├── .gitattributes
├── .gitignore
├── README.md
├── assets
├── .DS_Store
├── bricks.atlas
├── colorboys.afphoto
├── colorboys_face.afphoto
├── fonts
│ ├── .DS_Store
│ ├── open_sans
│ │ ├── LICENSE.txt
│ │ └── OpenSans-Regular.ttf
│ └── passion_one
│ │ ├── OFL.txt
│ │ └── PassionOne-Regular.ttf
├── headings.font
├── images
│ ├── .DS_Store
│ ├── blue.png
│ ├── button.png
│ ├── eyeball_angry_left.png
│ ├── eyeball_angry_right.png
│ ├── eyeball_happy_left.png
│ ├── eyeball_happy_right.png
│ ├── green.png
│ ├── grey.png
│ ├── left_angry.png
│ ├── left_angry_blink.png
│ ├── left_happy.png
│ ├── left_happy_blink.png
│ ├── logo.png
│ ├── mouth_angry_closed.png
│ ├── mouth_angry_open.png
│ ├── mouth_happy_closed.png
│ ├── mouth_happy_open.png
│ ├── red.png
│ ├── right_angry.png
│ ├── right_angry_blink.png
│ ├── right_happy.png
│ ├── right_happy_blink.png
│ ├── tiles.png
│ └── yellow.png
└── level.tilesource
├── doc
├── .DS_Store
├── level_gui.png
├── level_gui@2x.png
├── level_select.png
├── level_select@2x.png
├── level_select_back.png
├── level_select_back@2x.png
├── level_select_script.png
├── level_select_script@2x.png
├── main_collection.png
├── main_collection@2x.png
├── main_proxies.png
├── main_proxies@2x.png
├── main_proxy.png
├── main_proxy@2x.png
├── socket_name.png
├── socket_name@2x.png
├── start_gui.png
└── start_gui@2x.png
├── game.project
├── input
└── game.input_binding
└── main
├── brick
├── brick.collection
├── brick.go
├── brick.script
└── face.script
├── colors.lua
├── level.go
├── level.script
├── level_1
├── level_1.collection
└── level_1.tilemap
├── level_2
├── level_2.collection
└── level_2.tilemap
├── level_3
├── level_3.collection
└── level_3.tilemap
├── level_4
├── level_4.collection
└── level_4.tilemap
└── main.collection
/.gitattributes:
--------------------------------------------------------------------------------
1 | *.dae binary
2 |
3 | # Defold Protocol Buffer Text Files (https://github.com/github/linguist/issues/5091)
4 | *.animationset linguist-language=JSON5
5 | *.atlas linguist-language=JSON5
6 | *.camera linguist-language=JSON5
7 | *.collection linguist-language=JSON5
8 | *.collectionfactory linguist-language=JSON5
9 | *.collectionproxy linguist-language=JSON5
10 | *.collisionobject linguist-language=JSON5
11 | *.cubemap linguist-language=JSON5
12 | *.display_profiles linguist-language=JSON5
13 | *.factory linguist-language=JSON5
14 | *.font linguist-language=JSON5
15 | *.gamepads linguist-language=JSON5
16 | *.go linguist-language=JSON5
17 | *.gui linguist-language=JSON5
18 | *.input_binding linguist-language=JSON5
19 | *.label linguist-language=JSON5
20 | *.material linguist-language=JSON5
21 | *.mesh linguist-language=JSON5
22 | *.model linguist-language=JSON5
23 | *.particlefx linguist-language=JSON5
24 | *.render linguist-language=JSON5
25 | *.sound linguist-language=JSON5
26 | *.sprite linguist-language=JSON5
27 | *.spinemodel linguist-language=JSON5
28 | *.spinescene linguist-language=JSON5
29 | *.texture_profiles linguist-language=JSON5
30 | *.tilemap linguist-language=JSON5
31 | *.tilesource linguist-language=JSON5
32 |
33 | # Defold JSON Files
34 | *.buffer linguist-language=JSON
35 |
36 | # Defold GLSL Shaders
37 | *.fp linguist-language=GLSL
38 | *.vp linguist-language=GLSL
39 |
40 | # Defold Lua Files
41 | *.editor_script linguist-language=Lua
42 | *.render_script linguist-language=Lua
43 | *.script linguist-language=Lua
44 | *.gui_script linguist-language=Lua
45 |
--------------------------------------------------------------------------------
/.gitignore:
--------------------------------------------------------------------------------
1 | /.editor_settings
2 | /.internal
3 | /build
4 | .externalToolBuilders
5 | .DS_Store
6 | Thumbs.db
7 | .lock-wscript
8 | *.pyc
9 | .project
10 | .cproject
11 | builtins
--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 | # Colorslide tutorial
2 |
3 | Welcome to the Colorslide game tutorial. It will take you through the process of adding a simple GUI flow to an existing multi level mobile game. It is assumed that you know your way around the editor. If you don't, please check out [our manuals and beginner tutorials](https://www.defold.com/learn).
4 |
5 | The starting point for this tutorial is this project. It contains everything you need:
6 |
7 | - A simple but fully playable game where the player slides colored bricks on a tiled board until every brick's color matches the tile they sit on.
8 | - 4 example levels are included. They are of various difficulty. Each level is built in its own collection.
9 | - Assets are included so you can build any number of levels, using the built in tile editor.
10 |
11 | After having finished the tutorial, you will have accomplished the following:
12 |
13 | - You have added a level selection screen from where the player can start any of the 4 levels.
14 | - You have added a level completion message allowing the player to continue to the next level.
15 | - You have added a start screen.
16 | - You have added buttons so the user can navigate between these screens.
17 |
18 | ## Understanding the game setup
19 |
20 | Before beginning the tutorial, [try running the game](defold://build), then open ["main.collection"](defold://open?path=/main/main.collection) to see how the game is set up.
21 |
22 |
23 |
24 | The whole game is contained in a subcollection called "level" inside "main.collection". Currently, "level" references the file "/main/level_2/level_2.collection". Opening the "level" collection file reveals two game objects:
25 |
26 | 1. One game object with id "board". This one contains the tilemap. Notice that there are two layers on the tilemap, one is the actual playfield (with layer id "board") and one contains the intitial setup for the bricks (with layer id "setup"). When the game starts, it looks at the setup layer and replaces the brick tiles with separate game objects that can be animated freely. It then clears the layer.
27 |
28 | 2. One game object with id "level". This one contains the game logic script ("level.script") and a factory used to spawn bricks on game start. This game object is stored in a separate file called "/main/level.go" so game objects of this blueprint file can be instantiated in each separate level collection.
29 |
30 | Now try some of the other levels:
31 |
32 | Open "main.collection".
33 |
34 | Mark "level" change its reference in the *Path* property to "/main/level_3/level_3.collection".
35 |
36 | Build and run the game again (Project ▸ Build). Do the same for levels 1 and 4.
37 |
38 | ## Loading collections via proxy
39 |
40 | What is needed for this game is a way to make the level loading automatic and depending on player choice. Defold contains two mechanisms for loading collections dynamically:
41 |
42 | 1. Collection factories. This is a good choice for spawning hierarchies of objects into a running game, like enemy units, effects or interactive objects. Any spawned object will be part of the startup main collection world and live until the game shuts down, unless you explicitly delete the objects yourself.
43 |
44 | 2. Collection proxies. This is a good choice when you want to load larger chunks of a game dynamically, for instance a game level. With a proxy you create a new "world" based on the collection. Any object that is spawned from the collection content will be part of the created world and be automatically destroyed when the collection is unloaded from the proxy. The new world that is created has an overhead cost attached to it so proxies are not a good fit for spawning large quantities of small collections simultaneously.
45 |
46 | For this game, proxies will be the best choice.
47 |
48 | Open "main.collection" and remove the "level" collection reference. Instead, add a new game object and give it id "loader".
49 |
50 | Add a collection proxy component to the game object, name it "proxy_level_1" and set its *Collection* property to "/main/level_1/level_1.collection".
51 |
52 | Add a new script file called "loader.script" and add it as a script component to the "loader" game object.
53 |
54 | NOTE: The Defold editor will automatically add `.script` to the filename you provide. Make sure to only type in `loader` as name in the New Script popup.
55 |
56 |
57 |
58 | Open "loader.script" and change its content to the following:
59 |
60 | ```lua
61 | function init(self)
62 | msg.post("#proxy_level_1", "load") -- [1]
63 | end
64 |
65 | function on_message(self, message_id, message, sender)
66 | if message_id == hash("proxy_loaded") then -- [2]
67 | msg.post(sender, "init")
68 | msg.post(sender, "enable")
69 | end
70 | end
71 | ```
72 | 1. Send a message to the proxy component telling it to start loading its collection.
73 | 2. When the proxy component is done loading, it sends a "proxy_loaded" message back. You can then send "init" and "enable" messages to the collection to initialize and enable the collection content. We can send these messages back to "sender" which is the proxy component.
74 |
75 | Now try to run the game.
76 |
77 | Unfortunately there is an instant error. The console says:
78 |
79 | ```
80 | ERROR:GAMEOBJECT: The collection 'default' could not be created since there is already a socket with the same name.
81 | ERROR:GAMEOBJECT: AcquireResources NewCollection RESULT_OUT_OF_RESOURCES
82 | WARNING:RESOURCE: Unable to create resource: /main/level_1/level_1.collectionc: OUT_OF_RESOURCES
83 | ERROR:GAMESYS: The collection /main/level_1/level_1.collectionc could not be loaded.
84 | ```
85 |
86 | This error occurs because the proxy tries to create a new world (socket) with the name "default". But a world with that name already exists - the one created from "main.collection" at engine boot. The socket name is set in the properties of the collection root so it's very easy to fix:
87 |
88 | Open the file "/main/level_1/level_1.collection", mark the root of the collection and set the *Name* property to "level_1". And, mark the level.go and set the *Id* property to "level_1". Save the file.
89 |
90 |
91 |
92 | Try running the game again.
93 |
94 | The level now shows up, but if you try to click on the board to move a tile, nothing happens. Why is that?
