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authorDaniel Weipert <git@mail.dweipert.de>2023-12-25 12:03:15 +0100
committerDaniel Weipert <git@mail.dweipert.de>2023-12-25 12:03:15 +0100
commitd74263a17e98159b2e3176a5f8e1ff361909c210 (patch)
tree868520cc28b32f60bfcde231c4b61878e7c171e4 /Assets/Environment/generic_platformer.tres
parentafb1ca10cca0982d37fe76b226b606ca7aa5335c (diff)
level backgrounds
Diffstat (limited to 'Assets/Environment/generic_platformer.tres')
-rw-r--r--Assets/Environment/generic_platformer.tres2117
1 files changed, 0 insertions, 2117 deletions
diff --git a/Assets/Environment/generic_platformer.tres b/Assets/Environment/generic_platformer.tres
deleted file mode 100644
index 61f6138..0000000
--- a/Assets/Environment/generic_platformer.tres
+++ /dev/null
@@ -1,2117 +0,0 @@
-[gd_resource type="TileSet" load_steps=12 format=3 uid="uid://c5h11mosp5q0j"]
-
-[ext_resource type="Texture2D" uid="uid://volnaff7i3gn" path="res://Assets/Environment/2015-02-26 [DB32](Generic Platformer)(Tileset).png" id="1"]
-[ext_resource type="Texture2D" uid="uid://coniqajt6fs2q" path="res://Assets/Environment/generic_platformer_test.png" id="2_hdguw"]
-
-[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_37fvt"]
-texture = ExtResource("1")
-margins = Vector2i(194, 101)
-texture_region_size = Vector2i(29, 38)
-0:0/next_alternative_id = 14
-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
-0:0/1 = 1
-0:0/1/flip_h = true
-0:0/1/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/1/physics_layer_0/angular_velocity = 0.0
-0:0/2 = 2
-0:0/2/flip_v = true
-0:0/2/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/2/physics_layer_0/angular_velocity = 0.0
-0:0/3 = 3
-0:0/3/flip_h = true
-0:0/3/flip_v = true
-0:0/3/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/3/physics_layer_0/angular_velocity = 0.0
-0:0/4 = 4
-0:0/4/transpose = true
-0:0/4/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/4/physics_layer_0/angular_velocity = 0.0
-0:0/5 = 5
-0:0/5/flip_h = true
-0:0/5/transpose = true
-0:0/5/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/5/physics_layer_0/angular_velocity = 0.0
-0:0/6 = 6
-0:0/6/flip_v = true
-0:0/6/transpose = true
-0:0/6/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/6/physics_layer_0/angular_velocity = 0.0
-0:0/7 = 7
-0:0/7/flip_h = true
-0:0/7/flip_v = true
-0:0/7/transpose = true
-0:0/7/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/7/physics_layer_0/angular_velocity = 0.0
-0:0/8 = 8
-0:0/8/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/8/physics_layer_0/angular_velocity = 0.0
-
-[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_lc0s0"]
-texture = ExtResource("1")
-0:0/next_alternative_id = 8
-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
-0:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-0:0/1 = 1
-0:0/1/flip_h = true
-0:0/1/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/1/physics_layer_0/angular_velocity = 0.0
-0:0/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-0:0/2 = 2
-0:0/2/flip_v = true
-0:0/2/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/2/physics_layer_0/angular_velocity = 0.0
-0:0/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-0:0/3 = 3
-0:0/3/flip_h = true
-0:0/3/flip_v = true
-0:0/3/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/3/physics_layer_0/angular_velocity = 0.0
-0:0/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-0:0/4 = 4
-0:0/4/transpose = true
-0:0/4/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/4/physics_layer_0/angular_velocity = 0.0
-0:0/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-0:0/5 = 5
-0:0/5/flip_h = true
-0:0/5/transpose = true
-0:0/5/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/5/physics_layer_0/angular_velocity = 0.0
-0:0/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-0:0/6 = 6
-0:0/6/flip_v = true
-0:0/6/transpose = true
-0:0/6/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/6/physics_layer_0/angular_velocity = 0.0
-0:0/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-0:0/7 = 7
-0:0/7/flip_h = true
-0:0/7/flip_v = true
-0:0/7/transpose = true
-0:0/7/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/7/physics_layer_0/angular_velocity = 0.0
-0:0/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-
-[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_qjyfa"]
-texture = ExtResource("1")
-margins = Vector2i(16, 0)
-0:0/next_alternative_id = 8
-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
-0:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-0:0/1 = 1
-0:0/1/flip_h = true
-0:0/1/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/1/physics_layer_0/angular_velocity = 0.0
-0:0/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-0:0/2 = 2
-0:0/2/flip_v = true
-0:0/2/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/2/physics_layer_0/angular_velocity = 0.0
-0:0/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-0:0/3 = 3
-0:0/3/flip_h = true
-0:0/3/flip_v = true
-0:0/3/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/3/physics_layer_0/angular_velocity = 0.0
-0:0/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-0:0/4 = 4
-0:0/4/transpose = true
-0:0/4/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/4/physics_layer_0/angular_velocity = 0.0
-0:0/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-0:0/5 = 5
-0:0/5/flip_h = true
-0:0/5/transpose = true
-0:0/5/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/5/physics_layer_0/angular_velocity = 0.0
-0:0/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-0:0/6 = 6
-0:0/6/flip_v = true
-0:0/6/transpose = true
-0:0/6/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/6/physics_layer_0/angular_velocity = 0.0
-0:0/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-0:0/7 = 7
-0:0/7/flip_h = true
-0:0/7/flip_v = true
-0:0/7/transpose = true
-0:0/7/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/7/physics_layer_0/angular_velocity = 0.0
-0:0/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-
-[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_i8m1e"]
-texture = ExtResource("1")
-margins = Vector2i(32, 0)
-0:0/next_alternative_id = 8
-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
-0:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-0:0/1 = 1
-0:0/1/flip_h = true
-0:0/1/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/1/physics_layer_0/angular_velocity = 0.0
-0:0/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-0:0/2 = 2
-0:0/2/flip_v = true
-0:0/2/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/2/physics_layer_0/angular_velocity = 0.0
-0:0/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-0:0/3 = 3
-0:0/3/flip_h = true
-0:0/3/flip_v = true
-0:0/3/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/3/physics_layer_0/angular_velocity = 0.0
-0:0/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-0:0/4 = 4
-0:0/4/transpose = true
-0:0/4/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/4/physics_layer_0/angular_velocity = 0.0
-0:0/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-0:0/5 = 5
-0:0/5/flip_h = true
-0:0/5/transpose = true
-0:0/5/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/5/physics_layer_0/angular_velocity = 0.0
-0:0/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-0:0/6 = 6
-0:0/6/flip_v = true
-0:0/6/transpose = true
-0:0/6/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/6/physics_layer_0/angular_velocity = 0.0
-0:0/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-0:0/7 = 7
-0:0/7/flip_h = true
-0:0/7/flip_v = true
-0:0/7/transpose = true
-0:0/7/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/7/physics_layer_0/angular_velocity = 0.0
-0:0/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-
-[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_omy7o"]
-texture = ExtResource("1")
-margins = Vector2i(96, 0)
-0:0/next_alternative_id = 8
-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
-0:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-0:0/1 = 1
-0:0/1/flip_h = true
-0:0/1/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/1/physics_layer_0/angular_velocity = 0.0
-0:0/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-0:0/2 = 2
-0:0/2/flip_v = true
-0:0/2/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/2/physics_layer_0/angular_velocity = 0.0
-0:0/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-0:0/3 = 3
-0:0/3/flip_h = true
-0:0/3/flip_v = true
-0:0/3/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/3/physics_layer_0/angular_velocity = 0.0
-0:0/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-0:0/4 = 4
-0:0/4/transpose = true
-0:0/4/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/4/physics_layer_0/angular_velocity = 0.0
-0:0/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-0:0/5 = 5
-0:0/5/flip_h = true
-0:0/5/transpose = true
-0:0/5/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/5/physics_layer_0/angular_velocity = 0.0
-0:0/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-0:0/6 = 6
-0:0/6/flip_v = true
-0:0/6/transpose = true
-0:0/6/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/6/physics_layer_0/angular_velocity = 0.0
-0:0/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-0:0/7 = 7
-0:0/7/flip_h = true
-0:0/7/flip_v = true
-0:0/7/transpose = true
-0:0/7/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/7/physics_layer_0/angular_velocity = 0.0
-0:0/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-0:1/next_alternative_id = 8
-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
-0:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-0:1/1 = 1
-0:1/1/flip_h = true
