- [gd_scene load_steps=5 format=3 uid="uid://dr72ij0rwlafo"]
-
- [ext_resource type="Texture2D" uid="uid://dj8nrd5od4fcl" path="res://resource/sprite/environment/itch-io-DungeonTileset4/16x16 dungeon ii wall reconfig v04 spritesheet.png" id="1_jwf2w"]
-
- [sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_qw0cx"]
- texture = ExtResource("1_jwf2w")
- 0:0/next_alternative_id = 4
- 0:0/0 = 0
- 0:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 0:0/0/physics_layer_0/angular_velocity = 0.0
- 1:0/next_alternative_id = 2
- 1:0/0 = 0
- 1:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 1:0/0/physics_layer_0/angular_velocity = 0.0
- 2:0/0 = 0
- 2:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 2:0/0/physics_layer_0/angular_velocity = 0.0
- 3:0/0 = 0
- 3:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 3:0/0/physics_layer_0/angular_velocity = 0.0
- 4:0/0 = 0
- 4:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 4:0/0/physics_layer_0/angular_velocity = 0.0
- 5:0/0 = 0
- 5:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 5:0/0/physics_layer_0/angular_velocity = 0.0
- 6:0/0 = 0
- 6:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 6:0/0/physics_layer_0/angular_velocity = 0.0
- 7:0/0 = 0
- 7:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 7:0/0/physics_layer_0/angular_velocity = 0.0
- 8:0/0 = 0
- 8:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 8:0/0/physics_layer_0/angular_velocity = 0.0
- 9:0/0 = 0
- 9:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 9:0/0/physics_layer_0/angular_velocity = 0.0
- 10:0/0 = 0
- 10:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 10:0/0/physics_layer_0/angular_velocity = 0.0
- 11:0/0 = 0
- 11:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 11:0/0/physics_layer_0/angular_velocity = 0.0
- 12:0/0 = 0
- 12:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 12:0/0/physics_layer_0/angular_velocity = 0.0
- 13:0/0 = 0
- 13:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 13:0/0/physics_layer_0/angular_velocity = 0.0
- 14:0/0 = 0
- 14:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 14:0/0/physics_layer_0/angular_velocity = 0.0
- 15:0/0 = 0
- 15:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 15:0/0/physics_layer_0/angular_velocity = 0.0
- 0:1/next_alternative_id = 2
- 0:1/0 = 0
- 0:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 0:1/0/physics_layer_0/angular_velocity = 0.0
- 1:1/next_alternative_id = 5
- 1:1/0 = 0
- 1:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 1:1/0/physics_layer_0/angular_velocity = 0.0
- 2:1/0 = 0
- 2:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 2:1/0/physics_layer_0/angular_velocity = 0.0
- 3:1/0 = 0
- 3:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 3:1/0/physics_layer_0/angular_velocity = 0.0
- 4:1/0 = 0
- 4:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 4:1/0/physics_layer_0/angular_velocity = 0.0
- 5:1/0 = 0
- 5:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 5:1/0/physics_layer_0/angular_velocity = 0.0
- 6:1/0 = 0
- 6:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 6:1/0/physics_layer_0/angular_velocity = 0.0
- 7:1/0 = 0
- 7:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 7:1/0/physics_layer_0/angular_velocity = 0.0
- 8:1/0 = 0
- 8:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 8:1/0/physics_layer_0/angular_velocity = 0.0
- 9:1/0 = 0
- 9:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 9:1/0/physics_layer_0/angular_velocity = 0.0
- 10:1/0 = 0
- 10:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 10:1/0/physics_layer_0/angular_velocity = 0.0
- 11:1/0 = 0
- 11:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 11:1/0/physics_layer_0/angular_velocity = 0.0
- 12:1/0 = 0
- 12:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 12:1/0/physics_layer_0/angular_velocity = 0.0
- 13:1/0 = 0
- 13:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 13:1/0/physics_layer_0/angular_velocity = 0.0
- 14:1/0 = 0
- 14:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 14:1/0/physics_layer_0/angular_velocity = 0.0