95 |
96 | The problem is that the script that deals with input is now inside the proxied world. The input system works like this:
97 |
98 | * It sends input to all game objects in the bootstrap collection that has acquired input focus.
99 | * If one of these objects listening to input contains a proxy, input is directed to any object in the game world behind the proxy that has acquired input focus.
100 |
101 | So in order to get input into the proxied collection, the game object that contains the proxy component must listen to input.
102 |
103 | Open "loader.script" and add a line to the `init()` function:
104 |
105 | ```
106 | function init(self)
107 | msg.post("#proxy_level_1", "load")
108 | msg.post(".", "acquire_input_focus") -- [1]
109 | end
110 | ```
111 | 1. Since this game object holds the proxy for the collection that needs input, this game object needs to acquire input focus too.
112 |
113 | Run the game again. Now everything should work as expected.
114 |
115 | Because the game contains four levels you need to add proxy components for the remaining three levels. Don't forget to change the *Id* property to a unique name for each level collection so the socket names don't collide when a proxy loads.
116 |
117 |
118 |
119 | Test that each level loads by altering the proxy component you send the "load" message:
120 |
121 | * `msg.post("#proxy_level_1", "load")`
122 | * `msg.post("#proxy_level_2", "load")`
123 | * `msg.post("#proxy_level_3", "load")`
124 | * `msg.post("#proxy_level_4", "load")`
125 |
126 | ## The level selection screen
127 |
128 | Now you have built the setup required to load any level at any moment so it is time to construct an interface to the level loading.
129 |
130 | Create a new GUI file and call it "level_select.gui".
131 |
132 | Add the "headings" font to the *Font* section of the GUI (right click the *Fonts* item in the outline and select Add ▸ Fonts...).
133 |
134 | Add the "bricks" atlas to the *Textures* section of the GUI (right click the *Textures* item in the outline and select Add ▸ Textures...).
135 |
136 | Construct an interface with 4 buttons, one for each level. For each button:
137 |
138 | 1. Create one root Box node (right click *Nodes* and select Add ▸ Box).
139 | 2. Set the *Id* to "level_1".
140 | 3. Set the *Size Mode* to `Manual` and the *Size* to 100, 100, 0.
141 | 4. Set the *Alpha* to `0` so the node will be invisible.
142 | 5. Create a child Box node to "level_1" (right click "level_1" and select Add ▸ Box).
143 | 6. Set the *Id* of the child node to "1_bg".
144 | 7. Set the *Texture* of the node to `bricks/button`.
145 | 8. Uncheck *Inherit Alpha* on the node so it renders even if its parent is transparent.
146 | 9. Create a child Text node to "level_1" (right click "level_1" and select Add ▸ Text).
147 | 10. Set the *Id* of the child node to "1_text".
148 | 11. Set the *Text* of the node to "1".
149 | 12. Set the *Font* of the node to `headings`.
150 | 13. Uncheck *Inherit Alpha* on the node so it renders even if its parent is transparent.
151 |
152 | If you change the size of your graphics make sure that each root node is big enough to cover the whole button graphics because the root node will be used to test input against.
153 |
154 | Repeat the above steps for all 4 level buttons and move each root node into position. Also add a text node header:
155 |
156 | 1. Create one Text node (right click *Nodes* and select Add ▸ Text).
157 | 2. Set the *Id* to "select_header".
158 | 3. Set the *Font* to "headings".
159 | 4. Set the *Text* to "SELECT LEVEL".
160 |
161 |
162 |
163 | Create a new GUI script file and call it "level_select.gui_script".
164 |
165 | Open "level_select.gui_script" and change the script to the following:
166 |
167 | ```lua
168 | function init(self)
169 | msg.post(".", "acquire_input_focus")
170 | msg.post("#", "show_level_select") -- [1]
171 | self.active = false
172 | end
173 |
174 | function on_message(self, message_id, message, sender)
175 | if message_id == hash("show_level_select") then -- [2]
176 | msg.post("#", "enable")
177 | self.active = true
178 | elseif message_id == hash("hide_level_select") then -- [3]
179 | msg.post("#", "disable")
180 | self.active = false
181 | end
182 | end
183 |
184 | function on_input(self, action_id, action)
185 | if action_id == hash("touch") and action.pressed and self.active then
186 | for n = 1,4 do -- [4]
187 | local node = gui.get_node("level_" .. n)
188 | if gui.pick_node(node, action.x, action.y) then -- [5]
189 | msg.post("/loader#loader", "load_level", { level = n }) -- [6]
190 | msg.post("#", "hide_level_select") -- [7]
191 | end
192 | end
193 | end
194 | end
195 | ```
196 | 1. Set up the GUI.
197 | 2. Showing and hiding the GUI is triggered via messaging so it can be done from other scripts.
198 | 3. React to the pressing of touch input (as already set up in the [input bindings](defold://open?path=/input/game.input_binding)).
199 | 4. The button nodes are named "level_1" to "level_4" so they can be looped over.
200 | 5. Check if the touch action happens within the boundaries of node "level_n". This means that the click happened on the button.
201 | 6. Send a message to the loader script to load level `n`. Notice that a "load" message is not sent directly to the proxy from here since this script does not deal with the rest of the proxy loading logic, as a reaction to "proxy_loaded".
202 | 7. Hide this GUI.
203 |
204 | Open "level_select.gui" and set the *Script* property on the root node to the new script.
205 |
206 |
207 |
208 | To finish off this step, the loader script needs a bit of new code to react to the "load_level" message, and the proxy loading on init should be removed.
209 |
210 | Open "loader.script" and change the `init()` and `on_message()` functions:
211 |
212 | ```lua
213 | function init(self)
214 | msg.post(".", "acquire_input_focus")
215 | end
216 |
217 | function on_message(self, message_id, message, sender)
218 | if message_id == hash("load_level") then
219 | local proxy = "#proxy_level_" .. message.level -- [1]
220 | msg.post(proxy, "load")
221 | elseif message_id == hash("proxy_loaded") then
222 | msg.post(sender, "init")
223 | msg.post(sender, "enable")
224 | end
225 | end
226 | ```
227 | 1. Construct which proxy to load based on message data.
228 |
229 | Open "main.collection" and add a new game object with id "guis".
230 |
231 | Add "level_select.gui" as a GUI component to the new "guis" game object.
232 |
233 | Run the game and test the level selector screen. You should be able to click any of the level buttons and the corresponding level will load and be playable.
234 |
235 | ## In game GUI
236 |
237 | You can now start and play a level but there is no way to go back. The next step is to add an in game GUI that allows you to navigate back to the level selection screen. It should also congratulate the player when the level is completed and allow moving directly to the next level:
238 |
239 | Create a new GUI file and call it "level.gui".
240 |
241 | Add "headings" to the *Font* section and the "bricks" atlas to the *Textures* section of the GUI.
242 |
243 | Build one back-button at the top and one level number indicator at the top.
244 |
245 | Build a level complete message with a "well done" message and a "next"-button. Child these to a panel (a colored box node), call it "done" and place it outside of the view so they can be slide into view when the level is completed:
246 |
247 |
248 |
249 | Create a new GUI script file and call it "level.gui_script".
250 |
251 | Open "level.gui_script" and change the script to the following:
252 |
253 | ```lua
254 | function on_message(self, message_id, message, sender)
255 | if message_id == hash("level_completed") then -- [1]
256 | local done = gui.get_node("done")
257 | gui.animate(done, "position.x", 320, gui.EASING_OUTSINE, 1, 1.5)
258 | end
259 | end
260 |
261 | function on_input(self, action_id, action) -- [2]
262 | if action_id == hash("touch") and action.pressed then
263 | local back = gui.get_node("back")
264 | if gui.pick_node(back, action.x, action.y) then
265 | msg.post("default:/guis#level_select", "show_level_select") -- [3]
266 | msg.post("default:/loader#loader", "unload_level")
267 | end
268 |
269 | local next = gui.get_node("next")
270 | if gui.pick_node(next, action.x, action.y) then
271 | msg.post("default:/loader#loader", "next_level") -- [4]
272 | end
273 | end
274 | end
275 | ```
276 | 1. If message "level_complete" is received, slide the "done" panel with the "next" button into view.
277 | 2. This GUI will be put on the "level" game object which already acquires input focus (through "level.script") so this script should not do that.
278 | 3. If the player presses "back", tell the level selector to show itself and the loader to unload the level. Note that the socket name of the bootstrap collection is used in the address.
279 | 4. If the player presses "next", tell the loader to load the next level.
280 |
281 | Open "level.gui" and set the *Script* property on the root node to the new script.
282 |
283 | Open "loader.script" and change it to the following:
284 |
285 | ```lua
286 | function init(self)
287 | msg.post(".", "acquire_input_focus")
288 | self.current_level = 0 -- [1]
289 | end
290 |
291 | function on_message(self, message_id, message, sender)
292 | if message_id == hash("load_level") then
293 | self.current_level = message.level
294 | local proxy = "#proxy_level_" .. self.current_level
295 | msg.post(proxy, "load")
296 | elseif message_id == hash("next_level") then -- [2]
297 | msg.post("#", "unload_level")
298 | msg.post("#", "load_level", { level = self.current_level + 1 })
299 | elseif message_id == hash("unload_level") then -- [3]
300 | local proxy = "#proxy_level_" .. self.current_level
301 | msg.post(proxy, "disable")
302 | msg.post(proxy, "final")
303 | msg.post(proxy, "unload")
304 | elseif message_id == hash("proxy_loaded") then
305 | msg.post(sender, "init")
306 | msg.post(sender, "enable")
307 | end
308 | end
309 | ```
310 | 1. Keep track of the currently loaded level so it can be unloaded and it is possible to advance to the next one.
311 | 2. Load next level. Note that there is no check if there actually exists a next level.
312 | 3. Unload the currently loaded level.
313 |
314 | Open "level.script" and add a message to the level gui when the game is finished at the end of `on_input()`:
315 |
316 | ```lua
317 | ...
318 | -- check if the board is solved
319 | if all_correct(self.bricks) then
320 | msg.post("#gui", "level_completed") -- [1]
321 | self.completed = true
322 | end
323 | end
324 | ...
