[gd_scene load_steps=5 format=3 uid="uid://dr72ij0rwlafo"] [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_jwf2w"] [sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_qw0cx"] texture = ExtResource("1_jwf2w") 0:0/next_alternative_id = 4 0:0/0 = 0 0:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 0:0/0/physics_layer_0/angular_velocity = 0.0 1:0/next_alternative_id = 2 1:0/0 = 0 1:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 1:0/0/physics_layer_0/angular_velocity = 0.0 2:0/0 = 0 2:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 2:0/0/physics_layer_0/angular_velocity = 0.0 3:0/0 = 0 3:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 3:0/0/physics_layer_0/angular_velocity = 0.0 4:0/0 = 0 4:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 4:0/0/physics_layer_0/angular_velocity = 0.0 5:0/0 = 0 5:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 5:0/0/physics_layer_0/angular_velocity = 0.0 6:0/0 = 0 6:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 6:0/0/physics_layer_0/angular_velocity = 0.0 7:0/0 = 0 7:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 7:0/0/physics_layer_0/angular_velocity = 0.0 8:0/0 = 0 8:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 8:0/0/physics_layer_0/angular_velocity = 0.0 9:0/0 = 0 9:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 9:0/0/physics_layer_0/angular_velocity = 0.0 10:0/0 = 0 10:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 10:0/0/physics_layer_0/angular_velocity = 0.0 11:0/0 = 0 11:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 11:0/0/physics_layer_0/angular_velocity = 0.0 12:0/0 = 0 12:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 12:0/0/physics_layer_0/angular_velocity = 0.0 13:0/0 = 0 13:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 13:0/0/physics_layer_0/angular_velocity = 0.0 14:0/0 = 0 14:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 14:0/0/physics_layer_0/angular_velocity = 0.0 15:0/0 = 0 15:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 15:0/0/physics_layer_0/angular_velocity = 0.0 0:1/next_alternative_id = 2 0:1/0 = 0 0:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) 0:1/0/physics_layer_0/angular_velocity = 0.0 1:1/next_alternative_id = 5 1:1/0 = 0 1:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) 1:1/0/physics_layer_0/angular_velocity = 0.0 2:1/0 = 0 2:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) 2:1/0/physics_layer_0/angular_velocity = 0.0 3:1/0 = 0 3:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) 3:1/0/physics_layer_0/angular_velocity = 0.0 4:1/0 = 0 4:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) 4:1/0/physics_layer_0/angular_velocity = 0.0 5:1/0 = 0 5:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) 5:1/0/physics_layer_0/angular_velocity = 0.0 6:1/0 = 0 6:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) 6:1/0/physics_layer_0/angular_velocity = 0.0 7:1/0 = 0 7:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) 7:1/0/physics_layer_0/angular_velocity = 0.0 8:1/0 = 0 8:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) 8:1/0/physics_layer_0/angular_velocity = 0.0 9:1/0 = 0 9:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) 9:1/0/physics_layer_0/angular_velocity = 0.0 10:1/0 = 0 10:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) 10:1/0/physics_layer_0/angular_velocity = 0.0 11:1/0 = 0 11:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) 11:1/0/physics_layer_0/angular_velocity = 0.0 12:1/0 = 0 12:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) 12:1/0/physics_layer_0/angular_velocity = 0.0 13:1/0 = 0 13:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) 13:1/0/physics_layer_0/angular_velocity = 0.0 14:1/0 = 0 14:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) 14:1/0/physics_layer_0/angular_velocity = 0.0 15:1/0 = 0 15:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) 15:1/0/physics_layer_0/angular_velocity = 0.0 0:2/0 = 0 0:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) 0:2/0/physics_layer_0/angular_velocity = 0.0 1:2/0 = 0 1:2/0/terrain_set = 0 1:2/0/terrain = 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) 1:2/0/terrains_peering_bit/right_side = 0 1:2/0/terrains_peering_bit/bottom_side = 0 2:2/0 = 0 2:2/0/terrain_set = 0 2:2/0/terrain = 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/terrains_peering_bit/right_side = 0 2:2/0/terrains_peering_bit/bottom_side = 0 2:2/0/terrains_peering_bit/left_side = 0 3:2/0 = 0 3:2/0/terrain_set = 0 3:2/0/terrain = 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) 3:2/0/terrains_peering_bit/bottom_side = 0 