diff --git a/DungeonShooting_Godot/prefab/map/RoomDoor_E.tscn b/DungeonShooting_Godot/prefab/map/RoomDoor_E.tscn
index 2b54e02..b40786c 100644
--- a/DungeonShooting_Godot/prefab/map/RoomDoor_E.tscn
+++ b/DungeonShooting_Godot/prefab/map/RoomDoor_E.tscn
@@ -9,7 +9,7 @@
shader = ExtResource("2_lwx51")
shader_parameter/blend = Color(0, 0, 0, 0.470588)
shader_parameter/schedule = 1.0
-shader_parameter/alpha = 1.0
+shader_parameter/modulate = Color(1, 1, 1, 1)
shader_parameter/show_outline = false
shader_parameter/outline_color = Color(0, 0, 0, 1)
shader_parameter/outline_rainbow = false
@@ -19,7 +19,7 @@
shader = ExtResource("2_lwx51")
shader_parameter/blend = Color(1, 1, 1, 1)
shader_parameter/schedule = 0.0
-shader_parameter/alpha = 1.0
+shader_parameter/modulate = Color(1, 1, 1, 1)
shader_parameter/show_outline = false
shader_parameter/outline_color = Color(0, 0, 0, 1)
shader_parameter/outline_rainbow = false
diff --git a/DungeonShooting_Godot/prefab/ui/MapEditor.tscn b/DungeonShooting_Godot/prefab/ui/MapEditor.tscn
index 0cc0d6a..edb4ebc 100644
--- a/DungeonShooting_Godot/prefab/ui/MapEditor.tscn
+++ b/DungeonShooting_Godot/prefab/ui/MapEditor.tscn
@@ -1,8 +1,7 @@
-[gd_scene load_steps=15 format=3 uid="uid://csbxfkdupsckv"]
+[gd_scene load_steps=14 format=3 uid="uid://csbxfkdupsckv"]
[ext_resource type="Script" path="res://src/game/ui/mapEditor/MapEditorPanel.cs" id="1_5s7a0"]
[ext_resource type="Texture2D" uid="uid://cajcnlimvoxk" path="res://resource/sprite/ui/commonIcon/Back.png" id="2_gkcw7"]
-[ext_resource type="TileSet" uid="uid://b00g22o1cqhe8" path="res://resource/map/tileSet/TileSet1.tres" id="2_vrg60"]
[ext_resource type="Texture2D" uid="uid://cat35d7ueu7gu" path="res://resource/sprite/ui/commonIcon/Save.png" id="3_qq8k4"]
[ext_resource type="Texture2D" uid="uid://7l7aqhsaexoh" path="res://resource/sprite/ui/commonIcon/Play.png" id="4_2imnr"]
[ext_resource type="Texture2D" uid="uid://0878uloew5jo" path="res://resource/sprite/ui/mapEditor/ErrorCell.png" id="4_465u2"]
@@ -196,7 +195,6 @@
[node name="TileMap" type="TileMap" parent="Bg/VBoxContainer/HSplitContainer/Left/MarginContainer/MapView/SubViewport"]
position = Vector2(500, 540)
scale = Vector2(4, 4)
-tile_set = ExtResource("2_vrg60")
format = 2
script = ExtResource("4_mhy1a")
diff --git a/DungeonShooting_Godot/prefab/ui/Setting.tscn b/DungeonShooting_Godot/prefab/ui/Setting.tscn
new file mode 100644
index 0000000..b522b38
--- /dev/null
+++ b/DungeonShooting_Godot/prefab/ui/Setting.tscn
@@ -0,0 +1,65 @@
+[gd_scene load_steps=3 format=3 uid="uid://bnwweusrc44xy"]
+
+[ext_resource type="Script" path="res://src/game/ui/setting/SettingPanel.cs" id="1_ff0oi"]
+[ext_resource type="Texture2D" uid="uid://cajcnlimvoxk" path="res://resource/sprite/ui/commonIcon/Back.png" id="2_vgl60"]
+
+[node name="Setting" type="Control"]
+layout_mode = 3
+anchors_preset = 15
+anchor_right = 1.0
+anchor_bottom = 1.0
+script = ExtResource("1_ff0oi")
+
+[node name="ColorRect" type="ColorRect" parent="."]
+layout_mode = 1
+anchors_preset = 15
+anchor_right = 1.0
+anchor_bottom = 1.0
+grow_horizontal = 2
+grow_vertical = 2
+color = Color(0.109804, 0.0666667, 0.0901961, 1)
+
+[node name="Back" type="Button" parent="."]
+layout_mode = 0
+offset_right = 98.0
+offset_bottom = 98.0
+icon = ExtResource("2_vgl60")
+flat = true
+icon_alignment = 1
+expand_icon = true
+
+[node name="Title" type="Label" parent="."]
+layout_mode = 1
+anchors_preset = 10
+anchor_right = 1.0
+offset_bottom = 98.0
+grow_horizontal = 2
+theme_override_font_sizes/font_size = 48
+text = "游戏设置"
+horizontal_alignment = 1
+vertical_alignment = 1
+
+[node name="VBoxContainer" type="VBoxContainer" parent="."]
+layout_mode = 1
+anchors_preset = 15
+anchor_right = 1.0
+anchor_bottom = 1.0
+offset_top = 123.0
+offset_bottom = -48.0
+grow_horizontal = 2
+grow_vertical = 2
+
+[node name="FullScreen" type="HBoxContainer" parent="VBoxContainer"]
+custom_minimum_size = Vector2(600, 0)
+layout_mode = 2
+size_flags_horizontal = 4
+size_flags_vertical = 0
+
+[node name="Name" type="Label" parent="VBoxContainer/FullScreen"]
+layout_mode = 2
+size_flags_horizontal = 3
+text = "全屏"
+
+[node name="CheckBox" type="CheckBox" parent="VBoxContainer/FullScreen"]
+layout_mode = 2
+size_flags_horizontal = 10
diff --git a/DungeonShooting_Godot/project.godot b/DungeonShooting_Godot/project.godot
index e745e0f..ba66a76 100644
--- a/DungeonShooting_Godot/project.godot
+++ b/DungeonShooting_Godot/project.godot
@@ -21,8 +21,8 @@
[display]
-window/size/viewport_width=1280
-window/size/viewport_height=720
+window/size/viewport_width=1920
+window/size/viewport_height=1080
window/stretch/aspect="keep_width"
window/vsync/use_vsync=false
diff --git a/DungeonShooting_Godot/resource/map/tileMaps/GroupConfig.json b/DungeonShooting_Godot/resource/map/tileMaps/GroupConfig.json
index d9e69c2..f5cded9 100644
--- a/DungeonShooting_Godot/resource/map/tileMaps/GroupConfig.json
+++ b/DungeonShooting_Godot/resource/map/tileMaps/GroupConfig.json
@@ -1,40 +1,40 @@
{
"TestGroup1": {
- "GroupName": "TestGroup1",
- "BattleList": [
- {
- "ErrorType": 0,
- "Path": "resource/map/tileMaps/TestGroup1/battle/Battle1"
- },
- {
- "ErrorType": 0,
- "Path": "resource/map/tileMaps/TestGroup1/battle/Battle2"
- },
- {
- "ErrorType": 0,
- "Path": "resource/map/tileMaps/TestGroup1/battle/Battle3"
- }
- ],
- "InletList": [
- {
- "ErrorType": 0,
- "Path": "resource/map/tileMaps/TestGroup1/inlet/Start1"
- },
- {
- "ErrorType": 0,
- "Path": "resource/map/tileMaps/TestGroup1/inlet/Start2"
- }
- ],
- "OutletList": [
- {
- "ErrorType": 0,
- "Path": "resource/map/tileMaps/TestGroup1/outlet/End1"
- }
- ],
- "BossList": [],
- "RewardList": [],
- "ShopList": [],
- "EventList": [],
- "Remark": "\u6D4B\u8BD5\u7EC4"
+ "GroupName": "TestGroup1",
+ "BattleList": [
+ {
+ "ErrorType": 0,
+ "Path": "resource/map/tileMaps/TestGroup1/battle/Battle1"
+ },
+ {
+ "ErrorType": 0,
+ "Path": "resource/map/tileMaps/TestGroup1/battle/Battle2"
+ },
+ {
+ "ErrorType": 0,
+ "Path": "resource/map/tileMaps/TestGroup1/battle/Battle3"
+ }
+ ],
+ "InletList": [
+ {
+ "ErrorType": 0,
+ "Path": "resource/map/tileMaps/TestGroup1/inlet/Start1"
+ },
+ {
+ "ErrorType": 0,
+ "Path": "resource/map/tileMaps/TestGroup1/inlet/Start2"
+ }
+ ],
+ "OutletList": [
+ {
+ "ErrorType": 0,
+ "Path": "resource/map/tileMaps/TestGroup1/outlet/End1"
+ }
+ ],
+ "BossList": [],
+ "RewardList": [],
+ "ShopList": [],
+ "EventList": [],
+ "Remark": "\u6D4B\u8BD5\u7EC4"
}
-}
\ No newline at end of file
+}
diff --git a/DungeonShooting_Godot/resource/map/tileSet/TileSet1.tres b/DungeonShooting_Godot/resource/map/tileSet/TileSet1.tres
deleted file mode 100644
index 5173fe2..0000000
--- a/DungeonShooting_Godot/resource/map/tileSet/TileSet1.tres
+++ /dev/null
@@ -1,609 +0,0 @@
-[gd_resource type="TileSet" load_steps=3 format=3 uid="uid://b00g22o1cqhe8"]
-
-[ext_resource type="Texture2D" uid="uid://dj8nrd5od4fcl" path="res://resource/sprite/map/map1/16x16 dungeon ii wall reconfig v04 spritesheet.png" id="1_e0f3i"]
-
-[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_yvgyd"]
-texture = ExtResource("1_e0f3i")
-0:0/0 = 0
-0:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:0/0/physics_layer_0/angular_velocity = 0.0
-1:0/0 = 0
-1:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:0/0/physics_layer_0/angular_velocity = 0.0
-2:0/0 = 0
-2:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:0/0/physics_layer_0/angular_velocity = 0.0
-3:0/0 = 0
-3:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:0/0/physics_layer_0/angular_velocity = 0.0
-4:0/0 = 0
-4:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:0/0/physics_layer_0/angular_velocity = 0.0
-5:0/0 = 0
-5:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:0/0/physics_layer_0/angular_velocity = 0.0
-6:0/0 = 0
-6:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-6:0/0/physics_layer_0/angular_velocity = 0.0
-7:0/0 = 0
-7:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:0/0/physics_layer_0/angular_velocity = 0.0
-8:0/0 = 0
-8:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:0/0/physics_layer_0/angular_velocity = 0.0
-9:0/0 = 0
-9:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-9:0/0/physics_layer_0/angular_velocity = 0.0
-10:0/0 = 0
-10:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-10:0/0/physics_layer_0/angular_velocity = 0.0
-11:0/next_alternative_id = 2
-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/next_alternative_id = 2
-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
-2:1/0 = 0
-2:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:1/0/physics_layer_0/angular_velocity = 0.0
-3:1/0 = 0
-3:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:1/0/physics_layer_0/angular_velocity = 0.0
-4:1/0 = 0
-4:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:1/0/physics_layer_0/angular_velocity = 0.0
-5:1/0 = 0
-5:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:1/0/physics_layer_0/angular_velocity = 0.0
-6:1/0 = 0
-6:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-6:1/0/physics_layer_0/angular_velocity = 0.0
-7:1/0 = 0
-7:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:1/0/physics_layer_0/angular_velocity = 0.0