325 | ```
326 | 1. Tell the GUI to show the level completed panel.
327 |
328 | Finally, open "level.go" and add "level.gui" as a GUI component to the game object. Make sure to set the *Id* property of the component to "gui".
329 |
330 | Run the game. You should be able to select a game, go back to the level selection screen (with the "back" button) and also start the next level when one is finished.
331 |
332 | ## Start screen
333 |
334 | The final piece of the puzzle is the start screen:
335 |
336 | Create a new GUI file and call it "start.gui".
337 |
338 | Add "headings" to the *Font* section and the "bricks" atlas to the *Textures* section of the GUI.
339 |
340 | Build the front screen. Add logo and a "start" button:
341 |
342 |
343 |
344 | Create a new GUI script file and call it "start.gui_script".
345 |
346 | Open "start.gui_script" and change the script to the following:
347 |
348 | ```lua
349 | function init(self)
350 | msg.post("#", "show_start") -- [1]
351 | self.active = false
352 | end
353 |
354 | function on_message(self, message_id, message, sender)
355 | if message_id == hash("show_start") then -- [2]
356 | msg.post("#", "enable")
357 | self.active = true
358 | elseif message_id == hash("hide_start") then
359 | msg.post("#", "disable")
360 | self.active = false
361 | end
362 | end
363 |
364 | function on_input(self, action_id, action)
365 | if action_id == hash("touch") and action.pressed and self.active then
366 | local start = gui.get_node("start")
367 | if gui.pick_node(start, action.x, action.y) then -- [3]
368 | msg.post("#", "hide_start")
369 | msg.post("#level_select", "show_level_select")
370 | end
371 | end
372 | end
373 | ```
374 | 1. Start by showing this screen.
375 | 2. Messages to show and hide this screen.
376 | 3. If the player presses the "start" button, hide this screen and tell the level selection GUI to show itself.
377 |
378 | Open "start.gui" and set the *Script* property on the root node to the new script.
379 |
380 | Open "main.collection" and add "start.gui" as a GUI component to the "guis" game object.
381 |
382 | Now open "level_select.gui" and add a "back" button. You can copy and paste the one you made in "level.gui" if you want.
383 |
384 |
385 |
386 | Open "level_select.gui_script" and add the code for returning to the start screen in `on_input()`:
387 |
388 | ```lua
389 | function on_input(self, action_id, action)
390 | if action_id == hash("touch") and action.pressed and self.active then
391 | for n = 1,4 do
392 | local node = gui.get_node("level_" .. n)
393 | if gui.pick_node(node, action.x, action.y) then
394 | msg.post("/loader#loader", "load_level", { level = n })
395 | msg.post("#level_select", "hide_level_select")
396 | end
397 | end
398 |
399 | local back = gui.get_node("back") -- [1]
400 | if gui.pick_node(back, action.x, action.y) then
401 | msg.post("#level_select", "hide_level_select")
402 | msg.post("#start", "show_start")
403 | end
404 | end
405 | end
406 | ```
407 | 1. Check if the player clicks "back". If so, hide this GUI and show the start screen.
408 |
409 | Also edit the `init()` function so the level select GUI is hidden on startup.
410 |
411 | ```
412 | function init(self)
413 | msg.post(".", "acquire_input_focus")
414 | msg.post("#", "hide_level_select") -- [1]
415 | self.active = false
416 | end
417 | ```
418 | 1. Hide the GUI on startup
419 |
420 | And that's it. You are done! Run the game and verify that everything works as expected.
421 |
422 | The full source code for the project at this stage can be found in the [tutorial-done branch](https://github.com/defold/tutorial-colorslide/tree/tutorial-done).
423 |
424 | ## What next?
425 |
426 | This GUI implementation is pretty simple. Each screen deals with its own state and contains the code to hand over control to the next screen by sending messages to the other GUI component.
427 |
428 | If your game does not feature advanced GUI flows this method is sufficient and clear enough. However, for advanced GUIs things can get hairy and in that case you might want to use some sort of screen manager that controls the flow from a central location. You can either roll your own or include an existing one as a library. Check out asset portal for community written [GUI libraries](https://defold.com/tags/stars/gui/).
429 |
430 | If you want to continue experimenting with this tutorial project, here are some exercise suggestions:
431 |
432 | 1. You may have noticed that the "Level 1" header while playing a level is static. Add functionality so the header text shows the correct level number.
433 | 2. Implement unlocking of levels. Start the game with all but the first level locked and unlock them one by one as the game progresses.
434 | 3. Implement saving of the level unlock progression state.
435 | 4. Fix the case where the player completes the last level and there is no "next" one.
436 | 5. Use GUI templates to create the buttons.
437 | 6. Make the buttons response visually (react to press) and with sound.
438 | 7. Add sound to the game.
439 | 8. Create a solution to when there are more levels than what fits the screen.
440 |
441 | Check out [the documentation pages](https://defold.com/learn) for more examples, tutorials, manuals and API docs.
442 |
443 | If you run into trouble, help is available in [our forum](https://forum.defold.com).
444 |
445 | Happy Defolding!
446 | ---
447 |
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1 | images {
2 | image: "/assets/images/blue.png"
3 | }
4 | images {
5 | image: "/assets/images/green.png"
6 | }
7 | images {
8 | image: "/assets/images/grey.png"
9 | }
10 | images {
11 | image: "/assets/images/red.png"
12 | }
13 | images {
14 | image: "/assets/images/yellow.png"
15 | }
16 | images {
17 | image: "/assets/images/eyeball_angry_left.png"
18 | }
19 | images {
20 | image: "/assets/images/eyeball_angry_right.png"
21 | }
22 | images {
23 | image: "/assets/images/eyeball_happy_left.png"
24 | }
25 | images {
26 | image: "/assets/images/eyeball_happy_right.png"
27 | }
28 | images {
29 | image: "/assets/images/left_angry.png"
30 | }
31 | images {
32 | image: "/assets/images/left_angry_blink.png"
33 | }
34 | images {
35 | image: "/assets/images/left_happy.png"
36 | }
37 | images {
38 | image: "/assets/images/left_happy_blink.png"
39 | }
40 | images {
41 | image: "/assets/images/right_angry.png"
42 | }
43 | images {
44 | image: "/assets/images/right_angry_blink.png"
45 | }
46 | images {
47 | image: "/assets/images/right_happy.png"
48 | }
49 | images {
50 | image: "/assets/images/right_happy_blink.png"
51 | }
52 | images {
53 | image: "/assets/images/mouth_angry_closed.png"
54 | }
55 | images {
56 | image: "/assets/images/mouth_angry_open.png"
57 | }
58 | images {
59 | image: "/assets/images/mouth_happy_closed.png"
60 | }
61 | images {
62 | image: "/assets/images/mouth_happy_open.png"
63 | }
64 | images {
65 | image: "/assets/images/logo.png"
66 | }
67 | images {
68 | image: "/assets/images/button.png"
69 | }
70 | margin: 0
71 | extrude_borders: 0
72 | inner_padding: 0
73 |
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1 | Copyright (c) 2011 Fontstage (info@fontstage.com), with Reserved Font Names, 'Passion'
2 |
3 | This Font Software is licensed under the SIL Open Font License, Version 1.1.
4 | This license is copied below, and is also available with a FAQ at:
5 | http://scripts.sil.org/OFL
6 |
7 |
8 | -----------------------------------------------------------
9 | SIL OPEN FONT LICENSE Version 1.1 - 26 February 2007
10 | -----------------------------------------------------------
11 |
12 | PREAMBLE
13 | The goals of the Open Font License (OFL) are to stimulate worldwide
14 | development of collaborative font projects, to support the font creation
15 | efforts of academic and linguistic communities, and to provide a free and
16 | open framework in which fonts may be shared and improved in partnership
17 | with others.