-0:1/1/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:1/1/physics_layer_0/angular_velocity = 0.0
-0:1/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-0:1/2 = 2
-0:1/2/flip_v = true
-0:1/2/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:1/2/physics_layer_0/angular_velocity = 0.0
-0:1/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-0:1/3 = 3
-0:1/3/flip_h = true
-0:1/3/flip_v = true
-0:1/3/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:1/3/physics_layer_0/angular_velocity = 0.0
-0:1/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-0:1/4 = 4
-0:1/4/transpose = true
-0:1/4/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:1/4/physics_layer_0/angular_velocity = 0.0
-0:1/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-0:1/5 = 5
-0:1/5/flip_h = true
-0:1/5/transpose = true
-0:1/5/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:1/5/physics_layer_0/angular_velocity = 0.0
-0:1/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-0:1/6 = 6
-0:1/6/flip_v = true
-0:1/6/transpose = true
-0:1/6/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:1/6/physics_layer_0/angular_velocity = 0.0
-0:1/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-0:1/7 = 7
-0:1/7/flip_h = true
-0:1/7/flip_v = true
-0:1/7/transpose = true
-0:1/7/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:1/7/physics_layer_0/angular_velocity = 0.0
-0:1/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-0:2/next_alternative_id = 8
-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
-0:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-0:2/1 = 1
-0:2/1/flip_h = true
-0:2/1/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:2/1/physics_layer_0/angular_velocity = 0.0
-0:2/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-0:2/2 = 2
-0:2/2/flip_v = true
-0:2/2/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:2/2/physics_layer_0/angular_velocity = 0.0
-0:2/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-0:2/3 = 3
-0:2/3/flip_h = true
-0:2/3/flip_v = true
-0:2/3/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:2/3/physics_layer_0/angular_velocity = 0.0
-0:2/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-0:2/4 = 4
-0:2/4/transpose = true
-0:2/4/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:2/4/physics_layer_0/angular_velocity = 0.0
-0:2/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-0:2/5 = 5
-0:2/5/flip_h = true
-0:2/5/transpose = true
-0:2/5/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:2/5/physics_layer_0/angular_velocity = 0.0
-0:2/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-0:2/6 = 6
-0:2/6/flip_v = true
-0:2/6/transpose = true
-0:2/6/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:2/6/physics_layer_0/angular_velocity = 0.0
-0:2/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-0:2/7 = 7
-0:2/7/flip_h = true
-0:2/7/flip_v = true
-0:2/7/transpose = true
-0:2/7/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:2/7/physics_layer_0/angular_velocity = 0.0
-0:2/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-1:0/next_alternative_id = 8
-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
-1:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-1:0/1 = 1
-1:0/1/flip_h = true
-1:0/1/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:0/1/physics_layer_0/angular_velocity = 0.0
-1:0/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-1:0/2 = 2
-1:0/2/flip_v = true
-1:0/2/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:0/2/physics_layer_0/angular_velocity = 0.0
-1:0/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-1:0/3 = 3
-1:0/3/flip_h = true
-1:0/3/flip_v = true
-1:0/3/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:0/3/physics_layer_0/angular_velocity = 0.0
-1:0/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-1:0/4 = 4
-1:0/4/transpose = true
-1:0/4/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:0/4/physics_layer_0/angular_velocity = 0.0
-1:0/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-1:0/5 = 5
-1:0/5/flip_h = true
-1:0/5/transpose = true
-1:0/5/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:0/5/physics_layer_0/angular_velocity = 0.0
-1:0/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-1:0/6 = 6
-1:0/6/flip_v = true
-1:0/6/transpose = true
-1:0/6/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:0/6/physics_layer_0/angular_velocity = 0.0
-1:0/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-1:0/7 = 7
-1:0/7/flip_h = true
-1:0/7/flip_v = true
-1:0/7/transpose = true
-1:0/7/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:0/7/physics_layer_0/angular_velocity = 0.0
-1:0/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-1:1/next_alternative_id = 8
-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
-1:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-1:1/1 = 1
-1:1/1/flip_h = true
-1:1/1/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:1/1/physics_layer_0/angular_velocity = 0.0
-1:1/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-1:1/2 = 2
-1:1/2/flip_v = true
-1:1/2/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:1/2/physics_layer_0/angular_velocity = 0.0
-1:1/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-1:1/3 = 3
-1:1/3/flip_h = true
-1:1/3/flip_v = true
-1:1/3/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:1/3/physics_layer_0/angular_velocity = 0.0
-1:1/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-1:1/4 = 4
-1:1/4/transpose = true
-1:1/4/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:1/4/physics_layer_0/angular_velocity = 0.0
-1:1/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-1:1/5 = 5
-1:1/5/flip_h = true
-1:1/5/transpose = true
-1:1/5/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:1/5/physics_layer_0/angular_velocity = 0.0
-1:1/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-1:1/6 = 6
-1:1/6/flip_v = true
-1:1/6/transpose = true
-1:1/6/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:1/6/physics_layer_0/angular_velocity = 0.0
-1:1/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-1:1/7 = 7
-1:1/7/flip_h = true
-1:1/7/flip_v = true
-1:1/7/transpose = true
-1:1/7/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:1/7/physics_layer_0/angular_velocity = 0.0
-1:1/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-1:2/next_alternative_id = 8
-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
-1:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-1:2/1 = 1
-1:2/1/flip_h = true
-1:2/1/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:2/1/physics_layer_0/angular_velocity = 0.0
-1:2/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-1:2/2 = 2
-1:2/2/flip_v = true
-1:2/2/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:2/2/physics_layer_0/angular_velocity = 0.0
-1:2/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-1:2/3 = 3
-1:2/3/flip_h = true
-1:2/3/flip_v = true
-1:2/3/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:2/3/physics_layer_0/angular_velocity = 0.0
-1:2/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-1:2/4 = 4
-1:2/4/transpose = true
-1:2/4/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:2/4/physics_layer_0/angular_velocity = 0.0
-1:2/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-1:2/5 = 5
-1:2/5/flip_h = true
-1:2/5/transpose = true
-1:2/5/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:2/5/physics_layer_0/angular_velocity = 0.0
-1:2/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-1:2/6 = 6
-1:2/6/flip_v = true
-1:2/6/transpose = true
-1:2/6/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:2/6/physics_layer_0/angular_velocity = 0.0
-1:2/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-1:2/7 = 7
-1:2/7/flip_h = true
-1:2/7/flip_v = true
-1:2/7/transpose = true
-1:2/7/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:2/7/physics_layer_0/angular_velocity = 0.0
-1:2/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-2:0/next_alternative_id = 8
-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
-2:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-2:0/1 = 1
-2:0/1/flip_h = true
-2:0/1/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:0/1/physics_layer_0/angular_velocity = 0.0
-2:0/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-2:0/2 = 2
-2:0/2/flip_v = true
-2:0/2/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:0/2/physics_layer_0/angular_velocity = 0.0
-2:0/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-2:0/3 = 3
-2:0/3/flip_h = true
-2:0/3/flip_v = true
-2:0/3/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:0/3/physics_layer_0/angular_velocity = 0.0
-2:0/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-2:0/4 = 4
-2:0/4/transpose = true
-2:0/4/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:0/4/physics_layer_0/angular_velocity = 0.0
-2:0/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-2:0/5 = 5
-2:0/5/flip_h = true
-2:0/5/transpose = true
-2:0/5/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:0/5/physics_layer_0/angular_velocity = 0.0
-2:0/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-2:0/6 = 6
-2:0/6/flip_v = true
-2:0/6/transpose = true
-2:0/6/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:0/6/physics_layer_0/angular_velocity = 0.0
-2:0/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-2:0/7 = 7
-2:0/7/flip_h = true
-2:0/7/flip_v = true
-2:0/7/transpose = true
-2:0/7/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:0/7/physics_layer_0/angular_velocity = 0.0
-2:0/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-2:1/next_alternative_id = 8
-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
-2:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-2:1/1 = 1