-8:1/0 = 0
-8:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:1/0/physics_layer_0/angular_velocity = 0.0
-9:1/0 = 0
-9:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-9:1/0/physics_layer_0/angular_velocity = 0.0
-10:1/0 = 0
-10:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-10:1/0/physics_layer_0/angular_velocity = 0.0
-11:1/0 = 0
-11:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-11:1/0/physics_layer_0/angular_velocity = 0.0
-12:1/0 = 0
-12:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-12:1/0/physics_layer_0/angular_velocity = 0.0
-13:1/0 = 0
-13:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-13:1/0/physics_layer_0/angular_velocity = 0.0
-14:1/0 = 0
-14:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-14:1/0/physics_layer_0/angular_velocity = 0.0
-15:1/0 = 0
-15:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-15:1/0/physics_layer_0/angular_velocity = 0.0
-0:2/0 = 0
-0:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:2/0/physics_layer_0/angular_velocity = 0.0
-1:2/0 = 0
-1:2/0/terrain_set = 0
-1:2/0/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, 0, 8, 0, 8, 8, -8, 8)
-1:2/0/terrains_peering_bit/bottom_left_corner = 0
-1:2/0/terrains_peering_bit/top_left_corner = 0
-1:2/0/terrains_peering_bit/top_right_corner = 0
-2:2/0 = 0
-2:2/0/terrain_set = 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, 0, 8, 0, 8, 8, -8, 8)
-2:2/0/terrains_peering_bit/top_left_corner = 0
-2:2/0/terrains_peering_bit/top_right_corner = 0
-3:2/0 = 0
-3:2/0/terrain_set = 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, 0, 8, 0, 8, 8, -8, 8)
-3:2/0/terrains_peering_bit/bottom_right_corner = 0
-3:2/0/terrains_peering_bit/top_left_corner = 0
-3:2/0/terrains_peering_bit/top_right_corner = 0
-4:2/0 = 0
-4:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:2/0/physics_layer_0/angular_velocity = 0.0
-5:2/0 = 0
-5:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:2/0/physics_layer_0/angular_velocity = 0.0
-6:2/0 = 0
-6:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-6:2/0/physics_layer_0/angular_velocity = 0.0
-7:2/0 = 0
-7:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:2/0/physics_layer_0/angular_velocity = 0.0
-8:2/0 = 0
-8:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:2/0/physics_layer_0/angular_velocity = 0.0
-9:2/0 = 0
-9:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-9:2/0/physics_layer_0/angular_velocity = 0.0
-10:2/0 = 0
-10:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-10:2/0/physics_layer_0/angular_velocity = 0.0
-11:2/0 = 0
-11:2/0/terrain_set = 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)
-11:2/0/terrains_peering_bit/top_right_corner = 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/terrain_set = 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)
-13:2/0/terrains_peering_bit/top_left_corner = 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/terrain_set = 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)
-1:3/0/terrains_peering_bit/bottom_left_corner = 0
-1:3/0/terrains_peering_bit/top_left_corner = 0
-2:3/0 = 0
-2:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:3/0/physics_layer_0/angular_velocity = 0.0
-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/terrain_set = 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)
-3:3/0/terrains_peering_bit/bottom_right_corner = 0
-3:3/0/terrains_peering_bit/top_right_corner = 0
-4:3/0 = 0
-4:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:3/0/physics_layer_0/angular_velocity = 0.0
-5:3/0 = 0
-5:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:3/0/physics_layer_0/angular_velocity = 0.0
-6:3/0 = 0
-6:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-6:3/0/physics_layer_0/angular_velocity = 0.0
-7:3/0 = 0
-7:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:3/0/physics_layer_0/angular_velocity = 0.0
-8:3/0 = 0
-8:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:3/0/physics_layer_0/angular_velocity = 0.0
-9:3/0 = 0
-9:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-9:3/0/physics_layer_0/angular_velocity = 0.0
-10:3/0 = 0
-10:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-10:3/0/physics_layer_0/angular_velocity = 0.0
-11:3/0 = 0
-11:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-11:3/0/physics_layer_0/angular_velocity = 0.0
-12:3/0 = 0
-12:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-12:3/0/physics_layer_0/angular_velocity = 0.0
-13:3/0 = 0
-13:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-13:3/0/physics_layer_0/angular_velocity = 0.0
-14:3/0 = 0
-14:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-14:3/0/physics_layer_0/angular_velocity = 0.0
-15:3/0 = 0
-15:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-15:3/0/physics_layer_0/angular_velocity = 0.0
-0:4/0 = 0
-0:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:4/0/physics_layer_0/angular_velocity = 0.0
-1:4/0 = 0
-1:4/0/terrain_set = 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)
-1:4/0/terrains_peering_bit/bottom_left_corner = 0
-2:4/0 = 0
-2:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:4/0/physics_layer_0/angular_velocity = 0.0
-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/terrain_set = 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)
-3:4/0/terrains_peering_bit/bottom_right_corner = 0
-4:4/0 = 0
-4:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:4/0/physics_layer_0/angular_velocity = 0.0
-5:4/0 = 0
-5:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:4/0/physics_layer_0/angular_velocity = 0.0
-6:4/0 = 0
-6:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-6:4/0/physics_layer_0/angular_velocity = 0.0
-7:4/0 = 0
-7:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:4/0/physics_layer_0/angular_velocity = 0.0
-8:4/0 = 0
-8:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:4/0/physics_layer_0/angular_velocity = 0.0
-9:4/0 = 0
-9:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-9:4/0/physics_layer_0/angular_velocity = 0.0
-10:4/0 = 0
-10:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-10:4/0/physics_layer_0/angular_velocity = 0.0
-11:4/0 = 0
-11:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-11:4/0/physics_layer_0/angular_velocity = 0.0
-12:4/0 = 0
-12:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-12:4/0/physics_layer_0/angular_velocity = 0.0
-13:4/0 = 0
-13:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-13:4/0/physics_layer_0/angular_velocity = 0.0
-14:4/0 = 0
-14:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-14:4/0/physics_layer_0/angular_velocity = 0.0
-15:4/0 = 0
-15:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-15:4/0/physics_layer_0/angular_velocity = 0.0
-0:5/0 = 0
-0:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:5/0/physics_layer_0/angular_velocity = 0.0
-1:5/0 = 0
-1:5/0/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
-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/next_alternative_id = 3
-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/next_alternative_id = 3
-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/next_alternative_id = 3
-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
-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/terrain_set = 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)
-1:7/0/terrains_peering_bit/bottom_right_corner = 0
-1:7/0/terrains_peering_bit/bottom_left_corner = 0
-1:7/0/terrains_peering_bit/top_left_corner = 0
-2:7/0 = 0
-2:7/0/terrain_set = 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)
-2:7/0/terrains_peering_bit/bottom_right_corner = 0
-2:7/0/terrains_peering_bit/bottom_left_corner = 0
-3:7/0 = 0
-3:7/0/terrain_set = 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)
-3:7/0/terrains_peering_bit/bottom_right_corner = 0
-3:7/0/terrains_peering_bit/bottom_left_corner = 0
-3:7/0/terrains_peering_bit/top_right_corner = 0
-4:7/0 = 0
-4:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:7/0/physics_layer_0/angular_velocity = 0.0
-5:7/0 = 0
-5:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:7/0/physics_layer_0/angular_velocity = 0.0
-6:7/0 = 0
-6:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-6:7/0/physics_layer_0/angular_velocity = 0.0
-7:7/0 = 0
-7:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:7/0/physics_layer_0/angular_velocity = 0.0
-8:7/0 = 0
-8:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:7/0/physics_layer_0/angular_velocity = 0.0
-9:7/0 = 0
-9:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-9:7/0/physics_layer_0/angular_velocity = 0.0
-10:7/0 = 0
-10:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-10:7/0/physics_layer_0/angular_velocity = 0.0
-11:7/0 = 0
-11:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-11:7/0/physics_layer_0/angular_velocity = 0.0
-12:7/0 = 0
-12:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-12:7/0/physics_layer_0/angular_velocity = 0.0
-13:7/0 = 0
-13:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-13:7/0/physics_layer_0/angular_velocity = 0.0
-14:7/0 = 0
-14:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-14:7/0/physics_layer_0/angular_velocity = 0.0