18 |
19 | The OFL allows the licensed fonts to be used, studied, modified and
20 | redistributed freely as long as they are not sold by themselves. The
21 | fonts, including any derivative works, can be bundled, embedded,
22 | redistributed and/or sold with any software provided that any reserved
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24 | however, cannot be released under any other type of license. The
25 | requirement for fonts to remain under this license does not apply
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27 |
28 | DEFINITIONS
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44 | "Author" refers to any designer, engineer, programmer, technical
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/game.project:
--------------------------------------------------------------------------------
1 | [bootstrap]
2 | main_collection = /main/main.collectionc
3 |
4 | [project]
5 | title = Colorslide
6 |
7 | [display]
8 | width = 640
9 | height = 1136
10 | high_dpi = 1
11 |
12 | [sprite]
13 | max_count = 512
14 |
15 | [physics]
16 | debug = 1
17 |
18 | [script]
19 | shared_state = 1
20 |
--------------------------------------------------------------------------------
/input/game.input_binding:
--------------------------------------------------------------------------------
1 | mouse_trigger {
2 | input: MOUSE_BUTTON_1
3 | action: "touch"
4 | }
5 |
--------------------------------------------------------------------------------
/main/brick/brick.collection:
--------------------------------------------------------------------------------
1 | name: "default"
2 | instances {
3 | id: "brick"
4 | prototype: "/main/brick/brick.go"
5 | position {
6 | x: 0.0
7 | y: 0.0
8 | z: 0.0
9 | }
10 | rotation {
11 | x: 0.0
12 | y: 0.0
13 | z: 0.0
14 | w: 1.0
15 | }
16 | scale3 {
17 | x: 1.0
18 | y: 1.0
19 | z: 1.0
20 | }
21 | }
22 | scale_along_z: 0
23 | embedded_instances {
24 | id: "facecontroller"
25 | data: "components {\n"
26 | " id: \"script\"\n"
27 | " component: \"/main/brick/face.script\"\n"
28 | " position {\n"
29 | " x: 0.0\n"
30 | " y: 0.0\n"
31 | " z: 0.0\n"
32 | " }\n"
33 | " rotation {\n"
34 | " x: 0.0\n"
35 | " y: 0.0\n"
36 | " z: 0.0\n"
37 | " w: 1.0\n"
38 | " }\n"
39 | "}\n"
40 | ""
41 | position {
42 | x: 0.0
43 | y: 0.0
44 | z: 0.0
45 | }
46 | rotation {
47 | x: 0.0
48 | y: 0.0
49 | z: 0.0
50 | w: 1.0
51 | }
52 | scale3 {
53 | x: 1.0
54 | y: 1.0
55 | z: 1.0
56 | }
57 | }
58 | embedded_instances {
59 | id: "eye_left"
60 | data: "embedded_components {\n"
61 | " id: \"sprite\"\n"
62 | " type: \"sprite\"\n"
63 | " data: \"tile_set: \\\"/assets/bricks.atlas\\\"\\n"
64 | "default_animation: \\\"left_angry\\\"\\n"
65 | "material: \\\"/builtins/materials/sprite.material\\\"\\n"
66 | "blend_mode: BLEND_MODE_ALPHA\\n"
67 | "\"\n"
68 | " position {\n"
69 | " x: 0.0\n"
70 | " y: 0.0\n"
71 | " z: 0.0\n"
72 | " }\n"
73 | " rotation {\n"
74 | " x: 0.0\n"
75 | " y: 0.0\n"
76 | " z: 0.0\n"
77 | " w: 1.0\n"
78 | " }\n"
79 | "}\n"
80 | ""
81 | position {
82 | x: -15.0
83 | y: 12.0
84 | z: 0.01
85 | }
86 | rotation {
87 | x: 0.0
88 | y: 0.0
89 | z: 0.0
90 | w: 1.0
91 | }
92 | scale3 {
93 | x: 1.0
94 | y: 1.0
95 | z: 1.0
96 | }
97 | }
98 | embedded_instances {
99 | id: "eye_right"
100 | data: "embedded_components {\n"
101 | " id: \"sprite\"\n"
102 | " type: \"sprite\"\n"
103 | " data: \"tile_set: \\\"/assets/bricks.atlas\\\"\\n"
104 | "default_animation: \\\"right_angry\\\"\\n"
105 | "material: \\\"/builtins/materials/sprite.material\\\"\\n"
106 | "blend_mode: BLEND_MODE_ALPHA\\n"
107 | "\"\n"
108 | " position {\n"
109 | " x: 0.0\n"
110 | " y: 0.0\n"
111 | " z: 0.0\n"
112 | " }\n"
113 | " rotation {\n"
114 | " x: 0.0\n"
115 | " y: 0.0\n"
116 | " z: 0.0\n"
117 | " w: 1.0\n"
118 | " }\n"
119 | "}\n"
120 | ""
121 | position {
122 | x: 15.0
123 | y: 12.0
124 | z: 0.01
125 | }
126 | rotation {
127 | x: 0.0
128 | y: 0.0
129 | z: 0.0
130 | w: 1.0
131 | }
132 | scale3 {
133 | x: 1.0
134 | y: 1.0
135 | z: 1.0
136 | }
137 | }
138 | embedded_instances {
139 | id: "eyeball_left"
140 | data: "embedded_components {\n"
141 | " id: \"sprite\"\n"
142 | " type: \"sprite\"\n"
143 | " data: \"tile_set: \\\"/assets/bricks.atlas\\\"\\n"
144 | "default_animation: \\\"eyeball_angry_left\\\"\\n"
145 | "material: \\\"/builtins/materials/sprite.material\\\"\\n"
146 | "blend_mode: BLEND_MODE_ALPHA\\n"
147 | "\"\n"
148 | " position {\n"
149 | " x: 0.0\n"
150 | " y: 0.0\n"
151 | " z: 0.0\n"
152 | " }\n"
153 | " rotation {\n"
154 | " x: 0.0\n"
155 | " y: 0.0\n"
156 | " z: 0.0\n"
157 | " w: 1.0\n"
158 | " }\n"
159 | "}\n"
160 | ""
161 | position {
162 | x: -15.0
163 | y: 12.0
164 | z: 0.0
165 | }
166 | rotation {
167 | x: 0.0
168 | y: 0.0
169 | z: 0.0
170 | w: 1.0
171 | }
172 | scale3 {
173 | x: 1.0
174 | y: 1.0
175 | z: 1.0
176 | }
177 | }
178 | embedded_instances {
179 | id: "eyeball_right"
180 | data: "embedded_components {\n"
181 | " id: \"sprite\"\n"
182 | " type: \"sprite\"\n"
183 | " data: \"tile_set: \\\"/assets/bricks.atlas\\\"\\n"
184 | "default_animation: \\\"eyeball_angry_right\\\"\\n"
185 | "material: \\\"/builtins/materials/sprite.material\\\"\\n"
186 | "blend_mode: BLEND_MODE_ALPHA\\n"
187 | "\"\n"
188 | " position {\n"
189 | " x: 0.0\n"
190 | " y: 0.0\n"
191 | " z: 0.0\n"
192 | " }\n"
193 | " rotation {\n"
194 | " x: 0.0\n"
195 | " y: 0.0\n"
196 | " z: 0.0\n"
197 | " w: 1.0\n"
198 | " }\n"
199 | "}\n"
200 | ""
201 | position {
202 | x: 15.0
203 | y: 12.0
204 | z: 0.0
205 | }
206 | rotation {
207 | x: 0.0
208 | y: 0.0
209 | z: 0.0
210 | w: 1.0
211 | }
212 | scale3 {
213 | x: 1.0
214 | y: 1.0
215 | z: 1.0
216 | }
217 | }
218 | embedded_instances {
219 | id: "mouth"
220 | data: "embedded_components {\n"
221 | " id: \"sprite\"\n"
222 | " type: \"sprite\"\n"
223 | " data: \"tile_set: \\\"/assets/bricks.atlas\\\"\\n"
224 | "default_animation: \\\"mouth_angry_closed\\\"\\n"
225 | "material: \\\"/builtins/materials/sprite.material\\\"\\n"
226 | "blend_mode: BLEND_MODE_ALPHA\\n"
227 | "\"\n"
228 | " position {\n"
229 | " x: 0.0\n"
230 | " y: 0.0\n"
231 | " z: 0.0\n"
232 | " }\n"
233 | " rotation {\n"
234 | " x: 0.0\n"
235 | " y: 0.0\n"
236 | " z: 0.0\n"
237 | " w: 1.0\n"
238 | " }\n"
239 | "}\n"
240 | ""
241 | position {
242 | x: 0.0
243 | y: -12.0
244 | z: 0.0
245 | }
246 | rotation {
247 | x: 0.0
248 | y: 0.0
249 | z: 0.0
250 | w: 1.0
251 | }
252 | scale3 {
253 | x: 1.0
254 | y: 1.0
255 | z: 1.0
256 | }
257 | }
258 |
--------------------------------------------------------------------------------
/main/brick/brick.go:
--------------------------------------------------------------------------------
1 | components {
2 | id: "script"
3 | component: "/main/brick/brick.script"
4 | position {
5 | x: 0.0
6 | y: 0.0
7 | z: 0.0
8 | }
9 | rotation {
10 | x: 0.0
11 | y: 0.0
12 | z: 0.0
13 | w: 1.0
14 | }
15 | }
16 | embedded_components {
17 | id: "sprite"
18 | type: "sprite"
19 | data: "tile_set: \"/assets/bricks.atlas\"\n"
20 | "default_animation: \"blue\"\n"
21 | "material: \"/builtins/materials/sprite.material\"\n"
22 | "blend_mode: BLEND_MODE_ALPHA\n"
23 | ""
24 | position {
25 | x: 0.0
26 | y: 0.0
27 | z: 0.0
28 | }
29 | rotation {
30 | x: 0.0
31 | y: 0.0
32 | z: 0.0
33 | w: 1.0
34 | }
35 | }
36 |
--------------------------------------------------------------------------------
/main/brick/brick.script:
--------------------------------------------------------------------------------
1 | go.property("color", 0)
2 |
3 | local colors = require("main.colors")
4 |
5 | local anims = { [ colors.RED ] = hash("red"),
6 | [ colors.BLUE ] = hash("blue"),
7 | [ colors.GREEN ] = hash("green"),
8 | [ colors.YELLOW ] = hash("yellow"),
9 | [ colors.GREY ] = hash("grey") }
10 |
11 | function init(self)
12 | if self.color > 0 then
13 | local anim = anims[self.color]
14 | msg.post("#sprite", "play_animation", { id = anim })
15 | end
16 | end
17 |
18 | function on_message(self, message_id, message, sender)
19 | if message_id == hash("on_correct_color") then
20 | local state = "angry"
21 | if message.correct then
22 | state = "happy"
23 | end
24 | msg.post("facecontroller#script", "set_state", { state = state })
25 | end
26 | end
--------------------------------------------------------------------------------
/main/brick/face.script:
--------------------------------------------------------------------------------
1 | -- a few dummy properties used as timers.