3:2/0/terrains_peering_bit/left_side = 0 4:2/0 = 0 4:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) 4:2/0/physics_layer_0/angular_velocity = 0.0 5:2/0 = 0 5:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) 5:2/0/physics_layer_0/angular_velocity = 0.0 6:2/0 = 0 6:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) 6:2/0/physics_layer_0/angular_velocity = 0.0 7:2/0 = 0 7:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) 7:2/0/physics_layer_0/angular_velocity = 0.0 8:2/0 = 0 8:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) 8:2/0/physics_layer_0/angular_velocity = 0.0 9:2/0 = 0 9:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) 9:2/0/physics_layer_0/angular_velocity = 0.0 10:2/0 = 0 10:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) 10:2/0/physics_layer_0/angular_velocity = 0.0 11:2/0 = 0 11:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) 11:2/0/physics_layer_0/angular_velocity = 0.0 12:2/0 = 0 12:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) 12:2/0/physics_layer_0/angular_velocity = 0.0 13:2/0 = 0 13:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) 13:2/0/physics_layer_0/angular_velocity = 0.0 14:2/0 = 0 14:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) 14:2/0/physics_layer_0/angular_velocity = 0.0 15:2/0 = 0 15:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) 15:2/0/physics_layer_0/angular_velocity = 0.0 0:3/0 = 0 0:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 0:3/0/physics_layer_0/angular_velocity = 0.0 1:3/0 = 0 1:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 1:3/0/physics_layer_0/angular_velocity = 0.0 2:3/0 = 0 2:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 2:3/0/physics_layer_0/angular_velocity = 0.0 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 4:3/0 = 0 4:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 4:3/0/physics_layer_0/angular_velocity = 0.0 5:3/0 = 0 5:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 5:3/0/physics_layer_0/angular_velocity = 0.0 6:3/0 = 0 6:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 6:3/0/physics_layer_0/angular_velocity = 0.0 7:3/0 = 0 7:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 7:3/0/physics_layer_0/angular_velocity = 0.0 8:3/0 = 0 8:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 8:3/0/physics_layer_0/angular_velocity = 0.0 9:3/0 = 0 9:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 9:3/0/physics_layer_0/angular_velocity = 0.0 10:3/0 = 0 10:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 10:3/0/physics_layer_0/angular_velocity = 0.0 11:3/0 = 0 11:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 11:3/0/physics_layer_0/angular_velocity = 0.0 12:3/0 = 0 12:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 12:3/0/physics_layer_0/angular_velocity = 0.0 13:3/0 = 0 13:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 13:3/0/physics_layer_0/angular_velocity = 0.0 14:3/0 = 0 14:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 14:3/0/physics_layer_0/angular_velocity = 0.0 15:3/0 = 0 15:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 15:3/0/physics_layer_0/angular_velocity = 0.0 0:4/0 = 0 0:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) 0:4/0/physics_layer_0/angular_velocity = 0.0 1:4/0 = 0 1:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) 1:4/0/physics_layer_0/angular_velocity = 0.0 2:4/0 = 0 2:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) 2:4/0/physics_layer_0/angular_velocity = 0.0 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 4:4/0 = 0 4:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) 4:4/0/physics_layer_0/angular_velocity = 0.0 5:4/0 = 0 5:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) 5:4/0/physics_layer_0/angular_velocity = 0.0 6:4/0 = 0 6:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) 6:4/0/physics_layer_0/angular_velocity = 0.0 7:4/0 = 0 7:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) 7:4/0/physics_layer_0/angular_velocity = 0.0 8:4/0 = 0 8:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) 8:4/0/physics_layer_0/angular_velocity = 0.0 9:4/0 = 0 9:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) 9:4/0/physics_layer_0/angular_velocity = 0.0 10:4/0 = 0 10:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) 10:4/0/physics_layer_0/angular_velocity = 0.0 11:4/0 = 0 11:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) 11:4/0/physics_layer_0/angular_velocity = 0.0 12:4/0 = 0 12:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) 12:4/0/physics_layer_0/angular_velocity = 0.0 13:4/0 = 0 13:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) 