-2:1/1/flip_h = true
-2:1/1/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:1/1/physics_layer_0/angular_velocity = 0.0
-2:1/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-2:1/2 = 2
-2:1/2/flip_v = true
-2:1/2/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:1/2/physics_layer_0/angular_velocity = 0.0
-2:1/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-2:1/3 = 3
-2:1/3/flip_h = true
-2:1/3/flip_v = true
-2:1/3/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:1/3/physics_layer_0/angular_velocity = 0.0
-2:1/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-2:1/4 = 4
-2:1/4/transpose = true
-2:1/4/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:1/4/physics_layer_0/angular_velocity = 0.0
-2:1/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-2:1/5 = 5
-2:1/5/flip_h = true
-2:1/5/transpose = true
-2:1/5/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:1/5/physics_layer_0/angular_velocity = 0.0
-2:1/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-2:1/6 = 6
-2:1/6/flip_v = true
-2:1/6/transpose = true
-2:1/6/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:1/6/physics_layer_0/angular_velocity = 0.0
-2:1/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-2:1/7 = 7
-2:1/7/flip_h = true
-2:1/7/flip_v = true
-2:1/7/transpose = true
-2:1/7/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:1/7/physics_layer_0/angular_velocity = 0.0
-2:1/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-2:2/next_alternative_id = 8
-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
-2:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-2:2/1 = 1
-2:2/1/flip_h = true
-2:2/1/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:2/1/physics_layer_0/angular_velocity = 0.0
-2:2/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-2:2/2 = 2
-2:2/2/flip_v = true
-2:2/2/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:2/2/physics_layer_0/angular_velocity = 0.0
-2:2/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-2:2/3 = 3
-2:2/3/flip_h = true
-2:2/3/flip_v = true
-2:2/3/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:2/3/physics_layer_0/angular_velocity = 0.0
-2:2/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-2:2/4 = 4
-2:2/4/transpose = true
-2:2/4/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:2/4/physics_layer_0/angular_velocity = 0.0
-2:2/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-2:2/5 = 5
-2:2/5/flip_h = true
-2:2/5/transpose = true
-2:2/5/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:2/5/physics_layer_0/angular_velocity = 0.0
-2:2/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-2:2/6 = 6
-2:2/6/flip_v = true
-2:2/6/transpose = true
-2:2/6/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:2/6/physics_layer_0/angular_velocity = 0.0
-2:2/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-2:2/7 = 7
-2:2/7/flip_h = true
-2:2/7/flip_v = true
-2:2/7/transpose = true
-2:2/7/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:2/7/physics_layer_0/angular_velocity = 0.0
-2:2/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-
-[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_7sir6"]
-texture = ExtResource("1")
-margins = Vector2i(166, 110)
-texture_region_size = Vector2i(22, 20)
-0:0/next_alternative_id = 8
-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
-0:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(10.5, 8, -10.5, 8, -10.5, 1.5, -0.5, -8, 10, -6.5)
-0:0/1 = 1
-0:0/1/flip_h = true
-0:0/1/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/1/physics_layer_0/angular_velocity = 0.0
-0:0/1/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 16, 12, 16, 8, 4, -8, 0)
-0:0/2 = 2
-0:0/2/flip_v = true
-0:0/2/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/2/physics_layer_0/angular_velocity = 0.0
-0:0/2/physics_layer_0/polygon_0/points = PackedVector2Array(12, -16, -12, -16, -8, -4, 8, 0)
-0:0/3 = 3
-0:0/3/flip_h = true
-0:0/3/flip_v = true
-0:0/3/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/3/physics_layer_0/angular_velocity = 0.0
-0:0/3/physics_layer_0/polygon_0/points = PackedVector2Array(-12, -16, 12, -16, 8, -4, -8, 0)
-0:0/4 = 4
-0:0/4/transpose = true
-0:0/4/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/4/physics_layer_0/angular_velocity = 0.0
-0:0/4/physics_layer_0/polygon_0/points = PackedVector2Array(12, 16, -12, 16, -8, 4, 8, 6.99382e-07)
-0:0/5 = 5
-0:0/5/flip_h = true
-0:0/5/transpose = true
-0:0/5/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/5/physics_layer_0/angular_velocity = 0.0
-0:0/5/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 16, 12, 16, 8, 4, -8, -6.99382e-07)
-0:0/6 = 6
-0:0/6/flip_v = true
-0:0/6/transpose = true
-0:0/6/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/6/physics_layer_0/angular_velocity = 0.0
-0:0/6/physics_layer_0/polygon_0/points = PackedVector2Array(12, -16, -12, -16, -8, -4, 8, 6.99382e-07)
-0:0/7 = 7
-0:0/7/flip_h = true
-0:0/7/flip_v = true
-0:0/7/transpose = true
-0:0/7/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/7/physics_layer_0/angular_velocity = 0.0
-0:0/7/physics_layer_0/polygon_0/points = PackedVector2Array(-12, -16, 12, -16, 8, -4, -8, -6.99382e-07)
-
-[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_iycfv"]
-texture = ExtResource("1")
-margins = Vector2i(144, 0)
-0:0/next_alternative_id = 8
-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
-0:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-0:0/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-0:0/1 = 1
-0:0/1/flip_h = true
-0:0/1/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/1/physics_layer_0/angular_velocity = 0.0
-0:0/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-0:0/1/physics_layer_0/polygon_1/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-0:0/2 = 2
-0:0/2/flip_v = true
-0:0/2/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/2/physics_layer_0/angular_velocity = 0.0
-0:0/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-0:0/2/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-0:0/3 = 3
-0:0/3/flip_h = true
-0:0/3/flip_v = true
-0:0/3/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/3/physics_layer_0/angular_velocity = 0.0
-0:0/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-0:0/3/physics_layer_0/polygon_1/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-0:0/4 = 4
-0:0/4/transpose = true
-0:0/4/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/4/physics_layer_0/angular_velocity = 0.0
-0:0/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-0:0/4/physics_layer_0/polygon_1/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-0:0/5 = 5
-0:0/5/flip_h = true
-0:0/5/transpose = true
-0:0/5/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/5/physics_layer_0/angular_velocity = 0.0
-0:0/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-0:0/5/physics_layer_0/polygon_1/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-0:0/6 = 6
-0:0/6/flip_v = true
-0:0/6/transpose = true
-0:0/6/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/6/physics_layer_0/angular_velocity = 0.0
-0:0/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-0:0/6/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-0:0/7 = 7
-0:0/7/flip_h = true
-0:0/7/flip_v = true
-0:0/7/transpose = true
-0:0/7/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/7/physics_layer_0/angular_velocity = 0.0
-0:0/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-0:0/7/physics_layer_0/polygon_1/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-0:1/next_alternative_id = 8
-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
-0:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-0:1/1 = 1
-0:1/1/flip_h = true
-0:1/1/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:1/1/physics_layer_0/angular_velocity = 0.0
-0:1/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-0:1/2 = 2
-0:1/2/flip_v = true
-0:1/2/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:1/2/physics_layer_0/angular_velocity = 0.0
-0:1/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-0:1/3 = 3
-0:1/3/flip_h = true
-0:1/3/flip_v = true
-0:1/3/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:1/3/physics_layer_0/angular_velocity = 0.0
-0:1/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-0:1/4 = 4
-0:1/4/transpose = true
-0:1/4/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:1/4/physics_layer_0/angular_velocity = 0.0
-0:1/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-0:1/5 = 5
-0:1/5/flip_h = true
-0:1/5/transpose = true
-0:1/5/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:1/5/physics_layer_0/angular_velocity = 0.0
-0:1/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-0:1/6 = 6
-0:1/6/flip_v = true
-0:1/6/transpose = true
-0:1/6/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:1/6/physics_layer_0/angular_velocity = 0.0
-0:1/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-0:1/7 = 7
-0:1/7/flip_h = true
-0:1/7/flip_v = true
-0:1/7/transpose = true
-0:1/7/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:1/7/physics_layer_0/angular_velocity = 0.0
-0:1/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-0:2/next_alternative_id = 8
-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
-0:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-0:2/1 = 1
-0:2/1/flip_h = true
-0:2/1/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:2/1/physics_layer_0/angular_velocity = 0.0
-0:2/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-0:2/2 = 2
-0:2/2/flip_v = true
-0:2/2/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:2/2/physics_layer_0/angular_velocity = 0.0
-0:2/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-0:2/3 = 3