2 | go.property("blink", 0)
3 | go.property("minimove", 0)
4 | go.property("micromove", 0)
5 |
6 | local look
7 | local blink
8 | local minimove
9 | local micromove
10 |
11 | look = function(self)
12 | msg.post("eye_left#sprite", "play_animation", { id = hash("left_" .. self.state ) })
13 | msg.post("eye_right#sprite", "play_animation", { id = hash("right_" .. self.state) })
14 | msg.post("eyeball_left#sprite", "play_animation", { id = hash("eyeball_" .. self.state .. "_left" ) })
15 | msg.post("eyeball_right#sprite", "play_animation", { id = hash("eyeball_" .. self.state .. "_right" ) })
16 | msg.post("eyeball_left#sprite", "enable")
17 | msg.post("eyeball_right#sprite", "enable")
18 |
19 | local wait = math.random(4, 20) / 2
20 | go.animate("#", "blink", go.PLAYBACK_ONCE_FORWARD, 1, go.EASING_LINEAR, wait, 0, blink)
21 | end
22 |
23 | blink = function(self)
24 | go.cancel_animations("#", "blink")
25 | msg.post("eye_left#sprite", "play_animation", { id = hash("left_" .. self.state .. "_blink") })
26 | msg.post("eye_right#sprite", "play_animation", { id = hash("right_" .. self.state .. "_blink") })
27 | msg.post("eyeball_left#sprite", "disable")
28 | msg.post("eyeball_right#sprite", "disable")
29 |
30 | local wait = math.random() / 10 + 0.1
31 | go.animate("#", "blink", go.PLAYBACK_ONCE_FORWARD, 1, go.EASING_LINEAR, wait, 0, look)
32 | end
33 |
34 | minimove = function(self)
35 | local x = math.random() * 4 - 2
36 | local y = math.random() * 2 - 1
37 | local offset = vmath.vector3(x, y, 0)
38 |
39 | go.set_position(self.left_pos + offset, "eye_left")
40 | go.set_position(self.right_pos + offset, "eye_right")
41 |
42 | local wait = math.random(5, 20) / 20
43 | if self.state == "happy" then
44 | wait = math.random(8, 20) / 15
45 | end
46 | go.animate("#", "minimove", go.PLAYBACK_ONCE_FORWARD, 1, go.EASING_LINEAR, wait, 0, minimove)
47 | end
48 |
49 | micromove = function(self)
50 | local s = math.random(98, 100) / 100
51 |
52 | go.set_scale(s, "eye_left")
53 | go.set_scale(s, "eye_right")
54 |
55 | local wait = math.random() / 10
56 | go.animate("#", "micromove", go.PLAYBACK_ONCE_FORWARD, 1, go.EASING_LINEAR, wait, 0, micromove)
57 | end
58 |
59 | function init(self)
60 | self.state = "angry"
61 |
62 | -- parent every part of the face to the brick for easy animation
63 | local root = go.get_id("brick")
64 | msg.post("eye_left", "set_parent", { parent_id = root })
65 | msg.post("eye_right", "set_parent", { parent_id = root })
66 | msg.post("eyeball_left", "set_parent", { parent_id = root })
67 | msg.post("eyeball_right", "set_parent", { parent_id = root })
68 | msg.post("mouth", "set_parent", { parent_id = root })
69 |
70 | msg.post("#", "start")
71 | end
72 |
73 | function on_message(self, message_id, message, sender)
74 | if message_id == hash("start") then
75 | self.left_pos = go.get_position("eye_left")
76 | self.right_pos = go.get_position("eye_right")
77 | look(self)
78 | minimove(self)
79 | micromove(self)
80 | elseif message_id == hash("set_state") then
81 | self.state = message.state
82 | msg.post("mouth#sprite", "play_animation", { id = hash("mouth_" .. self.state .. "_closed") })
83 | blink(self)
84 | elseif message_id == hash("start_drag") then
85 | msg.post("mouth#sprite", "play_animation", { id = hash("mouth_" .. self.state .. "_open") })
86 | go.set("eyeball_left#sprite", "scale.y", 0.8)
87 | go.set("eyeball_right#sprite", "scale.y", 0.8)
88 | elseif message_id == hash("end_drag") then
89 | msg.post("mouth#sprite", "play_animation", { id = hash("mouth_" .. self.state .. "_closed") })
90 | go.set("eyeball_left#sprite", "scale.y", 1)
91 | go.set("eyeball_right#sprite", "scale.y", 1)
92 | end
93 | end
94 |
95 | function on_reload(self)
96 | msg.post("#", "end_drag")
97 | end
98 |
--------------------------------------------------------------------------------
/main/colors.lua:
--------------------------------------------------------------------------------
1 | local M = {}
2 |
3 | -- board tile colors
4 | M.TILE_BLANK = 1
5 | M.TILE_GREY = 2
6 | M.TILE_RED = 3
7 | M.TILE_YELLOW = 4
8 | M.TILE_GREEN = 5
9 | M.TILE_BLUE = 6
10 |
11 | -- brick colors
12 | M.GREY = 8
13 | M.RED = 9
14 | M.YELLOW = 10
15 | M.GREEN = 11
16 | M.BLUE = 12
17 |
18 | -- compare colors. bricks and board colors are from different
19 | -- parts of the tileset so they cannot be directly compared.
20 | M.compare = function(brick_color, board_color)
21 | return brick_color - 6 == board_color
22 | end
23 |
24 | return M
--------------------------------------------------------------------------------
/main/level.go:
--------------------------------------------------------------------------------
1 | components {
2 | id: "level"
3 | component: "/main/level.script"
4 | position {
5 | x: 0.0
6 | y: 0.0
7 | z: 0.0
8 | }
9 | rotation {
10 | x: 0.0
11 | y: 0.0
12 | z: 0.0
13 | w: 1.0
14 | }
15 | }
16 | embedded_components {
17 | id: "brickfactory"
18 | type: "collectionfactory"
19 | data: "prototype: \"/main/brick/brick.collection\"\n"
20 | "load_dynamically: false\n"
21 | ""
22 | position {
23 | x: 0.0
24 | y: 0.0
25 | z: 0.0
26 | }
27 | rotation {
28 | x: 0.0
29 | y: 0.0
30 | z: 0.0
31 | w: 1.0
32 | }
33 | }
34 |
--------------------------------------------------------------------------------
/main/level.script:
--------------------------------------------------------------------------------
1 | local colors = require("main.colors")
2 |
3 | local function make_empty_slot(x, y)
4 | local l = x - 1 .. ":" .. y
5 | local r = x + 1 .. ":" .. y
6 | local u = x .. ":" .. y + 1
7 | local d = x .. ":" .. y - 1
8 | return { x = x, y = y, neighbors = { l, r, u, d } }
9 | end
10 |
11 | local function make_brick(brick_go, color, correct)
12 | return { go = brick_go, color = color, correct = correct}
13 | end
14 |
15 | local function empty_neighbor(id, empty)
16 | for i, v in ipairs(empty.neighbors) do
17 | if id == v then
18 | return true
19 | end
20 | end
21 | return false
22 | end
23 |
24 | local function brick_pos(x, y)
25 | return vmath.vector3(x * 128 - 64, y * 128 - 64, 0.01)
26 | end
27 |
28 | local function populate_level(self)
29 | local x, y, w, h = tilemap.get_bounds("board#tiles")
30 |
31 | for ix=x,x+w-1 do
32 | for iy=y, h+y-1 do
33 | local brick_color = tilemap.get_tile("board#tiles", "setup", ix, iy)
34 | local board_color = tilemap.get_tile("board#tiles", "board", ix, iy)
35 |
36 | -- clear the setup layer tile
37 | tilemap.set_tile("board#tiles", "setup", ix, iy, 0)
38 |
39 | local pos = brick_pos(ix, iy)
40 | local props = {}
41 | if brick_color > 0 then
42 | props[hash("/brick")] = { color = brick_color }
43 | local ids = collectionfactory.create("#brickfactory", pos, nil, props)
44 |
45 | -- store the root object ("brick") for each instance.
46 | local brick = ids[hash("/brick")]
47 | local correct = colors.compare(brick_color, board_color)
48 | self.bricks[ix .. ":" .. iy] = make_brick(brick, brick_color, correct)
49 |
50 | msg.post(brick, "on_correct_color", { correct = correct })
51 | end
52 |
53 | if brick_color == 0 and board_color > 0 then
54 | self.empty_slot = make_empty_slot(ix, iy)
55 | end
56 | end
57 | end
58 | end
59 |
60 | local function all_correct(bricks)
61 | for k, b in pairs(bricks) do
62 | if not b.correct then