13:4/0/physics_layer_0/angular_velocity = 0.0 14:4/next_alternative_id = 2 14:4/0 = 0 14:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) 14:4/0/physics_layer_0/angular_velocity = 0.0 15:4/0 = 0 15:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) 15:4/0/physics_layer_0/angular_velocity = 0.0 0:5/0 = 0 0:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) 0:5/0/physics_layer_0/angular_velocity = 0.0 1:5/0 = 0 1:5/0/terrain_set = 0 1:5/0/terrain = 0 1:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) 1:5/0/physics_layer_0/angular_velocity = 0.0 1:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 1:5/0/terrains_peering_bit/right_side = 0 1:5/0/terrains_peering_bit/bottom_side = 0 1:5/0/terrains_peering_bit/top_side = 0 2:5/0 = 0 2:5/0/terrain_set = 0 2:5/0/terrain = 0 2:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) 2:5/0/physics_layer_0/angular_velocity = 0.0 2:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 2:5/0/terrains_peering_bit/right_side = 0 2:5/0/terrains_peering_bit/bottom_side = 0 2:5/0/terrains_peering_bit/left_side = 0 2:5/0/terrains_peering_bit/top_side = 0 3:5/0 = 0 3:5/0/terrain_set = 0 3:5/0/terrain = 0 3:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) 3:5/0/physics_layer_0/angular_velocity = 0.0 3:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 3:5/0/terrains_peering_bit/bottom_side = 0 3:5/0/terrains_peering_bit/left_side = 0 3:5/0/terrains_peering_bit/top_side = 0 4:5/0 = 0 4:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) 4:5/0/physics_layer_0/angular_velocity = 0.0 5:5/0 = 0 5:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) 5:5/0/physics_layer_0/angular_velocity = 0.0 6:5/0 = 0 6:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) 6:5/0/physics_layer_0/angular_velocity = 0.0 7:5/0 = 0 7:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) 7:5/0/physics_layer_0/angular_velocity = 0.0 8:5/0 = 0 8:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) 8:5/0/physics_layer_0/angular_velocity = 0.0 9:5/0 = 0 9:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) 9:5/0/physics_layer_0/angular_velocity = 0.0 10:5/0 = 0 10:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) 10:5/0/physics_layer_0/angular_velocity = 0.0 11:5/0 = 0 11:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) 11:5/0/physics_layer_0/angular_velocity = 0.0 12:5/0 = 0 12:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) 12:5/0/physics_layer_0/angular_velocity = 0.0 13:5/0 = 0 13:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) 13:5/0/physics_layer_0/angular_velocity = 0.0 14:5/next_alternative_id = 2 14:5/0 = 0 14:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) 14:5/0/physics_layer_0/angular_velocity = 0.0 15:5/0 = 0 15:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) 15:5/0/physics_layer_0/angular_velocity = 0.0 0:6/0 = 0 0:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) 0:6/0/physics_layer_0/angular_velocity = 0.0 1:6/0 = 0 1:6/0/terrain_set = 0 1:6/0/terrain = 0 1:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) 1:6/0/physics_layer_0/angular_velocity = 0.0 1:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 1:6/0/terrains_peering_bit/right_side = 0 1:6/0/terrains_peering_bit/top_side = 0 2:6/0 = 0 2:6/0/terrain_set = 0 2:6/0/terrain = 0 2:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) 2:6/0/physics_layer_0/angular_velocity = 0.0 2:6/0/terrains_peering_bit/right_side = 0 2:6/0/terrains_peering_bit/left_side = 0 2:6/0/terrains_peering_bit/top_side = 0 3:6/0 = 0 3:6/0/terrain_set = 0 3:6/0/terrain = 0 3:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) 3:6/0/physics_layer_0/angular_velocity = 0.0 3:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 3:6/0/terrains_peering_bit/left_side = 0 3:6/0/terrains_peering_bit/top_side = 0 4:6/0 = 0 4:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) 4:6/0/physics_layer_0/angular_velocity = 0.0 5:6/0 = 0 5:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) 5:6/0/physics_layer_0/angular_velocity = 0.0 6:6/0 = 0 6:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) 6:6/0/physics_layer_0/angular_velocity = 0.0 7:6/0 = 0 7:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) 7:6/0/physics_layer_0/angular_velocity = 0.0 8:6/0 = 0 8:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) 8:6/0/physics_layer_0/angular_velocity = 0.0 9:6/0 = 0 9:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) 9:6/0/physics_layer_0/angular_velocity = 0.0 10:6/0 = 0 10:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) 10:6/0/physics_layer_0/angular_velocity = 0.0 11:6/0 = 0 11:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) 11:6/0/physics_layer_0/angular_velocity = 0.0 12:6/0 = 0 12:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) 12:6/0/physics_layer_0/angular_velocity = 0.0 13:6/0 = 0 13:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) 13:6/0/physics_layer_0/angular_velocity = 0.0 14:6/next_alternative_id = 2 14:6/0 = 0 14:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) 14:6/0/physics_layer_0/angular_velocity = 0.0 15:6/0 = 0 15:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) 15:6/0/physics_layer_0/angular_velocity = 0.0 0:7/0 = 0 0:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) 0:7/0/physics_layer_0/angular_velocity = 0.0 1:7/0 = 0 1:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) 1:7/0/physics_layer_0/angular_velocity = 0.0 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 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 4:7/0 = 0 4:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) 4:7/0/physics_layer_0/angular_velocity = 0.0 5:7/0 = 0 5:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) 5:7/0/physics_layer_0/angular_velocity = 0.0 6:7/0 = 0 6:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) 6:7/0/physics_layer_0/angular_velocity = 0.0 7:7/0 = 0 7:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) 7:7/0/physics_layer_0/angular_velocity = 0.0 8:7/0 = 0 8:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) 8:7/0/physics_layer_0/angular_velocity = 0.0 9:7/0 = 0 9:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) 9:7/0/physics_layer_0/angular_velocity = 0.0 10:7/0 = 0 10:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) 10:7/0/physics_layer_0/angular_velocity = 0.0 11:7/0 = 0 11:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) 11:7/0/physics_layer_0/angular_velocity = 0.0 12:7/0 = 0 12:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) 12:7/0/physics_layer_0/angular_velocity = 0.0 13:7/0 = 0 13:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) 13:7/0/physics_layer_0/angular_velocity = 0.0 14:7/0 = 0 14:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) 14:7/0/physics_layer_0/angular_velocity = 0.0 15:7/0 = 0 15:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) 15:7/0/physics_layer_0/angular_velocity = 0.0 0:8/0 = 0 0:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) 0:8/0/physics_layer_0/angular_velocity = 0.0 1:8/0 = 0 1:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) 1:8/0/physics_layer_0/angular_velocity = 0.0 2:8/0 = 0 2:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) 2:8/0/physics_layer_0/angular_velocity = 0.0 3:8/0 = 0 3:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) 3:8/0/physics_layer_0/angular_velocity = 0.0 4:8/0 = 0 4:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) 4:8/0/physics_layer_0/angular_velocity = 0.0 5:8/0 = 0 5:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) 5:8/0/physics_layer_0/angular_velocity = 0.0 6:8/0 = 0 6:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) 6:8/0/physics_layer_0/angular_velocity = 0.0 7:8/0 = 0 7:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) 7:8/0/physics_layer_0/angular_velocity = 0.0 8:8/0 = 0 8:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) 8:8/0/physics_layer_0/angular_velocity = 0.0 9:8/0 = 0 9:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) 9:8/0/physics_layer_0/angular_velocity = 0.0 10:8/0 = 0 10:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) 10:8/0/physics_layer_0/angular_velocity = 0.0 11:8/0 = 0 11:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) 11:8/0/physics_layer_0/angular_velocity = 0.0 12:8/0 = 0 12:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) 12:8/0/physics_layer_0/angular_velocity = 0.0 13:8/0 = 0 13:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) 13:8/0/physics_layer_0/angular_velocity = 0.0 14:8/0 = 0 14:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) 14:8/0/physics_layer_0/angular_velocity = 0.0 15:8/0 = 0 15:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) 15:8/0/physics_layer_0/angular_velocity = 0.0 0:9/0 = 0 0:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) 0:9/0/physics_layer_0/angular_velocity = 0.0 1:9/0 = 0 1:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) 1:9/0/physics_layer_0/angular_velocity = 0.0 2:9/0 = 0 2:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) 2:9/0/physics_layer_0/angular_velocity = 0.0 3:9/0 = 0 3:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) 3:9/0/physics_layer_0/angular_velocity = 0.0 4:9/0 = 0 4:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) 4:9/0/physics_layer_0/angular_velocity = 0.0 5:9/0 = 0 5:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) 5:9/0/physics_layer_0/angular_velocity = 0.0 6:9/0 = 0 6:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) 6:9/0/physics_layer_0/angular_velocity = 0.0 7:9/0 = 0 7:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) 7:9/0/physics_layer_0/angular_velocity = 0.0 10:9/0 = 0 10:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) 10:9/0/physics_layer_0/angular_velocity = 0.0 11:9/0 = 0 11:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) 11:9/0/physics_layer_0/angular_velocity = 0.0 12:9/0 = 0 12:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) 12:9/0/physics_layer_0/angular_velocity = 0.0 13:9/0 = 0 13:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) 13:9/0/physics_layer_0/angular_velocity = 0.0 14:9/0 = 0 14:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) 14:9/0/physics_layer_0/angular_velocity = 0.0 15:9/0 = 0 15:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) 15:9/0/physics_layer_0/angular_velocity = 0.0 0:10/0 = 0 0:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) 0:10/0/physics_layer_0/angular_velocity = 0.0 1:10/0 = 0 1:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) 1:10/0/physics_layer_0/angular_velocity = 0.0 2:10/0 = 0 2:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) 2:10/0/physics_layer_0/angular_velocity = 0.0 3:10/0 = 0 3:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) 3:10/0/physics_layer_0/angular_velocity = 0.0 5:10/0 = 0 5:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) 5:10/0/physics_layer_0/angular_velocity = 0.0 6:10/0 = 0 6:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) 6:10/0/physics_layer_0/angular_velocity = 0.0 7:10/0 = 0 7:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) 7:10/0/physics_layer_0/angular_velocity = 0.0 13:10/0 = 0 13:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) 13:10/0/physics_layer_0/angular_velocity = 0.0 14:10/0 = 0 14:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) 14:10/0/physics_layer_0/angular_velocity = 0.0 15:10/0 = 0 15:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) 15:10/0/physics_layer_0/angular_velocity = 0.0 0:11/0 = 0 0:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) 0:11/0/physics_layer_0/angular_velocity = 0.0 1:11/0 = 0 1:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) 1:11/0/physics_layer_0/angular_velocity = 0.0 2:11/0 = 0 2:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) 2:11/0/physics_layer_0/angular_velocity = 0.0 3:11/0 = 0 3:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) 3:11/0/physics_layer_0/angular_velocity = 0.0 4:11/0 = 0 4:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) 4:11/0/physics_layer_0/angular_velocity = 0.0 15:11/0 = 0 15:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) 15:11/0/physics_layer_0/angular_velocity = 0.0 14:11/0 = 0 14:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) 14:11/0/physics_layer_0/angular_velocity = 0.0 13:11/0 = 0 13:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) 13:11/0/physics_layer_0/angular_velocity = 0.0 [sub_resource type="TileSet" id="TileSet_wbkcy"] physics_layer_0/collision_layer = 1 terrain_set_0/mode = 2 terrain_set_0/terrain_0/name = "Terrain 0" terrain_set_0/terrain_0/color = Color(0.984314, 0.0156863, 0.0156863, 1) custom_data_layer_0/name = "test" custom_data_layer_0/type = 2 sources/0 = SubResource("TileSetAtlasSource_qw0cx") [sub_resource type="CircleShape2D" id="CircleShape2D_wsquq"] [node name="TestNewTileMap" type="Node2D"] [node name="TileMap" type="TileMap" parent="."] y_sort_enabled = true tile_set = SubResource("TileSet_wbkcy") format = 2 layer_0/name = "layer1" layer_0/y_sort_enabled = true layer_0/tile_data = PackedInt32Array(458756, 65536, 2, 458757, 131072, 2, 458758, 131072, 2, 458759, 131072, 2, 458760, 131072, 2, 458761, 196608, 2, 524297, 131072, 5, 524296, 131072, 5, 524295, 131072, 5, 524294, 131072, 5, 524293, 131072, 5, 524292, 65536, 5, 589828, 65536, 6, 589829, 131072, 6, 589830, 131072, 6, 589831, 131072, 6, 589832, 131072, 6, 589833, 131072, 6, 589834, 131072, 6, 524298, 131072, 2, 524299, 196608, 2, 589835, 196608, 6) layer_1/name = "layer2" layer_1/enabled = true layer_1/modulate = Color(1, 1, 1, 1) layer_1/y_sort_enabled = true layer_1/y_sort_origin = 0 layer_1/z_index = 0 layer_1/tile_data = PackedInt32Array() [node name="RigidBody2D" type="RigidBody2D" parent="."] position = Vector2(122, 61) metadata/_edit_group_ = true [node name="CollisionShape2D" type="CollisionShape2D" parent="RigidBody2D"] shape = SubResource("CircleShape2D_wsquq")