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authorDaniel Weipert <code@drogueronin.de>2023-08-10 11:48:05 +0200
committerDaniel Weipert <code@drogueronin.de>2023-08-10 11:48:05 +0200
commit46556d864b9685c3b09a0038f5de83966fe7ff94 (patch)
treec68082eacd35559e14565d1598dd694972fb8e0e /Scenes/Components
Initial commit
Diffstat (limited to 'Scenes/Components')
-rw-r--r--Scenes/Components/MapArea.gd75
-rw-r--r--Scenes/Components/MapArea.tscn22
-rw-r--r--Scenes/Components/PlayerPosition.gd3
-rw-r--r--Scenes/Components/PlayerPosition.tscn6
-rw-r--r--Scenes/Components/SceneTransition.gd68
-rw-r--r--Scenes/Components/SceneTransition.tscn19
-rw-r--r--Scenes/Components/TileMap.gd5
-rw-r--r--Scenes/Components/TileMap.tscn873
8 files changed, 1071 insertions, 0 deletions
diff --git a/Scenes/Components/MapArea.gd b/Scenes/Components/MapArea.gd
new file mode 100644
index 0000000..f46216a
--- /dev/null
+++ b/Scenes/Components/MapArea.gd
@@ -0,0 +1,75 @@
+extends Area2D
+
+
+func _ready():
+ self.add_area_edges()
+
+
+func add_area_edges():
+ var area_edges = StaticBody2D.new()
+ area_edges.set_collision_layer_value(Utilities.Collision.Layer.SOLID, true)
+ area_edges.add_collision_exception_with(Global.player)
+
+ var bounds = Utilities.get_collision_shape_bounds($CollisionShape2D)
+ var edges = [
+ { "a": bounds.position, "b": Vector2(bounds.end.x, bounds.position.y) },
+ { "a": bounds.position, "b": Vector2(bounds.position.x, bounds.end.y) },
+ { "a": bounds.end, "b": Vector2(bounds.end.x, bounds.position.y) },
+ { "a": bounds.end, "b": Vector2(bounds.position.x, bounds.end.y) },
+ ]
+
+ for edge in edges:
+ var collision_shape = CollisionShape2D.new()
+ var shape = SegmentShape2D.new()
+ shape.a = edge.a
+ shape.b = edge.b
+ collision_shape.shape = shape
+ area_edges.add_child(collision_shape)
+
+ add_child(area_edges)
+
+
+func _on_body_entered(body):
+ if body is Player:
+ self._on_player_entered(body)
+
+
+func _on_player_entered(player: Player):
+ var exited_area = Global.last_area
+
+ $TileMap.process_mode = PROCESS_MODE_INHERIT
+ $TileMap.visible = true
+
+ self.adjust_camera_to_area(player)
+
+ if exited_area:
+ exited_area.get_node("TileMap").process_mode = PROCESS_MODE_DISABLED
+
+ var tween = get_tree().create_tween()
+ tween.tween_property(
+ player, "position", player.position + player.DIRECTION * 16, 1.25
+ )
+ tween.tween_callback(func():
+ exited_area.get_node("TileMap").visible = false
+ )
+
+ Global.last_area = self
+
+
+func adjust_camera_to_area(player: Player) -> Camera2D:
+ var camera: Camera2D = player.get_node("Camera2D")
+ var bounds: Rect2 = Utilities.get_collision_shape_bounds($CollisionShape2D)
+ #var enter_direction_vector = player.position - collision_shape.position
+
+ var duration = 0
+ if Global.last_area:
+ duration = 1.25
+
+ var tween = get_tree().create_tween().set_parallel().set_ease(Tween.EASE_OUT)
+
+ tween.tween_property(camera, "limit_top", bounds.position.y, duration)
+ tween.tween_property(camera, "limit_right", bounds.end.x, duration)
+ tween.tween_property(camera, "limit_bottom", bounds.end.y, duration)
+ tween.tween_property(camera, "limit_left", bounds.position.x, duration)
+
+ return camera
diff --git a/Scenes/Components/MapArea.tscn b/Scenes/Components/MapArea.tscn
new file mode 100644
index 0000000..fddb2b7
--- /dev/null
+++ b/Scenes/Components/MapArea.tscn
@@ -0,0 +1,22 @@
+[gd_scene load_steps=4 format=3 uid="uid://difwuijv2rlx5"]
+
+[ext_resource type="Script" path="res://Scenes/Components/MapArea.gd" id="1_lknuu"]
+[ext_resource type="PackedScene" uid="uid://d0t04jox4oxsv" path="res://Scenes/Components/TileMap.tscn" id="2_e336r"]
+
+[sub_resource type="RectangleShape2D" id="RectangleShape2D_744ux"]
+size = Vector2(240, 160)
+
+[node name="MapArea" type="Area2D"]
+collision_layer = 0
+collision_mask = 2
+script = ExtResource("1_lknuu")
+
+[node name="CollisionShapeBase" type="CollisionShape2D" parent="."]
