diff --git a/DungeonShooting_Godot/prefab/weapon/bullet/Bullet.tscn b/DungeonShooting_Godot/prefab/weapon/bullet/Bullet.tscn index 96cd5a6..ef9a9ce 100644 --- a/DungeonShooting_Godot/prefab/weapon/bullet/Bullet.tscn +++ b/DungeonShooting_Godot/prefab/weapon/bullet/Bullet.tscn @@ -1,4 +1,4 @@ -[gd_scene load_steps=8 format=3 uid="uid://dlj2qtrqxph0a"] +[gd_scene load_steps=9 format=3 uid="uid://dlj2qtrqxph0a"] [ext_resource type="Script" path="res://addons/dungeonShooting_plugin/ActivityObjectTemplate.cs" id="1"] [ext_resource type="Shader" path="res://resource/materlal/Blend.gdshader" id="2"] @@ -30,6 +30,9 @@ [sub_resource type="RectangleShape2D" id="RectangleShape2D_c0onq"] size = Vector2(44.72, 12) +[sub_resource type="RectangleShape2D" id="RectangleShape2D_lcqb8"] +size = Vector2(11, 4) + [node name="Bullet" type="Node"] script = ExtResource("1") collision_mask = 1 @@ -43,6 +46,10 @@ sprite_frames = SubResource("SpriteFrames_5wvmf") [node name="CollisionArea" type="Area2D" parent="."] +visible = false +collision_layer = 0 +collision_mask = 0 +monitorable = false [node name="CollisionShape2D" type="CollisionShape2D" parent="CollisionArea"] position = Vector2(2.93353, 0) @@ -50,5 +57,7 @@ shape = SubResource("RectangleShape2D_c0onq") [node name="Collision" type="CollisionShape2D" parent="."] +position = Vector2(2.5, 0) +shape = SubResource("RectangleShape2D_lcqb8") [node name="AnimationPlayer" type="AnimationPlayer" parent="."] diff --git a/DungeonShooting_Godot/resource/theme/mainTheme.tres b/DungeonShooting_Godot/resource/theme/mainTheme.tres index 0f1224b..2c2c877 100644 --- a/DungeonShooting_Godot/resource/theme/mainTheme.tres +++ b/DungeonShooting_Godot/resource/theme/mainTheme.tres @@ -350,7 +350,7 @@ [sub_resource type="ImageTexture" id="58"] -[sub_resource type="Image" id="Image_vg7m0"] +[sub_resource type="Image" id="Image_l8r85"] data = { "data": PackedByteArray(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 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255, 255, 255, 0, 255, 255, 255, 66, 255, 255, 255, 75, 255, 255, 255, 75, 255, 255, 255, 75, 255, 255, 255, 75, 255, 255, 255, 66, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255, 255, 0, 255, 255, 255, 39, 255, 255, 255, 75, 255, 255, 255, 75, 255, 255, 255, 75, 255, 255, 255, 75, 255, 255, 255, 39, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255, 255, 0, 255, 255, 255, 1, 255, 255, 255, 39, 255, 255, 255, 67, 255, 255, 255, 67, 255, 255, 255, 39, 255, 255, 255, 1, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 255, 255, 255, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), "format": "RGBA8", @@ -360,7 +360,7 @@ } [sub_resource type="ImageTexture" id="60"] -image = SubResource("Image_vg7m0") +image = SubResource("Image_l8r85") [sub_resource type="StyleBoxTexture" id="61"] content_margin_left = 2.0 @@ -370,7 +370,7 @@ texture = SubResource("60") region_rect = Rect2(0, 0, 12, 12) -[sub_resource type="Image" id="Image_mvkvs"] +[sub_resource type="Image" id="Image_uanwj"] data = { "data": PackedByteArray(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 191, 191, 191, 0, 247, 247, 247, 0, 248, 248, 248, 0, 248, 248, 248, 0, 247, 247, 247, 0, 191, 191, 191, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 191, 191, 191, 0, 191, 191, 191, 4, 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191, 191, 4, 247, 247, 247, 98, 248, 248, 248, 167, 248, 248, 248, 167, 247, 247, 247, 98, 191, 191, 191, 4, 191, 191, 191, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 191, 191, 191, 0, 247, 247, 247, 0, 248, 248, 248, 0, 248, 248, 248, 0, 247, 247, 247, 0, 191, 191, 191, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), "format": "RGBA8", @@ -380,7 +380,7 @@ } [sub_resource type="ImageTexture" id="63"] -image = SubResource("Image_mvkvs") +image = SubResource("Image_uanwj") [sub_resource type="StyleBoxTexture" id="64"] content_margin_left = 2.0 @@ -390,7 +390,7 @@ texture = SubResource("63") region_rect = Rect2(0, 0, 12, 12) -[sub_resource type="Image" id="Image_3xuan"] +[sub_resource type="Image" id="Image_mi3q6"] data = { "data": PackedByteArray(0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 