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-rw-r--r--Assets/Environment/generic_platformer/generic_platformer.tres2117
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")