[gd_resource type="TileSet" load_steps=3 format=3 uid="uid://b00g22o1cqhe8"] [ext_resource type="Texture2D" uid="uid://dj8nrd5od4fcl" path="res://resource/sprite/map/map1/16x16 dungeon ii wall reconfig v04 spritesheet.png" id="1_5j3le"] [sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_yvgyd"] texture = ExtResource("1_5j3le") 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 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 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 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 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 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 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 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 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 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 10:0/0 = 0 10:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 10:0/0/physics_layer_0/angular_velocity = 0.0 11:0/next_alternative_id = 2 11:0/0 = 0 11:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 11:0/0/physics_layer_0/angular_velocity = 0.0 12:0/0 = 0 12:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 12:0/0/physics_layer_0/angular_velocity = 0.0 13:0/next_alternative_id = 2 13:0/0 = 0 13:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 13:0/0/physics_layer_0/angular_velocity = 0.0 14:0/0 = 0 14:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 14:0/0/physics_layer_0/angular_velocity = 0.0 15:0/0 = 0 15:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 15:0/0/physics_layer_0/angular_velocity = 0.0 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 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 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 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 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 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 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 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 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 9:1/0 = 0 9:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) 9:1/0/physics_layer_0/angular_velocity = 0.0 10:1/0 = 0 10:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) 10:1/0/physics_layer_0/angular_velocity = 0.0 11:1/0 = 0 11:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) 11:1/0/physics_layer_0/angular_velocity = 0.0 12:1/0 = 0 12:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) 12:1/0/physics_layer_0/angular_velocity = 0.0 13:1/0 = 0 13:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) 13:1/0/physics_layer_0/angular_velocity = 0.0 14:1/0 = 0 14:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) 14:1/0/physics_layer_0/angular_velocity = 0.0 15:1/0 = 0 15:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) 15:1/0/physics_layer_0/angular_velocity = 0.0 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 1:2/0 = 0 1:2/0/terrain_set = 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, 0, 8, 0, 8, 8, -8, 8) 1:2/0/terrains_peering_bit/bottom_left_corner = 0 1:2/0/terrains_peering_bit/top_left_corner = 0 1:2/0/terrains_peering_bit/top_right_corner = 0 2:2/0 = 0 2:2/0/terrain_set = 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, 0, 8, 0, 8, 8, -8, 8) 2:2/0/terrains_peering_bit/top_left_corner = 0 2:2/0/terrains_peering_bit/top_right_corner = 0 3:2/0 = 0 3:2/0/terrain_set = 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, 0, 8, 0, 8, 8, -8, 8) 3:2/0/terrains_peering_bit/bottom_right_corner = 0 3:2/0/terrains_peering_bit/top_left_corner = 0 3:2/0/terrains_peering_bit/top_right_corner = 0 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 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 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 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 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 9:2/0 = 0 9:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) 9:2/0/physics_layer_0/angular_velocity = 0.0 10:2/0 = 0 10:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) 10:2/0/physics_layer_0/angular_velocity = 0.0 11:2/0 = 0 11:2/0/terrain_set = 0 11:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) 11:2/0/physics_layer_0/angular_velocity = 0.0 11:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 11:2/0/terrains_peering_bit/top_right_corner = 0 12:2/0 = 0 12:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) 12:2/0/physics_layer_0/angular_velocity = 0.0 13:2/0 = 0 13:2/0/terrain_set = 0 13:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) 13:2/0/physics_layer_0/angular_velocity = 0.0 13:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 13:2/0/terrains_peering_bit/top_left_corner = 0 14:2/0 = 0 14:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) 14:2/0/physics_layer_0/angular_velocity = 0.0 15:2/0 = 0 15:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) 15:2/0/physics_layer_0/angular_velocity = 0.0 0:3/0 = 0 0:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 0:3/0/physics_layer_0/angular_velocity = 0.0 1:3/0 = 0 1:3/0/terrain_set = 0 1:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 1:3/0/physics_layer_0/angular_velocity = 0.0 1:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 1:3/0/terrains_peering_bit/bottom_left_corner = 0 1:3/0/terrains_peering_bit/top_left_corner = 0 2:3/0 = 0 2:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 