-0:2/3/flip_h = true
-0:2/3/flip_v = true
-0:2/3/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:2/3/physics_layer_0/angular_velocity = 0.0
-0:2/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-0:2/4 = 4
-0:2/4/transpose = true
-0:2/4/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:2/4/physics_layer_0/angular_velocity = 0.0
-0:2/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-0:2/5 = 5
-0:2/5/flip_h = true
-0:2/5/transpose = true
-0:2/5/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:2/5/physics_layer_0/angular_velocity = 0.0
-0:2/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-0:2/6 = 6
-0:2/6/flip_v = true
-0:2/6/transpose = true
-0:2/6/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:2/6/physics_layer_0/angular_velocity = 0.0
-0:2/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-0:2/7 = 7
-0:2/7/flip_h = true
-0:2/7/flip_v = true
-0:2/7/transpose = true
-0:2/7/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:2/7/physics_layer_0/angular_velocity = 0.0
-0:2/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-1:0/next_alternative_id = 8
-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
-1:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-1:0/1 = 1
-1:0/1/flip_h = true
-1:0/1/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:0/1/physics_layer_0/angular_velocity = 0.0
-1:0/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-1:0/2 = 2
-1:0/2/flip_v = true
-1:0/2/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:0/2/physics_layer_0/angular_velocity = 0.0
-1:0/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-1:0/3 = 3
-1:0/3/flip_h = true
-1:0/3/flip_v = true
-1:0/3/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:0/3/physics_layer_0/angular_velocity = 0.0
-1:0/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-1:0/4 = 4
-1:0/4/transpose = true
-1:0/4/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:0/4/physics_layer_0/angular_velocity = 0.0
-1:0/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-1:0/5 = 5
-1:0/5/flip_h = true
-1:0/5/transpose = true
-1:0/5/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:0/5/physics_layer_0/angular_velocity = 0.0
-1:0/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-1:0/6 = 6
-1:0/6/flip_v = true
-1:0/6/transpose = true
-1:0/6/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:0/6/physics_layer_0/angular_velocity = 0.0
-1:0/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-1:0/7 = 7
-1:0/7/flip_h = true
-1:0/7/flip_v = true
-1:0/7/transpose = true
-1:0/7/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:0/7/physics_layer_0/angular_velocity = 0.0
-1:0/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-1:1/next_alternative_id = 8
-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
-1:1/1 = 1
-1:1/1/flip_h = true
-1:1/1/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:1/1/physics_layer_0/angular_velocity = 0.0
-1:1/2 = 2
-1:1/2/flip_v = true
-1:1/2/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:1/2/physics_layer_0/angular_velocity = 0.0
-1:1/3 = 3
-1:1/3/flip_h = true
-1:1/3/flip_v = true
-1:1/3/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:1/3/physics_layer_0/angular_velocity = 0.0
-1:1/4 = 4
-1:1/4/transpose = true
-1:1/4/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:1/4/physics_layer_0/angular_velocity = 0.0
-1:1/5 = 5
-1:1/5/flip_h = true
-1:1/5/transpose = true
-1:1/5/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:1/5/physics_layer_0/angular_velocity = 0.0
-1:1/6 = 6
-1:1/6/flip_v = true
-1:1/6/transpose = true
-1:1/6/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:1/6/physics_layer_0/angular_velocity = 0.0
-1:1/7 = 7
-1:1/7/flip_h = true
-1:1/7/flip_v = true
-1:1/7/transpose = true
-1:1/7/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:1/7/physics_layer_0/angular_velocity = 0.0
-1:2/next_alternative_id = 8
-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
-1:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-1:2/1 = 1
-1:2/1/flip_h = true
-1:2/1/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:2/1/physics_layer_0/angular_velocity = 0.0
-1:2/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-1:2/2 = 2
-1:2/2/flip_v = true
-1:2/2/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:2/2/physics_layer_0/angular_velocity = 0.0
-1:2/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-1:2/3 = 3
-1:2/3/flip_h = true
-1:2/3/flip_v = true
-1:2/3/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:2/3/physics_layer_0/angular_velocity = 0.0
-1:2/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-1:2/4 = 4
-1:2/4/transpose = true
-1:2/4/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:2/4/physics_layer_0/angular_velocity = 0.0
-1:2/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-1:2/5 = 5
-1:2/5/flip_h = true
-1:2/5/transpose = true
-1:2/5/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:2/5/physics_layer_0/angular_velocity = 0.0
-1:2/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-1:2/6 = 6
-1:2/6/flip_v = true
-1:2/6/transpose = true
-1:2/6/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:2/6/physics_layer_0/angular_velocity = 0.0
-1:2/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-1:2/7 = 7
-1:2/7/flip_h = true
-1:2/7/flip_v = true
-1:2/7/transpose = true
-1:2/7/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:2/7/physics_layer_0/angular_velocity = 0.0
-1:2/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-2:0/next_alternative_id = 8
-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
-2:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-2:0/1 = 1
-2:0/1/flip_h = true
-2:0/1/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:0/1/physics_layer_0/angular_velocity = 0.0
-2:0/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-2:0/2 = 2
-2:0/2/flip_v = true
-2:0/2/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:0/2/physics_layer_0/angular_velocity = 0.0
-2:0/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-2:0/3 = 3
-2:0/3/flip_h = true
-2:0/3/flip_v = true
-2:0/3/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:0/3/physics_layer_0/angular_velocity = 0.0
-2:0/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-2:0/4 = 4
-2:0/4/transpose = true
-2:0/4/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:0/4/physics_layer_0/angular_velocity = 0.0
-2:0/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-2:0/5 = 5
-2:0/5/flip_h = true
-2:0/5/transpose = true
-2:0/5/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:0/5/physics_layer_0/angular_velocity = 0.0
-2:0/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-2:0/6 = 6
-2:0/6/flip_v = true
-2:0/6/transpose = true
-2:0/6/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:0/6/physics_layer_0/angular_velocity = 0.0
-2:0/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-2:0/7 = 7
-2:0/7/flip_h = true
-2:0/7/flip_v = true
-2:0/7/transpose = true
-2:0/7/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:0/7/physics_layer_0/angular_velocity = 0.0
-2:0/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-2:1/next_alternative_id = 8
-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
-2:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-2:1/1 = 1
-2:1/1/flip_h = true
-2:1/1/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:1/1/physics_layer_0/angular_velocity = 0.0
-2:1/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-2:1/2 = 2
-2:1/2/flip_v = true
-2:1/2/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:1/2/physics_layer_0/angular_velocity = 0.0
-2:1/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-2:1/3 = 3
-2:1/3/flip_h = true
-2:1/3/flip_v = true
-2:1/3/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:1/3/physics_layer_0/angular_velocity = 0.0
-2:1/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-2:1/4 = 4
-2:1/4/transpose = true
-2:1/4/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:1/4/physics_layer_0/angular_velocity = 0.0
-2:1/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-2:1/5 = 5
-2:1/5/flip_h = true
-2:1/5/transpose = true
-2:1/5/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:1/5/physics_layer_0/angular_velocity = 0.0
-2:1/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-2:1/6 = 6
-2:1/6/flip_v = true
-2:1/6/transpose = true
-2:1/6/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:1/6/physics_layer_0/angular_velocity = 0.0
-2:1/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-2:1/7 = 7
-2:1/7/flip_h = true
-2:1/7/flip_v = true
-2:1/7/transpose = true
-2:1/7/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:1/7/physics_layer_0/angular_velocity = 0.0
-2:1/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-2:2/next_alternative_id = 8
-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
-2:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-2:2/1 = 1
-2:2/1/flip_h = true
-2:2/1/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:2/1/physics_layer_0/angular_velocity = 0.0
-2:2/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-2:2/2 = 2
-2:2/2/flip_v = true
-2:2/2/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:2/2/physics_layer_0/angular_velocity = 0.0
-2:2/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-2:2/3 = 3
-2:2/3/flip_h = true
-2:2/3/flip_v = true
-2:2/3/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:2/3/physics_layer_0/angular_velocity = 0.0
-2:2/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-2:2/4 = 4
-2:2/4/transpose = true
-2:2/4/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:2/4/physics_layer_0/angular_velocity = 0.0
-2:2/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-2:2/5 = 5
