bugged-racing/scenes/infinite_loop_track_level.tscn

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[gd_scene load_steps=13 format=2]
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[ext_resource path="res://scenes/base_track_level.tscn" type="PackedScene" id=1]
[ext_resource path="res://assets/dirttrack.png" type="Texture" id=2]
[sub_resource type="Curve3D" id=4]
_data = {
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"tilts": PoolRealArray( 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 )
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}
[sub_resource type="Shader" id=5]
code = "// NOTE: Shader automatically converted from Godot Engine 3.4.stable's SpatialMaterial.
shader_type spatial;
render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx;
uniform vec4 albedo : hint_color;
uniform sampler2D texture_albedo : hint_albedo;
uniform float specular;
uniform float metallic;
uniform float roughness : hint_range(0,1);
uniform float point_size : hint_range(0,128);
uniform vec3 uv1_scale;
uniform vec3 uv1_offset;
uniform vec3 uv2_scale;
uniform vec3 uv2_offset;
void vertex() {
UV=UV*uv1_scale.xy+uv1_offset.xy;
}
vec2 rotateUV(vec2 uv, vec2 pivot, float rotation) {
float sine = sin(rotation);
float cosine = cos(rotation);
uv -= pivot;
uv.x = uv.x * cosine - uv.y * sine;
uv.y = uv.x * sine + uv.y * cosine;
uv += pivot;
return uv;
}
void fragment() {
vec2 base_uv = UV;
vec4 albedo_tex = texture(texture_albedo, rotateUV(base_uv, vec2(0.5), 3.14/2.0));
ALBEDO = albedo.rgb * albedo_tex.rgb;
METALLIC = metallic;
ROUGHNESS = roughness;
SPECULAR = specular;
}
"
[sub_resource type="ShaderMaterial" id=6]
shader = SubResource( 5 )
shader_param/albedo = Color( 1, 1, 1, 1 )
shader_param/specular = 0.5
shader_param/metallic = 0.0
shader_param/roughness = 1.0
shader_param/point_size = 1.0
shader_param/uv1_scale = Vector3( 1, 100, 0 )
shader_param/uv1_offset = Vector3( 0, 0, 0 )
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shader_param/uv2_scale = Vector3( 1, 1, 1 )
shader_param/uv2_offset = Vector3( 0, 0, 0 )
shader_param/texture_albedo = ExtResource( 2 )
[sub_resource type="SpatialMaterial" id=7]
albedo_color = Color( 0.333333, 0.262745, 0.262745, 1 )
roughness = 0.76
[sub_resource type="SpatialMaterial" id=2]
albedo_color = Color( 0.0862745, 0.929412, 0.858824, 1 )
[sub_resource type="SphereMesh" id=3]
material = SubResource( 2 )
flip_faces = true
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[sub_resource type="BoxShape" id=8]
extents = Vector3( 226.72, 25.6138, 197.933 )
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[sub_resource type="SpatialMaterial" id=9]
metallic = 1.0
roughness = 0.53
[sub_resource type="CylinderMesh" id=10]
material = SubResource( 9 )
top_radius = 8.0
bottom_radius = 8.0
height = 500.0
[sub_resource type="ConvexPolygonShape" id=11]
points = PoolVector3Array( -8, -250, 0, -7.96241, -250, -0.784651, -7.96241, -250, 0.783086, -8, 250, 0, -7.84652, -250, -1.56147, -7.96241, 250, -0.784651, -7.84652, -250, 1.55991, -7.96241, 250, 0.783086, -7.65701, -250, -2.32263, -7.84652, 250, -1.56147, -7.65701, -250, 2.32106, -7.84652, 250, 1.55991, -7.39233, -250, -3.06186, -7.65701, 250, -2.32263, -7.39233, -250, 3.0603, -7.65701, 250, 2.32106, -7.0556, -250, -3.77134, -7.39233, 250, -3.06186, -7.0556, -250, 3.76977, -7.39233, 250, 3.0603, -6.65309, -250, -4.44479, -7.0556, 250, -3.77134, -6.65309, -250, 4.44323, -7.0556, 250, 3.76977, -6.18481, -250, -5.07596, -6.65309, 250, -4.44479, -6.18481, -250, 5.07439, -6.65309, 250, 4.44323, -5.65701, -250, -5.65701, -6.18481, 250, -5.07596, -5.65701, -250, 5.65544, -6.18481, 250, 5.07439, -5.07596, -250, -6.18481, -5.65701, 250, -5.65701, -5.07596, -250, 6.18324, -5.65701, 250, 5.65544, -4.44479, -250, -6.65309, -5.07596, 250, -6.18481, -4.44479, -250, 6.65153, -5.07596, 250, 6.18324, -3.77134, -250, -7.0556, -4.44479, 250, -6.65309, -3.77134, -250, 7.05403, -4.44479, 250, 6.65153, -3.06186, -250, -7.39233, -3.77134, 250, -7.0556, -3.06186, -250, 7.39076, -3.77134, 250, 7.05403, -2.32263, -250, -7.65701, -3.06186, 250, -7.39233, -2.32263, -250, 7.65544, -3.06186, 250, 7.39076, -1.56147, -250, -7.84652, -2.32263, 250, -7.65701, -1.56147, -250, 7.84495, -2.32263, 250, 7.65544, -0.784651, -250, -7.96241, -1.56147, 250, -7.84652, -0.784651, -250, 7.96085, -1.56147, 250, 7.84495, 0, -250, -8, -0.784651, 250, -7.96241, 0, -250, 8, -0.784651, 250, 7.96085, 0.783086, -250, -7.96241, 0, 250, -8, 0.783086, -250, 