2:3/0/physics_layer_0/angular_velocity = 0.0 2:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 3:3/0 = 0 3:3/0/terrain_set = 0 3:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 3:3/0/physics_layer_0/angular_velocity = 0.0 3:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 3:3/0/terrains_peering_bit/bottom_right_corner = 0 3:3/0/terrains_peering_bit/top_right_corner = 0 4:3/0 = 0 4:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 4:3/0/physics_layer_0/angular_velocity = 0.0 5:3/0 = 0 5:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 5:3/0/physics_layer_0/angular_velocity = 0.0 6:3/0 = 0 6:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 6:3/0/physics_layer_0/angular_velocity = 0.0 7:3/0 = 0 7:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 7:3/0/physics_layer_0/angular_velocity = 0.0 8:3/0 = 0 8:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 8:3/0/physics_layer_0/angular_velocity = 0.0 9:3/0 = 0 9:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 9:3/0/physics_layer_0/angular_velocity = 0.0 10:3/0 = 0 10:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 10:3/0/physics_layer_0/angular_velocity = 0.0 11:3/0 = 0 11:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 11:3/0/physics_layer_0/angular_velocity = 0.0 12:3/0 = 0 12:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 12:3/0/physics_layer_0/angular_velocity = 0.0 13:3/0 = 0 13:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 13:3/0/physics_layer_0/angular_velocity = 0.0 14:3/0 = 0 14:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 14:3/0/physics_layer_0/angular_velocity = 0.0 15:3/0 = 0 15:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 15:3/0/physics_layer_0/angular_velocity = 0.0 0:4/0 = 0 0:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) 0:4/0/physics_layer_0/angular_velocity = 0.0 1:4/0 = 0 1:4/0/terrain_set = 0 1:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) 1:4/0/physics_layer_0/angular_velocity = 0.0 1:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 1:4/0/terrains_peering_bit/bottom_left_corner = 0 2:4/0 = 0 2:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) 2:4/0/physics_layer_0/angular_velocity = 0.0 2:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 3:4/0 = 0 3:4/0/terrain_set = 0 3:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) 3:4/0/physics_layer_0/angular_velocity = 0.0 3:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 3:4/0/terrains_peering_bit/bottom_right_corner = 0 4:4/0 = 0 4:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) 4:4/0/physics_layer_0/angular_velocity = 0.0 5:4/0 = 0 5:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) 5:4/0/physics_layer_0/angular_velocity = 0.0 6:4/0 = 0 6:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) 6:4/0/physics_layer_0/angular_velocity = 0.0 7:4/0 = 0 7:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) 7:4/0/physics_layer_0/angular_velocity = 0.0 8:4/0 = 0 8:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) 8:4/0/physics_layer_0/angular_velocity = 0.0 9:4/0 = 0 9:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) 9:4/0/physics_layer_0/angular_velocity = 0.0 10:4/0 = 0 10:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) 10:4/0/physics_layer_0/angular_velocity = 0.0 11:4/0 = 0 11:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) 11:4/0/physics_layer_0/angular_velocity = 0.0 12:4/0 = 0 12:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) 12:4/0/physics_layer_0/angular_velocity = 0.0 13:4/0 = 0 13:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) 13:4/0/physics_layer_0/angular_velocity = 0.0 14:4/0 = 0 14:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) 14:4/0/physics_layer_0/angular_velocity = 0.0 15:4/0 = 0 15:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) 15:4/0/physics_layer_0/angular_velocity = 0.0 0:5/0 = 0 0:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) 0:5/0/physics_layer_0/angular_velocity = 0.0 1:5/0 = 0 1:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) 1:5/0/physics_layer_0/angular_velocity = 0.0 1:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 2:5/0 = 0 2:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) 2:5/0/physics_layer_0/angular_velocity = 0.0 2:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 3:5/0 = 0 3:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) 3:5/0/physics_layer_0/angular_velocity = 0.0 3:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 4:5/0 = 0 4:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) 4:5/0/physics_layer_0/angular_velocity = 0.0 5:5/0 = 0 5:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) 5:5/0/physics_layer_0/angular_velocity = 0.0 6:5/0 = 0 6:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) 6:5/0/physics_layer_0/angular_velocity = 0.0 7:5/0 = 0 7:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) 7:5/0/physics_layer_0/angular_velocity = 0.0 8:5/0 = 0 8:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) 8:5/0/physics_layer_0/angular_velocity = 0.0 9:5/0 = 0 9:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) 9:5/0/physics_layer_0/angular_velocity = 0.0 10:5/0 = 0 10:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) 10:5/0/physics_layer_0/angular_velocity = 0.0 11:5/0 = 0 11:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) 11:5/0/physics_layer_0/angular_velocity = 0.0 12:5/0 = 0 12:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) 