127, 127, 127, 0, 173, 173, 173, 0, 173, 173, 173, 0, 173, 173, 173, 0, 173, 173, 173, 0, 127, 127, 127, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 127, 127, 127, 0, 127, 127, 127, 4, 173, 173, 173, 97, 173, 173, 173, 166, 173, 173, 173, 166, 173, 173, 173, 97, 127, 127, 127, 4, 127, 127, 127, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 172, 172, 172, 0, 172, 172, 172, 96, 173, 173, 173, 185, 173, 173, 173, 185, 173, 173, 173, 185, 173, 173, 173, 185, 172, 172, 172, 96, 172, 172, 172, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 173, 173, 173, 0, 173, 173, 173, 163, 173, 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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0), "format": "RGBA8", @@ -454,7 +454,7 @@ } [sub_resource type="ImageTexture" id="56"] -image = SubResource("Image_fvg60") +image = SubResource("Image_ndfnq") [sub_resource type="StyleBoxFlat" id="57"] content_margin_left = 6.0 diff --git a/DungeonShooting_Godot/scene/Room.tscn b/DungeonShooting_Godot/scene/Room.tscn index 1960fcc..68cf3e1 100644 --- a/DungeonShooting_Godot/scene/Room.tscn +++ b/DungeonShooting_Godot/scene/Room.tscn @@ -8,5428 +8,565 @@ background_mode = 4 glow_enabled = true -[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_cnfek"] +[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_rkmbu"] 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 +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 +0:1/0 = 0 +0:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:1/0/physics_layer_0/angular_velocity = 0.0 1:1/0 = 0 1:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) 1:1/0/physics_layer_0/angular_velocity = 0.0 -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 +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/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 +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 +1:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 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 +2:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 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 +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 +1:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 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 +2:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 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 +3:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 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 +5:4/0 = 0 +5:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:4/0/physics_layer_0/angular_velocity = 0.0 +6:4/0 = 0 +6:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:4/0/physics_layer_0/angular_velocity = 0.0 +7:4/0 = 0 +7:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:4/0/physics_layer_0/angular_velocity = 0.0 +8:4/0 = 0 +8:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:4/0/physics_layer_0/angular_velocity = 0.0 +9:4/0 = 0 +9:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:4/0/physics_layer_0/angular_velocity = 0.0 +10:4/0 = 0 +10:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:4/0/physics_layer_0/angular_velocity = 0.0 +11:4/0 = 0 +11:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:4/0/physics_layer_0/angular_velocity = 0.0 +12:4/0 = 0 +12:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:4/0/physics_layer_0/angular_velocity = 0.0 +13:4/0 = 0 +13:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:4/0/physics_layer_0/angular_velocity = 0.0 +14:4/0 = 0 +14:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:4/0/physics_layer_0/angular_velocity = 0.0 15:4/0 = 0 15:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) 15:4/0/physics_layer_0/angular_velocity = 0.0 -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 +0:5/0 = 0 +0:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:5/0/physics_layer_0/angular_velocity = 0.0 +1:5/0 = 0 +1:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:5/0/physics_layer_0/angular_velocity = 0.0 +1:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +2:5/0 = 0 +2:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:5/0/physics_layer_0/angular_velocity = 0.0 +2:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +3:5/0 = 0 +3:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:5/0/physics_layer_0/angular_velocity = 0.0 +3:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +4:5/0 = 0 +4:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:5/0/physics_layer_0/angular_velocity = 0.0 +5:5/0 = 0 +5:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:5/0/physics_layer_0/angular_velocity = 0.0 +6:5/0 = 0 +6:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:5/0/physics_layer_0/angular_velocity = 0.0 +7:5/0 = 0 +7:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:5/0/physics_layer_0/angular_velocity = 0.0 +8:5/0 = 0 +8:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:5/0/physics_layer_0/angular_velocity = 0.0 +9:5/0 = 0 +9:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:5/0/physics_layer_0/angular_velocity = 0.0 +10:5/0 = 0 +10:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:5/0/physics_layer_0/angular_velocity = 0.0 +11:5/0 = 0 +11:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:5/0/physics_layer_0/angular_velocity = 0.0 +12:5/0 = 0 +12:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:5/0/physics_layer_0/angular_velocity = 0.0 +13:5/0 = 0 +13:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:5/0/physics_layer_0/angular_velocity = 0.0 +14:5/0 = 0 +14:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:5/0/physics_layer_0/angular_velocity = 0.0 15:5/0 = 0 15:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) 15:5/0/physics_layer_0/angular_velocity = 0.0 -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 +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/physics_layer_0/linear_velocity = Vector2(0, 0) +1:6/0/physics_layer_0/angular_velocity = 0.0 +1:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +2:6/0 = 0 +2:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:6/0/physics_layer_0/angular_velocity = 0.0 +2:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +3:6/0 = 0 +3:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:6/0/physics_layer_0/angular_velocity = 0.0 +3:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +4:6/0 = 0 +4:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:6/0/physics_layer_0/angular_velocity = 0.0 +5:6/0 = 0 +5:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:6/0/physics_layer_0/angular_velocity = 0.0 +6:6/0 = 0 +6:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:6/0/physics_layer_0/angular_velocity = 0.0 +7:6/0 = 0 +7:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:6/0/physics_layer_0/angular_velocity = 0.0 +8:6/0 = 0 +8:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:6/0/physics_layer_0/angular_velocity = 0.0 +9:6/0 = 0 +9:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:6/0/physics_layer_0/angular_velocity = 0.0 +10:6/0 = 0 +10:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:6/0/physics_layer_0/angular_velocity = 0.0 +11:6/0 = 0 +11:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:6/0/physics_layer_0/angular_velocity = 0.0 +12:6/0 = 0 +12:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:6/0/physics_layer_0/angular_velocity = 0.0 +13:6/0 = 0 +13:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:6/0/physics_layer_0/angular_velocity = 0.0 +14:6/0 = 0 +14:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:6/0/physics_layer_0/angular_velocity = 0.0 15:6/0 = 0 15:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) 15:6/0/physics_layer_0/angular_velocity = 0.0 -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 +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 +1:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 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, 8, -8, 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, 8, -8, 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 +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 -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 +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 -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 +0:9/0 = 0 +0:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:9/0/physics_layer_0/angular_velocity = 0.0 +1:9/0 = 0 +1:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:9/0/physics_layer_0/angular_velocity = 0.0 +2:9/0 = 0 +2:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:9/0/physics_layer_0/angular_velocity = 0.0 +3:9/0 = 0 +3:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:9/0/physics_layer_0/angular_velocity = 0.0 +4:9/0 = 0 +4:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:9/0/physics_layer_0/angular_velocity = 0.0 +5:9/0 = 0 +5:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:9/0/physics_layer_0/angular_velocity = 0.0 +6:9/0 = 0 +6:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:9/0/physics_layer_0/angular_velocity = 0.0 +7:9/0 = 0 +7:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:9/0/physics_layer_0/angular_velocity = 0.0 +10:9/0 = 0 +10:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:9/0/physics_layer_0/angular_velocity = 0.0 +11:9/0 = 0 +11:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +11:9/0/physics_layer_0/angular_velocity = 0.0 +12:9/0 = 0 +12:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:9/0/physics_layer_0/angular_velocity = 0.0 +13:9/0 = 0 +13:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:9/0/physics_layer_0/angular_velocity = 0.0 +14:9/0 = 0 +14:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:9/0/physics_layer_0/angular_velocity = 0.0 +15:9/0 = 0 +15:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:9/0/physics_layer_0/angular_velocity = 0.0 +0:10/0 = 0 +0:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:10/0/physics_layer_0/angular_velocity = 0.0 +1:10/0 = 0 +1:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:10/0/physics_layer_0/angular_velocity = 0.0 +2:10/0 = 0 +2:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:10/0/physics_layer_0/angular_velocity = 0.0 +3:10/0 = 0 +3:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:10/0/physics_layer_0/angular_velocity = 0.0 +5:10/0 = 0 +5:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:10/0/physics_layer_0/angular_velocity = 0.0 +6:10/0 = 0 +6:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:10/0/physics_layer_0/angular_velocity = 0.0 +7:10/0 = 0 +7:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:10/0/physics_layer_0/angular_velocity = 0.0 +13:10/0 = 0 +13:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:10/0/physics_layer_0/angular_velocity = 0.0 +14:10/0 = 0 +14:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:10/0/physics_layer_0/angular_velocity = 0.0 +15:10/0 = 0 +15:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:10/0/physics_layer_0/angular_velocity = 0.0 +0:11/0 = 0 +0:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:11/0/physics_layer_0/angular_velocity = 0.0 +1:11/0 = 0 +1:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:11/0/physics_layer_0/angular_velocity = 0.0 +2:11/0 = 0 +2:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:11/0/physics_layer_0/angular_velocity = 0.0 +3:11/0 = 0 +3:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:11/0/physics_layer_0/angular_velocity = 0.0 +4:11/0 = 0 +4:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:11/0/physics_layer_0/angular_velocity = 0.0 +13:11/0 = 0 +13:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:11/0/physics_layer_0/angular_velocity = 0.0 +14:11/0 = 0 +14:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:11/0/physics_layer_0/angular_velocity = 0.0 +15:11/0 = 0 +15:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:11/0/physics_layer_0/angular_velocity = 0.0 -[sub_resource type="TileSet" id="2"] +[sub_resource type="TileSet" id="TileSet_bspf4"] physics_layer_0/collision_layer = 1 -sources/2 = SubResource("TileSetAtlasSource_cnfek") +physics_layer_0/collision_mask = 0 +sources/1 = SubResource("TileSetAtlasSource_rkmbu") -[node name="Room" type="Node2D"] +[node name="Room" type="Node2D" node_paths=PackedStringArray("ObjectRoot", "YSortRoot", "TileRoot")] 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") +ObjectRoot = NodePath("ObjectRoot") +YSortRoot = NodePath("SortRoot") +TileRoot = NodePath("SortRoot/TileRoot") [node name="WorldEnvironment" type="WorldEnvironment" parent="."] environment = SubResource("1") @@ -5445,18 +582,23 @@ [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") +[node name="TileRoot" type="TileMap" parent="SortRoot"] +y_sort_enabled = true +tile_set = SubResource("TileSet_bspf4") 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 +layer_0/name = "Top" +layer_0/tile_data = PackedInt32Array(458756, 65537, 2, 524292, 65537, 3, 589828, 65537, 4, 655364, 65537, 5, 720900, 65537, 6, 786436, 65537, 7, 458757, 131073, 2, 524293, 131073, 3, 589829, 131073, 4, 655365, 131073, 5, 720901, 131073, 6, 786437, 131073, 7, 458758, 196609, 2, 524294, 196609, 3, 589830, 196609, 4, 655366, 196609, 5, 720902, 196609, 6, 786438, 196609, 7) +layer_1/name = "Middle" +layer_1/enabled = true +layer_1/modulate = Color(1, 1, 1, 1) +layer_1/y_sort_enabled = false +layer_1/y_sort_origin = 0 +layer_1/z_index = 0 +layer_1/tile_data = PackedInt32Array() +layer_2/name = "Floor" +layer_2/enabled = true +layer_2/modulate = Color(1, 1, 1, 1) +layer_2/y_sort_enabled = false +layer_2/y_sort_origin = 0 +layer_2/z_index = 0 +layer_2/tile_data = PackedInt32Array() diff --git a/DungeonShooting_Godot/src/framework/ActivityObject.cs b/DungeonShooting_Godot/src/framework/ActivityObject.cs index 3b0c74f..bc1e1bd 100644 --- a/DungeonShooting_Godot/src/framework/ActivityObject.cs +++ b/DungeonShooting_Godot/src/framework/ActivityObject.cs @@ -145,9 +145,8 @@ break; } } - - MoveController = new MoveController(); - AddComponent(MoveController); + + MoveController = AddComponent(); } /// @@ -292,6 +291,13 @@ } /// + /// 每帧调用一次, ProcessOver() 会在组件的 Process() 之后调用 + /// + protected virtual void ProcessOver(float delta) + { + } + + /// /// 每物理帧调用一次, 物体的 PhysicsProcess() 会在组件的 PhysicsProcess() 之前调用 /// protected virtual void PhysicsProcess(float delta) @@ -299,14 +305,21 @@ } /// + /// 每物理帧调用一次, PhysicsProcessOver() 会在组件的 PhysicsProcess() 之后调用 + /// + protected virtual void PhysicsProcessOver(float delta) + { + } + + /// /// 如果开启 debug, 则每帧调用该函数, 可用于绘制文字线段等 /// protected virtual void DebugDraw() { } - + /// - /// 拾起一个 node 节点 + /// 拾起一个 node 节点, 也就是将其从场景树中移除 /// public void Pickup() { @@ -417,19 +430,16 @@ /// /// 往当前物体上挂载一个组件 /// - /// 组件对象 - public void AddComponent(Component component) + public T AddComponent() where T : Component, new() { - if (!ContainsComponent(component)) - { - _components.Add(new KeyValuePair(component.GetType(), component)); - component._SetActivityObject(this); - component.OnMount(); - } + var component = new T(); + _components.Add(new KeyValuePair(typeof(T), component)); + component.ActivityInstance = this; + return component; } /// - /// 移除一个组件 + /// 移除一个组件, 并且销毁 /// /// 组件对象 public void RemoveComponent(Component component) @@ -439,8 +449,7 @@ if (_components[i].Value == component) { _components.RemoveAt(i); - component.OnUnMount(); - component._SetActivityObject(null); + component.Destroy(); return; } } @@ -466,11 +475,11 @@ /// /// 根据类型获取一个组件 /// - public TC GetComponent() where TC : Component + public T GetComponent() where T : Component { - var component = GetComponent(typeof(TC)); + var component = GetComponent(typeof(T)); if (component == null) return null; - return (TC)component; + return (T)component; } /// @@ -489,7 +498,7 @@ { if (IsDestroyed) return; var temp = arr[i].Value; - if (temp != null && temp.ActivityObject == this && temp.Enable) + if (temp != null && temp.ActivityInstance == this && temp.Enable) { if (!temp.IsReady) { @@ -606,6 +615,8 @@ } } + ProcessOver(newDelta); + //调试绘制 if (IsDebug) { @@ -629,7 +640,7 @@ { if (IsDestroyed) return; var temp = arr[i].Value; - if (temp != null && temp.ActivityObject == this && temp.Enable) + if (temp != null && temp.ActivityInstance == this && temp.Enable) { if (!temp.IsReady) { @@ -641,6 +652,8 @@ } } } + + PhysicsProcessOver(newDelta); } /// @@ -656,7 +669,7 @@ { if (IsDestroyed) return; var temp = arr[i].Value; - if (temp != null && temp.ActivityObject == this && temp.Enable) + if (temp != null && temp.ActivityInstance == this && temp.Enable) { temp.DebugDraw(); } diff --git a/DungeonShooting_Godot/src/framework/Component.cs b/DungeonShooting_Godot/src/framework/Component.cs index 84e9fe7..cf871a2 100644 --- a/DungeonShooting_Godot/src/framework/Component.cs +++ b/DungeonShooting_Godot/src/framework/Component.cs @@ -9,15 +9,15 @@ /// /// 当前组件所挂载的游戏对象 /// - public ActivityObject ActivityObject { get; private set; } + public ActivityObject ActivityInstance { get; internal set; } /// /// 当前组件所挂载的物体的坐标 /// public Vector2 Position { - get => ActivityObject.Position; - set => ActivityObject.Position = value; + get => ActivityInstance.Position; + set => ActivityInstance.Position = value; } /// @@ -25,8 +25,8 @@ /// public Vector2 GlobalPosition { - get => ActivityObject.GlobalPosition; - set => ActivityObject.GlobalPosition = value; + get => ActivityInstance.GlobalPosition; + set => ActivityInstance.GlobalPosition = value; } /// @@ -34,8 +34,8 @@ /// public Vector2 Scale { - get => ActivityObject.Scale; - set => ActivityObject.Scale = value; + get => ActivityInstance.Scale; + set => ActivityInstance.Scale = value; } /// @@ -43,8 +43,8 @@ /// public Vector2 GlobalScale { - get => ActivityObject.GlobalScale; - set => ActivityObject.GlobalScale = value; + get => ActivityInstance.GlobalScale; + set => ActivityInstance.GlobalScale = value; } /// @@ -52,8 +52,8 @@ /// public float Rotation { - get => ActivityObject.Rotation; - set => ActivityObject.Rotation = value; + get => ActivityInstance.Rotation; + set => ActivityInstance.Rotation = value; } /// @@ -61,8 +61,8 @@ /// public float GlobalRotation { - get => ActivityObject.GlobalRotation; - set => ActivityObject.GlobalRotation = value; + get => ActivityInstance.GlobalRotation; + set => ActivityInstance.GlobalRotation = value; } /// @@ -70,8 +70,8 @@ /// public float RotationDegrees { - get => ActivityObject.RotationDegrees; - set => ActivityObject.RotationDegrees = value; + get => ActivityInstance.RotationDegrees; + set => ActivityInstance.RotationDegrees = value; } /// @@ -79,8 +79,8 @@ /// public float GlobalRotationDegrees { - get => ActivityObject.GlobalRotationDegrees; - set => ActivityObject.GlobalRotationDegrees = value; + get => ActivityInstance.GlobalRotationDegrees; + set => ActivityInstance.GlobalRotationDegrees = value; } /// @@ -88,8 +88,8 @@ /// public int ZIndex { - get => ActivityObject.ZIndex; - set => ActivityObject.ZIndex = value; + get => ActivityInstance.ZIndex; + set => ActivityInstance.ZIndex = value; } /// @@ -97,22 +97,22 @@ /// public bool Visible { - get => ActivityObject.Visible; - set => ActivityObject.Visible = value; + get => ActivityInstance.Visible; + set => ActivityInstance.Visible = value; } /// /// 挂载物体的动画节点 /// - public AnimatedSprite2D AnimatedSprite2D => ActivityObject.AnimatedSprite; + public AnimatedSprite2D AnimatedSprite2D => ActivityInstance.AnimatedSprite; /// /// 挂载物体的阴影节点 /// - public Sprite2D ShadowSprite => ActivityObject.ShadowSprite; + public Sprite2D ShadowSprite => ActivityInstance.ShadowSprite; /// /// 挂载物体的碰撞器节点 /// - public CollisionShape2D Collision => ActivityObject.Collision; + public CollisionShape2D Collision => ActivityInstance.Collision; /// /// 是否启用当前组件, 如果禁用, 则不会调用 Process 和 PhysicsProcess @@ -178,20 +178,6 @@ } /// - /// 当该组件挂载到 ActivityObject 上时调用 - /// - public virtual void OnMount() - { - } - - /// - /// 当该组件被取消挂载时调用 - /// - public virtual void OnUnMount() - { - } - - /// /// 当组件启用时调用 /// public virtual void OnEnable() @@ -211,7 +197,7 @@ public virtual void DebugDraw() { } - + /// /// 当组件销毁 /// @@ -223,16 +209,7 @@ } IsDestroyed = true; - if (ActivityObject != null) - { - ActivityObject.RemoveComponent(this); - } - + ActivityInstance.RemoveComponent(this); OnDestroy(); } - - internal void _SetActivityObject(ActivityObject activityObject) - { - ActivityObject = activityObject; - } } \ No newline at end of file diff --git a/DungeonShooting_Godot/src/framework/components/MoveController.cs b/DungeonShooting_Godot/src/framework/components/MoveController.cs index 475d49f..d7b3b59 100644 --- a/DungeonShooting_Godot/src/framework/components/MoveController.cs +++ b/DungeonShooting_Godot/src/framework/components/MoveController.cs @@ -10,18 +10,18 @@ private static long _index = 0; /// - /// 玩家受到的外力的集合 + /// 物体受到的外力的集合 /// private readonly List _forceList = new List(); /// - /// 这个速度就是玩家当前物理帧移动的真实速率, 该速度由物理帧循环更新, 并不会马上更新 + /// 这个速度就是物体当前物理帧移动的真实速率, 该速度由物理帧循环计算, 并不会马上更新 /// 该速度就是 BasisVelocity + 外力总和 /// - public Vector2 Velocity => ActivityObject.Velocity; + public Vector2 Velocity => ActivityInstance.Velocity; /// - /// 玩家的基础移动速率 + /// 物体的基础移动速率 /// public Vector2 BasisVelocity { @@ -40,7 +40,7 @@ } /// - /// 快速窗口一个外力, 该外力为匿名外力, 当速率变为 0 时自动销毁 + /// 快速创建一个外力, 该外力为匿名外力, 当速率变为 0 时自动销毁 /// /// 外力速率 /// 阻力大小 @@ -166,9 +166,9 @@ if (finallyVelocity != Vector2.Zero) { //计算移动 - ActivityObject.Velocity = finallyVelocity; - ActivityObject.MoveAndSlide(); - var newVelocity = ActivityObject.Velocity; + ActivityInstance.Velocity = finallyVelocity; + ActivityInstance.MoveAndSlide(); + var newVelocity = ActivityInstance.Velocity; if (newVelocity.X == 0f && _basisVelocity.X * finallyVelocity.X > 0) { _basisVelocity.X = 0; @@ -208,34 +208,41 @@ } else { - ActivityObject.Velocity = Vector2.Zero; + ActivityInstance.Velocity = Vector2.Zero; } } public override void DebugDraw() { + //绘制力大小和方向 + + if (ActivityInstance is Bullet) //不绘制子弹的力 + { + return; + } + var globalRotation = GlobalRotation; - var flag = ActivityObject.Scale.Y < 0; + var flag = ActivityInstance.Scale.Y < 0; if (flag) { - ActivityObject.DrawLine(Vector2.Zero, (BasisVelocity * new Vector2(1, -1)).Rotated(-globalRotation), + ActivityInstance.DrawLine(Vector2.Zero, (BasisVelocity * new Vector2(1, -1)).Rotated(-globalRotation), Colors.Yellow); } else { - ActivityObject.DrawLine(Vector2.Zero, BasisVelocity.Rotated(-globalRotation), Colors.Yellow); + ActivityInstance.DrawLine(Vector2.Zero, BasisVelocity.Rotated(-globalRotation), Colors.Yellow); } foreach (var force in _forceList) { if (flag) { - ActivityObject.DrawLine(Vector2.Zero, (force.Velocity * new Vector2(1, -1)).Rotated(globalRotation), + ActivityInstance.DrawLine(Vector2.Zero, (force.Velocity * new Vector2(1, -1)).Rotated(globalRotation), Colors.YellowGreen); } else { - ActivityObject.DrawLine(Vector2.Zero, force.Velocity.Rotated(-globalRotation), Colors.YellowGreen); + ActivityInstance.DrawLine(Vector2.Zero, force.Velocity.Rotated(-globalRotation), Colors.YellowGreen); } } } diff --git a/DungeonShooting_Godot/src/framework/components/StateController.cs b/DungeonShooting_Godot/src/framework/components/StateController.cs index 969dcdf..8344358 100644 --- a/DungeonShooting_Godot/src/framework/components/StateController.cs +++ b/DungeonShooting_Godot/src/framework/components/StateController.cs @@ -60,7 +60,7 @@ return; } - stateBase.Master = ActivityObject as T; + stateBase.Master = ActivityInstance as T; stateBase.StateController = this; _states.Add(stateBase.State, stateBase); } diff --git a/DungeonShooting_Godot/src/game/item/weapon/bullet/Bullet.cs b/DungeonShooting_Godot/src/game/item/weapon/bullet/Bullet.cs index 608d1c1..079f4a7 100644 --- a/DungeonShooting_Godot/src/game/item/weapon/bullet/Bullet.cs +++ b/DungeonShooting_Godot/src/game/item/weapon/bullet/Bullet.cs @@ -31,6 +31,8 @@ Position = position; Rotation = rotation; ShadowOffset = new Vector2(0, 5); + + BasisVelocity = new Vector2(FlySpeed, 0).Rotated(Rotation); } public override void _Ready() @@ -40,17 +42,17 @@ ShowShadowSprite(); } - protected override void PhysicsProcess(float delta) + protected override void PhysicsProcessOver(float delta) { //移动 - var kinematicCollision = MoveAndCollide(new Vector2(FlySpeed * delta, 0).Rotated(Rotation)); - if (kinematicCollision != null) + var lastSlideCollision = GetLastSlideCollision(); + if (lastSlideCollision != null) { //创建粒子特效 var packedScene = ResourceManager.Load(ResourcePath.prefab_effect_BulletSmoke_tscn); var smoke = packedScene.Instantiate(); - smoke.GlobalPosition = kinematicCollision.GetPosition(); - smoke.GlobalRotation = kinematicCollision.GetNormal().Angle(); + smoke.GlobalPosition = lastSlideCollision.GetPosition(); + smoke.GlobalRotation = lastSlideCollision.GetNormal().Angle(); GameApplication.Instance.RoomManager.GetRoot(true).AddChild(smoke); Destroy(); diff --git a/DungeonShooting_Godot/src/game/role/enemy/Enemy.cs b/DungeonShooting_Godot/src/game/role/enemy/Enemy.cs index 6c710d8..7d6a250 100644 --- a/DungeonShooting_Godot/src/game/role/enemy/Enemy.cs +++ b/DungeonShooting_Godot/src/game/role/enemy/Enemy.cs @@ -71,8 +71,7 @@ public