-2:2/5/flip_h = true
-2:2/5/transpose = true
-2:2/5/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:2/5/physics_layer_0/angular_velocity = 0.0
-2:2/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-2:2/6 = 6
-2:2/6/flip_v = true
-2:2/6/transpose = true
-2:2/6/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:2/6/physics_layer_0/angular_velocity = 0.0
-2:2/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-2:2/7 = 7
-2:2/7/flip_h = true
-2:2/7/flip_v = true
-2:2/7/transpose = true
-2:2/7/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:2/7/physics_layer_0/angular_velocity = 0.0
-2:2/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-
-[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_d31vh"]
-texture = ExtResource("1")
-margins = Vector2i(144, 112)
-0:0/next_alternative_id = 8
-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
-0:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-0:0/1 = 1
-0:0/1/flip_h = true
-0:0/1/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/1/physics_layer_0/angular_velocity = 0.0
-0:0/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-0:0/2 = 2
-0:0/2/flip_v = true
-0:0/2/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/2/physics_layer_0/angular_velocity = 0.0
-0:0/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-0:0/3 = 3
-0:0/3/flip_h = true
-0:0/3/flip_v = true
-0:0/3/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/3/physics_layer_0/angular_velocity = 0.0
-0:0/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-0:0/4 = 4
-0:0/4/transpose = true
-0:0/4/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/4/physics_layer_0/angular_velocity = 0.0
-0:0/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-0:0/5 = 5
-0:0/5/flip_h = true
-0:0/5/transpose = true
-0:0/5/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/5/physics_layer_0/angular_velocity = 0.0
-0:0/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-0:0/6 = 6
-0:0/6/flip_v = true
-0:0/6/transpose = true
-0:0/6/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/6/physics_layer_0/angular_velocity = 0.0
-0:0/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-0:0/7 = 7
-0:0/7/flip_h = true
-0:0/7/flip_v = true
-0:0/7/transpose = true
-0:0/7/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/7/physics_layer_0/angular_velocity = 0.0
-0:0/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-
-[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_wv62t"]
-texture = ExtResource("2_hdguw")
-0:0/next_alternative_id = 8
-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
-0:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-0:0/1 = 1
-0:0/1/flip_h = true
-0:0/1/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/1/physics_layer_0/angular_velocity = 0.0
-0:0/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-0:0/2 = 2
-0:0/2/flip_v = true
-0:0/2/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/2/physics_layer_0/angular_velocity = 0.0
-0:0/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-0:0/3 = 3
-0:0/3/flip_h = true
-0:0/3/flip_v = true
-0:0/3/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/3/physics_layer_0/angular_velocity = 0.0
-0:0/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-0:0/4 = 4
-0:0/4/transpose = true
-0:0/4/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/4/physics_layer_0/angular_velocity = 0.0
-0:0/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-0:0/5 = 5
-0:0/5/flip_h = true
-0:0/5/transpose = true
-0:0/5/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/5/physics_layer_0/angular_velocity = 0.0
-0:0/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-0:0/6 = 6
-0:0/6/flip_v = true
-0:0/6/transpose = true
-0:0/6/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/6/physics_layer_0/angular_velocity = 0.0
-0:0/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-0:0/7 = 7
-0:0/7/flip_h = true
-0:0/7/flip_v = true
-0:0/7/transpose = true
-0:0/7/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/7/physics_layer_0/angular_velocity = 0.0
-0:0/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-1:0/next_alternative_id = 8
-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
-1:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-1:0/1 = 1
-1:0/1/flip_h = true
-1:0/1/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:0/1/physics_layer_0/angular_velocity = 0.0
-1:0/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-1:0/2 = 2
-1:0/2/flip_v = true
-1:0/2/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:0/2/physics_layer_0/angular_velocity = 0.0
-1:0/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-1:0/3 = 3
-1:0/3/flip_h = true
-1:0/3/flip_v = true
-1:0/3/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:0/3/physics_layer_0/angular_velocity = 0.0
-1:0/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-1:0/4 = 4
-1:0/4/transpose = true
-1:0/4/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:0/4/physics_layer_0/angular_velocity = 0.0
-1:0/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-1:0/5 = 5
-1:0/5/flip_h = true
-1:0/5/transpose = true
-1:0/5/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:0/5/physics_layer_0/angular_velocity = 0.0
-1:0/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-1:0/6 = 6
-1:0/6/flip_v = true
-1:0/6/transpose = true
-1:0/6/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:0/6/physics_layer_0/angular_velocity = 0.0
-1:0/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-1:0/7 = 7
-1:0/7/flip_h = true
-1:0/7/flip_v = true
-1:0/7/transpose = true
-1:0/7/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:0/7/physics_layer_0/angular_velocity = 0.0
-1:0/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-2:0/next_alternative_id = 8
-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
-2:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-2:0/1 = 1
-2:0/1/flip_h = true
-2:0/1/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:0/1/physics_layer_0/angular_velocity = 0.0
-2:0/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-2:0/2 = 2
-2:0/2/flip_v = true
-2:0/2/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:0/2/physics_layer_0/angular_velocity = 0.0
-2:0/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-2:0/3 = 3
-2:0/3/flip_h = true
-2:0/3/flip_v = true
-2:0/3/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:0/3/physics_layer_0/angular_velocity = 0.0
-2:0/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-2:0/4 = 4
-2:0/4/transpose = true
-2:0/4/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:0/4/physics_layer_0/angular_velocity = 0.0
-2:0/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-2:0/5 = 5
-2:0/5/flip_h = true
-2:0/5/transpose = true
-2:0/5/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:0/5/physics_layer_0/angular_velocity = 0.0
-2:0/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-2:0/6 = 6
-2:0/6/flip_v = true
-2:0/6/transpose = true
-2:0/6/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:0/6/physics_layer_0/angular_velocity = 0.0
-2:0/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-2:0/7 = 7
-2:0/7/flip_h = true
-2:0/7/flip_v = true
-2:0/7/transpose = true
-2:0/7/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:0/7/physics_layer_0/angular_velocity = 0.0
-2:0/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-3:0/next_alternative_id = 8
-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
-3:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-3:0/1 = 1
-3:0/1/flip_h = true
-3:0/1/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:0/1/physics_layer_0/angular_velocity = 0.0
-3:0/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-3:0/2 = 2
-3:0/2/flip_v = true
-3:0/2/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:0/2/physics_layer_0/angular_velocity = 0.0
-3:0/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-3:0/3 = 3
-3:0/3/flip_h = true
-3:0/3/flip_v = true
-3:0/3/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:0/3/physics_layer_0/angular_velocity = 0.0
-3:0/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-3:0/4 = 4
-3:0/4/transpose = true
-3:0/4/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:0/4/physics_layer_0/angular_velocity = 0.0
-3:0/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-3:0/5 = 5
-3:0/5/flip_h = true
-3:0/5/transpose = true
-3:0/5/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:0/5/physics_layer_0/angular_velocity = 0.0
-3:0/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-3:0/6 = 6
-3:0/6/flip_v = true
-3:0/6/transpose = true
-3:0/6/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:0/6/physics_layer_0/angular_velocity = 0.0
-3:0/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-3:0/7 = 7
-3:0/7/flip_h = true
-3:0/7/flip_v = true
-3:0/7/transpose = true
-3:0/7/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:0/7/physics_layer_0/angular_velocity = 0.0
-3:0/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-3:1/next_alternative_id = 8
-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
-3:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-3:1/1 = 1
-3:1/1/flip_h = true
-3:1/1/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:1/1/physics_layer_0/angular_velocity = 0.0
-3:1/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-3:1/2 = 2
-3:1/2/flip_v = true
-3:1/2/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:1/2/physics_layer_0/angular_velocity = 0.0
-3:1/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-3:1/3 = 3
-3:1/3/flip_h = true
-3:1/3/flip_v = true
-3:1/3/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:1/3/physics_layer_0/angular_velocity = 0.0
-3:1/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-3:1/4 = 4
