[gd_scene load_steps=7 format=3 uid="uid://bqf2vks5ggnsp"] [ext_resource type="Texture2D" uid="uid://dj8nrd5od4fcl" path="res://resource/sprite/environment/itch-io-DungeonTileset4/16x16 dungeon ii wall reconfig v04 spritesheet.png" id="1"] [ext_resource type="Script" path="res://src/game/room/RoomManager.cs" id="1_3w1c7"] [ext_resource type="Script" path="res://src/game/camera/GameCamera.cs" id="5"] [sub_resource type="Environment" id="1"] background_mode = 4 glow_enabled = true [sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_cnfek"] 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 0:0/1 = 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 0:1/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 0:1/1 = 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 0:1/2 = 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 0:1/3 = 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 0:1/4 = 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 0:1/5 = 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 0:1/6 = 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 0:1/7 = 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 0:2/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 0:2/1 = 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 0:2/2 = 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 0:2/3 = 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 0:2/4 = 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 0:2/5 = 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 0:2/6 = 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 0:2/7 = 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 0:3/next_alternative_id = 8 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 0:3/1 = 1 0:3/1/flip_h = true 0:3/1/physics_layer_0/linear_velocity = Vector2(0, 0) 0:3/1/physics_layer_0/angular_velocity = 0.0 0:3/2 = 2 0:3/2/flip_v = true 0:3/2/physics_layer_0/linear_velocity = Vector2(0, 0) 0:3/2/physics_layer_0/angular_velocity = 0.0 0:3/3 = 3 0:3/3/flip_h = true 0:3/3/flip_v = true 0:3/3/physics_layer_0/linear_velocity = Vector2(0, 0) 0:3/3/physics_layer_0/angular_velocity = 0.0 0:3/4 = 4 0:3/4/transpose = true 0:3/4/physics_layer_0/linear_velocity = Vector2(0, 0) 0:3/4/physics_layer_0/angular_velocity = 0.0 0:3/5 = 5 0:3/5/flip_h = true 0:3/5/transpose = true 0:3/5/physics_layer_0/linear_velocity = Vector2(0, 0) 0:3/5/physics_layer_0/angular_velocity = 0.0 0:3/6 = 6 0:3/6/flip_v = true 0:3/6/transpose = true 0:3/6/physics_layer_0/linear_velocity = Vector2(0, 0) 0:3/6/physics_layer_0/angular_velocity = 0.0 0:3/7 = 7 0:3/7/flip_h = true 0:3/7/flip_v = true 0:3/7/transpose = true 0:3/7/physics_layer_0/linear_velocity = Vector2(0, 0) 0:3/7/physics_layer_0/angular_velocity = 0.0 0:4/next_alternative_id = 8 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 0:4/1 = 1 0:4/1/flip_h = true 0:4/1/physics_layer_0/linear_velocity = Vector2(0, 0) 0:4/1/physics_layer_0/angular_velocity = 0.0 0:4/2 = 2 0:4/2/flip_v = true 0:4/2/physics_layer_0/linear_velocity = Vector2(0, 0) 0:4/2/physics_layer_0/angular_velocity = 0.0 0:4/3 = 3 0:4/3/flip_h = true 0:4/3/flip_v = true 0:4/3/physics_layer_0/linear_velocity = Vector2(0, 0) 0:4/3/physics_layer_0/angular_velocity = 0.0 0:4/4 = 4 0:4/4/transpose = true 0:4/4/physics_layer_0/linear_velocity = Vector2(0, 0) 0:4/4/physics_layer_0/angular_velocity = 0.0 0:4/5 = 5 0:4/5/flip_h = true 0:4/5/transpose = true 0:4/5/physics_layer_0/linear_velocity = Vector2(0, 0) 0:4/5/physics_layer_0/angular_velocity = 0.0 0:4/6 = 6 0:4/6/flip_v = true 0:4/6/transpose = true 0:4/6/physics_layer_0/linear_velocity = Vector2(0, 0) 0:4/6/physics_layer_0/angular_velocity = 0.0 0:4/7 = 7 0:4/7/flip_h = true 0:4/7/flip_v = true 0:4/7/transpose = true 0:4/7/physics_layer_0/linear_velocity = Vector2(0, 0) 0:4/7/physics_layer_0/angular_velocity = 0.0 0:5/next_alternative_id = 8 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 0:5/1 = 1 0:5/1/flip_h = true 0:5/1/physics_layer_0/linear_velocity = Vector2(0, 0) 0:5/1/physics_layer_0/angular_velocity = 0.0 0:5/2 = 2 0:5/2/flip_v = true 0:5/2/physics_layer_0/linear_velocity = Vector2(0, 0) 0:5/2/physics_layer_0/angular_velocity = 0.0 0:5/3 = 3 0:5/3/flip_h = true 0:5/3/flip_v = true 0:5/3/physics_layer_0/linear_velocity = Vector2(0, 0) 0:5/3/physics_layer_0/angular_velocity = 0.0 0:5/4 = 4 0:5/4/transpose = true 0:5/4/physics_layer_0/linear_velocity = Vector2(0, 0) 0:5/4/physics_layer_0/angular_velocity = 0.0 0:5/5 = 5 0:5/5/flip_h = true 0:5/5/transpose = true 0:5/5/physics_layer_0/linear_velocity = Vector2(0, 0) 0:5/5/physics_layer_0/angular_velocity = 0.0 0:5/6 = 6 0:5/6/flip_v = true 0:5/6/transpose = true 0:5/6/physics_layer_0/linear_velocity = Vector2(0, 0) 0:5/6/physics_layer_0/angular_velocity = 0.0 0:5/7 = 7 0:5/7/flip_h = true 0:5/7/flip_v = true 0:5/7/transpose = true 0:5/7/physics_layer_0/linear_velocity = Vector2(0, 0) 0:5/7/physics_layer_0/angular_velocity = 0.0 0:6/next_alternative_id = 8 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 0:6/1 = 1 0:6/1/flip_h = true 0:6/1/physics_layer_0/linear_velocity = Vector2(0, 0) 0:6/1/physics_layer_0/angular_velocity = 0.0 0:6/2 = 2 0:6/2/flip_v = true 0:6/2/physics_layer_0/linear_velocity = Vector2(0, 0) 0:6/2/physics_layer_0/angular_velocity = 0.0 0:6/3 = 3 0:6/3/flip_h = true 0:6/3/flip_v = true 0:6/3/physics_layer_0/linear_velocity = Vector2(0, 0) 0:6/3/physics_layer_0/angular_velocity = 0.0 0:6/4 = 4 0:6/4/transpose = true 0:6/4/physics_layer_0/linear_velocity = Vector2(0, 0) 0:6/4/physics_layer_0/angular_velocity = 0.0 0:6/5 = 5 0:6/5/flip_h = true 0:6/5/transpose = true 0:6/5/physics_layer_0/linear_velocity = Vector2(0, 0) 0:6/5/physics_layer_0/angular_velocity = 0.0 0:6/6 = 6 0:6/6/flip_v = true 0:6/6/transpose = true 0:6/6/physics_layer_0/linear_velocity = Vector2(0, 0) 0:6/6/physics_layer_0/angular_velocity = 0.0 0:6/7 = 7 0:6/7/flip_h = true 0:6/7/flip_v = true 0:6/7/transpose = true 0:6/7/physics_layer_0/linear_velocity = Vector2(0, 0) 0:6/7/physics_layer_0/angular_velocity = 0.0 0:7/next_alternative_id = 8 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 0:7/1 = 1 0:7/1/flip_h = true 0:7/1/physics_layer_0/linear_velocity = Vector2(0, 0) 0:7/1/physics_layer_0/angular_velocity = 0.0 0:7/2 = 2 0:7/2/flip_v = true 0:7/2/physics_layer_0/linear_velocity = Vector2(0, 0) 0:7/2/physics_layer_0/angular_velocity = 0.0 0:7/3 = 3 0:7/3/flip_h = true 0:7/3/flip_v = true 0:7/3/physics_layer_0/linear_velocity = Vector2(0, 0) 0:7/3/physics_layer_0/angular_velocity = 0.0 0:7/4 = 4 0:7/4/transpose = true 0:7/4/physics_layer_0/linear_velocity = Vector2(0, 0) 0:7/4/physics_layer_0/angular_velocity = 0.0 0:7/5 = 5 0:7/5/flip_h = true 0:7/5/transpose = true 0:7/5/physics_layer_0/linear_velocity = Vector2(0, 0) 0:7/5/physics_layer_0/angular_velocity = 0.0 0:7/6 = 6 0:7/6/flip_v = true 0:7/6/transpose = true 0:7/6/physics_layer_0/linear_velocity = Vector2(0, 0) 0:7/6/physics_layer_0/angular_velocity = 0.0 0:7/7 = 7 0:7/7/flip_h = true 0:7/7/flip_v = true 0:7/7/transpose = true 0:7/7/physics_layer_0/linear_velocity = Vector2(0, 0) 0:7/7/physics_layer_0/angular_velocity = 0.0 0:8/next_alternative_id = 8 0:8/0 = 0 0:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) 0:8/0/physics_layer_0/angular_velocity = 0.0 0:8/1 = 1 0:8/1/flip_h = true 0:8/1/physics_layer_0/linear_velocity = Vector2(0, 0) 0:8/1/physics_layer_0/angular_velocity = 0.0 0:8/2 = 2 0:8/2/flip_v = true 0:8/2/physics_layer_0/linear_velocity = Vector2(0, 0) 0:8/2/physics_layer_0/angular_velocity = 0.0 0:8/3 = 3 0:8/3/flip_h = true 0:8/3/flip_v = true 0:8/3/physics_layer_0/linear_velocity = Vector2(0, 0) 0:8/3/physics_layer_0/angular_velocity = 0.0 0:8/4 = 4 0:8/4/transpose = true 0:8/4/physics_layer_0/linear_velocity = Vector2(0, 0) 0:8/4/physics_layer_0/angular_velocity = 0.0 0:8/5 = 5 0:8/5/flip_h = true 0:8/5/transpose = true 0:8/5/physics_layer_0/linear_velocity = Vector2(0, 0) 0:8/5/physics_layer_0/angular_velocity = 0.0 0:8/6 = 6 0:8/6/flip_v = true 0:8/6/transpose = true 0:8/6/physics_layer_0/linear_velocity = Vector2(0, 0) 0:8/6/physics_layer_0/angular_velocity = 0.0 0:8/7 = 7 0:8/7/flip_h = true 0:8/7/flip_v = true 0:8/7/transpose = true 0:8/7/physics_layer_0/linear_velocity = Vector2(0, 0) 0:8/7/physics_layer_0/angular_velocity = 0.0 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 1:0/1 = 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 1:0/2 = 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 1:0/3 = 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 1:0/4 = 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 1:0/5 = 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 1:0/6 = 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 1:0/7 = 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 1:1/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) 1:3/next_alternative_id = 8 1:3/0 = 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) 1:3/1 = 1 1:3/1/flip_h = true 1:3/1/physics_layer_0/linear_velocity = Vector2(0, 0) 1:3/1/physics_layer_0/angular_velocity = 0.0 1:3/1/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) 1:3/2 = 2 1:3/2/flip_v = true 1:3/2/physics_layer_0/linear_velocity = Vector2(0, 0) 1:3/2/physics_layer_0/angular_velocity = 0.0 1:3/2/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) 1:3/3 = 3 1:3/3/flip_h = true 1:3/3/flip_v = true 1:3/3/physics_layer_0/linear_velocity = Vector2(0, 0) 1:3/3/physics_layer_0/angular_velocity = 0.0 1:3/3/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) 1:3/4 = 4 1:3/4/transpose = true 1:3/4/physics_layer_0/linear_velocity = Vector2(0, 0) 1:3/4/physics_layer_0/angular_velocity = 0.0 1:3/4/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 1:3/5 = 5 1:3/5/flip_h = true 1:3/5/transpose = true 1:3/5/physics_layer_0/linear_velocity = Vector2(0, 0) 1:3/5/physics_layer_0/angular_velocity = 0.0 1:3/5/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) 1:3/6 = 6 1:3/6/flip_v = true 1:3/6/transpose = true 1:3/6/physics_layer_0/linear_velocity = Vector2(0, 0) 1:3/6/physics_layer_0/angular_velocity = 0.0 1:3/6/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) 1:3/7 = 7 1:3/7/flip_h = true 1:3/7/flip_v = true 1:3/7/transpose = true 1:3/7/physics_layer_0/linear_velocity = Vector2(0, 0) 1:3/7/physics_layer_0/angular_velocity = 0.0 1:3/7/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) 1:4/next_alternative_id = 8 1:4/0 = 0 1:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) 1:4/0/physics_layer_0/angular_velocity = 0.0 1:4/1 = 1 1:4/1/flip_h = true 1:4/1/physics_layer_0/linear_velocity = Vector2(0, 0) 1:4/1/physics_layer_0/angular_velocity = 0.0 1:4/2 = 2 1:4/2/flip_v = true 1:4/2/physics_layer_0/linear_velocity = Vector2(0, 0) 1:4/2/physics_layer_0/angular_velocity = 0.0 1:4/3 = 3 1:4/3/flip_h = true 1:4/3/flip_v = true 1:4/3/physics_layer_0/linear_velocity = Vector2(0, 0) 1:4/3/physics_layer_0/angular_velocity = 0.0 1:4/4 = 4 1:4/4/transpose = true 1:4/4/physics_layer_0/linear_velocity = Vector2(0, 0) 1:4/4/physics_layer_0/angular_velocity = 0.0 1:4/5 = 5 1:4/5/flip_h = true 1:4/5/transpose = true 1:4/5/physics_layer_0/linear_velocity = Vector2(0, 0) 1:4/5/physics_layer_0/angular_velocity = 0.0 1:4/6 = 6 1:4/6/flip_v = true 1:4/6/transpose = true 1:4/6/physics_layer_0/linear_velocity = Vector2(0, 0) 1:4/6/physics_layer_0/angular_velocity = 0.0 1:4/7 = 7 1:4/7/flip_h = true 1:4/7/flip_v = true 1:4/7/transpose = true 1:4/7/physics_layer_0/linear_velocity = Vector2(0, 0) 1:4/7/physics_layer_0/angular_velocity = 0.0 1:5/next_alternative_id = 8 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 1:5/1 = 1 1:5/1/flip_h = true 1:5/1/physics_layer_0/linear_velocity = Vector2(0, 0) 1:5/1/physics_layer_0/angular_velocity = 0.0 1:5/2 = 2 1:5/2/flip_v = true 1:5/2/physics_layer_0/linear_velocity = Vector2(0, 0) 1:5/2/physics_layer_0/angular_velocity = 0.0 1:5/3 = 3 1:5/3/flip_h = true 1:5/3/flip_v = true 1:5/3/physics_layer_0/linear_velocity = Vector2(0, 0) 1:5/3/physics_layer_0/angular_velocity = 0.0 1:5/4 = 4 1:5/4/transpose = true 1:5/4/physics_layer_0/linear_velocity = Vector2(0, 0) 1:5/4/physics_layer_0/angular_velocity = 0.0 1:5/5 = 5 1:5/5/flip_h = true 1:5/5/transpose = true 1:5/5/physics_layer_0/linear_velocity = Vector2(0, 0) 1:5/5/physics_layer_0/angular_velocity = 0.0 1:5/6 = 6 1:5/6/flip_v = true 1:5/6/transpose = true 1:5/6/physics_layer_0/linear_velocity = Vector2(0, 0) 1:5/6/physics_layer_0/angular_velocity = 0.0 1:5/7 = 7 1:5/7/flip_h = true 1:5/7/flip_v = true 1:5/7/transpose = true 1:5/7/physics_layer_0/linear_velocity = Vector2(0, 0) 1:5/7/physics_layer_0/angular_velocity = 0.0 1:6/next_alternative_id = 8 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 1:6/1 = 1 1:6/1/flip_h = true 1:6/1/physics_layer_0/linear_velocity = Vector2(0, 0) 1:6/1/physics_layer_0/angular_velocity = 0.0 1:6/2 = 2 1:6/2/flip_v = true 1:6/2/physics_layer_0/linear_velocity = Vector2(0, 0) 1:6/2/physics_layer_0/angular_velocity = 0.0 1:6/3 = 3 1:6/3/flip_h = true 1:6/3/flip_v = true 1:6/3/physics_layer_0/linear_velocity = Vector2(0, 0) 1:6/3/physics_layer_0/angular_velocity = 0.0 1:6/4 = 4 1:6/4/transpose = true 1:6/4/physics_layer_0/linear_velocity = Vector2(0, 0) 1:6/4/physics_layer_0/angular_velocity = 0.0 1:6/5 = 5 1:6/5/flip_h = true 1:6/5/transpose = true 1:6/5/physics_layer_0/linear_velocity = Vector2(0, 0) 1:6/5/physics_layer_0/angular_velocity = 0.0 1:6/6 = 6 1:6/6/flip_v = true 1:6/6/transpose = true 1:6/6/physics_layer_0/linear_velocity = Vector2(0, 0) 1:6/6/physics_layer_0/angular_velocity = 0.0 1:6/7 = 7 1:6/7/flip_h = true 1:6/7/flip_v = true 1:6/7/transpose = true 1:6/7/physics_layer_0/linear_velocity = Vector2(0, 0) 1:6/7/physics_layer_0/angular_velocity = 0.0 1:7/next_alternative_id = 8 1:7/0 = 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, 4, -8, 4) 1:7/1 = 1 1:7/1/flip_h = true 1:7/1/physics_layer_0/linear_velocity = Vector2(0, 0) 1:7/1/physics_layer_0/angular_velocity = 0.0 1:7/1/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 4, 8, 4) 1:7/2 = 2 1:7/2/flip_v = true 1:7/2/physics_layer_0/linear_velocity = Vector2(0, 0) 1:7/2/physics_layer_0/angular_velocity = 0.0 1:7/2/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -4, -8, -4) 1:7/3 = 3 1:7/3/flip_h = true 1:7/3/flip_v = true 1:7/3/physics_layer_0/linear_velocity = Vector2(0, 0) 1:7/3/physics_layer_0/angular_velocity = 0.0 1:7/3/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -4, 8, -4) 1:7/4 = 4 1:7/4/transpose = true 1:7/4/physics_layer_0/linear_velocity = Vector2(0, 0) 1:7/4/physics_layer_0/angular_velocity = 0.0 1:7/4/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 4, -8, 4) 1:7/5 = 5 1:7/5/flip_h = true 1:7/5/transpose = true 1:7/5/physics_layer_0/linear_velocity = Vector2(0, 0) 1:7/5/physics_layer_0/angular_velocity = 0.0 1:7/5/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 4, 8, 4) 1:7/6 = 6 1:7/6/flip_v = true 1:7/6/transpose = true 1:7/6/physics_layer_0/linear_velocity = Vector2(0, 0) 1:7/6/physics_layer_0/angular_velocity = 0.0 1:7/6/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -4, -8, -4) 1:7/7 = 7 1:7/7/flip_h = true 1:7/7/flip_v = true 1:7/7/transpose = true 1:7/7/physics_layer_0/linear_velocity = Vector2(0, 0) 1:7/7/physics_layer_0/angular_velocity = 0.0 1:7/7/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -4, 8, -4) 1:8/next_alternative_id = 8 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 1:8/1 = 1 1:8/1/flip_h = true 1:8/1/physics_layer_0/linear_velocity = Vector2(0, 0) 1:8/1/physics_layer_0/angular_velocity = 0.0 1:8/2 = 2 1:8/2/flip_v = true 1:8/2/physics_layer_0/linear_velocity = Vector2(0, 0) 1:8/2/physics_layer_0/angular_velocity = 0.0 1:8/3 = 3 1:8/3/flip_h = true 1:8/3/flip_v = true 1:8/3/physics_layer_0/linear_velocity = Vector2(0, 0) 1:8/3/physics_layer_0/angular_velocity = 0.0 1:8/4 = 4 1:8/4/transpose = true 1:8/4/physics_layer_0/linear_velocity = Vector2(0, 0) 1:8/4/physics_layer_0/angular_velocity = 0.0 1:8/5 = 5 1:8/5/flip_h = true 1:8/5/transpose = true 1:8/5/physics_layer_0/linear_velocity = Vector2(0, 0) 1:8/5/physics_layer_0/angular_velocity = 0.0 1:8/6 = 6 1:8/6/flip_v = true 1:8/6/transpose = true 1:8/6/physics_layer_0/linear_velocity = Vector2(0, 0) 1:8/6/physics_layer_0/angular_velocity = 0.0 1:8/7 = 7 1:8/7/flip_h = true 1:8/7/flip_v = true 1:8/7/transpose = true 1:8/7/physics_layer_0/linear_velocity = Vector2(0, 0) 1:8/7/physics_layer_0/angular_velocity = 0.0 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 2:0/1 = 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 2:0/2 = 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 2:0/3 = 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 2:0/4 = 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 2:0/5 = 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 2:0/6 = 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 2:0/7 = 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 2:1/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 2:1/1 = 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 2:1/2 = 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 2:1/3 = 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 2:1/4 = 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 2:1/5 = 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 2:1/6 = 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 2:1/7 = 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 2:2/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) 2:3/next_alternative_id = 8 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 2:3/1 = 1 2:3/1/flip_h = true 2:3/1/physics_layer_0/linear_velocity = Vector2(0, 0) 2:3/1/physics_layer_0/angular_velocity = 0.0 2:3/2 = 2 2:3/2/flip_v = true 2:3/2/physics_layer_0/linear_velocity = Vector2(0, 0) 2:3/2/physics_layer_0/angular_velocity = 0.0 2:3/3 = 3 2:3/3/flip_h = true 2:3/3/flip_v = true 2:3/3/physics_layer_0/linear_velocity = Vector2(0, 0) 2:3/3/physics_layer_0/angular_velocity = 0.0 2:3/4 = 4 2:3/4/transpose = true 2:3/4/physics_layer_0/linear_velocity = Vector2(0, 0) 2:3/4/physics_layer_0/angular_velocity = 0.0 2:3/5 = 5 2:3/5/flip_h = true 2:3/5/transpose = true 2:3/5/physics_layer_0/linear_velocity = Vector2(0, 0) 2:3/5/physics_layer_0/angular_velocity = 0.0 2:3/6 = 6 2:3/6/flip_v = true 2:3/6/transpose = true 2:3/6/physics_layer_0/linear_velocity = Vector2(0, 0) 2:3/6/physics_layer_0/angular_velocity = 0.0 2:3/7 = 7 2:3/7/flip_h = true 2:3/7/flip_v = true 2:3/7/transpose = true 2:3/7/physics_layer_0/linear_velocity = Vector2(0, 0) 2:3/7/physics_layer_0/angular_velocity = 0.0 2:4/next_alternative_id = 8 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 2:4/1 = 1 2:4/1/flip_h = true 2:4/1/physics_layer_0/linear_velocity = Vector2(0, 0) 2:4/1/physics_layer_0/angular_velocity = 0.0 2:4/2 = 2 2:4/2/flip_v = true 2:4/2/physics_layer_0/linear_velocity = Vector2(0, 0) 2:4/2/physics_layer_0/angular_velocity = 0.0 2:4/3 = 3 2:4/3/flip_h = true 2:4/3/flip_v = true 2:4/3/physics_layer_0/linear_velocity = Vector2(0, 0) 2:4/3/physics_layer_0/angular_velocity = 0.0 2:4/4 = 4 2:4/4/transpose = true 2:4/4/physics_layer_0/linear_velocity = Vector2(0, 0) 2:4/4/physics_layer_0/angular_velocity = 0.0 2:4/5 = 5 2:4/5/flip_h = true 2:4/5/transpose = true 2:4/5/physics_layer_0/linear_velocity = Vector2(0, 0) 2:4/5/physics_layer_0/angular_velocity = 0.0 2:4/6 = 6 2:4/6/flip_v = true 2:4/6/transpose = true 2:4/6/physics_layer_0/linear_velocity = Vector2(0, 0) 2:4/6/physics_layer_0/angular_velocity = 0.0 2:4/7 = 7 2:4/7/flip_h = true 2:4/7/flip_v = true 2:4/7/transpose = true 2:4/7/physics_layer_0/linear_velocity = Vector2(0, 0) 2:4/7/physics_layer_0/angular_velocity = 0.0 2:5/next_alternative_id = 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 2:5/1 = 1 2:5/1/flip_h = true 2:5/1/physics_layer_0/linear_velocity = Vector2(0, 0) 2:5/1/physics_layer_0/angular_velocity = 0.0 2:5/2 = 2 2:5/2/flip_v = true 2:5/2/physics_layer_0/linear_velocity = Vector2(0, 0) 2:5/2/physics_layer_0/angular_velocity = 0.0 2:5/3 = 3 2:5/3/flip_h = true 2:5/3/flip_v = true 2:5/3/physics_layer_0/linear_velocity = Vector2(0, 0) 2:5/3/physics_layer_0/angular_velocity = 0.0 2:5/4 = 4 2:5/4/transpose = true 2:5/4/physics_layer_0/linear_velocity = Vector2(0, 0) 2:5/4/physics_layer_0/angular_velocity = 0.0 2:5/5 = 5 2:5/5/flip_h = true 2:5/5/transpose = true 2:5/5/physics_layer_0/linear_velocity = Vector2(0, 0) 2:5/5/physics_layer_0/angular_velocity = 0.0 2:5/6 = 6 2:5/6/flip_v = true 2:5/6/transpose = true 2:5/6/physics_layer_0/linear_velocity = Vector2(0, 0) 2:5/6/physics_layer_0/angular_velocity = 0.0 2:5/7 = 7 2:5/7/flip_h = true 2:5/7/flip_v = true 2:5/7/transpose = true 2:5/7/physics_layer_0/linear_velocity = Vector2(0, 0) 2:5/7/physics_layer_0/angular_velocity = 0.0 2:6/next_alternative_id = 8 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 2:6/1 = 1 2:6/1/flip_h = true 2:6/1/physics_layer_0/linear_velocity = Vector2(0, 0) 2:6/1/physics_layer_0/angular_velocity = 0.0 2:6/2 = 2 2:6/2/flip_v = true 2:6/2/physics_layer_0/linear_velocity = Vector2(0, 0) 2:6/2/physics_layer_0/angular_velocity = 0.0 2:6/3 = 3 2:6/3/flip_h = true 2:6/3/flip_v = true 2:6/3/physics_layer_0/linear_velocity = Vector2(0, 0) 2:6/3/physics_layer_0/angular_velocity = 0.0 2:6/4 = 4 2:6/4/transpose = true 2:6/4/physics_layer_0/linear_velocity = Vector2(0, 0) 2:6/4/physics_layer_0/angular_velocity = 0.0 2:6/5 = 5 2:6/5/flip_h = true 2:6/5/transpose = true 2:6/5/physics_layer_0/linear_velocity = Vector2(0, 0) 2:6/5/physics_layer_0/angular_velocity = 0.0 2:6/6 = 6 2:6/6/flip_v = true 2:6/6/transpose = true 2:6/6/physics_layer_0/linear_velocity = Vector2(0, 0) 2:6/6/physics_layer_0/angular_velocity = 0.0 2:6/7 = 7 2:6/7/flip_h = true 2:6/7/flip_v = true 2:6/7/transpose = true 2:6/7/physics_layer_0/linear_velocity = Vector2(0, 0) 2:6/7/physics_layer_0/angular_velocity = 0.0 2:7/next_alternative_id = 8 2:7/0 = 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, 4, -8, 4) 2:7/1 = 1 2:7/1/flip_h = true 2:7/1/physics_layer_0/linear_velocity = Vector2(0, 0) 2:7/1/physics_layer_0/angular_velocity = 0.0 2:7/1/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 4, 8, 4) 2:7/2 = 2 2:7/2/flip_v = true 2:7/2/physics_layer_0/linear_velocity = Vector2(0, 0) 2:7/2/physics_layer_0/angular_velocity = 0.0 2:7/2/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -4, -8, -4) 2:7/3 = 3 2:7/3/flip_h = true 2:7/3/flip_v = true 2:7/3/physics_layer_0/linear_velocity = Vector2(0, 0) 2:7/3/physics_layer_0/angular_velocity = 0.0 2:7/3/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -4, 8, -4) 2:7/4 = 4 2:7/4/transpose = true 2:7/4/physics_layer_0/linear_velocity = Vector2(0, 0) 2:7/4/physics_layer_0/angular_velocity = 0.0 2:7/4/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 4, -8, 4) 2:7/5 = 5 2:7/5/flip_h = true 2:7/5/transpose = true 2:7/5/physics_layer_0/linear_velocity = Vector2(0, 0) 2:7/5/physics_layer_0/angular_velocity = 0.0 2:7/5/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 4, 8, 4) 2:7/6 = 6 2:7/6/flip_v = true 2:7/6/transpose = true 2:7/6/physics_layer_0/linear_velocity = Vector2(0, 0) 2:7/6/physics_layer_0/angular_velocity = 0.0 2:7/6/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -4, -8, -4) 2:7/7 = 7 2:7/7/flip_h = true 2:7/7/flip_v = true 2:7/7/transpose = true 2:7/7/physics_layer_0/linear_velocity = Vector2(0, 0) 2:7/7/physics_layer_0/angular_velocity = 0.0 2:7/7/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -4, 8, -4) 2:8/next_alternative_id = 8 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 2:8/1 = 1 2:8/1/flip_h = true 2:8/1/physics_layer_0/linear_velocity = Vector2(0, 0) 2:8/1/physics_layer_0/angular_velocity = 0.0 2:8/2 = 2 2:8/2/flip_v = true 2:8/2/physics_layer_0/linear_velocity = Vector2(0, 0) 2:8/2/physics_layer_0/angular_velocity = 0.0 2:8/3 = 3 2:8/3/flip_h = true 2:8/3/flip_v = true 2:8/3/physics_layer_0/linear_velocity = Vector2(0, 0) 2:8/3/physics_layer_0/angular_velocity = 0.0 2:8/4 = 4 2:8/4/transpose = true 2:8/4/physics_layer_0/linear_velocity = Vector2(0, 0) 2:8/4/physics_layer_0/angular_velocity = 0.0 2:8/5 = 5 2:8/5/flip_h = true 2:8/5/transpose = true 2:8/5/physics_layer_0/linear_velocity = Vector2(0, 0) 2:8/5/physics_layer_0/angular_velocity = 0.0 2:8/6 = 6 2:8/6/flip_v = true 2:8/6/transpose = true 2:8/6/physics_layer_0/linear_velocity = Vector2(0, 0) 2:8/6/physics_layer_0/angular_velocity = 0.0 2:8/7 = 7 2:8/7/flip_h = true 2:8/7/flip_v = true 2:8/7/transpose = true 2:8/7/physics_layer_0/linear_velocity = Vector2(0, 0) 2:8/7/physics_layer_0/angular_velocity = 0.0 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 3:0/1 = 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 3:0/2 = 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 3:0/3 = 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 3:0/4 = 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 3:0/5 = 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 3:0/6 = 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 3:0/7 = 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 3:1/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 3:1/1 = 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 3:1/2 = 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 3:1/3 = 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 3:1/4 = 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 3:1/5 = 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 3:1/6 = 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 3:1/7 = 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 3:2/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) 3:3/next_alternative_id = 8 3:3/0 = 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) 3:3/1 = 1 3:3/1/flip_h = true 3:3/1/physics_layer_0/linear_velocity = Vector2(0, 0) 3:3/1/physics_layer_0/angular_velocity = 0.0 3:3/1/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) 3:3/2 = 2 3:3/2/flip_v = true 3:3/2/physics_layer_0/linear_velocity = Vector2(0, 0) 3:3/2/physics_layer_0/angular_velocity = 0.0 3:3/2/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) 3:3/3 = 3 3:3/3/flip_h = true 3:3/3/flip_v = true 3:3/3/physics_layer_0/linear_velocity = Vector2(0, 0) 3:3/3/physics_layer_0/angular_velocity = 0.0 3:3/3/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) 3:3/4 = 4 3:3/4/transpose = true 3:3/4/physics_layer_0/linear_velocity = Vector2(0, 0) 3:3/4/physics_layer_0/angular_velocity = 0.0 3:3/4/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 3:3/5 = 5 3:3/5/flip_h = true 3:3/5/transpose = true 3:3/5/physics_layer_0/linear_velocity = Vector2(0, 0) 3:3/5/physics_layer_0/angular_velocity = 0.0 3:3/5/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) 3:3/6 = 6 3:3/6/flip_v = true 3:3/6/transpose = true 3:3/6/physics_layer_0/linear_velocity = Vector2(0, 0) 3:3/6/physics_layer_0/angular_velocity = 0.0 3:3/6/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) 3:3/7 = 7 3:3/7/flip_h = true 3:3/7/flip_v = true 3:3/7/transpose = true 3:3/7/physics_layer_0/linear_velocity = Vector2(0, 0) 3:3/7/physics_layer_0/angular_velocity = 0.0 3:3/7/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) 3:4/next_alternative_id = 8 3:4/0 = 0 3:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) 3:4/0/physics_layer_0/angular_velocity = 0.0 3:4/1 = 1 3:4/1/flip_h = true 3:4/1/physics_layer_0/linear_velocity = Vector2(0, 0) 3:4/1/physics_layer_0/angular_velocity = 0.0 3:4/2 = 2 3:4/2/flip_v = true 3:4/2/physics_layer_0/linear_velocity = Vector2(0, 0) 3:4/2/physics_layer_0/angular_velocity = 0.0 3:4/3 = 3 3:4/3/flip_h = true 3:4/3/flip_v = true 3:4/3/physics_layer_0/linear_velocity = Vector2(0, 0) 3:4/3/physics_layer_0/angular_velocity = 0.0 3:4/4 = 4 3:4/4/transpose = true 3:4/4/physics_layer_0/linear_velocity = Vector2(0, 0) 3:4/4/physics_layer_0/angular_velocity = 0.0 3:4/5 = 5 3:4/5/flip_h = true 3:4/5/transpose = true 3:4/5/physics_layer_0/linear_velocity = Vector2(0, 0) 3:4/5/physics_layer_0/angular_velocity = 0.0 3:4/6 = 6 3:4/6/flip_v = true 3:4/6/transpose = true 3:4/6/physics_layer_0/linear_velocity = Vector2(0, 0) 3:4/6/physics_layer_0/angular_velocity = 0.0 3:4/7 = 7 3:4/7/flip_h = true 3:4/7/flip_v = true 3:4/7/transpose = true 3:4/7/physics_layer_0/linear_velocity = Vector2(0, 0) 3:4/7/physics_layer_0/angular_velocity = 0.0 3:5/next_alternative_id = 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 3:5/1 = 1 3:5/1/flip_h = true 3:5/1/physics_layer_0/linear_velocity = Vector2(0, 0) 3:5/1/physics_layer_0/angular_velocity = 0.0 3:5/2 = 2 3:5/2/flip_v = true 3:5/2/physics_layer_0/linear_velocity = Vector2(0, 0) 3:5/2/physics_layer_0/angular_velocity = 0.0 3:5/3 = 3 3:5/3/flip_h = true 3:5/3/flip_v = true 3:5/3/physics_layer_0/linear_velocity = Vector2(0, 0) 3:5/3/physics_layer_0/angular_velocity = 0.0 3:5/4 = 4 3:5/4/transpose = true 3:5/4/physics_layer_0/linear_velocity = Vector2(0, 0) 3:5/4/physics_layer_0/angular_velocity = 0.0 3:5/5 = 5 3:5/5/flip_h = true 3:5/5/transpose = true 3:5/5/physics_layer_0/linear_velocity = Vector2(0, 0) 3:5/5/physics_layer_0/angular_velocity = 0.0 3:5/6 = 6 3:5/6/flip_v = true 3:5/6/transpose = true 3:5/6/physics_layer_0/linear_velocity = Vector2(0, 0) 3:5/6/physics_layer_0/angular_velocity = 0.0 3:5/7 = 7 3:5/7/flip_h = true 3:5/7/flip_v = true 3:5/7/transpose = true 3:5/7/physics_layer_0/linear_velocity = Vector2(0, 0) 3:5/7/physics_layer_0/angular_velocity = 0.0 3:6/next_alternative_id = 8 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 3:6/1 = 1 3:6/1/flip_h = true 3:6/1/physics_layer_0/linear_velocity = Vector2(0, 0) 3:6/1/physics_layer_0/angular_velocity = 0.0 3:6/2 = 2 3:6/2/flip_v = true 3:6/2/physics_layer_0/linear_velocity = Vector2(0, 0) 3:6/2/physics_layer_0/angular_velocity = 0.0 3:6/3 = 3 3:6/3/flip_h = true 3:6/3/flip_v = true 3:6/3/physics_layer_0/linear_velocity = Vector2(0, 0) 3:6/3/physics_layer_0/angular_velocity = 0.0 3:6/4 = 4 3:6/4/transpose = true 3:6/4/physics_layer_0/linear_velocity = Vector2(0, 0) 3:6/4/physics_layer_0/angular_velocity = 0.0 3:6/5 = 5 3:6/5/flip_h = true 3:6/5/transpose = true 3:6/5/physics_layer_0/linear_velocity = Vector2(0, 0) 3:6/5/physics_layer_0/angular_velocity = 0.0 3:6/6 = 6 3:6/6/flip_v = true 3:6/6/transpose = true 3:6/6/physics_layer_0/linear_velocity = Vector2(0, 0) 3:6/6/physics_layer_0/angular_velocity = 0.0 3:6/7 = 7 3:6/7/flip_h = true 3:6/7/flip_v = true 3:6/7/transpose = true 3:6/7/physics_layer_0/linear_velocity = Vector2(0, 0) 3:6/7/physics_layer_0/angular_velocity = 0.0 3:7/next_alternative_id = 8 3:7/0 = 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, 4, -8, 4) 3:7/1 = 1 3:7/1/flip_h = true 3:7/1/physics_layer_0/linear_velocity = Vector2(0, 0) 3:7/1/physics_layer_0/angular_velocity = 0.0 3:7/1/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 4, 8, 4) 3:7/2 = 2 3:7/2/flip_v = true 3:7/2/physics_layer_0/linear_velocity = Vector2(0, 0) 3:7/2/physics_layer_0/angular_velocity = 0.0 3:7/2/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -4, -8, -4) 3:7/3 = 3 3:7/3/flip_h = true 3:7/3/flip_v = true 3:7/3/physics_layer_0/linear_velocity = Vector2(0, 0) 3:7/3/physics_layer_0/angular_velocity = 0.0 3:7/3/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -4, 8, -4) 3:7/4 = 4 3:7/4/transpose = true 3:7/4/physics_layer_0/linear_velocity = Vector2(0, 0) 3:7/4/physics_layer_0/angular_velocity = 0.0 3:7/4/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 4, -8, 4) 3:7/5 = 5 3:7/5/flip_h = true 3:7/5/transpose = true 3:7/5/physics_layer_0/linear_velocity = Vector2(0, 0) 3:7/5/physics_layer_0/angular_velocity = 0.0 3:7/5/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 4, 8, 4) 3:7/6 = 6 3:7/6/flip_v = true 3:7/6/transpose = true 3:7/6/physics_layer_0/linear_velocity = Vector2(0, 0) 3:7/6/physics_layer_0/angular_velocity = 0.0 3:7/6/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -4, -8, -4) 3:7/7 = 7 3:7/7/flip_h = true 3:7/7/flip_v = true 3:7/7/transpose = true 3:7/7/physics_layer_0/linear_velocity = Vector2(0, 0) 3:7/7/physics_layer_0/angular_velocity = 0.0 3:7/7/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -4, 8, -4) 3:8/next_alternative_id = 8 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 3:8/1 = 1 3:8/1/flip_h = true 3:8/1/physics_layer_0/linear_velocity = Vector2(0, 0) 3:8/1/physics_layer_0/angular_velocity = 0.0 3:8/2 = 2 3:8/2/flip_v = true 3:8/2/physics_layer_0/linear_velocity = Vector2(0, 0) 3:8/2/physics_layer_0/angular_velocity = 0.0 3:8/3 = 3 3:8/3/flip_h = true 3:8/3/flip_v = true 3:8/3/physics_layer_0/linear_velocity = Vector2(0, 0) 3:8/3/physics_layer_0/angular_velocity = 0.0 3:8/4 = 4 3:8/4/transpose = true 3:8/4/physics_layer_0/linear_velocity = Vector2(0, 0) 3:8/4/physics_layer_0/angular_velocity = 0.0 3:8/5 = 5 3:8/5/flip_h = true 3:8/5/transpose = true 3:8/5/physics_layer_0/linear_velocity = Vector2(0, 0) 3:8/5/physics_layer_0/angular_velocity = 0.0 3:8/6 = 6 3:8/6/flip_v = true 3:8/6/transpose = true 3:8/6/physics_layer_0/linear_velocity = Vector2(0, 0) 3:8/6/physics_layer_0/angular_velocity = 0.0 3:8/7 = 7 3:8/7/flip_h = true 3:8/7/flip_v = true 3:8/7/transpose = true 3:8/7/physics_layer_0/linear_velocity = Vector2(0, 0) 3:8/7/physics_layer_0/angular_velocity = 0.0 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 4:0/1 = 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 4:0/2 = 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 4:0/3 = 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 4:0/4 = 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 4:0/5 = 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 4:0/6 = 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 4:0/7 = 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 4:1/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 4:1/1 = 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 4:1/2 = 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 4:1/3 = 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 4:1/4 = 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 4:1/5 = 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 4:1/6 = 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 4:1/7 = 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 4:2/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 4:2/1 = 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 4:2/2 = 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 4:2/3 = 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 4:2/4 = 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 4:2/5 = 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 4:2/6 = 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 4:2/7 = 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 4:3/next_alternative_id = 8 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 4:3/1 = 1 4:3/1/flip_h = true 4:3/1/physics_layer_0/linear_velocity = Vector2(0, 0) 4:3/1/physics_layer_0/angular_velocity = 0.0 4:3/2 = 2 4:3/2/flip_v = true 4:3/2/physics_layer_0/linear_velocity = Vector2(0, 0) 4:3/2/physics_layer_0/angular_velocity = 0.0 4:3/3 = 3 4:3/3/flip_h = true 4:3/3/flip_v = true 4:3/3/physics_layer_0/linear_velocity = Vector2(0, 0) 4:3/3/physics_layer_0/angular_velocity = 0.0 4:3/4 = 4 4:3/4/transpose = true 4:3/4/physics_layer_0/linear_velocity = Vector2(0, 0) 4:3/4/physics_layer_0/angular_velocity = 0.0 4:3/5 = 5 4:3/5/flip_h = true 4:3/5/transpose = true 4:3/5/physics_layer_0/linear_velocity = Vector2(0, 0) 4:3/5/physics_layer_0/angular_velocity = 0.0 4:3/6 = 6 4:3/6/flip_v = true 4:3/6/transpose = true 4:3/6/physics_layer_0/linear_velocity = Vector2(0, 0) 4:3/6/physics_layer_0/angular_velocity = 0.0 4:3/7 = 7 4:3/7/flip_h = true 4:3/7/flip_v = true 4:3/7/transpose = true 4:3/7/physics_layer_0/linear_velocity = Vector2(0, 0) 4:3/7/physics_layer_0/angular_velocity = 0.0 4:4/next_alternative_id = 8 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 4:4/1 = 1 4:4/1/flip_h = true 4:4/1/physics_layer_0/linear_velocity = Vector2(0, 0) 4:4/1/physics_layer_0/angular_velocity = 0.0 4:4/2 = 2 4:4/2/flip_v = true 4:4/2/physics_layer_0/linear_velocity = Vector2(0, 0) 4:4/2/physics_layer_0/angular_velocity = 0.0 4:4/3 = 3 4:4/3/flip_h = true 4:4/3/flip_v = true 4:4/3/physics_layer_0/linear_velocity = Vector2(0, 0) 4:4/3/physics_layer_0/angular_velocity = 0.0 4:4/4 = 4 4:4/4/transpose = true 4:4/4/physics_layer_0/linear_velocity = Vector2(0, 0) 4:4/4/physics_layer_0/angular_velocity = 0.0 4:4/5 = 5 4:4/5/flip_h = true 4:4/5/transpose = true 4:4/5/physics_layer_0/linear_velocity = Vector2(0, 0) 4:4/5/physics_layer_0/angular_velocity = 0.0 4:4/6 = 6 4:4/6/flip_v = true 4:4/6/transpose = true 4:4/6/physics_layer_0/linear_velocity = Vector2(0, 0) 4:4/6/physics_layer_0/angular_velocity = 0.0 4:4/7 = 7 4:4/7/flip_h = true 4:4/7/flip_v = true 4:4/7/transpose = true 4:4/7/physics_layer_0/linear_velocity = Vector2(0, 0) 4:4/7/physics_layer_0/angular_velocity = 0.0 4:5/next_alternative_id = 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 4:5/1 = 1 4:5/1/flip_h = true 4:5/1/physics_layer_0/linear_velocity = Vector2(0, 0) 4:5/1/physics_layer_0/angular_velocity = 0.0 4:5/2 = 2 4:5/2/flip_v = true 4:5/2/physics_layer_0/linear_velocity = Vector2(0, 0) 4:5/2/physics_layer_0/angular_velocity = 0.0 4:5/3 = 3 4:5/3/flip_h = true 4:5/3/flip_v = true 4:5/3/physics_layer_0/linear_velocity = Vector2(0, 0) 4:5/3/physics_layer_0/angular_velocity = 0.0 4:5/4 = 4 4:5/4/transpose = true 4:5/4/physics_layer_0/linear_velocity = Vector2(0, 0) 4:5/4/physics_layer_0/angular_velocity = 0.0 4:5/5 = 5 4:5/5/flip_h = true 4:5/5/transpose = true 4:5/5/physics_layer_0/linear_velocity = Vector2(0, 0) 4:5/5/physics_layer_0/angular_velocity = 0.0 4:5/6 = 6 4:5/6/flip_v = true 4:5/6/transpose = true 4:5/6/physics_layer_0/linear_velocity = Vector2(0, 0) 4:5/6/physics_layer_0/angular_velocity = 0.0 4:5/7 = 7 4:5/7/flip_h = true 4:5/7/flip_v = true 4:5/7/transpose = true 4:5/7/physics_layer_0/linear_velocity = Vector2(0, 0) 4:5/7/physics_layer_0/angular_velocity = 0.0 4:6/next_alternative_id = 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 4:6/1 = 1 4:6/1/flip_h = true 4:6/1/physics_layer_0/linear_velocity = Vector2(0, 0) 4:6/1/physics_layer_0/angular_velocity = 0.0 4:6/2 = 2 4:6/2/flip_v = true 4:6/2/physics_layer_0/linear_velocity = Vector2(0, 0) 4:6/2/physics_layer_0/angular_velocity = 0.0 4:6/3 = 3 4:6/3/flip_h = true 4:6/3/flip_v = true 4:6/3/physics_layer_0/linear_velocity = Vector2(0, 0) 4:6/3/physics_layer_0/angular_velocity = 0.0 4:6/4 = 4 4:6/4/transpose = true 4:6/4/physics_layer_0/linear_velocity = Vector2(0, 0) 4:6/4/physics_layer_0/angular_velocity = 0.0 4:6/5 = 5 4:6/5/flip_h = true 4:6/5/transpose = true 4:6/5/physics_layer_0/linear_velocity = Vector2(0, 0) 4:6/5/physics_layer_0/angular_velocity = 0.0 4:6/6 = 6 4:6/6/flip_v = true 4:6/6/transpose = true 4:6/6/physics_layer_0/linear_velocity = Vector2(0, 0) 4:6/6/physics_layer_0/angular_velocity = 0.0 4:6/7 = 7 4:6/7/flip_h = true 4:6/7/flip_v = true 4:6/7/transpose = true 4:6/7/physics_layer_0/linear_velocity = Vector2(0, 0) 4:6/7/physics_layer_0/angular_velocity = 0.0 4:7/next_alternative_id = 8 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 4:7/1 = 1 4:7/1/flip_h = true 4:7/1/physics_layer_0/linear_velocity = Vector2(0, 0) 4:7/1/physics_layer_0/angular_velocity = 0.0 4:7/2 = 2 4:7/2/flip_v = true 4:7/2/physics_layer_0/linear_velocity = Vector2(0, 0) 4:7/2/physics_layer_0/angular_velocity = 0.0 4:7/3 = 3 4:7/3/flip_h = true 4:7/3/flip_v = true 4:7/3/physics_layer_0/linear_velocity = Vector2(0, 0) 4:7/3/physics_layer_0/angular_velocity = 0.0 4:7/4 = 4 4:7/4/transpose = true 4:7/4/physics_layer_0/linear_velocity = Vector2(0, 0) 4:7/4/physics_layer_0/angular_velocity = 0.0 4:7/5 = 5 4:7/5/flip_h = true 4:7/5/transpose = true 4:7/5/physics_layer_0/linear_velocity = Vector2(0, 0) 4:7/5/physics_layer_0/angular_velocity = 0.0 4:7/6 = 6 4:7/6/flip_v = true 4:7/6/transpose = true 4:7/6/physics_layer_0/linear_velocity = Vector2(0, 0) 4:7/6/physics_layer_0/angular_velocity = 0.0 4:7/7 = 7 4:7/7/flip_h = true 4:7/7/flip_v = true 4:7/7/transpose = true 4:7/7/physics_layer_0/linear_velocity = Vector2(0, 0) 4:7/7/physics_layer_0/angular_velocity = 0.0 4:8/next_alternative_id = 8 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 4:8/1 = 1 4:8/1/flip_h = true 4:8/1/physics_layer_0/linear_velocity = Vector2(0, 0) 4:8/1/physics_layer_0/angular_velocity = 0.0 4:8/2 = 2 4:8/2/flip_v = true 4:8/2/physics_layer_0/linear_velocity = Vector2(0, 0) 4:8/2/physics_layer_0/angular_velocity = 0.0 4:8/3 = 3 4:8/3/flip_h = true 4:8/3/flip_v = true 4:8/3/physics_layer_0/linear_velocity = Vector2(0, 0) 4:8/3/physics_layer_0/angular_velocity = 0.0 4:8/4 = 4 4:8/4/transpose = true 4:8/4/physics_layer_0/linear_velocity = Vector2(0, 0) 4:8/4/physics_layer_0/angular_velocity = 0.0 4:8/5 = 5 4:8/5/flip_h = true 4:8/5/transpose = true 4:8/5/physics_layer_0/linear_velocity = Vector2(0, 0) 4:8/5/physics_layer_0/angular_velocity = 0.0 4:8/6 = 6 4:8/6/flip_v = true 4:8/6/transpose = true 4:8/6/physics_layer_0/linear_velocity = Vector2(0, 0) 4:8/6/physics_layer_0/angular_velocity = 0.0 4:8/7 = 7 4:8/7/flip_h = true 4:8/7/flip_v = true 4:8/7/transpose = true 4:8/7/physics_layer_0/linear_velocity = Vector2(0, 0) 4:8/7/physics_layer_0/angular_velocity = 0.0 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 5:0/1 = 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 5:0/2 = 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 5:0/3 = 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 5:0/4 = 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 5:0/5 = 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 5:0/6 = 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 5:0/7 = 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 5:1/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 5:1/1 = 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 5:1/2 = 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 5:1/3 = 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 5:1/4 = 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 5:1/5 = 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 5:1/6 = 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 5:1/7 = 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 5:2/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 5:2/1 = 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 5:2/2 = 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 5:2/3 = 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 5:2/4 = 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 5:2/5 = 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 5:2/6 = 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 5:2/7 = 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 5:3/next_alternative_id = 8 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 5:3/1 = 1 5:3/1/flip_h = true 5:3/1/physics_layer_0/linear_velocity = Vector2(0, 0) 5:3/1/physics_layer_0/angular_velocity = 0.0 5:3/2 = 2 5:3/2/flip_v = true 5:3/2/physics_layer_0/linear_velocity = Vector2(0, 0) 5:3/2/physics_layer_0/angular_velocity = 0.0 5:3/3 = 3 5:3/3/flip_h = true 5:3/3/flip_v = true 5:3/3/physics_layer_0/linear_velocity = Vector2(0, 0) 5:3/3/physics_layer_0/angular_velocity = 0.0 5:3/4 = 4 5:3/4/transpose = true 5:3/4/physics_layer_0/linear_velocity = Vector2(0, 0) 5:3/4/physics_layer_0/angular_velocity = 0.0 5:3/5 = 5 5:3/5/flip_h = true 5:3/5/transpose = true 5:3/5/physics_layer_0/linear_velocity = Vector2(0, 0) 5:3/5/physics_layer_0/angular_velocity = 0.0 5:3/6 = 6 5:3/6/flip_v = true 5:3/6/transpose = true 5:3/6/physics_layer_0/linear_velocity = Vector2(0, 0) 5:3/6/physics_layer_0/angular_velocity = 0.0 5:3/7 = 7 5:3/7/flip_h = true 5:3/7/flip_v = true 5:3/7/transpose = true 5:3/7/physics_layer_0/linear_velocity = Vector2(0, 0) 5:3/7/physics_layer_0/angular_velocity = 0.0 5:4/next_alternative_id = 8 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 5:4/1 = 1 5:4/1/flip_h = true 5:4/1/physics_layer_0/linear_velocity = Vector2(0, 0) 5:4/1/physics_layer_0/angular_velocity = 0.0 5:4/2 = 2 5:4/2/flip_v = true 5:4/2/physics_layer_0/linear_velocity = Vector2(0, 0) 5:4/2/physics_layer_0/angular_velocity = 0.0 5:4/3 = 3 5:4/3/flip_h = true 5:4/3/flip_v = true 5:4/3/physics_layer_0/linear_velocity = Vector2(0, 0) 5:4/3/physics_layer_0/angular_velocity = 0.0 5:4/4 = 4 5:4/4/transpose = true 5:4/4/physics_layer_0/linear_velocity = Vector2(0, 0) 5:4/4/physics_layer_0/angular_velocity = 0.0 5:4/5 = 5 5:4/5/flip_h = true 5:4/5/transpose = true 5:4/5/physics_layer_0/linear_velocity = Vector2(0, 0) 5:4/5/physics_layer_0/angular_velocity = 0.0 5:4/6 = 6 5:4/6/flip_v = true 5:4/6/transpose = true 5:4/6/physics_layer_0/linear_velocity = Vector2(0, 0) 5:4/6/physics_layer_0/angular_velocity = 0.0 5:4/7 = 7 5:4/7/flip_h = true 5:4/7/flip_v = true 5:4/7/transpose = true 5:4/7/physics_layer_0/linear_velocity = Vector2(0, 0) 5:4/7/physics_layer_0/angular_velocity = 0.0 5:5/next_alternative_id = 8 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 5:5/1 = 1 5:5/1/flip_h = true 5:5/1/physics_layer_0/linear_velocity = Vector2(0, 0) 5:5/1/physics_layer_0/angular_velocity = 0.0 5:5/2 = 2 5:5/2/flip_v = true 5:5/2/physics_layer_0/linear_velocity = Vector2(0, 0) 5:5/2/physics_layer_0/angular_velocity = 0.0 5:5/3 = 3 5:5/3/flip_h = true 5:5/3/flip_v = true 5:5/3/physics_layer_0/linear_velocity = Vector2(0, 0) 5:5/3/physics_layer_0/angular_velocity = 0.0 5:5/4 = 4 5:5/4/transpose = true 5:5/4/physics_layer_0/linear_velocity = Vector2(0, 0) 5:5/4/physics_layer_0/angular_velocity = 0.0 5:5/5 = 5 5:5/5/flip_h = true 5:5/5/transpose = true 5:5/5/physics_layer_0/linear_velocity = Vector2(0, 0) 5:5/5/physics_layer_0/angular_velocity = 0.0 5:5/6 = 6 5:5/6/flip_v = true 5:5/6/transpose = true 5:5/6/physics_layer_0/linear_velocity = Vector2(0, 0) 5:5/6/physics_layer_0/angular_velocity = 0.0 5:5/7 = 7 5:5/7/flip_h = true 5:5/7/flip_v = true 5:5/7/transpose = true 5:5/7/physics_layer_0/linear_velocity = Vector2(0, 0) 5:5/7/physics_layer_0/angular_velocity = 0.0 5:6/next_alternative_id = 8 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 5:6/1 = 1 5:6/1/flip_h = true 5:6/1/physics_layer_0/linear_velocity = Vector2(0, 0) 5:6/1/physics_layer_0/angular_velocity = 0.0 5:6/2 = 2 5:6/2/flip_v = true 5:6/2/physics_layer_0/linear_velocity = Vector2(0, 0) 5:6/2/physics_layer_0/angular_velocity = 0.0 5:6/3 = 3 5:6/3/flip_h = true 5:6/3/flip_v = true 5:6/3/physics_layer_0/linear_velocity = Vector2(0, 0) 5:6/3/physics_layer_0/angular_velocity = 0.0 5:6/4 = 4 5:6/4/transpose = true 5:6/4/physics_layer_0/linear_velocity = Vector2(0, 0) 5:6/4/physics_layer_0/angular_velocity = 0.0 5:6/5 = 5 5:6/5/flip_h = true 5:6/5/transpose = true 5:6/5/physics_layer_0/linear_velocity = Vector2(0, 0) 5:6/5/physics_layer_0/angular_velocity = 0.0 5:6/6 = 6 5:6/6/flip_v = true 5:6/6/transpose = true 5:6/6/physics_layer_0/linear_velocity = Vector2(0, 0) 5:6/6/physics_layer_0/angular_velocity = 0.0 5:6/7 = 7 5:6/7/flip_h = true 5:6/7/flip_v = true 5:6/7/transpose = true 5:6/7/physics_layer_0/linear_velocity = Vector2(0, 0) 5:6/7/physics_layer_0/angular_velocity = 0.0 5:7/next_alternative_id = 8 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 5:7/1 = 1 5:7/1/flip_h = true 5:7/1/physics_layer_0/linear_velocity = Vector2(0, 0) 5:7/1/physics_layer_0/angular_velocity = 0.0 5:7/2 = 2 5:7/2/flip_v = true 5:7/2/physics_layer_0/linear_velocity = Vector2(0, 0) 5:7/2/physics_layer_0/angular_velocity = 0.0 5:7/3 = 3 5:7/3/flip_h = true 5:7/3/flip_v = true 5:7/3/physics_layer_0/linear_velocity = Vector2(0, 0) 5:7/3/physics_layer_0/angular_velocity = 0.0 5:7/4 = 4 5:7/4/transpose = true 5:7/4/physics_layer_0/linear_velocity = Vector2(0, 0) 5:7/4/physics_layer_0/angular_velocity = 0.0 5:7/5 = 5 5:7/5/flip_h = true 5:7/5/transpose = true 5:7/5/physics_layer_0/linear_velocity = Vector2(0, 0) 5:7/5/physics_layer_0/angular_velocity = 0.0 5:7/6 = 6 5:7/6/flip_v = true 5:7/6/transpose = true 5:7/6/physics_layer_0/linear_velocity = Vector2(0, 0) 5:7/6/physics_layer_0/angular_velocity = 0.0 5:7/7 = 7 5:7/7/flip_h = true 5:7/7/flip_v = true 5:7/7/transpose = true 5:7/7/physics_layer_0/linear_velocity = Vector2(0, 0) 5:7/7/physics_layer_0/angular_velocity = 0.0 5:8/next_alternative_id = 8 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 5:8/1 = 1 5:8/1/flip_h = true 5:8/1/physics_layer_0/linear_velocity = Vector2(0, 0) 5:8/1/physics_layer_0/angular_velocity = 0.0 5:8/2 = 2 5:8/2/flip_v = true 5:8/2/physics_layer_0/linear_velocity = Vector2(0, 0) 5:8/2/physics_layer_0/angular_velocity = 0.0 5:8/3 = 3 5:8/3/flip_h = true 5:8/3/flip_v = true 5:8/3/physics_layer_0/linear_velocity = Vector2(0, 0) 5:8/3/physics_layer_0/angular_velocity = 0.0 5:8/4 = 4 5:8/4/transpose = true 5:8/4/physics_layer_0/linear_velocity = Vector2(0, 0) 5:8/4/physics_layer_0/angular_velocity = 0.0 5:8/5 = 5 5:8/5/flip_h = true 5:8/5/transpose = true 5:8/5/physics_layer_0/linear_velocity = Vector2(0, 0) 5:8/5/physics_layer_0/angular_velocity = 0.0 5:8/6 = 6 5:8/6/flip_v = true 5:8/6/transpose = true 5:8/6/physics_layer_0/linear_velocity = Vector2(0, 0) 5:8/6/physics_layer_0/angular_velocity = 0.0 5:8/7 = 7 5:8/7/flip_h = true 5:8/7/flip_v = true 5:8/7/transpose = true 5:8/7/physics_layer_0/linear_velocity = Vector2(0, 0) 5:8/7/physics_layer_0/angular_velocity = 0.0 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 6:0/1 = 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 6:0/2 = 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 6:0/3 = 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 6:0/4 = 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 6:0/5 = 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 6:0/6 = 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 6:0/7 = 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 6:1/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 6:1/1 = 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 6:1/2 = 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 6:1/3 = 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 6:1/4 = 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 6:1/5 = 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 6:1/6 = 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 6:1/7 = 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 6:2/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 6:2/1 = 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 6:2/2 = 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 6:2/3 = 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 6:2/4 = 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 6:2/5 = 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 6:2/6 = 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 6:2/7 = 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 6:3/next_alternative_id = 8 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 6:3/1 = 1 6:3/1/flip_h = true 6:3/1/physics_layer_0/linear_velocity = Vector2(0, 0) 6:3/1/physics_layer_0/angular_velocity = 0.0 6:3/2 = 2 6:3/2/flip_v = true 6:3/2/physics_layer_0/linear_velocity = Vector2(0, 0) 6:3/2/physics_layer_0/angular_velocity = 0.0 6:3/3 = 3 6:3/3/flip_h = true 6:3/3/flip_v = true 6:3/3/physics_layer_0/linear_velocity = Vector2(0, 0) 6:3/3/physics_layer_0/angular_velocity = 0.0 6:3/4 = 4 6:3/4/transpose = true 6:3/4/physics_layer_0/linear_velocity = Vector2(0, 0) 6:3/4/physics_layer_0/angular_velocity = 0.0 6:3/5 = 5 6:3/5/flip_h = true 6:3/5/transpose = true 6:3/5/physics_layer_0/linear_velocity = Vector2(0, 0) 6:3/5/physics_layer_0/angular_velocity = 0.0 6:3/6 = 6 6:3/6/flip_v = true 6:3/6/transpose = true 6:3/6/physics_layer_0/linear_velocity = Vector2(0, 0) 6:3/6/physics_layer_0/angular_velocity = 0.0 6:3/7 = 7 6:3/7/flip_h = true 6:3/7/flip_v = true 6:3/7/transpose = true 6:3/7/physics_layer_0/linear_velocity = Vector2(0, 0) 6:3/7/physics_layer_0/angular_velocity = 0.0 6:4/next_alternative_id = 8 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 6:4/1 = 1 6:4/1/flip_h = true 6:4/1/physics_layer_0/linear_velocity = Vector2(0, 0) 6:4/1/physics_layer_0/angular_velocity = 0.0 6:4/2 = 2 6:4/2/flip_v = true 6:4/2/physics_layer_0/linear_velocity = Vector2(0, 0) 6:4/2/physics_layer_0/angular_velocity = 0.0 6:4/3 = 3 6:4/3/flip_h = true 6:4/3/flip_v = true 6:4/3/physics_layer_0/linear_velocity = Vector2(0, 0) 6:4/3/physics_layer_0/angular_velocity = 0.0 6:4/4 = 4 6:4/4/transpose = true 6:4/4/physics_layer_0/linear_velocity = Vector2(0, 0) 6:4/4/physics_layer_0/angular_velocity = 0.0 6:4/5 = 5 6:4/5/flip_h = true 6:4/5/transpose = true 6:4/5/physics_layer_0/linear_velocity = Vector2(0, 0) 6:4/5/physics_layer_0/angular_velocity = 0.0 6:4/6 = 6 6:4/6/flip_v = true 6:4/6/transpose = true 6:4/6/physics_layer_0/linear_velocity = Vector2(0, 0) 6:4/6/physics_layer_0/angular_velocity = 0.0 6:4/7 = 7 6:4/7/flip_h = true 6:4/7/flip_v = true 6:4/7/transpose = true 6:4/7/physics_layer_0/linear_velocity = Vector2(0, 0) 6:4/7/physics_layer_0/angular_velocity = 0.0 6:5/next_alternative_id = 8 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 6:5/1 = 1 6:5/1/flip_h = true 6:5/1/physics_layer_0/linear_velocity = Vector2(0, 0) 6:5/1/physics_layer_0/angular_velocity = 0.0 6:5/2 = 2 6:5/2/flip_v = true 6:5/2/physics_layer_0/linear_velocity = Vector2(0, 0) 6:5/2/physics_layer_0/angular_velocity = 0.0 6:5/3 = 3 6:5/3/flip_h = true 6:5/3/flip_v = true 6:5/3/physics_layer_0/linear_velocity = Vector2(0, 0) 6:5/3/physics_layer_0/angular_velocity = 0.0 6:5/4 = 4 6:5/4/transpose = true 6:5/4/physics_layer_0/linear_velocity = Vector2(0, 0) 6:5/4/physics_layer_0/angular_velocity = 0.0 6:5/5 = 5 6:5/5/flip_h = true 6:5/5/transpose = true 6:5/5/physics_layer_0/linear_velocity = Vector2(0, 0) 6:5/5/physics_layer_0/angular_velocity = 0.0 6:5/6 = 6 6:5/6/flip_v = true 6:5/6/transpose = true 6:5/6/physics_layer_0/linear_velocity = Vector2(0, 0) 6:5/6/physics_layer_0/angular_velocity = 0.0 6:5/7 = 7 6:5/7/flip_h = true 6:5/7/flip_v = true 6:5/7/transpose = true 6:5/7/physics_layer_0/linear_velocity = Vector2(0, 0) 6:5/7/physics_layer_0/angular_velocity = 0.0 6:6/next_alternative_id = 8 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 6:6/1 = 1 6:6/1/flip_h = true 6:6/1/physics_layer_0/linear_velocity = Vector2(0, 0) 6:6/1/physics_layer_0/angular_velocity = 0.0 6:6/2 = 2 6:6/2/flip_v = true 6:6/2/physics_layer_0/linear_velocity = Vector2(0, 0) 6:6/2/physics_layer_0/angular_velocity = 0.0 6:6/3 = 3 6:6/3/flip_h = true 6:6/3/flip_v = true 6:6/3/physics_layer_0/linear_velocity = Vector2(0, 0) 6:6/3/physics_layer_0/angular_velocity = 0.0 6:6/4 = 4 6:6/4/transpose = true 6:6/4/physics_layer_0/linear_velocity = Vector2(0, 0) 6:6/4/physics_layer_0/angular_velocity = 0.0 6:6/5 = 5 6:6/5/flip_h = true 6:6/5/transpose = true 6:6/5/physics_layer_0/linear_velocity = Vector2(0, 0) 6:6/5/physics_layer_0/angular_velocity = 0.0 6:6/6 = 6 6:6/6/flip_v = true 6:6/6/transpose = true 6:6/6/physics_layer_0/linear_velocity = Vector2(0, 0) 6:6/6/physics_layer_0/angular_velocity = 0.0 6:6/7 = 7 6:6/7/flip_h = true 6:6/7/flip_v = true 6:6/7/transpose = true 6:6/7/physics_layer_0/linear_velocity = Vector2(0, 0) 6:6/7/physics_layer_0/angular_velocity = 0.0 6:7/next_alternative_id = 8 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 6:7/1 = 1 6:7/1/flip_h = true 6:7/1/physics_layer_0/linear_velocity = Vector2(0, 0) 6:7/1/physics_layer_0/angular_velocity = 0.0 6:7/2 = 2 6:7/2/flip_v = true 6:7/2/physics_layer_0/linear_velocity = Vector2(0, 0) 6:7/2/physics_layer_0/angular_velocity = 0.0 6:7/3 = 3 6:7/3/flip_h = true 6:7/3/flip_v = true 6:7/3/physics_layer_0/linear_velocity = Vector2(0, 0) 6:7/3/physics_layer_0/angular_velocity = 0.0 6:7/4 = 4 6:7/4/transpose = true 6:7/4/physics_layer_0/linear_velocity = Vector2(0, 0) 6:7/4/physics_layer_0/angular_velocity = 0.0 6:7/5 = 5 6:7/5/flip_h = true 6:7/5/transpose = true 6:7/5/physics_layer_0/linear_velocity = Vector2(0, 0) 6:7/5/physics_layer_0/angular_velocity = 0.0 6:7/6 = 6 6:7/6/flip_v = true 6:7/6/transpose = true 6:7/6/physics_layer_0/linear_velocity = Vector2(0, 0) 6:7/6/physics_layer_0/angular_velocity = 0.0 6:7/7 = 7 6:7/7/flip_h = true 6:7/7/flip_v = true 6:7/7/transpose = true 6:7/7/physics_layer_0/linear_velocity = Vector2(0, 0) 6:7/7/physics_layer_0/angular_velocity = 0.0 6:8/next_alternative_id = 8 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 6:8/1 = 1 6:8/1/flip_h = true 6:8/1/physics_layer_0/linear_velocity = Vector2(0, 0) 6:8/1/physics_layer_0/angular_velocity = 0.0 6:8/2 = 2 6:8/2/flip_v = true 6:8/2/physics_layer_0/linear_velocity = Vector2(0, 0) 6:8/2/physics_layer_0/angular_velocity = 0.0 6:8/3 = 3 6:8/3/flip_h = true 6:8/3/flip_v = true 6:8/3/physics_layer_0/linear_velocity = Vector2(0, 0) 6:8/3/physics_layer_0/angular_velocity = 0.0 6:8/4 = 4 6:8/4/transpose = true 6:8/4/physics_layer_0/linear_velocity = Vector2(0, 0) 6:8/4/physics_layer_0/angular_velocity = 0.0 6:8/5 = 5 6:8/5/flip_h = true 6:8/5/transpose = true 6:8/5/physics_layer_0/linear_velocity = Vector2(0, 0) 6:8/5/physics_layer_0/angular_velocity = 0.0 6:8/6 = 6 6:8/6/flip_v = true 6:8/6/transpose = true 6:8/6/physics_layer_0/linear_velocity = Vector2(0, 0) 6:8/6/physics_layer_0/angular_velocity = 0.0 6:8/7 = 7 6:8/7/flip_h = true 6:8/7/flip_v = true 6:8/7/transpose = true 6:8/7/physics_layer_0/linear_velocity = Vector2(0, 0) 6:8/7/physics_layer_0/angular_velocity = 0.0 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 7:0/1 = 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 7:0/2 = 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 7:0/3 = 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 7:0/4 = 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 7:0/5 = 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 7:0/6 = 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 7:0/7 = 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 7:1/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 7:2/1 = 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 7:2/2 = 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 7:2/3 = 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 7:2/4 = 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 7:2/5 = 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 7:2/6 = 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 7:2/7 = 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 7:3/next_alternative_id = 8 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 7:3/1 = 1 7:3/1/flip_h = true 7:3/1/physics_layer_0/linear_velocity = Vector2(0, 0) 7:3/1/physics_layer_0/angular_velocity = 0.0 7:3/2 = 2 7:3/2/flip_v = true 7:3/2/physics_layer_0/linear_velocity = Vector2(0, 0) 7:3/2/physics_layer_0/angular_velocity = 0.0 7:3/3 = 3 7:3/3/flip_h = true 7:3/3/flip_v = true 7:3/3/physics_layer_0/linear_velocity = Vector2(0, 0) 7:3/3/physics_layer_0/angular_velocity = 0.0 7:3/4 = 4 7:3/4/transpose = true 7:3/4/physics_layer_0/linear_velocity = Vector2(0, 0) 7:3/4/physics_layer_0/angular_velocity = 0.0 7:3/5 = 5 7:3/5/flip_h = true 7:3/5/transpose = true 7:3/5/physics_layer_0/linear_velocity = Vector2(0, 0) 7:3/5/physics_layer_0/angular_velocity = 0.0 7:3/6 = 6 7:3/6/flip_v = true 7:3/6/transpose = true 7:3/6/physics_layer_0/linear_velocity = Vector2(0, 0) 7:3/6/physics_layer_0/angular_velocity = 0.0 7:3/7 = 7 7:3/7/flip_h = true 7:3/7/flip_v = true 7:3/7/transpose = true 7:3/7/physics_layer_0/linear_velocity = Vector2(0, 0) 7:3/7/physics_layer_0/angular_velocity = 0.0 7:4/next_alternative_id = 8 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 7:4/1 = 1 7:4/1/flip_h = true 7:4/1/physics_layer_0/linear_velocity = Vector2(0, 0) 7:4/1/physics_layer_0/angular_velocity = 0.0 7:4/2 = 2 7:4/2/flip_v = true 7:4/2/physics_layer_0/linear_velocity = Vector2(0, 0) 7:4/2/physics_layer_0/angular_velocity = 0.0 7:4/3 = 3 7:4/3/flip_h = true 7:4/3/flip_v = true 7:4/3/physics_layer_0/linear_velocity = Vector2(0, 0) 7:4/3/physics_layer_0/angular_velocity = 0.0 7:4/4 = 4 7:4/4/transpose = true 7:4/4/physics_layer_0/linear_velocity = Vector2(0, 0) 7:4/4/physics_layer_0/angular_velocity = 0.0 7:4/5 = 5 7:4/5/flip_h = true 7:4/5/transpose = true 7:4/5/physics_layer_0/linear_velocity = Vector2(0, 0) 7:4/5/physics_layer_0/angular_velocity = 0.0 7:4/6 = 6 7:4/6/flip_v = true 7:4/6/transpose = true 7:4/6/physics_layer_0/linear_velocity = Vector2(0, 0) 7:4/6/physics_layer_0/angular_velocity = 0.0 7:4/7 = 7 7:4/7/flip_h = true 7:4/7/flip_v = true 7:4/7/transpose = true 7:4/7/physics_layer_0/linear_velocity = Vector2(0, 0) 7:4/7/physics_layer_0/angular_velocity = 0.0 7:5/next_alternative_id = 8 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 7:5/1 = 1 7:5/1/flip_h = true 7:5/1/physics_layer_0/linear_velocity = Vector2(0, 0) 7:5/1/physics_layer_0/angular_velocity = 0.0 7:5/2 = 2 7:5/2/flip_v = true 7:5/2/physics_layer_0/linear_velocity = Vector2(0, 0) 7:5/2/physics_layer_0/angular_velocity = 0.0 7:5/3 = 3 7:5/3/flip_h = true 7:5/3/flip_v = true 7:5/3/physics_layer_0/linear_velocity = Vector2(0, 0) 7:5/3/physics_layer_0/angular_velocity = 0.0 7:5/4 = 4 7:5/4/transpose = true 7:5/4/physics_layer_0/linear_velocity = Vector2(0, 0) 7:5/4/physics_layer_0/angular_velocity = 0.0 7:5/5 = 5 7:5/5/flip_h = true 7:5/5/transpose = true 7:5/5/physics_layer_0/linear_velocity = Vector2(0, 0) 7:5/5/physics_layer_0/angular_velocity = 0.0 7:5/6 = 6 7:5/6/flip_v = true 7:5/6/transpose = true 7:5/6/physics_layer_0/linear_velocity = Vector2(0, 0) 7:5/6/physics_layer_0/angular_velocity = 0.0 7:5/7 = 7 7:5/7/flip_h = true 7:5/7/flip_v = true 7:5/7/transpose = true 7:5/7/physics_layer_0/linear_velocity = Vector2(0, 0) 7:5/7/physics_layer_0/angular_velocity = 0.0 7:6/next_alternative_id = 8 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 7:6/1 = 1 7:6/1/flip_h = true 7:6/1/physics_layer_0/linear_velocity = Vector2(0, 0) 7:6/1/physics_layer_0/angular_velocity = 0.0 7:6/2 = 2 7:6/2/flip_v = true 7:6/2/physics_layer_0/linear_velocity = Vector2(0, 0) 7:6/2/physics_layer_0/angular_velocity = 0.0 7:6/3 = 3 7:6/3/flip_h = true 7:6/3/flip_v = true 7:6/3/physics_layer_0/linear_velocity = Vector2(0, 0) 7:6/3/physics_layer_0/angular_velocity = 0.0 7:6/4 = 4 7:6/4/transpose = true 7:6/4/physics_layer_0/linear_velocity = Vector2(0, 0) 7:6/4/physics_layer_0/angular_velocity = 0.0 7:6/5 = 5 7:6/5/flip_h = true 7:6/5/transpose = true 7:6/5/physics_layer_0/linear_velocity = Vector2(0, 0) 7:6/5/physics_layer_0/angular_velocity = 0.0 7:6/6 = 6 7:6/6/flip_v = true 7:6/6/transpose = true 7:6/6/physics_layer_0/linear_velocity = Vector2(0, 0) 7:6/6/physics_layer_0/angular_velocity = 0.0 7:6/7 = 7 7:6/7/flip_h = true 7:6/7/flip_v = true 7:6/7/transpose = true 7:6/7/physics_layer_0/linear_velocity = Vector2(0, 0) 7:6/7/physics_layer_0/angular_velocity = 0.0 7:7/next_alternative_id = 8 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 7:7/1 = 1 7:7/1/flip_h = true 7:7/1/physics_layer_0/linear_velocity = Vector2(0, 0) 7:7/1/physics_layer_0/angular_velocity = 0.0 7:7/2 = 2 7:7/2/flip_v = true 7:7/2/physics_layer_0/linear_velocity = Vector2(0, 0) 7:7/2/physics_layer_0/angular_velocity = 0.0 7:7/3 = 3 7:7/3/flip_h = true 7:7/3/flip_v = true 7:7/3/physics_layer_0/linear_velocity = Vector2(0, 0) 7:7/3/physics_layer_0/angular_velocity = 0.0 7:7/4 = 4 7:7/4/transpose = true 7:7/4/physics_layer_0/linear_velocity = Vector2(0, 0) 7:7/4/physics_layer_0/angular_velocity = 0.0 7:7/5 = 5 7:7/5/flip_h = true 7:7/5/transpose = true 7:7/5/physics_layer_0/linear_velocity = Vector2(0, 0) 7:7/5/physics_layer_0/angular_velocity = 0.0 7:7/6 = 6 7:7/6/flip_v = true 7:7/6/transpose = true 7:7/6/physics_layer_0/linear_velocity = Vector2(0, 0) 7:7/6/physics_layer_0/angular_velocity = 0.0 7:7/7 = 7 7:7/7/flip_h = true 7:7/7/flip_v = true 7:7/7/transpose = true 7:7/7/physics_layer_0/linear_velocity = Vector2(0, 0) 7:7/7/physics_layer_0/angular_velocity = 0.0 7:8/next_alternative_id = 8 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 7:8/1 = 1 7:8/1/flip_h = true 7:8/1/physics_layer_0/linear_velocity = Vector2(0, 0) 7:8/1/physics_layer_0/angular_velocity = 0.0 7:8/2 = 2 7:8/2/flip_v = true 7:8/2/physics_layer_0/linear_velocity = Vector2(0, 0) 7:8/2/physics_layer_0/angular_velocity = 0.0 7:8/3 = 3 7:8/3/flip_h = true 7:8/3/flip_v = true 7:8/3/physics_layer_0/linear_velocity = Vector2(0, 0) 7:8/3/physics_layer_0/angular_velocity = 0.0 7:8/4 = 4 7:8/4/transpose = true 7:8/4/physics_layer_0/linear_velocity = Vector2(0, 0) 7:8/4/physics_layer_0/angular_velocity = 0.0 7:8/5 = 5 7:8/5/flip_h = true 7:8/5/transpose = true 7:8/5/physics_layer_0/linear_velocity = Vector2(0, 0) 7:8/5/physics_layer_0/angular_velocity = 0.0 7:8/6 = 6 7:8/6/flip_v = true 7:8/6/transpose = true 7:8/6/physics_layer_0/linear_velocity = Vector2(0, 0) 7:8/6/physics_layer_0/angular_velocity = 0.0 7:8/7 = 7 7:8/7/flip_h = true 7:8/7/flip_v = true 7:8/7/transpose = true 7:8/7/physics_layer_0/linear_velocity = Vector2(0, 0) 7:8/7/physics_layer_0/angular_velocity = 0.0 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 8:0/1 = 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 8:0/2 = 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 8:0/3 = 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 8:0/4 = 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 8:0/5 = 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 8:0/6 = 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 8:0/7 = 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 8:1/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 8:1/1 = 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 8:1/2 = 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 8:1/3 = 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 8:1/4 = 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 8:1/5 = 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 8:1/6 = 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 8:1/7 = 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 8:2/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 8:2/1 = 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 8:2/2 = 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 8:2/3 = 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 8:2/4 = 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 8:2/5 = 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 8:2/6 = 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 8:2/7 = 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 8:3/next_alternative_id = 8 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 8:3/1 = 1 8:3/1/flip_h = true 8:3/1/physics_layer_0/linear_velocity = Vector2(0, 0) 8:3/1/physics_layer_0/angular_velocity = 0.0 8:3/2 = 2 8:3/2/flip_v = true 8:3/2/physics_layer_0/linear_velocity = Vector2(0, 0) 8:3/2/physics_layer_0/angular_velocity = 0.0 8:3/3 = 3 8:3/3/flip_h = true 8:3/3/flip_v = true 8:3/3/physics_layer_0/linear_velocity = Vector2(0, 0) 8:3/3/physics_layer_0/angular_velocity = 0.0 8:3/4 = 4 8:3/4/transpose = true 8:3/4/physics_layer_0/linear_velocity = Vector2(0, 0) 8:3/4/physics_layer_0/angular_velocity = 0.0 8:3/5 = 5 8:3/5/flip_h = true 8:3/5/transpose = true 8:3/5/physics_layer_0/linear_velocity = Vector2(0, 0) 8:3/5/physics_layer_0/angular_velocity = 0.0 8:3/6 = 6 8:3/6/flip_v = true 8:3/6/transpose = true 8:3/6/physics_layer_0/linear_velocity = Vector2(0, 0) 8:3/6/physics_layer_0/angular_velocity = 0.0 8:3/7 = 7 8:3/7/flip_h = true 8:3/7/flip_v = true 8:3/7/transpose = true 8:3/7/physics_layer_0/linear_velocity = Vector2(0, 0) 8:3/7/physics_layer_0/angular_velocity = 0.0 8:4/next_alternative_id = 8 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 8:4/1 = 1 8:4/1/flip_h = true 8:4/1/physics_layer_0/linear_velocity = Vector2(0, 0) 8:4/1/physics_layer_0/angular_velocity = 0.0 8:4/2 = 2 8:4/2/flip_v = true 8:4/2/physics_layer_0/linear_velocity = Vector2(0, 0) 8:4/2/physics_layer_0/angular_velocity = 0.0 8:4/3 = 3 8:4/3/flip_h = true 8:4/3/flip_v = true 8:4/3/physics_layer_0/linear_velocity = Vector2(0, 0) 8:4/3/physics_layer_0/angular_velocity = 0.0 8:4/4 = 4 8:4/4/transpose = true 8:4/4/physics_layer_0/linear_velocity = Vector2(0, 0) 8:4/4/physics_layer_0/angular_velocity = 0.0 8:4/5 = 5 8:4/5/flip_h = true 8:4/5/transpose = true 8:4/5/physics_layer_0/linear_velocity = Vector2(0, 0) 8:4/5/physics_layer_0/angular_velocity = 0.0 8:4/6 = 6 8:4/6/flip_v = true 8:4/6/transpose = true 8:4/6/physics_layer_0/linear_velocity = Vector2(0, 0) 8:4/6/physics_layer_0/angular_velocity = 0.0 8:4/7 = 7 8:4/7/flip_h = true 8:4/7/flip_v = true 8:4/7/transpose = true 8:4/7/physics_layer_0/linear_velocity = Vector2(0, 0) 8:4/7/physics_layer_0/angular_velocity = 0.0 8:5/next_alternative_id = 8 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 8:5/1 = 1 8:5/1/flip_h = true 8:5/1/physics_layer_0/linear_velocity = Vector2(0, 0) 8:5/1/physics_layer_0/angular_velocity = 0.0 8:5/2 = 2 8:5/2/flip_v = true 8:5/2/physics_layer_0/linear_velocity = Vector2(0, 0) 8:5/2/physics_layer_0/angular_velocity = 0.0 8:5/3 = 3 8:5/3/flip_h = true 8:5/3/flip_v = true 8:5/3/physics_layer_0/linear_velocity = Vector2(0, 0) 8:5/3/physics_layer_0/angular_velocity = 0.0 8:5/4 = 4 8:5/4/transpose = true 8:5/4/physics_layer_0/linear_velocity = Vector2(0, 0) 8:5/4/physics_layer_0/angular_velocity = 0.0 8:5/5 = 5 8:5/5/flip_h = true 8:5/5/transpose = true 8:5/5/physics_layer_0/linear_velocity = Vector2(0, 0) 8:5/5/physics_layer_0/angular_velocity = 0.0 8:5/6 = 6 8:5/6/flip_v = true 8:5/6/transpose = true 8:5/6/physics_layer_0/linear_velocity = Vector2(0, 0) 8:5/6/physics_layer_0/angular_velocity = 0.0 8:5/7 = 7 8:5/7/flip_h = true 8:5/7/flip_v = true 8:5/7/transpose = true 8:5/7/physics_layer_0/linear_velocity = Vector2(0, 0) 8:5/7/physics_layer_0/angular_velocity = 0.0 8:6/next_alternative_id = 8 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 8:6/1 = 1 8:6/1/flip_h = true 8:6/1/physics_layer_0/linear_velocity = Vector2(0, 0) 8:6/1/physics_layer_0/angular_velocity = 0.0 8:6/2 = 2 8:6/2/flip_v = true 8:6/2/physics_layer_0/linear_velocity = Vector2(0, 0) 8:6/2/physics_layer_0/angular_velocity = 0.0 8:6/3 = 3 8:6/3/flip_h = true 8:6/3/flip_v = true 8:6/3/physics_layer_0/linear_velocity = Vector2(0, 0) 8:6/3/physics_layer_0/angular_velocity = 0.0 8:6/4 = 4 8:6/4/transpose = true 8:6/4/physics_layer_0/linear_velocity = Vector2(0, 0) 8:6/4/physics_layer_0/angular_velocity = 0.0 8:6/5 = 5 8:6/5/flip_h = true 8:6/5/transpose = true 8:6/5/physics_layer_0/linear_velocity = Vector2(0, 0) 8:6/5/physics_layer_0/angular_velocity = 0.0 8:6/6 = 6 8:6/6/flip_v = true 8:6/6/transpose = true 8:6/6/physics_layer_0/linear_velocity = Vector2(0, 0) 8:6/6/physics_layer_0/angular_velocity = 0.0 8:6/7 = 7 8:6/7/flip_h = true 8:6/7/flip_v = true 8:6/7/transpose = true 8:6/7/physics_layer_0/linear_velocity = Vector2(0, 0) 8:6/7/physics_layer_0/angular_velocity = 0.0 8:7/next_alternative_id = 8 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 8:7/1 = 1 8:7/1/flip_h = true 8:7/1/physics_layer_0/linear_velocity = Vector2(0, 0) 8:7/1/physics_layer_0/angular_velocity = 0.0 8:7/2 = 2 8:7/2/flip_v = true 8:7/2/physics_layer_0/linear_velocity = Vector2(0, 0) 8:7/2/physics_layer_0/angular_velocity = 0.0 8:7/3 = 3 8:7/3/flip_h = true 8:7/3/flip_v = true 8:7/3/physics_layer_0/linear_velocity = Vector2(0, 0) 8:7/3/physics_layer_0/angular_velocity = 0.0 8:7/4 = 4 8:7/4/transpose = true 8:7/4/physics_layer_0/linear_velocity = Vector2(0, 0) 8:7/4/physics_layer_0/angular_velocity = 0.0 8:7/5 = 5 8:7/5/flip_h = true 8:7/5/transpose = true 8:7/5/physics_layer_0/linear_velocity = Vector2(0, 0) 8:7/5/physics_layer_0/angular_velocity = 0.0 8:7/6 = 6 8:7/6/flip_v = true 8:7/6/transpose = true 8:7/6/physics_layer_0/linear_velocity = Vector2(0, 0) 8:7/6/physics_layer_0/angular_velocity = 0.0 8:7/7 = 7 8:7/7/flip_h = true 8:7/7/flip_v = true 8:7/7/transpose = true 8:7/7/physics_layer_0/linear_velocity = Vector2(0, 0) 8:7/7/physics_layer_0/angular_velocity = 0.0 8:8/next_alternative_id = 8 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 8:8/1 = 1 8:8/1/flip_h = true 8:8/1/physics_layer_0/linear_velocity = Vector2(0, 0) 8:8/1/physics_layer_0/angular_velocity = 0.0 8:8/2 = 2 8:8/2/flip_v = true 8:8/2/physics_layer_0/linear_velocity = Vector2(0, 0) 8:8/2/physics_layer_0/angular_velocity = 0.0 8:8/3 = 3 8:8/3/flip_h = true 8:8/3/flip_v = true 8:8/3/physics_layer_0/linear_velocity = Vector2(0, 0) 8:8/3/physics_layer_0/angular_velocity = 0.0 8:8/4 = 4 8:8/4/transpose = true 8:8/4/physics_layer_0/linear_velocity = Vector2(0, 0) 8:8/4/physics_layer_0/angular_velocity = 0.0 8:8/5 = 5 8:8/5/flip_h = true 8:8/5/transpose = true 8:8/5/physics_layer_0/linear_velocity = Vector2(0, 0) 8:8/5/physics_layer_0/angular_velocity = 0.0 8:8/6 = 6 8:8/6/flip_v = true 8:8/6/transpose = true 8:8/6/physics_layer_0/linear_velocity = Vector2(0, 0) 8:8/6/physics_layer_0/angular_velocity = 0.0 8:8/7 = 7 8:8/7/flip_h = true 8:8/7/flip_v = true 8:8/7/transpose = true 8:8/7/physics_layer_0/linear_velocity = Vector2(0, 0) 8:8/7/physics_layer_0/angular_velocity = 0.0 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 9:0/1 = 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 9:0/2 = 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 9:0/3 = 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 9:0/4 = 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 9:0/5 = 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 9:0/6 = 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 9:0/7 = 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 9:1/next_alternative_id = 8 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 9:1/1 = 1 9:1/1/flip_h = true 9:1/1/physics_layer_0/linear_velocity = Vector2(0, 0) 9:1/1/physics_layer_0/angular_velocity = 0.0 9:1/2 = 2 9:1/2/flip_v = true 9:1/2/physics_layer_0/linear_velocity = Vector2(0, 0) 9:1/2/physics_layer_0/angular_velocity = 0.0 9:1/3 = 3 9:1/3/flip_h = true 9:1/3/flip_v = true 9:1/3/physics_layer_0/linear_velocity = Vector2(0, 0) 9:1/3/physics_layer_0/angular_velocity = 0.0 9:1/4 = 4 9:1/4/transpose = true 9:1/4/physics_layer_0/linear_velocity = Vector2(0, 0) 9:1/4/physics_layer_0/angular_velocity = 0.0 9:1/5 = 5 9:1/5/flip_h = true 9:1/5/transpose = true 9:1/5/physics_layer_0/linear_velocity = Vector2(0, 0) 9:1/5/physics_layer_0/angular_velocity = 0.0 9:1/6 = 6 9:1/6/flip_v = true 9:1/6/transpose = true 9:1/6/physics_layer_0/linear_velocity = Vector2(0, 0) 9:1/6/physics_layer_0/angular_velocity = 0.0 9:1/7 = 7 9:1/7/flip_h = true 9:1/7/flip_v = true 9:1/7/transpose = true 9:1/7/physics_layer_0/linear_velocity = Vector2(0, 0) 9:1/7/physics_layer_0/angular_velocity = 0.0 9:2/next_alternative_id = 8 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 9:2/1 = 1 9:2/1/flip_h = true 9:2/1/physics_layer_0/linear_velocity = Vector2(0, 0) 9:2/1/physics_layer_0/angular_velocity = 0.0 9:2/2 = 2 9:2/2/flip_v = true 9:2/2/physics_layer_0/linear_velocity = Vector2(0, 0) 9:2/2/physics_layer_0/angular_velocity = 0.0 9:2/3 = 3 9:2/3/flip_h = true 9:2/3/flip_v = true 9:2/3/physics_layer_0/linear_velocity = Vector2(0, 0) 9:2/3/physics_layer_0/angular_velocity = 0.0 9:2/4 = 4 9:2/4/transpose = true 9:2/4/physics_layer_0/linear_velocity = Vector2(0, 0) 9:2/4/physics_layer_0/angular_velocity = 0.0 9:2/5 = 5 9:2/5/flip_h = true 9:2/5/transpose = true 9:2/5/physics_layer_0/linear_velocity = Vector2(0, 0) 9:2/5/physics_layer_0/angular_velocity = 0.0 9:2/6 = 6 9:2/6/flip_v = true 9:2/6/transpose = true 9:2/6/physics_layer_0/linear_velocity = Vector2(0, 0) 9:2/6/physics_layer_0/angular_velocity = 0.0 9:2/7 = 7 9:2/7/flip_h = true 9:2/7/flip_v = true 9:2/7/transpose = true 9:2/7/physics_layer_0/linear_velocity = Vector2(0, 0) 9:2/7/physics_layer_0/angular_velocity = 0.0 9:3/next_alternative_id = 8 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 9:3/1 = 1 9:3/1/flip_h = true 9:3/1/physics_layer_0/linear_velocity = Vector2(0, 0) 9:3/1/physics_layer_0/angular_velocity = 0.0 9:3/2 = 2 9:3/2/flip_v = true 9:3/2/physics_layer_0/linear_velocity = Vector2(0, 0) 9:3/2/physics_layer_0/angular_velocity = 0.0 9:3/3 = 3 9:3/3/flip_h = true 9:3/3/flip_v = true 9:3/3/physics_layer_0/linear_velocity = Vector2(0, 0) 9:3/3/physics_layer_0/angular_velocity = 0.0 9:3/4 = 4 9:3/4/transpose = true 9:3/4/physics_layer_0/linear_velocity = Vector2(0, 0) 9:3/4/physics_layer_0/angular_velocity = 0.0 9:3/5 = 5 9:3/5/flip_h = true 9:3/5/transpose = true 9:3/5/physics_layer_0/linear_velocity = Vector2(0, 0) 9:3/5/physics_layer_0/angular_velocity = 0.0 9:3/6 = 6 9:3/6/flip_v = true 9:3/6/transpose = true 9:3/6/physics_layer_0/linear_velocity = Vector2(0, 0) 9:3/6/physics_layer_0/angular_velocity = 0.0 9:3/7 = 7 9:3/7/flip_h = true 9:3/7/flip_v = true 9:3/7/transpose = true 9:3/7/physics_layer_0/linear_velocity = Vector2(0, 0) 9:3/7/physics_layer_0/angular_velocity = 0.0 9:4/next_alternative_id = 8 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 9:4/1 = 1 9:4/1/flip_h = true 9:4/1/physics_layer_0/linear_velocity = Vector2(0, 0) 9:4/1/physics_layer_0/angular_velocity = 0.0 9:4/2 = 2 9:4/2/flip_v = true 9:4/2/physics_layer_0/linear_velocity = Vector2(0, 0) 9:4/2/physics_layer_0/angular_velocity = 0.0 9:4/3 = 3 9:4/3/flip_h = true 9:4/3/flip_v = true 9:4/3/physics_layer_0/linear_velocity = Vector2(0, 0) 9:4/3/physics_layer_0/angular_velocity = 0.0 9:4/4 = 4 9:4/4/transpose = true 9:4/4/physics_layer_0/linear_velocity = Vector2(0, 0) 9:4/4/physics_layer_0/angular_velocity = 0.0 9:4/5 = 5 9:4/5/flip_h = true 9:4/5/transpose = true 9:4/5/physics_layer_0/linear_velocity = Vector2(0, 0) 9:4/5/physics_layer_0/angular_velocity = 0.0 9:4/6 = 6 9:4/6/flip_v = true 9:4/6/transpose = true 9:4/6/physics_layer_0/linear_velocity = Vector2(0, 0) 9:4/6/physics_layer_0/angular_velocity = 0.0 9:4/7 = 7 9:4/7/flip_h = true 9:4/7/flip_v = true 9:4/7/transpose = true 9:4/7/physics_layer_0/linear_velocity = Vector2(0, 0) 9:4/7/physics_layer_0/angular_velocity = 0.0 9:5/next_alternative_id = 8 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 9:5/1 = 1 9:5/1/flip_h = true 9:5/1/physics_layer_0/linear_velocity = Vector2(0, 0) 9:5/1/physics_layer_0/angular_velocity = 0.0 9:5/2 = 2 9:5/2/flip_v = true 9:5/2/physics_layer_0/linear_velocity = Vector2(0, 0) 9:5/2/physics_layer_0/angular_velocity = 0.0 9:5/3 = 3 9:5/3/flip_h = true 9:5/3/flip_v = true 9:5/3/physics_layer_0/linear_velocity = Vector2(0, 0) 9:5/3/physics_layer_0/angular_velocity = 0.0 9:5/4 = 4 9:5/4/transpose = true 9:5/4/physics_layer_0/linear_velocity = Vector2(0, 0) 9:5/4/physics_layer_0/angular_velocity = 0.0 9:5/5 = 5 9:5/5/flip_h = true 9:5/5/transpose = true 9:5/5/physics_layer_0/linear_velocity = Vector2(0, 0) 9:5/5/physics_layer_0/angular_velocity = 0.0 9:5/6 = 6 9:5/6/flip_v = true 9:5/6/transpose = true 9:5/6/physics_layer_0/linear_velocity = Vector2(0, 0) 9:5/6/physics_layer_0/angular_velocity = 0.0 9:5/7 = 7 9:5/7/flip_h = true 9:5/7/flip_v = true 9:5/7/transpose = true 9:5/7/physics_layer_0/linear_velocity = Vector2(0, 0) 9:5/7/physics_layer_0/angular_velocity = 0.0 9:6/next_alternative_id = 8 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 9:6/1 = 1 9:6/1/flip_h = true 9:6/1/physics_layer_0/linear_velocity = Vector2(0, 0) 9:6/1/physics_layer_0/angular_velocity = 0.0 9:6/2 = 2 9:6/2/flip_v = true 9:6/2/physics_layer_0/linear_velocity = Vector2(0, 0) 9:6/2/physics_layer_0/angular_velocity = 0.0 9:6/3 = 3 9:6/3/flip_h = true 9:6/3/flip_v = true 9:6/3/physics_layer_0/linear_velocity = Vector2(0, 0) 9:6/3/physics_layer_0/angular_velocity = 0.0 9:6/4 = 4 9:6/4/transpose = true 9:6/4/physics_layer_0/linear_velocity = Vector2(0, 0) 9:6/4/physics_layer_0/angular_velocity = 0.0 9:6/5 = 5 9:6/5/flip_h = true 9:6/5/transpose = true 9:6/5/physics_layer_0/linear_velocity = Vector2(0, 0) 9:6/5/physics_layer_0/angular_velocity = 0.0 9:6/6 = 6 9:6/6/flip_v = true 9:6/6/transpose = true 9:6/6/physics_layer_0/linear_velocity = Vector2(0, 0) 9:6/6/physics_layer_0/angular_velocity = 0.0 9:6/7 = 7 9:6/7/flip_h = true 9:6/7/flip_v = true 9:6/7/transpose = true 9:6/7/physics_layer_0/linear_velocity = Vector2(0, 0) 9:6/7/physics_layer_0/angular_velocity = 0.0 9:7/next_alternative_id = 8 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 9:7/1 = 1 9:7/1/flip_h = true 9:7/1/physics_layer_0/linear_velocity = Vector2(0, 0) 9:7/1/physics_layer_0/angular_velocity = 0.0 9:7/2 = 2 9:7/2/flip_v = true 9:7/2/physics_layer_0/linear_velocity = Vector2(0, 0) 9:7/2/physics_layer_0/angular_velocity = 0.0 9:7/3 = 3 9:7/3/flip_h = true 9:7/3/flip_v = true 9:7/3/physics_layer_0/linear_velocity = Vector2(0, 0) 9:7/3/physics_layer_0/angular_velocity = 0.0 9:7/4 = 4 9:7/4/transpose = true 9:7/4/physics_layer_0/linear_velocity = Vector2(0, 0) 9:7/4/physics_layer_0/angular_velocity = 0.0 9:7/5 = 5 9:7/5/flip_h = true 9:7/5/transpose = true 9:7/5/physics_layer_0/linear_velocity = Vector2(0, 0) 9:7/5/physics_layer_0/angular_velocity = 0.0 9:7/6 = 6 9:7/6/flip_v = true 9:7/6/transpose = true 9:7/6/physics_layer_0/linear_velocity = Vector2(0, 0) 9:7/6/physics_layer_0/angular_velocity = 0.0 9:7/7 = 7 9:7/7/flip_h = true 9:7/7/flip_v = true 9:7/7/transpose = true 9:7/7/physics_layer_0/linear_velocity = Vector2(0, 0) 9:7/7/physics_layer_0/angular_velocity = 0.0 9:8/next_alternative_id = 8 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 9:8/1 = 1 9:8/1/flip_h = true 9:8/1/physics_layer_0/linear_velocity = Vector2(0, 0) 9:8/1/physics_layer_0/angular_velocity = 0.0 9:8/2 = 2 9:8/2/flip_v = true 9:8/2/physics_layer_0/linear_velocity = Vector2(0, 0) 9:8/2/physics_layer_0/angular_velocity = 0.0 9:8/3 = 3 9:8/3/flip_h = true 9:8/3/flip_v = true 9:8/3/physics_layer_0/linear_velocity = Vector2(0, 0) 9:8/3/physics_layer_0/angular_velocity = 0.0 9:8/4 = 4 9:8/4/transpose = true 9:8/4/physics_layer_0/linear_velocity = Vector2(0, 0) 9:8/4/physics_layer_0/angular_velocity = 0.0 9:8/5 = 5 9:8/5/flip_h = true 9:8/5/transpose = true 9:8/5/physics_layer_0/linear_velocity = Vector2(0, 0) 9:8/5/physics_layer_0/angular_velocity = 0.0 9:8/6 = 6 9:8/6/flip_v = true 9:8/6/transpose = true 9:8/6/physics_layer_0/linear_velocity = Vector2(0, 0) 9:8/6/physics_layer_0/angular_velocity = 0.0 9:8/7 = 7 9:8/7/flip_h = true 9:8/7/flip_v = true 9:8/7/transpose = true 9:8/7/physics_layer_0/linear_velocity = Vector2(0, 0) 9:8/7/physics_layer_0/angular_velocity = 0.0 10:0/next_alternative_id = 8 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 10:0/1 = 1 10:0/1/flip_h = true 10:0/1/physics_layer_0/linear_velocity = Vector2(0, 0) 10:0/1/physics_layer_0/angular_velocity = 0.0 10:0/2 = 2 10:0/2/flip_v = true 10:0/2/physics_layer_0/linear_velocity = Vector2(0, 0) 10:0/2/physics_layer_0/angular_velocity = 0.0 10:0/3 = 3 10:0/3/flip_h = true 10:0/3/flip_v = true 10:0/3/physics_layer_0/linear_velocity = Vector2(0, 0) 10:0/3/physics_layer_0/angular_velocity = 0.0 10:0/4 = 4 10:0/4/transpose = true 10:0/4/physics_layer_0/linear_velocity = Vector2(0, 0) 10:0/4/physics_layer_0/angular_velocity = 0.0 10:0/5 = 5 10:0/5/flip_h = true 10:0/5/transpose = true 10:0/5/physics_layer_0/linear_velocity = Vector2(0, 0) 10:0/5/physics_layer_0/angular_velocity = 0.0 10:0/6 = 6 10:0/6/flip_v = true 10:0/6/transpose = true 10:0/6/physics_layer_0/linear_velocity = Vector2(0, 0) 10:0/6/physics_layer_0/angular_velocity = 0.0 10:0/7 = 7 10:0/7/flip_h = true 10:0/7/flip_v = true 10:0/7/transpose = true 10:0/7/physics_layer_0/linear_velocity = Vector2(0, 0) 10:0/7/physics_layer_0/angular_velocity = 0.0 10:1/next_alternative_id = 8 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 10:1/1 = 1 10:1/1/flip_h = true 10:1/1/physics_layer_0/linear_velocity = Vector2(0, 0) 10:1/1/physics_layer_0/angular_velocity = 0.0 10:1/2 = 2 10:1/2/flip_v = true 10:1/2/physics_layer_0/linear_velocity = Vector2(0, 0) 10:1/2/physics_layer_0/angular_velocity = 0.0 10:1/3 = 3 10:1/3/flip_h = true 10:1/3/flip_v = true 10:1/3/physics_layer_0/linear_velocity = Vector2(0, 0) 10:1/3/physics_layer_0/angular_velocity = 0.0 10:1/4 = 4 10:1/4/transpose = true 10:1/4/physics_layer_0/linear_velocity = Vector2(0, 0) 10:1/4/physics_layer_0/angular_velocity = 0.0 10:1/5 = 5 10:1/5/flip_h = true 10:1/5/transpose = true 10:1/5/physics_layer_0/linear_velocity = Vector2(0, 0) 10:1/5/physics_layer_0/angular_velocity = 0.0 10:1/6 = 6 10:1/6/flip_v = true 10:1/6/transpose = true 10:1/6/physics_layer_0/linear_velocity = Vector2(0, 0) 10:1/6/physics_layer_0/angular_velocity = 0.0 10:1/7 = 7 10:1/7/flip_h = true 10:1/7/flip_v = true 10:1/7/transpose = true 10:1/7/physics_layer_0/linear_velocity = Vector2(0, 0) 10:1/7/physics_layer_0/angular_velocity = 0.0 10:2/next_alternative_id = 8 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 10:2/1 = 1 10:2/1/flip_h = true 10:2/1/physics_layer_0/linear_velocity = Vector2(0, 0) 10:2/1/physics_layer_0/angular_velocity = 0.0 10:2/2 = 2 10:2/2/flip_v = true 10:2/2/physics_layer_0/linear_velocity = Vector2(0, 0) 10:2/2/physics_layer_0/angular_velocity = 0.0 10:2/3 = 3 10:2/3/flip_h = true 10:2/3/flip_v = true 10:2/3/physics_layer_0/linear_velocity = Vector2(0, 0) 10:2/3/physics_layer_0/angular_velocity = 0.0 10:2/4 = 4 10:2/4/transpose = true 10:2/4/physics_layer_0/linear_velocity = Vector2(0, 0) 10:2/4/physics_layer_0/angular_velocity = 0.0 10:2/5 = 5 10:2/5/flip_h = true 10:2/5/transpose = true 10:2/5/physics_layer_0/linear_velocity = Vector2(0, 0) 10:2/5/physics_layer_0/angular_velocity = 0.0 10:2/6 = 6 10:2/6/flip_v = true 10:2/6/transpose = true 10:2/6/physics_layer_0/linear_velocity = Vector2(0, 0) 10:2/6/physics_layer_0/angular_velocity = 0.0 10:2/7 = 7 10:2/7/flip_h = true 10:2/7/flip_v = true 10:2/7/transpose = true 10:2/7/physics_layer_0/linear_velocity = Vector2(0, 0) 10:2/7/physics_layer_0/angular_velocity = 0.0 10:3/next_alternative_id = 8 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 10:3/1 = 1 10:3/1/flip_h = true 10:3/1/physics_layer_0/linear_velocity = Vector2(0, 0) 10:3/1/physics_layer_0/angular_velocity = 0.0 10:3/2 = 2 10:3/2/flip_v = true 10:3/2/physics_layer_0/linear_velocity = Vector2(0, 0) 10:3/2/physics_layer_0/angular_velocity = 0.0 10:3/3 = 3 10:3/3/flip_h = true 10:3/3/flip_v = true 10:3/3/physics_layer_0/linear_velocity = Vector2(0, 0) 10:3/3/physics_layer_0/angular_velocity = 0.0 10:3/4 = 4 10:3/4/transpose = true 10:3/4/physics_layer_0/linear_velocity = Vector2(0, 0) 10:3/4/physics_layer_0/angular_velocity = 0.0 10:3/5 = 5 10:3/5/flip_h = true 10:3/5/transpose = true 10:3/5/physics_layer_0/linear_velocity = Vector2(0, 0) 10:3/5/physics_layer_0/angular_velocity = 0.0 10:3/6 = 6 10:3/6/flip_v = true 10:3/6/transpose = true 10:3/6/physics_layer_0/linear_velocity = Vector2(0, 0) 10:3/6/physics_layer_0/angular_velocity = 0.0 10:3/7 = 7 10:3/7/flip_h = true 10:3/7/flip_v = true 10:3/7/transpose = true 10:3/7/physics_layer_0/linear_velocity = Vector2(0, 0) 10:3/7/physics_layer_0/angular_velocity = 0.0 10:4/next_alternative_id = 8 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 10:4/1 = 1 10:4/1/flip_h = true 10:4/1/physics_layer_0/linear_velocity = Vector2(0, 0) 10:4/1/physics_layer_0/angular_velocity = 0.0 10:4/2 = 2 10:4/2/flip_v = true 10:4/2/physics_layer_0/linear_velocity = Vector2(0, 0) 10:4/2/physics_layer_0/angular_velocity = 0.0 10:4/3 = 3 10:4/3/flip_h = true 10:4/3/flip_v = true 10:4/3/physics_layer_0/linear_velocity = Vector2(0, 0) 10:4/3/physics_layer_0/angular_velocity = 0.0 10:4/4 = 4 10:4/4/transpose = true 10:4/4/physics_layer_0/linear_velocity = Vector2(0, 0) 10:4/4/physics_layer_0/angular_velocity = 0.0 10:4/5 = 5 10:4/5/flip_h = true 10:4/5/transpose = true 10:4/5/physics_layer_0/linear_velocity = Vector2(0, 0) 10:4/5/physics_layer_0/angular_velocity = 0.0 10:4/6 = 6 10:4/6/flip_v = true 10:4/6/transpose = true 10:4/6/physics_layer_0/linear_velocity = Vector2(0, 0) 10:4/6/physics_layer_0/angular_velocity = 0.0 10:4/7 = 7 10:4/7/flip_h = true 10:4/7/flip_v = true 10:4/7/transpose = true 10:4/7/physics_layer_0/linear_velocity = Vector2(0, 0) 10:4/7/physics_layer_0/angular_velocity = 0.0 10:5/next_alternative_id = 8 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 10:5/1 = 1 10:5/1/flip_h = true 10:5/1/physics_layer_0/linear_velocity = Vector2(0, 0) 10:5/1/physics_layer_0/angular_velocity = 0.0 10:5/2 = 2 10:5/2/flip_v = true 10:5/2/physics_layer_0/linear_velocity = Vector2(0, 0) 10:5/2/physics_layer_0/angular_velocity = 0.0 10:5/3 = 3 10:5/3/flip_h = true 10:5/3/flip_v = true 10:5/3/physics_layer_0/linear_velocity = Vector2(0, 0) 10:5/3/physics_layer_0/angular_velocity = 0.0 10:5/4 = 4 10:5/4/transpose = true 10:5/4/physics_layer_0/linear_velocity = Vector2(0, 0) 10:5/4/physics_layer_0/angular_velocity = 0.0 10:5/5 = 5 10:5/5/flip_h = true 10:5/5/transpose = true 10:5/5/physics_layer_0/linear_velocity = Vector2(0, 0) 10:5/5/physics_layer_0/angular_velocity = 0.0 10:5/6 = 6 10:5/6/flip_v = true 10:5/6/transpose = true 10:5/6/physics_layer_0/linear_velocity = Vector2(0, 0) 10:5/6/physics_layer_0/angular_velocity = 0.0 10:5/7 = 7 10:5/7/flip_h = true 10:5/7/flip_v = true 10:5/7/transpose = true 10:5/7/physics_layer_0/linear_velocity = Vector2(0, 0) 10:5/7/physics_layer_0/angular_velocity = 0.0 10:6/next_alternative_id = 8 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 10:6/1 = 1 10:6/1/flip_h = true 10:6/1/physics_layer_0/linear_velocity = Vector2(0, 0) 10:6/1/physics_layer_0/angular_velocity = 0.0 10:6/2 = 2 10:6/2/flip_v = true 10:6/2/physics_layer_0/linear_velocity = Vector2(0, 0) 10:6/2/physics_layer_0/angular_velocity = 0.0 10:6/3 = 3 10:6/3/flip_h = true 10:6/3/flip_v = true 10:6/3/physics_layer_0/linear_velocity = Vector2(0, 0) 10:6/3/physics_layer_0/angular_velocity = 0.0 10:6/4 = 4 10:6/4/transpose = true 10:6/4/physics_layer_0/linear_velocity = Vector2(0, 0) 10:6/4/physics_layer_0/angular_velocity = 0.0 10:6/5 = 5 10:6/5/flip_h = true 10:6/5/transpose = true 10:6/5/physics_layer_0/linear_velocity = Vector2(0, 0) 10:6/5/physics_layer_0/angular_velocity = 0.0 10:6/6 = 6 10:6/6/flip_v = true 10:6/6/transpose = true 10:6/6/physics_layer_0/linear_velocity = Vector2(0, 0) 10:6/6/physics_layer_0/angular_velocity = 0.0 10:6/7 = 7 10:6/7/flip_h = true 10:6/7/flip_v = true 10:6/7/transpose = true 10:6/7/physics_layer_0/linear_velocity = Vector2(0, 0) 10:6/7/physics_layer_0/angular_velocity = 0.0 10:7/next_alternative_id = 8 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 10:7/1 = 1 10:7/1/flip_h = true 10:7/1/physics_layer_0/linear_velocity = Vector2(0, 0) 10:7/1/physics_layer_0/angular_velocity = 0.0 10:7/2 = 2 10:7/2/flip_v = true 10:7/2/physics_layer_0/linear_velocity = Vector2(0, 0) 10:7/2/physics_layer_0/angular_velocity = 0.0 10:7/3 = 3 10:7/3/flip_h = true 10:7/3/flip_v = true 10:7/3/physics_layer_0/linear_velocity = Vector2(0, 0) 10:7/3/physics_layer_0/angular_velocity = 0.0 10:7/4 = 4 10:7/4/transpose = true 10:7/4/physics_layer_0/linear_velocity = Vector2(0, 0) 10:7/4/physics_layer_0/angular_velocity = 0.0 10:7/5 = 5 10:7/5/flip_h = true 10:7/5/transpose = true 10:7/5/physics_layer_0/linear_velocity = Vector2(0, 