7.96085, 0, 250, 8, 1.55991, -250, -7.84652, 0.783086, 250, -7.96241, 1.55991, -250, 7.84495, 0.783086, 250, 7.96085, 2.32106, -250, -7.65701, 1.55991, 250, -7.84652, 2.32106, -250, 7.65544, 1.55991, 250, 7.84495, 3.0603, -250, -7.39233, 2.32106, 250, -7.65701, 3.0603, -250, 7.39076, 2.32106, 250, 7.65544, 3.76977, -250, -7.0556, 3.0603, 250, -7.39233, 3.76977, -250, 7.05403, 3.0603, 250, 7.39076, 4.44323, -250, -6.65309, 3.76977, 250, -7.0556, 4.44323, -250, 6.65153, 3.76977, 250, 7.05403, 5.07439, -250, -6.18481, 4.44323, 250, -6.65309, 5.07439, -250, 6.18324, 4.44323, 250, 6.65153, 5.65544, -250, -5.65701, 5.07439, 250, -6.18481, 5.65544, -250, 5.65544, 5.07439, 250, 6.18324, 6.18324, -250, -5.07596, 5.65544, 250, -5.65701, 6.18324, -250, 5.07439, 5.65544, 250, 5.65544, 6.65153, -250, -4.44479, 6.18324, 250, -5.07596, 6.65153, -250, 4.44323, 6.18324, 250, 5.07439, 7.05403, -250, -3.77134, 6.65153, 250, -4.44479, 7.05403, -250, 3.76977, 6.65153, 250, 4.44323, 7.39076, -250, -3.06186, 7.05403, 250, -3.77134, 7.39076, -250, 3.0603, 7.05403, 250, 3.76977, 7.65544, -250, -2.32263, 7.39076, 250, -3.06186, 7.65544, -250, 2.32106, 7.39076, 250, 3.0603, 7.84495, -250, -1.56147, 7.65544, 250, -2.32263, 7.84495, -250, 1.55991, 7.65544, 250, 2.32106, 7.96085, -250, -0.784651, 7.84495, 250, -1.56147, 7.96085, -250, 0.783086, 7.84495, 250, 1.55991, 8, -250, 0, 7.96085, 250, -0.784651, 7.96085, 250, 0.783086, 8, 250, 0 )
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[node name="Spatial" instance=ExtResource( 1 )]
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[node name="Track" parent="." index="1"]
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track_path = NodePath("../Path")
checkpoint_count = 30
checkpoint_polygon = PoolVector2Array( -16, -6, -16, 10, 16, 10, 16, -6 )
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[node name="Path" type="Path" parent="." index="2"]
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curve = SubResource( 4 )
[node name="Track" type="CSGPolygon" parent="Path" index="0"]
use_collision = true
polygon = PoolVector2Array( -10, -3, -10, 0, -5, -2, -2, -3, 2, -3, 5, -2, 10, 0, 10, -3 )
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mode = 2
path_node = NodePath("..")
path_interval_type = 0
path_interval = 10.0
path_simplify_angle = 0.0
path_rotation = 2
path_local = true
path_continuous_u = true
path_u_distance = 1.0
path_joined = true
material = SubResource( 6 )
[node name="Rails" type="CSGPolygon" parent="Path" index="1"]
use_collision = true
polygon = PoolVector2Array( 0, -6, -6, -5, -12, -2, -14, 2, -16, 5, -12, 8, -10, 9, -10, 8, -12, 4, -12, 2, -10, 0, -11, 0, -6, -4, 6, -4, 11, 0, 10, 0, 12, 2, 12, 4, 10, 8, 10, 9, 12, 8, 16, 5, 14, 2, 12, -2, 6, -5 )
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mode = 2
path_node = NodePath("..")
path_interval_type = 0
path_interval = 10.0
path_simplify_angle = 0.0
path_rotation = 2
path_local = true
path_continuous_u = true
path_u_distance = 1.0
path_joined = true
material = SubResource( 7 )
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[node name="Background" type="MeshInstance" parent="." index="3"]
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transform = Transform( 224.434, 0, 0, 0, 224.434, 0, 0, 0, 224.434, 0, 0, 0 )
mesh = SubResource( 3 )
material/0 = null
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[node name="ResetArea" type="Area" parent="." index="4"]
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[node name="CollisionShape" type="CollisionShape" parent="ResetArea" index="0"]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -106.576, 0 )
shape = SubResource( 8 )
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[node name="StaticBody" type="StaticBody" parent="." index="5"]
[node name="MeshInstance" type="MeshInstance" parent="StaticBody" index="0"]
mesh = SubResource( 10 )
material/0 = null
[node name="CollisionShape" type="CollisionShape" parent="StaticBody" index="1"]
shape = SubResource( 11 )
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[node name="OmniLight" type="OmniLight" parent="." index="6"]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 152.638, 0 )
light_energy = 2.0
light_indirect_energy = 9.073
light_specular = 0.0
shadow_bias = 5.0
shadow_contact = 10.0
omni_range = 386.504
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[connection signal="body_entered" from="ResetArea" to="." method="_on_ResetArea_body_entered"]