-3:1/4/transpose = true
-3:1/4/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:1/4/physics_layer_0/angular_velocity = 0.0
-3:1/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-3:1/5 = 5
-3:1/5/flip_h = true
-3:1/5/transpose = true
-3:1/5/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:1/5/physics_layer_0/angular_velocity = 0.0
-3:1/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-3:1/6 = 6
-3:1/6/flip_v = true
-3:1/6/transpose = true
-3:1/6/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:1/6/physics_layer_0/angular_velocity = 0.0
-3:1/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-3:1/7 = 7
-3:1/7/flip_h = true
-3:1/7/flip_v = true
-3:1/7/transpose = true
-3:1/7/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:1/7/physics_layer_0/angular_velocity = 0.0
-3:1/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-3:2/next_alternative_id = 8
-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
-3:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-3:2/1 = 1
-3:2/1/flip_h = true
-3:2/1/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:2/1/physics_layer_0/angular_velocity = 0.0
-3:2/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-3:2/2 = 2
-3:2/2/flip_v = true
-3:2/2/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:2/2/physics_layer_0/angular_velocity = 0.0
-3:2/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-3:2/3 = 3
-3:2/3/flip_h = true
-3:2/3/flip_v = true
-3:2/3/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:2/3/physics_layer_0/angular_velocity = 0.0
-3:2/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-3:2/4 = 4
-3:2/4/transpose = true
-3:2/4/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:2/4/physics_layer_0/angular_velocity = 0.0
-3:2/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-3:2/5 = 5
-3:2/5/flip_h = true
-3:2/5/transpose = true
-3:2/5/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:2/5/physics_layer_0/angular_velocity = 0.0
-3:2/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-3:2/6 = 6
-3:2/6/flip_v = true
-3:2/6/transpose = true
-3:2/6/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:2/6/physics_layer_0/angular_velocity = 0.0
-3:2/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-3:2/7 = 7
-3:2/7/flip_h = true
-3:2/7/flip_v = true
-3:2/7/transpose = true
-3:2/7/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:2/7/physics_layer_0/angular_velocity = 0.0
-3:2/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-4:0/next_alternative_id = 8
-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
-4:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-4:0/1 = 1
-4:0/1/flip_h = true
-4:0/1/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:0/1/physics_layer_0/angular_velocity = 0.0
-4:0/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-4:0/2 = 2
-4:0/2/flip_v = true
-4:0/2/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:0/2/physics_layer_0/angular_velocity = 0.0
-4:0/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-4:0/3 = 3
-4:0/3/flip_h = true
-4:0/3/flip_v = true
-4:0/3/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:0/3/physics_layer_0/angular_velocity = 0.0
-4:0/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-4:0/4 = 4
-4:0/4/transpose = true
-4:0/4/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:0/4/physics_layer_0/angular_velocity = 0.0
-4:0/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-4:0/5 = 5
-4:0/5/flip_h = true
-4:0/5/transpose = true
-4:0/5/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:0/5/physics_layer_0/angular_velocity = 0.0
-4:0/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-4:0/6 = 6
-4:0/6/flip_v = true
-4:0/6/transpose = true
-4:0/6/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:0/6/physics_layer_0/angular_velocity = 0.0
-4:0/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-4:0/7 = 7
-4:0/7/flip_h = true
-4:0/7/flip_v = true
-4:0/7/transpose = true
-4:0/7/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:0/7/physics_layer_0/angular_velocity = 0.0
-4:0/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-4:1/next_alternative_id = 8
-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
-4:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-4:1/1 = 1
-4:1/1/flip_h = true
-4:1/1/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:1/1/physics_layer_0/angular_velocity = 0.0
-4:1/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-4:1/2 = 2
-4:1/2/flip_v = true
-4:1/2/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:1/2/physics_layer_0/angular_velocity = 0.0
-4:1/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-4:1/3 = 3
-4:1/3/flip_h = true
-4:1/3/flip_v = true
-4:1/3/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:1/3/physics_layer_0/angular_velocity = 0.0
-4:1/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-4:1/4 = 4
-4:1/4/transpose = true
-4:1/4/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:1/4/physics_layer_0/angular_velocity = 0.0
-4:1/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-4:1/5 = 5
-4:1/5/flip_h = true
-4:1/5/transpose = true
-4:1/5/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:1/5/physics_layer_0/angular_velocity = 0.0
-4:1/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-4:1/6 = 6
-4:1/6/flip_v = true
-4:1/6/transpose = true
-4:1/6/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:1/6/physics_layer_0/angular_velocity = 0.0
-4:1/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-4:1/7 = 7
-4:1/7/flip_h = true
-4:1/7/flip_v = true
-4:1/7/transpose = true
-4:1/7/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:1/7/physics_layer_0/angular_velocity = 0.0
-4:1/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-4:2/next_alternative_id = 8
-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
-4:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-4:2/1 = 1
-4:2/1/flip_h = true
-4:2/1/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:2/1/physics_layer_0/angular_velocity = 0.0
-4:2/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-4:2/2 = 2
-4:2/2/flip_v = true
-4:2/2/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:2/2/physics_layer_0/angular_velocity = 0.0
-4:2/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-4:2/3 = 3
-4:2/3/flip_h = true
-4:2/3/flip_v = true
-4:2/3/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:2/3/physics_layer_0/angular_velocity = 0.0
-4:2/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-4:2/4 = 4
-4:2/4/transpose = true
-4:2/4/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:2/4/physics_layer_0/angular_velocity = 0.0
-4:2/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-4:2/5 = 5
-4:2/5/flip_h = true
-4:2/5/transpose = true
-4:2/5/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:2/5/physics_layer_0/angular_velocity = 0.0
-4:2/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-4:2/6 = 6
-4:2/6/flip_v = true
-4:2/6/transpose = true
-4:2/6/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:2/6/physics_layer_0/angular_velocity = 0.0
-4:2/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-4:2/7 = 7
-4:2/7/flip_h = true
-4:2/7/flip_v = true
-4:2/7/transpose = true
-4:2/7/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:2/7/physics_layer_0/angular_velocity = 0.0
-4:2/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-5:0/next_alternative_id = 8
-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
-5:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-5:0/1 = 1
-5:0/1/flip_h = true
-5:0/1/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:0/1/physics_layer_0/angular_velocity = 0.0
-5:0/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-5:0/2 = 2
-5:0/2/flip_v = true
-5:0/2/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:0/2/physics_layer_0/angular_velocity = 0.0
-5:0/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-5:0/3 = 3
-5:0/3/flip_h = true
-5:0/3/flip_v = true
-5:0/3/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:0/3/physics_layer_0/angular_velocity = 0.0
-5:0/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-5:0/4 = 4
-5:0/4/transpose = true
-5:0/4/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:0/4/physics_layer_0/angular_velocity = 0.0
-5:0/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-5:0/5 = 5
-5:0/5/flip_h = true
-5:0/5/transpose = true
-5:0/5/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:0/5/physics_layer_0/angular_velocity = 0.0
-5:0/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-5:0/6 = 6
-5:0/6/flip_v = true
-5:0/6/transpose = true
-5:0/6/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:0/6/physics_layer_0/angular_velocity = 0.0
-5:0/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-5:0/7 = 7
-5:0/7/flip_h = true
-5:0/7/flip_v = true
-5:0/7/transpose = true
-5:0/7/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:0/7/physics_layer_0/angular_velocity = 0.0
-5:0/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-5:1/next_alternative_id = 8
-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
-5:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-5:1/1 = 1
-5:1/1/flip_h = true
-5:1/1/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:1/1/physics_layer_0/angular_velocity = 0.0
-5:1/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-5:1/2 = 2
-5:1/2/flip_v = true
-5:1/2/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:1/2/physics_layer_0/angular_velocity = 0.0
-5:1/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-5:1/3 = 3
-5:1/3/flip_h = true
-5:1/3/flip_v = true
-5:1/3/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:1/3/physics_layer_0/angular_velocity = 0.0