63 | return false
64 | end
65 | end
66 | return true
67 | end
68 |
69 | local function bounce(bricks)
70 | for k, b in pairs(bricks) do
71 | local brick = b.go
72 | local pos = go.get_position(brick)
73 | local delay = 0.3 + math.random() / 6
74 | go.animate(brick, "position.y", go.PLAYBACK_LOOP_PINGPONG, pos.y + 30, go.EASING_OUTSINE, 0.33, delay)
75 | end
76 | end
77 |
78 | function init(self)
79 | self.bricks = {}
80 | self.completed = false
81 | populate_level(self)
82 | msg.post(".", "acquire_input_focus")
83 | end
84 |
85 | function on_input(self, action_id, action)
86 | if action_id == hash("touch") and not self.completed then
87 | if action.pressed then
88 | local x = math.ceil(action.x / 128)
89 | local y = math.ceil(action.y / 128)
90 | local brick_id = x .. ":" .. y
91 | if empty_neighbor(brick_id, self.empty_slot) and self.bricks[brick_id] then
92 | -- slide the brick into the empty space
93 | local brick = self.bricks[brick_id].go
94 | local empty_x = self.empty_slot.x
95 | local empty_y = self.empty_slot.y
96 |
97 | -- update the moved brick
98 | local brick_color = self.bricks[brick_id].color
99 | local board_color = tilemap.get_tile("board#tiles", "board", empty_x, empty_y)
100 | local correct = colors.compare(brick_color, board_color)
101 | self.bricks[empty_x .. ":" .. empty_y] = make_brick(brick, brick_color, correct)
102 | self.bricks[x .. ":" .. y] = nil
103 |
104 | -- there is a new empty slot
105 | self.empty_slot = make_empty_slot(x, y)
106 |
107 | -- animate the brick into place
108 | local target = brick_pos(empty_x, empty_y)
109 | go.animate(brick, "position", go.PLAYBACK_ONCE_FORWARD, target, go.EASING_INOUTQUAD, 0.2, 0, function()
110 | msg.post(brick, "on_correct_color", { correct = correct })
111 |
112 | if self.completed then
113 | bounce(self.bricks)
114 | end
115 | end)
116 |
117 | if all_correct(self.bricks) then
118 | self.completed = true
119 | end
120 | end
121 | end
122 | end
123 | end
--------------------------------------------------------------------------------
/main/level_1/level_1.collection:
--------------------------------------------------------------------------------
1 | name: "default"
2 | instances {
3 | id: "level"
4 | prototype: "/main/level.go"
5 | position {
6 | x: 0.0
7 | y: 0.0
8 | z: 0.0
9 | }
10 | rotation {
11 | x: 0.0
12 | y: 0.0
13 | z: 0.0
14 | w: 1.0
15 | }
16 | scale3 {
17 | x: 1.0
18 | y: 1.0
19 | z: 1.0
20 | }
21 | }
22 | scale_along_z: 0
23 | embedded_instances {
24 | id: "board"
25 | data: "components {\n"
26 | " id: \"tiles\"\n"
27 | " component: \"/main/level_1/level_1.tilemap\"\n"
28 | " position {\n"
29 | " x: 0.0\n"
30 | " y: 0.0\n"
31 | " z: 0.0\n"
32 | " }\n"
33 | " rotation {\n"
34 | " x: 0.0\n"
35 | " y: 0.0\n"
36 | " z: 0.0\n"
37 | " w: 1.0\n"
38 | " }\n"
39 | "}\n"
40 | ""
41 | position {
42 | x: 0.0
43 | y: 0.0
44 | z: 0.0
45 | }
46 | rotation {
47 | x: 0.0
48 | y: 0.0
49 | z: 0.0
50 | w: 1.0
51 | }
52 | scale3 {
53 | x: 1.0
54 | y: 1.0
55 | z: 1.0
56 | }
57 | }
58 |
--------------------------------------------------------------------------------
/main/level_1/level_1.tilemap:
--------------------------------------------------------------------------------
1 | tile_set: "/assets/level.tilesource"
2 | layers {
3 | id: "board"
4 | z: 0.0
5 | is_visible: 1
6 | cell {
7 | x: 1
8 | y: 3
9 | tile: 5
10 | h_flip: 0
11 | v_flip: 0
12 | }
13 | cell {
14 | x: 2
15 | y: 3
16 | tile: 5
17 | h_flip: 0
18 | v_flip: 0
19 | }
20 | cell {
21 | x: 3
22 | y: 3
23 | tile: 5
24 | h_flip: 0
25 | v_flip: 0
26 | }
27 | cell {
28 | x: 1
29 | y: 4
30 | tile: 0
31 | h_flip: 0
32 | v_flip: 0
33 | }
34 | cell {
35 | x: 2
36 | y: 4
37 | tile: 3
38 | h_flip: 0
39 | v_flip: 0
40 | }
41 | cell {
42 | x: 3
43 | y: 4
44 | tile: 3
45 | h_flip: 0
46 | v_flip: 0
47 | }
48 | }
49 | layers {
50 | id: "setup"
51 | z: 0.0
52 | is_visible: 1
53 | cell {
54 | x: 1
55 | y: 3
56 | tile: 9
57 | h_flip: 0
58 | v_flip: 0
59 | }
60 | cell {
61 | x: 2
62 | y: 3
63 | tile: 11
64 | h_flip: 0
65 | v_flip: 0
66 | }
67 | cell {
68 | x: 3
69 | y: 3
70 | tile: 11
71 | h_flip: 0
72 | v_flip: 0
73 | }
74 | cell {
75 | x: 2
76 | y: 4
77 | tile: 9
78 | h_flip: 0
79 | v_flip: 0
80 | }
81 | cell {
82 | x: 3
83 | y: 4
84 | tile: 11
85 | h_flip: 0
86 | v_flip: 0
87 | }
88 | }
89 | material: "/builtins/materials/tile_map.material"
90 | blend_mode: BLEND_MODE_ALPHA
91 |
--------------------------------------------------------------------------------
/main/level_2/level_2.collection:
--------------------------------------------------------------------------------
1 | name: "default"
2 | instances {
3 | id: "level"
4 | prototype: "/main/level.go"
5 | position {
6 | x: 0.0
7 | y: 0.0
8 | z: 0.0
9 | }
10 | rotation {
11 | x: 0.0
12 | y: 0.0
13 | z: 0.0
14 | w: 1.0
15 | }
16 | scale3 {
17 | x: 1.0
18 | y: 1.0
19 | z: 1.0
20 | }
21 | }
22 | scale_along_z: 0
23 | embedded_instances {
24 | id: "board"
25 | data: "components {\n"
26 | " id: \"tiles\"\n"
27 | " component: \"/main/level_2/level_2.tilemap\"\n"
28 | " position {\n"
29 | " x: 0.0\n"
30 | " y: 0.0\n"
31 | " z: 0.0\n"
32 | " }\n"
33 | " rotation {\n"
34 | " x: 0.0\n"
35 | " y: 0.0\n"
36 | " z: 0.0\n"
37 | " w: 1.0\n"
38 | " }\n"
39 | "}\n"
40 | ""
41 | position {
42 | x: 0.0
43 | y: 0.0
44 | z: 0.0
45 | }
46 | rotation {
47 | x: 0.0
48 | y: 0.0
49 | z: 0.0
50 | w: 1.0
51 | }
52 | scale3 {
53 | x: 1.0
54 | y: 1.0
55 | z: 1.0
56 | }
57 | }
58 |
--------------------------------------------------------------------------------
/main/level_2/level_2.tilemap:
--------------------------------------------------------------------------------
1 | tile_set: "/assets/level.tilesource"
2 | layers {
3 | id: "board"
4 | z: 0.0
5 | is_visible: 1
6 | cell {
7 | x: 1
8 | y: 2
9 | tile: 2
10 | h_flip: 0
11 | v_flip: 0
12 | }
13 | cell {
14 | x: 2
15 | y: 2
16 | tile: 2
17 | h_flip: 0
18 | v_flip: 0
19 | }
20 | cell {
21 | x: 3
22 | y: 2
23 | tile: 4
24 | h_flip: 0
25 | v_flip: 0
26 | }
27 | cell {
28 | x: 1
29 | y: 3
30 | tile: 2
31 | h_flip: 0
32 | v_flip: 0
33 | }
34 | cell {
35 | x: 2
36 | y: 3
37 | tile: 2
38 | h_flip: 0
39 | v_flip: 0
40 | }
41 | cell {
42 | x: 3
43 | y: 3
44 | tile: 4
45 | h_flip: 0
46 | v_flip: 0
47 | }
48 | cell {
49 | x: 1
50 | y: 4
51 | tile: 3
52 | h_flip: 0
53 | v_flip: 0
54 | }
55 | cell {
56 | x: 2
57 | y: 4
58 | tile: 3
59 | h_flip: 0
60 | v_flip: 0
61 | }
62 | cell {
63 | x: 3
64 | y: 4
65 | tile: 4
66 | h_flip: 0
67 | v_flip: 0
68 | }
69 | cell {
70 | x: 1
71 | y: 5
72 | tile: 3
73 | h_flip: 0
74 | v_flip: 0
75 | }
76 | cell {
77 | x: 2
78 | y: 5
79 | tile: 3
80 | h_flip: 0
81 | v_flip: 0
82 | }
83 | cell {
84 | x: 3
85 | y: 5
86 | tile: 0
87 | h_flip: 0
88 | v_flip: 0
89 | }
90 | }
91 | layers {
92 | id: "setup"
93 | z: 0.0
94 | is_visible: 1
95 | cell {
96 | x: 1
97 | y: 2
98 | tile: 8
99 | h_flip: 0
100 | v_flip: 0
101 | }
102 | cell {
103 | x: 2
104 | y: 2
105 | tile: 8
106 | h_flip: 0
107 | v_flip: 0
108 | }
109 | cell {
110 | x: 3
111 | y: 2
112 | tile: 8
113 | h_flip: 0
114 | v_flip: 0
115 | }
116 | cell {
117 | x: 1
118 | y: 3
119 | tile: 9
120 | h_flip: 0
121 | v_flip: 0
122 | }
123 | cell {
124 | x: 2
125 | y: 3
126 | tile: 8
127 | h_flip: 0
128 | v_flip: 0
129 | }
130 | cell {
131 | x: 3
132 | y: 3
133 | tile: 10
134 | h_flip: 0
135 | v_flip: 0
