[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")