From d74263a17e98159b2e3176a5f8e1ff361909c210 Mon Sep 17 00:00:00 2001 From: Daniel Weipert Date: Mon, 25 Dec 2023 12:03:15 +0100 Subject: level backgrounds --- Assets/Environment/generic_platformer.tres | 2117 ---------------------------- 1 file changed, 2117 deletions(-) delete mode 100644 Assets/Environment/generic_platformer.tres (limited to 'Assets/Environment/generic_platformer.tres') diff --git a/Assets/Environment/generic_platformer.tres b/Assets/Environment/generic_platformer.tres deleted file mode 100644 index 61f6138..0000000 --- a/Assets/Environment/generic_platformer.tres +++ /dev/null @@ -1,2117 +0,0 @@ -[gd_resource type="TileSet" load_steps=12 format=3 uid="uid://c5h11mosp5q0j"] - -[ext_resource type="Texture2D" uid="uid://volnaff7i3gn" path="res://Assets/Environment/2015-02-26 [DB32](Generic Platformer)(Tileset).png" id="1"] -[ext_resource type="Texture2D" uid="uid://coniqajt6fs2q" path="res://Assets/Environment/generic_platformer_test.png" id="2_hdguw"] - -[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_37fvt"] -texture = ExtResource("1") -margins = Vector2i(194, 101) -texture_region_size = Vector2i(29, 38) -0:0/next_alternative_id = 14 -0:0/0 = 0 -0:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/0/physics_layer_0/angular_velocity = 0.0 -0:0/1 = 1 -0:0/1/flip_h = true -0:0/1/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/1/physics_layer_0/angular_velocity = 0.0 -0:0/2 = 2 -0:0/2/flip_v = true -0:0/2/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/2/physics_layer_0/angular_velocity = 0.0 -0:0/3 = 3 -0:0/3/flip_h = true -0:0/3/flip_v = true -0:0/3/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/3/physics_layer_0/angular_velocity = 0.0 -0:0/4 = 4 -0:0/4/transpose = true -0:0/4/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/4/physics_layer_0/angular_velocity = 0.0 -0:0/5 = 5 -0:0/5/flip_h = true -0:0/5/transpose = true -0:0/5/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/5/physics_layer_0/angular_velocity = 0.0 -0:0/6 = 6 -0:0/6/flip_v = true -0:0/6/transpose = true -0:0/6/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/6/physics_layer_0/angular_velocity = 0.0 -0:0/7 = 7 -0:0/7/flip_h = true -0:0/7/flip_v = true -0:0/7/transpose = true -0:0/7/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/7/physics_layer_0/angular_velocity = 0.0 -0:0/8 = 8 -0:0/8/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/8/physics_layer_0/angular_velocity = 0.0 - -[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_lc0s0"] -texture = ExtResource("1") -0:0/next_alternative_id = 8 -0:0/0 = 0 -0:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/0/physics_layer_0/angular_velocity = 0.0 -0:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -0:0/1 = 1 -0:0/1/flip_h = true -0:0/1/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/1/physics_layer_0/angular_velocity = 0.0 -0:0/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -0:0/2 = 2 -0:0/2/flip_v = true -0:0/2/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/2/physics_layer_0/angular_velocity = 0.0 -0:0/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -0:0/3 = 3 -0:0/3/flip_h = true -0:0/3/flip_v = true -0:0/3/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/3/physics_layer_0/angular_velocity = 0.0 -0:0/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -0:0/4 = 4 -0:0/4/transpose = true -0:0/4/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/4/physics_layer_0/angular_velocity = 0.0 -0:0/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -0:0/5 = 5 -0:0/5/flip_h = true -0:0/5/transpose = true -0:0/5/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/5/physics_layer_0/angular_velocity = 0.0 -0:0/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -0:0/6 = 6 -0:0/6/flip_v = true -0:0/6/transpose = true -0:0/6/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/6/physics_layer_0/angular_velocity = 0.0 -0:0/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -0:0/7 = 7 -0:0/7/flip_h = true -0:0/7/flip_v = true -0:0/7/transpose = true -0:0/7/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/7/physics_layer_0/angular_velocity = 0.0 -0:0/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) - -[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_qjyfa"] -texture = ExtResource("1") -margins = Vector2i(16, 0) -0:0/next_alternative_id = 8 -0:0/0 = 0 -0:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/0/physics_layer_0/angular_velocity = 0.0 -0:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -0:0/1 = 1 -0:0/1/flip_h = true -0:0/1/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/1/physics_layer_0/angular_velocity = 0.0 -0:0/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -0:0/2 = 2 -0:0/2/flip_v = true -0:0/2/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/2/physics_layer_0/angular_velocity = 0.0 -0:0/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -0:0/3 = 3 -0:0/3/flip_h = true -0:0/3/flip_v = true -0:0/3/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/3/physics_layer_0/angular_velocity = 0.0 -0:0/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -0:0/4 = 4 -0:0/4/transpose = true -0:0/4/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/4/physics_layer_0/angular_velocity = 0.0 -0:0/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -0:0/5 = 5 -0:0/5/flip_h = true -0:0/5/transpose = true -0:0/5/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/5/physics_layer_0/angular_velocity = 0.0 -0:0/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -0:0/6 = 6 -0:0/6/flip_v = true -0:0/6/transpose = true -0:0/6/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/6/physics_layer_0/angular_velocity = 0.0 -0:0/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -0:0/7 = 7 -0:0/7/flip_h = true -0:0/7/flip_v = true -0:0/7/transpose = true -0:0/7/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/7/physics_layer_0/angular_velocity = 0.0 -0:0/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) - -[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_i8m1e"] -texture = ExtResource("1") -margins = Vector2i(32, 0) -0:0/next_alternative_id = 8 -0:0/0 = 0 -0:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/0/physics_layer_0/angular_velocity = 0.0 -0:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -0:0/1 = 1 -0:0/1/flip_h = true -0:0/1/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/1/physics_layer_0/angular_velocity = 0.0 -0:0/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -0:0/2 = 2 -0:0/2/flip_v = true -0:0/2/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/2/physics_layer_0/angular_velocity = 0.0 -0:0/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -0:0/3 = 3 -0:0/3/flip_h = true -0:0/3/flip_v = true -0:0/3/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/3/physics_layer_0/angular_velocity = 0.0 -0:0/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -0:0/4 = 4 -0:0/4/transpose = true -0:0/4/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/4/physics_layer_0/angular_velocity = 0.0 -0:0/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -0:0/5 = 5 -0:0/5/flip_h = true -0:0/5/transpose = true -0:0/5/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/5/physics_layer_0/angular_velocity = 0.0 -0:0/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -0:0/6 = 6 -0:0/6/flip_v = true -0:0/6/transpose = true -0:0/6/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/6/physics_layer_0/angular_velocity = 0.0 -0:0/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -0:0/7 = 7 -0:0/7/flip_h = true -0:0/7/flip_v = true -0:0/7/transpose = true -0:0/7/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/7/physics_layer_0/angular_velocity = 0.0 -0:0/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) - -[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_omy7o"] -texture = ExtResource("1") -margins = Vector2i(96, 0) -0:0/next_alternative_id = 8 -0:0/0 = 0 -0:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/0/physics_layer_0/angular_velocity = 0.0 -0:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -0:0/1 = 1 -0:0/1/flip_h = true -0:0/1/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/1/physics_layer_0/angular_velocity = 0.0 -0:0/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -0:0/2 = 2 -0:0/2/flip_v = true -0:0/2/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/2/physics_layer_0/angular_velocity = 0.0 -0:0/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -0:0/3 = 3 -0:0/3/flip_h = true -0:0/3/flip_v = true -0:0/3/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/3/physics_layer_0/angular_velocity = 0.0 -0:0/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -0:0/4 = 4 -0:0/4/transpose = true -0:0/4/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/4/physics_layer_0/angular_velocity = 0.0 -0:0/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -0:0/5 = 5 -0:0/5/flip_h = true -0:0/5/transpose = true -0:0/5/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/5/physics_layer_0/angular_velocity = 0.0 -0:0/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -0:0/6 = 6 -0:0/6/flip_v = true -0:0/6/transpose = true -0:0/6/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/6/physics_layer_0/angular_velocity = 0.0 -0:0/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -0:0/7 = 7 -0:0/7/flip_h = true -0:0/7/flip_v = true -0:0/7/transpose = true -0:0/7/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/7/physics_layer_0/angular_velocity = 0.0 -0:0/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -0:1/next_alternative_id = 8 -0:1/0 = 0 -0:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:1/0/physics_layer_0/angular_velocity = 0.0 -0:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -0:1/1 = 1 -0:1/1/flip_h = true -0:1/1/physics_layer_0/linear_velocity = Vector2(0, 0) -0:1/1/physics_layer_0/angular_velocity = 0.0 -0:1/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -0:1/2 = 2 -0:1/2/flip_v = true -0:1/2/physics_layer_0/linear_velocity = Vector2(0, 0) -0:1/2/physics_layer_0/angular_velocity = 0.0 -0:1/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -0:1/3 = 3 -0:1/3/flip_h = true -0:1/3/flip_v = true -0:1/3/physics_layer_0/linear_velocity = Vector2(0, 0) -0:1/3/physics_layer_0/angular_velocity = 0.0 -0:1/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -0:1/4 = 4 -0:1/4/transpose = true -0:1/4/physics_layer_0/linear_velocity = Vector2(0, 0) -0:1/4/physics_layer_0/angular_velocity = 0.0 -0:1/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -0:1/5 = 5 -0:1/5/flip_h = true -0:1/5/transpose = true -0:1/5/physics_layer_0/linear_velocity = Vector2(0, 0) -0:1/5/physics_layer_0/angular_velocity = 0.0 -0:1/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -0:1/6 = 6 -0:1/6/flip_v = true -0:1/6/transpose = true -0:1/6/physics_layer_0/linear_velocity = Vector2(0, 0) -0:1/6/physics_layer_0/angular_velocity = 0.0 -0:1/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -0:1/7 = 7 -0:1/7/flip_h = true -0:1/7/flip_v = true -0:1/7/transpose = true -0:1/7/physics_layer_0/linear_velocity = Vector2(0, 0) -0:1/7/physics_layer_0/angular_velocity = 0.0 -0:1/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -0:2/next_alternative_id = 8 -0:2/0 = 0 -0:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:2/0/physics_layer_0/angular_velocity = 0.0 -0:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -0:2/1 = 1 -0:2/1/flip_h = true -0:2/1/physics_layer_0/linear_velocity = Vector2(0, 0) -0:2/1/physics_layer_0/angular_velocity = 0.0 -0:2/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -0:2/2 = 2 -0:2/2/flip_v = true -0:2/2/physics_layer_0/linear_velocity = Vector2(0, 0) -0:2/2/physics_layer_0/angular_velocity = 0.0 -0:2/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -0:2/3 = 3 -0:2/3/flip_h = true -0:2/3/flip_v = true -0:2/3/physics_layer_0/linear_velocity = Vector2(0, 0) -0:2/3/physics_layer_0/angular_velocity = 0.0 -0:2/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -0:2/4 = 4 -0:2/4/transpose = true -0:2/4/physics_layer_0/linear_velocity = Vector2(0, 0) -0:2/4/physics_layer_0/angular_velocity = 0.0 -0:2/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -0:2/5 = 5 -0:2/5/flip_h = true -0:2/5/transpose = true -0:2/5/physics_layer_0/linear_velocity = Vector2(0, 0) -0:2/5/physics_layer_0/angular_velocity = 0.0 -0:2/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -0:2/6 = 6 -0:2/6/flip_v = true -0:2/6/transpose = true -0:2/6/physics_layer_0/linear_velocity = Vector2(0, 0) -0:2/6/physics_layer_0/angular_velocity = 0.0 -0:2/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -0:2/7 = 7 -0:2/7/flip_h = true -0:2/7/flip_v = true -0:2/7/transpose = true -0:2/7/physics_layer_0/linear_velocity = Vector2(0, 0) -0:2/7/physics_layer_0/angular_velocity = 0.0 -0:2/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -1:0/next_alternative_id = 8 -1:0/0 = 0 -1:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -1:0/0/physics_layer_0/angular_velocity = 0.0 -1:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -1:0/1 = 1 -1:0/1/flip_h = true -1:0/1/physics_layer_0/linear_velocity = Vector2(0, 0) -1:0/1/physics_layer_0/angular_velocity = 0.0 -1:0/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -1:0/2 = 2 -1:0/2/flip_v = true -1:0/2/physics_layer_0/linear_velocity = Vector2(0, 0) -1:0/2/physics_layer_0/angular_velocity = 0.0 -1:0/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -1:0/3 = 3 -1:0/3/flip_h = true -1:0/3/flip_v = true -1:0/3/physics_layer_0/linear_velocity = Vector2(0, 0) -1:0/3/physics_layer_0/angular_velocity = 0.0 -1:0/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -1:0/4 = 4 -1:0/4/transpose = true -1:0/4/physics_layer_0/linear_velocity = Vector2(0, 0) -1:0/4/physics_layer_0/angular_velocity = 0.0 -1:0/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -1:0/5 = 5 -1:0/5/flip_h = true -1:0/5/transpose = true -1:0/5/physics_layer_0/linear_velocity = Vector2(0, 0) -1:0/5/physics_layer_0/angular_velocity = 0.0 -1:0/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -1:0/6 = 6 -1:0/6/flip_v = true -1:0/6/transpose = true -1:0/6/physics_layer_0/linear_velocity = Vector2(0, 0) -1:0/6/physics_layer_0/angular_velocity = 0.0 -1:0/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -1:0/7 = 7 -1:0/7/flip_h = true -1:0/7/flip_v = true -1:0/7/transpose = true -1:0/7/physics_layer_0/linear_velocity = Vector2(0, 0) -1:0/7/physics_layer_0/angular_velocity = 0.0 -1:0/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -1:1/next_alternative_id = 8 -1:1/0 = 0 -1:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -1:1/0/physics_layer_0/angular_velocity = 0.0 -1:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -1:1/1 = 1 -1:1/1/flip_h = true -1:1/1/physics_layer_0/linear_velocity = Vector2(0, 0) -1:1/1/physics_layer_0/angular_velocity = 0.0 -1:1/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -1:1/2 = 2 -1:1/2/flip_v = true -1:1/2/physics_layer_0/linear_velocity = Vector2(0, 0) -1:1/2/physics_layer_0/angular_velocity = 0.0 -1:1/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -1:1/3 = 3 -1:1/3/flip_h = true -1:1/3/flip_v = true -1:1/3/physics_layer_0/linear_velocity = Vector2(0, 0) -1:1/3/physics_layer_0/angular_velocity = 0.0 -1:1/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -1:1/4 = 4 -1:1/4/transpose = true -1:1/4/physics_layer_0/linear_velocity = Vector2(0, 0) -1:1/4/physics_layer_0/angular_velocity = 0.0 -1:1/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -1:1/5 = 5 -1:1/5/flip_h = true -1:1/5/transpose = true -1:1/5/physics_layer_0/linear_velocity = Vector2(0, 0) -1:1/5/physics_layer_0/angular_velocity = 0.0 -1:1/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -1:1/6 = 6 -1:1/6/flip_v = true -1:1/6/transpose = true -1:1/6/physics_layer_0/linear_velocity = Vector2(0, 0) -1:1/6/physics_layer_0/angular_velocity = 0.0 -1:1/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -1:1/7 = 7 -1:1/7/flip_h = true -1:1/7/flip_v = true -1:1/7/transpose = true -1:1/7/physics_layer_0/linear_velocity = Vector2(0, 0) -1:1/7/physics_layer_0/angular_velocity = 0.0 -1:1/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -1:2/next_alternative_id = 8 -1:2/0 = 0 -1:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -1:2/0/physics_layer_0/angular_velocity = 0.0 -1:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -1:2/1 = 1 -1:2/1/flip_h = true -1:2/1/physics_layer_0/linear_velocity = Vector2(0, 0) -1:2/1/physics_layer_0/angular_velocity = 0.0 -1:2/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -1:2/2 = 2 -1:2/2/flip_v = true -1:2/2/physics_layer_0/linear_velocity = Vector2(0, 0) -1:2/2/physics_layer_0/angular_velocity = 0.0 -1:2/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -1:2/3 = 3 -1:2/3/flip_h = true -1:2/3/flip_v = true -1:2/3/physics_layer_0/linear_velocity = Vector2(0, 0) -1:2/3/physics_layer_0/angular_velocity = 0.0 -1:2/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -1:2/4 = 4 -1:2/4/transpose = true -1:2/4/physics_layer_0/linear_velocity = Vector2(0, 0) -1:2/4/physics_layer_0/angular_velocity = 0.0 -1:2/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -1:2/5 = 5 -1:2/5/flip_h = true -1:2/5/transpose = true -1:2/5/physics_layer_0/linear_velocity = Vector2(0, 0) -1:2/5/physics_layer_0/angular_velocity = 0.0 -1:2/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -1:2/6 = 6 -1:2/6/flip_v = true -1:2/6/transpose = true -1:2/6/physics_layer_0/linear_velocity = Vector2(0, 0) -1:2/6/physics_layer_0/angular_velocity = 0.0 -1:2/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -1:2/7 = 7 -1:2/7/flip_h = true -1:2/7/flip_v = true -1:2/7/transpose = true -1:2/7/physics_layer_0/linear_velocity = Vector2(0, 0) -1:2/7/physics_layer_0/angular_velocity = 0.0 -1:2/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -2:0/next_alternative_id = 8 -2:0/0 = 0 -2:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -2:0/0/physics_layer_0/angular_velocity = 0.0 -2:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -2:0/1 = 1 -2:0/1/flip_h = true -2:0/1/physics_layer_0/linear_velocity = Vector2(0, 0) -2:0/1/physics_layer_0/angular_velocity = 0.0 -2:0/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -2:0/2 = 2 -2:0/2/flip_v = true -2:0/2/physics_layer_0/linear_velocity = Vector2(0, 0) -2:0/2/physics_layer_0/angular_velocity = 0.0 -2:0/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -2:0/3 = 3 -2:0/3/flip_h = true -2:0/3/flip_v = true -2:0/3/physics_layer_0/linear_velocity = Vector2(0, 0) -2:0/3/physics_layer_0/angular_velocity = 0.0 -2:0/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -2:0/4 = 4 -2:0/4/transpose = true -2:0/4/physics_layer_0/linear_velocity = Vector2(0, 0) -2:0/4/physics_layer_0/angular_velocity = 0.0 -2:0/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -2:0/5 = 5 -2:0/5/flip_h = true -2:0/5/transpose = true -2:0/5/physics_layer_0/linear_velocity = Vector2(0, 0) -2:0/5/physics_layer_0/angular_velocity = 0.0 -2:0/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -2:0/6 = 6 -2:0/6/flip_v = true -2:0/6/transpose = true -2:0/6/physics_layer_0/linear_velocity = Vector2(0, 0) -2:0/6/physics_layer_0/angular_velocity = 0.0 -2:0/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -2:0/7 = 7 -2:0/7/flip_h = true -2:0/7/flip_v = true -2:0/7/transpose = true -2:0/7/physics_layer_0/linear_velocity = Vector2(0, 0) -2:0/7/physics_layer_0/angular_velocity = 0.0 -2:0/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -2:1/next_alternative_id = 8 -2:1/0 = 0 -2:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -2:1/0/physics_layer_0/angular_velocity = 0.0 -2:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -2:1/1 = 1 -2:1/1/flip_h = true -2:1/1/physics_layer_0/linear_velocity = Vector2(0, 