From b410c97074bf159ea9598f9b5f93efdf6092245f Mon Sep 17 00:00:00 2001 From: Snoweuph Date: Wed, 5 Apr 2023 21:01:02 +0000 Subject: [PATCH] dev-base (#36) Co-authored-by: snoweuph Co-authored-by: Platinwing Reviewed-on: https://git.euph.dev/GameDev/2DHackAndSlay/pulls/36 --- .gitea/workflows/build.yml | 84 + Assets/Textures/Tilesets/colony-brown.png | Bin 0 -> 7518 bytes .../Textures/Tilesets/colony-brown.png.import | 34 + Assets/Textures/Tilesets/colony-gray.png | Bin 0 -> 7246 bytes .../Textures/Tilesets/colony-gray.png.import | 34 + Assets/Textures/Tilesets/colony-green.png | Bin 0 -> 7548 bytes .../Textures/Tilesets/colony-green.png.import | 34 + Assets/Textures/Tilesets/colony-red.png | Bin 0 -> 7454 bytes .../Textures/Tilesets/colony-red.png.import | 34 + Assets/Textures/Tilesets/colony.png | Bin 25123 -> 0 bytes Assets/Textures/Tilesets/colony.png~ | Bin 30926 -> 0 bytes Assets/Textures/basic_enemy.png | Bin 0 -> 139 bytes Assets/Textures/basic_enemy.png.import | 34 + Assets/Textures/color_cube.png | Bin 195 -> 195 bytes Assets/Textures/color_cube.png.import | 2 +- Assets/Tilesets/colony.tres | 5628 ++++++++++++++--- Guidelines/ColorPallet.png | Bin 0 -> 240 bytes .../ColorPallet.png.import | 10 +- Guidelines/ColorPallet.tres | 399 ++ Guidelines/DESIGN_GUIDELINES.md | 2 + README.md | 15 +- Scenes/Test Scene.tscn | 61 +- Scripts/Enemy/EnemyController.gd | 132 + Scripts/GameManager.gd | 9 + Scripts/Player/PlayerController.gd | 24 + Scripts/Player/PlayerMovement.gd | 18 - export_presets.cfg | 106 + project.godot | 19 +- 28 files changed, 5711 insertions(+), 968 deletions(-) create mode 100644 .gitea/workflows/build.yml create mode 100644 Assets/Textures/Tilesets/colony-brown.png create mode 100644 Assets/Textures/Tilesets/colony-brown.png.import create mode 100644 Assets/Textures/Tilesets/colony-gray.png create mode 100644 Assets/Textures/Tilesets/colony-gray.png.import create mode 100644 Assets/Textures/Tilesets/colony-green.png create mode 100644 Assets/Textures/Tilesets/colony-green.png.import create mode 100644 Assets/Textures/Tilesets/colony-red.png create mode 100644 Assets/Textures/Tilesets/colony-red.png.import delete mode 100644 Assets/Textures/Tilesets/colony.png delete mode 100644 Assets/Textures/Tilesets/colony.png~ create mode 100644 Assets/Textures/basic_enemy.png create mode 100644 Assets/Textures/basic_enemy.png.import create mode 100644 Guidelines/ColorPallet.png rename Assets/Textures/Tilesets/colony.png.import => Guidelines/ColorPallet.png.import (64%) create mode 100644 Guidelines/ColorPallet.tres create mode 100644 Guidelines/DESIGN_GUIDELINES.md create mode 100644 Scripts/Enemy/EnemyController.gd create mode 100644 Scripts/GameManager.gd create mode 100644 Scripts/Player/PlayerController.gd delete mode 100644 Scripts/Player/PlayerMovement.gd create mode 100644 export_presets.cfg diff --git a/.gitea/workflows/build.yml b/.gitea/workflows/build.yml new file mode 100644 index 0000000..b924e90 --- /dev/null +++ b/.gitea/workflows/build.yml @@ -0,0 +1,84 @@ +name: "godot-ci export" +on: + push: + branches: + - nightly + +jobs: + export_game: + runs-on: ubuntu-latest + name: Export Game + steps: + - name: Checkout + uses: https://github.com/actions/checkout@v3.3.0 + - name: Install Packages + id: wine_install + run: | + apt update -y && apt upgrade -y + apt install -y wine64 nodejs p7zip-full ca-certificates tree jq curl zip + echo "WINE_PATH=$(which wine64)" >> $GITHUB_OUTPUT + - name: Download Godot build-libs + run: | + mkdir -p /root/.local/share/godot/ + wget -nv https://github.com/godotengine/godot/releases/download/4.0.2-stable/Godot_v4.0.2-stable_linux.x86_64.zip -O "/root/.local/share/godot/godot.zip" + wget -nv https://github.com/godotengine/godot/releases/download/4.0.2-stable/Godot_v4.0.2-stable_export_templates.tpz -O /root/.local/share/godot/godot_templates.tpz + - name: Setup Godot build-libs + run: | + 7z x /root/.local/share/godot/godot.zip -o/root/.local/share/godot/godot_executable -y + chmod +x /root/.local/share/godot/godot_executable/Godot_v4.0.2-stable_linux.x86_64 + unzip /root/.local/share/godot/godot_templates.tpz -d /root/.local/share/godot + mv /root/.local/share/godot/templates /root/.local/share/godot/4.0.2.stable + mkdir -p /root/.local/share/godot/export_templates + mv /root/.local/share/godot/4.0.2.stable /root/.local/share/godot/export_templates + /root/.local/share/godot/godot_executable/Godot_v4.0.2-stable_linux.x86_64 --version + - name: Export for Linux + run: | + mkdir -p ./builds/linux/ + /root/.local/share/godot/godot_executable/Godot_v4.0.2-stable_linux.x86_64 /var/lib/actions/project.godot -q --headless --export-release "Linux/X11" ./builds/linux/Game.x86_64 + - name: Package for Linux + run: | + cd builds + tar -czvf linux.tar.gz -C linux/ . + - name: Export for Windows + run: | + mkdir -p ./builds/windows/ + /root/.local/share/godot/godot_executable/Godot_v4.0.2-stable_linux.x86_64 /var/lib/actions/project.godot -q --headless --export-release "Windows Desktop" ./builds/windows/Game.exe + - name: Package for Windows + run: | + cd builds + cd windows; zip -r ../windows.zip * + cd .. + - name: Create Release + run: | + echo "Getting last Release Tag" + VERSION=$(curl -X 'GET' 'https://git.euph.dev/api/v1/repos/${{ github.repository }}/releases?page=1&limit=1' -H 'accept: application/json' -H 'Authorization: token ${{ secrets.RELEASE_TOKEN }}' ) + echo $VERSION | jq -r '.[0].tag_name' + VERSION=$(echo $VERSION | jq -r '.[0].tag_name' | awk -F. -v OFS=. '{$NF += 1 ; print}') + echo "Generate new Release with tag: $VERSION" + ID=$(curl -X 'POST' \ + 'https://git.euph.dev/api/v1/repos/${{ github.repository }}/releases' \ + -H 'accept: application/json' \ + -H 'Content-Type: application/json' \ + -H 'Authorization: token ${{ secrets.RELEASE_TOKEN }}' \ + -d "{ + \"body\": \"Automated Nightly Build\", + \"draft\": true, + \"name\": \"Automated Nightly Release $VERSION\", + \"prerelease\": true, + \"tag_name\": \"$VERSION\" + }") + ID=$(echo $ID | jq -r '.id') + echo $ID Upload Linux + curl -X 'POST' \ + "https://git.euph.dev/api/v1/repos/${{ github.repository }}/releases/$ID/assets?name=Linux.tar.gz" \ + -H 'accept: application/json' \ + -H 'Content-Type: multipart/form-data' \ + -H 'Authorization: token ${{ secrets.RELEASE_TOKEN }}' \ + -F 'attachment=@./builds/linux.tar.gz;type=application/gzip' + echo $ID Upload Windows + curl -X 'POST' \ + "https://git.euph.dev/api/v1/repos/${{ github.repository }}/releases/$ID/assets?name=Windows.zip" \ + -H 'accept: application/json' \ + -H 'Content-Type: multipart/form-data' \ + -H 'Authorization: token ${{ secrets.RELEASE_TOKEN }}' \ + -F 'attachment=@./builds/windows.zip;type=application/gzip' diff --git a/Assets/Textures/Tilesets/colony-brown.png b/Assets/Textures/Tilesets/colony-brown.png new file mode 100644 index 0000000000000000000000000000000000000000..287822b5f9d8f0f2bba25aa3b45efb5a893ac47d GIT binary patch literal 7518 zcmXwecRZWj`+v+*v8!f`(i%0ZwS}TqtqN7OONUi6RuR>psy3xo5MouVQlo0`+Ozhf zR-&pRXhPzb=lOnq|J?WeIyZ|CGamJdtn*e}k4L@#5ydALni#rwslg>r0(p?!;Z*(9cHRu3Q zeNOWawp^2_09NMXzK1(2bA+9r`YQnehg%nhTh9^XIIC|t0yN=mRELqu-+oOic6Kqg zYH)?JHZVOb1Z!obKTkVvF!;K-9%(vbubuk6REVa z<_V=nyW(Dn&@zY=kHiV4BmP;ZjU;WA6)V>$3*=1#&?Xacbv1m9(tBs((fE!Br~Fv)jNXFC-Q#|>I%${N@K zA$;x=9}=!FcQS|RU8`W8OeZm0lg;34z9-H1`Am-!Ep)v^@pQr?3Dg|(?Kb1Q{?9*q zE1m#qv4(S^d<52Qo6!LLEh+Xb1^>ib1`H2bE2(bY6*>?)9{8%f;u)xKl?OrYt;L^v 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zcmeAS@N?(olHy`uVBq!ia0vp^Y#_`5A|IT2?*XJ3i-X*q7}lMWc?smWdb&7jK!D|9qtUkB+{dpxWWz;FA0{V>w?1s$7|+9ycl@o#DG6nU_S=!)ALYhPUiBzt l@)BEy{|CzN-DRv`_%~5J^{?Ii9Y6yaJYD@<);T3K0RSZF5237g@vLsVPBk+~qhy`Fa0mH(@eh&)s!3t& z0eYV(xvipb>B?GraD3+=z;(I(pP!yX(@hq>h?XFg$0kEv01E&B07*qoM6N<$g1SCK Ax&QzG diff --git a/Assets/Textures/color_cube.png.import b/Assets/Textures/color_cube.png.import index d56a0c7..fdc42b6 100644 --- a/Assets/Textures/color_cube.png.import +++ b/Assets/Textures/color_cube.png.import @@ -16,9 +16,9 @@ dest_files=["res://.godot/imported/color_cube.png-4881adb426dcdbd1db4cca9d44eddf [params] compress/mode=0 +compress/high_quality=false compress/lossy_quality=0.7 compress/hdr_compression=1 -compress/bptc_ldr=0 compress/normal_map=0 compress/channel_pack=0 mipmaps/generate=false diff --git a/Assets/Tilesets/colony.tres b/Assets/Tilesets/colony.tres index 88fc857..875adc1 100644 --- a/Assets/Tilesets/colony.tres +++ b/Assets/Tilesets/colony.tres @@ -1,76 +1,27 @@ -[gd_resource type="TileSet" load_steps=3 format=3 uid="uid://bf1eb4aogv8ru"] +[gd_resource type="TileSet" load_steps=9 format=3 uid="uid://c72nlq6yw2i4d"] -[ext_resource type="Texture2D" uid="uid://vdjct0e80o51" path="res://Assets/Textures/Tilesets/colony.png" id="1"] +[ext_resource type="Texture2D" uid="uid://cjkgicvayjjol" path="res://Assets/Textures/Tilesets/colony-gray.png" id="1_ng73x"] +[ext_resource type="Texture2D" uid="uid://ctjc4gqtv3qc6" path="res://Assets/Textures/Tilesets/colony-brown.png" id="2_aww3g"] +[ext_resource type="Texture2D" uid="uid://chbqdp7mae1vu" path="res://Assets/Textures/Tilesets/colony-green.png" id="3_tgniv"] +[ext_resource type="Texture2D" uid="uid://dpqdlxd60d8be" path="res://Assets/Textures/Tilesets/colony-red.png" id="4_le0p4"] -[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_17cgg"] -resource_name = "Colony " -texture = ExtResource("1") +[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_colonygray"] +texture = ExtResource("1_ng73x") 0:0/0 = 0 0:0/0/terrain_set = 0 0:0/0/terrain = 0 0:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 0:0/0/physics_layer_0/angular_velocity = 0.0 -0:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, -4, 8, -4) -0:0/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 8, -4, 8, -4, -8, -8, -8) +0:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -4, -8, 8, -8, 8, -4, -4, -4, -4, 8, -8, 8) 0:0/0/terrains_peering_bit/right_side = 0 0:0/0/terrains_peering_bit/bottom_right_corner = 0 0:0/0/terrains_peering_bit/bottom_side = 0 -0:1/0 = 0 -0:1/0/terrain_set = 0 -0:1/0/terrain = 0 -0:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:1/0/physics_layer_0/angular_velocity = 0.0 -0:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, -4, 8, -4, -8) -0:1/0/terrains_peering_bit/right_side = 0 -0:1/0/terrains_peering_bit/bottom_right_corner = 0 -0:1/0/terrains_peering_bit/bottom_side = 0 -0:1/0/terrains_peering_bit/top_side = 0 -0:1/0/terrains_peering_bit/top_right_corner = 0 -0:2/size_in_atlas = Vector2i(1, 2) -0:2/0 = 0 -0:2/0/texture_offset = Vector2i(0, -8) -0:2/0/terrain_set = 0 -0:2/0/terrain = 0 -0:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -0:2/0/physics_layer_0/angular_velocity = 0.0 -0:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, -4, 8, -4, -8) -0:2/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, 8, 8, 4, -8, 4, -8, 8) -0:2/0/terrains_peering_bit/right_side = 0 -0:2/0/terrains_peering_bit/top_side = 0 -0:2/0/terrains_peering_bit/top_right_corner = 0 -1:2/size_in_atlas = Vector2i(1, 2) -1:2/0 = 0 -1:2/0/texture_offset = Vector2i(0, -8) -1:2/0/terrain_set = 0 -1:2/0/terrain = 0 -1:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -1:2/0/physics_layer_0/angular_velocity = 0.0 -1:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, 4, -8, 4) -1:2/0/terrains_peering_bit/right_side = 0 -1:2/0/terrains_peering_bit/left_side = 0 -1:2/0/terrains_peering_bit/top_left_corner = 0 -1:2/0/terrains_peering_bit/top_side = 0 -1:2/0/terrains_peering_bit/top_right_corner = 0 -1:1/0 = 0 -1:1/0/terrain_set = 0 -1:1/0/terrain = 0 -1:1/0/probability = 5.0 -1:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -1:1/0/physics_layer_0/angular_velocity = 0.0 -1:1/0/terrains_peering_bit/right_side = 0 -1:1/0/terrains_peering_bit/bottom_right_corner = 0 -1:1/0/terrains_peering_bit/bottom_side = 0 -1:1/0/terrains_peering_bit/bottom_left_corner = 0 -1:1/0/terrains_peering_bit/left_side = 0 -1:1/0/terrains_peering_bit/top_left_corner = 0 -1:1/0/terrains_peering_bit/top_side = 0 -1:1/0/terrains_peering_bit/top_right_corner = 0 1:0/0 = 0 1:0/0/terrain_set = 0 1:0/0/terrain = 0 1:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 1:0/0/physics_layer_0/angular_velocity = 0.0 -1:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, -4, 8, -4) +1:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, 8, -4, -8, -4, -8, -8) 1:0/0/terrains_peering_bit/right_side = 0 1:0/0/terrains_peering_bit/bottom_right_corner = 0 1:0/0/terrains_peering_bit/bottom_side = 0 @@ -81,31 +32,559 @@ texture = ExtResource("1") 2:0/0/terrain = 0 2:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 2:0/0/physics_layer_0/angular_velocity = 0.0 -2:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, 8, -8, 4, -8, 4, 8) -2:0/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, -8, -8, -4, 8, -4, 8, -8) +2:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, 8, -4, 8, 8, 4, 8, 4, -4, -8, -4, -8, -8) 2:0/0/terrains_peering_bit/bottom_side = 0 2:0/0/terrains_peering_bit/bottom_left_corner = 0 2:0/0/terrains_peering_bit/left_side = 0 +3:0/0 = 0 +3:0/0/terrain_set = 0 +3:0/0/terrain = 0 +3:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:0/0/physics_layer_0/angular_velocity = 0.0 +3:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 4, 4, 8, 8, 8) +3:0/0/terrains_peering_bit/right_side = 0 +3:0/0/terrains_peering_bit/bottom_side = 0 +3:0/0/terrains_peering_bit/bottom_left_corner = 0 +3:0/0/terrains_peering_bit/left_side = 0 +3:0/0/terrains_peering_bit/top_left_corner = 0 +3:0/0/terrains_peering_bit/top_side = 0 +3:0/0/terrains_peering_bit/top_right_corner = 0 +4:0/0 = 0 +4:0/0/terrain_set = 0 +4:0/0/terrain = 0 +4:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:0/0/physics_layer_0/angular_velocity = 0.0 +4:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, 8, -8, 4, -8, 8) +4:0/0/terrains_peering_bit/right_side = 0 +4:0/0/terrains_peering_bit/bottom_right_corner = 0 +4:0/0/terrains_peering_bit/bottom_side = 0 +4:0/0/terrains_peering_bit/left_side = 0 +4:0/0/terrains_peering_bit/top_left_corner = 0 +4:0/0/terrains_peering_bit/top_side = 0 +4:0/0/terrains_peering_bit/top_right_corner = 0 +6:0/0 = 