+visible = false
+shape = SubResource("RectangleShape2D_744ux")
+disabled = true
+debug_color = Color(0, 0.639216, 0.345098, 0.419608)
+
+[node name="TileMap" parent="." instance=ExtResource("2_e336r")]
+
+[connection signal="body_entered" from="." to="." method="_on_body_entered"]
diff --git a/Scenes/Components/PlayerPosition.gd b/Scenes/Components/PlayerPosition.gd
new file mode 100644
index 0000000..2391c8e
--- /dev/null
+++ b/Scenes/Components/PlayerPosition.gd
@@ -0,0 +1,3 @@
+extends Node2D
+
+class_name PlayerPosition
diff --git a/Scenes/Components/PlayerPosition.tscn b/Scenes/Components/PlayerPosition.tscn
new file mode 100644
index 0000000..b1ec9f9
--- /dev/null
+++ b/Scenes/Components/PlayerPosition.tscn
@@ -0,0 +1,6 @@
+[gd_scene load_steps=2 format=3 uid="uid://cluuq4bwb8ebs"]
+
+[ext_resource type="Script" path="res://Scenes/Components/PlayerPosition.gd" id="1_rgv2q"]
+
+[node name="PlayerPosition" type="Node2D"]
+script = ExtResource("1_rgv2q")
diff --git a/Scenes/Components/SceneTransition.gd b/Scenes/Components/SceneTransition.gd
new file mode 100644
index 0000000..ee01938
--- /dev/null
+++ b/Scenes/Components/SceneTransition.gd
@@ -0,0 +1,68 @@
+extends Area2D
+
+
+@export_file() var sceneFilePath
+@export var targetPlayerPositionNodePath: String
+
+var scene: Node
+
+
+func _ready():
+ self.scene = load(self.sceneFilePath).instantiate()
+
+
+func _on_body_entered(body: Node2D):
+ if body.is_in_group("player"):
+ var player = body.duplicate(DUPLICATE_USE_INSTANTIATION)
+ body.process_mode = Node.PROCESS_MODE_DISABLED
+
+# var img_current = get_viewport().get_texture().get_image()
+# var viewport = get_viewport_rect()
+# img_current.resize(viewport.size.x, viewport.size.y)
+# $Sprite2D.texture = ImageTexture.create_from_image(img_current)
+#
+# var camera: Camera2D = body.get_node("Camera2D")
+# $Sprite2D.global_position = camera.get_screen_center_position()
+#
+# var tween = create_tween()
+# tween.tween_property($Sprite2D, "modulate", Color(0, 0, 0, 1), 0.75)
+ var tween = Utilities.fade_screen(Color(0, 0, 0, 0), Color(0, 0, 0, 1), 0.75)
+ tween.connect("finished", func():
+ Utilities.change_scene_with_player_to_position(
+ self.scene, player, NodePath(targetPlayerPositionNodePath)
+ )
+ )
+
+
+#func adjust_camera_to_tilemap(camera: Camera2D, tileMap: TileMap) -> Camera2D:
+# var tileMapRect = tileMap.get_used_rect()
+# var visibleCorrectionVector = Vector2(tileMap.cell_quadrant_size / 2.0, tileMap.cell_quadrant_size / 2.0)
+# var localRect = Rect2(
+# tileMap.map_to_local(tileMapRect.position) - visibleCorrectionVector,
+# tileMap.map_to_local(tileMapRect.size) - visibleCorrectionVector
+# )
+# var viewportRect = get_viewport_rect()
+#
+# if abs(localRect.end.x) >= abs(viewportRect.end.x):
+# camera.set_limit(SIDE_LEFT, localRect.position.x)
+# else:
+# camera.set_limit(SIDE_LEFT, -10000000)
+#
+# if abs(localRect.end.y) >= abs(viewportRect.end.y):
+# camera.set_limit(SIDE_TOP, localRect.position.y)
+# else:
+# camera.set_limit(SIDE_TOP, -10000000)
+#
+# if abs(localRect.end.x) >= abs(viewportRect.end.x):
+# camera.set_limit(SIDE_RIGHT, localRect.end.x)
+# else:
+# camera.set_limit(SIDE_RIGHT, 10000000)
+#
+# if abs(localRect.end.y) >= abs(viewportRect.end.y):
+# camera.set_limit(SIDE_BOTTOM, localRect.end.y)
+# else:
+# camera.set_limit(SIDE_BOTTOM, 10000000)
+#
+# print(tileMapRect, localRect, viewportRect)
+#
+# return camera
diff --git a/Scenes/Components/SceneTransition.tscn b/Scenes/Components/SceneTransition.tscn
new file mode 100644
index 0000000..81a8842
--- /dev/null
+++ b/Scenes/Components/SceneTransition.tscn
@@ -0,0 +1,19 @@
+[gd_scene load_steps=3 format=3 uid="uid://c5ix2njry0181"]
+
+[ext_resource type="Script" path="res://Scenes/Components/SceneTransition.gd" id="1_3hbkh"]
+
+[sub_resource type="SegmentShape2D" id="SegmentShape2D_wg5kv"]
+a = Vector2(0, -1)
+b = Vector2(0, 1)
+
+[node name="SceneTransition" type="Area2D"]
+collision_layer = 0
+collision_mask = 2
+script = ExtResource("1_3hbkh")
+
+[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
+shape = SubResource("SegmentShape2D_wg5kv")
+
+[node name="Sprite2D" type="Sprite2D" parent="."]