-15:7/0 = 0
-15:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-15:7/0/physics_layer_0/angular_velocity = 0.0
-0:8/0 = 0
-0:8/0/terrain_set = 0
-0:8/0/terrain = 0
-0:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:8/0/physics_layer_0/angular_velocity = 0.0
-0:8/0/terrains_peering_bit/bottom_right_corner = 0
-0:8/0/terrains_peering_bit/bottom_left_corner = 0
-0:8/0/terrains_peering_bit/top_left_corner = 0
-0:8/0/terrains_peering_bit/top_right_corner = 0
-1:8/0 = 0
-1:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:8/0/physics_layer_0/angular_velocity = 0.0
-2:8/0 = 0
-2:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:8/0/physics_layer_0/angular_velocity = 0.0
-3:8/0 = 0
-3:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:8/0/physics_layer_0/angular_velocity = 0.0
-4:8/0 = 0
-4:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:8/0/physics_layer_0/angular_velocity = 0.0
-5:8/0 = 0
-5:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:8/0/physics_layer_0/angular_velocity = 0.0
-6:8/0 = 0
-6:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-6:8/0/physics_layer_0/angular_velocity = 0.0
-7:8/0 = 0
-7:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:8/0/physics_layer_0/angular_velocity = 0.0
-8:8/0 = 0
-8:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-8:8/0/physics_layer_0/angular_velocity = 0.0
-9:8/0 = 0
-9:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-9:8/0/physics_layer_0/angular_velocity = 0.0
-10:8/0 = 0
-10:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-10:8/0/physics_layer_0/angular_velocity = 0.0
-11:8/0 = 0
-11:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-11:8/0/physics_layer_0/angular_velocity = 0.0
-12:8/0 = 0
-12:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-12:8/0/physics_layer_0/angular_velocity = 0.0
-13:8/0 = 0
-13:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-13:8/0/physics_layer_0/angular_velocity = 0.0
-14:8/0 = 0
-14:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-14:8/0/physics_layer_0/angular_velocity = 0.0
-15:8/0 = 0
-15:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-15:8/0/physics_layer_0/angular_velocity = 0.0
-0:9/0 = 0
-0:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:9/0/physics_layer_0/angular_velocity = 0.0
-1:9/0 = 0
-1:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:9/0/physics_layer_0/angular_velocity = 0.0
-2:9/0 = 0
-2:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:9/0/physics_layer_0/angular_velocity = 0.0
-3:9/0 = 0
-3:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:9/0/physics_layer_0/angular_velocity = 0.0
-4:9/0 = 0
-4:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:9/0/physics_layer_0/angular_velocity = 0.0
-5:9/0 = 0
-5:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:9/0/physics_layer_0/angular_velocity = 0.0
-6:9/0 = 0
-6:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-6:9/0/physics_layer_0/angular_velocity = 0.0
-7:9/0 = 0
-7:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:9/0/physics_layer_0/angular_velocity = 0.0
-10:9/0 = 0
-10:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-10:9/0/physics_layer_0/angular_velocity = 0.0
-11:9/0 = 0
-11:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-11:9/0/physics_layer_0/angular_velocity = 0.0
-12:9/0 = 0
-12:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-12:9/0/physics_layer_0/angular_velocity = 0.0
-13:9/0 = 0
-13:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-13:9/0/physics_layer_0/angular_velocity = 0.0
-14:9/0 = 0
-14:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-14:9/0/physics_layer_0/angular_velocity = 0.0
-15:9/0 = 0
-15:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-15:9/0/physics_layer_0/angular_velocity = 0.0
-0:10/0 = 0
-0:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:10/0/physics_layer_0/angular_velocity = 0.0
-1:10/0 = 0
-1:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:10/0/physics_layer_0/angular_velocity = 0.0
-2:10/0 = 0
-2:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:10/0/physics_layer_0/angular_velocity = 0.0
-3:10/0 = 0
-3:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:10/0/physics_layer_0/angular_velocity = 0.0
-5:10/0 = 0
-5:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-5:10/0/physics_layer_0/angular_velocity = 0.0
-6:10/0 = 0
-6:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-6:10/0/physics_layer_0/angular_velocity = 0.0
-7:10/0 = 0
-7:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-7:10/0/physics_layer_0/angular_velocity = 0.0
-13:10/0 = 0
-13:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-13:10/0/physics_layer_0/angular_velocity = 0.0
-14:10/0 = 0
-14:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-14:10/0/physics_layer_0/angular_velocity = 0.0
-15:10/0 = 0
-15:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-15:10/0/physics_layer_0/angular_velocity = 0.0
-0:11/0 = 0
-0:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-0:11/0/physics_layer_0/angular_velocity = 0.0
-1:11/0 = 0
-1:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-1:11/0/physics_layer_0/angular_velocity = 0.0
-2:11/0 = 0
-2:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-2:11/0/physics_layer_0/angular_velocity = 0.0
-3:11/0 = 0
-3:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-3:11/0/physics_layer_0/angular_velocity = 0.0
-4:11/0 = 0
-4:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
-4:11/0/physics_layer_0/angular_velocity = 0.0
-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
-
-[resource]
-physics_layer_0/collision_layer = 1
-physics_layer_0/collision_mask = 0
-terrain_set_0/mode = 1
-terrain_set_0/terrain_0/name = "Terrain 0"
-terrain_set_0/terrain_0/color = Color(0.886275, 0.0980392, 0.0980392, 1)
-sources/0 = SubResource("TileSetAtlasSource_yvgyd")
diff --git a/DungeonShooting_Godot/resource/map/tileSet/TileSet_old.tres b/DungeonShooting_Godot/resource/map/tileSet/TileSet_old.tres
index b082db6..e63012e 100644
--- a/DungeonShooting_Godot/resource/map/tileSet/TileSet_old.tres
+++ b/DungeonShooting_Godot/resource/map/tileSet/TileSet_old.tres
@@ -1,6 +1,7 @@
[gd_resource type="TileSet" load_steps=3 format=3 uid="uid://bn21mn0gu6jel"]
-[ext_resource type="Texture2D" uid="uid://dj8nrd5od4fcl" path="res://resource/sprite/map/map1/16x16 dungeon ii wall reconfig v04 spritesheet.png" id="1_vqd0o"]
+[ext_resource type="Texture2D" uid="uid://dj8nrd5od4fcl" path="res://resource/map/tileSprite/map1/16x16 dungeon ii wall reconfig v04 spritesheet.png" id="1_vqd0o"]
+
[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_rkmbu"]
texture = ExtResource("1_vqd0o")
diff --git a/DungeonShooting_Godot/resource/map/tileSet/map1/TileSet1.tres b/DungeonShooting_Godot/resource/map/tileSet/map1/TileSet1.tres
new file mode 100644
index 0000000..0cb7129
--- /dev/null
+++ b/DungeonShooting_Godot/resource/map/tileSet/map1/TileSet1.tres
@@ -0,0 +1,609 @@
+[gd_resource type="TileSet" load_steps=3 format=3 uid="uid://b00g22o1cqhe8"]
+
+[ext_resource type="Texture2D" uid="uid://dj8nrd5od4fcl" path="res://resource/map/tileSprite/map1/16x16 dungeon ii wall reconfig v04 spritesheet.png" id="1_aqcu3"]
+
+[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_yvgyd"]
+texture = ExtResource("1_aqcu3")
+0:0/0 = 0
+0:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+0:0/0/physics_layer_0/angular_velocity = 0.0
+1:0/0 = 0
+1:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+1:0/0/physics_layer_0/angular_velocity = 0.0
+2:0/0 = 0
+2:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+2:0/0/physics_layer_0/angular_velocity = 0.0
+3:0/0 = 0
+3:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+3:0/0/physics_layer_0/angular_velocity = 0.0
+4:0/0 = 0
+4:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+4:0/0/physics_layer_0/angular_velocity = 0.0
+5:0/0 = 0
+5:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+5:0/0/physics_layer_0/angular_velocity = 0.0
+6:0/0 = 0
+6:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+6:0/0/physics_layer_0/angular_velocity = 0.0
+7:0/0 = 0
+7:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+7:0/0/physics_layer_0/angular_velocity = 0.0
+8:0/0 = 0
+8:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+8:0/0/physics_layer_0/angular_velocity = 0.0
+9:0/0 = 0
+9:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+9:0/0/physics_layer_0/angular_velocity = 0.0
+10:0/0 = 0
+10:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+10:0/0/physics_layer_0/angular_velocity = 0.0
+11:0/next_alternative_id = 2
+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/next_alternative_id = 2
+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
+2:1/0 = 0
+2:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+2:1/0/physics_layer_0/angular_velocity = 0.0
+3:1/0 = 0
+3:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+3:1/0/physics_layer_0/angular_velocity = 0.0
+4:1/0 = 0
+4:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+4:1/0/physics_layer_0/angular_velocity = 0.0
+5:1/0 = 0
+5:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+5:1/0/physics_layer_0/angular_velocity = 0.0