- 15:1/0 = 0
- 15:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 15:1/0/physics_layer_0/angular_velocity = 0.0
- 0:2/0 = 0
- 0:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 0:2/0/physics_layer_0/angular_velocity = 0.0
- 1:2/0 = 0
- 1:2/0/terrain_set = 0
- 1:2/0/terrain = 0
- 1:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 1:2/0/physics_layer_0/angular_velocity = 0.0
- 1:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
- 1:2/0/terrains_peering_bit/right_side = 0
- 1:2/0/terrains_peering_bit/bottom_side = 0
- 2:2/0 = 0
- 2:2/0/terrain_set = 0
- 2:2/0/terrain = 0
- 2:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 2:2/0/physics_layer_0/angular_velocity = 0.0
- 2:2/0/terrains_peering_bit/right_side = 0
- 2:2/0/terrains_peering_bit/bottom_side = 0
- 2:2/0/terrains_peering_bit/left_side = 0
- 3:2/0 = 0
- 3:2/0/terrain_set = 0
- 3:2/0/terrain = 0
- 3:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 3:2/0/physics_layer_0/angular_velocity = 0.0
- 3:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
- 3:2/0/terrains_peering_bit/bottom_side = 0
- 3:2/0/terrains_peering_bit/left_side = 0
- 4:2/0 = 0
- 4:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 4:2/0/physics_layer_0/angular_velocity = 0.0
- 5:2/0 = 0
- 5:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 5:2/0/physics_layer_0/angular_velocity = 0.0
- 6:2/0 = 0
- 6:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 6:2/0/physics_layer_0/angular_velocity = 0.0
- 7:2/0 = 0
- 7:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 7:2/0/physics_layer_0/angular_velocity = 0.0
- 8:2/0 = 0
- 8:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 8:2/0/physics_layer_0/angular_velocity = 0.0
- 9:2/0 = 0
- 9:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 9:2/0/physics_layer_0/angular_velocity = 0.0
- 10:2/0 = 0
- 10:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 10:2/0/physics_layer_0/angular_velocity = 0.0
- 11:2/0 = 0
- 11:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 11:2/0/physics_layer_0/angular_velocity = 0.0
- 12:2/0 = 0
- 12:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 12:2/0/physics_layer_0/angular_velocity = 0.0
- 13:2/0 = 0
- 13:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 13:2/0/physics_layer_0/angular_velocity = 0.0
- 14:2/0 = 0
- 14:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 14:2/0/physics_layer_0/angular_velocity = 0.0
- 15:2/0 = 0
- 15:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 15:2/0/physics_layer_0/angular_velocity = 0.0
- 0:3/0 = 0
- 0:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 0:3/0/physics_layer_0/angular_velocity = 0.0
- 1:3/0 = 0
- 1:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 1:3/0/physics_layer_0/angular_velocity = 0.0
- 2:3/0 = 0
- 2:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 2:3/0/physics_layer_0/angular_velocity = 0.0
- 3:3/0 = 0
- 3:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 3:3/0/physics_layer_0/angular_velocity = 0.0
- 4:3/0 = 0
- 4:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 4:3/0/physics_layer_0/angular_velocity = 0.0
- 5:3/0 = 0
- 5:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 5:3/0/physics_layer_0/angular_velocity = 0.0
- 6:3/0 = 0
- 6:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 6:3/0/physics_layer_0/angular_velocity = 0.0
- 7:3/0 = 0
- 7:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 7:3/0/physics_layer_0/angular_velocity = 0.0
- 8:3/0 = 0
- 8:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 8:3/0/physics_layer_0/angular_velocity = 0.0
- 9:3/0 = 0
- 9:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 9:3/0/physics_layer_0/angular_velocity = 0.0
- 10:3/0 = 0
- 10:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 10:3/0/physics_layer_0/angular_velocity = 0.0
- 11:3/0 = 0
- 11:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 11:3/0/physics_layer_0/angular_velocity = 0.0
- 12:3/0 = 0
- 12:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 12:3/0/physics_layer_0/angular_velocity = 0.0
- 13:3/0 = 0