0) -2:1/1/physics_layer_0/angular_velocity = 0.0 -2:1/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -2:1/2 = 2 -2:1/2/flip_v = true -2:1/2/physics_layer_0/linear_velocity = Vector2(0, 0) -2:1/2/physics_layer_0/angular_velocity = 0.0 -2:1/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -2:1/3 = 3 -2:1/3/flip_h = true -2:1/3/flip_v = true -2:1/3/physics_layer_0/linear_velocity = Vector2(0, 0) -2:1/3/physics_layer_0/angular_velocity = 0.0 -2:1/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -2:1/4 = 4 -2:1/4/transpose = true -2:1/4/physics_layer_0/linear_velocity = Vector2(0, 0) -2:1/4/physics_layer_0/angular_velocity = 0.0 -2:1/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -2:1/5 = 5 -2:1/5/flip_h = true -2:1/5/transpose = true -2:1/5/physics_layer_0/linear_velocity = Vector2(0, 0) -2:1/5/physics_layer_0/angular_velocity = 0.0 -2:1/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -2:1/6 = 6 -2:1/6/flip_v = true -2:1/6/transpose = true -2:1/6/physics_layer_0/linear_velocity = Vector2(0, 0) -2:1/6/physics_layer_0/angular_velocity = 0.0 -2:1/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -2:1/7 = 7 -2:1/7/flip_h = true -2:1/7/flip_v = true -2:1/7/transpose = true -2:1/7/physics_layer_0/linear_velocity = Vector2(0, 0) -2:1/7/physics_layer_0/angular_velocity = 0.0 -2:1/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -2:2/next_alternative_id = 8 -2:2/0 = 0 -2:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -2:2/0/physics_layer_0/angular_velocity = 0.0 -2:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -2:2/1 = 1 -2:2/1/flip_h = true -2:2/1/physics_layer_0/linear_velocity = Vector2(0, 0) -2:2/1/physics_layer_0/angular_velocity = 0.0 -2:2/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -2:2/2 = 2 -2:2/2/flip_v = true -2:2/2/physics_layer_0/linear_velocity = Vector2(0, 0) -2:2/2/physics_layer_0/angular_velocity = 0.0 -2:2/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -2:2/3 = 3 -2:2/3/flip_h = true -2:2/3/flip_v = true -2:2/3/physics_layer_0/linear_velocity = Vector2(0, 0) -2:2/3/physics_layer_0/angular_velocity = 0.0 -2:2/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -2:2/4 = 4 -2:2/4/transpose = true -2:2/4/physics_layer_0/linear_velocity = Vector2(0, 0) -2:2/4/physics_layer_0/angular_velocity = 0.0 -2:2/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -2:2/5 = 5 -2:2/5/flip_h = true -2:2/5/transpose = true -2:2/5/physics_layer_0/linear_velocity = Vector2(0, 0) -2:2/5/physics_layer_0/angular_velocity = 0.0 -2:2/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -2:2/6 = 6 -2:2/6/flip_v = true -2:2/6/transpose = true -2:2/6/physics_layer_0/linear_velocity = Vector2(0, 0) -2:2/6/physics_layer_0/angular_velocity = 0.0 -2:2/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -2:2/7 = 7 -2:2/7/flip_h = true -2:2/7/flip_v = true -2:2/7/transpose = true -2:2/7/physics_layer_0/linear_velocity = Vector2(0, 0) -2:2/7/physics_layer_0/angular_velocity = 0.0 -2:2/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) - -[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_7sir6"] -texture = ExtResource("1") -margins = Vector2i(166, 110) -texture_region_size = Vector2i(22, 20) -0:0/next_alternative_id = 8 -0:0/0 = 0 -0:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/0/physics_layer_0/angular_velocity = 0.0 -0:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(10.5, 8, -10.5, 8, -10.5, 1.5, -0.5, -8, 10, -6.5) -0:0/1 = 1 -0:0/1/flip_h = true -0:0/1/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/1/physics_layer_0/angular_velocity = 0.0 -0:0/1/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 16, 12, 16, 8, 4, -8, 0) -0:0/2 = 2 -0:0/2/flip_v = true -0:0/2/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/2/physics_layer_0/angular_velocity = 0.0 -0:0/2/physics_layer_0/polygon_0/points = PackedVector2Array(12, -16, -12, -16, -8, -4, 8, 0) -0:0/3 = 3 -0:0/3/flip_h = true -0:0/3/flip_v = true -0:0/3/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/3/physics_layer_0/angular_velocity = 0.0 -0:0/3/physics_layer_0/polygon_0/points = PackedVector2Array(-12, -16, 12, -16, 8, -4, -8, 0) -0:0/4 = 4 -0:0/4/transpose = true -0:0/4/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/4/physics_layer_0/angular_velocity = 0.0 -0:0/4/physics_layer_0/polygon_0/points = PackedVector2Array(12, 16, -12, 16, -8, 4, 8, 6.99382e-07) -0:0/5 = 5 -0:0/5/flip_h = true -0:0/5/transpose = true -0:0/5/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/5/physics_layer_0/angular_velocity = 0.0 -0:0/5/physics_layer_0/polygon_0/points = PackedVector2Array(-12, 16, 12, 16, 8, 4, -8, -6.99382e-07) -0:0/6 = 6 -0:0/6/flip_v = true -0:0/6/transpose = true -0:0/6/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/6/physics_layer_0/angular_velocity = 0.0 -0:0/6/physics_layer_0/polygon_0/points = PackedVector2Array(12, -16, -12, -16, -8, -4, 8, 6.99382e-07) -0:0/7 = 7 -0:0/7/flip_h = true -0:0/7/flip_v = true -0:0/7/transpose = true -0:0/7/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/7/physics_layer_0/angular_velocity = 0.0 -0:0/7/physics_layer_0/polygon_0/points = PackedVector2Array(-12, -16, 12, -16, 8, -4, -8, -6.99382e-07) - -[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_iycfv"] -texture = ExtResource("1") -margins = Vector2i(144, 0) -0:0/next_alternative_id = 8 -0:0/0 = 0 -0:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/0/physics_layer_0/angular_velocity = 0.0 -0:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -0:0/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -0:0/1 = 1 -0:0/1/flip_h = true -0:0/1/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/1/physics_layer_0/angular_velocity = 0.0 -0:0/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -0:0/1/physics_layer_0/polygon_1/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -0:0/2 = 2 -0:0/2/flip_v = true -0:0/2/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/2/physics_layer_0/angular_velocity = 0.0 -0:0/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -0:0/2/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -0:0/3 = 3 -0:0/3/flip_h = true -0:0/3/flip_v = true -0:0/3/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/3/physics_layer_0/angular_velocity = 0.0 -0:0/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -0:0/3/physics_layer_0/polygon_1/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -0:0/4 = 4 -0:0/4/transpose = true -0:0/4/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/4/physics_layer_0/angular_velocity = 0.0 -0:0/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -0:0/4/physics_layer_0/polygon_1/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -0:0/5 = 5 -0:0/5/flip_h = true -0:0/5/transpose = true -0:0/5/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/5/physics_layer_0/angular_velocity = 0.0 -0:0/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -0:0/5/physics_layer_0/polygon_1/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -0:0/6 = 6 -0:0/6/flip_v = true -0:0/6/transpose = true -0:0/6/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/6/physics_layer_0/angular_velocity = 0.0 -0:0/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -0:0/6/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -0:0/7 = 7 -0:0/7/flip_h = true -0:0/7/flip_v = true -0:0/7/transpose = true -0:0/7/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/7/physics_layer_0/angular_velocity = 0.0 -0:0/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -0:0/7/physics_layer_0/polygon_1/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -0:1/next_alternative_id = 8 -0:1/0 = 0 -0:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:1/0/physics_layer_0/angular_velocity = 0.0 -0:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -0:1/1 = 1 -0:1/1/flip_h = true -0:1/1/physics_layer_0/linear_velocity = Vector2(0, 0) -0:1/1/physics_layer_0/angular_velocity = 0.0 -0:1/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -0:1/2 = 2 -0:1/2/flip_v = true -0:1/2/physics_layer_0/linear_velocity = Vector2(0, 0) -0:1/2/physics_layer_0/angular_velocity = 0.0 -0:1/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -0:1/3 = 3 -0:1/3/flip_h = true -0:1/3/flip_v = true -0:1/3/physics_layer_0/linear_velocity = Vector2(0, 0) -0:1/3/physics_layer_0/angular_velocity = 0.0 -0:1/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -0:1/4 = 4 -0:1/4/transpose = true -0:1/4/physics_layer_0/linear_velocity = Vector2(0, 0) -0:1/4/physics_layer_0/angular_velocity = 0.0 -0:1/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -0:1/5 = 5 -0:1/5/flip_h = true -0:1/5/transpose = true -0:1/5/physics_layer_0/linear_velocity = Vector2(0, 0) -0:1/5/physics_layer_0/angular_velocity = 0.0 -0:1/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -0:1/6 = 6 -0:1/6/flip_v = true -0:1/6/transpose = true -0:1/6/physics_layer_0/linear_velocity = Vector2(0, 0) -0:1/6/physics_layer_0/angular_velocity = 0.0 -0:1/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -0:1/7 = 7 -0:1/7/flip_h = true -0:1/7/flip_v = true -0:1/7/transpose = true -0:1/7/physics_layer_0/linear_velocity = Vector2(0, 0) -0:1/7/physics_layer_0/angular_velocity = 0.0 -0:1/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -0:2/next_alternative_id = 8 -0:2/0 = 0 -0:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:2/0/physics_layer_0/angular_velocity = 0.0 -0:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -0:2/1 = 1 -0:2/1/flip_h = true -0:2/1/physics_layer_0/linear_velocity = Vector2(0, 0) -0:2/1/physics_layer_0/angular_velocity = 0.0 -0:2/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -0:2/2 = 2 -0:2/2/flip_v = true -0:2/2/physics_layer_0/linear_velocity = Vector2(0, 0) -0:2/2/physics_layer_0/angular_velocity = 0.0 -0:2/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -0:2/3 = 3 -0:2/3/flip_h = true -0:2/3/flip_v = true -0:2/3/physics_layer_0/linear_velocity = Vector2(0, 