+6:1/0 = 0
+6:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+6:1/0/physics_layer_0/angular_velocity = 0.0
+7:1/0 = 0
+7:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+7:1/0/physics_layer_0/angular_velocity = 0.0
+8:1/0 = 0
+8:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+8:1/0/physics_layer_0/angular_velocity = 0.0
+9:1/0 = 0
+9:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+9:1/0/physics_layer_0/angular_velocity = 0.0
+10:1/0 = 0
+10:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+10:1/0/physics_layer_0/angular_velocity = 0.0
+11:1/0 = 0
+11:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+11:1/0/physics_layer_0/angular_velocity = 0.0
+12:1/0 = 0
+12:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+12:1/0/physics_layer_0/angular_velocity = 0.0
+13:1/0 = 0
+13:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+13:1/0/physics_layer_0/angular_velocity = 0.0
+14:1/0 = 0
+14:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+14:1/0/physics_layer_0/angular_velocity = 0.0
+15:1/0 = 0
+15:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+15:1/0/physics_layer_0/angular_velocity = 0.0
+0:2/0 = 0
+0:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+0:2/0/physics_layer_0/angular_velocity = 0.0
+1:2/0 = 0
+1:2/0/terrain_set = 0
+1:2/0/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, 0, 8, 0, 8, 8, -8, 8)
+1:2/0/terrains_peering_bit/bottom_left_corner = 0
+1:2/0/terrains_peering_bit/top_left_corner = 0
+1:2/0/terrains_peering_bit/top_right_corner = 0
+2:2/0 = 0
+2:2/0/terrain_set = 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, 0, 8, 0, 8, 8, -8, 8)
+2:2/0/terrains_peering_bit/top_left_corner = 0
+2:2/0/terrains_peering_bit/top_right_corner = 0
+3:2/0 = 0
+3:2/0/terrain_set = 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, 0, 8, 0, 8, 8, -8, 8)
+3:2/0/terrains_peering_bit/bottom_right_corner = 0
+3:2/0/terrains_peering_bit/top_left_corner = 0
+3:2/0/terrains_peering_bit/top_right_corner = 0
+4:2/0 = 0
+4:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+4:2/0/physics_layer_0/angular_velocity = 0.0
+5:2/0 = 0
+5:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+5:2/0/physics_layer_0/angular_velocity = 0.0
+6:2/0 = 0
+6:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+6:2/0/physics_layer_0/angular_velocity = 0.0
+7:2/0 = 0
+7:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+7:2/0/physics_layer_0/angular_velocity = 0.0
+8:2/0 = 0
+8:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+8:2/0/physics_layer_0/angular_velocity = 0.0
+9:2/0 = 0
+9:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+9:2/0/physics_layer_0/angular_velocity = 0.0
+10:2/0 = 0
+10:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+10:2/0/physics_layer_0/angular_velocity = 0.0
+11:2/0 = 0
+11:2/0/terrain_set = 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)
+11:2/0/terrains_peering_bit/top_right_corner = 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/terrain_set = 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)
+13:2/0/terrains_peering_bit/top_left_corner = 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/terrain_set = 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)
+1:3/0/terrains_peering_bit/bottom_left_corner = 0
+1:3/0/terrains_peering_bit/top_left_corner = 0
+2:3/0 = 0
+2:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+2:3/0/physics_layer_0/angular_velocity = 0.0
+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/terrain_set = 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)
+3:3/0/terrains_peering_bit/bottom_right_corner = 0
+3:3/0/terrains_peering_bit/top_right_corner = 0
+4:3/0 = 0
+4:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+4:3/0/physics_layer_0/angular_velocity = 0.0
+5:3/0 = 0
+5:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+5:3/0/physics_layer_0/angular_velocity = 0.0
+6:3/0 = 0
+6:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+6:3/0/physics_layer_0/angular_velocity = 0.0
+7:3/0 = 0
+7:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+7:3/0/physics_layer_0/angular_velocity = 0.0
+8:3/0 = 0
+8:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+8:3/0/physics_layer_0/angular_velocity = 0.0
+9:3/0 = 0
+9:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+9:3/0/physics_layer_0/angular_velocity = 0.0
+10:3/0 = 0
+10:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+10:3/0/physics_layer_0/angular_velocity = 0.0
+11:3/0 = 0
+11:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+11:3/0/physics_layer_0/angular_velocity = 0.0
+12:3/0 = 0
+12:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+12:3/0/physics_layer_0/angular_velocity = 0.0
+13:3/0 = 0
+13:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+13:3/0/physics_layer_0/angular_velocity = 0.0
+14:3/0 = 0
+14:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+14:3/0/physics_layer_0/angular_velocity = 0.0
+15:3/0 = 0
+15:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+15:3/0/physics_layer_0/angular_velocity = 0.0
+0:4/0 = 0
+0:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+0:4/0/physics_layer_0/angular_velocity = 0.0
+1:4/0 = 0
+1:4/0/terrain_set = 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)
+1:4/0/terrains_peering_bit/bottom_left_corner = 0
+2:4/0 = 0
+2:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+2:4/0/physics_layer_0/angular_velocity = 0.0
+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/terrain_set = 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)
+3:4/0/terrains_peering_bit/bottom_right_corner = 0
+4:4/0 = 0
+4:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+4:4/0/physics_layer_0/angular_velocity = 0.0
+5:4/0 = 0
+5:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+5:4/0/physics_layer_0/angular_velocity = 0.0
+6:4/0 = 0
+6:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+6:4/0/physics_layer_0/angular_velocity = 0.0
+7:4/0 = 0
+7:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+7:4/0/physics_layer_0/angular_velocity = 0.0
+8:4/0 = 0
+8:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+8:4/0/physics_layer_0/angular_velocity = 0.0
+9:4/0 = 0
+9:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+9:4/0/physics_layer_0/angular_velocity = 0.0
+10:4/0 = 0
+10:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+10:4/0/physics_layer_0/angular_velocity = 0.0
+11:4/0 = 0
+11:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+11:4/0/physics_layer_0/angular_velocity = 0.0
+12:4/0 = 0
+12:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+12:4/0/physics_layer_0/angular_velocity = 0.0
+13:4/0 = 0
+13:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+13:4/0/physics_layer_0/angular_velocity = 0.0
+14:4/0 = 0
+14:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+14:4/0/physics_layer_0/angular_velocity = 0.0
+15:4/0 = 0
+15:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+15:4/0/physics_layer_0/angular_velocity = 0.0
+0:5/0 = 0
+0:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+0:5/0/physics_layer_0/angular_velocity = 0.0
+1:5/0 = 0
+1:5/0/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
+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/next_alternative_id = 3
+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/next_alternative_id = 3
+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/next_alternative_id = 3
+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
+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/terrain_set = 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)
+1:7/0/terrains_peering_bit/bottom_right_corner = 0
+1:7/0/terrains_peering_bit/bottom_left_corner = 0
+1:7/0/terrains_peering_bit/top_left_corner = 0
+2:7/0 = 0
+2:7/0/terrain_set = 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)
+2:7/0/terrains_peering_bit/bottom_right_corner = 0
+2:7/0/terrains_peering_bit/bottom_left_corner = 0
+3:7/0 = 0
+3:7/0/terrain_set = 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)
+3:7/0/terrains_peering_bit/bottom_right_corner = 0
+3:7/0/terrains_peering_bit/bottom_left_corner = 0
+3:7/0/terrains_peering_bit/top_right_corner = 0
+4:7/0 = 0
+4:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+4:7/0/physics_layer_0/angular_velocity = 0.0
+5:7/0 = 0
+5:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+5:7/0/physics_layer_0/angular_velocity = 0.0
+6:7/0 = 0
+6:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+6:7/0/physics_layer_0/angular_velocity = 0.0
+7:7/0 = 0
+7:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+7:7/0/physics_layer_0/angular_velocity = 0.0
+8:7/0 = 0
+8:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+8:7/0/physics_layer_0/angular_velocity = 0.0
+9:7/0 = 0
+9:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+9:7/0/physics_layer_0/angular_velocity = 0.0
+10:7/0 = 0
+10:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+10:7/0/physics_layer_0/angular_velocity = 0.0
+11:7/0 = 0
+11:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+11:7/0/physics_layer_0/angular_velocity = 0.0
+12:7/0 = 0
+12:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+12:7/0/physics_layer_0/angular_velocity = 0.0
