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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
_global_script_classes=[ ]
_global_script_class_icons={
}
[application]
config/name="Matchy"
run/main_scene="res://scenes/GameMenu.tscn"
boot_splash/image="res://index.png"
config/icon="res://icon.png"
[autoload]
ConfigManager="*res://scripts/ConfigManager.gd"
GameDataManager="*res://scripts/GameDataManager.gd"
AudioManager="*res://scenes/AudioManager.tscn"
BoosterInfo="*res://scripts/BoosterInfo.gd"
[display]
window/size/width=576
window/size/height=1156
window/size/test_width=432
window/size/test_height=768
window/handheld/orientation="portrait"
window/stretch/mode="2d"
window/stretch/aspect="keep_width"
[input]
ui_touch={
"deadzone": 0.5,
"events": [ Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"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)
]
}
[input_devices]
pointing/emulate_touch_from_mouse=true
[rendering]
quality/driver/driver_name="GLES2"
quality/intended_usage/framebuffer_allocation=0
quality/intended_usage/framebuffer_allocation.mobile=2
quality/2d/use_pixel_snap=true
environment/default_environment="res://default_env.tres"