136 | }
137 | cell {
138 | x: 1
139 | y: 4
140 | tile: 9
141 | h_flip: 0
142 | v_flip: 0
143 | }
144 | cell {
145 | x: 2
146 | y: 4
147 | tile: 9
148 | h_flip: 0
149 | v_flip: 0
150 | }
151 | cell {
152 | x: 3
153 | y: 4
154 | tile: 10
155 | h_flip: 0
156 | v_flip: 0
157 | }
158 | cell {
159 | x: 2
160 | y: 5
161 | tile: 9
162 | h_flip: 0
163 | v_flip: 0
164 | }
165 | cell {
166 | x: 3
167 | y: 5
168 | tile: 10
169 | h_flip: 0
170 | v_flip: 0
171 | }
172 | }
173 | material: "/builtins/materials/tile_map.material"
174 | blend_mode: BLEND_MODE_ALPHA
175 |
--------------------------------------------------------------------------------
/main/level_3/level_3.collection:
--------------------------------------------------------------------------------
1 | name: "default"
2 | instances {
3 | id: "level"
4 | prototype: "/main/level.go"
5 | position {
6 | x: 0.0
7 | y: 0.0
8 | z: 0.0
9 | }
10 | rotation {
11 | x: 0.0
12 | y: 0.0
13 | z: 0.0
14 | w: 1.0
15 | }
16 | scale3 {
17 | x: 1.0
18 | y: 1.0
19 | z: 1.0
20 | }
21 | }
22 | scale_along_z: 0
23 | embedded_instances {
24 | id: "board"
25 | data: "components {\n"
26 | " id: \"tiles\"\n"
27 | " component: \"/main/level_3/level_3.tilemap\"\n"
28 | " position {\n"
29 | " x: 0.0\n"
30 | " y: 0.0\n"
31 | " z: 0.0\n"
32 | " }\n"
33 | " rotation {\n"
34 | " x: 0.0\n"
35 | " y: 0.0\n"
36 | " z: 0.0\n"
37 | " w: 1.0\n"
38 | " }\n"
39 | "}\n"
40 | ""
41 | position {
42 | x: 0.0
43 | y: 0.0
44 | z: 0.0
45 | }
46 | rotation {
47 | x: 0.0
48 | y: 0.0
49 | z: 0.0
50 | w: 1.0
51 | }
52 | scale3 {
53 | x: 1.0
54 | y: 1.0
55 | z: 1.0
56 | }
57 | }
58 |
--------------------------------------------------------------------------------
/main/level_3/level_3.tilemap:
--------------------------------------------------------------------------------
1 | tile_set: "/assets/level.tilesource"
2 | layers {
3 | id: "board"
4 | z: 0.0
5 | is_visible: 1
6 | cell {
7 | x: 1
8 | y: 1
9 | tile: 2
10 | h_flip: 0
11 | v_flip: 0
12 | }
13 | cell {
14 | x: 2
15 | y: 1
16 | tile: 0
17 | h_flip: 0
18 | v_flip: 0
19 | }
20 | cell {
21 | x: 3
22 | y: 1
23 | tile: 4
24 | h_flip: 0
25 | v_flip: 0
26 | }
27 | cell {
28 | x: 0
29 | y: 2
30 | tile: 2
31 | h_flip: 0
32 | v_flip: 0
33 | }
34 | cell {
35 | x: 1
36 | y: 2
37 | tile: 2
38 | h_flip: 0
39 | v_flip: 0
40 | }
41 | cell {
42 | x: 2
43 | y: 2
44 | tile: 4
45 | h_flip: 0
46 | v_flip: 0
47 | }
48 | cell {
49 | x: 3
50 | y: 2
51 | tile: 4
52 | h_flip: 0
53 | v_flip: 0
54 | }
55 | cell {
56 | x: 4
57 | y: 2
58 | tile: 4
59 | h_flip: 0
60 | v_flip: 0
61 | }
62 | cell {
63 | x: 0
64 | y: 3
65 | tile: 2
66 | h_flip: 0
67 | v_flip: 0
68 | }
69 | cell {
70 | x: 1
71 | y: 3
72 | tile: 2
73 | h_flip: 0
74 | v_flip: 0
75 | }
76 | cell {
77 | x: 3
78 | y: 3
79 | tile: 4
80 | h_flip: 0
81 | v_flip: 0
82 | }
83 | cell {
84 | x: 4
85 | y: 3
86 | tile: 4
87 | h_flip: 0
88 | v_flip: 0
89 | }
90 | cell {
91 | x: 0
92 | y: 4
93 | tile: 2
94 | h_flip: 0
95 | v_flip: 0
96 | }
97 | cell {
98 | x: 1
99 | y: 4
100 | tile: 3
101 | h_flip: 0
102 | v_flip: 0
103 | }
104 | cell {
105 | x: 3
106 | y: 4
107 | tile: 4
108 | h_flip: 0
109 | v_flip: 0
110 | }
111 | cell {
112 | x: 4
113 | y: 4
114 | tile: 4
115 | h_flip: 0
116 | v_flip: 0
117 | }
118 | cell {
119 | x: 0
120 | y: 5
121 | tile: 3
122 | h_flip: 0
123 | v_flip: 0
124 | }
125 | cell {
126 | x: 1
127 | y: 5
128 | tile: 3
129 | h_flip: 0
130 | v_flip: 0
131 | }
132 | cell {
133 | x: 2
134 | y: 5
135 | tile: 3
136 | h_flip: 0
137 | v_flip: 0
138 | }
139 | cell {
140 | x: 3
141 | y: 5
142 | tile: 3
143 | h_flip: 0
144 | v_flip: 0
145 | }
146 | cell {
147 | x: 4
148 | y: 5
149 | tile: 4
150 | h_flip: 0
151 | v_flip: 0
152 | }
153 | cell {
154 | x: 1
155 | y: 6
156 | tile: 3
157 | h_flip: 0
158 | v_flip: 0
159 | }
160 | cell {
161 | x: 2
162 | y: 6
163 | tile: 3
164 | h_flip: 0
165 | v_flip: 0
166 | }
167 | cell {
168 | x: 3
169 | y: 6
170 | tile: 3
171 | h_flip: 0
172 | v_flip: 0
173 | }
174 | }
175 | layers {
176 | id: "setup"
177 | z: 0.0
178 | is_visible: 1
179 | cell {
180 | x: 1
181 | y: 1
182 | tile: 10
183 | h_flip: 0
184 | v_flip: 0
185 | }
186 | cell {
187 | x: 3
188 | y: 1
189 | tile: 10
190 | h_flip: 0
191 | v_flip: 0
192 | }
193 | cell {
194 | x: 0
195 | y: 2
196 | tile: 8
197 | h_flip: 0
198 | v_flip: 0
199 | }
200 | cell {
201 | x: 1
202 | y: 2
203 | tile: 10
204 | h_flip: 0
205 | v_flip: 0
206 | }
207 | cell {
208 | x: 2
209 | y: 2
210 | tile: 8
211 | h_flip: 0
212 | v_flip: 0
213 | }
214 | cell {
215 | x: 3
216 | y: 2
217 | tile: 10
218 | h_flip: 0
219 | v_flip: 0
220 | }
221 | cell {
222 | x: 4
223 | y: 2
224 | tile: 8
225 | h_flip: 0
226 | v_flip: 0
227 | }
228 | cell {
229 | x: 0
230 | y: 3
231 | tile: 9
232 | h_flip: 0
233 | v_flip: 0
234 | }
235 | cell {
236 | x: 1
237 | y: 3
238 | tile: 8
239 | h_flip: 0
240 | v_flip: 0
241 | }
242 | cell {
243 | x: 3
244 | y: 3
245 | tile: 10
246 | h_flip: 0
247 | v_flip: 0
248 | }
249 | cell {
250 | x: 4
251 | y: 3
252 | tile: 10
253 | h_flip: 0
254 | v_flip: 0
255 | }
256 | cell {
257 | x: 0
258 | y: 4
259 | tile: 9
260 | h_flip: 0
261 | v_flip: 0
262 | }
263 | cell {
264 | x: 1
265 | y: 4
266 | tile: 8
267 | h_flip: 0
268 | v_flip: 0
269 | }
270 | cell {
271 | x: 3
272 | y: 4
273 | tile: 10
274 | h_flip: 0
275 | v_flip: 0
276 | }
277 | cell {
278 | x: 4
279 | y: 4
280 | tile: 10
281 | h_flip: 0
282 | v_flip: 0
283 | }
284 | cell {
285 | x: 0
286 | y: 5
287 | tile: 9
288 | h_flip: 0
289 | v_flip: 0
290 | }
291 | cell {
292 | x: 1
293 | y: 5
294 | tile: 8
295 | h_flip: 0
296 | v_flip: 0
297 | }
298 | cell {
299 | x: 2
300 | y: 5
301 | tile: 9
302 | h_flip: 0
303 | v_flip: 0
304 | }
305 | cell {
306 | x: 3
307 | y: 5
308 | tile: 9
309 | h_flip: 0
310 | v_flip: 0
311 | }
312 | cell {
313 | x: 4
314 | y: 5
315 | tile: 10
316 | h_flip: 0
317 | v_flip: 0
318 | }
319 | cell {
320 | x: 1
321 | y: 6
322 | tile: 9
323 | h_flip: 0
324 | v_flip: 0
325 | }
326 | cell {
327 | x: 2
328 | y: 6
329 | tile: 9
330 | h_flip: 0
331 | v_flip: 0
332 | }
333 | cell {
334 | x: 3
335 | y: 6
336 | tile: 9
337 | h_flip: 0
338 | v_flip: 0
339 | }
340 | }
341 | material: "/builtins/materials/tile_map.material"
342 | blend_mode: BLEND_MODE_ALPHA
343 |
--------------------------------------------------------------------------------
/main/level_4/level_4.collection:
--------------------------------------------------------------------------------
1 | name: "level_4"
2 | instances {
3 | id: "level"
4 | prototype: "/main/level.go"
5 | position {
6 | x: 0.0
7 | y: 0.0
8 | z: 0.0
9 | }
10 | rotation {
11 | x: 0.0
12 | y: 0.0
13 | z: 0.0
14 | w: 1.0
15 | }
16 | scale3 {
17 | x: 1.0
18 | y: 1.0
19 | z: 1.0
20 | }
21 | }
22 | scale_along_z: 0
23 | embedded_instances {
24 | id: "board"
25 | data: "components {\n"
26 | " id: \"tiles\"\n"
27 | " component: \"/main/level_4/level_4.tilemap\"\n"
28 | " position {\n"
29 | " x: 0.0\n"
30 | " y: 0.0\n"
31 | " z: 0.0\n"
32 | " }\n"
33 | " rotation {\n"
34 | " x: 0.0\n"
35 | " y: 0.0\n"
36 | " z: 0.0\n"
37 | " w: 1.0\n"
38 | " }\n"
39 | "}\n"
40 | ""
41 | position {
42 | x: 0.0
43 | y: 0.0
44 | z: 0.0
45 | }
46 | rotation {
47 | x: 0.0
48 | y: 0.0
49 | z: 0.0
50 | w: 1.0
51 | }
52 | scale3 {
53 | x: 1.0
54 | y: 1.0
55 | z: 1.0
56 | }
57 | }
58 |
