diff options
author | Daniel Weipert <code@drogueronin.de> | 2023-08-10 11:48:05 +0200 |
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committer | Daniel Weipert <code@drogueronin.de> | 2023-08-10 11:48:05 +0200 |
commit | 46556d864b9685c3b09a0038f5de83966fe7ff94 (patch) | |
tree | c68082eacd35559e14565d1598dd694972fb8e0e /Scenes/Components |
Initial commit
Diffstat (limited to 'Scenes/Components')
-rw-r--r-- | Scenes/Components/MapArea.gd | 75 | ||||
-rw-r--r-- | Scenes/Components/MapArea.tscn | 22 | ||||
-rw-r--r-- | Scenes/Components/PlayerPosition.gd | 3 | ||||
-rw-r--r-- | Scenes/Components/PlayerPosition.tscn | 6 | ||||
-rw-r--r-- | Scenes/Components/SceneTransition.gd | 68 | ||||
-rw-r--r-- | Scenes/Components/SceneTransition.tscn | 19 | ||||
-rw-r--r-- | Scenes/Components/TileMap.gd | 5 | ||||
-rw-r--r-- | Scenes/Components/TileMap.tscn | 873 |
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 +3:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:14/0/physics_layer_0/angular_velocity = 0.0 +4:14/0 = 0 +4:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:14/0/physics_layer_0/angular_velocity = 0.0 +5:14/0 = 0 +5:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:14/0/physics_layer_0/angular_velocity = 0.0 +6:14/0 = 0 +6:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:14/0/physics_layer_0/angular_velocity = 0.0 +7:14/0 = 0 +7:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:14/0/physics_layer_0/angular_velocity = 0.0 +8:14/0 = 0 +8:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:14/0/physics_layer_0/angular_velocity = 0.0 +9:14/0 = 0 +9:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:14/0/physics_layer_0/angular_velocity = 0.0 +10:14/0 = 0 +10:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:14/0/physics_layer_0/angular_velocity = 0.0 +11:14/0 = 0 +11:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:14/0/physics_layer_0/angular_velocity = 0.0 +12:14/0 = 0 +12:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:14/0/physics_layer_0/angular_velocity = 0.0 +13:14/0 = 0 +13:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:14/0/physics_layer_0/angular_velocity = 0.0 +14:14/0 = 0 +14:14/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:14/0/physics_layer_0/angular_velocity = 0.0 +0:15/0 = 0 +0:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:15/0/physics_layer_0/angular_velocity = 0.0 +1:15/0 = 0 +1:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:15/0/physics_layer_0/angular_velocity = 0.0 +2:15/0 = 0 +2:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:15/0/physics_layer_0/angular_velocity = 0.0 +3:15/0 = 0 +3:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:15/0/physics_layer_0/angular_velocity = 0.0 +4:15/0 = 0 +4:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:15/0/physics_layer_0/angular_velocity = 0.0 +5:15/0 = 0 +5:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:15/0/physics_layer_0/angular_velocity = 0.0 +6:15/0 = 0 +6:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +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 +12:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:15/0/physics_layer_0/angular_velocity = 0.0 +13:15/0 = 0 +13:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:15/0/physics_layer_0/angular_velocity = 0.0 +14:15/0 = 0 +14:15/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:15/0/physics_layer_0/angular_velocity = 0.0 +0:16/0 = 0 +0:16/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:16/0/physics_layer_0/angular_velocity = 0.0 +1:16/0 = 0 +1:16/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:16/0/physics_layer_0/angular_velocity = 0.0 +2:16/0 = 0 +2:16/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:16/0/physics_layer_0/angular_velocity = 0.0 +3:16/0 = 0 +3:16/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:16/0/physics_layer_0/angular_velocity = 0.0 +4:16/0 = 0 +4:16/0/physics_layer_0/linear_velocity = Vector2(0, 0) +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 +6:16/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:16/0/physics_layer_0/angular_velocity = 0.0 +7:16/0 = 0 +7:16/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:16/0/physics_layer_0/angular_velocity = 0.0 +8:16/0 = 0 +8:16/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:16/0/physics_layer_0/angular_velocity = 0.0 +9:16/0 = 0 +9:16/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:16/0/physics_layer_0/angular_velocity = 0.0 +10:16/0 = 0 +10:16/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:16/0/physics_layer_0/angular_velocity = 0.0 +11:16/0 = 0 +11:16/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:16/0/physics_layer_0/angular_velocity = 0.0 +12:16/0 = 0 +12:16/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:16/0/physics_layer_0/angular_velocity = 0.0 +13:16/0 = 0 +13:16/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:16/0/physics_layer_0/angular_velocity = 0.0 +14:16/0 = 0 +14:16/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:16/0/physics_layer_0/angular_velocity = 0.0 +0:17/0 = 0 +0:17/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:17/0/physics_layer_0/angular_velocity = 0.0 +1:17/0 = 0 +1:17/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:17/0/physics_layer_0/angular_velocity = 0.0 +2:17/0 = 0 +2:17/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:17/0/physics_layer_0/angular_velocity = 0.0 +3:17/0 = 0 +3:17/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:17/0/physics_layer_0/angular_velocity = 0.0 +4:17/0 = 0 +4:17/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:17/0/physics_layer_0/angular_velocity = 0.0 +5:17/0 = 0 +5:17/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:17/0/physics_layer_0/angular_velocity = 0.0 +6:17/0 = 0 +6:17/0/physics_layer_0/linear_velocity = Vector2(0, 0) +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 +10:17/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:17/0/physics_layer_0/angular_velocity = 0.0 +10:17/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +11:17/0 = 0 +11:17/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:17/0/physics_layer_0/angular_velocity = 0.0 +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 +13:17/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:17/0/physics_layer_0/angular_velocity = 0.0 +14:17/0 = 0 +14:17/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:17/0/physics_layer_0/angular_velocity = 0.0 +0:18/0 = 0 +0:18/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:18/0/physics_layer_0/angular_velocity = 0.0 +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") |