0) -0:2/3/physics_layer_0/angular_velocity = 0.0 -0:2/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -0:2/4 = 4 -0:2/4/transpose = true -0:2/4/physics_layer_0/linear_velocity = Vector2(0, 0) -0:2/4/physics_layer_0/angular_velocity = 0.0 -0:2/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -0:2/5 = 5 -0:2/5/flip_h = true -0:2/5/transpose = true -0:2/5/physics_layer_0/linear_velocity = Vector2(0, 0) -0:2/5/physics_layer_0/angular_velocity = 0.0 -0:2/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -0:2/6 = 6 -0:2/6/flip_v = true -0:2/6/transpose = true -0:2/6/physics_layer_0/linear_velocity = Vector2(0, 0) -0:2/6/physics_layer_0/angular_velocity = 0.0 -0:2/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -0:2/7 = 7 -0:2/7/flip_h = true -0:2/7/flip_v = true -0:2/7/transpose = true -0:2/7/physics_layer_0/linear_velocity = Vector2(0, 0) -0:2/7/physics_layer_0/angular_velocity = 0.0 -0:2/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -1:0/next_alternative_id = 8 -1:0/0 = 0 -1:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -1:0/0/physics_layer_0/angular_velocity = 0.0 -1:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -1:0/1 = 1 -1:0/1/flip_h = true -1:0/1/physics_layer_0/linear_velocity = Vector2(0, 0) -1:0/1/physics_layer_0/angular_velocity = 0.0 -1:0/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -1:0/2 = 2 -1:0/2/flip_v = true -1:0/2/physics_layer_0/linear_velocity = Vector2(0, 0) -1:0/2/physics_layer_0/angular_velocity = 0.0 -1:0/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -1:0/3 = 3 -1:0/3/flip_h = true -1:0/3/flip_v = true -1:0/3/physics_layer_0/linear_velocity = Vector2(0, 0) -1:0/3/physics_layer_0/angular_velocity = 0.0 -1:0/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -1:0/4 = 4 -1:0/4/transpose = true -1:0/4/physics_layer_0/linear_velocity = Vector2(0, 0) -1:0/4/physics_layer_0/angular_velocity = 0.0 -1:0/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -1:0/5 = 5 -1:0/5/flip_h = true -1:0/5/transpose = true -1:0/5/physics_layer_0/linear_velocity = Vector2(0, 0) -1:0/5/physics_layer_0/angular_velocity = 0.0 -1:0/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -1:0/6 = 6 -1:0/6/flip_v = true -1:0/6/transpose = true -1:0/6/physics_layer_0/linear_velocity = Vector2(0, 0) -1:0/6/physics_layer_0/angular_velocity = 0.0 -1:0/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -1:0/7 = 7 -1:0/7/flip_h = true -1:0/7/flip_v = true -1:0/7/transpose = true -1:0/7/physics_layer_0/linear_velocity = Vector2(0, 0) -1:0/7/physics_layer_0/angular_velocity = 0.0 -1:0/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -1:1/next_alternative_id = 8 -1:1/0 = 0 -1:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -1:1/0/physics_layer_0/angular_velocity = 0.0 -1:1/1 = 1 -1:1/1/flip_h = true -1:1/1/physics_layer_0/linear_velocity = Vector2(0, 0) -1:1/1/physics_layer_0/angular_velocity = 0.0 -1:1/2 = 2 -1:1/2/flip_v = true -1:1/2/physics_layer_0/linear_velocity = Vector2(0, 0) -1:1/2/physics_layer_0/angular_velocity = 0.0 -1:1/3 = 3 -1:1/3/flip_h = true -1:1/3/flip_v = true -1:1/3/physics_layer_0/linear_velocity = Vector2(0, 0) -1:1/3/physics_layer_0/angular_velocity = 0.0 -1:1/4 = 4 -1:1/4/transpose = true -1:1/4/physics_layer_0/linear_velocity = Vector2(0, 0) -1:1/4/physics_layer_0/angular_velocity = 0.0 -1:1/5 = 5 -1:1/5/flip_h = true -1:1/5/transpose = true -1:1/5/physics_layer_0/linear_velocity = Vector2(0, 0) -1:1/5/physics_layer_0/angular_velocity = 0.0 -1:1/6 = 6 -1:1/6/flip_v = true -1:1/6/transpose = true -1:1/6/physics_layer_0/linear_velocity = Vector2(0, 0) -1:1/6/physics_layer_0/angular_velocity = 0.0 -1:1/7 = 7 -1:1/7/flip_h = true -1:1/7/flip_v = true -1:1/7/transpose = true -1:1/7/physics_layer_0/linear_velocity = Vector2(0, 0) -1:1/7/physics_layer_0/angular_velocity = 0.0 -1:2/next_alternative_id = 8 -1:2/0 = 0 -1:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -1:2/0/physics_layer_0/angular_velocity = 0.0 -1:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -1:2/1 = 1 -1:2/1/flip_h = true -1:2/1/physics_layer_0/linear_velocity = Vector2(0, 0) -1:2/1/physics_layer_0/angular_velocity = 0.0 -1:2/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -1:2/2 = 2 -1:2/2/flip_v = true -1:2/2/physics_layer_0/linear_velocity = Vector2(0, 0) -1:2/2/physics_layer_0/angular_velocity = 0.0 -1:2/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -1:2/3 = 3 -1:2/3/flip_h = true -1:2/3/flip_v = true -1:2/3/physics_layer_0/linear_velocity = Vector2(0, 0) -1:2/3/physics_layer_0/angular_velocity = 0.0 -1:2/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -1:2/4 = 4 -1:2/4/transpose = true -1:2/4/physics_layer_0/linear_velocity = Vector2(0, 0) -1:2/4/physics_layer_0/angular_velocity = 0.0 -1:2/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -1:2/5 = 5 -1:2/5/flip_h = true -1:2/5/transpose = true -1:2/5/physics_layer_0/linear_velocity = Vector2(0, 0) -1:2/5/physics_layer_0/angular_velocity = 0.0 -1:2/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -1:2/6 = 6 -1:2/6/flip_v = true -1:2/6/transpose = true -1:2/6/physics_layer_0/linear_velocity = Vector2(0, 0) -1:2/6/physics_layer_0/angular_velocity = 0.0 -1:2/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -1:2/7 = 7 -1:2/7/flip_h = true -1:2/7/flip_v = true -1:2/7/transpose = true -1:2/7/physics_layer_0/linear_velocity = Vector2(0, 0) -1:2/7/physics_layer_0/angular_velocity = 0.0 -1:2/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -2:0/next_alternative_id = 8 -2:0/0 = 0 -2:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -2:0/0/physics_layer_0/angular_velocity = 0.0 -2:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -2:0/1 = 1 -2:0/1/flip_h = true -2:0/1/physics_layer_0/linear_velocity = Vector2(0, 0) -2:0/1/physics_layer_0/angular_velocity = 0.0 -2:0/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -2:0/2 = 2 -2:0/2/flip_v = true -2:0/2/physics_layer_0/linear_velocity = Vector2(0, 0) -2:0/2/physics_layer_0/angular_velocity = 0.0 -2:0/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -2:0/3 = 3 -2:0/3/flip_h = true -2:0/3/flip_v = true -2:0/3/physics_layer_0/linear_velocity = Vector2(0, 0) -2:0/3/physics_layer_0/angular_velocity = 0.0 -2:0/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -2:0/4 = 4 -2:0/4/transpose = true -2:0/4/physics_layer_0/linear_velocity = Vector2(0, 0) -2:0/4/physics_layer_0/angular_velocity = 0.0 -2:0/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -2:0/5 = 5 -2:0/5/flip_h = true -2:0/5/transpose = true -2:0/5/physics_layer_0/linear_velocity = Vector2(0, 0) -2:0/5/physics_layer_0/angular_velocity = 0.0 -2:0/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -2:0/6 = 6 -2:0/6/flip_v = true -2:0/6/transpose = true -2:0/6/physics_layer_0/linear_velocity = Vector2(0, 0) -2:0/6/physics_layer_0/angular_velocity = 0.0 -2:0/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -2:0/7 = 7 -2:0/7/flip_h = true -2:0/7/flip_v = true -2:0/7/transpose = true -2:0/7/physics_layer_0/linear_velocity = Vector2(0, 0) -2:0/7/physics_layer_0/angular_velocity = 0.0 -2:0/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -2:1/next_alternative_id = 8 -2:1/0 = 0 -2:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -2:1/0/physics_layer_0/angular_velocity = 0.0 -2:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -2:1/1 = 1 -2:1/1/flip_h = true -2:1/1/physics_layer_0/linear_velocity = Vector2(0, 0) -2:1/1/physics_layer_0/angular_velocity = 0.0 -2:1/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -2:1/2 = 2 -2:1/2/flip_v = true -2:1/2/physics_layer_0/linear_velocity = Vector2(0, 0) -2:1/2/physics_layer_0/angular_velocity = 0.0 -2:1/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -2:1/3 = 3 -2:1/3/flip_h = true -2:1/3/flip_v = true -2:1/3/physics_layer_0/linear_velocity = Vector2(0, 0) -2:1/3/physics_layer_0/angular_velocity = 0.0 -2:1/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -2:1/4 = 4 -2:1/4/transpose = true -2:1/4/physics_layer_0/linear_velocity = Vector2(0, 0) -2:1/4/physics_layer_0/angular_velocity = 0.0 -2:1/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -2:1/5 = 5 -2:1/5/flip_h = true -2:1/5/transpose = true -2:1/5/physics_layer_0/linear_velocity = Vector2(0, 0) -2:1/5/physics_layer_0/angular_velocity = 0.0 -2:1/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -2:1/6 = 6 -2:1/6/flip_v = true -2:1/6/transpose = true -2:1/6/physics_layer_0/linear_velocity = Vector2(0, 0) -2:1/6/physics_layer_0/angular_velocity = 0.0 -2:1/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -2:1/7 = 7 -2:1/7/flip_h = true -2:1/7/flip_v = true -2:1/7/transpose = true -2:1/7/physics_layer_0/linear_velocity = Vector2(0, 0) -2:1/7/physics_layer_0/angular_velocity = 0.0 -2:1/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -2:2/next_alternative_id = 8 -2:2/0 = 0 -2:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -2:2/0/physics_layer_0/angular_velocity = 0.0 -2:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -2:2/1 = 1 -2:2/1/flip_h = true -2:2/1/physics_layer_0/linear_velocity = Vector2(0, 0) -2:2/1/physics_layer_0/angular_velocity = 0.0 -2:2/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -2:2/2 = 2 -2:2/2/flip_v = true -2:2/2/physics_layer_0/linear_velocity = Vector2(0, 0) -2:2/2/physics_layer_0/angular_velocity = 0.0 -2:2/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -2:2/3 = 3 -2:2/3/flip_h = true -2:2/3/flip_v = true -2:2/3/physics_layer_0/linear_velocity = Vector2(0, 0) -2:2/3/physics_layer_0/angular_velocity = 0.0 -2:2/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -2:2/4 = 4 -2:2/4/transpose = true -2:2/4/physics_layer_0/linear_velocity = Vector2(0, 0) -2:2/4/physics_layer_0/angular_velocity = 0.0 -2:2/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -2:2/5 = 5 -2:2/5/flip_h = true -2:2/5/transpose = true -2:2/5/physics_layer_0/linear_velocity = Vector2(0, 