- 13:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 13:3/0/physics_layer_0/angular_velocity = 0.0
- 14:3/0 = 0
- 14:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 14:3/0/physics_layer_0/angular_velocity = 0.0
- 15:3/0 = 0
- 15:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 15:3/0/physics_layer_0/angular_velocity = 0.0
- 0:4/0 = 0
- 0:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 0:4/0/physics_layer_0/angular_velocity = 0.0
- 1:4/0 = 0
- 1:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 1:4/0/physics_layer_0/angular_velocity = 0.0
- 2:4/0 = 0
- 2:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 2:4/0/physics_layer_0/angular_velocity = 0.0
- 3:4/0 = 0
- 3:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 3:4/0/physics_layer_0/angular_velocity = 0.0
- 4:4/0 = 0
- 4:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 4:4/0/physics_layer_0/angular_velocity = 0.0
- 5:4/0 = 0
- 5:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 5:4/0/physics_layer_0/angular_velocity = 0.0
- 6:4/0 = 0
- 6:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 6:4/0/physics_layer_0/angular_velocity = 0.0
- 7:4/0 = 0
- 7:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 7:4/0/physics_layer_0/angular_velocity = 0.0
- 8:4/0 = 0
- 8:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 8:4/0/physics_layer_0/angular_velocity = 0.0
- 9:4/0 = 0
- 9:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 9:4/0/physics_layer_0/angular_velocity = 0.0
- 10:4/0 = 0
- 10:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 10:4/0/physics_layer_0/angular_velocity = 0.0
- 11:4/0 = 0
- 11:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 11:4/0/physics_layer_0/angular_velocity = 0.0
- 12:4/0 = 0
- 12:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 12:4/0/physics_layer_0/angular_velocity = 0.0
- 13:4/0 = 0
- 13:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 13:4/0/physics_layer_0/angular_velocity = 0.0
- 14:4/next_alternative_id = 2
- 14:4/0 = 0
- 14:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 14:4/0/physics_layer_0/angular_velocity = 0.0
- 15:4/0 = 0
- 15:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 15:4/0/physics_layer_0/angular_velocity = 0.0
- 0:5/0 = 0
- 0:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 0:5/0/physics_layer_0/angular_velocity = 0.0
- 1:5/0 = 0
- 1:5/0/terrain_set = 0
- 1:5/0/terrain = 0
- 1:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 1:5/0/physics_layer_0/angular_velocity = 0.0
- 1:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
- 1:5/0/terrains_peering_bit/right_side = 0
- 1:5/0/terrains_peering_bit/bottom_side = 0
- 1:5/0/terrains_peering_bit/top_side = 0
- 2:5/0 = 0
- 2:5/0/terrain_set = 0
- 2:5/0/terrain = 0
- 2:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 2:5/0/physics_layer_0/angular_velocity = 0.0
- 2:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
- 2:5/0/terrains_peering_bit/right_side = 0
- 2:5/0/terrains_peering_bit/bottom_side = 0
- 2:5/0/terrains_peering_bit/left_side = 0
- 2:5/0/terrains_peering_bit/top_side = 0
- 3:5/0 = 0
- 3:5/0/terrain_set = 0
- 3:5/0/terrain = 0
- 3:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 3:5/0/physics_layer_0/angular_velocity = 0.0
- 3:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
- 3:5/0/terrains_peering_bit/bottom_side = 0
- 3:5/0/terrains_peering_bit/left_side = 0
- 3:5/0/terrains_peering_bit/top_side = 0
- 4:5/0 = 0
- 4:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 4:5/0/physics_layer_0/angular_velocity = 0.0
- 5:5/0 = 0
- 5:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 5:5/0/physics_layer_0/angular_velocity = 0.0
- 6:5/0 = 0
- 6:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 6:5/0/physics_layer_0/angular_velocity = 0.0
- 7:5/0 = 0
- 7:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 7:5/0/physics_layer_0/angular_velocity = 0.0
- 8:5/0 = 0
- 8:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 8:5/0/physics_layer_0/angular_velocity = 0.0
- 9:5/0 = 0
- 9:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 9:5/0/physics_layer_0/angular_velocity = 0.0