-5:1/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-5:1/4 = 4
-5:1/4/transpose = true
-5:1/4/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:1/4/physics_layer_0/angular_velocity = 0.0
-5:1/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-5:1/5 = 5
-5:1/5/flip_h = true
-5:1/5/transpose = true
-5:1/5/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:1/5/physics_layer_0/angular_velocity = 0.0
-5:1/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-5:1/6 = 6
-5:1/6/flip_v = true
-5:1/6/transpose = true
-5:1/6/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:1/6/physics_layer_0/angular_velocity = 0.0
-5:1/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-5:1/7 = 7
-5:1/7/flip_h = true
-5:1/7/flip_v = true
-5:1/7/transpose = true
-5:1/7/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:1/7/physics_layer_0/angular_velocity = 0.0
-5:1/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-5:2/next_alternative_id = 8
-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
-5:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-5:2/1 = 1
-5:2/1/flip_h = true
-5:2/1/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:2/1/physics_layer_0/angular_velocity = 0.0
-5:2/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-5:2/2 = 2
-5:2/2/flip_v = true
-5:2/2/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:2/2/physics_layer_0/angular_velocity = 0.0
-5:2/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-5:2/3 = 3
-5:2/3/flip_h = true
-5:2/3/flip_v = true
-5:2/3/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:2/3/physics_layer_0/angular_velocity = 0.0
-5:2/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-5:2/4 = 4
-5:2/4/transpose = true
-5:2/4/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:2/4/physics_layer_0/angular_velocity = 0.0
-5:2/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-5:2/5 = 5
-5:2/5/flip_h = true
-5:2/5/transpose = true
-5:2/5/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:2/5/physics_layer_0/angular_velocity = 0.0
-5:2/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-5:2/6 = 6
-5:2/6/flip_v = true
-5:2/6/transpose = true
-5:2/6/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:2/6/physics_layer_0/angular_velocity = 0.0
-5:2/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-5:2/7 = 7
-5:2/7/flip_h = true
-5:2/7/flip_v = true
-5:2/7/transpose = true
-5:2/7/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:2/7/physics_layer_0/angular_velocity = 0.0
-5:2/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-6:0/next_alternative_id = 8
-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
-6:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-6:0/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-6:0/1 = 1
-6:0/1/flip_h = true
-6:0/1/physics_layer_0/linear_velocity = Vector2(0, 0)
-6:0/1/physics_layer_0/angular_velocity = 0.0
-6:0/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-6:0/1/physics_layer_0/polygon_1/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-6:0/2 = 2
-6:0/2/flip_v = true
-6:0/2/physics_layer_0/linear_velocity = Vector2(0, 0)
-6:0/2/physics_layer_0/angular_velocity = 0.0
-6:0/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-6:0/2/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-6:0/3 = 3
-6:0/3/flip_h = true
-6:0/3/flip_v = true
-6:0/3/physics_layer_0/linear_velocity = Vector2(0, 0)
-6:0/3/physics_layer_0/angular_velocity = 0.0
-6:0/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-6:0/3/physics_layer_0/polygon_1/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-6:0/4 = 4
-6:0/4/transpose = true
-6:0/4/physics_layer_0/linear_velocity = Vector2(0, 0)
-6:0/4/physics_layer_0/angular_velocity = 0.0
-6:0/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-6:0/4/physics_layer_0/polygon_1/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-6:0/5 = 5
-6:0/5/flip_h = true
-6:0/5/transpose = true
-6:0/5/physics_layer_0/linear_velocity = Vector2(0, 0)
-6:0/5/physics_layer_0/angular_velocity = 0.0
-6:0/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-6:0/5/physics_layer_0/polygon_1/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-6:0/6 = 6
-6:0/6/flip_v = true
-6:0/6/transpose = true
-6:0/6/physics_layer_0/linear_velocity = Vector2(0, 0)
-6:0/6/physics_layer_0/angular_velocity = 0.0
-6:0/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-6:0/6/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-6:0/7 = 7
-6:0/7/flip_h = true
-6:0/7/flip_v = true
-6:0/7/transpose = true
-6:0/7/physics_layer_0/linear_velocity = Vector2(0, 0)
-6:0/7/physics_layer_0/angular_velocity = 0.0
-6:0/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-6:0/7/physics_layer_0/polygon_1/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-6:1/next_alternative_id = 8
-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
-6:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-6:1/1 = 1
-6:1/1/flip_h = true
-6:1/1/physics_layer_0/linear_velocity = Vector2(0, 0)
-6:1/1/physics_layer_0/angular_velocity = 0.0
-6:1/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-6:1/2 = 2
-6:1/2/flip_v = true
-6:1/2/physics_layer_0/linear_velocity = Vector2(0, 0)
-6:1/2/physics_layer_0/angular_velocity = 0.0
-6:1/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-6:1/3 = 3
-6:1/3/flip_h = true
-6:1/3/flip_v = true
-6:1/3/physics_layer_0/linear_velocity = Vector2(0, 0)
-6:1/3/physics_layer_0/angular_velocity = 0.0
-6:1/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-6:1/4 = 4
-6:1/4/transpose = true
-6:1/4/physics_layer_0/linear_velocity = Vector2(0, 0)
-6:1/4/physics_layer_0/angular_velocity = 0.0
-6:1/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-6:1/5 = 5
-6:1/5/flip_h = true
-6:1/5/transpose = true
-6:1/5/physics_layer_0/linear_velocity = Vector2(0, 0)
-6:1/5/physics_layer_0/angular_velocity = 0.0
-6:1/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-6:1/6 = 6
-6:1/6/flip_v = true
-6:1/6/transpose = true
-6:1/6/physics_layer_0/linear_velocity = Vector2(0, 0)
-6:1/6/physics_layer_0/angular_velocity = 0.0
-6:1/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-6:1/7 = 7
-6:1/7/flip_h = true
-6:1/7/flip_v = true
-6:1/7/transpose = true
-6:1/7/physics_layer_0/linear_velocity = Vector2(0, 0)
-6:1/7/physics_layer_0/angular_velocity = 0.0
-6:1/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-6:2/next_alternative_id = 8
-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
-6:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-6:2/1 = 1
-6:2/1/flip_h = true
-6:2/1/physics_layer_0/linear_velocity = Vector2(0, 0)
-6:2/1/physics_layer_0/angular_velocity = 0.0
-6:2/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-6:2/2 = 2
-6:2/2/flip_v = true
-6:2/2/physics_layer_0/linear_velocity = Vector2(0, 0)
-6:2/2/physics_layer_0/angular_velocity = 0.0
-6:2/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-6:2/3 = 3
-6:2/3/flip_h = true
-6:2/3/flip_v = true
-6:2/3/physics_layer_0/linear_velocity = Vector2(0, 0)
-6:2/3/physics_layer_0/angular_velocity = 0.0
-6:2/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-6:2/4 = 4
-6:2/4/transpose = true
-6:2/4/physics_layer_0/linear_velocity = Vector2(0, 0)
-6:2/4/physics_layer_0/angular_velocity = 0.0
-6:2/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-6:2/5 = 5
-6:2/5/flip_h = true
-6:2/5/transpose = true
-6:2/5/physics_layer_0/linear_velocity = Vector2(0, 0)
-6:2/5/physics_layer_0/angular_velocity = 0.0
-6:2/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-6:2/6 = 6
-6:2/6/flip_v = true
-6:2/6/transpose = true
-6:2/6/physics_layer_0/linear_velocity = Vector2(0, 0)
-6:2/6/physics_layer_0/angular_velocity = 0.0
-6:2/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-6:2/7 = 7
-6:2/7/flip_h = true
-6:2/7/flip_v = true
-6:2/7/transpose = true
-6:2/7/physics_layer_0/linear_velocity = Vector2(0, 0)
-6:2/7/physics_layer_0/angular_velocity = 0.0
-6:2/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-7:0/next_alternative_id = 8
-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
-7:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-7:0/1 = 1
-7:0/1/flip_h = true
-7:0/1/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:0/1/physics_layer_0/angular_velocity = 0.0
-7:0/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-7:0/2 = 2
-7:0/2/flip_v = true
-7:0/2/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:0/2/physics_layer_0/angular_velocity = 0.0
-7:0/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-7:0/3 = 3
-7:0/3/flip_h = true
-7:0/3/flip_v = true
-7:0/3/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:0/3/physics_layer_0/angular_velocity = 0.0
-7:0/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-7:0/4 = 4
-7:0/4/transpose = true
-7:0/4/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:0/4/physics_layer_0/angular_velocity = 0.0
-7:0/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-7:0/5 = 5
-7:0/5/flip_h = true
-7:0/5/transpose = true
-7:0/5/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:0/5/physics_layer_0/angular_velocity = 0.0
-7:0/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-7:0/6 = 6
-7:0/6/flip_v = true
-7:0/6/transpose = true
-7:0/6/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:0/6/physics_layer_0/angular_velocity = 0.0
-7:0/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-7:0/7 = 7
-7:0/7/flip_h = true
-7:0/7/flip_v = true
-7:0/7/transpose = true
-7:0/7/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:0/7/physics_layer_0/angular_velocity = 0.0
-7:0/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-7:1/next_alternative_id = 8
-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
-7:1/1 = 1
