);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
// Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||||
|
public override void _Process(double delta)
|
||||||
|
{
|
||||||
|
Vector2 pos = GetLocalMousePosition();
|
||||||
|
Vector2 dir = GlobalPosition.DirectionTo(pos);
|
||||||
|
float dist = GlobalPosition.DistanceSquaredTo(pos);
|
||||||
|
|
||||||
|
for (int i = 0; i < 16; i++)
|
||||||
|
{
|
||||||
|
float directDot = _weightDirs[i].Dot(dir);
|
||||||
|
directDot = (directDot + 1) / 2;
|
||||||
|
|
||||||
|
// this dot product resembles values of sine rather than cosine
|
||||||
|
// use it to weigh direction horizontally
|
||||||
|
Vector2 rotatedDir = new Vector2(-dir.y, dir.x);
|
||||||
|
float horizDot = Math.Abs(_weightDirs[i].Dot(rotatedDir));
|
||||||
|
// square so lower values are even lower
|
||||||
|
horizDot = Mathf.Pow((horizDot + 1) / 2, 2);
|
||||||
|
|
||||||
|
// "When will I use math in the real world" Clueful
|
||||||
|
|
||||||
|
|
||||||
|
if (dist > 1024)
|
||||||
|
{
|
||||||
|
_weights[i] = directDot;
|
||||||
|
}
|
||||||
|
else if (dist > 256)
|
||||||
|
{
|
||||||
|
float directDotWeighting = (dist - 256) / 768;
|
||||||
|
float horizDotWeighting = 1 - directDotWeighting;
|
||||||
|
|
||||||
|
_weights[i] = (directDot * directDotWeighting) +
|
||||||
|
(horizDot * horizDotWeighting);
|
||||||
|
}
|
||||||
|
else
|
||||||
|
{
|
||||||
|
// shorter than 256
|
||||||
|
_weights[i] = horizDot;
|
||||||
|
}
|
||||||
|
|
||||||
|
// now we shall subtract weights whose rays collide
|
||||||
|
// with something
|
||||||
|
|
||||||
|
{
|
||||||
|
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
float bestWeight = 0;
|
||||||
|
for (int i = 0; i < 16; i++)
|
||||||
|
{
|
||||||
|
if (_weights[i] > bestWeight)
|
||||||
|
{
|
||||||
|
bestWeight = _weights[i];
|
||||||
|
_bestWeightIdx = i;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
QueueRedraw();
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void _Draw()
|
||||||
|
{
|
||||||
|
for (int i = 0; i < 16; i++)
|
||||||
|
{
|
||||||
|
Vector2 vec = _weightDirs[i] * _weights[i] * 128;
|
||||||
|
Color c = Colors.Green;
|
||||||
|
if (_bestWeightIdx == i)
|
||||||
|
{
|
||||||
|
c = Colors.Blue;
|
||||||
|
}
|
||||||
|
DrawLine(GlobalPosition, GlobalPosition + vec, c);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,9 @@
|
||||||
|
[gd_scene load_steps=2 format=3 uid="uid://dmbgefwamg0u7"]
|
||||||
|
|
||||||
|
[ext_resource type="Script" path="res://Prototyping/ContextBasedSteering.cs" id="1_t0k7y"]
|
||||||
|
|
||||||
|
[node name="ContextBasedSteeringTest" type="Node2D"]
|
||||||
|
|
||||||
|
[node name="ContextBasedSteering" type="Node2D" parent="."]
|
||||||
|
position = Vector2(410, 242)
|
||||||
|
script = ExtResource("1_t0k7y")
|
1125
Scenes/Level.tscn
1125
Scenes/Level.tscn
File diff suppressed because one or more lines are too long
Binary file not shown.
After Width: | Height: | Size: 56 KiB |
|
@ -0,0 +1,34 @@
|
||||||
|
[remap]
|
||||||
|
|
||||||
|
importer="texture"
|
||||||
|
type="CompressedTexture2D"
|
||||||
|
uid="uid://gm2pcnfg7h8j"
|
||||||
|
path="res://.godot/imported/tileset.png-c259079e18121438fd392d302e3ca0d5.ctex"
|
||||||
|
metadata={
|
||||||
|
"vram_texture": false
|
||||||
|
}
|
||||||
|
|
||||||
|
[deps]
|
||||||
|
|
||||||
|
source_file="res://Sprites/tileset.png"
|
||||||
|
dest_files=["res://.godot/imported/tileset.png-c259079e18121438fd392d302e3ca0d5.ctex"]
|
||||||
|
|
||||||
|
[params]
|
||||||
|
|
||||||
|
compress/mode=0
|
||||||
|
compress/lossy_quality=0.7
|
||||||
|
compress/hdr_compression=1
|
||||||
|
compress/bptc_ldr=0
|
||||||
|
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
|
Loading…
Reference in New Issue