-
Notifications
You must be signed in to change notification settings - Fork 1
Expand file tree
/
Copy pathproject.godot
More file actions
167 lines (142 loc) · 8.09 KB
/
project.godot
File metadata and controls
167 lines (142 loc) · 8.09 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
; 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="ArtilleryRampage"
config/version="1.3.0"
run/main_scene="uid://clfh2l3a2t5f2"
config/features=PackedStringArray("4.5", "Forward Plus")
boot_splash/bg_color=Color(0, 0, 0, 1)
boot_splash/show_image=false
config/icon="res://icon.svg"
[audio]
driver/output_latency.web=90
[autoload]
GameEvents="*res://events/game_events.gd"
SceneManager="*res://utils/scene_manager.tscn"
RunOnce="*res://utils/run_once.gd"
ObjectUtils="*res://utils/object_utils.gd"
Collisions="*res://utils/collisions.gd"
Groups="*res://utils/groups.gd"
PhysicsUtils="*res://utils/physics_utils.gd"
AITypes="*res://controller/ai/ai_types.gd"
SpawnLimiterManager="*res://utils/SpawnLimiterManager.tscn"
RoundStatTracker="*res://levels/round/round_stat_tracker.tscn"
SaveStateManager="*res://utils/save_state_manager.gd"
PlayerUpgrades="*res://progression/player_upgrades.tscn"
UserOptions="*res://utils/user_options.tscn"
Difficulty="*res://progression/difficulty.tscn"
PlayerStateManager="*res://levels/round/player_state_manager.tscn"
PlayerAttributes="*res://progression/player_attributes.tscn"
StoryModeManager="*res://story/story_mode_manager.tscn"
DebugMenu="*res://addons/debug_menu/debug_menu.tscn"
InternalSceneRoot="*res://intro/internal_scene_root.tscn"
[debug]
file_logging/enable_file_logging=true
file_logging/max_log_files=100
[display]
window/size/viewport_width=1280
window/size/viewport_height=720
window/stretch/mode="canvas_items"
[dotnet]
project/assembly_name="ArtilleryRampage"
[editor_plugins]
enabled=PackedStringArray("res://addons/debug_menu/plugin.cfg", "res://addons/documentation_regenerator/plugin.cfg")
[global_group]
Destructible="Collision object that can be progressively destroyed such as terrain"
Unit="a controllable unit in the game like an artillery"
Damageable="Supports the \"take_damage\" function to affect the health of a unit and respond to collision queries"
Player="Player unit"
Bot="AI-controlled unit"
Collectible="Retrievable pickups--see Personnel"
Savable="Class that participates in save/load system"
DamageableRoot="Root node in the damageable or destructible tree - e.g. Terrain for TerrainChunk"
TerrainChunk="Class that can be used as a child in Terrain system. Allows for destructible and shatterable objects in addition to standard static TerrainChunk"
GameLevel="GameLevel node"
WobbleActivator="Activation node for the wobble damage mechanic"
StoryLevelState="Contains info about run and completed levels"
TrajectoryPreviewer="Weapon or Projectile, used to filter out in events etc"
RewardableOnDestroy="Tag for nodes that reward scrap or personnel when they are destroyed other than tanks"
Wind_Particles2D="CPUParticles2D that should be blown around by wind"
SimultaneousFire="Simultaneous Fire mode only feature"
[input]
aim_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,"location":0,"echo":false,"script":null)
, 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,"location":0,"echo":false,"script":null)
]
}
aim_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,"location":0,"echo":false,"script":null)
, 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,"location":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,"location":0,"echo":false,"script":null)
]
}
power_increase={
"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,"location":0,"echo":false,"script":null)
, 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,"location":0,"echo":false,"script":null)
]
}
power_decrease={
"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,"location":0,"echo":false,"script":null)
, 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,"location":0,"echo":false,"script":null)
]
}
fine_control={
"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":4194325,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
cycle_prev_weapon={
"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,"location":0,"echo":false,"script":null)
]
}
cycle_next_weapon={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":70,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
cycle_weapon_mode={
"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":71,"key_label":0,"unicode":103,"location":0,"echo":false,"script":null)
]
}
pause={
"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,"location":0,"echo":false,"script":null)
]
}
[layer_names]
2d_render/layer_1="Layer 1"
2d_render/layer_2="Terrain"
2d_render/layer_3="Terrain Shadow"
2d_physics/layer_1="Tank"
2d_physics/layer_2="Projectile"
2d_physics/layer_3="Wall"
2d_physics/layer_4="Terrain"
2d_physics/layer_5="WorldBody"
2d_physics/layer_6="Floor"
2d_physics/layer_7="InvisibleWall"
2d_physics/layer_8="Hazard"
2d_physics/layer_9="Collectibles"
2d_physics/layer_10="ProjectileBlocker"
[rendering]
limits/time/time_rollover_secs=300.0
[shader_globals]
game_time={
"type": "float",
"value": 0.0
}