+
+[connection signal="body_entered" from="." to="." method="_on_body_entered"]
diff --git a/Scenes/Components/TileMap.gd b/Scenes/Components/TileMap.gd
new file mode 100644
index 0000000..961bf5e
--- /dev/null
+++ b/Scenes/Components/TileMap.gd
@@ -0,0 +1,5 @@
+extends TileMap
+
+
+func _ready():
+ visible = false
diff --git a/Scenes/Components/TileMap.tscn b/Scenes/Components/TileMap.tscn
new file mode 100644
index 0000000..8ce096b
--- /dev/null
+++ b/Scenes/Components/TileMap.tscn
@@ -0,0 +1,873 @@
+[gd_scene load_steps=7 format=3 uid="uid://d0t04jox4oxsv"]
+
+[ext_resource type="Texture2D" uid="uid://5dk0c1kpvdgs" path="res://Assets/bomb_party_v4.png" id="1_aov43"]
+[ext_resource type="PackedScene" uid="uid://bugyo0c505kdw" path="res://Scenes/Entities/Objects/Box.tscn" id="1_fy8qx"]
+[ext_resource type="Script" path="res://Scenes/Components/TileMap.gd" id="3_e12vf"]
+
+[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_gfeqr"]
+texture = ExtResource("1_aov43")
+0:0/0 = 0
+0:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+0:0/0/physics_layer_0/angular_velocity = 0.0
+1:0/0 = 0
+1:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+1:0/0/physics_layer_0/angular_velocity = 0.0
+2:0/0 = 0
+2:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+2:0/0/physics_layer_0/angular_velocity = 0.0
+3:0/0 = 0
+3:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+3:0/0/physics_layer_0/angular_velocity = 0.0
+4:0/0 = 0
+4:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+4:0/0/physics_layer_0/angular_velocity = 0.0
+5:0/0 = 0
+5:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+5:0/0/physics_layer_0/angular_velocity = 0.0
+6:0/0 = 0
+6:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+6:0/0/physics_layer_0/angular_velocity = 0.0
+7:0/0 = 0
+7:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+7:0/0/physics_layer_0/angular_velocity = 0.0
+8:0/0 = 0
+8:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+8:0/0/physics_layer_0/angular_velocity = 0.0
+9:0/0 = 0
+9:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+9:0/0/physics_layer_0/angular_velocity = 0.0
+10:0/0 = 0
+10:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+10:0/0/physics_layer_0/angular_velocity = 0.0
+11:0/0 = 0
+11:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+11:0/0/physics_layer_0/angular_velocity = 0.0
+12:0/0 = 0
+12:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+12:0/0/physics_layer_0/angular_velocity = 0.0
+13:0/0 = 0
+13:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+13:0/0/physics_layer_0/angular_velocity = 0.0
+14:0/0 = 0
+14:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+14:0/0/physics_layer_0/angular_velocity = 0.0
+0:1/0 = 0
+0:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+0:1/0/physics_layer_0/angular_velocity = 0.0
+1:1/0 = 0
+1:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+1:1/0/physics_layer_0/angular_velocity = 0.0
+2:1/0 = 0
+2:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+2:1/0/physics_layer_0/angular_velocity = 0.0
+3:1/0 = 0
+3:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+3:1/0/physics_layer_0/angular_velocity = 0.0
+4:1/0 = 0
+4:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+4:1/0/physics_layer_0/angular_velocity = 0.0
+5:1/0 = 0
+5:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+5:1/0/physics_layer_0/angular_velocity = 0.0
+6:1/0 = 0
+6:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+6:1/0/physics_layer_0/angular_velocity = 0.0
+7:1/0 = 0
+7:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+7:1/0/physics_layer_0/angular_velocity = 0.0
+8:1/0 = 0
+8:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+8:1/0/physics_layer_0/angular_velocity = 0.0
+9:1/0 = 0
+9:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+9:1/0/physics_layer_0/angular_velocity = 0.0
+10:1/0 = 0
+10:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+10:1/0/physics_layer_0/angular_velocity = 0.0
+11:1/0 = 0
+11:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+11:1/0/physics_layer_0/angular_velocity = 0.0
+12:1/0 = 0
+12:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+12:1/0/physics_layer_0/angular_velocity = 0.0
+13:1/0 = 0
+13:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+13:1/0/physics_layer_0/angular_velocity = 0.0
+14:1/0 = 0
+14:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+14:1/0/physics_layer_0/angular_velocity = 0.0
+0:2/0 = 0
+0:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+0:2/0/physics_layer_0/angular_velocity = 0.0
+1:2/0 = 0
+1:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+1:2/0/physics_layer_0/angular_velocity = 0.0
+2:2/0 = 0
+2:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+2:2/0/physics_layer_0/angular_velocity = 0.0
+3:2/0 = 0
+3:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+3:2/0/physics_layer_0/angular_velocity = 0.0
+4:2/0 = 0
+4:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+4:2/0/physics_layer_0/angular_velocity = 0.0
+5:2/0 = 0
+5:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+5:2/0/physics_layer_0/angular_velocity = 0.0
+6:2/0 = 0
+6:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+6:2/0/physics_layer_0/angular_velocity = 0.0
+7:2/0 = 0