-7:1/1/flip_h = true
-7:1/1/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:1/1/physics_layer_0/angular_velocity = 0.0
-7:1/2 = 2
-7:1/2/flip_v = true
-7:1/2/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:1/2/physics_layer_0/angular_velocity = 0.0
-7:1/3 = 3
-7:1/3/flip_h = true
-7:1/3/flip_v = true
-7:1/3/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:1/3/physics_layer_0/angular_velocity = 0.0
-7:1/4 = 4
-7:1/4/transpose = true
-7:1/4/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:1/4/physics_layer_0/angular_velocity = 0.0
-7:1/5 = 5
-7:1/5/flip_h = true
-7:1/5/transpose = true
-7:1/5/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:1/5/physics_layer_0/angular_velocity = 0.0
-7:1/6 = 6
-7:1/6/flip_v = true
-7:1/6/transpose = true
-7:1/6/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:1/6/physics_layer_0/angular_velocity = 0.0
-7:1/7 = 7
-7:1/7/flip_h = true
-7:1/7/flip_v = true
-7:1/7/transpose = true
-7:1/7/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:1/7/physics_layer_0/angular_velocity = 0.0
-7:2/next_alternative_id = 8
-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
-7:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-7:2/1 = 1
-7:2/1/flip_h = true
-7:2/1/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:2/1/physics_layer_0/angular_velocity = 0.0
-7:2/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-7:2/2 = 2
-7:2/2/flip_v = true
-7:2/2/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:2/2/physics_layer_0/angular_velocity = 0.0
-7:2/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-7:2/3 = 3
-7:2/3/flip_h = true
-7:2/3/flip_v = true
-7:2/3/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:2/3/physics_layer_0/angular_velocity = 0.0
-7:2/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-7:2/4 = 4
-7:2/4/transpose = true
-7:2/4/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:2/4/physics_layer_0/angular_velocity = 0.0
-7:2/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-7:2/5 = 5
-7:2/5/flip_h = true
-7:2/5/transpose = true
-7:2/5/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:2/5/physics_layer_0/angular_velocity = 0.0
-7:2/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-7:2/6 = 6
-7:2/6/flip_v = true
-7:2/6/transpose = true
-7:2/6/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:2/6/physics_layer_0/angular_velocity = 0.0
-7:2/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-7:2/7 = 7
-7:2/7/flip_h = true
-7:2/7/flip_v = true
-7:2/7/transpose = true
-7:2/7/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:2/7/physics_layer_0/angular_velocity = 0.0
-7:2/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-8:0/next_alternative_id = 8
-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
-8:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-8:0/1 = 1
-8:0/1/flip_h = true
-8:0/1/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:0/1/physics_layer_0/angular_velocity = 0.0
-8:0/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-8:0/2 = 2
-8:0/2/flip_v = true
-8:0/2/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:0/2/physics_layer_0/angular_velocity = 0.0
-8:0/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-8:0/3 = 3
-8:0/3/flip_h = true
-8:0/3/flip_v = true
-8:0/3/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:0/3/physics_layer_0/angular_velocity = 0.0
-8:0/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-8:0/4 = 4
-8:0/4/transpose = true
-8:0/4/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:0/4/physics_layer_0/angular_velocity = 0.0
-8:0/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-8:0/5 = 5
-8:0/5/flip_h = true
-8:0/5/transpose = true
-8:0/5/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:0/5/physics_layer_0/angular_velocity = 0.0
-8:0/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-8:0/6 = 6
-8:0/6/flip_v = true
-8:0/6/transpose = true
-8:0/6/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:0/6/physics_layer_0/angular_velocity = 0.0
-8:0/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-8:0/7 = 7
-8:0/7/flip_h = true
-8:0/7/flip_v = true
-8:0/7/transpose = true
-8:0/7/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:0/7/physics_layer_0/angular_velocity = 0.0
-8:0/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-8:1/next_alternative_id = 8
-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
-8:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-8:1/1 = 1
-8:1/1/flip_h = true
-8:1/1/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:1/1/physics_layer_0/angular_velocity = 0.0
-8:1/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-8:1/2 = 2
-8:1/2/flip_v = true
-8:1/2/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:1/2/physics_layer_0/angular_velocity = 0.0
-8:1/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-8:1/3 = 3
-8:1/3/flip_h = true
-8:1/3/flip_v = true
-8:1/3/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:1/3/physics_layer_0/angular_velocity = 0.0
-8:1/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-8:1/4 = 4
-8:1/4/transpose = true
-8:1/4/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:1/4/physics_layer_0/angular_velocity = 0.0
-8:1/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-8:1/5 = 5
-8:1/5/flip_h = true
-8:1/5/transpose = true
-8:1/5/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:1/5/physics_layer_0/angular_velocity = 0.0
-8:1/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-8:1/6 = 6
-8:1/6/flip_v = true
-8:1/6/transpose = true
-8:1/6/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:1/6/physics_layer_0/angular_velocity = 0.0
-8:1/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-8:1/7 = 7
-8:1/7/flip_h = true
-8:1/7/flip_v = true
-8:1/7/transpose = true
-8:1/7/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:1/7/physics_layer_0/angular_velocity = 0.0
-8:1/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-8:2/next_alternative_id = 8
-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
-8:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-8:2/1 = 1
-8:2/1/flip_h = true
-8:2/1/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:2/1/physics_layer_0/angular_velocity = 0.0
-8:2/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-8:2/2 = 2
-8:2/2/flip_v = true
-8:2/2/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:2/2/physics_layer_0/angular_velocity = 0.0
-8:2/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-8:2/3 = 3
-8:2/3/flip_h = true
-8:2/3/flip_v = true
-8:2/3/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:2/3/physics_layer_0/angular_velocity = 0.0
-8:2/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-8:2/4 = 4
-8:2/4/transpose = true
-8:2/4/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:2/4/physics_layer_0/angular_velocity = 0.0
-8:2/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-8:2/5 = 5
-8:2/5/flip_h = true
-8:2/5/transpose = true
-8:2/5/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:2/5/physics_layer_0/angular_velocity = 0.0
-8:2/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-8:2/6 = 6
-8:2/6/flip_v = true
-8:2/6/transpose = true
-8:2/6/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:2/6/physics_layer_0/angular_velocity = 0.0
-8:2/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-8:2/7 = 7
-8:2/7/flip_h = true
-8:2/7/flip_v = true
-8:2/7/transpose = true
-8:2/7/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:2/7/physics_layer_0/angular_velocity = 0.0
-8:2/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-9:0/next_alternative_id = 8
-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
-9:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-9:0/1 = 1
-9:0/1/flip_h = true
-9:0/1/physics_layer_0/linear_velocity = Vector2(0, 0)
-9:0/1/physics_layer_0/angular_velocity = 0.0
-9:0/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-9:0/2 = 2
-9:0/2/flip_v = true
-9:0/2/physics_layer_0/linear_velocity = Vector2(0, 0)
-9:0/2/physics_layer_0/angular_velocity = 0.0
-9:0/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-9:0/3 = 3
-9:0/3/flip_h = true
-9:0/3/flip_v = true
-9:0/3/physics_layer_0/linear_velocity = Vector2(0, 0)
-9:0/3/physics_layer_0/angular_velocity = 0.0
-9:0/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-9:0/4 = 4
-9:0/4/transpose = true
-9:0/4/physics_layer_0/linear_velocity = Vector2(0, 0)
-9:0/4/physics_layer_0/angular_velocity = 0.0
-9:0/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8)
-9:0/5 = 5
-9:0/5/flip_h = true
-9:0/5/transpose = true
-9:0/5/physics_layer_0/linear_velocity = Vector2(0, 0)
-9:0/5/physics_layer_0/angular_velocity = 0.0
-9:0/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8)
-9:0/6 = 6
-9:0/6/flip_v = true
-9:0/6/transpose = true
-9:0/6/physics_layer_0/linear_velocity = Vector2(0, 0)
-9:0/6/physics_layer_0/angular_velocity = 0.0
-9:0/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8)
-9:0/7 = 7
-9:0/7/flip_h = true
-9:0/7/flip_v = true
-9:0/7/transpose = true
-9:0/7/physics_layer_0/linear_velocity = Vector2(0, 0)
-9:0/7/physics_layer_0/angular_velocity = 0.0
-9:0/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
-
-[resource]
-physics_layer_0/collision_layer = 1
-sources/0 = SubResource("TileSetAtlasSource_37fvt")
-sources/1 = SubResource("TileSetAtlasSource_lc0s0")
-sources/2 = SubResource("TileSetAtlasSource_qjyfa")
-sources/3 = SubResource("TileSetAtlasSource_i8m1e")
-sources/4 = SubResource("TileSetAtlasSource_omy7o")
-sources/5 = SubResource("TileSetAtlasSource_7sir6")
-sources/6 = SubResource("TileSetAtlasSource_iycfv")
-sources/7 = SubResource("TileSetAtlasSource_d31vh")
-sources/8 = SubResource("TileSetAtlasSource_wv62t")