- 10:5/0 = 0
- 10:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 10:5/0/physics_layer_0/angular_velocity = 0.0
- 11:5/0 = 0
- 11:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 11:5/0/physics_layer_0/angular_velocity = 0.0
- 12:5/0 = 0
- 12:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 12:5/0/physics_layer_0/angular_velocity = 0.0
- 13:5/0 = 0
- 13:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 13:5/0/physics_layer_0/angular_velocity = 0.0
- 14:5/next_alternative_id = 2
- 14:5/0 = 0
- 14:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 14:5/0/physics_layer_0/angular_velocity = 0.0
- 15:5/0 = 0
- 15:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 15:5/0/physics_layer_0/angular_velocity = 0.0
- 0:6/0 = 0
- 0:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 0:6/0/physics_layer_0/angular_velocity = 0.0
- 1:6/0 = 0
- 1:6/0/terrain_set = 0
- 1:6/0/terrain = 0
- 1:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 1:6/0/physics_layer_0/angular_velocity = 0.0
- 1:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
- 1:6/0/terrains_peering_bit/right_side = 0
- 1:6/0/terrains_peering_bit/top_side = 0
- 2:6/0 = 0
- 2:6/0/terrain_set = 0
- 2:6/0/terrain = 0
- 2:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 2:6/0/physics_layer_0/angular_velocity = 0.0
- 2:6/0/terrains_peering_bit/right_side = 0
- 2:6/0/terrains_peering_bit/left_side = 0
- 2:6/0/terrains_peering_bit/top_side = 0
- 3:6/0 = 0
- 3:6/0/terrain_set = 0
- 3:6/0/terrain = 0
- 3:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 3:6/0/physics_layer_0/angular_velocity = 0.0
- 3:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
- 3:6/0/terrains_peering_bit/left_side = 0
- 3:6/0/terrains_peering_bit/top_side = 0
- 4:6/0 = 0
- 4:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 4:6/0/physics_layer_0/angular_velocity = 0.0
- 5:6/0 = 0
- 5:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 5:6/0/physics_layer_0/angular_velocity = 0.0
- 6:6/0 = 0
- 6:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 6:6/0/physics_layer_0/angular_velocity = 0.0
- 7:6/0 = 0
- 7:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 7:6/0/physics_layer_0/angular_velocity = 0.0
- 8:6/0 = 0
- 8:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 8:6/0/physics_layer_0/angular_velocity = 0.0
- 9:6/0 = 0
- 9:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 9:6/0/physics_layer_0/angular_velocity = 0.0
- 10:6/0 = 0
- 10:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 10:6/0/physics_layer_0/angular_velocity = 0.0
- 11:6/0 = 0
- 11:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 11:6/0/physics_layer_0/angular_velocity = 0.0
- 12:6/0 = 0
- 12:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 12:6/0/physics_layer_0/angular_velocity = 0.0
- 13:6/0 = 0
- 13:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 13:6/0/physics_layer_0/angular_velocity = 0.0
- 14:6/next_alternative_id = 2
- 14:6/0 = 0
- 14:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 14:6/0/physics_layer_0/angular_velocity = 0.0
- 15:6/0 = 0
- 15:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 15:6/0/physics_layer_0/angular_velocity = 0.0
- 0:7/0 = 0
- 0:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 0:7/0/physics_layer_0/angular_velocity = 0.0
- 1:7/0 = 0
- 1:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 1:7/0/physics_layer_0/angular_velocity = 0.0
- 2:7/0 = 0
- 2:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 2:7/0/physics_layer_0/angular_velocity = 0.0
- 3:7/0 = 0
- 3:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 3:7/0/physics_layer_0/angular_velocity = 0.0
- 4:7/0 = 0
- 4:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 4:7/0/physics_layer_0/angular_velocity = 0.0
- 5:7/0 = 0
- 5:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 5:7/0/physics_layer_0/angular_velocity = 0.0
- 6:7/0 = 0
- 6:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 6:7/0/physics_layer_0/angular_velocity = 0.0
- 7:7/0 = 0
- 7:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 7:7/0/physics_layer_0/angular_velocity = 0.0
