- No seu editor de imagens, crie uma nova camada para sobrepor o seu brickset com este guia
- Use o número central como o número do brick
- Copie os valores de xeypara o camposource_rectno seu script .brk
- Dica: use 1024x1024 para bricksets pequenos e 2048x2048 para bricksets maiores
- Tamanho da grade: 128x128
  
    
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  | character "Dark Surge as Player 2" | |
| { | |
| companions "Follow the Leader AI" "Dash Smoke" "Brake Smoke" "Dark Surge's Repositioning Method Setup" | |
| multipliers | |
| { | |
| acceleration 1.0 | |
| deceleration 1.0 | |
| friction 1.0 | |
| topspeed 1.0 | 
  
    
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  | brick 1 | |
| { | |
| type SOLID | |
| behavior DEFAULT | |
| mask "images/my_game/my_brickset/mask001.png" | |
| sprite | |
| { | |
| source_file "images/my_game/my_brickset/brick001.png" | |
| source_rect 0 0 128 128 | 
  
    
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  | plastic_shamtastic_alt_palette.png by surt (CC0) | 
  
    
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  | using SurgeEngine.Actor; | |
| using SurgeEngine.Behaviors.DirectionalMovement; | |
| using SurgeEngine.Transform; | |
| using SurgeEngine.Vector2; | |
| using SurgeEngine.Collisions.CollisionBall; | |
| using SurgeEngine.Audio.Sound; | |
| object "Bee the Boss" is "entity", "boss", "awake" | |
| { | |
| actor = Actor("Bee the Boss"); | 
  
    
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  | using SurgeEngine.Actor; | |
| using SurgeEngine.Behaviors.DirectionalMovement; | |
| using SurgeEngine.Vector2; | |
| using SurgeEngine.Collisions.CollisionBall; | |
| using SurgeEngine.Audio.Sound; | |
| object "Bee the Boss" is "entity", "boss", "awake" | |
| { | |
| actor = Actor("Bee the Boss"); | |
| movement = DirectionalMovement(); | 
  
    
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  | using SurgeEngine.Actor; | |
| using SurgeEngine.Behaviors.DirectionalMovement; | |
| using SurgeEngine.Vector2; | |
| using SurgeEngine.Collisions.CollisionBall; | |
| object "Bee the Boss" is "entity", "boss", "awake" | |
| { | |
| actor = Actor("Bee the Boss"); | |
| movement = DirectionalMovement(); | |
| collider = CollisionBall(30); | 
  
    
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  | using SurgeEngine.Actor; | |
| using SurgeEngine.Behaviors.DirectionalMovement; | |
| using SurgeEngine.Vector2; | |
| using SurgeEngine.Collisions.CollisionBall; | |
| object "Bee the Boss" is "entity", "boss", "awake" | |
| { | |
| actor = Actor("Bee the Boss"); | |
| movement = DirectionalMovement(); | |
| collider = CollisionBall(30); | 
  
    
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  | using SurgeEngine.Actor; | |
| using SurgeEngine.Behaviors.DirectionalMovement; | |
| using SurgeEngine.Vector2; | |
| object "Bee the Boss" is "entity", "boss", "awake" | |
| { | |
| actor = Actor("Bee the Boss"); | |
| movement = DirectionalMovement(); | |
| restTime = 3; // given in seconds | |
| moveTime = 3; // given in seconds | 
 
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