0) -2:2/5/physics_layer_0/angular_velocity = 0.0 -2:2/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -2:2/6 = 6 -2:2/6/flip_v = true -2:2/6/transpose = true -2:2/6/physics_layer_0/linear_velocity = Vector2(0, 0) -2:2/6/physics_layer_0/angular_velocity = 0.0 -2:2/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -2:2/7 = 7 -2:2/7/flip_h = true -2:2/7/flip_v = true -2:2/7/transpose = true -2:2/7/physics_layer_0/linear_velocity = Vector2(0, 0) -2:2/7/physics_layer_0/angular_velocity = 0.0 -2:2/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) - -[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_d31vh"] -texture = ExtResource("1") -margins = Vector2i(144, 112) -0:0/next_alternative_id = 8 -0:0/0 = 0 -0:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/0/physics_layer_0/angular_velocity = 0.0 -0:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -0:0/1 = 1 -0:0/1/flip_h = true -0:0/1/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/1/physics_layer_0/angular_velocity = 0.0 -0:0/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -0:0/2 = 2 -0:0/2/flip_v = true -0:0/2/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/2/physics_layer_0/angular_velocity = 0.0 -0:0/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -0:0/3 = 3 -0:0/3/flip_h = true -0:0/3/flip_v = true -0:0/3/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/3/physics_layer_0/angular_velocity = 0.0 -0:0/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -0:0/4 = 4 -0:0/4/transpose = true -0:0/4/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/4/physics_layer_0/angular_velocity = 0.0 -0:0/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -0:0/5 = 5 -0:0/5/flip_h = true -0:0/5/transpose = true -0:0/5/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/5/physics_layer_0/angular_velocity = 0.0 -0:0/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -0:0/6 = 6 -0:0/6/flip_v = true -0:0/6/transpose = true -0:0/6/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/6/physics_layer_0/angular_velocity = 0.0 -0:0/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -0:0/7 = 7 -0:0/7/flip_h = true -0:0/7/flip_v = true -0:0/7/transpose = true -0:0/7/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/7/physics_layer_0/angular_velocity = 0.0 -0:0/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) - -[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_wv62t"] -texture = ExtResource("2_hdguw") -0:0/next_alternative_id = 8 -0:0/0 = 0 -0:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/0/physics_layer_0/angular_velocity = 0.0 -0:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -0:0/1 = 1 -0:0/1/flip_h = true -0:0/1/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/1/physics_layer_0/angular_velocity = 0.0 -0:0/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -0:0/2 = 2 -0:0/2/flip_v = true -0:0/2/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/2/physics_layer_0/angular_velocity = 0.0 -0:0/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -0:0/3 = 3 -0:0/3/flip_h = true -0:0/3/flip_v = true -0:0/3/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/3/physics_layer_0/angular_velocity = 0.0 -0:0/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -0:0/4 = 4 -0:0/4/transpose = true -0:0/4/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/4/physics_layer_0/angular_velocity = 0.0 -0:0/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -0:0/5 = 5 -0:0/5/flip_h = true -0:0/5/transpose = true -0:0/5/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/5/physics_layer_0/angular_velocity = 0.0 -0:0/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -0:0/6 = 6 -0:0/6/flip_v = true -0:0/6/transpose = true -0:0/6/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/6/physics_layer_0/angular_velocity = 0.0 -0:0/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -0:0/7 = 7 -0:0/7/flip_h = true -0:0/7/flip_v = true -0:0/7/transpose = true -0:0/7/physics_layer_0/linear_velocity = Vector2(0, 0) -0:0/7/physics_layer_0/angular_velocity = 0.0 -0:0/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -1:0/next_alternative_id = 8 -1:0/0 = 0 -1:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -1:0/0/physics_layer_0/angular_velocity = 0.0 -1:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -1:0/1 = 1 -1:0/1/flip_h = true -1:0/1/physics_layer_0/linear_velocity = Vector2(0, 0) -1:0/1/physics_layer_0/angular_velocity = 0.0 -1:0/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -1:0/2 = 2 -1:0/2/flip_v = true -1:0/2/physics_layer_0/linear_velocity = Vector2(0, 0) -1:0/2/physics_layer_0/angular_velocity = 0.0 -1:0/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -1:0/3 = 3 -1:0/3/flip_h = true -1:0/3/flip_v = true -1:0/3/physics_layer_0/linear_velocity = Vector2(0, 0) -1:0/3/physics_layer_0/angular_velocity = 0.0 -1:0/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -1:0/4 = 4 -1:0/4/transpose = true -1:0/4/physics_layer_0/linear_velocity = Vector2(0, 0) -1:0/4/physics_layer_0/angular_velocity = 0.0 -1:0/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -1:0/5 = 5 -1:0/5/flip_h = true -1:0/5/transpose = true -1:0/5/physics_layer_0/linear_velocity = Vector2(0, 0) -1:0/5/physics_layer_0/angular_velocity = 0.0 -1:0/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -1:0/6 = 6 -1:0/6/flip_v = true -1:0/6/transpose = true -1:0/6/physics_layer_0/linear_velocity = Vector2(0, 0) -1:0/6/physics_layer_0/angular_velocity = 0.0 -1:0/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -1:0/7 = 7 -1:0/7/flip_h = true -1:0/7/flip_v = true -1:0/7/transpose = true -1:0/7/physics_layer_0/linear_velocity = Vector2(0, 0) -1:0/7/physics_layer_0/angular_velocity = 0.0 -1:0/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -2:0/next_alternative_id = 8 -2:0/0 = 0 -2:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -2:0/0/physics_layer_0/angular_velocity = 0.0 -2:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -2:0/1 = 1 -2:0/1/flip_h = true -2:0/1/physics_layer_0/linear_velocity = Vector2(0, 0) -2:0/1/physics_layer_0/angular_velocity = 0.0 -2:0/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -2:0/2 = 2 -2:0/2/flip_v = true -2:0/2/physics_layer_0/linear_velocity = Vector2(0, 0) -2:0/2/physics_layer_0/angular_velocity = 0.0 -2:0/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -2:0/3 = 3 -2:0/3/flip_h = true -2:0/3/flip_v = true -2:0/3/physics_layer_0/linear_velocity = Vector2(0, 0) -2:0/3/physics_layer_0/angular_velocity = 0.0 -2:0/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -2:0/4 = 4 -2:0/4/transpose = true -2:0/4/physics_layer_0/linear_velocity = Vector2(0, 0) -2:0/4/physics_layer_0/angular_velocity = 0.0 -2:0/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -2:0/5 = 5 -2:0/5/flip_h = true -2:0/5/transpose = true -2:0/5/physics_layer_0/linear_velocity = Vector2(0, 0) -2:0/5/physics_layer_0/angular_velocity = 0.0 -2:0/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -2:0/6 = 6 -2:0/6/flip_v = true -2:0/6/transpose = true -2:0/6/physics_layer_0/linear_velocity = Vector2(0, 0) -2:0/6/physics_layer_0/angular_velocity = 0.0 -2:0/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -2:0/7 = 7 -2:0/7/flip_h = true -2:0/7/flip_v = true -2:0/7/transpose = true -2:0/7/physics_layer_0/linear_velocity = Vector2(0, 0) -2:0/7/physics_layer_0/angular_velocity = 0.0 -2:0/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -3:0/next_alternative_id = 8 -3:0/0 = 0 -3:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -3:0/0/physics_layer_0/angular_velocity = 0.0 -3:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -3:0/1 = 1 -3:0/1/flip_h = true -3:0/1/physics_layer_0/linear_velocity = Vector2(0, 0) -3:0/1/physics_layer_0/angular_velocity = 0.0 -3:0/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -3:0/2 = 2 -3:0/2/flip_v = true -3:0/2/physics_layer_0/linear_velocity = Vector2(0, 0) -3:0/2/physics_layer_0/angular_velocity = 0.0 -3:0/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -3:0/3 = 3 -3:0/3/flip_h = true -3:0/3/flip_v = true -3:0/3/physics_layer_0/linear_velocity = Vector2(0, 0) -3:0/3/physics_layer_0/angular_velocity = 0.0 -3:0/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -3:0/4 = 4 -3:0/4/transpose = true -3:0/4/physics_layer_0/linear_velocity = Vector2(0, 0) -3:0/4/physics_layer_0/angular_velocity = 0.0 -3:0/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -3:0/5 = 5 -3:0/5/flip_h = true -3:0/5/transpose = true -3:0/5/physics_layer_0/linear_velocity = Vector2(0, 0) -3:0/5/physics_layer_0/angular_velocity = 0.0 -3:0/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -3:0/6 = 6 -3:0/6/flip_v = true -3:0/6/transpose = true -3:0/6/physics_layer_0/linear_velocity = Vector2(0, 0) -3:0/6/physics_layer_0/angular_velocity = 0.0 -3:0/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -3:0/7 = 7 -3:0/7/flip_h = true -3:0/7/flip_v = true -3:0/7/transpose = true -3:0/7/physics_layer_0/linear_velocity = Vector2(0, 0) -3:0/7/physics_layer_0/angular_velocity = 0.0 -3:0/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -3:1/next_alternative_id = 8 -3:1/0 = 0 -3:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -3:1/0/physics_layer_0/angular_velocity = 0.0 -3:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -3:1/1 = 1 -3:1/1/flip_h = true -3:1/1/physics_layer_0/linear_velocity = Vector2(0, 0) -3:1/1/physics_layer_0/angular_velocity = 0.0 -3:1/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -3:1/2 = 2 -3:1/2/flip_v = true -3:1/2/physics_layer_0/linear_velocity = Vector2(0, 0) -3:1/2/physics_layer_0/angular_velocity = 0.0 -3:1/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -3:1/3 = 3 -3:1/3/flip_h = true -3:1/3/flip_v = true -3:1/3/physics_layer_0/linear_velocity = Vector2(0, 0) -3:1/3/physics_layer_0/angular_velocity = 0.0 -3:1/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -3:1/4 = 4 -3:1/4/transpose = true -3:1/4/physics_layer_0/linear_velocity = Vector2(0, 0) -3:1/4/physics_layer_0/angular_velocity = 0.0 -3:1/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -3:1/5 = 5 -3:1/5/flip_h = true -3:1/5/transpose = true -3:1/5/physics_layer_0/linear_velocity = Vector2(0, 0) -3:1/5/physics_layer_0/angular_velocity = 0.0 -3:1/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -3:1/6 = 6 -3:1/6/flip_v = true -3:1/6/transpose = true -3:1/6/physics_layer_0/linear_velocity = Vector2(0, 0) -3:1/6/physics_layer_0/angular_velocity = 0.0 -3:1/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -3:1/7 = 7 -3:1/7/flip_h = true -3:1/7/flip_v = true -3:1/7/transpose = true -3:1/7/physics_layer_0/linear_velocity = Vector2(0, 0) -3:1/7/physics_layer_0/angular_velocity = 0.0 -3:1/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -3:2/next_alternative_id = 8 -3:2/0 = 0 -3:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -3:2/0/physics_layer_0/angular_velocity = 0.0 -3:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -3:2/1 = 1 -3:2/1/flip_h = true -3:2/1/physics_layer_0/linear_velocity = Vector2(0, 0) -3:2/1/physics_layer_0/angular_velocity = 0.0 -3:2/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -3:2/2 = 2 -3:2/2/flip_v = true -3:2/2/physics_layer_0/linear_velocity = Vector2(0, 0) -3:2/2/physics_layer_0/angular_velocity = 0.0 -3:2/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -3:2/3 = 3 -3:2/3/flip_h = true -3:2/3/flip_v = true -3:2/3/physics_layer_0/linear_velocity = Vector2(0, 0) -3:2/3/physics_layer_0/angular_velocity = 0.0 -3:2/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -3:2/4 = 4 -3:2/4/transpose = true -3:2/4/physics_layer_0/linear_velocity = Vector2(0, 0) -3:2/4/physics_layer_0/angular_velocity = 0.0 -3:2/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -3:2/5 = 5 -3:2/5/flip_h = true -3:2/5/transpose = true -3:2/5/physics_layer_0/linear_velocity = Vector2(0, 0) -3:2/5/physics_layer_0/angular_velocity = 0.0 -3:2/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -3:2/6 = 6 -3:2/6/flip_v = true -3:2/6/transpose = true -3:2/6/physics_layer_0/linear_velocity = Vector2(0, 0) -3:2/6/physics_layer_0/angular_velocity = 0.0 -3:2/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -3:2/7 = 7 -3:2/7/flip_h = true -3:2/7/flip_v = true -3:2/7/transpose = true -3:2/7/physics_layer_0/linear_velocity = Vector2(0, 0) -3:2/7/physics_layer_0/angular_velocity = 0.0 -3:2/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -4:0/next_alternative_id = 8 -4:0/0 = 0 -4:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -4:0/0/physics_layer_0/angular_velocity = 0.0 -4:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -4:0/1 = 1 -4:0/1/flip_h = true -4:0/1/physics_layer_0/linear_velocity = Vector2(0, 0) -4:0/1/physics_layer_0/angular_velocity = 0.0 -4:0/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -4:0/2 = 2 -4:0/2/flip_v = true -4:0/2/physics_layer_0/linear_velocity = Vector2(0, 0) -4:0/2/physics_layer_0/angular_velocity = 0.0 -4:0/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -4:0/3 = 3 -4:0/3/flip_h = true -4:0/3/flip_v = true -4:0/3/physics_layer_0/linear_velocity = Vector2(0, 0) -4:0/3/physics_layer_0/angular_velocity = 0.0 -4:0/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -4:0/4 = 4 -4:0/4/transpose = true -4:0/4/physics_layer_0/linear_velocity = Vector2(0, 0) -4:0/4/physics_layer_0/angular_velocity = 0.0 -4:0/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -4:0/5 = 5 -4:0/5/flip_h = true -4:0/5/transpose = true -4:0/5/physics_layer_0/linear_velocity = Vector2(0, 0) -4:0/5/physics_layer_0/angular_velocity = 0.0 -4:0/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -4:0/6 = 6 -4:0/6/flip_v = true -4:0/6/transpose = true -4:0/6/physics_layer_0/linear_velocity = Vector2(0, 0) -4:0/6/physics_layer_0/angular_velocity = 0.0 -4:0/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -4:0/7 = 7 -4:0/7/flip_h = true -4:0/7/flip_v = true -4:0/7/transpose = true -4:0/7/physics_layer_0/linear_velocity = Vector2(0, 0) -4:0/7/physics_layer_0/angular_velocity = 0.0 -4:0/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -4:1/next_alternative_id = 8 -4:1/0 = 0 -4:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -4:1/0/physics_layer_0/angular_velocity = 0.0 -4:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -4:1/1 = 1 -4:1/1/flip_h = true -4:1/1/physics_layer_0/linear_velocity = Vector2(0, 0) -4:1/1/physics_layer_0/angular_velocity = 0.0 -4:1/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -4:1/2 = 2 -4:1/2/flip_v = true -4:1/2/physics_layer_0/linear_velocity = Vector2(0, 0) -4:1/2/physics_layer_0/angular_velocity = 0.0 -4:1/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -4:1/3 = 3 -4:1/3/flip_h = true -4:1/3/flip_v = true -4:1/3/physics_layer_0/linear_velocity = Vector2(0, 0) -4:1/3/physics_layer_0/angular_velocity = 0.0 -4:1/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -4:1/4 = 4 -4:1/4/transpose = true -4:1/4/physics_layer_0/linear_velocity = Vector2(0, 0) -4:1/4/physics_layer_0/angular_velocity = 0.0 -4:1/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -4:1/5 = 5 -4:1/5/flip_h = true -4:1/5/transpose = true -4:1/5/physics_layer_0/linear_velocity = Vector2(0, 0) -4:1/5/physics_layer_0/angular_velocity = 0.0 -4:1/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -4:1/6 = 6 -4:1/6/flip_v = true -4:1/6/transpose = true -4:1/6/physics_layer_0/linear_velocity = Vector2(0, 0) -4:1/6/physics_layer_0/angular_velocity = 0.0 -4:1/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -4:1/7 = 7 -4:1/7/flip_h = true -4:1/7/flip_v = true -4:1/7/transpose = true -4:1/7/physics_layer_0/linear_velocity = Vector2(0, 0) -4:1/7/physics_layer_0/angular_velocity = 0.0 -4:1/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -4:2/next_alternative_id = 8 -4:2/0 = 0 -4:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -4:2/0/physics_layer_0/angular_velocity = 0.0 -4:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -4:2/1 = 1 -4:2/1/flip_h = true -4:2/1/physics_layer_0/linear_velocity = Vector2(0, 0) -4:2/1/physics_layer_0/angular_velocity = 0.0 -4:2/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -4:2/2 = 2 -4:2/2/flip_v = true -4:2/2/physics_layer_0/linear_velocity = Vector2(0, 0) -4:2/2/physics_layer_0/angular_velocity = 0.0 -4:2/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -4:2/3 = 3 -4:2/3/flip_h = true -4:2/3/flip_v = true -4:2/3/physics_layer_0/linear_velocity = Vector2(0, 0) -4:2/3/physics_layer_0/angular_velocity = 0.0 -4:2/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -4:2/4 = 4 -4:2/4/transpose = true -4:2/4/physics_layer_0/linear_velocity = Vector2(0, 0) -4:2/4/physics_layer_0/angular_velocity = 0.0 -4:2/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -4:2/5 = 5 -4:2/5/flip_h = true -4:2/5/transpose = true -4:2/5/physics_layer_0/linear_velocity = Vector2(0, 0) -4:2/5/physics_layer_0/angular_velocity = 0.0 -4:2/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -4:2/6 = 6 -4:2/6/flip_v = true -4:2/6/transpose = true -4:2/6/physics_layer_0/linear_velocity = Vector2(0, 0) -4:2/6/physics_layer_0/angular_velocity = 0.0 -4:2/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -4:2/7 = 7 -4:2/7/flip_h = true -4:2/7/flip_v = true -4:2/7/transpose = true -4:2/7/physics_layer_0/linear_velocity = Vector2(0, 0) -4:2/7/physics_layer_0/angular_velocity = 0.0 -4:2/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -5:0/next_alternative_id = 8 -5:0/0 = 0 -5:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -5:0/0/physics_layer_0/angular_velocity = 0.0 -5:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -5:0/1 = 1 -5:0/1/flip_h = true -5:0/1/physics_layer_0/linear_velocity = Vector2(0, 0) -5:0/1/physics_layer_0/angular_velocity = 0.0 -5:0/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -5:0/2 = 2 -5:0/2/flip_v = true -5:0/2/physics_layer_0/linear_velocity = Vector2(0, 0) -5:0/2/physics_layer_0/angular_velocity = 0.0 -5:0/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -5:0/3 = 3 -5:0/3/flip_h = true -5:0/3/flip_v = true -5:0/3/physics_layer_0/linear_velocity = Vector2(0, 0) -5:0/3/physics_layer_0/angular_velocity = 0.0 -5:0/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -5:0/4 = 4 -5:0/4/transpose = true -5:0/4/physics_layer_0/linear_velocity = Vector2(0, 0) -5:0/4/physics_layer_0/angular_velocity = 0.0 -5:0/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -5:0/5 = 5 -5:0/5/flip_h = true -5:0/5/transpose = true -5:0/5/physics_layer_0/linear_velocity = Vector2(0, 0) -5:0/5/physics_layer_0/angular_velocity = 0.0 -5:0/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -5:0/6 = 6 -5:0/6/flip_v = true -5:0/6/transpose = true -5:0/6/physics_layer_0/linear_velocity = Vector2(0, 0) -5:0/6/physics_layer_0/angular_velocity = 0.0 -5:0/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -5:0/7 = 7 -5:0/7/flip_h = true -5:0/7/flip_v = true -5:0/7/transpose = true -5:0/7/physics_layer_0/linear_velocity = Vector2(0, 0) -5:0/7/physics_layer_0/angular_velocity = 0.0 -5:0/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -5:1/next_alternative_id = 8 -5:1/0 = 0 -5:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -5:1/0/physics_layer_0/angular_velocity = 0.0 -5:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -5:1/1 = 1 -5:1/1/flip_h = true -5:1/1/physics_layer_0/linear_velocity = Vector2(0, 0) -5:1/1/physics_layer_0/angular_velocity = 0.0 -5:1/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -5:1/2 = 2 -5:1/2/flip_v = true -5:1/2/physics_layer_0/linear_velocity = Vector2(0, 0) -5:1/2/physics_layer_0/angular_velocity = 0.0 -5:1/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -5:1/3 = 3 -5:1/3/flip_h = true -5:1/3/flip_v = true -5:1/3/physics_layer_0/linear_velocity = Vector2(0, 0) -5:1/3/physics_layer_0/angular_velocity = 0.0 -5:1/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -5:1/4 = 4 -5:1/4/transpose = true -5:1/4/physics_layer_0/linear_velocity = Vector2(0, 0) -5:1/4/physics_layer_0/angular_velocity = 0.0 -5:1/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -5:1/5 = 5 -5:1/5/flip_h = true -5:1/5/transpose = true -5:1/5/physics_layer_0/linear_velocity = Vector2(0, 0) -5:1/5/physics_layer_0/angular_velocity = 0.0 -5:1/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -5:1/6 = 6 -5:1/6/flip_v = true -5:1/6/transpose = true -5:1/6/physics_layer_0/linear_velocity = Vector2(0, 0) -5:1/6/physics_layer_0/angular_velocity = 0.0 -5:1/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -5:1/7 = 7 -5:1/7/flip_h = true -5:1/7/flip_v = true -5:1/7/transpose = true -5:1/7/physics_layer_0/linear_velocity = Vector2(0, 0) -5:1/7/physics_layer_0/angular_velocity = 0.0 -5:1/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -5:2/next_alternative_id = 8 -5:2/0 = 0 -5:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -5:2/0/physics_layer_0/angular_velocity = 0.0 -5:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -5:2/1 = 1 -5:2/1/flip_h = true -5:2/1/physics_layer_0/linear_velocity = Vector2(0, 0) -5:2/1/physics_layer_0/angular_velocity = 0.0 -5:2/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -5:2/2 = 2 -5:2/2/flip_v = true -5:2/2/physics_layer_0/linear_velocity = Vector2(0, 0) -5:2/2/physics_layer_0/angular_velocity = 0.0 -5:2/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -5:2/3 = 3 -5:2/3/flip_h = true -5:2/3/flip_v = true -5:2/3/physics_layer_0/linear_velocity = Vector2(0, 0) -5:2/3/physics_layer_0/angular_velocity = 0.0 -5:2/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -5:2/4 = 4 -5:2/4/transpose = true -5:2/4/physics_layer_0/linear_velocity = Vector2(0, 0) -5:2/4/physics_layer_0/angular_velocity = 0.0 -5:2/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -5:2/5 = 5 -5:2/5/flip_h = true -5:2/5/transpose = true -5:2/5/physics_layer_0/linear_velocity = Vector2(0, 0) -5:2/5/physics_layer_0/angular_velocity = 0.0 -5:2/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -5:2/6 = 6 -5:2/6/flip_v = true -5:2/6/transpose = true -5:2/6/physics_layer_0/linear_velocity = Vector2(0, 0) -5:2/6/physics_layer_0/angular_velocity = 0.0 -5:2/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -5:2/7 = 7 -5:2/7/flip_h = true -5:2/7/flip_v = true -5:2/7/transpose = true -5:2/7/physics_layer_0/linear_velocity = Vector2(0, 0) -5:2/7/physics_layer_0/angular_velocity = 0.0 -5:2/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -6:0/next_alternative_id = 8 -6:0/0 = 0 -6:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -6:0/0/physics_layer_0/angular_velocity = 0.0 -6:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -6:0/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -6:0/1 = 1 -6:0/1/flip_h = true -6:0/1/physics_layer_0/linear_velocity = Vector2(0, 0) -6:0/1/physics_layer_0/angular_velocity = 0.0 -6:0/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -6:0/1/physics_layer_0/polygon_1/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -6:0/2 = 2 -6:0/2/flip_v = true -6:0/2/physics_layer_0/linear_velocity = Vector2(0, 0) -6:0/2/physics_layer_0/angular_velocity = 0.0 -6:0/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -6:0/2/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -6:0/3 = 3 -6:0/3/flip_h = true -6:0/3/flip_v = true -6:0/3/physics_layer_0/linear_velocity = Vector2(0, 0) -6:0/3/physics_layer_0/angular_velocity = 0.0 -6:0/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -6:0/3/physics_layer_0/polygon_1/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -6:0/4 = 4 -6:0/4/transpose = true -6:0/4/physics_layer_0/linear_velocity = Vector2(0, 0) -6:0/4/physics_layer_0/angular_velocity = 0.0 -6:0/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -6:0/4/physics_layer_0/polygon_1/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -6:0/5 = 5 -6:0/5/flip_h = true -6:0/5/transpose = true -6:0/5/physics_layer_0/linear_velocity = Vector2(0, 0) -6:0/5/physics_layer_0/angular_velocity = 0.0 -6:0/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -6:0/5/physics_layer_0/polygon_1/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -6:0/6 = 6 -6:0/6/flip_v = true -6:0/6/transpose = true -6:0/6/physics_layer_0/linear_velocity = Vector2(0, 0) -6:0/6/physics_layer_0/angular_velocity = 0.0 -6:0/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -6:0/6/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -6:0/7 = 7 -6:0/7/flip_h = true -6:0/7/flip_v = true -6:0/7/transpose = true -6:0/7/physics_layer_0/linear_velocity = Vector2(0, 0) -6:0/7/physics_layer_0/angular_velocity = 0.0 -6:0/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -6:0/7/physics_layer_0/polygon_1/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -6:1/next_alternative_id = 8 -6:1/0 = 0 -6:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -6:1/0/physics_layer_0/angular_velocity = 0.0 -6:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -6:1/1 = 1 -6:1/1/flip_h = true -6:1/1/physics_layer_0/linear_velocity = Vector2(0, 0) -6:1/1/physics_layer_0/angular_velocity = 0.0 -6:1/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -6:1/2 = 2 -6:1/2/flip_v = true -6:1/2/physics_layer_0/linear_velocity = Vector2(0, 0) -6:1/2/physics_layer_0/angular_velocity = 0.0 -6:1/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -6:1/3 = 3 -6:1/3/flip_h = true -6:1/3/flip_v = true -6:1/3/physics_layer_0/linear_velocity = Vector2(0, 0) -6:1/3/physics_layer_0/angular_velocity = 0.0 -6:1/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -6:1/4 = 4 -6:1/4/transpose = true -6:1/4/physics_layer_0/linear_velocity = Vector2(0, 0) -6:1/4/physics_layer_0/angular_velocity = 0.0 -6:1/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -6:1/5 = 5 -6:1/5/flip_h = true -6:1/5/transpose = true -6:1/5/physics_layer_0/linear_velocity = Vector2(0, 0) -6:1/5/physics_layer_0/angular_velocity = 0.0 -6:1/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -6:1/6 = 6 -6:1/6/flip_v = true -6:1/6/transpose = true -6:1/6/physics_layer_0/linear_velocity = Vector2(0, 0) -6:1/6/physics_layer_0/angular_velocity = 0.0 -6:1/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -6:1/7 = 7 -6:1/7/flip_h = true -6:1/7/flip_v = true -6:1/7/transpose = true -6:1/7/physics_layer_0/linear_velocity = Vector2(0, 0) -6:1/7/physics_layer_0/angular_velocity = 0.0 -6:1/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -6:2/next_alternative_id = 8 -6:2/0 = 0 -6:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -6:2/0/physics_layer_0/angular_velocity = 0.0 -6:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -6:2/1 = 1 -6:2/1/flip_h = true -6:2/1/physics_layer_0/linear_velocity = Vector2(0, 0) -6:2/1/physics_layer_0/angular_velocity = 0.0 -6:2/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -6:2/2 = 2 -6:2/2/flip_v = true -6:2/2/physics_layer_0/linear_velocity = Vector2(0, 0) -6:2/2/physics_layer_0/angular_velocity = 0.0 -6:2/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -6:2/3 = 3 -6:2/3/flip_h = true -6:2/3/flip_v = true -6:2/3/physics_layer_0/linear_velocity = Vector2(0, 0) -6:2/3/physics_layer_0/angular_velocity = 0.0 -6:2/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -6:2/4 = 4 -6:2/4/transpose = true -6:2/4/physics_layer_0/linear_velocity = Vector2(0, 0) -6:2/4/physics_layer_0/angular_velocity = 0.0 -6:2/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -6:2/5 = 5 -6:2/5/flip_h = true -6:2/5/transpose = true -6:2/5/physics_layer_0/linear_velocity = Vector2(0, 0) -6:2/5/physics_layer_0/angular_velocity = 0.0 -6:2/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -6:2/6 = 6 -6:2/6/flip_v = true -6:2/6/transpose = true -6:2/6/physics_layer_0/linear_velocity = Vector2(0, 0) -6:2/6/physics_layer_0/angular_velocity = 0.0 -6:2/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -6:2/7 = 7 -6:2/7/flip_h = true -6:2/7/flip_v = true -6:2/7/transpose = true -6:2/7/physics_layer_0/linear_velocity = Vector2(0, 0) -6:2/7/physics_layer_0/angular_velocity = 0.0 -6:2/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -7:0/next_alternative_id = 8 -7:0/0 = 0 -7:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -7:0/0/physics_layer_0/angular_velocity = 0.0 -7:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -7:0/1 = 1 -7:0/1/flip_h = true -7:0/1/physics_layer_0/linear_velocity = Vector2(0, 0) -7:0/1/physics_layer_0/angular_velocity = 0.0 -7:0/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -7:0/2 = 2 -7:0/2/flip_v = true -7:0/2/physics_layer_0/linear_velocity = Vector2(0, 0) -7:0/2/physics_layer_0/angular_velocity = 0.0 -7:0/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -7:0/3 = 3 -7:0/3/flip_h = true -7:0/3/flip_v = true -7:0/3/physics_layer_0/linear_velocity = Vector2(0, 0) -7:0/3/physics_layer_0/angular_velocity = 0.0 -7:0/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -7:0/4 = 4 -7:0/4/transpose = true -7:0/4/physics_layer_0/linear_velocity = Vector2(0, 0) -7:0/4/physics_layer_0/angular_velocity = 0.0 -7:0/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -7:0/5 = 5 -7:0/5/flip_h = true -7:0/5/transpose = true -7:0/5/physics_layer_0/linear_velocity = Vector2(0, 0) -7:0/5/physics_layer_0/angular_velocity = 0.0 -7:0/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -7:0/6 = 6 -7:0/6/flip_v = true -7:0/6/transpose = true -7:0/6/physics_layer_0/linear_velocity = Vector2(0, 0) -7:0/6/physics_layer_0/angular_velocity = 0.0 -7:0/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -7:0/7 = 7 -7:0/7/flip_h = true -7:0/7/flip_v = true -7:0/7/transpose = true -7:0/7/physics_layer_0/linear_velocity = Vector2(0, 0) -7:0/7/physics_layer_0/angular_velocity = 0.0 -7:0/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -7:1/next_alternative_id = 8 -7:1/0 = 0 -7:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -7:1/0/physics_layer_0/angular_velocity = 0.0 -7:1/1 = 1 -7:1/1/flip_h = true -7:1/1/physics_layer_0/linear_velocity = Vector2(0, 0) -7:1/1/physics_layer_0/angular_velocity = 0.0 -7:1/2 = 2 -7:1/2/flip_v = true -7:1/2/physics_layer_0/linear_velocity = Vector2(0, 0) -7:1/2/physics_layer_0/angular_velocity = 0.0 -7:1/3 = 3 -7:1/3/flip_h = true -7:1/3/flip_v = true -7:1/3/physics_layer_0/linear_velocity = Vector2(0, 0) -7:1/3/physics_layer_0/angular_velocity = 0.0 -7:1/4 = 4 -7:1/4/transpose = true -7:1/4/physics_layer_0/linear_velocity = Vector2(0, 0) -7:1/4/physics_layer_0/angular_velocity = 0.0 -7:1/5 = 5 -7:1/5/flip_h = true -7:1/5/transpose = true -7:1/5/physics_layer_0/linear_velocity = Vector2(0, 0) -7:1/5/physics_layer_0/angular_velocity = 0.0 -7:1/6 = 6 -7:1/6/flip_v = true -7:1/6/transpose = true -7:1/6/physics_layer_0/linear_velocity = Vector2(0, 0) -7:1/6/physics_layer_0/angular_velocity = 0.0 -7:1/7 = 7 -7:1/7/flip_h = true -7:1/7/flip_v = true -7:1/7/transpose = true -7:1/7/physics_layer_0/linear_velocity = Vector2(0, 0) -7:1/7/physics_layer_0/angular_velocity = 0.0 -7:2/next_alternative_id = 8 -7:2/0 = 0 -7:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -7:2/0/physics_layer_0/angular_velocity = 0.0 -7:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -7:2/1 = 1 -7:2/1/flip_h = true -7:2/1/physics_layer_0/linear_velocity = Vector2(0, 0) -7:2/1/physics_layer_0/angular_velocity = 0.0 -7:2/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -7:2/2 = 2 -7:2/2/flip_v = true -7:2/2/physics_layer_0/linear_velocity = Vector2(0, 0) -7:2/2/physics_layer_0/angular_velocity = 0.0 -7:2/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -7:2/3 = 3 -7:2/3/flip_h = true -7:2/3/flip_v = true -7:2/3/physics_layer_0/linear_velocity = Vector2(0, 0) -7:2/3/physics_layer_0/angular_velocity = 0.0 -7:2/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -7:2/4 = 4 -7:2/4/transpose = true -7:2/4/physics_layer_0/linear_velocity = Vector2(0, 0) -7:2/4/physics_layer_0/angular_velocity = 0.0 -7:2/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -7:2/5 = 5 -7:2/5/flip_h = true -7:2/5/transpose = true -7:2/5/physics_layer_0/linear_velocity = Vector2(0, 0) -7:2/5/physics_layer_0/angular_velocity = 0.0 -7:2/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -7:2/6 = 6 -7:2/6/flip_v = true -7:2/6/transpose = true -7:2/6/physics_layer_0/linear_velocity = Vector2(0, 0) -7:2/6/physics_layer_0/angular_velocity = 0.0 -7:2/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -7:2/7 = 7 -7:2/7/flip_h = true -7:2/7/flip_v = true -7:2/7/transpose = true -7:2/7/physics_layer_0/linear_velocity = Vector2(0, 0) -7:2/7/physics_layer_0/angular_velocity = 0.0 -7:2/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -8:0/next_alternative_id = 8 -8:0/0 = 0 -8:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -8:0/0/physics_layer_0/angular_velocity = 0.0 -8:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -8:0/1 = 1 -8:0/1/flip_h = true -8:0/1/physics_layer_0/linear_velocity = Vector2(0, 0) -8:0/1/physics_layer_0/angular_velocity = 0.0 -8:0/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -8:0/2 = 2 -8:0/2/flip_v = true -8:0/2/physics_layer_0/linear_velocity = Vector2(0, 0) -8:0/2/physics_layer_0/angular_velocity = 0.0 -8:0/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -8:0/3 = 3 -8:0/3/flip_h = true -8:0/3/flip_v = true -8:0/3/physics_layer_0/linear_velocity = Vector2(0, 0) -8:0/3/physics_layer_0/angular_velocity = 0.0 -8:0/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -8:0/4 = 4 -8:0/4/transpose = true -8:0/4/physics_layer_0/linear_velocity = Vector2(0, 0) -8:0/4/physics_layer_0/angular_velocity = 0.0 -8:0/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -8:0/5 = 5 -8:0/5/flip_h = true -8:0/5/transpose = true -8:0/5/physics_layer_0/linear_velocity = Vector2(0, 0) -8:0/5/physics_layer_0/angular_velocity = 0.0 -8:0/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -8:0/6 = 6 -8:0/6/flip_v = true -8:0/6/transpose = true -8:0/6/physics_layer_0/linear_velocity = Vector2(0, 0) -8:0/6/physics_layer_0/angular_velocity = 0.0 -8:0/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -8:0/7 = 7 -8:0/7/flip_h = true -8:0/7/flip_v = true -8:0/7/transpose = true -8:0/7/physics_layer_0/linear_velocity = Vector2(0, 0) -8:0/7/physics_layer_0/angular_velocity = 0.0 -8:0/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -8:1/next_alternative_id = 8 -8:1/0 = 0 -8:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -8:1/0/physics_layer_0/angular_velocity = 0.0 -8:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -8:1/1 = 1 -8:1/1/flip_h = true -8:1/1/physics_layer_0/linear_velocity = Vector2(0, 0) -8:1/1/physics_layer_0/angular_velocity = 0.0 -8:1/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -8:1/2 = 2 -8:1/2/flip_v = true -8:1/2/physics_layer_0/linear_velocity = Vector2(0, 0) -8:1/2/physics_layer_0/angular_velocity = 0.0 -8:1/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -8:1/3 = 3 -8:1/3/flip_h = true -8:1/3/flip_v = true -8:1/3/physics_layer_0/linear_velocity = Vector2(0, 0) -8:1/3/physics_layer_0/angular_velocity = 0.0 -8:1/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -8:1/4 = 4 -8:1/4/transpose = true -8:1/4/physics_layer_0/linear_velocity = Vector2(0, 0) -8:1/4/physics_layer_0/angular_velocity = 0.0 -8:1/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -8:1/5 = 5 -8:1/5/flip_h = true -8:1/5/transpose = true -8:1/5/physics_layer_0/linear_velocity = Vector2(0, 0) -8:1/5/physics_layer_0/angular_velocity = 0.0 -8:1/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -8:1/6 = 6 -8:1/6/flip_v = true -8:1/6/transpose = true -8:1/6/physics_layer_0/linear_velocity = Vector2(0, 0) -8:1/6/physics_layer_0/angular_velocity = 0.0 -8:1/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -8:1/7 = 7 -8:1/7/flip_h = true -8:1/7/flip_v = true -8:1/7/transpose = true -8:1/7/physics_layer_0/linear_velocity = Vector2(0, 0) -8:1/7/physics_layer_0/angular_velocity = 0.0 -8:1/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -8:2/next_alternative_id = 8 -8:2/0 = 0 -8:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -8:2/0/physics_layer_0/angular_velocity = 0.0 -8:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -8:2/1 = 1 -8:2/1/flip_h = true -8:2/1/physics_layer_0/linear_velocity = Vector2(0, 0) -8:2/1/physics_layer_0/angular_velocity = 0.0 -8:2/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -8:2/2 = 2 -8:2/2/flip_v = true -8:2/2/physics_layer_0/linear_velocity = Vector2(0, 0) -8:2/2/physics_layer_0/angular_velocity = 0.0 -8:2/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -8:2/3 = 3 -8:2/3/flip_h = true -8:2/3/flip_v = true -8:2/3/physics_layer_0/linear_velocity = Vector2(0, 0) -8:2/3/physics_layer_0/angular_velocity = 0.0 -8:2/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -8:2/4 = 4 -8:2/4/transpose = true -8:2/4/physics_layer_0/linear_velocity = Vector2(0, 0) -8:2/4/physics_layer_0/angular_velocity = 0.0 -8:2/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -8:2/5 = 5 -8:2/5/flip_h = true -8:2/5/transpose = true -8:2/5/physics_layer_0/linear_velocity = Vector2(0, 0) -8:2/5/physics_layer_0/angular_velocity = 0.0 -8:2/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -8:2/6 = 6 -8:2/6/flip_v = true -8:2/6/transpose = true -8:2/6/physics_layer_0/linear_velocity = Vector2(0, 0) -8:2/6/physics_layer_0/angular_velocity = 0.0 -8:2/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -8:2/7 = 7 -8:2/7/flip_h = true -8:2/7/flip_v = true -8:2/7/transpose = true -8:2/7/physics_layer_0/linear_velocity = Vector2(0, 0) -8:2/7/physics_layer_0/angular_velocity = 0.0 -8:2/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -9:0/next_alternative_id = 8 -9:0/0 = 0 -9:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -9:0/0/physics_layer_0/angular_velocity = 0.0 -9:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -9:0/1 = 1 -9:0/1/flip_h = true -9:0/1/physics_layer_0/linear_velocity = Vector2(0, 0) -9:0/1/physics_layer_0/angular_velocity = 0.0 -9:0/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -9:0/2 = 2 -9:0/2/flip_v = true -9:0/2/physics_layer_0/linear_velocity = Vector2(0, 0) -9:0/2/physics_layer_0/angular_velocity = 0.0 -9:0/2/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -9:0/3 = 3 -9:0/3/flip_h = true -9:0/3/flip_v = true -9:0/3/physics_layer_0/linear_velocity = Vector2(0, 0) -9:0/3/physics_layer_0/angular_velocity = 0.0 -9:0/3/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) -9:0/4 = 4 -9:0/4/transpose = true -9:0/4/physics_layer_0/linear_velocity = Vector2(0, 0) -9:0/4/physics_layer_0/angular_velocity = 0.0 -9:0/4/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) -9:0/5 = 5 -9:0/5/flip_h = true -9:0/5/transpose = true -9:0/5/physics_layer_0/linear_velocity = Vector2(0, 0) -9:0/5/physics_layer_0/angular_velocity = 0.0 -9:0/5/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) -9:0/6 = 6 -9:0/6/flip_v = true -9:0/6/transpose = true -9:0/6/physics_layer_0/linear_velocity = Vector2(0, 0) -9:0/6/physics_layer_0/angular_velocity = 0.0 -9:0/6/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) -9:0/7 = 7 -9:0/7/flip_h = true -9:0/7/flip_v = true -9:0/7/transpose = true -9:0/7/physics_layer_0/linear_velocity = Vector2(0, 0) -9:0/7/physics_layer_0/angular_velocity = 0.0 -9:0/7/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) - -[resource] -physics_layer_0/collision_layer = 1 -sources/0 = SubResource("TileSetAtlasSource_37fvt") -sources/1 = SubResource("TileSetAtlasSource_lc0s0") -sources/2 = SubResource("TileSetAtlasSource_qjyfa") -sources/3 = SubResource("TileSetAtlasSource_i8m1e") -sources/4 = SubResource("TileSetAtlasSource_omy7o") -sources/5 = SubResource("TileSetAtlasSource_7sir6") -sources/6 = SubResource("TileSetAtlasSource_iycfv") -sources/7 = SubResource("TileSetAtlasSource_d31vh") -sources/8 = SubResource("TileSetAtlasSource_wv62t") -- cgit v1.2.3