+13:7/0 = 0
+13:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+13:7/0/physics_layer_0/angular_velocity = 0.0
+14:7/0 = 0
+14:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+14:7/0/physics_layer_0/angular_velocity = 0.0
+15:7/0 = 0
+15:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+15:7/0/physics_layer_0/angular_velocity = 0.0
+0:8/0 = 0
+0:8/0/terrain_set = 0
+0:8/0/terrain = 0
+0:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+0:8/0/physics_layer_0/angular_velocity = 0.0
+0:8/0/terrains_peering_bit/bottom_right_corner = 0
+0:8/0/terrains_peering_bit/bottom_left_corner = 0
+0:8/0/terrains_peering_bit/top_left_corner = 0
+0:8/0/terrains_peering_bit/top_right_corner = 0
+1:8/0 = 0
+1:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+1:8/0/physics_layer_0/angular_velocity = 0.0
+2:8/0 = 0
+2:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+2:8/0/physics_layer_0/angular_velocity = 0.0
+3:8/0 = 0
+3:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+3:8/0/physics_layer_0/angular_velocity = 0.0
+4:8/0 = 0
+4:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+4:8/0/physics_layer_0/angular_velocity = 0.0
+5:8/0 = 0
+5:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+5:8/0/physics_layer_0/angular_velocity = 0.0
+6:8/0 = 0
+6:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+6:8/0/physics_layer_0/angular_velocity = 0.0
+7:8/0 = 0
+7:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+7:8/0/physics_layer_0/angular_velocity = 0.0
+8:8/0 = 0
+8:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+8:8/0/physics_layer_0/angular_velocity = 0.0
+9:8/0 = 0
+9:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+9:8/0/physics_layer_0/angular_velocity = 0.0
+10:8/0 = 0
+10:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+10:8/0/physics_layer_0/angular_velocity = 0.0
+11:8/0 = 0
+11:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+11:8/0/physics_layer_0/angular_velocity = 0.0
+12:8/0 = 0
+12:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+12:8/0/physics_layer_0/angular_velocity = 0.0
+13:8/0 = 0
+13:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+13:8/0/physics_layer_0/angular_velocity = 0.0
+14:8/0 = 0
+14:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+14:8/0/physics_layer_0/angular_velocity = 0.0
+15:8/0 = 0
+15:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+15:8/0/physics_layer_0/angular_velocity = 0.0
+0:9/0 = 0
+0:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+0:9/0/physics_layer_0/angular_velocity = 0.0
+1:9/0 = 0
+1:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+1:9/0/physics_layer_0/angular_velocity = 0.0
+2:9/0 = 0
+2:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+2:9/0/physics_layer_0/angular_velocity = 0.0
+3:9/0 = 0
+3:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+3:9/0/physics_layer_0/angular_velocity = 0.0
+4:9/0 = 0
+4:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+4:9/0/physics_layer_0/angular_velocity = 0.0
+5:9/0 = 0
+5:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+5:9/0/physics_layer_0/angular_velocity = 0.0
+6:9/0 = 0
+6:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+6:9/0/physics_layer_0/angular_velocity = 0.0
+7:9/0 = 0
+7:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+7:9/0/physics_layer_0/angular_velocity = 0.0
+10:9/0 = 0
+10:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+10:9/0/physics_layer_0/angular_velocity = 0.0
+11:9/0 = 0
+11:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+11:9/0/physics_layer_0/angular_velocity = 0.0
+12:9/0 = 0
+12:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+12:9/0/physics_layer_0/angular_velocity = 0.0
+13:9/0 = 0
+13:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+13:9/0/physics_layer_0/angular_velocity = 0.0
+14:9/0 = 0
+14:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+14:9/0/physics_layer_0/angular_velocity = 0.0
+15:9/0 = 0
+15:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+15:9/0/physics_layer_0/angular_velocity = 0.0
+0:10/0 = 0
+0:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+0:10/0/physics_layer_0/angular_velocity = 0.0
+1:10/0 = 0
+1:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+1:10/0/physics_layer_0/angular_velocity = 0.0
+2:10/0 = 0
+2:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+2:10/0/physics_layer_0/angular_velocity = 0.0
+3:10/0 = 0
+3:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+3:10/0/physics_layer_0/angular_velocity = 0.0
+5:10/0 = 0
+5:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+5:10/0/physics_layer_0/angular_velocity = 0.0
+6:10/0 = 0
+6:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+6:10/0/physics_layer_0/angular_velocity = 0.0
+7:10/0 = 0
+7:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+7:10/0/physics_layer_0/angular_velocity = 0.0
+13:10/0 = 0
+13:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+13:10/0/physics_layer_0/angular_velocity = 0.0
+14:10/0 = 0
+14:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+14:10/0/physics_layer_0/angular_velocity = 0.0
+15:10/0 = 0
+15:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+15:10/0/physics_layer_0/angular_velocity = 0.0
+0:11/0 = 0
+0:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+0:11/0/physics_layer_0/angular_velocity = 0.0
+1:11/0 = 0
+1:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+1:11/0/physics_layer_0/angular_velocity = 0.0
+2:11/0 = 0
+2:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+2:11/0/physics_layer_0/angular_velocity = 0.0
+3:11/0 = 0
+3:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+3:11/0/physics_layer_0/angular_velocity = 0.0
+4:11/0 = 0
+4:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+4:11/0/physics_layer_0/angular_velocity = 0.0
+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
+
+[resource]
+physics_layer_0/collision_layer = 1
+physics_layer_0/collision_mask = 0
+terrain_set_0/mode = 1
+terrain_set_0/terrain_0/name = "Terrain 0"
+terrain_set_0/terrain_0/color = Color(0.886275, 0.0980392, 0.0980392, 1)
+sources/0 = SubResource("TileSetAtlasSource_yvgyd")
diff --git a/DungeonShooting_Godot/resource/map/tileSet/map1/website.txt b/DungeonShooting_Godot/resource/map/tileSet/map1/website.txt
new file mode 100644
index 0000000..bb6d4d7
--- /dev/null
+++ b/DungeonShooting_Godot/resource/map/tileSet/map1/website.txt
@@ -0,0 +1 @@
+https://aekae13.itch.io/16x16-dungeon-walls-reconfig
diff --git a/DungeonShooting_Godot/resource/map/tileSprite/map1/16x16 dungeon ii wall reconfig v04 spritesheet.png b/DungeonShooting_Godot/resource/map/tileSprite/map1/16x16 dungeon ii wall reconfig v04 spritesheet.png
new file mode 100644
index 0000000..26c54b7
--- /dev/null
+++ b/DungeonShooting_Godot/resource/map/tileSprite/map1/16x16 dungeon ii wall reconfig v04 spritesheet.png
Binary files differ
diff --git a/DungeonShooting_Godot/resource/map/tileSprite/map1/16x16 dungeon ii wall reconfig v04 spritesheet.png.import b/DungeonShooting_Godot/resource/map/tileSprite/map1/16x16 dungeon ii wall reconfig v04 spritesheet.png.import
new file mode 100644
index 0000000..2a14084
--- /dev/null
+++ b/DungeonShooting_Godot/resource/map/tileSprite/map1/16x16 dungeon ii wall reconfig v04 spritesheet.png.import
@@ -0,0 +1,34 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://dj8nrd5od4fcl"
+path="res://.godot/imported/16x16 dungeon ii wall reconfig v04 spritesheet.png-c062adcaebcfa511f8bb4f73bd30ea6f.ctex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://resource/map/tileSprite/map1/16x16 dungeon ii wall reconfig v04 spritesheet.png"
+dest_files=["res://.godot/imported/16x16 dungeon ii wall reconfig v04 spritesheet.png-c062adcaebcfa511f8bb4f73bd30ea6f.ctex"]
+
+[params]
+
+compress/mode=0
+compress/high_quality=false
+compress/lossy_quality=0.7
+compress/hdr_compression=1
+compress/normal_map=0
+compress/channel_pack=0
+mipmaps/generate=false
+mipmaps/limit=-1
+roughness/mode=0
+roughness/src_normal=""
+process/fix_alpha_border=true
+process/premult_alpha=false
+process/normal_map_invert_y=false
+process/hdr_as_srgb=false
+process/hdr_clamp_exposure=false
+process/size_limit=0
+detect_3d/compress_to=1
diff --git a/DungeonShooting_Godot/resource/sprite/map/door1_down.png b/DungeonShooting_Godot/resource/sprite/map/door1_down.png
new file mode 100644
index 0000000..faeba59
--- /dev/null
+++ b/DungeonShooting_Godot/resource/sprite/map/door1_down.png
Binary files differ
diff --git a/DungeonShooting_Godot/resource/sprite/map/door1_down.png.import b/DungeonShooting_Godot/resource/sprite/map/door1_down.png.import
new file mode 100644
index 0000000..de95af2
--- /dev/null
+++ b/DungeonShooting_Godot/resource/sprite/map/door1_down.png.import
@@ -0,0 +1,34 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://dviv44fhwvkb1"
+path="res://.godot/imported/door1_down.png-59ffc0993731fd627318f9402b22d199.ctex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://resource/sprite/map/door1_down.png"
+dest_files=["res://.godot/imported/door1_down.png-59ffc0993731fd627318f9402b22d199.ctex"]
+
+[params]
+
+compress/mode=0
+compress/high_quality=false