0 +6:0/0/terrain_set = 0 +6:0/0/terrain = 0 +6:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:0/0/physics_layer_0/angular_velocity = 0.0 +6:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, 8, -8, 4, -8, 8) +6:0/0/physics_layer_0/polygon_1/points = PackedVector2Array(4, 8, 8, 4, 8, 8) +6:0/0/terrains_peering_bit/right_side = 0 +6:0/0/terrains_peering_bit/bottom_side = 0 +6:0/0/terrains_peering_bit/left_side = 0 +6:0/0/terrains_peering_bit/top_left_corner = 0 +6:0/0/terrains_peering_bit/top_side = 0 +6:0/0/terrains_peering_bit/top_right_corner = 0 +7:0/0 = 0 +7:0/0/terrain_set = 0 +7:0/0/terrain = 0 +7:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:0/0/physics_layer_0/angular_velocity = 0.0 +7:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, -8, 8, -4, 8, -8) +7:0/0/physics_layer_0/polygon_1/points = PackedVector2Array(-4, -8, -8, -4, -8, -8) +7:0/0/terrains_peering_bit/right_side = 0 +7:0/0/terrains_peering_bit/bottom_right_corner = 0 +7:0/0/terrains_peering_bit/bottom_side = 0 +7:0/0/terrains_peering_bit/bottom_left_corner = 0 +7:0/0/terrains_peering_bit/left_side = 0 +7:0/0/terrains_peering_bit/top_side = 0 +8:0/0 = 0 +8:0/0/terrain_set = 0 +8:0/0/terrain = 0 +8:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:0/0/physics_layer_0/angular_velocity = 0.0 +8:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -4, -4, -8, -8, -8) +8:0/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 4, -4, 8, -8, 8) +8:0/0/terrains_peering_bit/right_side = 0 +8:0/0/terrains_peering_bit/bottom_right_corner = 0 +8:0/0/terrains_peering_bit/bottom_side = 0 +8:0/0/terrains_peering_bit/left_side = 0 +8:0/0/terrains_peering_bit/top_side = 0 +8:0/0/terrains_peering_bit/top_right_corner = 0 +9:0/0 = 0 +9:0/0/terrain_set = 0 +9:0/0/terrain = 0 +9:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:0/0/physics_layer_0/angular_velocity = 0.0 +9:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 4, 4, 8, 8, 8) +9:0/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, -4, 4, -8, 8, -8) +9:0/0/terrains_peering_bit/right_side = 0 +9:0/0/terrains_peering_bit/bottom_side = 0 +9:0/0/terrains_peering_bit/bottom_left_corner = 0 +9:0/0/terrains_peering_bit/left_side = 0 +9:0/0/terrains_peering_bit/top_left_corner = 0 +9:0/0/terrains_peering_bit/top_side = 0 +12:0/0 = 0 +12:0/0/terrain_set = 0 +12:0/0/terrain = 1 +12:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:0/0/physics_layer_0/angular_velocity = 0.0 +12:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 4, 7, 4, 6, 6, 6, 8, 8, 8) +12:0/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 8, -8, 4, -7, 4, -6, 6, -6, 8) +12:0/0/terrains_peering_bit/right_side = 0 +12:0/0/terrains_peering_bit/bottom_side = 1 +12:0/0/terrains_peering_bit/left_side = 0 +12:0/0/terrains_peering_bit/top_left_corner = 0 +12:0/0/terrains_peering_bit/top_side = 0 +12:0/0/terrains_peering_bit/top_right_corner = 0 +13:0/0 = 0 +13:0/0/terrain_set = 0 +13:0/0/terrain = 1 +13:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:0/0/physics_layer_0/angular_velocity = 0.0 +13:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 4, 7, 4, 6, 6, 6, 8, 8, 8) +13:0/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 8, -8, 4, -7, 4, -6, 6, -6, 8) +13:0/0/terrains_peering_bit/right_side = 2 +13:0/0/terrains_peering_bit/bottom_side = 1 +13:0/0/terrains_peering_bit/left_side = 2 +13:0/0/terrains_peering_bit/top_left_corner = 2 +13:0/0/terrains_peering_bit/top_side = 2 +13:0/0/terrains_peering_bit/top_right_corner = 2 +14:0/0 = 0 +14:0/0/terrain_set = 0 +14:0/0/terrain = 1 +14:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:0/0/physics_layer_0/angular_velocity = 0.0 +14:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, -8, 4, -7, 6, -6, 8, -6, 8, -8) +14:0/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, 8, 4, 8, 4, 7, 6, 6, 8, 6) +14:0/0/terrains_peering_bit/right_side = 1 +14:0/0/terrains_peering_bit/bottom_side = 0 +14:0/0/terrains_peering_bit/bottom_left_corner = 0 +14:0/0/terrains_peering_bit/left_side = 0 +14:0/0/terrains_peering_bit/top_left_corner = 0 +14:0/0/terrains_peering_bit/top_side = 0 +15:0/0 = 0 +15:0/0/terrain_set = 0 +15:0/0/terrain = 1 +15:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:0/0/physics_layer_0/angular_velocity = 0.0 +15:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, 8, -4, 7, -6, 6, -8, 6, -8, 8) +15:0/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, -8, -4, -8, -4, -7, -6, -6, -8, -6) +15:0/0/terrains_peering_bit/right_side = 2 +15:0/0/terrains_peering_bit/bottom_right_corner = 2 +15:0/0/terrains_peering_bit/bottom_side = 2 +15:0/0/terrains_peering_bit/left_side = 1 +15:0/0/terrains_peering_bit/top_side = 2 +15:0/0/terrains_peering_bit/top_right_corner = 2 +17:0/0 = 0 +17:0/0/terrain_set = 0 +17:0/0/terrain = 1 +17:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:0/0/physics_layer_0/angular_velocity = 0.0 +17:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 4, -7, 4, -6, 6, -6, 8, -8, 8) +17:0/0/terrains_peering_bit/right_side = 1 +17:0/0/terrains_peering_bit/bottom_right_corner = 1 +17:0/0/terrains_peering_bit/bottom_side = 1 +17:0/0/terrains_peering_bit/left_side = 0 +17:0/0/terrains_peering_bit/top_left_corner = 0 +17:0/0/terrains_peering_bit/top_side = 0 +17:0/0/terrains_peering_bit/top_right_corner = 0 +18:0/0 = 0 +18:0/0/terrain_set = 0 +18:0/0/terrain = 1 +18:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:0/0/physics_layer_0/angular_velocity = 0.0 +18:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 4, 7, 4, 6, 6, 6, 8, 8, 8) +18:0/0/terrains_peering_bit/right_side = 0 +18:0/0/terrains_peering_bit/bottom_side = 1 +18:0/0/terrains_peering_bit/bottom_left_corner = 1 +18:0/0/terrains_peering_bit/left_side = 1 +18:0/0/terrains_peering_bit/top_left_corner = 0 +18:0/0/terrains_peering_bit/top_side = 0 +18:0/0/terrains_peering_bit/top_right_corner = 0 +19:0/0 = 0 +19:0/0/terrain_set = 0 +19:0/0/terrain = 1 +19:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:0/0/physics_layer_0/angular_velocity = 0.0 +19:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 4, -7, 4, -6, 6, -6, 8, -8, 8) +19:0/0/terrains_peering_bit/right_side = 1 +19:0/0/terrains_peering_bit/bottom_right_corner = 1 +19:0/0/terrains_peering_bit/bottom_side = 1 +19:0/0/terrains_peering_bit/left_side = 2 +19:0/0/terrains_peering_bit/top_left_corner = 2 +19:0/0/terrains_peering_bit/top_side = 2 +19:0/0/terrains_peering_bit/top_right_corner = 2 +20:0/0 = 0 +20:0/0/terrain_set = 0 +20:0/0/terrain = 1 +20:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:0/0/physics_layer_0/angular_velocity = 0.0 +20:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 4, 7, 4, 6, 6, 6, 8, 8, 8) +20:0/0/terrains_peering_bit/right_side = 2 +20:0/0/terrains_peering_bit/bottom_side = 1 +20:0/0/terrains_peering_bit/bottom_left_corner = 1 +20:0/0/terrains_peering_bit/left_side = 1 +20:0/0/terrains_peering_bit/top_left_corner = 2 +20:0/0/terrains_peering_bit/top_side = 2 +20:0/0/terrains_peering_bit/top_right_corner = 2 +22:0/0 = 0 +22:0/0/terrain_set = 0 +22:0/0/terrain = 3 +22:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:0/0/physics_layer_0/angular_velocity = 0.0 +22:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 4, -7, 4, -6, 6, -6, 8, -8, 8) +22:0/0/terrains_peering_bit/right_side = 3 +22:0/0/terrains_peering_bit/bottom_right_corner = 3 +22:0/0/terrains_peering_bit/bottom_side = 3 +22:0/0/terrains_peering_bit/left_side = 0 +22:0/0/terrains_peering_bit/top_left_corner = 0 +22:0/0/terrains_peering_bit/top_side = 0 +22:0/0/terrains_peering_bit/top_right_corner = 0 +23:0/0 = 0 +23:0/0/terrain_set = 0 +23:0/0/terrain = 3 +23:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:0/0/physics_layer_0/angular_velocity = 0.0 +23:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 4, 7, 4, 6, 6, 6, 8, 8, 8) +23:0/0/terrains_peering_bit/right_side = 0 +23:0/0/terrains_peering_bit/bottom_side = 3 +23:0/0/terrains_peering_bit/bottom_left_corner = 3 +23:0/0/terrains_peering_bit/left_side = 3 +23:0/0/terrains_peering_bit/top_left_corner = 0 +23:0/0/terrains_peering_bit/top_side = 0 +23:0/0/terrains_peering_bit/top_right_corner = 0 +24:0/0 = 0 +24:0/0/terrain_set = 0 +24:0/0/terrain = 3 +24:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:0/0/physics_layer_0/angular_velocity = 0.0 +24:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 4, -7, 4, -6, 6, -6, 8, -8, 8) +24:0/0/terrains_peering_bit/right_side = 3 +24:0/0/terrains_peering_bit/bottom_right_corner = 3 +24:0/0/terrains_peering_bit/bottom_side = 3 +24:0/0/terrains_peering_bit/left_side = 2 +24:0/0/terrains_peering_bit/top_left_corner = 2 +24:0/0/terrains_peering_bit/top_side = 2 +24:0/0/terrains_peering_bit/top_right_corner = 2 +25:0/0 = 0 +25:0/0/terrain_set = 0 +25:0/0/terrain = 3 +25:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:0/0/physics_layer_0/angular_velocity = 0.0 +25:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 4, 7, 4, 6, 6, 6, 8, 8, 8) +25:0/0/terrains_peering_bit/right_side = 2 +25:0/0/terrains_peering_bit/bottom_side = 3 +25:0/0/terrains_peering_bit/bottom_left_corner = 3 +25:0/0/terrains_peering_bit/left_side = 3 +25:0/0/terrains_peering_bit/top_left_corner = 2 +25:0/0/terrains_peering_bit/top_side = 2 +25:0/0/terrains_peering_bit/top_right_corner = 2 +0:1/0 = 0 +0:1/0/terrain_set = 0 +0:1/0/terrain = 0 +0:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:1/0/physics_layer_0/angular_velocity = 0.0 +0:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -4, -8, -4, 8, -8, 8) +0:1/0/terrains_peering_bit/right_side = 0 +0:1/0/terrains_peering_bit/bottom_right_corner = 0 +0:1/0/terrains_peering_bit/bottom_side = 0 +0:1/0/terrains_peering_bit/top_side = 0 +0:1/0/terrains_peering_bit/top_right_corner = 0 +1:1/0 = 0 +1:1/0/terrain_set = 0 +1:1/0/terrain = 0 +1:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:1/0/physics_layer_0/angular_velocity = 0.0 +1:1/0/terrains_peering_bit/right_side = 0 +1:1/0/terrains_peering_bit/bottom_right_corner = 0 +1:1/0/terrains_peering_bit/bottom_side = 0 +1:1/0/terrains_peering_bit/bottom_left_corner = 0 +1:1/0/terrains_peering_bit/left_side = 0 +1:1/0/terrains_peering_bit/top_left_corner = 0 +1:1/0/terrains_peering_bit/top_side = 0 +1:1/0/terrains_peering_bit/top_right_corner = 0 2:1/0 = 0 2:1/0/terrain_set = 0 2:1/0/terrain = 0 2:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) 2:1/0/physics_layer_0/angular_velocity = 0.0 -2:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, 8, -8, 4, -8, 4, 8) +2:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, 4, 8, 4, -8, 8, -8) 2:1/0/terrains_peering_bit/bottom_side = 0 2:1/0/terrains_peering_bit/bottom_left_corner = 0 2:1/0/terrains_peering_bit/left_side = 0 2:1/0/terrains_peering_bit/top_left_corner = 0 2:1/0/terrains_peering_bit/top_side = 0 +3:1/0 = 0 +3:1/0/terrain_set = 0 +3:1/0/terrain = 0 +3:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:1/0/physics_layer_0/angular_velocity = 0.0 +3:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, -8, 8, -4, 8, -8) +3:1/0/terrains_peering_bit/right_side = 0 +3:1/0/terrains_peering_bit/bottom_right_corner = 0 +3:1/0/terrains_peering_bit/bottom_side = 0 +3:1/0/terrains_peering_bit/bottom_left_corner = 0 +3:1/0/terrains_peering_bit/left_side = 0 +3:1/0/terrains_peering_bit/top_left_corner = 0 +3:1/0/terrains_peering_bit/top_side = 0 +4:1/0 = 0 +4:1/0/terrain_set = 0 +4:1/0/terrain = 0 +4:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:1/0/physics_layer_0/angular_velocity = 0.0 +4:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -4, -4, -8, -8, -8) +4:1/0/terrains_peering_bit/right_side = 0 +4:1/0/terrains_peering_bit/bottom_right_corner = 0 +4:1/0/terrains_peering_bit/bottom_side = 0 +4:1/0/terrains_peering_bit/bottom_left_corner = 0 +4:1/0/terrains_peering_bit/left_side = 0 +4:1/0/terrains_peering_bit/top_side = 0 +4:1/0/terrains_peering_bit/top_right_corner = 0 +5:1/0 = 0 +5:1/0/terrain_set = 0 +5:1/0/terrain = 0 +5:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:1/0/physics_layer_0/angular_velocity = 0.0 +5:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, -4, 8, -4, -8, -8, -8) +5:1/0/physics_layer_0/polygon_1/points = PackedVector2Array(4, 8, 8, 8, 8, -8, 4, -8) +5:1/0/terrains_peering_bit/bottom_side = 0 +5:1/0/terrains_peering_bit/top_side = 0 +6:1/0 = 0 +6:1/0/terrain_set = 0 +6:1/0/terrain = 0 +6:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:1/0/physics_layer_0/angular_velocity = 0.0 +6:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -4, -8, 8, -8, 8, -4, -4, -4, -4, 8, -8, 8) +6:1/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, 4, 4, 8, 8, 8) +6:1/0/terrains_peering_bit/right_side = 0 +6:1/0/terrains_peering_bit/bottom_side = 0 +7:1/0 = 0 +7:1/0/terrain_set = 0 +7:1/0/terrain = 0 +7:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:1/0/physics_layer_0/angular_velocity = 0.0 +7:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, 8, -4, 8, 8, 4, 8, 4, -4, -8, -4, -8, -8) +7:1/0/physics_layer_0/polygon_1/points = PackedVector2Array(-4, 8, -8, 4, -8, 8) +7:1/0/terrains_peering_bit/bottom_side = 0 +7:1/0/terrains_peering_bit/left_side = 0 +8:1/0 = 0 +8:1/0/terrain_set = 0 +8:1/0/terrain = 0 +8:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:1/0/physics_layer_0/angular_velocity = 0.0 +8:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 4, 4, 8, 8, 8) +8:1/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, -4, 4, -8, 8, -8) +8:1/0/physics_layer_0/polygon_2/points = PackedVector2Array(-8, -8, -8, -4, -4, -8) +8:1/0/physics_layer_0/polygon_3/points = PackedVector2Array(-8, 8, -4, 8, -8, 4) +8:1/0/terrains_peering_bit/right_side = 0 +8:1/0/terrains_peering_bit/bottom_side = 0 +8:1/0/terrains_peering_bit/left_side = 0 +8:1/0/terrains_peering_bit/top_side = 0 +9:1/0 = 0 +9:1/0/terrain_set = 0 +9:1/0/terrain = 0 +9:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:1/0/physics_layer_0/angular_velocity = 0.0 +9:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, 8, -8, 4, -8, 8) +9:1/0/physics_layer_0/polygon_1/points = PackedVector2Array(4, 8, 8, 4, 8, 8) +9:1/0/physics_layer_0/polygon_2/points = PackedVector2Array(8, -8, 4, -8, 8, -4) +9:1/0/terrains_peering_bit/right_side = 0 +9:1/0/terrains_peering_bit/bottom_side = 0 +9:1/0/terrains_peering_bit/left_side = 0 +9:1/0/terrains_peering_bit/top_left_corner = 0 +9:1/0/terrains_peering_bit/top_side = 0 +10:1/0 = 0 +10:1/0/terrain_set = 0 +10:1/0/terrain = 0 +10:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:1/0/physics_layer_0/angular_velocity = 0.0 +10:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -4, -4, -8, -8, -8) +10:1/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 4, -4, 8, -8, 8) +10:1/0/physics_layer_0/polygon_2/points = PackedVector2Array(8, 8, 8, 4, 4, 8) +10:1/0/terrains_peering_bit/right_side = 0 +10:1/0/terrains_peering_bit/bottom_side = 0 +10:1/0/terrains_peering_bit/left_side = 0 +10:1/0/terrains_peering_bit/top_side = 0 +10:1/0/terrains_peering_bit/top_right_corner = 0 +12:1/0 = 0 +12:1/0/terrain_set = 0 +12:1/0/terrain = 1 +12:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:1/0/physics_layer_0/angular_velocity = 0.0 +12:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -4, -7, -4, -6, -6, -6, -8, -8, -8) +12:1/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, -8, 8, -4, 7, -4, 6, -6, 6, -8) +12:1/0/terrains_peering_bit/right_side = 2 +12:1/0/terrains_peering_bit/bottom_right_corner = 2 +12:1/0/terrains_peering_bit/bottom_side = 2 +12:1/0/terrains_peering_bit/bottom_left_corner = 2 +12:1/0/terrains_peering_bit/left_side = 2 +12:1/0/terrains_peering_bit/top_side = 1 +13:1/0 = 0 +13:1/0/terrain_set = 0 +13:1/0/terrain = 1 +13:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:1/0/physics_layer_0/angular_velocity = 0.0 +13:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -4, -7, -4, -6, -6, -6, -8, -8, -8) +13:1/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, -8, 8, -4, 7, -4, 6, -6, 6, -8) +13:1/0/terrains_peering_bit/right_side = 0 +13:1/0/terrains_peering_bit/bottom_right_corner = 0 +13:1/0/terrains_peering_bit/bottom_side = 0 +13:1/0/terrains_peering_bit/bottom_left_corner = 0 +13:1/0/terrains_peering_bit/left_side = 0 +13:1/0/terrains_peering_bit/top_side = 1 +14:1/0 = 0 +14:1/0/terrain_set = 0 +14:1/0/terrain = 1 +14:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:1/0/physics_layer_0/angular_velocity = 0.0 +14:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, -8, 4, -7, 6, -6, 8, -6, 8, -8) +14:1/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, 8, 4, 8, 4, 7, 6, 6, 8, 6) +14:1/0/terrains_peering_bit/right_side = 1 +14:1/0/terrains_peering_bit/bottom_side = 2 +14:1/0/terrains_peering_bit/bottom_left_corner = 2 +14:1/0/terrains_peering_bit/left_side = 2 +14:1/0/terrains_peering_bit/top_left_corner = 2 +14:1/0/terrains_peering_bit/top_side = 2 +15:1/0 = 0 +15:1/0/terrain_set = 0 +15:1/0/terrain = 1 +15:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:1/0/physics_layer_0/angular_velocity = 0.0 +15:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, 8, -4, 7, -6, 6, -8, 6, -8, 8) +15:1/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, -8, -4, -8, -4, -7, -6, -6, -8, -6) +15:1/0/terrains_peering_bit/right_side = 0 +15:1/0/terrains_peering_bit/bottom_right_corner = 0 +15:1/0/terrains_peering_bit/bottom_side = 0 +15:1/0/terrains_peering_bit/left_side = 1 +15:1/0/terrains_peering_bit/top_side = 0 +15:1/0/terrains_peering_bit/top_right_corner = 0 +17:1/0 = 0 +17:1/0/terrain_set = 0 +17:1/0/terrain = 1 +17:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:1/0/physics_layer_0/angular_velocity = 0.0 +17:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -4, -7, -4, -6, -6, -6, -8, -8, -8) +17:1/0/terrains_peering_bit/right_side = 1 +17:1/0/terrains_peering_bit/bottom_right_corner = 2 +17:1/0/terrains_peering_bit/bottom_side = 2 +17:1/0/terrains_peering_bit/bottom_left_corner = 2 +17:1/0/terrains_peering_bit/left_side = 2 +17:1/0/terrains_peering_bit/top_side = 1 +17:1/0/terrains_peering_bit/top_right_corner = 1 +18:1/0 = 0 +18:1/0/terrain_set = 0 +18:1/0/terrain = 1 +18:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:1/0/physics_layer_0/angular_velocity = 0.0 +18:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -4, 7, -4, 6, -6, 6, -8, 8, -8) +18:1/0/terrains_peering_bit/right_side = 2 +18:1/0/terrains_peering_bit/bottom_right_corner = 2 +18:1/0/terrains_peering_bit/bottom_side = 2 +18:1/0/terrains_peering_bit/bottom_left_corner = 2 +18:1/0/terrains_peering_bit/left_side = 1 +18:1/0/terrains_peering_bit/top_left_corner = 1 +18:1/0/terrains_peering_bit/top_side = 1 +19:1/0 = 0 +19:1/0/terrain_set = 0 +19:1/0/terrain = 1 +19:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:1/0/physics_layer_0/angular_velocity = 0.0 +19:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -4, -7, -4, -6, -6, -6, -8, -8, -8) +19:1/0/terrains_peering_bit/right_side = 1 +19:1/0/terrains_peering_bit/bottom_right_corner = 0 +19:1/0/terrains_peering_bit/bottom_side = 0 +19:1/0/terrains_peering_bit/bottom_left_corner = 0 +19:1/0/terrains_peering_bit/left_side = 0 +19:1/0/terrains_peering_bit/top_side = 1 +19:1/0/terrains_peering_bit/top_right_corner = 1 +20:1/0 = 0 +20:1/0/terrain_set = 0 +20:1/0/terrain = 1 +20:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:1/0/physics_layer_0/angular_velocity = 0.0 +20:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -4, 7, -4, 6, -6, 6, -8, 8, -8) +20:1/0/terrains_peering_bit/right_side = 0 +20:1/0/terrains_peering_bit/bottom_right_corner = 0 +20:1/0/terrains_peering_bit/bottom_side = 0 +20:1/0/terrains_peering_bit/bottom_left_corner = 0 +20:1/0/terrains_peering_bit/left_side = 1 +20:1/0/terrains_peering_bit/top_left_corner = 1 +20:1/0/terrains_peering_bit/top_side = 1 +22:1/0 = 0 +22:1/0/terrain_set = 0 +22:1/0/terrain = 3 +22:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:1/0/physics_layer_0/angular_velocity = 0.0 +22:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -4, -7, -4, -6, -6, -6, -8, -8, -8) +22:1/0/terrains_peering_bit/right_side = 3 +22:1/0/terrains_peering_bit/bottom_right_corner = 2 +22:1/0/terrains_peering_bit/bottom_side = 2 +22:1/0/terrains_peering_bit/bottom_left_corner = 2 +22:1/0/terrains_peering_bit/left_side = 2 +22:1/0/terrains_peering_bit/top_side = 3 +22:1/0/terrains_peering_bit/top_right_corner = 3 +23:1/0 = 0 +23:1/0/terrain_set = 0 +23:1/0/terrain = 3 +23:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:1/0/physics_layer_0/angular_velocity = 0.0 +23:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -4, 7, -4, 6, -6, 6, -8, 8, -8) +23:1/0/terrains_peering_bit/right_side = 2 +23:1/0/terrains_peering_bit/bottom_right_corner = 2 +23:1/0/terrains_peering_bit/bottom_side = 2 +23:1/0/terrains_peering_bit/bottom_left_corner = 2 +23:1/0/terrains_peering_bit/left_side = 3 +23:1/0/terrains_peering_bit/top_left_corner = 3 +23:1/0/terrains_peering_bit/top_side = 3 +24:1/0 = 0 +24:1/0/terrain_set = 0 +24:1/0/terrain = 3 +24:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:1/0/physics_layer_0/angular_velocity = 0.0 +24:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -4, -7, -4, -6, -6, -6, -8, -8, -8) +24:1/0/terrains_peering_bit/right_side = 3 +24:1/0/terrains_peering_bit/bottom_right_corner = 0 +24:1/0/terrains_peering_bit/bottom_side = 0 +24:1/0/terrains_peering_bit/bottom_left_corner = 0 +24:1/0/terrains_peering_bit/left_side = 0 +24:1/0/terrains_peering_bit/top_side = 3 +24:1/0/terrains_peering_bit/top_right_corner = 3 +25:1/0 = 0 +25:1/0/terrain_set = 0 +25:1/0/terrain = 3 +25:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:1/0/physics_layer_0/angular_velocity = 0.0 +25:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -4, 7, -4, 6, -6, 6, -8, 8, -8) +25:1/0/terrains_peering_bit/right_side = 0 +25:1/0/terrains_peering_bit/bottom_right_corner = 0 +25:1/0/terrains_peering_bit/bottom_side = 0 +25:1/0/terrains_peering_bit/bottom_left_corner = 0 +25:1/0/terrains_peering_bit/left_side = 3 +25:1/0/terrains_peering_bit/top_left_corner = 3 +25:1/0/terrains_peering_bit/top_side = 3 +0:2/size_in_atlas = Vector2i(1, 2) +0:2/0 = 0 +0:2/0/texture_origin = Vector2i(0, -8) +0:2/0/terrain_set = 0 +0:2/0/terrain = 0 +0:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:2/0/physics_layer_0/angular_velocity = 0.0 +0:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, -8, 4, -8, -8, -4, -8, -4, 4, 8, 4, 8, 8) +0:2/0/terrains_peering_bit/right_side = 0 +0:2/0/terrains_peering_bit/top_side = 0 +0:2/0/terrains_peering_bit/top_right_corner = 0 +1:2/size_in_atlas = Vector2i(1, 2) +1:2/0 = 0 +1:2/0/texture_origin = Vector2i(0, -8) +1:2/0/terrain_set = 0 +1:2/0/terrain = 0 +1:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:2/0/physics_layer_0/angular_velocity = 0.0 +1:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, -8, 4, 8, 4, 8, 8) +1:2/0/terrains_peering_bit/right_side = 0 +1:2/0/terrains_peering_bit/left_side = 0 +1:2/0/terrains_peering_bit/top_left_corner = 0 +1:2/0/terrains_peering_bit/top_side = 0 +1:2/0/terrains_peering_bit/top_right_corner = 0 2:2/size_in_atlas = Vector2i(1, 2) 2:2/0 = 0 -2:2/0/texture_offset = Vector2i(0, -8) +2:2/0/texture_origin = Vector2i(0, -8) 2:2/0/terrain_set = 0 2:2/0/terrain = 0 2:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) 2:2/0/physics_layer_0/angular_velocity = 0.0 -2:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, 4, -8, 4) -2:2/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, -8, 4, -8, 4, 8, 8, 8) +2:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, 4, 8, -8, 8, -8, 4, 4, 4, 4, -8, 8, -8) 2:2/0/terrains_peering_bit/left_side = 0 2:2/0/terrains_peering_bit/top_left_corner = 0 2:2/0/terrains_peering_bit/top_side = 0 @@ -135,91 +614,176 @@ texture = ExtResource("1") 4:2/0/terrains_peering_bit/top_left_corner = 0 4:2/0/terrains_peering_bit/top_side = 0 4:2/0/terrains_peering_bit/top_right_corner = 0 -4:1/0 = 0 -4:1/0/terrain_set = 0 -4:1/0/terrain = 0 -4:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -4:1/0/physics_layer_0/angular_velocity = 0.0 -4:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -4, -8, -8, -4) -4:1/0/terrains_peering_bit/right_side = 0 -4:1/0/terrains_peering_bit/bottom_right_corner = 0 -4:1/0/terrains_peering_bit/bottom_side = 0 -4:1/0/terrains_peering_bit/bottom_left_corner = 0 -4:1/0/terrains_peering_bit/left_side = 0 -4:1/0/terrains_peering_bit/top_side = 0 -4:1/0/terrains_peering_bit/top_right_corner = 0 -3:1/0 = 0 -3:1/0/terrain_set = 0 -3:1/0/terrain = 0 -3:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -3:1/0/physics_layer_0/angular_velocity = 0.0 -3:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, 8, -4, 4, -8) -3:1/0/terrains_peering_bit/right_side = 0 -3:1/0/terrains_peering_bit/bottom_right_corner = 0 -3:1/0/terrains_peering_bit/bottom_side = 0 -3:1/0/terrains_peering_bit/bottom_left_corner = 0 -3:1/0/terrains_peering_bit/left_side = 0 -3:1/0/terrains_peering_bit/top_left_corner = 0 -3:1/0/terrains_peering_bit/top_side = 0 -3:0/0 = 0 -3:0/0/terrain_set = 0 -3:0/0/terrain = 0 -3:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -3:0/0/physics_layer_0/angular_velocity = 0.0 -3:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, 4, 8, 8, 4) -3:0/0/terrains_peering_bit/right_side = 0 -3:0/0/terrains_peering_bit/bottom_side = 0 -3:0/0/terrains_peering_bit/bottom_left_corner = 0 -3:0/0/terrains_peering_bit/left_side = 0 -3:0/0/terrains_peering_bit/top_left_corner = 0 -3:0/0/terrains_peering_bit/top_side = 0 -3:0/0/terrains_peering_bit/top_right_corner = 0 -4:0/0 = 0 -4:0/0/terrain_set = 0 -4:0/0/terrain = 0 -4:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -4:0/0/physics_layer_0/angular_velocity = 0.0 -4:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, -8, 4, -4, 8) -4:0/0/terrains_peering_bit/right_side = 0 -4:0/0/terrains_peering_bit/bottom_right_corner = 0 -4:0/0/terrains_peering_bit/bottom_side = 0 -4:0/0/terrains_peering_bit/left_side = 0 -4:0/0/terrains_peering_bit/top_left_corner = 0 -4:0/0/terrains_peering_bit/top_side = 0 -4:0/0/terrains_peering_bit/top_right_corner = 0 -5:1/0 = 0 -5:1/0/terrain_set = 0 -5:1/0/terrain = 0 -5:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -5:1/0/physics_layer_0/angular_velocity = 0.0 -5:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, 8, -4, -8, -8, -8, -8, 8) -5:1/0/physics_layer_0/polygon_1/points = PackedVector2Array(4, 8, 4, -8, 8, -8, 8, 8) -5:1/0/terrains_peering_bit/bottom_side = 0 -5:1/0/terrains_peering_bit/top_side = 0 5:2/size_in_atlas = Vector2i(1, 2) 5:2/0 = 0 -5:2/0/texture_offset = Vector2i(0, -8) +5:2/0/texture_origin = Vector2i(0, -8) 5:2/0/terrain_set = 0 5:2/0/terrain = 0 5:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) 5:2/0/physics_layer_0/angular_velocity = 0.0 -5:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 4, -8, 4, -8, 8, 8, 8) -5:2/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, -4, -8, -4, -8, -8, 8, -8) +5:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, -4, 8, -4, 8, -8) +5:2/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 4, -8, 8, 8, 8, 8, 4) 5:2/0/terrains_peering_bit/right_side = 0 5:2/0/terrains_peering_bit/left_side = 0 -4:3/0 = 0 -4:3/0/terrain_set = 0 -4:3/0/terrain = 0 -4:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -4:3/0/physics_layer_0/angular_velocity = 0.0 -4:3/0/terrains_peering_bit/right_side = 0 -4:3/0/terrains_peering_bit/bottom_right_corner = 0 -4:3/0/terrains_peering_bit/bottom_side = 0 -4:3/0/terrains_peering_bit/bottom_left_corner = 0 -4:3/0/terrains_peering_bit/left_side = 0 -4:3/0/terrains_peering_bit/top_left_corner = 0 -4:3/0/terrains_peering_bit/top_side = 0 -4:3/0/terrains_peering_bit/top_right_corner = 0 +6:2/size_in_atlas = Vector2i(1, 2) +6:2/0 = 0 +6:2/0/texture_origin = Vector2i(0, -8) +6:2/0/terrain_set = 0 +6:2/0/terrain = 0 +6:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:2/0/physics_layer_0/angular_velocity = 0.0 +6:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, -8, 4, -8, -8, -4, -8, -4, 4, 8, 4, 8, 8) +6:2/0/physics_layer_0/polygon_1/points = PackedVector2Array(4, -8, 8, -4, 8, -8) +6:2/0/terrains_peering_bit/right_side = 0 +6:2/0/terrains_peering_bit/top_side = 0 +7:2/size_in_atlas = Vector2i(1, 2) +7:2/0 = 0 +7:2/0/texture_origin = Vector2i(0, -8) +7:2/0/terrain_set = 0 +7:2/0/terrain = 0 +7:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:2/0/physics_layer_0/angular_velocity = 0.0 +7:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, 4, 8, -8, 8, -8, 4, 4, 4, 4, -8, 8, -8) +7:2/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, -4, -4, -8, -8, -8) +7:2/0/terrains_peering_bit/left_side = 0 +7:2/0/terrains_peering_bit/top_side = 0 +8:2/size_in_atlas = Vector2i(1, 2) +8:2/0 = 0 +8:2/0/texture_origin = Vector2i(0, -8) +8:2/0/terrain_set = 0 +8:2/0/terrain = 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/terrain_set = 0 +9:2/0/terrain = 0 +9:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:2/0/physics_layer_0/angular_velocity = 0.0 +9:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 4, 4, 8, 8, 8) +9:2/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, -4, 4, -8, 8, -8) +9:2/0/physics_layer_0/polygon_2/points = PackedVector2Array(-8, -8, -8, -4, -4, -8) +9:2/0/terrains_peering_bit/right_side = 0 +9:2/0/terrains_peering_bit/bottom_side = 0 +9:2/0/terrains_peering_bit/bottom_left_corner = 0 +9:2/0/terrains_peering_bit/left_side = 0 +9:2/0/terrains_peering_bit/top_side = 0 +10:2/0 = 0 +10:2/0/terrain_set = 0 +10:2/0/terrain = 0 +10:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:2/0/physics_layer_0/angular_velocity = 0.0 +10:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, -8, 8, -4, 8, -8) +10:2/0/physics_layer_0/polygon_1/points = PackedVector2Array(-4, -8, -8, -4, -8, -8) +10:2/0/physics_layer_0/polygon_2/points = PackedVector2Array(-8, 8, -4, 8, -8, 4) +10:2/0/terrains_peering_bit/right_side = 0 +10:2/0/terrains_peering_bit/bottom_right_corner = 0 +10:2/0/terrains_peering_bit/bottom_side = 0 +10:2/0/terrains_peering_bit/left_side = 0 +10:2/0/terrains_peering_bit/top_side = 0 +17:2/0 = 0 +17:2/0/terrain_set = 0 +17:2/0/terrain = 1 +17:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:2/0/physics_layer_0/angular_velocity = 0.0 +17:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, -8, 4, -7, 6, -6, 8, -6, 8, -8) +17:2/0/terrains_peering_bit/right_side = 1 +17:2/0/terrains_peering_bit/bottom_right_corner = 1 +17:2/0/terrains_peering_bit/bottom_side = 1 +17:2/0/terrains_peering_bit/bottom_left_corner = 0 +17:2/0/terrains_peering_bit/left_side = 0 +17:2/0/terrains_peering_bit/top_left_corner = 0 +17:2/0/terrains_peering_bit/top_side = 0 +18:2/0 = 0 +18:2/0/terrain_set = 0 +18:2/0/terrain = 1 +18:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:2/0/physics_layer_0/angular_velocity = 0.0 +18:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, -8, -4, -7, -6, -6, -8, -6, -8, -8) +18:2/0/terrains_peering_bit/right_side = 2 +18:2/0/terrains_peering_bit/bottom_right_corner = 2 +18:2/0/terrains_peering_bit/bottom_side = 1 +18:2/0/terrains_peering_bit/bottom_left_corner = 1 +18:2/0/terrains_peering_bit/left_side = 1 +18:2/0/terrains_peering_bit/top_side = 2 +18:2/0/terrains_peering_bit/top_right_corner = 2 +19:2/0 = 0 +19:2/0/terrain_set = 0 +19:2/0/terrain = 1 +19:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:2/0/physics_layer_0/angular_velocity = 0.0 +19:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, -8, 4, -7, 6, -6, 8, -6, 8, -8) +19:2/0/terrains_peering_bit/right_side = 1 +19:2/0/terrains_peering_bit/bottom_right_corner = 1 +19:2/0/terrains_peering_bit/bottom_side = 1 +19:2/0/terrains_peering_bit/bottom_left_corner = 2 +19:2/0/terrains_peering_bit/left_side = 2 +19:2/0/terrains_peering_bit/top_left_corner = 2 +19:2/0/terrains_peering_bit/top_side = 2 +20:2/0 = 0 +20:2/0/terrain_set = 0 +20:2/0/terrain = 1 +20:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:2/0/physics_layer_0/angular_velocity = 0.0 +20:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, -8, -4, -7, -6, -6, -8, -6, -8, -8) +20:2/0/terrains_peering_bit/right_side = 0 +20:2/0/terrains_peering_bit/bottom_right_corner = 0 +20:2/0/terrains_peering_bit/bottom_side = 1 +20:2/0/terrains_peering_bit/bottom_left_corner = 1 +20:2/0/terrains_peering_bit/left_side = 1 +20:2/0/terrains_peering_bit/top_side = 0 +20:2/0/terrains_peering_bit/top_right_corner = 0 +22:2/0 = 0 +22:2/0/terrain_set = 0 +22:2/0/terrain = 3 +22:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:2/0/physics_layer_0/angular_velocity = 0.0 +22:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, -8, 4, -7, 6, -6, 8, -6, 8, -8) +22:2/0/terrains_peering_bit/right_side = 3 +22:2/0/terrains_peering_bit/bottom_right_corner = 3 +22:2/0/terrains_peering_bit/bottom_side = 3 +22:2/0/terrains_peering_bit/bottom_left_corner = 0 +22:2/0/terrains_peering_bit/left_side = 0 +22:2/0/terrains_peering_bit/top_left_corner = 0 +22:2/0/terrains_peering_bit/top_side = 0 +23:2/0 = 0 +23:2/0/terrain_set = 0 +23:2/0/terrain = 3 +23:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:2/0/physics_layer_0/angular_velocity = 0.0 +23:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, -8, -4, -7, -6, -6, -8, -6, -8, -8) +23:2/0/terrains_peering_bit/right_side = 2 +23:2/0/terrains_peering_bit/bottom_right_corner = 2 +23:2/0/terrains_peering_bit/bottom_side = 3 +23:2/0/terrains_peering_bit/bottom_left_corner = 3 +23:2/0/terrains_peering_bit/left_side = 3 +23:2/0/terrains_peering_bit/top_side = 2 +23:2/0/terrains_peering_bit/top_right_corner = 2 +24:2/0 = 0 +24:2/0/terrain_set = 0 +24:2/0/terrain = 3 +24:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:2/0/physics_layer_0/angular_velocity = 0.0 +24:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, -8, 4, -7, 6, -6, 8, -6, 8, -8) +24:2/0/terrains_peering_bit/right_side = 3 +24:2/0/terrains_peering_bit/bottom_right_corner = 3 +24:2/0/terrains_peering_bit/bottom_side = 3 +24:2/0/terrains_peering_bit/bottom_left_corner = 2 +24:2/0/terrains_peering_bit/left_side = 2 +24:2/0/terrains_peering_bit/top_left_corner = 2 +24:2/0/terrains_peering_bit/top_side = 2 +25:2/0 = 0 +25:2/0/terrain_set = 0 +25:2/0/terrain = 3 +25:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:2/0/physics_layer_0/angular_velocity = 0.0 +25:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, -8, -4, -7, -6, -6, -8, -6, -8, -8) +25:2/0/terrains_peering_bit/right_side = 0 +25:2/0/terrains_peering_bit/bottom_right_corner = 0 +25:2/0/terrains_peering_bit/bottom_side = 3 +25:2/0/terrains_peering_bit/bottom_left_corner = 3 +25:2/0/terrains_peering_bit/left_side = 3 +25:2/0/terrains_peering_bit/top_side = 0 +25:2/0/terrains_peering_bit/top_right_corner = 0 3:3/0 = 0 3:3/0/terrain_set = 0 3:3/0/terrain = 0 @@ -233,593 +797,26 @@ texture = ExtResource("1") 3:3/0/terrains_peering_bit/top_left_corner = 0 3:3/0/terrains_peering_bit/top_side = 0 3:3/0/terrains_peering_bit/top_right_corner = 0 -5:0/0 = 0 -5:0/0/terrain_set = 0 -5:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -5:0/0/physics_layer_0/angular_velocity = 0.0 -6:1/0 = 0 -6:1/0/terrain_set = 0 -6:1/0/terrain = 0 -6:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -6:1/0/physics_layer_0/angular_velocity = 0.0 -6:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, -4, 8, -4) -6:1/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 8, -4, 8, -4, -8, -8, -8) -6:1/0/physics_layer_0/polygon_2/points = PackedVector2Array(8, 8, 4, 8, 8, 4) -6:1/0/terrains_peering_bit/right_side = 0 -6:1/0/terrains_peering_bit/bottom_side = 0 -7:1/0 = 0 -7:1/0/terrain_set = 0 -7:1/0/terrain = 0 -7:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -7:1/0/physics_layer_0/angular_velocity = 0.0 -7:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, 8, -8, 4, -8, 4, 8) -7:1/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, -8, -8, -4, 8, -4, 8, -8) -7:1/0/physics_layer_0/polygon_2/points = PackedVector2Array(-8, 8, -8, 4, -4, 8) -7:1/0/terrains_peering_bit/bottom_side = 0 -7:1/0/terrains_peering_bit/left_side = 0 -7:2/size_in_atlas = Vector2i(1, 2) -7:2/0 = 0 -7:2/0/texture_offset = Vector2i(0, -8) -7:2/0/terrain_set = 0 -7:2/0/terrain = 0 -7:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -7:2/0/physics_layer_0/angular_velocity = 0.0 -7:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, 4, -8, 4) -7:2/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, -8, 4, -8, 4, 8, 8, 8) -7:2/0/physics_layer_0/polygon_2/points = PackedVector2Array(-8, -8, -4, -8, -8, -4) -7:2/0/terrains_peering_bit/left_side = 0 -7:2/0/terrains_peering_bit/top_side = 0 -6:2/size_in_atlas = Vector2i(1, 2) -6:2/0 = 0 -6:2/0/texture_offset = Vector2i(0, -8) -6:2/0/terrain_set = 0 -6:2/0/terrain = 0 -6:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -6:2/0/physics_layer_0/angular_velocity = 0.0 -6:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, -4, 8, -4, -8) -6:2/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, 8, 8, 4, -8, 4, -8, 8) -6:2/0/physics_layer_0/polygon_2/points = PackedVector2Array(8, -8, 8, -4, 4, -8) -6:2/0/terrains_peering_bit/right_side = 0 -6:2/0/terrains_peering_bit/top_side = 0 -19:2/size_in_atlas = Vector2i(1, 2) -19:2/0 = 0 -19:2/0/texture_offset = Vector2i(0, -8) -19:2/0/terrain_set = 0 -19:2/0/terrain = 1 -19:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -19:2/0/physics_layer_0/angular_velocity = 0.0 -19:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, 4, -8, 4) -19:2/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, -8, 4, -8, 4, 8, 8, 8) -19:2/0/physics_layer_0/polygon_2/points = PackedVector2Array(-8, -8, -4, -8, -8, -4) -19:2/0/terrains_peering_bit/left_side = 1 -19:2/0/terrains_peering_bit/top_side = 1 -18:2/size_in_atlas = Vector2i(1, 2) -18:2/0 = 0 -18:2/0/texture_offset = Vector2i(0, -8) -18:2/0/terrain_set = 0 -18:2/0/terrain = 1 -18:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -18:2/0/physics_layer_0/angular_velocity = 0.0 -18:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, -4, 8, -4, -8) -18:2/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, 8, 8, 4, -8, 4, -8, 8) -18:2/0/physics_layer_0/polygon_2/points = PackedVector2Array(8, -8, 8, -4, 4, -8) -18:2/0/terrains_peering_bit/right_side = 1 -18:2/0/terrains_peering_bit/top_side = 1 -17:2/size_in_atlas = Vector2i(1, 2) -17:2/0 = 0 -17:2/0/texture_offset = Vector2i(0, -8) -17:2/0/terrain_set = 0 -17:2/0/terrain = 1 -17:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -17:2/0/physics_layer_0/angular_velocity = 0.0 -17:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -4, 8, -4, 8, -8, -8, -8) -17:2/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 4, 8, 4, 8, 8, -8, 8) -17:2/0/terrains_peering_bit/right_side = 1 -17:2/0/terrains_peering_bit/left_side = 1 -16:2/0 = 0 -16:2/0/terrain_set = 0 -16:2/0/terrain = 1 -16:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -16:2/0/physics_layer_0/angular_velocity = 0.0 -16:2/0/terrains_peering_bit/right_side = 1 -16:2/0/terrains_peering_bit/bottom_right_corner = 1 -16:2/0/terrains_peering_bit/bottom_side = 1 -16:2/0/terrains_peering_bit/bottom_left_corner = 1 -16:2/0/terrains_peering_bit/left_side = 1 -16:2/0/terrains_peering_bit/top_left_corner = 1 -16:2/0/terrains_peering_bit/top_side = 1 -16:2/0/terrains_peering_bit/top_right_corner = 1 -15:2/0 = 0 -15:2/0/terrain_set = 0 -15:2/0/terrain = 1 -15:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -15:2/0/physics_layer_0/angular_velocity = 0.0 -15:2/0/terrains_peering_bit/right_side = 1 -15:2/0/terrains_peering_bit/bottom_right_corner = 1 -15:2/0/terrains_peering_bit/bottom_side = 1 -15:2/0/terrains_peering_bit/bottom_left_corner = 1 -15:2/0/terrains_peering_bit/left_side = 1 -15:2/0/terrains_peering_bit/top_left_corner = 1 -15:2/0/terrains_peering_bit/top_side = 1 -15:2/0/terrains_peering_bit/top_right_corner = 1 -14:2/size_in_atlas = Vector2i(1, 2) -14:2/0 = 0 -14:2/0/texture_offset = Vector2i(0, -8) -14:2/0/terrain_set = 0 -14:2/0/terrain = 1 -14:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -14:2/0/physics_layer_0/angular_velocity = 0.0 -14:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, 8, 8, 4, -8, 4) -14:2/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, -8, 4, -8, 4, 8, 8, 8) -14:2/0/terrains_peering_bit/left_side = 1 -14:2/0/terrains_peering_bit/top_left_corner = 1 -14:2/0/terrains_peering_bit/top_side = 1 -16:3/0 = 0 -16:3/0/terrain_set = 0 -16:3/0/terrain = 1 -16:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -16:3/0/physics_layer_0/angular_velocity = 0.0 -16:3/0/terrains_peering_bit/right_side = 1 -16:3/0/terrains_peering_bit/bottom_right_corner = 1 -16:3/0/terrains_peering_bit/bottom_side = 1 -16:3/0/terrains_peering_bit/bottom_left_corner = 1 -16:3/0/terrains_peering_bit/left_side = 1 -16:3/0/terrains_peering_bit/top_left_corner = 1 -16:3/0/terrains_peering_bit/top_side = 1 -16:3/0/terrains_peering_bit/top_right_corner = 1 -15:3/0 = 0 -15:3/0/terrain_set = 0 -15:3/0/terrain = 1 -15:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -15:3/0/physics_layer_0/angular_velocity = 0.0 -15:3/0/terrains_peering_bit/right_side = 1 -15:3/0/terrains_peering_bit/bottom_right_corner = 1 -15:3/0/terrains_peering_bit/bottom_side = 1 -15:3/0/terrains_peering_bit/bottom_left_corner = 1 -15:3/0/terrains_peering_bit/left_side = 1 -15:3/0/terrains_peering_bit/top_left_corner = 1 -15:3/0/terrains_peering_bit/top_side = 1 -15:3/0/terrains_peering_bit/top_right_corner = 1 -13:2/size_in_atlas = Vector2i(1, 2) -13:2/0 = 0 -13:2/0/texture_offset = Vector2i(0, -8) -13:2/0/terrain_set = 0 -13:2/0/terrain = 1 -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, 4, -8, 4) -13:2/0/terrains_peering_bit/right_side = 1 -13:2/0/terrains_peering_bit/left_side = 1 -13:2/0/terrains_peering_bit/top_left_corner = 1 -13:2/0/terrains_peering_bit/top_side = 1 -13:2/0/terrains_peering_bit/top_right_corner = 1 -12:2/size_in_atlas = Vector2i(1, 2) -12:2/0 = 0 -12:2/0/texture_offset = Vector2i(0, -8) -12:2/0/terrain_set = 0 -12:2/0/terrain = 1 -12:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -12:2/0/physics_layer_0/angular_velocity = 0.0 -12:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, -4, 8, -4, -8) -12:2/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, 8, 8, 4, -8, 4, -8, 8) -12:2/0/terrains_peering_bit/right_side = 1 -12:2/0/terrains_peering_bit/top_side = 1 -12:2/0/terrains_peering_bit/top_right_corner = 1 -19:1/0 = 0 -19:1/0/terrain_set = 0 -19:1/0/terrain = 1 -19:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -19:1/0/physics_layer_0/angular_velocity = 0.0 -19:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, 8, -8, 4, -8, 4, 8) -19:1/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, -8, -8, -4, 8, -4, 8, -8) -19:1/0/physics_layer_0/polygon_2/points = PackedVector2Array(-8, 8, -8, 4, -4, 8) -19:1/0/terrains_peering_bit/bottom_side = 1 -19:1/0/terrains_peering_bit/left_side = 1 -18:1/0 = 0 -18:1/0/terrain_set = 0 -18:1/0/terrain = 1 -18:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -18:1/0/physics_layer_0/angular_velocity = 0.0 -18:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, -4, 8, -4) -18:1/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 8, -4, 8, -4, -8, -8, -8) -18:1/0/physics_layer_0/polygon_2/points = PackedVector2Array(8, 8, 4, 8, 8, 4) -18:1/0/terrains_peering_bit/right_side = 1 -18:1/0/terrains_peering_bit/bottom_side = 1 -17:1/0 = 0 -17:1/0/terrain_set = 0 -17:1/0/terrain = 1 -17:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -17:1/0/physics_layer_0/angular_velocity = 0.0 -17:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, 8, -4, -8, -8, -8, -8, 8) -17:1/0/physics_layer_0/polygon_1/points = PackedVector2Array(4, 8, 4, -8, 8, -8, 8, 8) -17:1/0/terrains_peering_bit/bottom_side = 1 -17:1/0/terrains_peering_bit/top_side = 1 -17:0/0 = 0 -17:0/0/terrain_set = 0 -17:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -17:0/0/physics_layer_0/angular_velocity = 0.0 -16:0/0 = 0 -16:0/0/terrain_set = 0 -16:0/0/terrain = 1 -16:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -16:0/0/physics_layer_0/angular_velocity = 0.0 -16:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, -8, 4, -4, 8) -16:0/0/terrains_peering_bit/right_side = 1 -16:0/0/terrains_peering_bit/bottom_right_corner = 1 -16:0/0/terrains_peering_bit/bottom_side = 1 -16:0/0/terrains_peering_bit/left_side = 1 -16:0/0/terrains_peering_bit/top_left_corner = 1 -16:0/0/terrains_peering_bit/top_side = 1 -16:0/0/terrains_peering_bit/top_right_corner = 1 -16:1/0 = 0 -16:1/0/terrain_set = 0 -16:1/0/terrain = 1 -16:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -16:1/0/physics_layer_0/angular_velocity = 0.0 -16:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -4, -8, -8, -4) -16:1/0/terrains_peering_bit/right_side = 1 -16:1/0/terrains_peering_bit/bottom_right_corner = 1 -16:1/0/terrains_peering_bit/bottom_side = 1 -16:1/0/terrains_peering_bit/bottom_left_corner = 1 -16:1/0/terrains_peering_bit/left_side = 1 -16:1/0/terrains_peering_bit/top_side = 1 -16:1/0/terrains_peering_bit/top_right_corner = 1 -15:0/0 = 0 -15:0/0/terrain_set = 0 -15:0/0/terrain = 1 -15:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -15:0/0/physics_layer_0/angular_velocity = 0.0 -15:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, 4, 8, 8, 4) -15:0/0/terrains_peering_bit/right_side = 1 -15:0/0/terrains_peering_bit/bottom_side = 1 -15:0/0/terrains_peering_bit/bottom_left_corner = 1 -15:0/0/terrains_peering_bit/left_side = 1 -15:0/0/terrains_peering_bit/top_left_corner = 1 -15:0/0/terrains_peering_bit/top_side = 1 -15:0/0/terrains_peering_bit/top_right_corner = 1 -15:1/0 = 0 -15:1/0/terrain_set = 0 -15:1/0/terrain = 1 -15:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -15:1/0/physics_layer_0/angular_velocity = 0.0 -15:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, 8, -4, 4, -8) -15:1/0/terrains_peering_bit/right_side = 1 -15:1/0/terrains_peering_bit/bottom_right_corner = 1 -15:1/0/terrains_peering_bit/bottom_side = 1 -15:1/0/terrains_peering_bit/bottom_left_corner = 1 -15:1/0/terrains_peering_bit/left_side = 1 -15:1/0/terrains_peering_bit/top_left_corner = 1 -15:1/0/terrains_peering_bit/top_side = 1 -14:0/0 = 0 -14:0/0/terrain_set = 0 -14:0/0/terrain = 1 -14:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -14:0/0/physics_layer_0/angular_velocity = 0.0 -14:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, 8, -8, 4, -8, 4, 8) -14:0/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, -8, -8, -4, 8, -4, 8, -8) -14:0/0/terrains_peering_bit/bottom_side = 1 -14:0/0/terrains_peering_bit/bottom_left_corner = 1 -14:0/0/terrains_peering_bit/left_side = 1 -14:1/0 = 0 -14:1/0/terrain_set = 0 -14:1/0/terrain = 1 -14:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -14:1/0/physics_layer_0/angular_velocity = 0.0 -14:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, 8, -8, 4, -8, 4, 8) -14:1/0/terrains_peering_bit/bottom_side = 1 -14:1/0/terrains_peering_bit/bottom_left_corner = 1 -14:1/0/terrains_peering_bit/left_side = 1 -14:1/0/terrains_peering_bit/top_left_corner = 1 -14:1/0/terrains_peering_bit/top_side = 1 -13:0/0 = 0 -13:0/0/terrain_set = 0 -13:0/0/terrain = 1 -13:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -13:0/0/physics_layer_0/angular_velocity = 0.0 -13:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, -4, 8, -4) -13:0/0/terrains_peering_bit/right_side = 1 -13:0/0/terrains_peering_bit/bottom_right_corner = 1 -13:0/0/terrains_peering_bit/bottom_side = 1 -13:0/0/terrains_peering_bit/bottom_left_corner = 1 -13:0/0/terrains_peering_bit/left_side = 1 -13:1/0 = 0 -13:1/0/terrain_set = 0 -13:1/0/terrain = 1 -13:1/0/probability = 5.0 -13:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -13:1/0/physics_layer_0/angular_velocity = 0.0 -13:1/0/terrains_peering_bit/right_side = 1 -13:1/0/terrains_peering_bit/bottom_right_corner = 1 -13:1/0/terrains_peering_bit/bottom_side = 1 -13:1/0/terrains_peering_bit/bottom_left_corner = 1 -13:1/0/terrains_peering_bit/left_side = 1 -13:1/0/terrains_peering_bit/top_left_corner = 1 -13:1/0/terrains_peering_bit/top_side = 1 -13:1/0/terrains_peering_bit/top_right_corner = 1 -12:0/0 = 0 -12:0/0/terrain_set = 0 -12:0/0/terrain = 1 -12:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -12:0/0/physics_layer_0/angular_velocity = 0.0 -12:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, -4, 8, -4) -12:0/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 8, -4, 8, -4, -8, -8, -8) -12:0/0/terrains_peering_bit/right_side = 1 -12:0/0/terrains_peering_bit/bottom_right_corner = 1 -12:0/0/terrains_peering_bit/bottom_side = 1 -12:1/0 = 0 -12:1/0/terrain_set = 0 -12:1/0/terrain = 1 -12:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -12:1/0/physics_layer_0/angular_velocity = 0.0 -12:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, -4, 8, -4, -8) -12:1/0/terrains_peering_bit/right_side = 1 -12:1/0/terrains_peering_bit/bottom_right_corner = 1 -12:1/0/terrains_peering_bit/bottom_side = 1 -12:1/0/terrains_peering_bit/top_side = 1 -12:1/0/terrains_peering_bit/top_right_corner = 1 -8:2/size_in_atlas = Vector2i(1, 2) -8:2/0 = 0 -8:2/0/texture_offset = Vector2i(0, -8) -8:2/0/terrain_set = 0 -8:2/0/terrain = 0 -8:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -8:2/0/physics_layer_0/angular_velocity = 0.0 -8:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, 8, -4, -8, -8, -8, -8, 8) -8:2/0/physics_layer_0/polygon_1/points = PackedVector2Array(4, 8, 4, -8, 8, -8, 8, 8) -8:2/0/physics_layer_0/polygon_2/points = PackedVector2Array(8, 4, -8, 4, -8, 8, 8, 8) -8:2/0/physics_layer_0/polygon_3/points = PackedVector2Array(8, -4, -8, -4, -8, -8, 8, -8) -8:1/0 = 0 -8:1/0/terrain_set = 0 -8:1/0/terrain = 0 -8:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -8:1/0/physics_layer_0/angular_velocity = 0.0 -8:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, 8, -4, 4, -8) -8:1/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, 8, 4, 8, 8, 4) -8:1/0/physics_layer_0/polygon_2/points = PackedVector2Array(-8, 8, -4, 8, -8, 4) -8:1/0/physics_layer_0/polygon_3/points = PackedVector2Array(-8, -4, -8, -8, -4, -8) -8:1/0/terrains_peering_bit/right_side = 0 -8:1/0/terrains_peering_bit/bottom_side = 0 -8:1/0/terrains_peering_bit/left_side = 0 -8:1/0/terrains_peering_bit/top_side = 0 -9:1/0 = 0 -9:1/0/terrain_set = 0 -9:1/0/terrain = 0 -9:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -9:1/0/physics_layer_0/angular_velocity = 0.0 -9:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, 8, -4, 4, -8) -9:1/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, 8, 4, 8, 8, 4) -9:1/0/physics_layer_0/polygon_2/points = PackedVector2Array(-8, 8, -4, 8, -8, 4) -9:1/0/terrains_peering_bit/right_side = 0 -9:1/0/terrains_peering_bit/bottom_side = 0 -9:1/0/terrains_peering_bit/left_side = 0 -9:1/0/terrains_peering_bit/top_left_corner = 0 -9:1/0/terrains_peering_bit/top_side = 0 -9:2/0 = 0 -9:2/0/terrain_set = 0 -9:2/0/terrain = 0 -9:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -9:2/0/physics_layer_0/angular_velocity = 0.0 -9:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -4, -8, -8, -4) -9:2/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, -8, 8, -4, 4, -8) -9:2/0/physics_layer_0/polygon_2/points = PackedVector2Array(8, 8, 8, 4, 4, 8) -9:2/0/terrains_peering_bit/right_side = 0 -9:2/0/terrains_peering_bit/bottom_side = 0 -9:2/0/terrains_peering_bit/bottom_left_corner = 0 -9:2/0/terrains_peering_bit/left_side = 0 -9:2/0/terrains_peering_bit/top_side = 0 -10:2/0 = 0 -10:2/0/terrain_set = 0 -10:2/0/terrain = 0 -10:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -10:2/0/physics_layer_0/angular_velocity = 0.0 -10:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, -8, 4, -4, 8) -10:2/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, -8, -4, -8, -8, -4) -10:2/0/physics_layer_0/polygon_2/points = PackedVector2Array(8, -8, 4, -8, 8, -4) -10:2/0/terrains_peering_bit/right_side = 0 -10:2/0/terrains_peering_bit/bottom_right_corner = 0 -10:2/0/terrains_peering_bit/bottom_side = 0 -10:2/0/terrains_peering_bit/left_side = 0 -10:2/0/terrains_peering_bit/top_side = 0 -10:1/0 = 0 -10:1/0/terrain_set = 0 -10:1/0/terrain = 0 -10:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -10:1/0/physics_layer_0/angular_velocity = 0.0 -10:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, 4, 8, 8, 4) -10:1/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 8, -8, 4, -4, 8) -10:1/0/physics_layer_0/polygon_2/points = PackedVector2Array(-8, -8, -8, -4, -4, -8) -10:1/0/terrains_peering_bit/right_side = 0 -10:1/0/terrains_peering_bit/bottom_side = 0 -10:1/0/terrains_peering_bit/left_side = 0 -10:1/0/terrains_peering_bit/top_side = 0 -10:1/0/terrains_peering_bit/top_right_corner = 0 -9:0/0 = 0 -9:0/0/terrain_set = 0 -9:0/0/terrain = 0 -9:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -9:0/0/physics_layer_0/angular_velocity = 0.0 -9:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, 8, -4, 4, -8) -9:0/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, 8, 4, 8, 8, 4) -9:0/0/terrains_peering_bit/right_side = 0 -9:0/0/terrains_peering_bit/bottom_side = 0 -9:0/0/terrains_peering_bit/bottom_left_corner = 0 -9:0/0/terrains_peering_bit/left_side = 0 -9:0/0/terrains_peering_bit/top_left_corner = 0 -9:0/0/terrains_peering_bit/top_side = 0 -8:0/0 = 0 -8:0/0/terrain_set = 0 -8:0/0/terrain = 0 -8:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -8:0/0/physics_layer_0/angular_velocity = 0.0 -8:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, -8, 4, -4, 8) -8:0/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, -8, -4, -8, -8, -4) -8:0/0/terrains_peering_bit/right_side = 0 -8:0/0/terrains_peering_bit/bottom_right_corner = 0 -8:0/0/terrains_peering_bit/bottom_side = 0 -8:0/0/terrains_peering_bit/left_side = 0 -8:0/0/terrains_peering_bit/top_side = 0 -8:0/0/terrains_peering_bit/top_right_corner = 0 -7:0/0 = 0 -7:0/0/terrain_set = 0 -7:0/0/terrain = 0 -7:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -7:0/0/physics_layer_0/angular_velocity = 0.0 -7:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -4, -8, -8, -4) -7:0/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, -8, 8, -4, 4, -8) -7:0/0/terrains_peering_bit/right_side = 0 -7:0/0/terrains_peering_bit/bottom_right_corner = 0 -7:0/0/terrains_peering_bit/bottom_side = 0 -7:0/0/terrains_peering_bit/bottom_left_corner = 0 -7:0/0/terrains_peering_bit/left_side = 0 -7:0/0/terrains_peering_bit/top_side = 0 -6:0/0 = 0 -6:0/0/terrain_set = 0 -6:0/0/terrain = 0 -6:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -6:0/0/physics_layer_0/angular_velocity = 0.0 -6:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, 4, 8, 8, 4) -6:0/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 8, -8, 4, -4, 8) -6:0/0/terrains_peering_bit/right_side = 0 -6:0/0/terrains_peering_bit/bottom_side = 0 -6:0/0/terrains_peering_bit/left_side = 0 -6:0/0/terrains_peering_bit/top_left_corner = 0 -6:0/0/terrains_peering_bit/top_side = 0 -6:0/0/terrains_peering_bit/top_right_corner = 0 -18:0/0 = 0 -18:0/0/terrain_set = 0 -18:0/0/terrain = 1 -18:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -18:0/0/physics_layer_0/angular_velocity = 0.0 -18:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, 4, 8, 8, 4) -18:0/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 8, -8, 4, -4, 8) -18:0/0/terrains_peering_bit/right_side = 1 -18:0/0/terrains_peering_bit/bottom_side = 1 -18:0/0/terrains_peering_bit/left_side = 1 -18:0/0/terrains_peering_bit/top_left_corner = 1 -18:0/0/terrains_peering_bit/top_side = 1 -18:0/0/terrains_peering_bit/top_right_corner = 1 -19:0/0 = 0 -19:0/0/terrain_set = 0 -19:0/0/terrain = 1 -19:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -19:0/0/physics_layer_0/angular_velocity = 0.0 -19:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -4, -8, -8, -4) -19:0/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, -8, 8, -4, 4, -8) -19:0/0/terrains_peering_bit/right_side = 1 -19:0/0/terrains_peering_bit/bottom_right_corner = 1 -19:0/0/terrains_peering_bit/bottom_side = 1 -19:0/0/terrains_peering_bit/bottom_left_corner = 1 -19:0/0/terrains_peering_bit/left_side = 1 -19:0/0/terrains_peering_bit/top_side = 1 -20:0/0 = 0 -20:0/0/terrain_set = 0 -20:0/0/terrain = 1 -20:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -20:0/0/physics_layer_0/angular_velocity = 0.0 -20:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, -8, 4, -4, 8) -20:0/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, -8, -4, -8, -8, -4) -20:0/0/terrains_peering_bit/right_side = 1 -20:0/0/terrains_peering_bit/bottom_right_corner = 1 -20:0/0/terrains_peering_bit/bottom_side = 1 -20:0/0/terrains_peering_bit/left_side = 1 -20:0/0/terrains_peering_bit/top_side = 1 -20:0/0/terrains_peering_bit/top_right_corner = 1 -21:0/0 = 0 -21:0/0/terrain_set = 0 -21:0/0/terrain = 1 -21:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -21:0/0/physics_layer_0/angular_velocity = 0.0 -21:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, 8, -4, 4, -8) -21:0/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, 8, 4, 8, 8, 4) -21:0/0/terrains_peering_bit/right_side = 1 -21:0/0/terrains_peering_bit/bottom_side = 1 -21:0/0/terrains_peering_bit/bottom_left_corner = 1 -21:0/0/terrains_peering_bit/left_side = 1 -21:0/0/terrains_peering_bit/top_left_corner = 1 -21:0/0/terrains_peering_bit/top_side = 1 -21:1/0 = 0 -21:1/0/terrain_set = 0 -21:1/0/terrain = 1 -21:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -21:1/0/physics_layer_0/angular_velocity = 0.0 -21:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, 8, -4, 4, -8) -21:1/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, 8, 4, 8, 8, 4) -21:1/0/physics_layer_0/polygon_2/points = PackedVector2Array(-8, 8, -4, 8, -8, 4) -21:1/0/terrains_peering_bit/right_side = 1 -21:1/0/terrains_peering_bit/bottom_side = 1 -21:1/0/terrains_peering_bit/left_side = 1 -21:1/0/terrains_peering_bit/top_left_corner = 1 -21:1/0/terrains_peering_bit/top_side = 1 -20:1/0 = 0 -20:1/0/terrain_set = 0 -20:1/0/terrain = 1 -20:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -20:1/0/physics_layer_0/angular_velocity = 0.0 -20:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, 8, -4, 4, -8) -20:1/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, 8, 4, 8, 8, 4) -20:1/0/physics_layer_0/polygon_2/points = PackedVector2Array(-8, 8, -4, 8, -8, 4) -20:1/0/physics_layer_0/polygon_3/points = PackedVector2Array(-8, -4, -8, -8, -4, -8) -20:1/0/terrains_peering_bit/right_side = 1 -20:1/0/terrains_peering_bit/bottom_side = 1 -20:1/0/terrains_peering_bit/left_side = 1 -20:1/0/terrains_peering_bit/top_side = 1 -20:2/size_in_atlas = Vector2i(1, 2) -20:2/0 = 0 -20:2/0/texture_offset = Vector2i(0, -8) -20:2/0/terrain_set = 0 -20:2/0/terrain = 1 -20:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -20:2/0/physics_layer_0/angular_velocity = 0.0 -20:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, 8, -4, -8, -8, -8, -8, 8) -20:2/0/physics_layer_0/polygon_1/points = PackedVector2Array(4, 8, 4, -8, 8, -8, 8, 8) -20:2/0/physics_layer_0/polygon_2/points = PackedVector2Array(8, 4, -8, 4, -8, 8, 8, 8) -20:2/0/physics_layer_0/polygon_3/points = PackedVector2Array(8, -4, -8, -4, -8, -8, 8, -8) -21:2/0 = 0 -21:2/0/terrain_set = 0 -21:2/0/terrain = 1 -21:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -21:2/0/physics_layer_0/angular_velocity = 0.0 -21:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -4, -8, -8, -4) -21:2/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, -8, 8, -4, 4, -8) -21:2/0/physics_layer_0/polygon_2/points = PackedVector2Array(8, 8, 8, 4, 4, 8) -21:2/0/terrains_peering_bit/right_side = 1 -21:2/0/terrains_peering_bit/bottom_side = 1 -21:2/0/terrains_peering_bit/bottom_left_corner = 1 -21:2/0/terrains_peering_bit/left_side = 1 -21:2/0/terrains_peering_bit/top_side = 1 -22:2/0 = 0 -22:2/0/terrain_set = 0 -22:2/0/terrain = 1 -22:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) -22:2/0/physics_layer_0/angular_velocity = 0.0 -22:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, -8, 4, -4, 8) -22:2/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, -8, -4, -8, -8, -4) -22:2/0/physics_layer_0/polygon_2/points = PackedVector2Array(8, -8, 4, -8, 8, -4) -22:2/0/terrains_peering_bit/right_side = 1 -22:2/0/terrains_peering_bit/bottom_right_corner = 1 -22:2/0/terrains_peering_bit/bottom_side = 1 -22:2/0/terrains_peering_bit/left_side = 1 -22:2/0/terrains_peering_bit/top_side = 1 -22:1/0 = 0 -22:1/0/terrain_set = 0 -22:1/0/terrain = 1 -22:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -22:1/0/physics_layer_0/angular_velocity = 0.0 -22:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, 4, 8, 8, 4) -22:1/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 8, -8, 4, -4, 8) -22:1/0/physics_layer_0/polygon_2/points = PackedVector2Array(-8, -8, -8, -4, -4, -8) -22:1/0/terrains_peering_bit/right_side = 1 -22:1/0/terrains_peering_bit/bottom_side = 1 -22:1/0/terrains_peering_bit/left_side = 1 -22:1/0/terrains_peering_bit/top_side = 1 -22:1/0/terrains_peering_bit/top_right_corner = 1 +4:3/0 = 0 +4:3/0/terrain_set = 0 +4:3/0/terrain = 0 +4:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:3/0/physics_layer_0/angular_velocity = 0.0 +4:3/0/terrains_peering_bit/right_side = 0 +4:3/0/terrains_peering_bit/bottom_right_corner = 0 +4:3/0/terrains_peering_bit/bottom_side = 0 +4:3/0/terrains_peering_bit/bottom_left_corner = 0 +4:3/0/terrains_peering_bit/left_side = 0 +4:3/0/terrains_peering_bit/top_left_corner = 0 +4:3/0/terrains_peering_bit/top_side = 0 +4:3/0/terrains_peering_bit/top_right_corner = 0 9:3/0 = 0 9:3/0/terrain_set = 0 9:3/0/terrain = 0 9:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 9:3/0/physics_layer_0/angular_velocity = 0.0 -9:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 4, 8, 8, 4, 8) -9:3/0/physics_layer_0/polygon_1/points = PackedVector2Array(-4, -8, -8, -4, -8, -8) +9:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -4, -4, -8, -8, -8) +9:3/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, 8, 8, 4, 4, 8) 9:3/0/terrains_peering_bit/right_side = 0 9:3/0/terrains_peering_bit/bottom_side = 0 9:3/0/terrains_peering_bit/bottom_left_corner = 0 @@ -831,95 +828,233 @@ texture = ExtResource("1") 10:3/0/terrain = 0 10:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 10:3/0/physics_layer_0/angular_velocity = 0.0 -10:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, -8, 8, -8, 8, -4) -10:3/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 4, -4, 8, -8, 8) +10:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, -8, 8, -4, 8, -8) +10:3/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 8, -4, 8, -8, 4) 10:3/0/terrains_peering_bit/right_side = 0 10:3/0/terrains_peering_bit/bottom_right_corner = 0 10:3/0/terrains_peering_bit/bottom_side = 0 10:3/0/terrains_peering_bit/left_side = 0 10:3/0/terrains_peering_bit/top_left_corner = 0 10:3/0/terrains_peering_bit/top_side = 0 -21:3/0 = 0 -21:3/0/terrain_set = 0 -21:3/0/terrain = 1 -21:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) -21:3/0/physics_layer_0/angular_velocity = 0.0 -21:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -4, -8, -8, -4, -8) -21:3/0/physics_layer_0/polygon_1/points = PackedVector2Array(4, 8, 8, 4, 8, 8) -21:3/0/terrains_peering_bit/right_side = 1 -21:3/0/terrains_peering_bit/bottom_side = 1 -21:3/0/terrains_peering_bit/bottom_left_corner = 1 -21:3/0/terrains_peering_bit/left_side = 1 -21:3/0/terrains_peering_bit/top_side = 1 -21:3/0/terrains_peering_bit/top_right_corner = 1 +12:3/0 = 0 +12:3/0/terrain_set = 0 +12:3/0/terrain = 3 +12:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:3/0/physics_layer_0/angular_velocity = 0.0 +12:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 4, 7, 4, 6, 6, 6, 8, 8, 8) +12:3/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 8, -8, 4, -7, 4, -6, 6, -6, 8) +12:3/0/terrains_peering_bit/right_side = 0 +12:3/0/terrains_peering_bit/bottom_side = 3 +12:3/0/terrains_peering_bit/left_side = 0 +12:3/0/terrains_peering_bit/top_left_corner = 0 +12:3/0/terrains_peering_bit/top_side = 0 +12:3/0/terrains_peering_bit/top_right_corner = 0 +13:3/0 = 0 +13:3/0/terrain_set = 0 +13:3/0/terrain = 3 +13:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:3/0/physics_layer_0/angular_velocity = 0.0 +13:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 4, 7, 4, 6, 6, 6, 8, 8, 8) +13:3/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 8, -8, 4, -7, 4, -6, 6, -6, 8) +13:3/0/terrains_peering_bit/right_side = 2 +13:3/0/terrains_peering_bit/bottom_side = 3 +13:3/0/terrains_peering_bit/left_side = 2 +13:3/0/terrains_peering_bit/top_left_corner = 2 +13:3/0/terrains_peering_bit/top_side = 2 +13:3/0/terrains_peering_bit/top_right_corner = 2 +14:3/0 = 0 +14:3/0/terrain_set = 0 +14:3/0/terrain = 3 +14:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:3/0/physics_layer_0/angular_velocity = 0.0 +14:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, -8, 4, -7, 6, -6, 8, -6, 8, -8) +14:3/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, 8, 4, 8, 4, 7, 6, 6, 8, 6) +14:3/0/terrains_peering_bit/right_side = 3 +14:3/0/terrains_peering_bit/bottom_side = 0 +14:3/0/terrains_peering_bit/bottom_left_corner = 0 +14:3/0/terrains_peering_bit/left_side = 0 +14:3/0/terrains_peering_bit/top_left_corner = 0 +14:3/0/terrains_peering_bit/top_side = 0 +15:3/0 = 0 +15:3/0/terrain_set = 0 +15:3/0/terrain = 3 +15:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:3/0/physics_layer_0/angular_velocity = 0.0 +15:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, 8, -4, 7, -6, 6, -8, 6, -8, 8) +15:3/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, -8, -4, -8, -4, -7, -6, -6, -8, -6) +15:3/0/terrains_peering_bit/right_side = 2 +15:3/0/terrains_peering_bit/bottom_right_corner = 2 +15:3/0/terrains_peering_bit/bottom_side = 2 +15:3/0/terrains_peering_bit/left_side = 3 +15:3/0/terrains_peering_bit/top_side = 2 +15:3/0/terrains_peering_bit/top_right_corner = 2 +17:3/0 = 0 +17:3/0/terrain_set = 0 +17:3/0/terrain = 1 +17:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:3/0/physics_layer_0/angular_velocity = 0.0 +17:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, 8, 4, 7, 6, 6, 8, 6, 8, 8) +17:3/0/terrains_peering_bit/right_side = 1 +17:3/0/terrains_peering_bit/bottom_side = 0 +17:3/0/terrains_peering_bit/bottom_left_corner = 0 +17:3/0/terrains_peering_bit/left_side = 0 +17:3/0/terrains_peering_bit/top_left_corner = 0 +17:3/0/terrains_peering_bit/top_side = 1 +17:3/0/terrains_peering_bit/top_right_corner = 1 +18:3/0 = 0 +18:3/0/terrain_set = 0 +18:3/0/terrain = 1 +18:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:3/0/physics_layer_0/angular_velocity = 0.0 +18:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, 8, -4, 7, -6, 6, -8, 6, -8, 8) +18:3/0/terrains_peering_bit/right_side = 2 +18:3/0/terrains_peering_bit/bottom_right_corner = 2 +18:3/0/terrains_peering_bit/bottom_side = 2 +18:3/0/terrains_peering_bit/left_side = 1 +18:3/0/terrains_peering_bit/top_left_corner = 1 +18:3/0/terrains_peering_bit/top_side = 1 +18:3/0/terrains_peering_bit/top_right_corner = 2 +19:3/0 = 0 +19:3/0/terrain_set = 0 +19:3/0/terrain = 1 +19:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:3/0/physics_layer_0/angular_velocity = 0.0 +19:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, 8, 4, 7, 6, 6, 8, 6, 8, 8) +19:3/0/terrains_peering_bit/right_side = 1 +19:3/0/terrains_peering_bit/bottom_side = 2 +19:3/0/terrains_peering_bit/bottom_left_corner = 2 +19:3/0/terrains_peering_bit/left_side = 2 +19:3/0/terrains_peering_bit/top_left_corner = 2 +19:3/0/terrains_peering_bit/top_side = 1 +19:3/0/terrains_peering_bit/top_right_corner = 1 +20:3/0 = 0 +20:3/0/terrain_set = 0 +20:3/0/terrain = 1 +20:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:3/0/physics_layer_0/angular_velocity = 0.0 +20:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, 8, -4, 7, -6, 6, -8, 6, -8, 8) +20:3/0/terrains_peering_bit/right_side = 0 +20:3/0/terrains_peering_bit/bottom_right_corner = 0 +20:3/0/terrains_peering_bit/bottom_side = 0 +20:3/0/terrains_peering_bit/left_side = 1 +20:3/0/terrains_peering_bit/top_left_corner = 1 +20:3/0/terrains_peering_bit/top_side = 1 +20:3/0/terrains_peering_bit/top_right_corner = 0 22:3/0 = 0 22:3/0/terrain_set = 0 -22:3/0/terrain = 1 +22:3/0/terrain = 3 22:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 22:3/0/physics_layer_0/angular_velocity = 0.0 -22:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, -8, 8, -8, 8, -4) -22:3/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 4, -4, 8, -8, 8) -22:3/0/terrains_peering_bit/right_side = 1 -22:3/0/terrains_peering_bit/bottom_right_corner = 1 -22:3/0/terrains_peering_bit/bottom_side = 1 -22:3/0/terrains_peering_bit/left_side = 1 -22:3/0/terrains_peering_bit/top_left_corner = 1 -22:3/0/terrains_peering_bit/top_side = 1 +22:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, 8, 4, 7, 6, 6, 8, 6, 8, 8) +22:3/0/terrains_peering_bit/right_side = 3 +22:3/0/terrains_peering_bit/bottom_side = 0 +22:3/0/terrains_peering_bit/bottom_left_corner = 0 +22:3/0/terrains_peering_bit/left_side = 0 +22:3/0/terrains_peering_bit/top_left_corner = 0 +22:3/0/terrains_peering_bit/top_side = 3 +22:3/0/terrains_peering_bit/top_right_corner = 3 +23:3/0 = 0 +23:3/0/terrain_set = 0 +23:3/0/terrain = 3 +23:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:3/0/physics_layer_0/angular_velocity = 0.0 +23:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, 8, -4, 7, -6, 6, -8, 6, -8, 8) +23:3/0/terrains_peering_bit/right_side = 2 +23:3/0/terrains_peering_bit/bottom_right_corner = 2 +23:3/0/terrains_peering_bit/bottom_side = 2 +23:3/0/terrains_peering_bit/left_side = 3 +23:3/0/terrains_peering_bit/top_left_corner = 3 +23:3/0/terrains_peering_bit/top_side = 3 +23:3/0/terrains_peering_bit/top_right_corner = 2 +24:3/0 = 0 +24:3/0/terrain_set = 0 +24:3/0/terrain = 3 +24:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:3/0/physics_layer_0/angular_velocity = 0.0 +24:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, 8, 4, 7, 6, 6, 8, 6, 8, 8) +24:3/0/terrains_peering_bit/right_side = 3 +24:3/0/terrains_peering_bit/bottom_side = 2 +24:3/0/terrains_peering_bit/bottom_left_corner = 2 +24:3/0/terrains_peering_bit/left_side = 2 +24:3/0/terrains_peering_bit/top_left_corner = 2 +24:3/0/terrains_peering_bit/top_side = 3 +24:3/0/terrains_peering_bit/top_right_corner = 3 +25:3/0 = 0 +25:3/0/terrain_set = 0 +25:3/0/terrain = 3 +25:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:3/0/physics_layer_0/angular_velocity = 0.0 +25:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, 