+7:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+7:2/0/physics_layer_0/angular_velocity = 0.0
+8:2/0 = 0
+8:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+8:2/0/physics_layer_0/angular_velocity = 0.0
+9:2/0 = 0
+9:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+9:2/0/physics_layer_0/angular_velocity = 0.0
+10:2/0 = 0
+10:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+10:2/0/physics_layer_0/angular_velocity = 0.0
+11:2/0 = 0
+11:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+11:2/0/physics_layer_0/angular_velocity = 0.0
+12:2/0 = 0
+12:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+12:2/0/physics_layer_0/angular_velocity = 0.0
+13:2/0 = 0
+13:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+13:2/0/physics_layer_0/angular_velocity = 0.0
+14:2/0 = 0
+14:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+14:2/0/physics_layer_0/angular_velocity = 0.0
+0:3/0 = 0
+0:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+0:3/0/physics_layer_0/angular_velocity = 0.0
+1:3/0 = 0
+1:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+1:3/0/physics_layer_0/angular_velocity = 0.0
+2:3/0 = 0
+2:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+2:3/0/physics_layer_0/angular_velocity = 0.0
+3:3/0 = 0
+3:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+3:3/0/physics_layer_0/angular_velocity = 0.0
+4:3/0 = 0
+4:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+4:3/0/physics_layer_0/angular_velocity = 0.0
+5:3/0 = 0
+5:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+5:3/0/physics_layer_0/angular_velocity = 0.0
+6:3/0 = 0
+6:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+6:3/0/physics_layer_0/angular_velocity = 0.0
+7:3/0 = 0
+7:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+7:3/0/physics_layer_0/angular_velocity = 0.0
+8:3/0 = 0
+8:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+8:3/0/physics_layer_0/angular_velocity = 0.0
+9:3/0 = 0
+9:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+9:3/0/physics_layer_0/angular_velocity = 0.0
+10:3/0 = 0
+10:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+10:3/0/physics_layer_0/angular_velocity = 0.0
+11:3/0 = 0
+11:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+11:3/0/physics_layer_0/angular_velocity = 0.0
+12:3/0 = 0
+12:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+12:3/0/physics_layer_0/angular_velocity = 0.0
+13:3/0 = 0
+13:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+13:3/0/physics_layer_0/angular_velocity = 0.0
+14:3/0 = 0
+14:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+14:3/0/physics_layer_0/angular_velocity = 0.0
+0:4/0 = 0
+0:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+0:4/0/physics_layer_0/angular_velocity = 0.0
+1:4/0 = 0
+1:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+1:4/0/physics_layer_0/angular_velocity = 0.0
+2:4/0 = 0
+2:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+2:4/0/physics_layer_0/angular_velocity = 0.0
+3:4/0 = 0
+3:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+3:4/0/physics_layer_0/angular_velocity = 0.0
+4:4/0 = 0
+4:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+4:4/0/physics_layer_0/angular_velocity = 0.0
+5:4/0 = 0
+5:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+5:4/0/physics_layer_0/angular_velocity = 0.0
+6:4/0 = 0
+6:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+6:4/0/physics_layer_0/angular_velocity = 0.0
+7:4/0 = 0
+7:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+7:4/0/physics_layer_0/angular_velocity = 0.0
+8:4/0 = 0
+8:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+8:4/0/physics_layer_0/angular_velocity = 0.0
+9:4/0 = 0
+9:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+9:4/0/physics_layer_0/angular_velocity = 0.0
+10:4/0 = 0
+10:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+10:4/0/physics_layer_0/angular_velocity = 0.0
+11:4/0 = 0
+11:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+11:4/0/physics_layer_0/angular_velocity = 0.0
+12:4/0 = 0
+12:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+12:4/0/physics_layer_0/angular_velocity = 0.0
+13:4/0 = 0
+13:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+13:4/0/physics_layer_0/angular_velocity = 0.0
+14:4/0 = 0
+14:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+14:4/0/physics_layer_0/angular_velocity = 0.0
+0:5/0 = 0
+0:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+0:5/0/physics_layer_0/angular_velocity = 0.0
+1:5/0 = 0
+1:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+1:5/0/physics_layer_0/angular_velocity = 0.0
+2:5/0 = 0
+2:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+2:5/0/physics_layer_0/angular_velocity = 0.0
+3:5/0 = 0
+3:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+3:5/0/physics_layer_0/angular_velocity = 0.0
+4:5/0 = 0
+4:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+4:5/0/physics_layer_0/angular_velocity = 0.0
+5:5/0 = 0
+5:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+5:5/0/physics_layer_0/angular_velocity = 0.0
+6:5/0 = 0
+6:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+6:5/0/physics_layer_0/angular_velocity = 0.0
+7:5/0 = 0
+7:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+7:5/0/physics_layer_0/angular_velocity = 0.0
+8:5/0 = 0
