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DungeonShooting / DungeonShooting_Godot / scene / Room.tscn
[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)
process_callback = 0
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