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project.godot
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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=5
[application]
config/name="Be Fighted"
config/description="The player is the enemy."
run/main_scene="res://src/main.tscn"
config/features=PackedStringArray("4.1", "GL Compatibility")
boot_splash/bg_color=Color(0, 0, 0, 1)
boot_splash/image="res://assets/heart.png"
boot_splash/use_filter=false
config/icon="res://assets/heart.png"
[autoload]
Global="*res://src/global.gd"
[display]
window/size/mode=3
window/stretch/mode="canvas_items"
window/stretch/aspect="keep_height"
[gui]
theme/custom="res://src/theme.tres"
[input]
control_attack={
"deadzone": 0.5,
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":1,"position":Vector2(353, 16),"global_position":Vector2(357, 59),"factor":1.0,"button_index":1,"canceled":false,"pressed":true,"double_click":false,"script":null)
]
}
control_dodge={
"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,"echo":false,"script":null)
]
}
[rendering]
renderer/rendering_method="gl_compatibility"
renderer/rendering_method.mobile="gl_compatibility"
environment/defaults/default_clear_color=Color(0, 0, 0, 1)