+8:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+8:5/0/physics_layer_0/angular_velocity = 0.0
+9:5/0 = 0
+9:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+9:5/0/physics_layer_0/angular_velocity = 0.0
+10:5/0 = 0
+10:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+10:5/0/physics_layer_0/angular_velocity = 0.0
+11:5/0 = 0
+11:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+11:5/0/physics_layer_0/angular_velocity = 0.0
+12:5/0 = 0
+12:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+12:5/0/physics_layer_0/angular_velocity = 0.0
+13:5/0 = 0
+13:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+13:5/0/physics_layer_0/angular_velocity = 0.0
+14:5/0 = 0
+14:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+14:5/0/physics_layer_0/angular_velocity = 0.0
+0:6/0 = 0
+0:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+0:6/0/physics_layer_0/angular_velocity = 0.0
+1:6/0 = 0
+1:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+1:6/0/physics_layer_0/angular_velocity = 0.0
+2:6/0 = 0
+2:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+2:6/0/physics_layer_0/angular_velocity = 0.0
+3:6/0 = 0
+3:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+3:6/0/physics_layer_0/angular_velocity = 0.0
+4:6/0 = 0
+4:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+4:6/0/physics_layer_0/angular_velocity = 0.0
+5:6/0 = 0
+5:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+5:6/0/physics_layer_0/angular_velocity = 0.0
+6:6/0 = 0
+6:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+6:6/0/physics_layer_0/angular_velocity = 0.0
+7:6/0 = 0
+7:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+7:6/0/physics_layer_0/angular_velocity = 0.0
+8:6/0 = 0
+8:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+8:6/0/physics_layer_0/angular_velocity = 0.0
+9:6/0 = 0
+9:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+9:6/0/physics_layer_0/angular_velocity = 0.0
+10:6/0 = 0
+10:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+10:6/0/physics_layer_0/angular_velocity = 0.0
+11:6/0 = 0
+11:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+11:6/0/physics_layer_0/angular_velocity = 0.0
+12:6/0 = 0
+12:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+12:6/0/physics_layer_0/angular_velocity = 0.0
+13:6/0 = 0
+13:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+13:6/0/physics_layer_0/angular_velocity = 0.0
+14:6/0 = 0
+14:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+14:6/0/physics_layer_0/angular_velocity = 0.0
+0:7/0 = 0
+0:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+0:7/0/physics_layer_0/angular_velocity = 0.0
+1:7/0 = 0
+1:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+1:7/0/physics_layer_0/angular_velocity = 0.0
+2:7/0 = 0
+2:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+2:7/0/physics_layer_0/angular_velocity = 0.0
+3:7/0 = 0
+3:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+3:7/0/physics_layer_0/angular_velocity = 0.0
+4:7/0 = 0
+4:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+4:7/0/physics_layer_0/angular_velocity = 0.0
+5:7/0 = 0
+5:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+5:7/0/physics_layer_0/angular_velocity = 0.0
+6:7/0 = 0
+6:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+6:7/0/physics_layer_0/angular_velocity = 0.0
+7:7/0 = 0
+7:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+7:7/0/physics_layer_0/angular_velocity = 0.0
+8:7/0 = 0
+8:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+8:7/0/physics_layer_0/angular_velocity = 0.0
+9:7/0 = 0
+9:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+9:7/0/physics_layer_0/angular_velocity = 0.0
+10:7/0 = 0
+10:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+10:7/0/physics_layer_0/angular_velocity = 0.0
+11:7/0 = 0
+11:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+11:7/0/physics_layer_0/angular_velocity = 0.0
+12:7/0 = 0
+12:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+12:7/0/physics_layer_0/angular_velocity = 0.0
+13:7/0 = 0
+13:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+13:7/0/physics_layer_0/angular_velocity = 0.0
+14:7/0 = 0
+14:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+14:7/0/physics_layer_0/angular_velocity = 0.0
+0:8/0 = 0
+0:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+0:8/0/physics_layer_0/angular_velocity = 0.0
+1:8/0 = 0
+1:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+1:8/0/physics_layer_0/angular_velocity = 0.0
+2:8/0 = 0
+2:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+2:8/0/physics_layer_0/angular_velocity = 0.0
+3:8/0 = 0
+3:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+3:8/0/physics_layer_0/angular_velocity = 0.0
+4:8/0 = 0
+4:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+4:8/0/physics_layer_0/angular_velocity = 0.0
+5:8/0 = 0
+5:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+5:8/0/physics_layer_0/angular_velocity = 0.0
+6:8/0 = 0
+6:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+6:8/0/physics_layer_0/angular_velocity = 0.0
+7:8/0 = 0
+7:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+7:8/0/physics_layer_0/angular_velocity = 0.0
+8:8/0 = 0
+8:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+8:8/0/physics_layer_0/angular_velocity = 0.0
+9:8/0 = 0