12:5/0/physics_layer_0/angular_velocity = 0.0 13:5/0 = 0 13:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) 13:5/0/physics_layer_0/angular_velocity = 0.0 14:5/0 = 0 14:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) 14:5/0/physics_layer_0/angular_velocity = 0.0 15:5/0 = 0 15:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) 15:5/0/physics_layer_0/angular_velocity = 0.0 0:6/0 = 0 0:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) 0:6/0/physics_layer_0/angular_velocity = 0.0 1:6/next_alternative_id = 3 1:6/0 = 0 1:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) 1:6/0/physics_layer_0/angular_velocity = 0.0 1:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 2:6/next_alternative_id = 3 2:6/0 = 0 2:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) 2:6/0/physics_layer_0/angular_velocity = 0.0 2:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 3:6/next_alternative_id = 3 3:6/0 = 0 3:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) 3:6/0/physics_layer_0/angular_velocity = 0.0 3:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 4:6/0 = 0 4:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) 4:6/0/physics_layer_0/angular_velocity = 0.0 5:6/0 = 0 5:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) 5:6/0/physics_layer_0/angular_velocity = 0.0 6:6/0 = 0 6:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) 6:6/0/physics_layer_0/angular_velocity = 0.0 7:6/0 = 0 7:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) 7:6/0/physics_layer_0/angular_velocity = 0.0 8:6/0 = 0 8:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) 8:6/0/physics_layer_0/angular_velocity = 0.0 9:6/0 = 0 9:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) 9:6/0/physics_layer_0/angular_velocity = 0.0 10:6/0 = 0 10:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) 10:6/0/physics_layer_0/angular_velocity = 0.0 11:6/0 = 0 11:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) 11:6/0/physics_layer_0/angular_velocity = 0.0 12:6/0 = 0 12:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) 12:6/0/physics_layer_0/angular_velocity = 0.0 13:6/0 = 0 13:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) 13:6/0/physics_layer_0/angular_velocity = 0.0 14:6/0 = 0 14:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) 14:6/0/physics_layer_0/angular_velocity = 0.0 15:6/0 = 0 15:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) 15:6/0/physics_layer_0/angular_velocity = 0.0 0:7/0 = 0 0:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) 0:7/0/physics_layer_0/angular_velocity = 0.0 1:7/0 = 0 1:7/0/terrain_set = 0 1:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) 1:7/0/physics_layer_0/angular_velocity = 0.0 1:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 1:7/0/terrains_peering_bit/bottom_right_corner = 0 1:7/0/terrains_peering_bit/bottom_left_corner = 0 1:7/0/terrains_peering_bit/top_left_corner = 0 2:7/0 = 0 2:7/0/terrain_set = 0 2:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) 2:7/0/physics_layer_0/angular_velocity = 0.0 2:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 2:7/0/terrains_peering_bit/bottom_right_corner = 0 2:7/0/terrains_peering_bit/bottom_left_corner = 0 3:7/0 = 0 3:7/0/terrain_set = 0 3:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) 3:7/0/physics_layer_0/angular_velocity = 0.0 3:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 3:7/0/terrains_peering_bit/bottom_right_corner = 0 3:7/0/terrains_peering_bit/bottom_left_corner = 0 3:7/0/terrains_peering_bit/top_right_corner = 0 4:7/0 = 0 4:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) 4:7/0/physics_layer_0/angular_velocity = 0.0 5:7/0 = 0 5:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) 5:7/0/physics_layer_0/angular_velocity = 0.0 6:7/0 = 0 6:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) 6:7/0/physics_layer_0/angular_velocity = 0.0 7:7/0 = 0 7:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) 7:7/0/physics_layer_0/angular_velocity = 0.0 8:7/0 = 0 8:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) 8:7/0/physics_layer_0/angular_velocity = 0.0 9:7/0 = 0 9:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) 9:7/0/physics_layer_0/angular_velocity = 0.0 10:7/0 = 0 10:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) 10:7/0/physics_layer_0/angular_velocity = 0.0 11:7/0 = 0 11:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) 11:7/0/physics_layer_0/angular_velocity = 0.0 12:7/0 = 0 12:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) 12:7/0/physics_layer_0/angular_velocity = 0.0 13:7/0 = 0 13:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) 13:7/0/physics_layer_0/angular_velocity = 0.0 14:7/0 = 0 14:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) 14:7/0/physics_layer_0/angular_velocity = 0.0 15:7/0 = 0 15:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) 15:7/0/physics_layer_0/angular_velocity = 0.0 0:8/0 = 0 0:8/0/terrain_set = 0 0:8/0/terrain = 0 0:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) 0:8/0/physics_layer_0/angular_velocity = 0.0 0:8/0/terrains_peering_bit/bottom_right_corner = 0 0:8/0/terrains_peering_bit/bottom_left_corner = 0 0:8/0/terrains_peering_bit/top_left_corner = 0 0:8/0/terrains_peering_bit/top_right_corner = 0 1:8/0 = 0 1:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) 1:8/0/physics_layer_0/angular_velocity = 0.0 2:8/0 = 0 2:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) 