- 8:7/0 = 0
- 8:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 8:7/0/physics_layer_0/angular_velocity = 0.0
- 9:7/0 = 0
- 9:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 9:7/0/physics_layer_0/angular_velocity = 0.0
- 10:7/0 = 0
- 10:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 10:7/0/physics_layer_0/angular_velocity = 0.0
- 11:7/0 = 0
- 11:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 11:7/0/physics_layer_0/angular_velocity = 0.0
- 12:7/0 = 0
- 12:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 12:7/0/physics_layer_0/angular_velocity = 0.0
- 13:7/0 = 0
- 13:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 13:7/0/physics_layer_0/angular_velocity = 0.0
- 14:7/0 = 0
- 14:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 14:7/0/physics_layer_0/angular_velocity = 0.0
- 15:7/0 = 0
- 15:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 15:7/0/physics_layer_0/angular_velocity = 0.0
- 0:8/0 = 0
- 0:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 0:8/0/physics_layer_0/angular_velocity = 0.0
- 1:8/0 = 0
- 1:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 1:8/0/physics_layer_0/angular_velocity = 0.0
- 2:8/0 = 0
- 2:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 2:8/0/physics_layer_0/angular_velocity = 0.0
- 3:8/0 = 0
- 3:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 3:8/0/physics_layer_0/angular_velocity = 0.0
- 4:8/0 = 0
- 4:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 4:8/0/physics_layer_0/angular_velocity = 0.0
- 5:8/0 = 0
- 5:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 5:8/0/physics_layer_0/angular_velocity = 0.0
- 6:8/0 = 0
- 6:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 6:8/0/physics_layer_0/angular_velocity = 0.0
- 7:8/0 = 0
- 7:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 7:8/0/physics_layer_0/angular_velocity = 0.0
- 8:8/0 = 0
- 8:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 8:8/0/physics_layer_0/angular_velocity = 0.0
- 9:8/0 = 0
- 9:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 9:8/0/physics_layer_0/angular_velocity = 0.0
- 10:8/0 = 0
- 10:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 10:8/0/physics_layer_0/angular_velocity = 0.0
- 11:8/0 = 0
- 11:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 11:8/0/physics_layer_0/angular_velocity = 0.0
- 12:8/0 = 0
- 12:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 12:8/0/physics_layer_0/angular_velocity = 0.0
- 13:8/0 = 0
- 13:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 13:8/0/physics_layer_0/angular_velocity = 0.0
- 14:8/0 = 0
- 14:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 14:8/0/physics_layer_0/angular_velocity = 0.0
- 15:8/0 = 0
- 15:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 15:8/0/physics_layer_0/angular_velocity = 0.0
- 0:9/0 = 0
- 0:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 0:9/0/physics_layer_0/angular_velocity = 0.0
- 1:9/0 = 0
- 1:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 1:9/0/physics_layer_0/angular_velocity = 0.0
- 2:9/0 = 0
- 2:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 2:9/0/physics_layer_0/angular_velocity = 0.0
- 3:9/0 = 0
- 3:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 3:9/0/physics_layer_0/angular_velocity = 0.0
- 4:9/0 = 0
- 4:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 4:9/0/physics_layer_0/angular_velocity = 0.0
- 5:9/0 = 0
- 5:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 5:9/0/physics_layer_0/angular_velocity = 0.0
- 6:9/0 = 0
- 6:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 6:9/0/physics_layer_0/angular_velocity = 0.0
- 7:9/0 = 0
- 7:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 7:9/0/physics_layer_0/angular_velocity = 0.0
- 10:9/0 = 0
- 10:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 10:9/0/physics_layer_0/angular_velocity = 0.0
- 11:9/0 = 0
- 11:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 11:9/0/physics_layer_0/angular_velocity = 0.0
- 12:9/0 = 0
- 12:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 12:9/0/physics_layer_0/angular_velocity = 0.0