+9:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+9:8/0/physics_layer_0/angular_velocity = 0.0
+10:8/0 = 0
+10:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+10:8/0/physics_layer_0/angular_velocity = 0.0
+11:8/0 = 0
+11:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+11:8/0/physics_layer_0/angular_velocity = 0.0
+12:8/0 = 0
+12:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+12:8/0/physics_layer_0/angular_velocity = 0.0
+13:8/0 = 0
+13:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+13:8/0/physics_layer_0/angular_velocity = 0.0
+14:8/0 = 0
+14:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+14:8/0/physics_layer_0/angular_velocity = 0.0
+0:9/0 = 0
+0:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+0:9/0/physics_layer_0/angular_velocity = 0.0
+1:9/0 = 0
+1:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+1:9/0/physics_layer_0/angular_velocity = 0.0
+2:9/0 = 0
+2:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+2:9/0/physics_layer_0/angular_velocity = 0.0
+3:9/0 = 0
+3:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+3:9/0/physics_layer_0/angular_velocity = 0.0
+4:9/0 = 0
+4:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+4:9/0/physics_layer_0/angular_velocity = 0.0
+5:9/0 = 0
+5:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+5:9/0/physics_layer_0/angular_velocity = 0.0
+6:9/0 = 0
+6:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+6:9/0/physics_layer_0/angular_velocity = 0.0
+7:9/0 = 0
+7:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+7:9/0/physics_layer_0/angular_velocity = 0.0
+8:9/0 = 0
+8:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+8:9/0/physics_layer_0/angular_velocity = 0.0
+9:9/0 = 0
+9:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+9:9/0/physics_layer_0/angular_velocity = 0.0
+10:9/0 = 0
+10:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+10:9/0/physics_layer_0/angular_velocity = 0.0
+11:9/0 = 0
+11:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+11:9/0/physics_layer_0/angular_velocity = 0.0
+12:9/0 = 0
+12:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+12:9/0/physics_layer_0/angular_velocity = 0.0
+13:9/0 = 0
+13:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+13:9/0/physics_layer_0/angular_velocity = 0.0
+14:9/0 = 0
+14:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+14:9/0/physics_layer_0/angular_velocity = 0.0
+0:10/0 = 0
+0:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+0:10/0/physics_layer_0/angular_velocity = 0.0
+1:10/0 = 0
+1:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+1:10/0/physics_layer_0/angular_velocity = 0.0
+2:10/0 = 0
+2:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+2:10/0/physics_layer_0/angular_velocity = 0.0
+3:10/0 = 0
+3:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+3:10/0/physics_layer_0/angular_velocity = 0.0
+4:10/0 = 0
+4:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+4:10/0/physics_layer_0/angular_velocity = 0.0
+5:10/0 = 0
+5:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+5:10/0/physics_layer_0/angular_velocity = 0.0
+6:10/0 = 0
+6:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+6:10/0/physics_layer_0/angular_velocity = 0.0
+7:10/0 = 0
+7:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+7:10/0/physics_layer_0/angular_velocity = 0.0
+8:10/0 = 0
+8:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+8:10/0/physics_layer_0/angular_velocity = 0.0
+9:10/0 = 0
+9:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+9:10/0/physics_layer_0/angular_velocity = 0.0
+10:10/0 = 0
+10:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+10:10/0/physics_layer_0/angular_velocity = 0.0
+11:10/0 = 0
+11:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+11:10/0/physics_layer_0/angular_velocity = 0.0
+12:10/0 = 0
+12:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+12:10/0/physics_layer_0/angular_velocity = 0.0
+13:10/0 = 0
+13:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+13:10/0/physics_layer_0/angular_velocity = 0.0
+14:10/0 = 0
+14:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+14:10/0/physics_layer_0/angular_velocity = 0.0
+0:11/0 = 0
+0:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+0:11/0/physics_layer_0/angular_velocity = 0.0
+1:11/0 = 0
+1:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+1:11/0/physics_layer_0/angular_velocity = 0.0
+2:11/0 = 0
+2:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+2:11/0/physics_layer_0/angular_velocity = 0.0
+3:11/0 = 0
+3:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+3:11/0/physics_layer_0/angular_velocity = 0.0
+4:11/0 = 0
+4:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+4:11/0/physics_layer_0/angular_velocity = 0.0
+5:11/0 = 0
+5:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+5:11/0/physics_layer_0/angular_velocity = 0.0
+6:11/0 = 0
+6:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+6:11/0/physics_layer_0/angular_velocity = 0.0
+7:11/0 = 0
+7:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+7:11/0/physics_layer_0/angular_velocity = 0.0
+8:11/0 = 0
+8:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+8:11/0/physics_layer_0/angular_velocity = 0.0
+9:11/0 = 0
+9:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+9:11/0/physics_layer_0/angular_velocity = 0.0
+10:11/0 = 0