+compress/lossy_quality=0.7
+compress/hdr_compression=1
+compress/normal_map=0
+compress/channel_pack=0
+mipmaps/generate=false
+mipmaps/limit=-1
+roughness/mode=0
+roughness/src_normal=""
+process/fix_alpha_border=true
+process/premult_alpha=false
+process/normal_map_invert_y=false
+process/hdr_as_srgb=false
+process/hdr_clamp_exposure=false
+process/size_limit=0
+detect_3d/compress_to=1
diff --git a/DungeonShooting_Godot/resource/sprite/map/map1/16x16 dungeon ii wall reconfig v04 spritesheet.png b/DungeonShooting_Godot/resource/sprite/map/map1/16x16 dungeon ii wall reconfig v04 spritesheet.png
deleted file mode 100644
index 26c54b7..0000000
--- a/DungeonShooting_Godot/resource/sprite/map/map1/16x16 dungeon ii wall reconfig v04 spritesheet.png
+++ /dev/null
Binary files differ
diff --git a/DungeonShooting_Godot/resource/sprite/map/map1/16x16 dungeon ii wall reconfig v04 spritesheet.png.import b/DungeonShooting_Godot/resource/sprite/map/map1/16x16 dungeon ii wall reconfig v04 spritesheet.png.import
deleted file mode 100644
index 2f22127..0000000
--- a/DungeonShooting_Godot/resource/sprite/map/map1/16x16 dungeon ii wall reconfig v04 spritesheet.png.import
+++ /dev/null
@@ -1,34 +0,0 @@
-[remap]
-
-importer="texture"
-type="CompressedTexture2D"
-uid="uid://dj8nrd5od4fcl"
-path="res://.godot/imported/16x16 dungeon ii wall reconfig v04 spritesheet.png-ff78c744bd80f7a90af72583d38712d5.ctex"
-metadata={
-"vram_texture": false
-}
-
-[deps]
-
-source_file="res://resource/sprite/map/map1/16x16 dungeon ii wall reconfig v04 spritesheet.png"
-dest_files=["res://.godot/imported/16x16 dungeon ii wall reconfig v04 spritesheet.png-ff78c744bd80f7a90af72583d38712d5.ctex"]
-
-[params]
-
-compress/mode=0
-compress/high_quality=false
-compress/lossy_quality=0.7
-compress/hdr_compression=1
-compress/normal_map=0
-compress/channel_pack=0
-mipmaps/generate=false
-mipmaps/limit=-1
-roughness/mode=0
-roughness/src_normal=""
-process/fix_alpha_border=true
-process/premult_alpha=false
-process/normal_map_invert_y=false
-process/hdr_as_srgb=false
-process/hdr_clamp_exposure=false
-process/size_limit=0
-detect_3d/compress_to=1
diff --git a/DungeonShooting_Godot/resource/sprite/map/map1/door1_down.png b/DungeonShooting_Godot/resource/sprite/map/map1/door1_down.png
deleted file mode 100644
index faeba59..0000000
--- a/DungeonShooting_Godot/resource/sprite/map/map1/door1_down.png
+++ /dev/null
Binary files differ
diff --git a/DungeonShooting_Godot/resource/sprite/map/map1/door1_down.png.import b/DungeonShooting_Godot/resource/sprite/map/map1/door1_down.png.import
deleted file mode 100644
index b7e352f..0000000
--- a/DungeonShooting_Godot/resource/sprite/map/map1/door1_down.png.import
+++ /dev/null
@@ -1,34 +0,0 @@
-[remap]
-
-importer="texture"
-type="CompressedTexture2D"
-uid="uid://dviv44fhwvkb1"
-path="res://.godot/imported/door1_down.png-0738db3503e6a0f8ce04f89dbe063801.ctex"
-metadata={
-"vram_texture": false
-}
-
-[deps]
-
-source_file="res://resource/sprite/map/map1/door1_down.png"
-dest_files=["res://.godot/imported/door1_down.png-0738db3503e6a0f8ce04f89dbe063801.ctex"]
-
-[params]
-
-compress/mode=0
-compress/high_quality=false
-compress/lossy_quality=0.7
-compress/hdr_compression=1
-compress/normal_map=0
-compress/channel_pack=0
-mipmaps/generate=false
-mipmaps/limit=-1
-roughness/mode=0
-roughness/src_normal=""
-process/fix_alpha_border=true
-process/premult_alpha=false
-process/normal_map_invert_y=false
-process/hdr_as_srgb=false
-process/hdr_clamp_exposure=false
-process/size_limit=0
-detect_3d/compress_to=1
diff --git a/DungeonShooting_Godot/resource/sprite/map/map1/website.txt b/DungeonShooting_Godot/resource/sprite/map/map1/website.txt
deleted file mode 100644
index cea76c3..0000000
--- a/DungeonShooting_Godot/resource/sprite/map/map1/website.txt
+++ /dev/null
@@ -1 +0,0 @@
-https://aekae13.itch.io/16x16-dungeon-walls-reconfig
\ No newline at end of file
diff --git a/DungeonShooting_Godot/resource/spriteFrames/other/RoomDoor_EW.tres b/DungeonShooting_Godot/resource/spriteFrames/other/RoomDoor_EW.tres
index 8fa6c2a..2c7c77e 100644
--- a/DungeonShooting_Godot/resource/spriteFrames/other/RoomDoor_EW.tres
+++ b/DungeonShooting_Godot/resource/spriteFrames/other/RoomDoor_EW.tres
@@ -1,85 +1,85 @@
[gd_resource type="SpriteFrames" load_steps=22 format=3 uid="uid://3ps6h2f54qa5"]
-[ext_resource type="Texture2D" uid="uid://dviv44fhwvkb1" path="res://resource/sprite/map/map1/door1_down.png" id="1_7f8h7"]
+[ext_resource type="Texture2D" uid="uid://dviv44fhwvkb1" path="res://resource/sprite/map/door1_down.png" id="1_peglf"]
[sub_resource type="AtlasTexture" id="AtlasTexture_5m6ya"]
-atlas = ExtResource("1_7f8h7")
+atlas = ExtResource("1_peglf")
region = Rect2(144, 48, 16, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_kmhtl"]
-atlas = ExtResource("1_7f8h7")
+atlas = ExtResource("1_peglf")
region = Rect2(128, 48, 16, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_umaop"]
-atlas = ExtResource("1_7f8h7")
+atlas = ExtResource("1_peglf")
region = Rect2(112, 48, 16, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_aqex7"]
-atlas = ExtResource("1_7f8h7")
+atlas = ExtResource("1_peglf")
region = Rect2(96, 48, 16, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_hdocg"]
-atlas = ExtResource("1_7f8h7")
+atlas = ExtResource("1_peglf")
region = Rect2(80, 48, 16, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_aiymw"]
-atlas = ExtResource("1_7f8h7")
+atlas = ExtResource("1_peglf")
region = Rect2(64, 48, 16, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_8f7dv"]
-atlas = ExtResource("1_7f8h7")
+atlas = ExtResource("1_peglf")
region = Rect2(32, 48, 16, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_iv82l"]
-atlas = ExtResource("1_7f8h7")
+atlas = ExtResource("1_peglf")
region = Rect2(16, 48, 16, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_ycmnv"]
-atlas = ExtResource("1_7f8h7")
+atlas = ExtResource("1_peglf")
region = Rect2(0, 48, 16, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_o7xw0"]
-atlas = ExtResource("1_7f8h7")
+atlas = ExtResource("1_peglf")
region = Rect2(144, 48, 16, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_j8iw2"]
-atlas = ExtResource("1_7f8h7")
+atlas = ExtResource("1_peglf")
region = Rect2(0, 48, 16, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_823if"]
-atlas = ExtResource("1_7f8h7")
+atlas = ExtResource("1_peglf")
region = Rect2(16, 48, 16, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_7hyae"]
-atlas = ExtResource("1_7f8h7")
+atlas = ExtResource("1_peglf")
region = Rect2(32, 48, 16, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_6lhu3"]
-atlas = ExtResource("1_7f8h7")
+atlas = ExtResource("1_peglf")
region = Rect2(48, 48, 16, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_a026j"]
-atlas = ExtResource("1_7f8h7")
+atlas = ExtResource("1_peglf")
region = Rect2(64, 48, 16, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_wfjf7"]
-atlas = ExtResource("1_7f8h7")
+atlas = ExtResource("1_peglf")
region = Rect2(80, 48, 16, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_rhj60"]
-atlas = ExtResource("1_7f8h7")
+atlas = ExtResource("1_peglf")
region = Rect2(96, 48, 16, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_06y08"]
-atlas = ExtResource("1_7f8h7")
+atlas = ExtResource("1_peglf")
region = Rect2(112, 48, 16, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_1200j"]
-atlas = ExtResource("1_7f8h7")
+atlas = ExtResource("1_peglf")
region = Rect2(128, 48, 16, 48)
[sub_resource type="AtlasTexture" id="AtlasTexture_mbnbx"]
-atlas = ExtResource("1_7f8h7")
+atlas = ExtResource("1_peglf")
region = Rect2(144, 48, 16, 48)
[resource]
diff --git a/DungeonShooting_Godot/resource/spriteFrames/other/RoomDoor_NS.tres b/DungeonShooting_Godot/resource/spriteFrames/other/RoomDoor_NS.tres
index 48f90e2..dfc5109 100644
--- a/DungeonShooting_Godot/resource/spriteFrames/other/RoomDoor_NS.tres
+++ b/DungeonShooting_Godot/resource/spriteFrames/other/RoomDoor_NS.tres
@@ -1,6 +1,7 @@
[gd_resource type="SpriteFrames" load_steps=21 format=3 uid="uid://xs72aopsgpg6"]
-[ext_resource type="Texture2D" uid="uid://dviv44fhwvkb1" path="res://resource/sprite/map/map1/door1_down.png" id="1_ugffo"]
+[ext_resource type="Texture2D" uid="uid://dviv44fhwvkb1" path="res://resource/sprite/map/door1_down.png" id="1_ugffo"]
+
[sub_resource type="AtlasTexture" id="AtlasTexture_77i3w"]
atlas = ExtResource("1_ugffo")
diff --git a/DungeonShooting_Godot/scene/World.tscn b/DungeonShooting_Godot/scene/World.tscn
index f9bbfa7..69e07d3 100644
--- a/DungeonShooting_Godot/scene/World.tscn
+++ b/DungeonShooting_Godot/scene/World.tscn
@@ -1,7 +1,6 @@
-[gd_scene load_steps=4 format=3 uid="uid://bqf2vks5ggnsp"]
+[gd_scene load_steps=3 format=3 uid="uid://bqf2vks5ggnsp"]
[ext_resource type="Script" path="res://src/game/room/World.cs" id="1_kt3mm"]
-[ext_resource type="TileSet" uid="uid://b00g22o1cqhe8" path="res://resource/map/tileSet/TileSet1.tres" id="2_0ttwo"]
[sub_resource type="Environment" id="Environment_g06jj"]
background_mode = 3
@@ -25,7 +24,6 @@
environment = SubResource("Environment_g06jj")
[node name="TileRoot" type="TileMap" parent="."]