2:8/0/physics_layer_0/angular_velocity = 0.0 3:8/0 = 0 3:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) 3:8/0/physics_layer_0/angular_velocity = 0.0 4:8/0 = 0 4:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) 4:8/0/physics_layer_0/angular_velocity = 0.0 5:8/0 = 0 5:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) 5:8/0/physics_layer_0/angular_velocity = 0.0 6:8/0 = 0 6:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) 6:8/0/physics_layer_0/angular_velocity = 0.0 7:8/0 = 0 7:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) 7:8/0/physics_layer_0/angular_velocity = 0.0 8:8/0 = 0 8:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) 8:8/0/physics_layer_0/angular_velocity = 0.0 9:8/0 = 0 9:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) 9:8/0/physics_layer_0/angular_velocity = 0.0 10:8/0 = 0 10:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) 10:8/0/physics_layer_0/angular_velocity = 0.0 11:8/0 = 0 11:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) 11:8/0/physics_layer_0/angular_velocity = 0.0 12:8/0 = 0 12:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) 12:8/0/physics_layer_0/angular_velocity = 0.0 13:8/0 = 0 13:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) 13:8/0/physics_layer_0/angular_velocity = 0.0 14:8/0 = 0 14:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) 14:8/0/physics_layer_0/angular_velocity = 0.0 15:8/0 = 0 15:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) 15:8/0/physics_layer_0/angular_velocity = 0.0 0:9/0 = 0 0:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) 0:9/0/physics_layer_0/angular_velocity = 0.0 1:9/0 = 0 1:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) 1:9/0/physics_layer_0/angular_velocity = 0.0 2:9/0 = 0 2:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) 2:9/0/physics_layer_0/angular_velocity = 0.0 3:9/0 = 0 3:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) 3:9/0/physics_layer_0/angular_velocity = 0.0 4:9/0 = 0 4:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) 4:9/0/physics_layer_0/angular_velocity = 0.0 5:9/0 = 0 5:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) 5:9/0/physics_layer_0/angular_velocity = 0.0 6:9/0 = 0 6:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) 6:9/0/physics_layer_0/angular_velocity = 0.0 7:9/0 = 0 7:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) 7:9/0/physics_layer_0/angular_velocity = 0.0 10:9/0 = 0 10:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) 10:9/0/physics_layer_0/angular_velocity = 0.0 11:9/0 = 0 11:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) 11:9/0/physics_layer_0/angular_velocity = 0.0 12:9/0 = 0 12:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) 12:9/0/physics_layer_0/angular_velocity = 0.0 13:9/0 = 0 13:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) 13:9/0/physics_layer_0/angular_velocity = 0.0 14:9/0 = 0 14:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) 14:9/0/physics_layer_0/angular_velocity = 0.0 15:9/0 = 0 15:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) 15:9/0/physics_layer_0/angular_velocity = 0.0 0:10/0 = 0 0:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) 0:10/0/physics_layer_0/angular_velocity = 0.0 1:10/0 = 0 1:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) 1:10/0/physics_layer_0/angular_velocity = 0.0 2:10/0 = 0 2:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) 2:10/0/physics_layer_0/angular_velocity = 0.0 3:10/0 = 0 3:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) 3:10/0/physics_layer_0/angular_velocity = 0.0 5:10/0 = 0 5:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) 5:10/0/physics_layer_0/angular_velocity = 0.0 6:10/0 = 0 6:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) 6:10/0/physics_layer_0/angular_velocity = 0.0 7:10/0 = 0 7:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) 7:10/0/physics_layer_0/angular_velocity = 0.0 13:10/0 = 0 13:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) 13:10/0/physics_layer_0/angular_velocity = 0.0 14:10/0 = 0 14:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) 14:10/0/physics_layer_0/angular_velocity = 0.0 15:10/0 = 0 15:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) 15:10/0/physics_layer_0/angular_velocity = 0.0 0:11/0 = 0 0:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) 0:11/0/physics_layer_0/angular_velocity = 0.0 1:11/0 = 0 1:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) 1:11/0/physics_layer_0/angular_velocity = 0.0 2:11/0 = 0 2:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) 2:11/0/physics_layer_0/angular_velocity = 0.0 3:11/0 = 0 3:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) 3:11/0/physics_layer_0/angular_velocity = 0.0 4:11/0 = 0 4:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) 4:11/0/physics_layer_0/angular_velocity = 0.0 13:11/0 = 0 13:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) 13:11/0/physics_layer_0/angular_velocity = 0.0 14:11/0 = 0 14:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) 14:11/0/physics_layer_0/angular_velocity = 0.0 15:11/0 = 0 15:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) 15:11/0/physics_layer_0/angular_velocity = 0.0 [resource] physics_layer_0/collision_layer = 1 physics_layer_0/collision_mask = 0 terrain_set_0/mode = 1 terrain_set_0/terrain_0/name = "Terrain 0" terrain_set_0/terrain_0/color = Color(0.886275, 0.0980392, 0.0980392, 1) sources/0 = SubResource("TileSetAtlasSource_yvgyd")