+10:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+10:11/0/physics_layer_0/angular_velocity = 0.0
+11:11/0 = 0
+11:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+11:11/0/physics_layer_0/angular_velocity = 0.0
+12:11/0 = 0
+12:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+12:11/0/physics_layer_0/angular_velocity = 0.0
+13:11/0 = 0
+13:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+13:11/0/physics_layer_0/angular_velocity = 0.0
+14:11/0 = 0
+14:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+14:11/0/physics_layer_0/angular_velocity = 0.0
+0:12/0 = 0
+0:12/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+0:12/0/physics_layer_0/angular_velocity = 0.0
+1:12/0 = 0
+1:12/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+1:12/0/physics_layer_0/angular_velocity = 0.0
+2:12/0 = 0
+2:12/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+2:12/0/physics_layer_0/angular_velocity = 0.0
+3:12/0 = 0
+3:12/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+3:12/0/physics_layer_0/angular_velocity = 0.0
+4:12/0 = 0
+4:12/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+4:12/0/physics_layer_0/angular_velocity = 0.0
+5:12/0 = 0
+5:12/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+5:12/0/physics_layer_0/angular_velocity = 0.0
+6:12/0 = 0
+6:12/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+6:12/0/physics_layer_0/angular_velocity = 0.0
+7:12/0 = 0
+7:12/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+7:12/0/physics_layer_0/angular_velocity = 0.0
+8:12/0 = 0
+8:12/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+8:12/0/physics_layer_0/angular_velocity = 0.0
+9:12/0 = 0
+9:12/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+9:12/0/physics_layer_0/angular_velocity = 0.0
+10:12/0 = 0
+10:12/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+10:12/0/physics_layer_0/angular_velocity = 0.0
+11:12/0 = 0
+11:12/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+11:12/0/physics_layer_0/angular_velocity = 0.0
+12:12/0 = 0
+12:12/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+12:12/0/physics_layer_0/angular_velocity = 0.0
+13:12/0 = 0
+13:12/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+13:12/0/physics_layer_0/angular_velocity = 0.0
+14:12/0 = 0
+14:12/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+14:12/0/physics_layer_0/angular_velocity = 0.0
+0:13/0 = 0
+0:13/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+0:13/0/physics_layer_0/angular_velocity = 0.0
+1:13/0 = 0
+1:13/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+1:13/0/physics_layer_0/angular_velocity = 0.0
+2:13/0 = 0
+2:13/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+2:13/0/physics_layer_0/angular_velocity = 0.0
+3:13/0 = 0
+3:13/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+3:13/0/physics_layer_0/angular_velocity = 0.0
+9:13/0 = 0
+9:13/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+9:13/0/physics_layer_0/angular_velocity = 0.0
+10:13/0 = 0
+10:13/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+10:13/0/physics_layer_0/angular_velocity = 0.0
+11:13/0 = 0
+11:13/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+11:13/0/physics_layer_0/angular_velocity = 0.0
+12:13/0 = 0
+12:13/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+12:13/0/physics_layer_0/angular_velocity = 0.0
+13:13/0 = 0
+13:13/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+13:13/0/physics_layer_0/angular_velocity = 0.0
+14:13/0 = 0
+14:13/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+14:13/0/physics_layer_0/angular_velocity = 0.0
+0:14/0 = 0
+0:14/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+0:14/0/physics_layer_0/angular_velocity = 0.0
+1:14/0 = 0
+1:14/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+1:14/0/physics_layer_0/angular_velocity = 0.0
+2:14/0 = 0
+2:14/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+2:14/0/physics_layer_0/angular_velocity = 0.0
+3:14/0 = 0
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+8:14/0 = 0
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+10:14/0 = 0
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+5:15/0 = 0
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+5:15/0/physics_layer_0/angular_velocity = 0.0
+6:15/0 = 0
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+6:15/0/physics_layer_0/angular_velocity = 0.0
+7:15/0 = 0
+7:15/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+7:15/0/physics_layer_0/angular_velocity = 0.0
+8:15/0 = 0
+8:15/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+8:15/0/physics_layer_0/angular_velocity = 0.0
+9:15/0 = 0
+9:15/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+9:15/0/physics_layer_0/angular_velocity = 0.0
+10:15/0 = 0
+10:15/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+10:15/0/physics_layer_0/angular_velocity = 0.0
+11:15/0 = 0
+11:15/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+11:15/0/physics_layer_0/angular_velocity = 0.0
+12:15/0 = 0
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+13:15/0 = 0
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+1:16/0/physics_layer_0/angular_velocity = 0.0
+2:16/0 = 0
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+2:16/0/physics_layer_0/angular_velocity = 0.0
+3:16/0 = 0