--------------------------------------------------------------------------------
/main/level_4/level_4.tilemap:
--------------------------------------------------------------------------------
1 | tile_set: "/assets/level.tilesource"
2 | layers {
3 | id: "board"
4 | z: 0.0
5 | is_visible: 1
6 | cell {
7 | x: 0
8 | y: 0
9 | tile: 5
10 | h_flip: 0
11 | v_flip: 0
12 | }
13 | cell {
14 | x: 1
15 | y: 0
16 | tile: 1
17 | h_flip: 0
18 | v_flip: 0
19 | }
20 | cell {
21 | x: 2
22 | y: 0
23 | tile: 1
24 | h_flip: 0
25 | v_flip: 0
26 | }
27 | cell {
28 | x: 3
29 | y: 0
30 | tile: 1
31 | h_flip: 0
32 | v_flip: 0
33 | }
34 | cell {
35 | x: 4
36 | y: 0
37 | tile: 5
38 | h_flip: 0
39 | v_flip: 0
40 | }
41 | cell {
42 | x: 0
43 | y: 1
44 | tile: 1
45 | h_flip: 0
46 | v_flip: 0
47 | }
48 | cell {
49 | x: 1
50 | y: 1
51 | tile: 1
52 | h_flip: 0
53 | v_flip: 0
54 | }
55 | cell {
56 | x: 2
57 | y: 1
58 | tile: 2
59 | h_flip: 0
60 | v_flip: 0
61 | }
62 | cell {
63 | x: 3
64 | y: 1
65 | tile: 1
66 | h_flip: 0
67 | v_flip: 0
68 | }
69 | cell {
70 | x: 4
71 | y: 1
72 | tile: 1
73 | h_flip: 0
74 | v_flip: 0
75 | }
76 | cell {
77 | x: 0
78 | y: 2
79 | tile: 1
80 | h_flip: 0
81 | v_flip: 0
82 | }
83 | cell {
84 | x: 1
85 | y: 2
86 | tile: 2
87 | h_flip: 0
88 | v_flip: 0
89 | }
90 | cell {
91 | x: 2
92 | y: 2
93 | tile: 2
94 | h_flip: 0
95 | v_flip: 0
96 | }
97 | cell {
98 | x: 3
99 | y: 2
100 | tile: 2
101 | h_flip: 0
102 | v_flip: 0
103 | }
104 | cell {
105 | x: 4
106 | y: 2
107 | tile: 1
108 | h_flip: 0
109 | v_flip: 0
110 | }
111 | cell {
112 | x: 1
113 | y: 3
114 | tile: 2
115 | h_flip: 0
116 | v_flip: 0
117 | }
118 | cell {
119 | x: 2
120 | y: 3
121 | tile: 3
122 | h_flip: 0
123 | v_flip: 0
124 | }
125 | cell {
126 | x: 3
127 | y: 3
128 | tile: 2
129 | h_flip: 0
130 | v_flip: 0
131 | }
132 | cell {
133 | x: 1
134 | y: 4
135 | tile: 3
136 | h_flip: 0
137 | v_flip: 0
138 | }
139 | cell {
140 | x: 2
141 | y: 4
142 | tile: 3
143 | h_flip: 0
144 | v_flip: 0
145 | }
146 | cell {
147 | x: 3
148 | y: 4
149 | tile: 3
150 | h_flip: 0
151 | v_flip: 0
152 | }
153 | cell {
154 | x: 0
155 | y: 5
156 | tile: 3
157 | h_flip: 0
158 | v_flip: 0
159 | }
160 | cell {
161 | x: 1
162 | y: 5
163 | tile: 3
164 | h_flip: 0
165 | v_flip: 0
166 | }
167 | cell {
168 | x: 2
169 | y: 5
170 | tile: 0
171 | h_flip: 0
172 | v_flip: 0
173 | }
174 | cell {
175 | x: 3
176 | y: 5
177 | tile: 3
178 | h_flip: 0
179 | v_flip: 0
180 | }
181 | cell {
182 | x: 4
183 | y: 5
184 | tile: 3
185 | h_flip: 0
186 | v_flip: 0
187 | }
188 | cell {
189 | x: 0
190 | y: 6
191 | tile: 4
192 | h_flip: 0
193 | v_flip: 0
194 | }
195 | cell {
196 | x: 1
197 | y: 6
198 | tile: 3
199 | h_flip: 0
200 | v_flip: 0
201 | }
202 | cell {
203 | x: 2
204 | y: 6
205 | tile: 3
206 | h_flip: 0
207 | v_flip: 0
208 | }
209 | cell {
210 | x: 3
211 | y: 6
212 | tile: 3
213 | h_flip: 0
214 | v_flip: 0
215 | }
216 | cell {
217 | x: 4
218 | y: 6
219 | tile: 4
220 | h_flip: 0
221 | v_flip: 0
222 | }
223 | cell {
224 | x: 0
225 | y: 7
226 | tile: 4
227 | h_flip: 0
228 | v_flip: 0
229 | }
230 | cell {
231 | x: 1
232 | y: 7
233 | tile: 4
234 | h_flip: 0
235 | v_flip: 0
236 | }
237 | cell {
238 | x: 2
239 | y: 7
240 | tile: 3
241 | h_flip: 0
242 | v_flip: 0
243 | }
244 | cell {
245 | x: 3
246 | y: 7
247 | tile: 4
248 | h_flip: 0
249 | v_flip: 0
250 | }
251 | cell {
252 | x: 4
253 | y: 7
254 | tile: 4
255 | h_flip: 0
256 | v_flip: 0
257 | }
258 | }
259 | layers {
260 | id: "setup"
261 | z: 0.0
262 | is_visible: 1
263 | cell {
264 | x: 0
265 | y: 0
266 | tile: 7
267 | h_flip: 0
268 | v_flip: 0
269 | }
270 | cell {
271 | x: 1
272 | y: 0
273 | tile: 7
274 | h_flip: 0
275 | v_flip: 0
276 | }
277 | cell {
278 | x: 2
279 | y: 0
280 | tile: 7
281 | h_flip: 0
282 | v_flip: 0
283 | }
284 | cell {
285 | x: 3
286 | y: 0
287 | tile: 8
288 | h_flip: 0
289 | v_flip: 0
290 | }
291 | cell {
292 | x: 4
293 | y: 0
294 | tile: 7
295 | h_flip: 0
296 | v_flip: 0
297 | }
298 | cell {
299 | x: 0
300 | y: 1
301 | tile: 11
302 | h_flip: 0
303 | v_flip: 0
304 | }
305 | cell {
306 | x: 1
307 | y: 1
308 | tile: 8
309 | h_flip: 0
310 | v_flip: 0
311 | }
312 | cell {
313 | x: 2
314 | y: 1
315 | tile: 7
316 | h_flip: 0
317 | v_flip: 0
318 | }
319 | cell {
320 | x: 3
321 | y: 1
322 | tile: 7
323 | h_flip: 0
324 | v_flip: 0
325 | }
326 | cell {
327 | x: 4
328 | y: 1
329 | tile: 7
330 | h_flip: 0
331 | v_flip: 0
332 | }
333 | cell {
334 | x: 0
335 | y: 2
336 | tile: 7
337 | h_flip: 0
338 | v_flip: 0
339 | }
340 | cell {
341 | x: 1
342 | y: 2
343 | tile: 9
344 | h_flip: 0
345 | v_flip: 0
346 | }
347 | cell {
348 | x: 2
349 | y: 2
350 | tile: 8
351 | h_flip: 0
352 | v_flip: 0
353 | }
354 | cell {
355 | x: 3
356 | y: 2
357 | tile: 10
358 | h_flip: 0
359 | v_flip: 0
360 | }
361 | cell {
362 | x: 4
363 | y: 2
364 | tile: 8
365 | h_flip: 0
366 | v_flip: 0
367 | }
368 | cell {
369 | x: 1
370 | y: 3
371 | tile: 9
372 | h_flip: 0
373 | v_flip: 0
374 | }
375 | cell {
376 | x: 2
377 | y: 3
378 | tile: 9
379 | h_flip: 0
380 | v_flip: 0
381 | }
382 | cell {
383 | x: 3
384 | y: 3
385 | tile: 9
386 | h_flip: 0
387 | v_flip: 0
388 | }
389 | cell {
390 | x: 1
391 | y: 4
392 | tile: 7
393 | h_flip: 0
394 | v_flip: 0
395 | }
396 | cell {
397 | x: 2
398 | y: 4
399 | tile: 8
400 | h_flip: 0
401 | v_flip: 0
402 | }
403 | cell {
404 | x: 3
405 | y: 4
406 | tile: 9
407 | h_flip: 0
408 | v_flip: 0
409 | }
410 | cell {
411 | x: 0
412 | y: 5
413 | tile: 9
414 | h_flip: 0
415 | v_flip: 0
416 | }
417 | cell {
418 | x: 1
419 | y: 5
420 | tile: 11
421 | h_flip: 0
422 | v_flip: 0
423 | }
424 | cell {
425 | x: 3
426 | y: 5
427 | tile: 10
428 | h_flip: 0
429 | v_flip: 0
430 | }
431 | cell {
432 | x: 4
433 | y: 5
434 | tile: 10
435 | h_flip: 0
436 | v_flip: 0
437 | }
438 | cell {
439 | x: 0
440 | y: 6
441 | tile: 9
442 | h_flip: 0
443 | v_flip: 0
444 | }
445 | cell {
446 | x: 1
447 | y: 6
448 | tile: 9
449 | h_flip: 0
450 | v_flip: 0
451 | }
452 | cell {
453 | x: 2
454 | y: 6
455 | tile: 9
456 | h_flip: 0
457 | v_flip: 0
458 | }
459 | cell {
460 | x: 3
461 | y: 6
462 | tile: 9
463 | h_flip: 0
464 | v_flip: 0
465 | }
466 | cell {
467 | x: 4
468 | y: 6
469 | tile: 9
470 | h_flip: 0
471 | v_flip: 0
472 | }
473 | cell {
474 | x: 0
475 | y: 7
476 | tile: 8
477 | h_flip: 0
478 | v_flip: 0
479 | }
480 | cell {
481 | x: 1
482 | y: 7
483 | tile: 10
484 | h_flip: 0
485 | v_flip: 0
486 | }
487 | cell {
488 | x: 2
489 | y: 7
490 | tile: 10
491 | h_flip: 0
492 | v_flip: 0
493 | }
494 | cell {
495 | x: 3
496 | y: 7
497 | tile: 9
498 | h_flip: 0
499 | v_flip: 0
500 | }
501 | cell {
502 | x: 4
503 | y: 7
504 | tile: 10
505 | h_flip: 0
506 | v_flip: 0
507 | }
508 | }
509 | material: "/builtins/materials/tile_map.material"
510 | blend_mode: BLEND_MODE_ALPHA
511 |
--------------------------------------------------------------------------------
/main/main.collection:
--------------------------------------------------------------------------------
1 | name: "default"
2 | collection_instances {
3 | id: "level"
4 | collection: "/main/level_2/level_2.collection"
5 | position {
6 | x: 0.0
7 | y: 0.0
8 | z: 0.0
9 | }
10 | rotation {
11 | x: 0.0
12 | y: 0.0
13 | z: 0.0
14 | w: 1.0
15 | }
16 | scale3 {
17 | x: 1.0
18 | y: 1.0
19 | z: 1.0
20 | }
21 | }
22 | scale_along_z: 0
23 |
--------------------------------------------------------------------------------