Enemy() : base(ResourcePath.prefab_role_Enemy_tscn) { - StateController = new StateController(); - AddComponent(StateController); + StateController = AddComponent>(); AttackLayer = PhysicsLayer.Wall | PhysicsLayer.Props | PhysicsLayer.Player; Camp = CampEnum.Camp2; diff --git a/DungeonShooting_Godot/src/game/room/RoomManager.cs b/DungeonShooting_Godot/src/game/room/RoomManager.cs index c4fee72..075ec91 100644 --- a/DungeonShooting_Godot/src/game/room/RoomManager.cs +++ b/DungeonShooting_Godot/src/game/room/RoomManager.cs @@ -8,13 +8,22 @@ /// public partial class RoomManager : Node2D { - [Export] public NodePath ObjectRootPath; - [Export] public NodePath YSortRootPath; - [Export] public NodePath TopTilePath; - [Export] public NodePath MiddleTilePath; - [Export] public NodePath FloorTilePath; + /// + /// //对象根节点 + /// + [Export] public Node2D ObjectRoot; /// + /// 对象根节点, 带y轴排序功能 + /// + [Export] public Node2D YSortRoot; + + /// + /// 地图根节点 + /// + [Export] public TileMap TileRoot; + + /// /// 玩家对象 /// public Player Player { get; private set; } @@ -23,12 +32,6 @@ /// 导航区域形状 /// public NavigationRegion2D NavigationPolygon { get; private set; } - - //对象根节点 - private Node2D _objectRoot; - - //对象根节点, 带y轴排序功能 - private Node2D _sortRoot; //已经标记过的点 private HashSet _usePoints = new HashSet(); @@ -38,10 +41,6 @@ private AutoTileConfig _autoTileConfig; - public TileMap FloorTileMap { get; private set; } - public TileMap MiddleTileMap { get; private set; } - public TileMap TopTileMap { get; private set; } - private Font _font; private GenerateDungeon _generateDungeon; @@ -49,15 +48,10 @@ { //Engine.TimeScale = 0.2f; - _sortRoot = GetNode(YSortRootPath); - _objectRoot = GetNode(ObjectRootPath); - NavigationPolygon = new NavigationRegion2D(); AddChild(NavigationPolygon); - - FloorTileMap = GetNode(FloorTilePath); - MiddleTileMap = GetNode(MiddleTilePath); - TopTileMap = GetNode(TopTilePath); + + //_tileMap = GetNode(TileMap); // var node = child.GetNode("Config"); // Color color = (Color)node.GetMeta("ClearColor"); @@ -72,7 +66,7 @@ public override void _Ready() { - FloorTileMap.YSortEnabled = false; + TileRoot.YSortEnabled = false; //FloorTileMap.NavigationVisibilityMode = TileMap.VisibilityMode.ForceShow; _font = ResourceManager.Load(ResourcePath.resource_font_cn_font_36_tres); @@ -105,11 +99,11 @@ //播放bgm SoundManager.PlayMusic(ResourcePath.resource_sound_bgm_Intro_ogg, -17f); - // var enemy1 = new Enemy(); - // enemy1.Name = "Enemy"; - // enemy1.PutDown(new Vector2(150, 300)); - // enemy1.PickUpWeapon(WeaponManager.GetGun("1003")); - // enemy1.PickUpWeapon(WeaponManager.GetGun("1001")); + var enemy1 = new Enemy(); + enemy1.Name = "Enemy"; + enemy1.PutDown(new Vector2(150, 300)); + enemy1.PickUpWeapon(WeaponManager.GetGun("1003")); + enemy1.PickUpWeapon(WeaponManager.GetGun("1001")); // for (int i = 0; i < 10; i++) // { @@ -179,7 +173,7 @@ /// public Node2D GetRoot(bool useYSort = false) { - return useYSort ? _sortRoot : _objectRoot; + return useYSort ? YSortRoot : ObjectRoot; } /// @@ -196,7 +190,7 @@ /// public bool IsWayPosition(float x, float y) { - var tileMapCellSize = FloorTileMap.CellQuadrantSize; + var tileMapCellSize = TileRoot.CellQuadrantSize; return IsWayTile((int)(x / tileMapCellSize), (int)(y / tileMapCellSize)); } @@ -205,9 +199,9 @@ /// private void GenerateNavigationPolygon() { - var size = new Vector2(FloorTileMap.CellQuadrantSize, FloorTileMap.CellQuadrantSize); + var size = new Vector2(TileRoot.CellQuadrantSize, TileRoot.CellQuadrantSize); - var rect = FloorTileMap.GetUsedRect(); + var rect = TileRoot.GetUsedRect(); var x = rect.Position.X; var y = rect.Position.Y; @@ -226,11 +220,11 @@ if (!IsWayTile(i, j - 1)) { - polygonData = CalcOutline(i, j, FloorTileMap, size); + polygonData = CalcOutline(i, j, TileRoot, size); } else if (!IsWayTile(i, j + 1)) { - polygonData = CalcInline(i, j, FloorTileMap, size); + polygonData = CalcInline(i, j, TileRoot, size); } if (polygonData != null) @@ -735,7 +729,7 @@ //绘制房间区域, debug 用 private void DrawRoomInfo(RoomInfo room) { - var cellSize = FloorTileMap.CellQuadrantSize; + var cellSize = TileRoot.CellQuadrantSize; var pos1 = (room.Position + room.Size / 2) * cellSize; //绘制下一个房间