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+3:16/0/physics_layer_0/angular_velocity = 0.0
+4:16/0 = 0
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+4:16/0/physics_layer_0/angular_velocity = 0.0
+5:16/0 = 0
+5:16/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+5:16/0/physics_layer_0/angular_velocity = 0.0
+6:16/0 = 0
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+6:16/0/physics_layer_0/angular_velocity = 0.0
+7:16/0 = 0
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+7:16/0/physics_layer_0/angular_velocity = 0.0
+8:16/0 = 0
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+8:16/0/physics_layer_0/angular_velocity = 0.0
+9:16/0 = 0
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+9:16/0/physics_layer_0/angular_velocity = 0.0
+10:16/0 = 0
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+10:16/0/physics_layer_0/angular_velocity = 0.0
+11:16/0 = 0
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+11:16/0/physics_layer_0/angular_velocity = 0.0
+12:16/0 = 0
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+13:16/0 = 0
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+14:16/0 = 0
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+1:17/0/physics_layer_0/angular_velocity = 0.0
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+2:17/0/physics_layer_0/angular_velocity = 0.0
+3:17/0 = 0
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+3:17/0/physics_layer_0/angular_velocity = 0.0
+4:17/0 = 0
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+4:17/0/physics_layer_0/angular_velocity = 0.0
+5:17/0 = 0
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+5:17/0/physics_layer_0/angular_velocity = 0.0
+6:17/0 = 0
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+6:17/0/physics_layer_0/angular_velocity = 0.0
+7:17/0 = 0
+7:17/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+7:17/0/physics_layer_0/angular_velocity = 0.0
+8:17/0 = 0
+8:17/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+8:17/0/physics_layer_0/angular_velocity = 0.0
+9:17/0 = 0
+9:17/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+9:17/0/physics_layer_0/angular_velocity = 0.0
+10:17/0 = 0
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+10:17/0/physics_layer_0/angular_velocity = 0.0
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+11:17/0 = 0
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+12:17/0 = 0
+12:17/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+12:17/0/physics_layer_0/angular_velocity = 0.0
+13:17/0 = 0
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+13:17/0/physics_layer_0/angular_velocity = 0.0
+14:17/0 = 0
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+14:17/0/physics_layer_0/angular_velocity = 0.0
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+1:18/0 = 0
+1:18/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+1:18/0/physics_layer_0/angular_velocity = 0.0
+2:18/0 = 0
+2:18/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+2:18/0/physics_layer_0/angular_velocity = 0.0
+3:18/0 = 0
+3:18/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+3:18/0/physics_layer_0/angular_velocity = 0.0
+4:18/0 = 0
+4:18/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+4:18/0/physics_layer_0/angular_velocity = 0.0
+5:18/0 = 0
+5:18/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+5:18/0/physics_layer_0/angular_velocity = 0.0
+6:18/0 = 0
+6:18/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+6:18/0/physics_layer_0/angular_velocity = 0.0
+7:18/0 = 0
+7:18/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+7:18/0/physics_layer_0/angular_velocity = 0.0
+8:18/0 = 0
+8:18/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+8:18/0/physics_layer_0/angular_velocity = 0.0
+9:18/0 = 0
+9:18/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+9:18/0/physics_layer_0/angular_velocity = 0.0
+10:18/0 = 0
+10:18/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+10:18/0/physics_layer_0/angular_velocity = 0.0
+10:18/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
+11:18/0 = 0
+11:18/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+11:18/0/physics_layer_0/angular_velocity = 0.0
+12:18/0 = 0
+12:18/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+12:18/0/physics_layer_0/angular_velocity = 0.0
+13:18/0 = 0
+13:18/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+13:18/0/physics_layer_0/angular_velocity = 0.0
+14:18/0 = 0
+14:18/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+14:18/0/physics_layer_0/angular_velocity = 0.0
+
+[sub_resource type="TileSetScenesCollectionSource" id="TileSetScenesCollectionSource_wx4m1"]
+scenes/1/scene = ExtResource("1_fy8qx")
+
+[sub_resource type="TileSet" id="TileSet_x3dvd"]
+physics_layer_0/collision_layer = 8
+physics_layer_0/collision_mask = 0
+sources/1 = SubResource("TileSetAtlasSource_gfeqr")
+sources/2 = SubResource("TileSetScenesCollectionSource_wx4m1")
+
+[node name="TileMap" type="TileMap"]
+process_mode = 4
+z_index = -1
+tile_set = SubResource("TileSet_x3dvd")
+format = 2
+layer_1/name = "Breakables"
+layer_1/enabled = true
+layer_1/modulate = Color(1, 1, 1, 1)
+layer_1/y_sort_enabled = false
+layer_1/y_sort_origin = 0
+layer_1/z_index = 1
+layer_1/tile_data = PackedInt32Array()
+script = ExtResource("3_e12vf")