diff options
author | Daniel Weipert <git@mail.dweipert.de> | 2023-12-25 12:03:15 +0100 |
---|---|---|
committer | Daniel Weipert <git@mail.dweipert.de> | 2023-12-25 12:03:15 +0100 |
commit | d74263a17e98159b2e3176a5f8e1ff361909c210 (patch) | |
tree | 868520cc28b32f60bfcde231c4b61878e7c171e4 /Assets/Environment/generic_platformer/generic_platformer.tres | |
parent | afb1ca10cca0982d37fe76b226b606ca7aa5335c (diff) |
level backgrounds
Diffstat (limited to 'Assets/Environment/generic_platformer/generic_platformer.tres')
-rw-r--r-- | Assets/Environment/generic_platformer/generic_platformer.tres | 2117 |
1 files changed, 2117 insertions, 0 deletions
diff --git a/Assets/Environment/generic_platformer/generic_platformer.tres b/Assets/Environment/generic_platformer/generic_platformer.tres new file mode 100644 index 0000000..73a05cb --- /dev/null +++ b/Assets/Environment/generic_platformer/generic_platformer.tres @@ -0,0 +1,2117 @@ +[gd_resource type="TileSet" load_steps=12 format=3 uid="uid://c5h11mosp5q0j"] + +[ext_resource type="Texture2D" uid="uid://volnaff7i3gn" path="res://Assets/Environment/generic_platformer/2015-02-26 [DB32](Generic Platformer)(Tileset).png" id="1"] +[ext_resource type="Texture2D" uid="uid://coniqajt6fs2q" path="res://Assets/Environment/generic_platformer/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") |