-tile_set = ExtResource("2_0ttwo")
format = 2
layer_0/name = "Floor"
layer_0/z_index = -10
diff --git a/DungeonShooting_Godot/scene/test/TestGenerateDungeon.tscn b/DungeonShooting_Godot/scene/test/TestGenerateDungeon.tscn
index da0143e..2b694f5 100644
--- a/DungeonShooting_Godot/scene/test/TestGenerateDungeon.tscn
+++ b/DungeonShooting_Godot/scene/test/TestGenerateDungeon.tscn
@@ -1,7 +1,8 @@
[gd_scene load_steps=5 format=3 uid="uid://5bbx1u0od3jm"]
[ext_resource type="Script" path="res://src/test/TestGenerateDungeon.cs" id="1"]
-[ext_resource type="Texture2D" uid="uid://dj8nrd5od4fcl" path="res://resource/sprite/map/map1/16x16 dungeon ii wall reconfig v04 spritesheet.png" id="2"]
+[ext_resource type="Texture2D" uid="uid://dj8nrd5od4fcl" path="res://resource/map/tileSprite/map1/16x16 dungeon ii wall reconfig v04 spritesheet.png" id="2"]
+
[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_rvg0t"]
diff --git a/DungeonShooting_Godot/scene/test/TestNewTileMap.tscn b/DungeonShooting_Godot/scene/test/TestNewTileMap.tscn
index 357fb18..7d954b0 100644
--- a/DungeonShooting_Godot/scene/test/TestNewTileMap.tscn
+++ b/DungeonShooting_Godot/scene/test/TestNewTileMap.tscn
@@ -1,6 +1,7 @@
[gd_scene load_steps=3 format=3 uid="uid://dr72ij0rwlafo"]
-[ext_resource type="TileSet" uid="uid://b00g22o1cqhe8" path="res://resource/map/tileSet/TileSet1.tres" id="1_oisp3"]
+[ext_resource type="TileSet" uid="uid://b00g22o1cqhe8" path="res://resource/map/tileSet/map1/TileSet1.tres" id="1_oisp3"]
+
[sub_resource type="CircleShape2D" id="CircleShape2D_wsquq"]
diff --git a/DungeonShooting_Godot/scene/test/TestTileLayer.tscn b/DungeonShooting_Godot/scene/test/TestTileLayer.tscn
index f386634..43c3ad7 100644
--- a/DungeonShooting_Godot/scene/test/TestTileLayer.tscn
+++ b/DungeonShooting_Godot/scene/test/TestTileLayer.tscn
@@ -1,12 +1,13 @@
[gd_scene load_steps=13 format=3 uid="uid://d1m4kunwifxax"]
-[ext_resource type="Texture2D" uid="uid://dj8nrd5od4fcl" path="res://resource/sprite/map/map1/16x16 dungeon ii wall reconfig v04 spritesheet.png" id="1"]
-[ext_resource type="Texture2D" uid="uid://chd2vtesap5cf" path="res://resource/sprite/role/enemy0001/Enemy0001.png" id="2"]
+[ext_resource type="Texture2D" uid="uid://dj8nrd5od4fcl" path="res://resource/map/tileSprite/map1/16x16 dungeon ii wall reconfig v04 spritesheet.png" id="1"]
+[ext_resource type="Texture2D" uid="uid://ddhkhfaos2w1g" path="res://resource/sprite/role/enemy0001/enemy0001.png" id="2"]
[ext_resource type="Texture2D" uid="uid://5geiuvv6hyov" path="res://resource/sprite/weapon/gun2.png" id="3"]
[ext_resource type="Texture2D" uid="uid://dto03bc2qbhnj" path="res://resource/sprite/shell/Shell0001.png" id="4"]
+
[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_ch2b5"]
texture = ExtResource("1")
margins = Vector2i(80, 144)
diff --git a/DungeonShooting_Godot/src/game/manager/ResourcePath.cs b/DungeonShooting_Godot/src/game/manager/ResourcePath.cs
index 18d78c3..4748ecf 100644
--- a/DungeonShooting_Godot/src/game/manager/ResourcePath.cs
+++ b/DungeonShooting_Godot/src/game/manager/ResourcePath.cs
@@ -65,6 +65,7 @@
public const string prefab_ui_MapEditorTools_tscn = "res://prefab/ui/MapEditorTools.tscn";
public const string prefab_ui_PauseMenu_tscn = "res://prefab/ui/PauseMenu.tscn";
public const string prefab_ui_RoomUI_tscn = "res://prefab/ui/RoomUI.tscn";
+ public const string prefab_ui_Setting_tscn = "res://prefab/ui/Setting.tscn";
public const string prefab_ui_Settlement_tscn = "res://prefab/ui/Settlement.tscn";
public const string prefab_weapon_Weapon0001_tscn = "res://prefab/weapon/Weapon0001.tscn";
public const string prefab_weapon_Weapon0002_tscn = "res://prefab/weapon/Weapon0002.tscn";
@@ -83,8 +84,10 @@
public const string resource_font_DinkieBitmap9pxItalicDemo_ttf = "res://resource/font/DinkieBitmap-9pxItalicDemo.ttf";
public const string resource_font_VonwaonBitmap12px_ttf = "res://resource/font/VonwaonBitmap-12px.ttf";
public const string resource_font_VonwaonBitmap16px_ttf = "res://resource/font/VonwaonBitmap-16px.ttf";
- public const string resource_map_tileSet_TileSet1_tres = "res://resource/map/tileSet/TileSet1.tres";
public const string resource_map_tileSet_TileSet_old_tres = "res://resource/map/tileSet/TileSet_old.tres";
+ public const string resource_map_tileSet_map1_TileSet1_tres = "res://resource/map/tileSet/map1/TileSet1.tres";
+ public const string resource_map_tileSet_map1_website_txt = "res://resource/map/tileSet/map1/website.txt";
+ public const string resource_map_tileSprite_map1_16x16dungeoniiwallreconfigv04spritesheet_png = "res://resource/map/tileSprite/map1/16x16 dungeon ii wall reconfig v04 spritesheet.png";
public const string resource_material_Blend_gdshader = "res://resource/material/Blend.gdshader";
public const string resource_material_Blend_tres = "res://resource/material/Blend.tres";
public const string resource_material_SmokeParticleMaterial_tres = "res://resource/material/SmokeParticleMaterial.tres";
@@ -145,12 +148,10 @@
public const string resource_sprite_effects_weapon_KnifeHit1_png = "res://resource/sprite/effects/weapon/KnifeHit1.png";
public const string resource_sprite_effects_weapon_MeleeAttack1_png = "res://resource/sprite/effects/weapon/MeleeAttack1.png";
public const string resource_sprite_effects_weapon_ShotFire_png = "res://resource/sprite/effects/weapon/ShotFire.png";
+ public const string resource_sprite_map_door1_down_png = "res://resource/sprite/map/door1_down.png";
public const string resource_sprite_map_WallTransition1_png = "res://resource/sprite/map/WallTransition1.png";
public const string resource_sprite_map_WallTransition2_png = "res://resource/sprite/map/WallTransition2.png";
public const string resource_sprite_map_WallTransition3_png = "res://resource/sprite/map/WallTransition3.png";
- public const string resource_sprite_map_map1_16x16dungeoniiwallreconfigv04spritesheet_png = "res://resource/sprite/map/map1/16x16 dungeon ii wall reconfig v04 spritesheet.png";
- public const string resource_sprite_map_map1_door1_down_png = "res://resource/sprite/map/map1/door1_down.png";
- public const string resource_sprite_map_map1_website_txt = "res://resource/sprite/map/map1/website.txt";
public const string resource_sprite_prop_active_ActiveProp5000_png = "res://resource/sprite/prop/active/ActiveProp5000.png";
public const string resource_sprite_prop_active_ActiveProp5001_png = "res://resource/sprite/prop/active/ActiveProp5001.png";
public const string resource_sprite_prop_buff_BuffProp0001_png = "res://resource/sprite/prop/buff/BuffProp0001.png";
diff --git a/DungeonShooting_Godot/src/game/manager/UiManager_Methods.cs b/DungeonShooting_Godot/src/game/manager/UiManager_Methods.cs
index c64b660..efb934c 100644
--- a/DungeonShooting_Godot/src/game/manager/UiManager_Methods.cs
+++ b/DungeonShooting_Godot/src/game/manager/UiManager_Methods.cs
@@ -24,6 +24,7 @@
public const string MapEditorTools = "MapEditorTools";
public const string PauseMenu = "PauseMenu";
public const string RoomUI = "RoomUI";
+ public const string Setting = "Setting";
public const string Settlement = "Settlement";
}
@@ -892,6 +893,54 @@
}
///
+ /// 创建 Setting, 并返回UI实例, 该函数不会打开 Ui
+ ///
+ public static UI.Setting.SettingPanel Create_Setting()
+ {
+ return CreateUi(UiName.Setting);
+ }
+
+ ///
+ /// 打开 Setting, 并返回UI实例
+ ///
+ public static UI.Setting.SettingPanel Open_Setting()
+ {
+ return OpenUi(UiName.Setting);
+ }
+
+ ///
+ /// 隐藏 Setting 的所有实例
+ ///
+ public static void Hide_Setting()
+ {
+ var uiInstance = Get_Setting_Instance();
+ foreach (var uiPanel in uiInstance)
+ {
+ uiPanel.HideUi();
+ }
+ }
+
+ ///
+ /// 销毁 Setting 的所有实例
+ ///
+ public static void Destroy_Setting()
+ {
+ var uiInstance = Get_Setting_Instance();
+ foreach (var uiPanel in uiInstance)
+ {
+ uiPanel.Destroy();
+ }
+ }
+
+ ///
+ /// 获取所有 Setting 的实例, 如果没有实例, 则返回一个空数组
+ ///
+ public static UI.Setting.SettingPanel[] Get_Setting_Instance()
+ {
+ return GetUiInstance(nameof(UI.Setting.Setting));
+ }
+
+ ///
/// 创建 Settlement, 并返回UI实例, 该函数不会打开 Ui
///
public static UI.Settlement.SettlementPanel Create_Settlement()
diff --git a/DungeonShooting_Godot/src/game/room/World.cs b/DungeonShooting_Godot/src/game/room/World.cs
index 650d3da..159ba87 100644
--- a/DungeonShooting_Godot/src/game/room/World.cs
+++ b/DungeonShooting_Godot/src/game/room/World.cs