- 13:9/0 = 0
- 13:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 13:9/0/physics_layer_0/angular_velocity = 0.0
- 14:9/0 = 0
- 14:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 14:9/0/physics_layer_0/angular_velocity = 0.0
- 15:9/0 = 0
- 15:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 15:9/0/physics_layer_0/angular_velocity = 0.0
- 0:10/0 = 0
- 0:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 0:10/0/physics_layer_0/angular_velocity = 0.0
- 1:10/0 = 0
- 1:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 1:10/0/physics_layer_0/angular_velocity = 0.0
- 2:10/0 = 0
- 2:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 2:10/0/physics_layer_0/angular_velocity = 0.0
- 3:10/0 = 0
- 3:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 3:10/0/physics_layer_0/angular_velocity = 0.0
- 5:10/0 = 0
- 5:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 5:10/0/physics_layer_0/angular_velocity = 0.0
- 6:10/0 = 0
- 6:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 6:10/0/physics_layer_0/angular_velocity = 0.0
- 7:10/0 = 0
- 7:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 7:10/0/physics_layer_0/angular_velocity = 0.0
- 13:10/0 = 0
- 13:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 13:10/0/physics_layer_0/angular_velocity = 0.0
- 14:10/0 = 0
- 14:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 14:10/0/physics_layer_0/angular_velocity = 0.0
- 15:10/0 = 0
- 15:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 15:10/0/physics_layer_0/angular_velocity = 0.0
- 0:11/0 = 0
- 0:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 0:11/0/physics_layer_0/angular_velocity = 0.0
- 1:11/0 = 0
- 1:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 1:11/0/physics_layer_0/angular_velocity = 0.0
- 2:11/0 = 0
- 2:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 2:11/0/physics_layer_0/angular_velocity = 0.0
- 3:11/0 = 0
- 3:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 3:11/0/physics_layer_0/angular_velocity = 0.0
- 4:11/0 = 0
- 4:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 4:11/0/physics_layer_0/angular_velocity = 0.0
- 15:11/0 = 0
- 15:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 15:11/0/physics_layer_0/angular_velocity = 0.0
- 14:11/0 = 0
- 14:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 14:11/0/physics_layer_0/angular_velocity = 0.0
- 13:11/0 = 0
- 13:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
- 13:11/0/physics_layer_0/angular_velocity = 0.0
-
- [sub_resource type="TileSet" id="TileSet_wbkcy"]
- physics_layer_0/collision_layer = 1
- terrain_set_0/mode = 2
- terrain_set_0/terrain_0/name = "Terrain 0"
- terrain_set_0/terrain_0/color = Color(0.984314, 0.0156863, 0.0156863, 1)
- custom_data_layer_0/name = "test"
- custom_data_layer_0/type = 2
- sources/0 = SubResource("TileSetAtlasSource_qw0cx")
-
- [sub_resource type="CircleShape2D" id="CircleShape2D_wsquq"]
-
- [node name="TestNewTileMap" type="Node2D"]
-
- [node name="TileMap" type="TileMap" parent="."]
- y_sort_enabled = true
- tile_set = SubResource("TileSet_wbkcy")
- format = 2
- layer_0/name = "layer1"
- layer_0/y_sort_enabled = true
- layer_0/tile_data = PackedInt32Array(458756, 65536, 2, 458757, 131072, 2, 458758, 131072, 2, 458759, 131072, 2, 458760, 131072, 2, 458761, 196608, 2, 524297, 131072, 5, 524296, 131072, 5, 524295, 131072, 5, 524294, 131072, 5, 524293, 131072, 5, 524292, 65536, 5, 589828, 65536, 6, 589829, 131072, 6, 589830, 131072, 6, 589831, 131072, 6, 589832, 131072, 6, 589833, 131072, 6, 589834, 131072, 6, 524298, 131072, 2, 524299, 196608, 2, 589835, 196608, 6)
- layer_1/name = "layer2"
- layer_1/enabled = true
- layer_1/modulate = Color(1, 1, 1, 1)
- layer_1/y_sort_enabled = true
- layer_1/y_sort_origin = 0
- layer_1/z_index = 0
- layer_1/tile_data = PackedInt32Array()
-
- [node name="RigidBody2D" type="RigidBody2D" parent="."]
- position = Vector2(122, 61)
- metadata/_edit_group_ = true
-
- [node name="CollisionShape2D" type="CollisionShape2D" parent="RigidBody2D"]
- shape = SubResource("CircleShape2D_wsquq")