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project.godot
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; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=4
[application]
config/name="Light House"
run/main_scene="res://Scenes/SplashPage.tscn"
config/icon="res://GFX/Light Goal2.png"
[autoload]
Bgm="*res://Scenes/BGM.tscn"
GameManager="*res://Scenes/GameManager.tscn"
MouseManager="*res://Scenes/MouseManager.tscn"
GlobalWorldEnvironment="*res://Scenes/WorldEnvironment.tscn"
LevelTransition="*res://Scenes/LevelTransition.tscn"
[display]
window/stretch/mode="2d"
window/stretch/aspect="keep"
[input]
mouse_left_button={
"deadzone": 0.5,
"events": [ Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"button_mask":0,"position":Vector2( 0, 0 ),"global_position":Vector2( 0, 0 ),"factor":1.0,"button_index":1,"pressed":false,"doubleclick":false,"script":null)
]
}
[layer_names]
2d_physics/layer_1="object_rotate_area"
2d_physics/layer_2="object_drag_area"
2d_physics/layer_3="turret"
2d_physics/layer_4="wall"
2d_physics/layer_5="goal"
2d_physics/layer_6="wall_turret_placable"
[physics]
common/enable_pause_aware_picking=true
[rendering]
2d/snapping/use_gpu_pixel_snap=true
environment/default_environment="res://default_env.tres"