@@ -79,6 +79,11 @@
public override void _Ready()
{
+ //临时处理, 加载TileSet
+ var tileSet = ResourceManager.Load(ResourcePath.resource_map_tileSet_map1_TileSet1_tres);
+ var tileSetAtlasSource = (TileSetAtlasSource)tileSet.GetSource(0);
+ tileSetAtlasSource.Texture = ImageTexture.CreateFromImage(Image.LoadFromFile("resource/map/tileSprite/map1/16x16 dungeon ii wall reconfig v04 spritesheet.png"));
+ TileRoot.TileSet = tileSet;
TileRoot.YSortEnabled = false;
}
diff --git a/DungeonShooting_Godot/src/game/ui/main/MainPanel.cs b/DungeonShooting_Godot/src/game/ui/main/MainPanel.cs
index 7435ea4..e84b0b3 100644
--- a/DungeonShooting_Godot/src/game/ui/main/MainPanel.cs
+++ b/DungeonShooting_Godot/src/game/ui/main/MainPanel.cs
@@ -13,6 +13,7 @@
S_Start.Instance.Pressed += OnStartGameClick;
S_Exit.Instance.Pressed += OnExitClick;
S_Tools.Instance.Pressed += OnToolsClick;
+ S_Setting.Instance.Pressed += OnSettingClick;
}
//点击开始游戏
@@ -43,4 +44,10 @@
{
OpenNextUi(UiManager.UiName.MapEditorProject);
}
+
+ //点击设置按钮
+ private void OnSettingClick()
+ {
+ OpenNextUi(UiManager.UiName.Setting);
+ }
}
diff --git a/DungeonShooting_Godot/src/game/ui/mapEditor/MapEditorPanel.cs b/DungeonShooting_Godot/src/game/ui/mapEditor/MapEditorPanel.cs
index c5bc779..8b81907 100644
--- a/DungeonShooting_Godot/src/game/ui/mapEditor/MapEditorPanel.cs
+++ b/DungeonShooting_Godot/src/game/ui/mapEditor/MapEditorPanel.cs
@@ -26,6 +26,12 @@
public override void OnCreateUi()
{
+ //临时处理, 加载TileSet
+ var tileSet = ResourceManager.Load(ResourcePath.resource_map_tileSet_map1_TileSet1_tres);
+ var tileSetAtlasSource = (TileSetAtlasSource)tileSet.GetSource(0);
+ tileSetAtlasSource.Texture = ImageTexture.CreateFromImage(Image.LoadFromFile("resource/map/tileSprite/map1/16x16 dungeon ii wall reconfig v04 spritesheet.png"));
+ S_TileMap.Instance.TileSet = tileSet;
+
S_TabContainer.Instance.SetTabTitle(0, "地图");
S_TabContainer.Instance.SetTabTitle(1, "对象");
//S_MapLayer.Instance.Init(S_MapLayer);
diff --git a/DungeonShooting_Godot/src/game/ui/setting/Setting.cs b/DungeonShooting_Godot/src/game/ui/setting/Setting.cs
new file mode 100644
index 0000000..e78d417
--- /dev/null
+++ b/DungeonShooting_Godot/src/game/ui/setting/Setting.cs
@@ -0,0 +1,208 @@
+namespace UI.Setting;
+
+///
+/// Ui代码, 该类是根据ui场景自动生成的, 请不要手动编辑该类, 以免造成代码丢失
+///
+public abstract partial class Setting : UiBase
+{
+ ///
+ /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: Setting.ColorRect
+ ///
+ public ColorRect L_ColorRect
+ {
+ get
+ {
+ if (_L_ColorRect == null) _L_ColorRect = new ColorRect((SettingPanel)this, GetNode("ColorRect"));
+ return _L_ColorRect;
+ }
+ }
+ private ColorRect _L_ColorRect;
+
+ ///
+ /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: Setting.Back
+ ///
+ public Back L_Back
+ {
+ get
+ {
+ if (_L_Back == null) _L_Back = new Back((SettingPanel)this, GetNode("Back"));
+ return _L_Back;
+ }
+ }
+ private Back _L_Back;
+
+ ///
+ /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: Setting.Title
+ ///
+ public Title L_Title
+ {
+ get
+ {
+ if (_L_Title == null) _L_Title = new Title((SettingPanel)this, GetNode("Title"));
+ return _L_Title;
+ }
+ }
+ private Title _L_Title;
+
+ ///
+ /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: Setting.VBoxContainer
+ ///
+ public VBoxContainer L_VBoxContainer
+ {
+ get
+ {
+ if (_L_VBoxContainer == null) _L_VBoxContainer = new VBoxContainer((SettingPanel)this, GetNode("VBoxContainer"));
+ return _L_VBoxContainer;
+ }
+ }
+ private VBoxContainer _L_VBoxContainer;
+
+
+ public Setting() : base(nameof(Setting))
+ {
+ }
+
+ public sealed override void OnInitNestedUi()
+ {
+
+ }
+
+ ///
+ /// 类型: , 路径: Setting.ColorRect
+ ///
+ public class ColorRect : UiNode
+ {
+ public ColorRect(SettingPanel uiPanel, Godot.ColorRect node) : base(uiPanel, node) { }
+ public override ColorRect Clone() => new (UiPanel, (Godot.ColorRect)Instance.Duplicate());
+ }
+
+ ///
+ /// 类型: , 路径: Setting.Back
+ ///
+ public class Back : UiNode
+ {
+ public Back(SettingPanel uiPanel, Godot.Button node) : base(uiPanel, node) { }
+ public override Back Clone() => new (UiPanel, (Godot.Button)Instance.Duplicate());
+ }
+
+ ///
+ /// 类型: , 路径: Setting.Title
+ ///
+ public class Title : UiNode
+ {
+ public Title(SettingPanel uiPanel, Godot.Label node) : base(uiPanel, node) { }
+ public override Title Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate());
+ }
+
+ ///
+ /// 类型: , 路径: Setting.VBoxContainer.FullScreen.Name
+ ///
+ public class Name : UiNode
+ {
+ public Name(SettingPanel uiPanel, Godot.Label node) : base(uiPanel, node) { }
+ public override Name Clone() => new (UiPanel, (Godot.Label)Instance.Duplicate());
+ }
+
+ ///
+ /// 类型: , 路径: Setting.VBoxContainer.FullScreen.CheckBox
+ ///
+ public class CheckBox : UiNode
+ {
+ public CheckBox(SettingPanel uiPanel, Godot.CheckBox node) : base(uiPanel, node) { }
+ public override CheckBox Clone() => new (UiPanel, (Godot.CheckBox)Instance.Duplicate());
+ }
+
+ ///
+ /// 类型: , 路径: Setting.VBoxContainer.FullScreen
+ ///
+ public class FullScreen : UiNode
+ {
+ ///
+ /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: Setting.VBoxContainer.Name
+ ///
+ public Name L_Name
+ {
+ get
+ {
+ if (_L_Name == null) _L_Name = new Name(UiPanel, Instance.GetNode("Name"));
+ return _L_Name;
+ }
+ }
+ private Name _L_Name;
+
+ ///
+ /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: Setting.VBoxContainer.CheckBox
+ ///
+ public CheckBox L_CheckBox
+ {
+ get
+ {
+ if (_L_CheckBox == null) _L_CheckBox = new CheckBox(UiPanel, Instance.GetNode("CheckBox"));
+ return _L_CheckBox;
+ }
+ }
+ private CheckBox _L_CheckBox;
+
+ public FullScreen(SettingPanel uiPanel, Godot.HBoxContainer node) : base(uiPanel, node) { }
+ public override FullScreen Clone() => new (UiPanel, (Godot.HBoxContainer)Instance.Duplicate());
+ }
+
+ ///
+ /// 类型: , 路径: Setting.VBoxContainer
+ ///
+ public class VBoxContainer : UiNode
+ {
+ ///
+ /// 使用 Instance 属性获取当前节点实例对象, 节点类型: , 节点路径: Setting.FullScreen
+ ///
+ public FullScreen L_FullScreen
+ {
+ get
+ {
+ if (_L_FullScreen == null) _L_FullScreen = new FullScreen(UiPanel, Instance.GetNode("FullScreen"));
+ return _L_FullScreen;
+ }
+ }
+ private FullScreen _L_FullScreen;
+
+ public VBoxContainer(SettingPanel uiPanel, Godot.VBoxContainer node) : base(uiPanel, node) { }
+ public override VBoxContainer Clone() => new (UiPanel, (Godot.VBoxContainer)Instance.Duplicate());
+ }
+
+
+ ///
+ /// 场景中唯一名称的节点, 节点类型: , 节点路径: Setting.ColorRect
+ ///
+ public ColorRect S_ColorRect => L_ColorRect;
+
+ ///
+ /// 场景中唯一名称的节点, 节点类型: , 节点路径: Setting.Back
+ ///
+ public Back S_Back => L_Back;
+
+ ///
+ /// 场景中唯一名称的节点, 节点类型: , 节点路径: Setting.Title
+ ///
+ public Title S_Title => L_Title;
+
+ ///
+ /// 场景中唯一名称的节点, 节点类型: , 节点路径: Setting.VBoxContainer.FullScreen.Name
+ ///
+ public Name S_Name => L_VBoxContainer.L_FullScreen.L_Name;
+
+ ///
+ /// 场景中唯一名称的节点, 节点类型: , 节点路径: Setting.VBoxContainer.FullScreen.CheckBox
+ ///
+ public CheckBox S_CheckBox => L_VBoxContainer.L_FullScreen.L_CheckBox;
+
+ ///
+ /// 场景中唯一名称的节点, 节点类型: , 节点路径: Setting.VBoxContainer.FullScreen
+ ///
+ public FullScreen S_FullScreen => L_VBoxContainer.L_FullScreen;
+
+ ///
+ /// 场景中唯一名称的节点, 节点类型: , 节点路径: Setting.VBoxContainer
+ ///
+ public VBoxContainer S_VBoxContainer => L_VBoxContainer;
+
+}
diff --git a/DungeonShooting_Godot/src/game/ui/setting/SettingPanel.cs b/DungeonShooting_Godot/src/game/ui/setting/SettingPanel.cs
new file mode 100644
index 0000000..3206947
--- /dev/null
+++ b/DungeonShooting_Godot/src/game/ui/setting/SettingPanel.cs
@@ -0,0 +1,43 @@
+using Godot;
+
+namespace UI.Setting;
+
+public partial class SettingPanel : Setting
+{
+
+ public override void OnCreateUi()
+ {
+ if (PrevUi != null)
+ {
+ //返回上一级UI
+ S_Back.Instance.Pressed += () =>
+ {
+ OpenPrevUi();
+ };
+ }
+
+ //全屏属性
+ S_FullScreen.L_CheckBox.Instance.ButtonPressed = DisplayServer.WindowGetMode() == DisplayServer.WindowMode.Fullscreen;
+ S_FullScreen.L_CheckBox.Instance.Pressed += OnChangeFullScreen;
+ }
+
+ public override void OnDestroyUi()
+ {
+
+ }
+
+ //切换全屏/非全屏
+ private void OnChangeFullScreen()
+ {
+ var checkBox = S_FullScreen.L_CheckBox.Instance;
+ if (checkBox.ButtonPressed)
+ {
+ DisplayServer.WindowSetMode(DisplayServer.WindowMode.Fullscreen);
+ }
+ else
+ {
+ DisplayServer.WindowSetMode(DisplayServer.WindowMode.Windowed);
+ }
+ }
+
+}