0) 10:7/5/physics_layer_0/angular_velocity = 0.0 10:7/6 = 6 10:7/6/flip_v = true 10:7/6/transpose = true 10:7/6/physics_layer_0/linear_velocity = Vector2(0, 0) 10:7/6/physics_layer_0/angular_velocity = 0.0 10:7/7 = 7 10:7/7/flip_h = true 10:7/7/flip_v = true 10:7/7/transpose = true 10:7/7/physics_layer_0/linear_velocity = Vector2(0, 0) 10:7/7/physics_layer_0/angular_velocity = 0.0 10:8/next_alternative_id = 8 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 10:8/1 = 1 10:8/1/flip_h = true 10:8/1/physics_layer_0/linear_velocity = Vector2(0, 0) 10:8/1/physics_layer_0/angular_velocity = 0.0 10:8/2 = 2 10:8/2/flip_v = true 10:8/2/physics_layer_0/linear_velocity = Vector2(0, 0) 10:8/2/physics_layer_0/angular_velocity = 0.0 10:8/3 = 3 10:8/3/flip_h = true 10:8/3/flip_v = true 10:8/3/physics_layer_0/linear_velocity = Vector2(0, 0) 10:8/3/physics_layer_0/angular_velocity = 0.0 10:8/4 = 4 10:8/4/transpose = true 10:8/4/physics_layer_0/linear_velocity = Vector2(0, 0) 10:8/4/physics_layer_0/angular_velocity = 0.0 10:8/5 = 5 10:8/5/flip_h = true 10:8/5/transpose = true 10:8/5/physics_layer_0/linear_velocity = Vector2(0, 0) 10:8/5/physics_layer_0/angular_velocity = 0.0 10:8/6 = 6 10:8/6/flip_v = true 10:8/6/transpose = true 10:8/6/physics_layer_0/linear_velocity = Vector2(0, 0) 10:8/6/physics_layer_0/angular_velocity = 0.0 10:8/7 = 7 10:8/7/flip_h = true 10:8/7/flip_v = true 10:8/7/transpose = true 10:8/7/physics_layer_0/linear_velocity = Vector2(0, 0) 10:8/7/physics_layer_0/angular_velocity = 0.0 11:0/next_alternative_id = 8 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 11:0/1 = 1 11:0/1/flip_h = true 11:0/1/physics_layer_0/linear_velocity = Vector2(0, 0) 11:0/1/physics_layer_0/angular_velocity = 0.0 11:0/2 = 2 11:0/2/flip_v = true 11:0/2/physics_layer_0/linear_velocity = Vector2(0, 0) 11:0/2/physics_layer_0/angular_velocity = 0.0 11:0/3 = 3 11:0/3/flip_h = true 11:0/3/flip_v = true 11:0/3/physics_layer_0/linear_velocity = Vector2(0, 0) 11:0/3/physics_layer_0/angular_velocity = 0.0 11:0/4 = 4 11:0/4/transpose = true 11:0/4/physics_layer_0/linear_velocity = Vector2(0, 0) 11:0/4/physics_layer_0/angular_velocity = 0.0 11:0/5 = 5 11:0/5/flip_h = true 11:0/5/transpose = true 11:0/5/physics_layer_0/linear_velocity = Vector2(0, 0) 11:0/5/physics_layer_0/angular_velocity = 0.0 11:0/6 = 6 11:0/6/flip_v = true 11:0/6/transpose = true 11:0/6/physics_layer_0/linear_velocity = Vector2(0, 0) 11:0/6/physics_layer_0/angular_velocity = 0.0 11:0/7 = 7 11:0/7/flip_h = true 11:0/7/flip_v = true 11:0/7/transpose = true 11:0/7/physics_layer_0/linear_velocity = Vector2(0, 0) 11:0/7/physics_layer_0/angular_velocity = 0.0 11:1/next_alternative_id = 8 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 11:1/1 = 1 11:1/1/flip_h = true 11:1/1/physics_layer_0/linear_velocity = Vector2(0, 0) 11:1/1/physics_layer_0/angular_velocity = 0.0 11:1/2 = 2 11:1/2/flip_v = true 11:1/2/physics_layer_0/linear_velocity = Vector2(0, 0) 11:1/2/physics_layer_0/angular_velocity = 0.0 11:1/3 = 3 11:1/3/flip_h = true 11:1/3/flip_v = true 11:1/3/physics_layer_0/linear_velocity = Vector2(0, 0) 11:1/3/physics_layer_0/angular_velocity = 0.0 11:1/4 = 4 11:1/4/transpose = true 11:1/4/physics_layer_0/linear_velocity = Vector2(0, 0) 11:1/4/physics_layer_0/angular_velocity = 0.0 11:1/5 = 5 11:1/5/flip_h = true 11:1/5/transpose = true 11:1/5/physics_layer_0/linear_velocity = Vector2(0, 0) 11:1/5/physics_layer_0/angular_velocity = 0.0 11:1/6 = 6 11:1/6/flip_v = true 11:1/6/transpose = true 11:1/6/physics_layer_0/linear_velocity = Vector2(0, 0) 11:1/6/physics_layer_0/angular_velocity = 0.0 11:1/7 = 7 11:1/7/flip_h = true 11:1/7/flip_v = true 11:1/7/transpose = true 11:1/7/physics_layer_0/linear_velocity = Vector2(0, 0) 11:1/7/physics_layer_0/angular_velocity = 0.0 11:2/next_alternative_id = 8 11:2/0 = 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) 11:2/1 = 1 11:2/1/flip_h = true 11:2/1/physics_layer_0/linear_velocity = Vector2(0, 0) 11:2/1/physics_layer_0/angular_velocity = 0.0 11:2/1/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) 11:2/2 = 2 11:2/2/flip_v = true 11:2/2/physics_layer_0/linear_velocity = Vector2(0, 0) 11:2/2/physics_layer_0/angular_velocity = 0.0 11:2/2/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) 11:2/3 = 3 11:2/3/flip_h = true 11:2/3/flip_v = true 11:2/3/physics_layer_0/linear_velocity = Vector2(0, 0) 11:2/3/physics_layer_0/angular_velocity = 0.0 11:2/3/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) 11:2/4 = 4 11:2/4/transpose = true 11:2/4/physics_layer_0/linear_velocity = Vector2(0, 0) 11:2/4/physics_layer_0/angular_velocity = 0.0 11:2/4/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 11:2/5 = 5 11:2/5/flip_h = true 11:2/5/transpose = true 11:2/5/physics_layer_0/linear_velocity = Vector2(0, 0) 11:2/5/physics_layer_0/angular_velocity = 0.0 11:2/5/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) 11:2/6 = 6 11:2/6/flip_v = true 11:2/6/transpose = true 11:2/6/physics_layer_0/linear_velocity = Vector2(0, 0) 11:2/6/physics_layer_0/angular_velocity = 0.0 11:2/6/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) 11:2/7 = 7 11:2/7/flip_h = true 11:2/7/flip_v = true 11:2/7/transpose = true 11:2/7/physics_layer_0/linear_velocity = Vector2(0, 0) 11:2/7/physics_layer_0/angular_velocity = 0.0 11:2/7/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) 11:3/next_alternative_id = 8 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 11:3/1 = 1 11:3/1/flip_h = true 11:3/1/physics_layer_0/linear_velocity = Vector2(0, 0) 11:3/1/physics_layer_0/angular_velocity = 0.0 11:3/2 = 2 11:3/2/flip_v = true 11:3/2/physics_layer_0/linear_velocity = Vector2(0, 0) 11:3/2/physics_layer_0/angular_velocity = 0.0 11:3/3 = 3 11:3/3/flip_h = true 11:3/3/flip_v = true 11:3/3/physics_layer_0/linear_velocity = Vector2(0, 0) 11:3/3/physics_layer_0/angular_velocity = 0.0 11:3/4 = 4 11:3/4/transpose = true 11:3/4/physics_layer_0/linear_velocity = Vector2(0, 0) 11:3/4/physics_layer_0/angular_velocity = 0.0 11:3/5 = 5 11:3/5/flip_h = true 11:3/5/transpose = true 11:3/5/physics_layer_0/linear_velocity = Vector2(0, 0) 11:3/5/physics_layer_0/angular_velocity = 0.0 11:3/6 = 6 11:3/6/flip_v = true 11:3/6/transpose = true 11:3/6/physics_layer_0/linear_velocity = Vector2(0, 0) 11:3/6/physics_layer_0/angular_velocity = 0.0 11:3/7 = 7 11:3/7/flip_h = true 11:3/7/flip_v = true 11:3/7/transpose = true 11:3/7/physics_layer_0/linear_velocity = Vector2(0, 0) 11:3/7/physics_layer_0/angular_velocity = 0.0 11:4/next_alternative_id = 8 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 11:4/1 = 1 11:4/1/flip_h = true 11:4/1/physics_layer_0/linear_velocity = Vector2(0, 0) 11:4/1/physics_layer_0/angular_velocity = 0.0 11:4/2 = 2 11:4/2/flip_v = true 11:4/2/physics_layer_0/linear_velocity = Vector2(0, 0) 11:4/2/physics_layer_0/angular_velocity = 0.0 11:4/3 = 3 11:4/3/flip_h = true 11:4/3/flip_v = true 11:4/3/physics_layer_0/linear_velocity = Vector2(0, 0) 11:4/3/physics_layer_0/angular_velocity = 0.0 11:4/4 = 4 11:4/4/transpose = true 11:4/4/physics_layer_0/linear_velocity = Vector2(0, 0) 11:4/4/physics_layer_0/angular_velocity = 0.0 11:4/5 = 5 11:4/5/flip_h = true 11:4/5/transpose = true 11:4/5/physics_layer_0/linear_velocity = Vector2(0, 0) 11:4/5/physics_layer_0/angular_velocity = 0.0 11:4/6 = 6 11:4/6/flip_v = true 11:4/6/transpose = true 11:4/6/physics_layer_0/linear_velocity = Vector2(0, 0) 11:4/6/physics_layer_0/angular_velocity = 0.0 11:4/7 = 7 11:4/7/flip_h = true 11:4/7/flip_v = true 11:4/7/transpose = true 11:4/7/physics_layer_0/linear_velocity = Vector2(0, 0) 11:4/7/physics_layer_0/angular_velocity = 0.0 11:5/next_alternative_id = 8 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 11:5/1 = 1 11:5/1/flip_h = true 11:5/1/physics_layer_0/linear_velocity = Vector2(0, 0) 11:5/1/physics_layer_0/angular_velocity = 0.0 11:5/2 = 2 11:5/2/flip_v = true 11:5/2/physics_layer_0/linear_velocity = Vector2(0, 0) 11:5/2/physics_layer_0/angular_velocity = 0.0 11:5/3 = 3 11:5/3/flip_h = true 11:5/3/flip_v = true 11:5/3/physics_layer_0/linear_velocity = Vector2(0, 0) 11:5/3/physics_layer_0/angular_velocity = 0.0 11:5/4 = 4 11:5/4/transpose = true 11:5/4/physics_layer_0/linear_velocity = Vector2(0, 0) 11:5/4/physics_layer_0/angular_velocity = 0.0 11:5/5 = 5 11:5/5/flip_h = true 11:5/5/transpose = true 11:5/5/physics_layer_0/linear_velocity = Vector2(0, 0) 11:5/5/physics_layer_0/angular_velocity = 0.0 11:5/6 = 6 11:5/6/flip_v = true 11:5/6/transpose = true 11:5/6/physics_layer_0/linear_velocity = Vector2(0, 0) 11:5/6/physics_layer_0/angular_velocity = 0.0 11:5/7 = 7 11:5/7/flip_h = true 11:5/7/flip_v = true 11:5/7/transpose = true 11:5/7/physics_layer_0/linear_velocity = Vector2(0, 0) 11:5/7/physics_layer_0/angular_velocity = 0.0 11:6/next_alternative_id = 8 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 11:6/1 = 1 11:6/1/flip_h = true 11:6/1/physics_layer_0/linear_velocity = Vector2(0, 0) 11:6/1/physics_layer_0/angular_velocity = 0.0 11:6/2 = 2 11:6/2/flip_v = true 11:6/2/physics_layer_0/linear_velocity = Vector2(0, 0) 11:6/2/physics_layer_0/angular_velocity = 0.0 11:6/3 = 3 11:6/3/flip_h = true 11:6/3/flip_v = true 11:6/3/physics_layer_0/linear_velocity = Vector2(0, 0) 11:6/3/physics_layer_0/angular_velocity = 0.0 11:6/4 = 4 11:6/4/transpose = true 11:6/4/physics_layer_0/linear_velocity = Vector2(0, 0) 11:6/4/physics_layer_0/angular_velocity = 0.0 11:6/5 = 5 11:6/5/flip_h = true 11:6/5/transpose = true 11:6/5/physics_layer_0/linear_velocity = Vector2(0, 0) 11:6/5/physics_layer_0/angular_velocity = 0.0 11:6/6 = 6 11:6/6/flip_v = true 11:6/6/transpose = true 11:6/6/physics_layer_0/linear_velocity = Vector2(0, 0) 11:6/6/physics_layer_0/angular_velocity = 0.0 11:6/7 = 7 11:6/7/flip_h = true 11:6/7/flip_v = true 11:6/7/transpose = true 11:6/7/physics_layer_0/linear_velocity = Vector2(0, 0) 11:6/7/physics_layer_0/angular_velocity = 0.0 11:7/next_alternative_id = 8 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 11:7/1 = 1 11:7/1/flip_h = true 11:7/1/physics_layer_0/linear_velocity = Vector2(0, 0) 11:7/1/physics_layer_0/angular_velocity = 0.0 11:7/2 = 2 11:7/2/flip_v = true 11:7/2/physics_layer_0/linear_velocity = Vector2(0, 0) 11:7/2/physics_layer_0/angular_velocity = 0.0 11:7/3 = 3 11:7/3/flip_h = true 11:7/3/flip_v = true 11:7/3/physics_layer_0/linear_velocity = Vector2(0, 0) 11:7/3/physics_layer_0/angular_velocity = 0.0 11:7/4 = 4 11:7/4/transpose = true 11:7/4/physics_layer_0/linear_velocity = Vector2(0, 0) 11:7/4/physics_layer_0/angular_velocity = 0.0 11:7/5 = 5 11:7/5/flip_h = true 11:7/5/transpose = true 11:7/5/physics_layer_0/linear_velocity = Vector2(0, 0) 11:7/5/physics_layer_0/angular_velocity = 0.0 11:7/6 = 6 11:7/6/flip_v = true 11:7/6/transpose = true 11:7/6/physics_layer_0/linear_velocity = Vector2(0, 0) 11:7/6/physics_layer_0/angular_velocity = 0.0 11:7/7 = 7 11:7/7/flip_h = true 11:7/7/flip_v = true 11:7/7/transpose = true 11:7/7/physics_layer_0/linear_velocity = Vector2(0, 0) 11:7/7/physics_layer_0/angular_velocity = 0.0 11:8/next_alternative_id = 8 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 11:8/1 = 1 11:8/1/flip_h = true 11:8/1/physics_layer_0/linear_velocity = Vector2(0, 0) 11:8/1/physics_layer_0/angular_velocity = 0.0 11:8/2 = 2 11:8/2/flip_v = true 11:8/2/physics_layer_0/linear_velocity = Vector2(0, 0) 11:8/2/physics_layer_0/angular_velocity = 0.0 11:8/3 = 3 11:8/3/flip_h = true 11:8/3/flip_v = true 11:8/3/physics_layer_0/linear_velocity = Vector2(0, 0) 11:8/3/physics_layer_0/angular_velocity = 0.0 11:8/4 = 4 11:8/4/transpose = true 11:8/4/physics_layer_0/linear_velocity = Vector2(0, 0) 11:8/4/physics_layer_0/angular_velocity = 0.0 11:8/5 = 5 11:8/5/flip_h = true 11:8/5/transpose = true 11:8/5/physics_layer_0/linear_velocity = Vector2(0, 0) 11:8/5/physics_layer_0/angular_velocity = 0.0 11:8/6 = 6 11:8/6/flip_v = true 11:8/6/transpose = true 11:8/6/physics_layer_0/linear_velocity = Vector2(0, 0) 11:8/6/physics_layer_0/angular_velocity = 0.0 11:8/7 = 7 11:8/7/flip_h = true 11:8/7/flip_v = true 11:8/7/transpose = true 11:8/7/physics_layer_0/linear_velocity = Vector2(0, 0) 11:8/7/physics_layer_0/angular_velocity = 0.0 12:0/next_alternative_id = 8 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 12:0/1 = 1 12:0/1/flip_h = true 12:0/1/physics_layer_0/linear_velocity = Vector2(0, 0) 12:0/1/physics_layer_0/angular_velocity = 0.0 12:0/2 = 2 12:0/2/flip_v = true 12:0/2/physics_layer_0/linear_velocity = Vector2(0, 0) 12:0/2/physics_layer_0/angular_velocity = 0.0 12:0/3 = 3 12:0/3/flip_h = true 12:0/3/flip_v = true 12:0/3/physics_layer_0/linear_velocity = Vector2(0, 0) 12:0/3/physics_layer_0/angular_velocity = 0.0 12:0/4 = 4 12:0/4/transpose = true 12:0/4/physics_layer_0/linear_velocity = Vector2(0, 0) 12:0/4/physics_layer_0/angular_velocity = 0.0 12:0/5 = 5 12:0/5/flip_h = true 12:0/5/transpose = true 12:0/5/physics_layer_0/linear_velocity = Vector2(0, 0) 12:0/5/physics_layer_0/angular_velocity = 0.0 12:0/6 = 6 12:0/6/flip_v = true 12:0/6/transpose = true 12:0/6/physics_layer_0/linear_velocity = Vector2(0, 0) 12:0/6/physics_layer_0/angular_velocity = 0.0 12:0/7 = 7 12:0/7/flip_h = true 12:0/7/flip_v = true 12:0/7/transpose = true 12:0/7/physics_layer_0/linear_velocity = Vector2(0, 0) 12:0/7/physics_layer_0/angular_velocity = 0.0 12:1/next_alternative_id = 8 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 12:1/1 = 1 12:1/1/flip_h = true 12:1/1/physics_layer_0/linear_velocity = Vector2(0, 0) 12:1/1/physics_layer_0/angular_velocity = 0.0 12:1/2 = 2 12:1/2/flip_v = true 12:1/2/physics_layer_0/linear_velocity = Vector2(0, 0) 12:1/2/physics_layer_0/angular_velocity = 0.0 12:1/3 = 3 12:1/3/flip_h = true 12:1/3/flip_v = true 12:1/3/physics_layer_0/linear_velocity = Vector2(0, 0) 12:1/3/physics_layer_0/angular_velocity = 0.0 12:1/4 = 4 12:1/4/transpose = true 12:1/4/physics_layer_0/linear_velocity = Vector2(0, 0) 12:1/4/physics_layer_0/angular_velocity = 0.0 12:1/5 = 5 12:1/5/flip_h = true 12:1/5/transpose = true 12:1/5/physics_layer_0/linear_velocity = Vector2(0, 0) 12:1/5/physics_layer_0/angular_velocity = 0.0 12:1/6 = 6 12:1/6/flip_v = true 12:1/6/transpose = true 12:1/6/physics_layer_0/linear_velocity = Vector2(0, 0) 12:1/6/physics_layer_0/angular_velocity = 0.0 12:1/7 = 7 12:1/7/flip_h = true 12:1/7/flip_v = true 12:1/7/transpose = true 12:1/7/physics_layer_0/linear_velocity = Vector2(0, 0) 12:1/7/physics_layer_0/angular_velocity = 0.0 12:2/next_alternative_id = 8 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 12:2/1 = 1 12:2/1/flip_h = true 12:2/1/physics_layer_0/linear_velocity = Vector2(0, 0) 12:2/1/physics_layer_0/angular_velocity = 0.0 12:2/2 = 2 12:2/2/flip_v = true 12:2/2/physics_layer_0/linear_velocity = Vector2(0, 0) 12:2/2/physics_layer_0/angular_velocity = 0.0 12:2/3 = 3 12:2/3/flip_h = true 12:2/3/flip_v = true 12:2/3/physics_layer_0/linear_velocity = Vector2(0, 0) 12:2/3/physics_layer_0/angular_velocity = 0.0 12:2/4 = 4 12:2/4/transpose = true 12:2/4/physics_layer_0/linear_velocity = Vector2(0, 0) 12:2/4/physics_layer_0/angular_velocity = 0.0 12:2/5 = 5 12:2/5/flip_h = true 12:2/5/transpose = true 12:2/5/physics_layer_0/linear_velocity = Vector2(0, 0) 12:2/5/physics_layer_0/angular_velocity = 0.0 12:2/6 = 6 12:2/6/flip_v = true 12:2/6/transpose = true 12:2/6/physics_layer_0/linear_velocity = Vector2(0, 0) 12:2/6/physics_layer_0/angular_velocity = 0.0 12:2/7 = 7 12:2/7/flip_h = true 12:2/7/flip_v = true 12:2/7/transpose = true 12:2/7/physics_layer_0/linear_velocity = Vector2(0, 0) 12:2/7/physics_layer_0/angular_velocity = 0.0 12:3/next_alternative_id = 8 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 12:3/1 = 1 12:3/1/flip_h = true 12:3/1/physics_layer_0/linear_velocity = Vector2(0, 0) 12:3/1/physics_layer_0/angular_velocity = 0.0 12:3/2 = 2 12:3/2/flip_v = true 12:3/2/physics_layer_0/linear_velocity = Vector2(0, 0) 12:3/2/physics_layer_0/angular_velocity = 0.0 12:3/3 = 3 12:3/3/flip_h = true 12:3/3/flip_v = true 12:3/3/physics_layer_0/linear_velocity = Vector2(0, 0) 12:3/3/physics_layer_0/angular_velocity = 0.0 12:3/4 = 4 12:3/4/transpose = true 12:3/4/physics_layer_0/linear_velocity = Vector2(0, 0) 12:3/4/physics_layer_0/angular_velocity = 0.0 12:3/5 = 5 12:3/5/flip_h = true 12:3/5/transpose = true 12:3/5/physics_layer_0/linear_velocity = Vector2(0, 0) 12:3/5/physics_layer_0/angular_velocity = 0.0 12:3/6 = 6 12:3/6/flip_v = true 12:3/6/transpose = true 12:3/6/physics_layer_0/linear_velocity = Vector2(0, 0) 12:3/6/physics_layer_0/angular_velocity = 0.0 12:3/7 = 7 12:3/7/flip_h = true 12:3/7/flip_v = true 12:3/7/transpose = true 12:3/7/physics_layer_0/linear_velocity = Vector2(0, 0) 12:3/7/physics_layer_0/angular_velocity = 0.0 12:4/next_alternative_id = 8 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 12:4/1 = 1 12:4/1/flip_h = true 12:4/1/physics_layer_0/linear_velocity = Vector2(0, 0) 12:4/1/physics_layer_0/angular_velocity = 0.0 12:4/2 = 2 12:4/2/flip_v = true 12:4/2/physics_layer_0/linear_velocity = Vector2(0, 0) 12:4/2/physics_layer_0/angular_velocity = 0.0 12:4/3 = 3 12:4/3/flip_h = true 12:4/3/flip_v = true 12:4/3/physics_layer_0/linear_velocity = Vector2(0, 0) 12:4/3/physics_layer_0/angular_velocity = 0.0 12:4/4 = 4 12:4/4/transpose = true 12:4/4/physics_layer_0/linear_velocity = Vector2(0, 0) 12:4/4/physics_layer_0/angular_velocity = 0.0 12:4/5 = 5 12:4/5/flip_h = true 12:4/5/transpose = true 12:4/5/physics_layer_0/linear_velocity = Vector2(0, 0) 12:4/5/physics_layer_0/angular_velocity = 0.0 12:4/6 = 6 12:4/6/flip_v = true 12:4/6/transpose = true 12:4/6/physics_layer_0/linear_velocity = Vector2(0, 0) 12:4/6/physics_layer_0/angular_velocity = 0.0 12:4/7 = 7 12:4/7/flip_h = true 12:4/7/flip_v = true 12:4/7/transpose = true 12:4/7/physics_layer_0/linear_velocity = Vector2(0, 0) 12:4/7/physics_layer_0/angular_velocity = 0.0 12:5/next_alternative_id = 8 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 12:5/1 = 1 12:5/1/flip_h = true 12:5/1/physics_layer_0/linear_velocity = Vector2(0, 0) 12:5/1/physics_layer_0/angular_velocity = 0.0 12:5/2 = 2 12:5/2/flip_v = true 12:5/2/physics_layer_0/linear_velocity = Vector2(0, 0) 12:5/2/physics_layer_0/angular_velocity = 0.0 12:5/3 = 3 12:5/3/flip_h = true 12:5/3/flip_v = true 12:5/3/physics_layer_0/linear_velocity = Vector2(0, 0) 12:5/3/physics_layer_0/angular_velocity = 0.0 12:5/4 = 4 12:5/4/transpose = true 12:5/4/physics_layer_0/linear_velocity = Vector2(0, 0) 12:5/4/physics_layer_0/angular_velocity = 0.0 12:5/5 = 5 12:5/5/flip_h = true 12:5/5/transpose = true 12:5/5/physics_layer_0/linear_velocity = Vector2(0, 0) 12:5/5/physics_layer_0/angular_velocity = 0.0 12:5/6 = 6 12:5/6/flip_v = true 12:5/6/transpose = true 12:5/6/physics_layer_0/linear_velocity = Vector2(0, 0) 12:5/6/physics_layer_0/angular_velocity = 0.0 12:5/7 = 7 12:5/7/flip_h = true 12:5/7/flip_v = true 12:5/7/transpose = true 12:5/7/physics_layer_0/linear_velocity = Vector2(0, 0) 12:5/7/physics_layer_0/angular_velocity = 0.0 12:6/next_alternative_id = 8 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 12:6/1 = 1 12:6/1/flip_h = true 12:6/1/physics_layer_0/linear_velocity = Vector2(0, 0) 12:6/1/physics_layer_0/angular_velocity = 0.0 12:6/2 = 2 12:6/2/flip_v = true 12:6/2/physics_layer_0/linear_velocity = Vector2(0, 0) 12:6/2/physics_layer_0/angular_velocity = 0.0 12:6/3 = 3 12:6/3/flip_h = true 12:6/3/flip_v = true 12:6/3/physics_layer_0/linear_velocity = Vector2(0, 0) 12:6/3/physics_layer_0/angular_velocity = 0.0 12:6/4 = 4 12:6/4/transpose = true 12:6/4/physics_layer_0/linear_velocity = Vector2(0, 0) 12:6/4/physics_layer_0/angular_velocity = 0.0 12:6/5 = 5 12:6/5/flip_h = true 12:6/5/transpose = true 12:6/5/physics_layer_0/linear_velocity = Vector2(0, 0) 12:6/5/physics_layer_0/angular_velocity = 0.0 12:6/6 = 6 12:6/6/flip_v = true 12:6/6/transpose = true 12:6/6/physics_layer_0/linear_velocity = Vector2(0, 0) 12:6/6/physics_layer_0/angular_velocity = 0.0 12:6/7 = 7 12:6/7/flip_h = true 12:6/7/flip_v = true 12:6/7/transpose = true 12:6/7/physics_layer_0/linear_velocity = Vector2(0, 0) 12:6/7/physics_layer_0/angular_velocity = 0.0 12:7/next_alternative_id = 8 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 12:7/1 = 1 12:7/1/flip_h = true 12:7/1/physics_layer_0/linear_velocity = Vector2(0, 0) 12:7/1/physics_layer_0/angular_velocity = 0.0 12:7/2 = 2 12:7/2/flip_v = true 12:7/2/physics_layer_0/linear_velocity = Vector2(0, 0) 12:7/2/physics_layer_0/angular_velocity = 0.0 12:7/3 = 3 12:7/3/flip_h = true 12:7/3/flip_v = true 12:7/3/physics_layer_0/linear_velocity = Vector2(0, 0) 12:7/3/physics_layer_0/angular_velocity = 0.0 12:7/4 = 4 12:7/4/transpose = true 12:7/4/physics_layer_0/linear_velocity = Vector2(0, 0) 12:7/4/physics_layer_0/angular_velocity = 0.0 12:7/5 = 5 12:7/5/flip_h = true 12:7/5/transpose = true 12:7/5/physics_layer_0/linear_velocity = Vector2(0, 0) 12:7/5/physics_layer_0/angular_velocity = 0.0 12:7/6 = 6 12:7/6/flip_v = true 12:7/6/transpose = true 12:7/6/physics_layer_0/linear_velocity = Vector2(0, 0) 12:7/6/physics_layer_0/angular_velocity = 0.0 12:7/7 = 7 12:7/7/flip_h = true 12:7/7/flip_v = true 12:7/7/transpose = true 12:7/7/physics_layer_0/linear_velocity = Vector2(0, 0) 12:7/7/physics_layer_0/angular_velocity = 0.0 12:8/next_alternative_id = 8 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 12:8/1 = 1 12:8/1/flip_h = true 12:8/1/physics_layer_0/linear_velocity = Vector2(0, 0) 12:8/1/physics_layer_0/angular_velocity = 0.0 12:8/2 = 2 12:8/2/flip_v = true 12:8/2/physics_layer_0/linear_velocity = Vector2(0, 0) 12:8/2/physics_layer_0/angular_velocity = 0.0 12:8/3 = 3 12:8/3/flip_h = true 12:8/3/flip_v = true 12:8/3/physics_layer_0/linear_velocity = Vector2(0, 0) 12:8/3/physics_layer_0/angular_velocity = 0.0 12:8/4 = 4 12:8/4/transpose = true 12:8/4/physics_layer_0/linear_velocity = Vector2(0, 0) 12:8/4/physics_layer_0/angular_velocity = 0.0 12:8/5 = 5 12:8/5/flip_h = true 12:8/5/transpose = true 12:8/5/physics_layer_0/linear_velocity = Vector2(0, 0) 12:8/5/physics_layer_0/angular_velocity = 0.0 12:8/6 = 6 12:8/6/flip_v = true 12:8/6/transpose = true 12:8/6/physics_layer_0/linear_velocity = Vector2(0, 0) 12:8/6/physics_layer_0/angular_velocity = 0.0 12:8/7 = 7 12:8/7/flip_h = true 12:8/7/flip_v = true 12:8/7/transpose = true 12:8/7/physics_layer_0/linear_velocity = Vector2(0, 0) 12:8/7/physics_layer_0/angular_velocity = 0.0 13:0/next_alternative_id = 8 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 13:0/1 = 1 13:0/1/flip_h = true 13:0/1/physics_layer_0/linear_velocity = Vector2(0, 0) 13:0/1/physics_layer_0/angular_velocity = 0.0 13:0/2 = 2 13:0/2/flip_v = true 13:0/2/physics_layer_0/linear_velocity = Vector2(0, 0) 13:0/2/physics_layer_0/angular_velocity = 0.0 13:0/3 = 3 13:0/3/flip_h = true 13:0/3/flip_v = true 13:0/3/physics_layer_0/linear_velocity = Vector2(0, 0) 13:0/3/physics_layer_0/angular_velocity = 0.0 13:0/4 = 4 13:0/4/transpose = true 13:0/4/physics_layer_0/linear_velocity = Vector2(0, 0) 13:0/4/physics_layer_0/angular_velocity = 0.0 13:0/5 = 5 13:0/5/flip_h = true 13:0/5/transpose = true 13:0/5/physics_layer_0/linear_velocity = Vector2(0, 0) 13:0/5/physics_layer_0/angular_velocity = 0.0 13:0/6 = 6 13:0/6/flip_v = true 13:0/6/transpose = true 13:0/6/physics_layer_0/linear_velocity = Vector2(0, 0) 13:0/6/physics_layer_0/angular_velocity = 0.0 13:0/7 = 7 13:0/7/flip_h = true 13:0/7/flip_v = true 13:0/7/transpose = true 13:0/7/physics_layer_0/linear_velocity = Vector2(0, 0) 13:0/7/physics_layer_0/angular_velocity = 0.0 13:1/next_alternative_id = 8 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 13:1/1 = 1 13:1/1/flip_h = true 13:1/1/physics_layer_0/linear_velocity = Vector2(0, 0) 13:1/1/physics_layer_0/angular_velocity = 0.0 13:1/2 = 2 13:1/2/flip_v = true 13:1/2/physics_layer_0/linear_velocity = Vector2(0, 0) 13:1/2/physics_layer_0/angular_velocity = 0.0 13:1/3 = 3 13:1/3/flip_h = true 13:1/3/flip_v = true 13:1/3/physics_layer_0/linear_velocity = Vector2(0, 0) 13:1/3/physics_layer_0/angular_velocity = 0.0 13:1/4 = 4 13:1/4/transpose = true 13:1/4/physics_layer_0/linear_velocity = Vector2(0, 0) 13:1/4/physics_layer_0/angular_velocity = 0.0 13:1/5 = 5 13:1/5/flip_h = true 13:1/5/transpose = true 13:1/5/physics_layer_0/linear_velocity = Vector2(0, 0) 13:1/5/physics_layer_0/angular_velocity = 0.0 13:1/6 = 6 13:1/6/flip_v = true 13:1/6/transpose = true 13:1/6/physics_layer_0/linear_velocity = Vector2(0, 0) 13:1/6/physics_layer_0/angular_velocity = 0.0 13:1/7 = 7 13:1/7/flip_h = true 13:1/7/flip_v = true 13:1/7/transpose = true 13:1/7/physics_layer_0/linear_velocity = Vector2(0, 0) 13:1/7/physics_layer_0/angular_velocity = 0.0 13:2/next_alternative_id = 8 13:2/0 = 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) 13:2/1 = 1 13:2/1/flip_h = true 13:2/1/physics_layer_0/linear_velocity = Vector2(0, 0) 13:2/1/physics_layer_0/angular_velocity = 0.0 13:2/1/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) 13:2/2 = 2 13:2/2/flip_v = true 13:2/2/physics_layer_0/linear_velocity = Vector2(0, 0) 13:2/2/physics_layer_0/angular_velocity = 0.0 13:2/2/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) 13:2/3 = 3 13:2/3/flip_h = true 13:2/3/flip_v = true 13:2/3/physics_layer_0/linear_velocity = Vector2(0, 0) 13:2/3/physics_layer_0/angular_velocity = 0.0 13:2/3/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) 13:2/4 = 4 13:2/4/transpose = true 13:2/4/physics_layer_0/linear_velocity = Vector2(0, 0) 13:2/4/physics_layer_0/angular_velocity = 0.0 13:2/4/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 13:2/5 = 5 13:2/5/flip_h = true 13:2/5/transpose = true 13:2/5/physics_layer_0/linear_velocity = Vector2(0, 0) 13:2/5/physics_layer_0/angular_velocity = 0.0 13:2/5/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, 8, 8) 13:2/6 = 6 13:2/6/flip_v = true 13:2/6/transpose = true 13:2/6/physics_layer_0/linear_velocity = Vector2(0, 0) 13:2/6/physics_layer_0/angular_velocity = 0.0 13:2/6/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, -8, -8, -8) 13:2/7 = 7 13:2/7/flip_h = true 13:2/7/flip_v = true 13:2/7/transpose = true 13:2/7/physics_layer_0/linear_velocity = Vector2(0, 0) 13:2/7/physics_layer_0/angular_velocity = 0.0 13:2/7/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, 8, -8) 13:3/next_alternative_id = 8 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 13:3/1 = 1 13:3/1/flip_h = true 13:3/1/physics_layer_0/linear_velocity = Vector2(0, 0) 13:3/1/physics_layer_0/angular_velocity = 0.0 13:3/2 = 2 13:3/2/flip_v = true 13:3/2/physics_layer_0/linear_velocity = Vector2(0, 0) 13:3/2/physics_layer_0/angular_velocity = 0.0 13:3/3 = 3 13:3/3/flip_h = true 13:3/3/flip_v = true 13:3/3/physics_layer_0/linear_velocity = Vector2(0, 0) 13:3/3/physics_layer_0/angular_velocity = 0.0 13:3/4 = 4 13:3/4/transpose = true 13:3/4/physics_layer_0/linear_velocity = Vector2(0, 0) 13:3/4/physics_layer_0/angular_velocity = 0.0 13:3/5 = 5 13:3/5/flip_h = true 13:3/5/transpose = true 13:3/5/physics_layer_0/linear_velocity = Vector2(0, 0) 13:3/5/physics_layer_0/angular_velocity = 0.0 13:3/6 = 6 13:3/6/flip_v = true 13:3/6/transpose = true 13:3/6/physics_layer_0/linear_velocity = Vector2(0, 0) 13:3/6/physics_layer_0/angular_velocity = 0.0 13:3/7 = 7 13:3/7/flip_h = true 13:3/7/flip_v = true 13:3/7/transpose = true 13:3/7/physics_layer_0/linear_velocity = Vector2(0, 0) 13:3/7/physics_layer_0/angular_velocity = 0.0 13:4/next_alternative_id = 8 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 13:4/1 = 1 13:4/1/flip_h = true 13:4/1/physics_layer_0/linear_velocity = Vector2(0, 0) 13:4/1/physics_layer_0/angular_velocity = 0.0 13:4/2 = 2 13:4/2/flip_v = true 13:4/2/physics_layer_0/linear_velocity = Vector2(0, 0) 13:4/2/physics_layer_0/angular_velocity = 0.0 13:4/3 = 3 13:4/3/flip_h = true 13:4/3/flip_v = true 13:4/3/physics_layer_0/linear_velocity = Vector2(0, 0) 13:4/3/physics_layer_0/angular_velocity = 0.0 13:4/4 = 4 13:4/4/transpose = true 13:4/4/physics_layer_0/linear_velocity = Vector2(0, 0) 13:4/4/physics_layer_0/angular_velocity = 0.0 13:4/5 = 5 13:4/5/flip_h = true 13:4/5/transpose = true 13:4/5/physics_layer_0/linear_velocity = Vector2(0, 0) 13:4/5/physics_layer_0/angular_velocity = 0.0 13:4/6 = 6 13:4/6/flip_v = true 13:4/6/transpose = true 13:4/6/physics_layer_0/linear_velocity = Vector2(0, 0) 13:4/6/physics_layer_0/angular_velocity = 0.0 13:4/7 = 7 13:4/7/flip_h = true 13:4/7/flip_v = true 13:4/7/transpose = true 13:4/7/physics_layer_0/linear_velocity = Vector2(0, 0) 13:4/7/physics_layer_0/angular_velocity = 0.0 13:5/next_alternative_id = 8 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 13:5/1 = 1 13:5/1/flip_h = true 13:5/1/physics_layer_0/linear_velocity = Vector2(0, 0) 13:5/1/physics_layer_0/angular_velocity = 0.0 13:5/2 = 2 13:5/2/flip_v = true 13:5/2/physics_layer_0/linear_velocity = Vector2(0, 0) 13:5/2/physics_layer_0/angular_velocity = 0.0 13:5/3 = 3 13:5/3/flip_h = true 13:5/3/flip_v = true 13:5/3/physics_layer_0/linear_velocity = Vector2(0, 0) 13:5/3/physics_layer_0/angular_velocity = 0.0 13:5/4 = 4 13:5/4/transpose = true 13:5/4/physics_layer_0/linear_velocity = Vector2(0, 0) 13:5/4/physics_layer_0/angular_velocity = 0.0 13:5/5 = 5 13:5/5/flip_h = true 13:5/5/transpose = true 13:5/5/physics_layer_0/linear_velocity = Vector2(0, 0) 13:5/5/physics_layer_0/angular_velocity = 0.0 13:5/6 = 6 13:5/6/flip_v = true 13:5/6/transpose = true 13:5/6/physics_layer_0/linear_velocity = Vector2(0, 0) 13:5/6/physics_layer_0/angular_velocity = 0.0 13:5/7 = 7 13:5/7/flip_h = true 13:5/7/flip_v = true 13:5/7/transpose = true 13:5/7/physics_layer_0/linear_velocity = Vector2(0, 0) 13:5/7/physics_layer_0/angular_velocity = 0.0 13:6/next_alternative_id = 8 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 13:6/1 = 1 13:6/1/flip_h = true 13:6/1/physics_layer_0/linear_velocity = Vector2(0, 0) 13:6/1/physics_layer_0/angular_velocity = 0.0 13:6/2 = 2 13:6/2/flip_v = true 13:6/2/physics_layer_0/linear_velocity = Vector2(0, 0) 13:6/2/physics_layer_0/angular_velocity = 0.0 13:6/3 = 3 13:6/3/flip_h = true 13:6/3/flip_v = true 13:6/3/physics_layer_0/linear_velocity = Vector2(0, 0) 13:6/3/physics_layer_0/angular_velocity = 0.0 13:6/4 = 4 13:6/4/transpose = true 13:6/4/physics_layer_0/linear_velocity = Vector2(0, 0) 13:6/4/physics_layer_0/angular_velocity = 0.0 13:6/5 = 5 13:6/5/flip_h = true 13:6/5/transpose = true 13:6/5/physics_layer_0/linear_velocity = Vector2(0, 0) 13:6/5/physics_layer_0/angular_velocity = 0.0 13:6/6 = 6 13:6/6/flip_v = true 13:6/6/transpose = true 13:6/6/physics_layer_0/linear_velocity = Vector2(0, 0) 13:6/6/physics_layer_0/angular_velocity = 0.0 13:6/7 = 7 13:6/7/flip_h = true 13:6/7/flip_v = true 13:6/7/transpose = true 13:6/7/physics_layer_0/linear_velocity = Vector2(0, 0) 13:6/7/physics_layer_0/angular_velocity = 0.0 13:7/next_alternative_id = 8 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 13:7/1 = 1 13:7/1/flip_h = true 13:7/1/physics_layer_0/linear_velocity = Vector2(0, 0) 13:7/1/physics_layer_0/angular_velocity = 0.0 13:7/2 = 2 13:7/2/flip_v = true 13:7/2/physics_layer_0/linear_velocity = Vector2(0, 0) 13:7/2/physics_layer_0/angular_velocity = 0.0 13:7/3 = 3 13:7/3/flip_h = true 13:7/3/flip_v = true 13:7/3/physics_layer_0/linear_velocity = Vector2(0, 0) 13:7/3/physics_layer_0/angular_velocity = 0.0 13:7/4 = 4 13:7/4/transpose = true 13:7/4/physics_layer_0/linear_velocity = Vector2(0, 0) 13:7/4/physics_layer_0/angular_velocity = 0.0 13:7/5 = 5 13:7/5/flip_h = true 13:7/5/transpose = true 13:7/5/physics_layer_0/linear_velocity = Vector2(0, 0) 13:7/5/physics_layer_0/angular_velocity = 0.0 13:7/6 = 6 13:7/6/flip_v = true 13:7/6/transpose = true 13:7/6/physics_layer_0/linear_velocity = Vector2(0, 0) 13:7/6/physics_layer_0/angular_velocity = 0.0 13:7/7 = 7 13:7/7/flip_h = true 13:7/7/flip_v = true 13:7/7/transpose = true 13:7/7/physics_layer_0/linear_velocity = Vector2(0, 0) 13:7/7/physics_layer_0/angular_velocity = 0.0 13:8/next_alternative_id = 8 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 13:8/1 = 1 13:8/1/flip_h = true 13:8/1/physics_layer_0/linear_velocity = Vector2(0, 0) 13:8/1/physics_layer_0/angular_velocity = 0.0 13:8/2 = 2 13:8/2/flip_v = true 13:8/2/physics_layer_0/linear_velocity = Vector2(0, 0) 13:8/2/physics_layer_0/angular_velocity = 0.0 13:8/3 = 3 13:8/3/flip_h = true 13:8/3/flip_v = true 13:8/3/physics_layer_0/linear_velocity = Vector2(0, 0) 13:8/3/physics_layer_0/angular_velocity = 0.0 13:8/4 = 4 13:8/4/transpose = true 13:8/4/physics_layer_0/linear_velocity = Vector2(0, 0) 13:8/4/physics_layer_0/angular_velocity = 0.0 13:8/5 = 5 13:8/5/flip_h = true 13:8/5/transpose = true 13:8/5/physics_layer_0/linear_velocity = Vector2(0, 0) 13:8/5/physics_layer_0/angular_velocity = 0.0 13:8/6 = 6 13:8/6/flip_v = true 13:8/6/transpose = true 13:8/6/physics_layer_0/linear_velocity = Vector2(0, 0) 13:8/6/physics_layer_0/angular_velocity = 0.0 13:8/7 = 7 13:8/7/flip_h = true 13:8/7/flip_v = true 13:8/7/transpose = true 13:8/7/physics_layer_0/linear_velocity = Vector2(0, 0) 13:8/7/physics_layer_0/angular_velocity = 0.0 14:0/next_alternative_id = 8 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 14:0/1 = 1 14:0/1/flip_h = true 14:0/1/physics_layer_0/linear_velocity = Vector2(0, 0) 14:0/1/physics_layer_0/angular_velocity = 0.0 14:0/2 = 2 14:0/2/flip_v = true 14:0/2/physics_layer_0/linear_velocity = Vector2(0, 0) 14:0/2/physics_layer_0/angular_velocity = 0.0 14:0/3 = 3 14:0/3/flip_h = true 14:0/3/flip_v = true 14:0/3/physics_layer_0/linear_velocity = Vector2(0, 0) 14:0/3/physics_layer_0/angular_velocity = 0.0 14:0/4 = 4 14:0/4/transpose = true 14:0/4/physics_layer_0/linear_velocity = Vector2(0, 0) 14:0/4/physics_layer_0/angular_velocity = 0.0 14:0/5 = 5 14:0/5/flip_h = true 14:0/5/transpose = true 14:0/5/physics_layer_0/linear_velocity = Vector2(0, 0) 14:0/5/physics_layer_0/angular_velocity = 0.0 14:0/6 = 6 14:0/6/flip_v = true 14:0/6/transpose = true 14:0/6/physics_layer_0/linear_velocity = Vector2(0, 0) 14:0/6/physics_layer_0/angular_velocity = 0.0 14:0/7 = 7 14:0/7/flip_h = true 14:0/7/flip_v = true 14:0/7/transpose = true 14:0/7/physics_layer_0/linear_velocity = Vector2(0, 0) 14:0/7/physics_layer_0/angular_velocity = 0.0 14:1/next_alternative_id = 8 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 14:1/1 = 1 14:1/1/flip_h = true 14:1/1/physics_layer_0/linear_velocity = Vector2(0, 0) 14:1/1/physics_layer_0/angular_velocity = 0.0 14:1/2 = 2 14:1/2/flip_v = true 14:1/2/physics_layer_0/linear_velocity = Vector2(0, 0) 14:1/2/physics_layer_0/angular_velocity = 0.0 14:1/3 = 3 14:1/3/flip_h = true 14:1/3/flip_v = true 14:1/3/physics_layer_0/linear_velocity = Vector2(0, 0) 14:1/3/physics_layer_0/angular_velocity = 0.0 14:1/4 = 4 14:1/4/transpose = true 14:1/4/physics_layer_0/linear_velocity = Vector2(0, 0) 14:1/4/physics_layer_0/angular_velocity = 0.0 14:1/5 = 5 14:1/5/flip_h = true 14:1/5/transpose = true 14:1/5/physics_layer_0/linear_velocity = Vector2(0, 0) 14:1/5/physics_layer_0/angular_velocity = 0.0 14:1/6 = 6 14:1/6/flip_v = true 14:1/6/transpose = true 14:1/6/physics_layer_0/linear_velocity = Vector2(0, 0) 14:1/6/physics_layer_0/angular_velocity = 0.0 14:1/7 = 7 14:1/7/flip_h = true 14:1/7/flip_v = true 14:1/7/transpose = true 14:1/7/physics_layer_0/linear_velocity = Vector2(0, 0) 14:1/7/physics_layer_0/angular_velocity = 0.0 14:2/next_alternative_id = 8 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 14:2/1 = 1 14:2/1/flip_h = true 14:2/1/physics_layer_0/linear_velocity = Vector2(0, 0) 14:2/1/physics_layer_0/angular_velocity = 0.0 14:2/2 = 2 14:2/2/flip_v = true 14:2/2/physics_layer_0/linear_velocity = Vector2(0, 0) 14:2/2/physics_layer_0/angular_velocity = 0.0 14:2/3 = 3 14:2/3/flip_h = true 14:2/3/flip_v = true 14:2/3/physics_layer_0/linear_velocity = Vector2(0, 0) 14:2/3/physics_layer_0/angular_velocity = 0.0 14:2/4 = 4 14:2/4/transpose = true 14:2/4/physics_layer_0/linear_velocity = Vector2(0, 0) 14:2/4/physics_layer_0/angular_velocity = 0.0 14:2/5 = 5 14:2/5/flip_h = true 14:2/5/transpose = true 14:2/5/physics_layer_0/linear_velocity = Vector2(0, 0) 14:2/5/physics_layer_0/angular_velocity = 0.0 14:2/6 = 6 14:2/6/flip_v = true 14:2/6/transpose = true 14:2/6/physics_layer_0/linear_velocity = Vector2(0, 0) 14:2/6/physics_layer_0/angular_velocity = 0.0 14:2/7 = 7 14:2/7/flip_h = true 14:2/7/flip_v = true 14:2/7/transpose = true 14:2/7/physics_layer_0/linear_velocity = Vector2(0, 0) 14:2/7/physics_layer_0/angular_velocity = 0.0 14:3/next_alternative_id = 8 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 14:3/1 = 1 14:3/1/flip_h = true 14:3/1/physics_layer_0/linear_velocity = Vector2(0, 0) 14:3/1/physics_layer_0/angular_velocity = 0.0 14:3/2 = 2 14:3/2/flip_v = true 14:3/2/physics_layer_0/linear_velocity = Vector2(0, 0) 14:3/2/physics_layer_0/angular_velocity = 0.0 14:3/3 = 3 14:3/3/flip_h = true 14:3/3/flip_v = true 14:3/3/physics_layer_0/linear_velocity = Vector2(0, 0) 14:3/3/physics_layer_0/angular_velocity = 0.0 14:3/4 = 4 14:3/4/transpose = true 14:3/4/physics_layer_0/linear_velocity = Vector2(0, 0) 14:3/4/physics_layer_0/angular_velocity = 0.0 14:3/5 = 5 14:3/5/flip_h = true 14:3/5/transpose = true 14:3/5/physics_layer_0/linear_velocity = Vector2(0, 0) 14:3/5/physics_layer_0/angular_velocity = 0.0 14:3/6 = 6 14:3/6/flip_v = true 14:3/6/transpose = true 14:3/6/physics_layer_0/linear_velocity = Vector2(0, 0) 14:3/6/physics_layer_0/angular_velocity = 0.0 14:3/7 = 7 14:3/7/flip_h = true 14:3/7/flip_v = true 14:3/7/transpose = true 14:3/7/physics_layer_0/linear_velocity = Vector2(0, 0) 14:3/7/physics_layer_0/angular_velocity = 0.0 14:4/next_alternative_id = 8 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 14:4/1 = 1 14:4/1/flip_h = true 14:4/1/physics_layer_0/linear_velocity = Vector2(0, 0) 14:4/1/physics_layer_0/angular_velocity = 0.0 14:4/2 = 2 14:4/2/flip_v = true 14:4/2/physics_layer_0/linear_velocity = Vector2(0, 0) 14:4/2/physics_layer_0/angular_velocity = 0.0 14:4/3 = 3 14:4/3/flip_h = true 14:4/3/flip_v = true 14:4/3/physics_layer_0/linear_velocity = Vector2(0, 0) 14:4/3/physics_layer_0/angular_velocity = 0.0 14:4/4 = 4 14:4/4/transpose = true 14:4/4/physics_layer_0/linear_velocity = Vector2(0, 0) 14:4/4/physics_layer_0/angular_velocity = 0.0 14:4/5 = 5 14:4/5/flip_h = true 14:4/5/transpose = true 14:4/5/physics_layer_0/linear_velocity = Vector2(0, 0) 14:4/5/physics_layer_0/angular_velocity = 0.0 14:4/6 = 6 14:4/6/flip_v = true 14:4/6/transpose = true 14:4/6/physics_layer_0/linear_velocity = Vector2(0, 0) 14:4/6/physics_layer_0/angular_velocity = 0.0 14:4/7 = 7 14:4/7/flip_h = true 14:4/7/flip_v = true 14:4/7/transpose = true 14:4/7/physics_layer_0/linear_velocity = Vector2(0, 0) 14:4/7/physics_layer_0/angular_velocity = 0.0 14:5/next_alternative_id = 8 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 14:5/1 = 1 14:5/1/flip_h = true 14:5/1/physics_layer_0/linear_velocity = Vector2(0, 0) 14:5/1/physics_layer_0/angular_velocity = 0.0 14:5/2 = 2 14:5/2/flip_v = true 14:5/2/physics_layer_0/linear_velocity = Vector2(0, 0) 14:5/2/physics_layer_0/angular_velocity = 0.0 14:5/3 = 3 14:5/3/flip_h = true 14:5/3/flip_v = true 14:5/3/physics_layer_0/linear_velocity = Vector2(0, 0) 14:5/3/physics_layer_0/angular_velocity = 0.0 14:5/4 = 4 14:5/4/transpose = true 14:5/4/physics_layer_0/linear_velocity = Vector2(0, 0) 14:5/4/physics_layer_0/angular_velocity = 0.0 14:5/5 = 5 14:5/5/flip_h = true 14:5/5/transpose = true 14:5/5/physics_layer_0/linear_velocity = Vector2(0, 0) 14:5/5/physics_layer_0/angular_velocity = 0.0 14:5/6 = 6 14:5/6/flip_v = true 14:5/6/transpose = true 14:5/6/physics_layer_0/linear_velocity = Vector2(0, 0) 14:5/6/physics_layer_0/angular_velocity = 0.0 14:5/7 = 7 14:5/7/flip_h = true 14:5/7/flip_v = true 14:5/7/transpose = true 14:5/7/physics_layer_0/linear_velocity = Vector2(0, 0) 14:5/7/physics_layer_0/angular_velocity = 0.0 14:6/next_alternative_id = 8 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 14:6/1 = 1 14:6/1/flip_h = true 14:6/1/physics_layer_0/linear_velocity = Vector2(0, 0) 14:6/1/physics_layer_0/angular_velocity = 0.0 14:6/2 = 2 14:6/2/flip_v = true 14:6/2/physics_layer_0/linear_velocity = Vector2(0, 0) 14:6/2/physics_layer_0/angular_velocity = 0.0 14:6/3 = 3 14:6/3/flip_h = true 14:6/3/flip_v = true 14:6/3/physics_layer_0/linear_velocity = Vector2(0, 0) 14:6/3/physics_layer_0/angular_velocity = 0.0 14:6/4 = 4 14:6/4/transpose = true 14:6/4/physics_layer_0/linear_velocity = Vector2(0, 0) 14:6/4/physics_layer_0/angular_velocity = 0.0 14:6/5 = 5 14:6/5/flip_h = true 14:6/5/transpose = true 14:6/5/physics_layer_0/linear_velocity = Vector2(0, 0) 14:6/5/physics_layer_0/angular_velocity = 0.0 14:6/6 = 6 14:6/6/flip_v = true 14:6/6/transpose = true 14:6/6/physics_layer_0/linear_velocity = Vector2(0, 0) 14:6/6/physics_layer_0/angular_velocity = 0.0 14:6/7 = 7 14:6/7/flip_h = true 14:6/7/flip_v = true 14:6/7/transpose = true 14:6/7/physics_layer_0/linear_velocity = Vector2(0, 0) 14:6/7/physics_layer_0/angular_velocity = 0.0 14:7/next_alternative_id = 8 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 14:7/1 = 1 14:7/1/flip_h = true 14:7/1/physics_layer_0/linear_velocity = Vector2(0, 0) 14:7/1/physics_layer_0/angular_velocity = 0.0 14:7/2 = 2 14:7/2/flip_v = true 14:7/2/physics_layer_0/linear_velocity = Vector2(0, 0) 14:7/2/physics_layer_0/angular_velocity = 0.0 14:7/3 = 3 14:7/3/flip_h = true 14:7/3/flip_v = true 14:7/3/physics_layer_0/linear_velocity = Vector2(0, 0) 14:7/3/physics_layer_0/angular_velocity = 0.0 14:7/4 = 4 14:7/4/transpose = true 14:7/4/physics_layer_0/linear_velocity = Vector2(0, 0) 14:7/4/physics_layer_0/angular_velocity = 0.0 14:7/5 = 5 14:7/5/flip_h = true 14:7/5/transpose = true 14:7/5/physics_layer_0/linear_velocity = Vector2(0, 0) 14:7/5/physics_layer_0/angular_velocity = 0.0 14:7/6 = 6 14:7/6/flip_v = true 14:7/6/transpose = true 14:7/6/physics_layer_0/linear_velocity = Vector2(0, 0) 14:7/6/physics_layer_0/angular_velocity = 0.0 14:7/7 = 7 14:7/7/flip_h = true 14:7/7/flip_v = true 14:7/7/transpose = true 14:7/7/physics_layer_0/linear_velocity = Vector2(0, 0) 14:7/7/physics_layer_0/angular_velocity = 0.0 14:8/next_alternative_id = 8 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 14:8/1 = 1 14:8/1/flip_h = true 14:8/1/physics_layer_0/linear_velocity = Vector2(0, 0) 14:8/1/physics_layer_0/angular_velocity = 0.0 14:8/2 = 2 14:8/2/flip_v = true 14:8/2/physics_layer_0/linear_velocity = Vector2(0, 0) 14:8/2/physics_layer_0/angular_velocity = 0.0 14:8/3 = 3 14:8/3/flip_h = true 14:8/3/flip_v = true 14:8/3/physics_layer_0/linear_velocity = Vector2(0, 0) 14:8/3/physics_layer_0/angular_velocity = 0.0 14:8/4 = 4 14:8/4/transpose = true 14:8/4/physics_layer_0/linear_velocity = Vector2(0, 0) 14:8/4/physics_layer_0/angular_velocity = 0.0 14:8/5 = 5 14:8/5/flip_h = true 14:8/5/transpose = true 14:8/5/physics_layer_0/linear_velocity = Vector2(0, 0) 14:8/5/physics_layer_0/angular_velocity = 0.0 14:8/6 = 6 14:8/6/flip_v = true 14:8/6/transpose = true 14:8/6/physics_layer_0/linear_velocity = Vector2(0, 0) 14:8/6/physics_layer_0/angular_velocity = 0.0 14:8/7 = 7 14:8/7/flip_h = true 14:8/7/flip_v = true 14:8/7/transpose = true 14:8/7/physics_layer_0/linear_velocity = Vector2(0, 0) 14:8/7/physics_layer_0/angular_velocity = 0.0 15:0/next_alternative_id = 8 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 15:0/1 = 1 15:0/1/flip_h = true 15:0/1/physics_layer_0/linear_velocity = Vector2(0, 0) 15:0/1/physics_layer_0/angular_velocity = 0.0 15:0/2 = 2 15:0/2/flip_v = true 15:0/2/physics_layer_0/linear_velocity = Vector2(0, 0) 15:0/2/physics_layer_0/angular_velocity = 0.0 15:0/3 = 3 15:0/3/flip_h = true 15:0/3/flip_v = true 15:0/3/physics_layer_0/linear_velocity = Vector2(0, 0) 15:0/3/physics_layer_0/angular_velocity = 0.0 15:0/4 = 4 15:0/4/transpose = true 15:0/4/physics_layer_0/linear_velocity = Vector2(0, 0) 15:0/4/physics_layer_0/angular_velocity = 0.0 15:0/5 = 5 15:0/5/flip_h = true 15:0/5/transpose = true 15:0/5/physics_layer_0/linear_velocity = Vector2(0, 0) 15:0/5/physics_layer_0/angular_velocity = 0.0 15:0/6 = 6 15:0/6/flip_v = true 15:0/6/transpose = true 15:0/6/physics_layer_0/linear_velocity = Vector2(0, 0) 15:0/6/physics_layer_0/angular_velocity = 0.0 15:0/7 = 7 15:0/7/flip_h = true 15:0/7/flip_v = true 15:0/7/transpose = true 15:0/7/physics_layer_0/linear_velocity = Vector2(0, 0) 15:0/7/physics_layer_0/angular_velocity = 0.0 15:1/next_alternative_id = 8 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 15:1/1 = 1 15:1/1/flip_h = true 15:1/1/physics_layer_0/linear_velocity = Vector2(0, 0) 15:1/1/physics_layer_0/angular_velocity = 0.0 15:1/2 = 2 15:1/2/flip_v = true 15:1/2/physics_layer_0/linear_velocity = Vector2(0, 0) 15:1/2/physics_layer_0/angular_velocity = 0.0 15:1/3 = 3 15:1/3/flip_h = true 15:1/3/flip_v = true 15:1/3/physics_layer_0/linear_velocity = Vector2(0, 0) 15:1/3/physics_layer_0/angular_velocity = 0.0 15:1/4 = 4 15:1/4/transpose = true 15:1/4/physics_layer_0/linear_velocity = Vector2(0, 0) 15:1/4/physics_layer_0/angular_velocity = 0.0 15:1/5 = 5 15:1/5/flip_h = true 15:1/5/transpose = true 15:1/5/physics_layer_0/linear_velocity = Vector2(0, 0) 15:1/5/physics_layer_0/angular_velocity = 0.0 15:1/6 = 6 15:1/6/flip_v = true 15:1/6/transpose = true 15:1/6/physics_layer_0/linear_velocity = Vector2(0, 0) 15:1/6/physics_layer_0/angular_velocity = 0.0 15:1/7 = 7 15:1/7/flip_h = true 15:1/7/flip_v = true 15:1/7/transpose = true 15:1/7/physics_layer_0/linear_velocity = Vector2(0, 0) 15:1/7/physics_layer_0/angular_velocity = 0.0 15:2/next_alternative_id = 8 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 15:2/1 = 1 15:2/1/flip_h = true 15:2/1/physics_layer_0/linear_velocity = Vector2(0, 0) 15:2/1/physics_layer_0/angular_velocity = 0.0 15:2/2 = 2 15:2/2/flip_v = true 15:2/2/physics_layer_0/linear_velocity = Vector2(0, 0) 15:2/2/physics_layer_0/angular_velocity = 0.0 15:2/3 = 3 15:2/3/flip_h = true 15:2/3/flip_v = true 15:2/3/physics_layer_0/linear_velocity = Vector2(0, 0) 15:2/3/physics_layer_0/angular_velocity = 0.0 15:2/4 = 4 15:2/4/transpose = true 15:2/4/physics_layer_0/linear_velocity = Vector2(0, 0) 15:2/4/physics_layer_0/angular_velocity = 0.0 15:2/5 = 5 15:2/5/flip_h = true 15:2/5/transpose = true 15:2/5/physics_layer_0/linear_velocity = Vector2(0, 0) 15:2/5/physics_layer_0/angular_velocity = 0.0 15:2/6 = 6 15:2/6/flip_v = true 15:2/6/transpose = true 15:2/6/physics_layer_0/linear_velocity = Vector2(0, 0) 15:2/6/physics_layer_0/angular_velocity = 0.0 15:2/7 = 7 15:2/7/flip_h = true 15:2/7/flip_v = true 15:2/7/transpose = true 15:2/7/physics_layer_0/linear_velocity = Vector2(0, 0) 15:2/7/physics_layer_0/angular_velocity = 0.0 15:3/next_alternative_id = 8 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 15:3/1 = 1 15:3/1/flip_h = true 15:3/1/physics_layer_0/linear_velocity = Vector2(0, 0) 15:3/1/physics_layer_0/angular_velocity = 0.0 15:3/2 = 2 15:3/2/flip_v = true 15:3/2/physics_layer_0/linear_velocity = Vector2(0, 0) 15:3/2/physics_layer_0/angular_velocity = 0.0 15:3/3 = 3 15:3/3/flip_h = true 15:3/3/flip_v = true 15:3/3/physics_layer_0/linear_velocity = Vector2(0, 0) 15:3/3/physics_layer_0/angular_velocity = 0.0 15:3/4 = 4 15:3/4/transpose = true 15:3/4/physics_layer_0/linear_velocity = Vector2(0, 0) 15:3/4/physics_layer_0/angular_velocity = 0.0 15:3/5 = 5 15:3/5/flip_h = true 15:3/5/transpose = true 15:3/5/physics_layer_0/linear_velocity = Vector2(0, 0) 15:3/5/physics_layer_0/angular_velocity = 0.0 15:3/6 = 6 15:3/6/flip_v = true 15:3/6/transpose = true 15:3/6/physics_layer_0/linear_velocity = Vector2(0, 0) 15:3/6/physics_layer_0/angular_velocity = 0.0 15:3/7 = 7 15:3/7/flip_h = true 15:3/7/flip_v = true 15:3/7/transpose = true 15:3/7/physics_layer_0/linear_velocity = Vector2(0, 0) 15:3/7/physics_layer_0/angular_velocity = 0.0 15:4/next_alternative_id = 8 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 15:4/1 = 1 15:4/1/flip_h = true 15:4/1/physics_layer_0/linear_velocity = Vector2(0, 0) 15:4/1/physics_layer_0/angular_velocity = 0.0 15:4/2 = 2 15:4/2/flip_v = true 15:4/2/physics_layer_0/linear_velocity = Vector2(0, 0) 15:4/2/physics_layer_0/angular_velocity = 0.0 15:4/3 = 3 15:4/3/flip_h = true 15:4/3/flip_v = true 15:4/3/physics_layer_0/linear_velocity = Vector2(0, 0) 15:4/3/physics_layer_0/angular_velocity = 0.0 15:4/4 = 4 15:4/4/transpose = true 15:4/4/physics_layer_0/linear_velocity = Vector2(0, 0) 15:4/4/physics_layer_0/angular_velocity = 0.0 15:4/5 = 5 15:4/5/flip_h = true 15:4/5/transpose = true 15:4/5/physics_layer_0/linear_velocity = Vector2(0, 0) 15:4/5/physics_layer_0/angular_velocity = 0.0 15:4/6 = 6 15:4/6/flip_v = true 15:4/6/transpose = true 15:4/6/physics_layer_0/linear_velocity = Vector2(0, 0) 15:4/6/physics_layer_0/angular_velocity = 0.0 15:4/7 = 7 15:4/7/flip_h = true 15:4/7/flip_v = true 15:4/7/transpose = true 15:4/7/physics_layer_0/linear_velocity = Vector2(0, 0) 15:4/7/physics_layer_0/angular_velocity = 0.0 15:5/next_alternative_id = 8 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 15:5/1 = 1 15:5/1/flip_h = true 15:5/1/physics_layer_0/linear_velocity = Vector2(0, 0) 15:5/1/physics_layer_0/angular_velocity = 0.0 15:5/2 = 2 15:5/2/flip_v = true 15:5/2/physics_layer_0/linear_velocity = Vector2(0, 0) 15:5/2/physics_layer_0/angular_velocity = 0.0 15:5/3 = 3 15:5/3/flip_h = true 15:5/3/flip_v = true 15:5/3/physics_layer_0/linear_velocity = Vector2(0, 0) 15:5/3/physics_layer_0/angular_velocity = 0.0 15:5/4 = 4 15:5/4/transpose = true 15:5/4/physics_layer_0/linear_velocity = Vector2(0, 0) 15:5/4/physics_layer_0/angular_velocity = 0.0 15:5/5 = 5 15:5/5/flip_h = true 15:5/5/transpose = true 15:5/5/physics_layer_0/linear_velocity = Vector2(0, 0) 15:5/5/physics_layer_0/angular_velocity = 0.0 15:5/6 = 6 15:5/6/flip_v = true 15:5/6/transpose = true 15:5/6/physics_layer_0/linear_velocity = Vector2(0, 0) 15:5/6/physics_layer_0/angular_velocity = 0.0 15:5/7 = 7 15:5/7/flip_h = true 15:5/7/flip_v = true 15:5/7/transpose = true 15:5/7/physics_layer_0/linear_velocity = Vector2(0, 0) 15:5/7/physics_layer_0/angular_velocity = 0.0 15:6/next_alternative_id = 8 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 15:6/1 = 1 15:6/1/flip_h = true 15:6/1/physics_layer_0/linear_velocity = Vector2(0, 0) 15:6/1/physics_layer_0/angular_velocity = 0.0 15:6/2 = 2 15:6/2/flip_v = true 15:6/2/physics_layer_0/linear_velocity = Vector2(0, 0) 15:6/2/physics_layer_0/angular_velocity = 0.0 15:6/3 = 3 15:6/3/flip_h = true 15:6/3/flip_v = true 15:6/3/physics_layer_0/linear_velocity = Vector2(0, 0) 15:6/3/physics_layer_0/angular_velocity = 0.0 15:6/4 = 4 15:6/4/transpose = true 15:6/4/physics_layer_0/linear_velocity = Vector2(0, 0) 15:6/4/physics_layer_0/angular_velocity = 0.0 15:6/5 = 5 15:6/5/flip_h = true 15:6/5/transpose = true 15:6/5/physics_layer_0/linear_velocity = Vector2(0, 0) 15:6/5/physics_layer_0/angular_velocity = 0.0 15:6/6 = 6 15:6/6/flip_v = true 15:6/6/transpose = true 15:6/6/physics_layer_0/linear_velocity = Vector2(0, 0) 15:6/6/physics_layer_0/angular_velocity = 0.0 15:6/7 = 7 15:6/7/flip_h = true 15:6/7/flip_v = true 15:6/7/transpose = true 15:6/7/physics_layer_0/linear_velocity = Vector2(0, 0) 15:6/7/physics_layer_0/angular_velocity = 0.0 15:7/next_alternative_id = 8 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 15:7/1 = 1 15:7/1/flip_h = true 15:7/1/physics_layer_0/linear_velocity = Vector2(0, 0) 15:7/1/physics_layer_0/angular_velocity = 0.0 15:7/2 = 2 15:7/2/flip_v = true 15:7/2/physics_layer_0/linear_velocity = Vector2(0, 0) 15:7/2/physics_layer_0/angular_velocity = 0.0 15:7/3 = 3 15:7/3/flip_h = true 15:7/3/flip_v = true 15:7/3/physics_layer_0/linear_velocity = Vector2(0, 0) 15:7/3/physics_layer_0/angular_velocity = 0.0 15:7/4 = 4 15:7/4/transpose = true 15:7/4/physics_layer_0/linear_velocity = Vector2(0, 0) 15:7/4/physics_layer_0/angular_velocity = 0.0 15:7/5 = 5 15:7/5/flip_h = true 15:7/5/transpose = true 15:7/5/physics_layer_0/linear_velocity = Vector2(0, 0) 15:7/5/physics_layer_0/angular_velocity = 0.0 15:7/6 = 6 15:7/6/flip_v = true 15:7/6/transpose = true 15:7/6/physics_layer_0/linear_velocity = Vector2(0, 0) 15:7/6/physics_layer_0/angular_velocity = 0.0 15:7/7 = 7 15:7/7/flip_h = true 15:7/7/flip_v = true 15:7/7/transpose = true 15:7/7/physics_layer_0/linear_velocity = Vector2(0, 0) 15:7/7/physics_layer_0/angular_velocity = 0.0 15:8/next_alternative_id = 8 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 15:8/1 = 1 15:8/1/flip_h = true 15:8/1/physics_layer_0/linear_velocity = Vector2(0, 0) 15:8/1/physics_layer_0/angular_velocity = 0.0 15:8/2 = 2 15:8/2/flip_v = true 15:8/2/physics_layer_0/linear_velocity = Vector2(0, 0) 15:8/2/physics_layer_0/angular_velocity = 0.0 15:8/3 = 3 15:8/3/flip_h = true 15:8/3/flip_v = true 15:8/3/physics_layer_0/linear_velocity = Vector2(0, 0) 15:8/3/physics_layer_0/angular_velocity = 0.0 15:8/4 = 4 15:8/4/transpose = true 15:8/4/physics_layer_0/linear_velocity = Vector2(0, 0) 15:8/4/physics_layer_0/angular_velocity = 0.0 15:8/5 = 5 15:8/5/flip_h = true 15:8/5/transpose = true 15:8/5/physics_layer_0/linear_velocity = Vector2(0, 0) 15:8/5/physics_layer_0/angular_velocity = 0.0 15:8/6 = 6 15:8/6/flip_v = true 15:8/6/transpose = true 15:8/6/physics_layer_0/linear_velocity = Vector2(0, 0) 15:8/6/physics_layer_0/angular_velocity = 0.0 15:8/7 = 7 15:8/7/flip_h = true 15:8/7/flip_v = true 15:8/7/transpose = true 15:8/7/physics_layer_0/linear_velocity = Vector2(0, 0) 15:8/7/physics_layer_0/angular_velocity = 0.0 [sub_resource type="TileSet" id="2"] physics_layer_0/collision_layer = 1 sources/2 = SubResource("TileSetAtlasSource_cnfek") [node name="Room" type="Node2D"] script = ExtResource("1_3w1c7") ObjectRootPath = NodePath("ObjectRoot") YSortRootPath = NodePath("SortRoot") TopTilePath = NodePath("SortRoot/MapRoot/TopTileMap") MiddleTilePath = NodePath("SortRoot/MapRoot/MiddleTileMap") FloorTilePath = NodePath("SortRoot/MapRoot/FloorTileMap") [node name="WorldEnvironment" type="WorldEnvironment" parent="."] environment = SubResource("1") [node name="Camera2D" type="Camera2D" parent="."] position = Vector2(253, 219) limit_smoothed = true editor_draw_drag_margin = true script = ExtResource("5") [node name="ObjectRoot" type="Node2D" parent="."] [node name="SortRoot" type="Node2D" parent="."] [node name="MapRoot" type="Node2D" parent="SortRoot"] [node name="TopTileMap" type="TileMap" parent="SortRoot/MapRoot"] z_index = 10 tile_set = SubResource("2") format = 2 [node name="MiddleTileMap" type="TileMap" parent="SortRoot/MapRoot"] tile_set = SubResource("2") format = 2 [node name="FloorTileMap" type="TileMap" parent="SortRoot/MapRoot"] z_index = -10 tile_set = SubResource("2") format = 2