8, -4, 7, -6, 6, -8, 6, -8, 8) +25:3/0/terrains_peering_bit/right_side = 0 +25:3/0/terrains_peering_bit/bottom_right_corner = 0 +25:3/0/terrains_peering_bit/bottom_side = 0 +25:3/0/terrains_peering_bit/left_side = 3 +25:3/0/terrains_peering_bit/top_left_corner = 3 +25:3/0/terrains_peering_bit/top_side = 3 +25:3/0/terrains_peering_bit/top_right_corner = 0 0:4/0 = 0 0:4/0/terrain_set = 0 0:4/0/terrain = 0 0:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) 0:4/0/physics_layer_0/angular_velocity = 0.0 -0:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, 4, 8, 4, -4, -4, -4, -4, 8, -8, 8) +0:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, 4, -8, 4, 8, 8, 8) +0:4/0/physics_layer_0/polygon_1/points = PackedVector2Array(-4, -8, -8, -8, -8, 8, -4, 8) +0:4/0/physics_layer_0/polygon_2/points = PackedVector2Array(-4, -4, 4, -4, 4, -8, -4, -8) 0:4/0/terrains_peering_bit/bottom_side = 0 1:4/size_in_atlas = Vector2i(1, 2) 1:4/0 = 0 -1:4/0/texture_offset = Vector2i(0, -8) +1:4/0/texture_origin = Vector2i(0, -8) 1:4/0/terrain_set = 0 1:4/0/terrain = 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, -4, -8, -4, 4, 4, 4, 4, -8, 8, -8) +1:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, -4, 8, -4, -8, -8, -8) +1:4/0/physics_layer_0/polygon_1/points = PackedVector2Array(4, 8, 8, 8, 8, -8, 4, -8) +1:4/0/physics_layer_0/polygon_2/points = PackedVector2Array(4, 4, -4, 4, -4, 8, 4, 8) 1:4/0/terrains_peering_bit/top_side = 0 2:4/size_in_atlas = Vector2i(1, 2) 2:4/0 = 0 -2:4/0/texture_offset = Vector2i(0, -8) +2:4/0/texture_origin = Vector2i(0, -8) 2:4/0/terrain_set = 0 2:4/0/terrain = 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, -4, -4, -4, -4, 4, 8, 4, 8, 8) +2:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, -4, 8, -4, 8, -8) +2:4/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 4, -8, 8, 8, 8, 8, 4) +2:4/0/physics_layer_0/polygon_2/points = PackedVector2Array(-4, 4, -4, -4, -8, -4, -8, 4) 2:4/0/terrains_peering_bit/right_side = 0 3:4/size_in_atlas = Vector2i(1, 2) 3:4/0 = 0 -3:4/0/texture_offset = Vector2i(0, -8) +3:4/0/texture_origin = Vector2i(0, -8) 3:4/0/terrain_set = 0 3:4/0/terrain = 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, 4, 4, 4, 4, -4, -8, -4, -8, -8) +3:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, 8, 4, -8, 4, -8, 8) +3:4/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, -4, 8, -8, -8, -8, -8, -4) +3:4/0/physics_layer_0/polygon_2/points = PackedVector2Array(4, -4, 4, 4, 8, 4, 8, -4) 3:4/0/terrains_peering_bit/left_side = 0 4:4/0 = 0 4:4/0/terrain_set = 0 4:4/0/terrain = 0 4:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) 4:4/0/physics_layer_0/angular_velocity = 0.0 -4:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, -4, -8, -4) -4:4/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 4, -8, 8, -4, 8) -4:4/0/physics_layer_0/polygon_2/points = PackedVector2Array(4, 8, 8, 8, 8, 4) +4:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -4, 8, -8, -8, -8, -8, -4) +4:4/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 4, -4, 8, -8, 8) +4:4/0/physics_layer_0/polygon_2/points = PackedVector2Array(4, 8, 8, 4, 8, 8) 4:4/0/terrains_peering_bit/right_side = 0 4:4/0/terrains_peering_bit/bottom_side = 0 4:4/0/terrains_peering_bit/left_side = 0 5:4/size_in_atlas = Vector2i(1, 2) 5:4/0 = 0 -5:4/0/texture_offset = Vector2i(0, -8) +5:4/0/texture_origin = Vector2i(0, -8) 5:4/0/terrain_set = 0 5:4/0/terrain = 0 5:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) 5:4/0/physics_layer_0/angular_velocity = 0.0 -5:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, 4, 8, 4) -5:4/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, -4, 8, -8, 4, -8) -5:4/0/physics_layer_0/polygon_2/points = PackedVector2Array(-4, -8, -8, -8, -8, -4) +5:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 4, -8, 8, 8, 8, 8, 4) +5:4/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, -4, 4, -8, 8, -8) +5:4/0/physics_layer_0/polygon_2/points = PackedVector2Array(-4, -8, -8, -4, -8, -8) 5:4/0/terrains_peering_bit/right_side = 0 5:4/0/terrains_peering_bit/left_side = 0 5:4/0/terrains_peering_bit/top_side = 0 @@ -928,9 +1063,9 @@ texture = ExtResource("1") 6:4/0/terrain = 0 6:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) 6:4/0/physics_layer_0/angular_velocity = 0.0 -6:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, -8, -8, -4, -8, -4, 8) -6:4/0/physics_layer_0/polygon_1/points = PackedVector2Array(4, 8, 8, 8, 8, 4) -6:4/0/physics_layer_0/polygon_2/points = PackedVector2Array(8, -4, 8, -8, 4, -8) +6:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, -8, -8, -8, -8, 8, -4, 8) +6:4/0/physics_layer_0/polygon_1/points = PackedVector2Array(4, 8, 8, 4, 8, 8) +6:4/0/physics_layer_0/polygon_2/points = PackedVector2Array(8, -4, 4, -8, 8, -8) 6:4/0/terrains_peering_bit/right_side = 0 6:4/0/terrains_peering_bit/bottom_side = 0 6:4/0/terrains_peering_bit/top_side = 0 @@ -939,114 +1074,2853 @@ texture = ExtResource("1") 7:4/0/terrain = 0 7:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) 7:4/0/physics_layer_0/angular_velocity = 0.0 -7:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, 8, 8, 4, 8, 4, -8) -7:4/0/physics_layer_0/polygon_1/points = PackedVector2Array(-4, -8, -8, -8, -8, -4) -7:4/0/physics_layer_0/polygon_2/points = PackedVector2Array(-8, 4, -8, 8, -4, 8) +7:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, 8, 8, 8, 8, -8, 4, -8) +7:4/0/physics_layer_0/polygon_1/points = PackedVector2Array(-4, -8, -8, -4, -8, -8) +7:4/0/physics_layer_0/polygon_2/points = PackedVector2Array(-8, 4, -4, 8, -8, 8) 7:4/0/terrains_peering_bit/bottom_side = 0 7:4/0/terrains_peering_bit/left_side = 0 7:4/0/terrains_peering_bit/top_side = 0 12:4/0 = 0 12:4/0/terrain_set = 0 -12:4/0/terrain = 1 +12:4/0/terrain = 3 12:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) 12:4/0/physics_layer_0/angular_velocity = 0.0 -12:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, 4, 8, 4, -4, -4, -4, -4, 8, -8, 8) -12:4/0/terrains_peering_bit/bottom_side = 1 -13:4/size_in_atlas = Vector2i(1, 2) +12:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -4, -7, -4, -6, -6, -6, -8, -8, -8) +12:4/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, -8, 8, -4, 7, -4, 6, -6, 6, -8) +12:4/0/terrains_peering_bit/right_side = 2 +12:4/0/terrains_peering_bit/bottom_right_corner = 2 +12:4/0/terrains_peering_bit/bottom_side = 2 +12:4/0/terrains_peering_bit/bottom_left_corner = 2 +12:4/0/terrains_peering_bit/left_side = 2 +12:4/0/terrains_peering_bit/top_side = 3 13:4/0 = 0 -13:4/0/texture_offset = Vector2i(0, -8) 13:4/0/terrain_set = 0 -13:4/0/terrain = 1 +13:4/0/terrain = 3 13:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) 13:4/0/physics_layer_0/angular_velocity = 0.0 -13:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8, -4, -8, -4, 4, 4, 4, 4, -8, 8, -8) -13:4/0/terrains_peering_bit/top_side = 1 -14:4/size_in_atlas = Vector2i(1, 2) +13:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -4, -7, -4, -6, -6, -6, -8, -8, -8) +13:4/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, -8, 8, -4, 7, -4, 6, -6, 6, -8) +13:4/0/terrains_peering_bit/right_side = 0 +13:4/0/terrains_peering_bit/bottom_right_corner = 0 +13:4/0/terrains_peering_bit/bottom_side = 0 +13:4/0/terrains_peering_bit/bottom_left_corner = 0 +13:4/0/terrains_peering_bit/left_side = 0 +13:4/0/terrains_peering_bit/top_side = 3 14:4/0 = 0 -14:4/0/texture_offset = Vector2i(0, -8) 14:4/0/terrain_set = 0 -14:4/0/terrain = 1 +14:4/0/terrain = 3 14:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) 14:4/0/physics_layer_0/angular_velocity = 0.0 -14:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, -8, -8, 8, -8, 8, -4, -4, -4, -4, 4, 8, 4, 8, 8) -14:4/0/terrains_peering_bit/right_side = 1 -15:4/size_in_atlas = Vector2i(1, 2) +14:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, -8, 4, -7, 6, -6, 8, -6, 8, -8) +14:4/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, 8, 4, 8, 4, 7, 6, 6, 8, 6) +14:4/0/terrains_peering_bit/right_side = 3 +14:4/0/terrains_peering_bit/bottom_side = 2 +14:4/0/terrains_peering_bit/bottom_left_corner = 2 +14:4/0/terrains_peering_bit/left_side = 2 +14:4/0/terrains_peering_bit/top_left_corner = 2 +14:4/0/terrains_peering_bit/top_side = 2 15:4/0 = 0 -15:4/0/texture_offset = Vector2i(0, -8) 15:4/0/terrain_set = 0 -15:4/0/terrain = 1 +15:4/0/terrain = 3 15:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) 15:4/0/physics_layer_0/angular_velocity = 0.0 -15:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, 8, 8, -8, 8, -8, 4, 4, 4, 4, -4, -8, -4, -8, -8) -15:4/0/terrains_peering_bit/left_side = 1 -16:4/0 = 0 -16:4/0/terrain_set = 0 -16:4/0/terrain = 1 -16:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -16:4/0/physics_layer_0/angular_velocity = 0.0 -16:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, -4, -8, -4) -16:4/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 4, -8, 8, -4, 8) -16:4/0/physics_layer_0/polygon_2/points = PackedVector2Array(4, 8, 8, 8, 8, 4) -16:4/0/terrains_peering_bit/right_side = 1 -16:4/0/terrains_peering_bit/bottom_side = 1 -16:4/0/terrains_peering_bit/left_side = 1 -17:4/size_in_atlas = Vector2i(1, 2) -17:4/0 = 0 -17:4/0/texture_offset = Vector2i(0, -8) -17:4/0/terrain_set = 0 -17:4/0/terrain = 1 -17:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -17:4/0/physics_layer_0/angular_velocity = 0.0 -17:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, 4, 8, 4) -17:4/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, -4, 8, -8, 4, -8) -17:4/0/physics_layer_0/polygon_2/points = PackedVector2Array(-4, -8, -8, -8, -8, -4) -17:4/0/terrains_peering_bit/right_side = 1 -17:4/0/terrains_peering_bit/left_side = 1 -17:4/0/terrains_peering_bit/top_side = 1 -18:4/0 = 0 -18:4/0/terrain_set = 0 -18:4/0/terrain = 1 -18:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -18:4/0/physics_layer_0/angular_velocity = 0.0 -18:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, -8, -8, -4, -8, -4, 8) -18:4/0/physics_layer_0/polygon_1/points = PackedVector2Array(4, 8, 8, 8, 8, 4) -18:4/0/physics_layer_0/polygon_2/points = PackedVector2Array(8, -4, 8, -8, 4, -8) -18:4/0/terrains_peering_bit/right_side = 1 -18:4/0/terrains_peering_bit/bottom_side = 1 -18:4/0/terrains_peering_bit/top_side = 1 -19:4/0 = 0 -19:4/0/terrain_set = 0 -19:4/0/terrain = 1 -19:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) -19:4/0/physics_layer_0/angular_velocity = 0.0 -19:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, 8, 8, 4, 8, 4, -8) -19:4/0/physics_layer_0/polygon_1/points = PackedVector2Array(-4, -8, -8, -8, -8, -4) -19:4/0/physics_layer_0/polygon_2/points = PackedVector2Array(-8, 4, -8, 8, -4, 8) -19:4/0/terrains_peering_bit/bottom_side = 1 -19:4/0/terrains_peering_bit/left_side = 1 -19:4/0/terrains_peering_bit/top_side = 1 -24:1/0 = 0 -24:1/0/terrain_set = 0 -24:1/0/terrain = 1 -24:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -24:1/0/physics_layer_0/angular_velocity = 0.0 -24:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -4, 8, -8, 5, -8) -24:1/0/physics_layer_0/polygon_1/points = PackedVector2Array(-5, -8, -8, -8, -8, -4) -24:1/0/terrains_peering_bit/right_side = 1 -24:1/0/terrains_peering_bit/bottom_right_corner = 1 -24:1/0/terrains_peering_bit/bottom_side = 1 -24:1/0/terrains_peering_bit/bottom_left_corner = 1 -24:1/0/terrains_peering_bit/left_side = 1 -24:1/0/terrains_peering_bit/top_side = 2 +15:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, 8, -4, 7, -6, 6, -8, 6, -8, 8) +15:4/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, -8, -4, -8, -4, -7, -6, -6, -8, -6) +15:4/0/terrains_peering_bit/right_side = 0 +15:4/0/terrains_peering_bit/bottom_right_corner = 0 +15:4/0/terrains_peering_bit/bottom_side = 0 +15:4/0/terrains_peering_bit/left_side = 3 +15:4/0/terrains_peering_bit/top_side = 0 +15:4/0/terrains_peering_bit/top_right_corner = 0 +0:6/0 = 0 +0:6/0/terrain_set = 0 +0:6/0/terrain = 0 +0:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:6/0/physics_layer_0/angular_velocity = 0.0 +0:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -4, 8, -8, -8, -8, -8, -4) +0:6/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 4, -4, 8, -8, 8) +0:6/0/physics_layer_0/polygon_2/points = PackedVector2Array(4, 8, 8, 4, 8, 8) +0:6/0/terrains_peering_bit/right_side = 0 +0:6/0/terrains_peering_bit/bottom_side = 0 +0:6/0/terrains_peering_bit/bottom_left_corner = 0 +0:6/0/terrains_peering_bit/left_side = 0 +1:6/size_in_atlas = Vector2i(1, 2) +1:6/0 = 0 +1:6/0/texture_origin = Vector2i(0, -8) +1:6/0/terrain_set = 0 +1:6/0/terrain = 0 +1:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:6/0/physics_layer_0/angular_velocity = 0.0 +1:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 4, -8, 8, 8, 8, 8, 4) +1:6/0/physics_layer_0/polygon_1/points = PackedVector2Array(-4, -8, -8, -4, -8, -8) +1:6/0/terrains_peering_bit/right_side = 0 +1:6/0/terrains_peering_bit/left_side = 0 +1:6/0/terrains_peering_bit/top_side = 0 +1:6/0/terrains_peering_bit/top_right_corner = 0 +2:6/0 = 0 +2:6/0/terrain_set = 0 +2:6/0/terrain = 0 +2:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:6/0/physics_layer_0/angular_velocity = 0.0 +2:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, -8, -8, -8, -8, 8, -4, 8) +2:6/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, -4, 4, -8, 8, -8) +2:6/0/terrains_peering_bit/right_side = 0 +2:6/0/terrains_peering_bit/bottom_right_corner = 0 +2:6/0/terrains_peering_bit/bottom_side = 0 +2:6/0/terrains_peering_bit/top_side = 0 +3:6/0 = 0 +3:6/0/terrain_set = 0 +3:6/0/terrain = 0 +3:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:6/0/physics_layer_0/angular_velocity = 0.0 +3:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, 8, 8, 8, 8, -8, 4, -8) +3:6/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 4, -4, 8, -8, 8) +3:6/0/terrains_peering_bit/bottom_side = 0 +3:6/0/terrains_peering_bit/left_side = 0 +3:6/0/terrains_peering_bit/top_left_corner = 0 +3:6/0/terrains_peering_bit/top_side = 0 +4:6/0 = 0 +4:6/0/terrain_set = 0 +4:6/0/terrain = 0 +4:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:6/0/physics_layer_0/angular_velocity = 0.0 +4:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -4, -8, -8, 8, -8, 8, -4) +4:6/0/physics_layer_0/polygon_1/points = PackedVector2Array(-4, 8, -8, 4, -8, 8) +4:6/0/terrains_peering_bit/right_side = 0 +4:6/0/terrains_peering_bit/bottom_right_corner = 0 +4:6/0/terrains_peering_bit/bottom_side = 0 +4:6/0/terrains_peering_bit/left_side = 0 +5:6/size_in_atlas = Vector2i(1, 2) +5:6/0 = 0 +5:6/0/texture_origin = Vector2i(0, -8) +5:6/0/terrain_set = 0 +5:6/0/terrain = 0 +5:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:6/0/physics_layer_0/angular_velocity = 0.0 +5:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 4, 8, 8, -8, 8, -8, 4) +5:6/0/physics_layer_0/polygon_1/points = PackedVector2Array(4, -8, 8, -4, 8, -8) +5:6/0/terrains_peering_bit/right_side = 0 +5:6/0/terrains_peering_bit/left_side = 0 +5:6/0/terrains_peering_bit/top_left_corner = 0 +5:6/0/terrains_peering_bit/top_side = 0 +6:6/0 = 0 +6:6/0/terrain_set = 0 +6:6/0/terrain = 0 +6:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:6/0/physics_layer_0/angular_velocity = 0.0 +6:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, 8, -8, 8, -8, -8, -4, -8) +6:6/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, 4, 4, 8, 8, 8) +6:6/0/terrains_peering_bit/right_side = 0 +6:6/0/terrains_peering_bit/bottom_side = 0 +6:6/0/terrains_peering_bit/top_side = 0 +6:6/0/terrains_peering_bit/top_right_corner = 0 +7:6/0 = 0 +7:6/0/terrain_set = 0 +7:6/0/terrain = 0 +7:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:6/0/physics_layer_0/angular_velocity = 0.0 +7:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, -8, 8, -8, 8, 8, 4, 8) +7:6/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, -4, -4, -8, -8, -8) +7:6/0/terrains_peering_bit/bottom_side = 0 +7:6/0/terrains_peering_bit/bottom_left_corner = 0 +7:6/0/terrains_peering_bit/left_side = 0 +7:6/0/terrains_peering_bit/top_side = 0 +5:0/0 = 0 +5:0/0/terrain_set = 0 +5:0/0/terrain = 8 +5:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:0/0/physics_layer_0/angular_velocity = 0.0 + +[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_colonybrown"] +texture = ExtResource("2_aww3g") +0:0/0 = 0 +0:0/0/terrain_set = 0 +0:0/0/terrain = 2 +0:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:0/0/physics_layer_0/angular_velocity = 0.0 +0:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -4, -8, 8, -8, 8, -4, -4, -4, -4, 8, -8, 8) +0:0/0/terrains_peering_bit/right_side = 2 +0:0/0/terrains_peering_bit/bottom_right_corner = 2 +0:0/0/terrains_peering_bit/bottom_side = 2 +1:0/0 = 0 +1:0/0/terrain_set = 0 +1:0/0/terrain = 2 +1:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:0/0/physics_layer_0/angular_velocity = 0.0 +1:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, 8, -4, -8, -4, -8, -8) +1:0/0/terrains_peering_bit/right_side = 2 +1:0/0/terrains_peering_bit/bottom_right_corner = 2 +1:0/0/terrains_peering_bit/bottom_side = 2 +1:0/0/terrains_peering_bit/bottom_left_corner = 2 +1:0/0/terrains_peering_bit/left_side = 2 +2:0/0 = 0 +2:0/0/terrain_set = 0 +2:0/0/terrain = 2 +2:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:0/0/physics_layer_0/angular_velocity = 0.0 +2:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, 8, -4, 8, 8, 4, 8, 4, -4, -8, -4, -8, -8) +2:0/0/terrains_peering_bit/bottom_side = 2 +2:0/0/terrains_peering_bit/bottom_left_corner = 2 +2:0/0/terrains_peering_bit/left_side = 2 +3:0/0 = 0 +3:0/0/terrain_set = 0 +3:0/0/terrain = 2 +3:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:0/0/physics_layer_0/angular_velocity = 0.0 +3:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 4, 4, 8, 8, 8) +3:0/0/terrains_peering_bit/right_side = 2 +3:0/0/terrains_peering_bit/bottom_side = 2 +3:0/0/terrains_peering_bit/bottom_left_corner = 2 +3:0/0/terrains_peering_bit/left_side = 2 +3:0/0/terrains_peering_bit/top_left_corner = 2 +3:0/0/terrains_peering_bit/top_side = 2 +3:0/0/terrains_peering_bit/top_right_corner = 2 +4:0/0 = 0 +4:0/0/terrain_set = 0 +4:0/0/terrain = 2 +4:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:0/0/physics_layer_0/angular_velocity = 0.0 +4:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, 8, -8, 4, -8, 8) +4:0/0/terrains_peering_bit/right_side = 2 +4:0/0/terrains_peering_bit/bottom_right_corner = 2 +4:0/0/terrains_peering_bit/bottom_side = 2 +4:0/0/terrains_peering_bit/left_side = 2 +4:0/0/terrains_peering_bit/top_left_corner = 2 +4:0/0/terrains_peering_bit/top_side = 2 +4:0/0/terrains_peering_bit/top_right_corner = 2 +6:0/0 = 0 +6:0/0/terrain_set = 0 +6:0/0/terrain = 2 +6:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:0/0/physics_layer_0/angular_velocity = 0.0 +6:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, 8, -8, 4, -8, 8) +6:0/0/physics_layer_0/polygon_1/points = PackedVector2Array(4, 8, 8, 4, 8, 8) +6:0/0/terrains_peering_bit/right_side = 2 +6:0/0/terrains_peering_bit/bottom_side = 2 +6:0/0/terrains_peering_bit/left_side = 2 +6:0/0/terrains_peering_bit/top_left_corner = 2 +6:0/0/terrains_peering_bit/top_side = 2 +6:0/0/terrains_peering_bit/top_right_corner = 2 +7:0/0 = 0 +7:0/0/terrain_set = 0 +7:0/0/terrain = 2 +7:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:0/0/physics_layer_0/angular_velocity = 0.0 +7:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, -8, 8, -4, 8, -8) +7:0/0/physics_layer_0/polygon_1/points = PackedVector2Array(-4, -8, -8, -4, -8, -8) +7:0/0/terrains_peering_bit/right_side = 2 +7:0/0/terrains_peering_bit/bottom_right_corner = 2 +7:0/0/terrains_peering_bit/bottom_side = 2 +7:0/0/terrains_peering_bit/bottom_left_corner = 2 +7:0/0/terrains_peering_bit/left_side = 2 +7:0/0/terrains_peering_bit/top_side = 2 +8:0/0 = 0 +8:0/0/terrain_set = 0 +8:0/0/terrain = 2 +8:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:0/0/physics_layer_0/angular_velocity = 0.0 +8:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -4, -4, -8, -8, -8) +8:0/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 4, -4, 8, -8, 8) +8:0/0/terrains_peering_bit/right_side = 2 +8:0/0/terrains_peering_bit/bottom_right_corner = 2 +8:0/0/terrains_peering_bit/bottom_side = 2 +8:0/0/terrains_peering_bit/left_side = 2 +8:0/0/terrains_peering_bit/top_side = 2 +8:0/0/terrains_peering_bit/top_right_corner = 2 +9:0/0 = 0 +9:0/0/terrain_set = 0 +9:0/0/terrain = 2 +9:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:0/0/physics_layer_0/angular_velocity = 0.0 +9:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 4, 4, 8, 8, 8) +9:0/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, -4, 4, -8, 8, -8) +9:0/0/terrains_peering_bit/right_side = 2 +9:0/0/terrains_peering_bit/bottom_side = 2 +9:0/0/terrains_peering_bit/bottom_left_corner = 2 +9:0/0/terrains_peering_bit/left_side = 2 +9:0/0/terrains_peering_bit/top_left_corner = 2 +9:0/0/terrains_peering_bit/top_side = 2 +12:0/0 = 0 +12:0/0/terrain_set = 0 +12:0/0/terrain = 3 +12:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:0/0/physics_layer_0/angular_velocity = 0.0 +12:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 4, 7, 4, 6, 6, 6, 8, 8, 8) +12:0/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 8, -8, 4, -7, 4, -6, 6, -6, 8) +12:0/0/terrains_peering_bit/right_side = 2 +12:0/0/terrains_peering_bit/bottom_side = 3 +12:0/0/terrains_peering_bit/left_side = 2 +12:0/0/terrains_peering_bit/top_left_corner = 2 +12:0/0/terrains_peering_bit/top_side = 2 +12:0/0/terrains_peering_bit/top_right_corner = 2 +13:0/0 = 0 +13:0/0/terrain_set = 0 +13:0/0/terrain = 3 +13:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:0/0/physics_layer_0/angular_velocity = 0.0 +13:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 4, 7, 4, 6, 6, 6, 8, 8, 8) +13:0/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 8, -8, 4, -7, 4, -6, 6, -6, 8) +13:0/0/terrains_peering_bit/right_side = 4 +13:0/0/terrains_peering_bit/bottom_side = 3 +13:0/0/terrains_peering_bit/left_side = 4 +13:0/0/terrains_peering_bit/top_left_corner = 4 +13:0/0/terrains_peering_bit/top_side = 4 +13:0/0/terrains_peering_bit/top_right_corner = 4 +14:0/0 = 0 +14:0/0/terrain_set = 0 +14:0/0/terrain = 3 +14:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:0/0/physics_layer_0/angular_velocity = 0.0 +14:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, -8, 4, -7, 6, -6, 8, -6, 8, -8) +14:0/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, 8, 4, 8, 4, 7, 6, 6, 8, 6) +14:0/0/terrains_peering_bit/right_side = 3 +14:0/0/terrains_peering_bit/bottom_side = 2 +14:0/0/terrains_peering_bit/bottom_left_corner = 2 +14:0/0/terrains_peering_bit/left_side = 2 +14:0/0/terrains_peering_bit/top_left_corner = 2 +14:0/0/terrains_peering_bit/top_side = 2 +15:0/0 = 0 +15:0/0/terrain_set = 0 +15:0/0/terrain = 3 +15:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:0/0/physics_layer_0/angular_velocity = 0.0 +15:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, 8, -4, 7, -6, 6, -8, 6, -8, 8) +15:0/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, -8, -4, -8, -4, -7, -6, -6, -8, -6) +15:0/0/terrains_peering_bit/right_side = 4 +15:0/0/terrains_peering_bit/bottom_right_corner = 4 +15:0/0/terrains_peering_bit/bottom_side = 4 +15:0/0/terrains_peering_bit/left_side = 3 +15:0/0/terrains_peering_bit/top_side = 4 +15:0/0/terrains_peering_bit/top_right_corner = 4 +17:0/0 = 0 +17:0/0/terrain_set = 0 +17:0/0/terrain = 3 +17:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:0/0/physics_layer_0/angular_velocity = 0.0 +17:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 4, -7, 4, -6, 6, -6, 8, -8, 8) +17:0/0/terrains_peering_bit/right_side = 3 +17:0/0/terrains_peering_bit/bottom_right_corner = 3 +17:0/0/terrains_peering_bit/bottom_side = 3 +17:0/0/terrains_peering_bit/left_side = 2 +17:0/0/terrains_peering_bit/top_left_corner = 2 +17:0/0/terrains_peering_bit/top_side = 2 +17:0/0/terrains_peering_bit/top_right_corner = 2 +18:0/0 = 0 +18:0/0/terrain_set = 0 +18:0/0/terrain = 3 +18:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:0/0/physics_layer_0/angular_velocity = 0.0 +18:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 4, 7, 4, 6, 6, 6, 8, 8, 8) +18:0/0/terrains_peering_bit/right_side = 2 +18:0/0/terrains_peering_bit/bottom_side = 3 +18:0/0/terrains_peering_bit/bottom_left_corner = 3 +18:0/0/terrains_peering_bit/left_side = 3 +18:0/0/terrains_peering_bit/top_left_corner = 2 +18:0/0/terrains_peering_bit/top_side = 2 +18:0/0/terrains_peering_bit/top_right_corner = 2 +19:0/0 = 0 +19:0/0/terrain_set = 0 +19:0/0/terrain = 3 +19:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:0/0/physics_layer_0/angular_velocity = 0.0 +19:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 4, -7, 4, -6, 6, -6, 8, -8, 8) +19:0/0/terrains_peering_bit/right_side = 3 +19:0/0/terrains_peering_bit/bottom_right_corner = 3 +19:0/0/terrains_peering_bit/bottom_side = 3 +19:0/0/terrains_peering_bit/left_side = 4 +19:0/0/terrains_peering_bit/top_left_corner = 4 +19:0/0/terrains_peering_bit/top_side = 4 +19:0/0/terrains_peering_bit/top_right_corner = 4 +20:0/0 = 0 +20:0/0/terrain_set = 0 +20:0/0/terrain = 3 +20:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:0/0/physics_layer_0/angular_velocity = 0.0 +20:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 4, 7, 4, 6, 6, 6, 8, 8, 8) +20:0/0/terrains_peering_bit/right_side = 4 +20:0/0/terrains_peering_bit/bottom_side = 3 +20:0/0/terrains_peering_bit/bottom_left_corner = 3 +20:0/0/terrains_peering_bit/left_side = 3 +20:0/0/terrains_peering_bit/top_left_corner = 4 +20:0/0/terrains_peering_bit/top_side = 4 +20:0/0/terrains_peering_bit/top_right_corner = 4 +22:0/0 = 0 +22:0/0/terrain_set = 0 +22:0/0/terrain = 5 +22:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:0/0/physics_layer_0/angular_velocity = 0.0 +22:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 4, -7, 4, -6, 6, -6, 8, -8, 8) +22:0/0/terrains_peering_bit/right_side = 5 +22:0/0/terrains_peering_bit/bottom_right_corner = 5 +22:0/0/terrains_peering_bit/bottom_side = 5 +22:0/0/terrains_peering_bit/left_side = 2 +22:0/0/terrains_peering_bit/top_left_corner = 2 +22:0/0/terrains_peering_bit/top_side = 2 +22:0/0/terrains_peering_bit/top_right_corner = 2 +23:0/0 = 0 +23:0/0/terrain_set = 0 +23:0/0/terrain = 5 +23:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:0/0/physics_layer_0/angular_velocity = 0.0 +23:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 4, 7, 4, 6, 6, 6, 8, 8, 8) +23:0/0/terrains_peering_bit/right_side = 2 +23:0/0/terrains_peering_bit/bottom_side = 5 +23:0/0/terrains_peering_bit/bottom_left_corner = 5 +23:0/0/terrains_peering_bit/left_side = 5 +23:0/0/terrains_peering_bit/top_left_corner = 2 +23:0/0/terrains_peering_bit/top_side = 2 +23:0/0/terrains_peering_bit/top_right_corner = 2 24:0/0 = 0 24:0/0/terrain_set = 0 -24:0/0/terrain = 0 +24:0/0/terrain = 5 24:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 24:0/0/physics_layer_0/angular_velocity = 0.0 -24:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 4, -8, 8, -5, 8) -24:0/0/physics_layer_0/polygon_1/points = PackedVector2Array(5, 8, 8, 8, 8, 4) -24:0/0/terrains_peering_bit/right_side = 0 -24:0/0/terrains_peering_bit/bottom_side = 2 +24:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 4, -7, 4, -6, 6, -6, 8, -8, 8) +24:0/0/terrains_peering_bit/right_side = 5 +24:0/0/terrains_peering_bit/bottom_right_corner = 5 +24:0/0/terrains_peering_bit/bottom_side = 5 +24:0/0/terrains_peering_bit/left_side = 4 +24:0/0/terrains_peering_bit/top_left_corner = 4 +24:0/0/terrains_peering_bit/top_side = 4 +24:0/0/terrains_peering_bit/top_right_corner = 4 +25:0/0 = 0 +25:0/0/terrain_set = 0 +25:0/0/terrain = 5 +25:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:0/0/physics_layer_0/angular_velocity = 0.0 +25:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 4, 7, 4, 6, 6, 6, 8, 8, 8) +25:0/0/terrains_peering_bit/right_side = 4 +25:0/0/terrains_peering_bit/bottom_side = 5 +25:0/0/terrains_peering_bit/bottom_left_corner = 5 +25:0/0/terrains_peering_bit/left_side = 5 +25:0/0/terrains_peering_bit/top_left_corner = 4 +25:0/0/terrains_peering_bit/top_side = 4 +25:0/0/terrains_peering_bit/top_right_corner = 4 +0:1/0 = 0 +0:1/0/terrain_set = 0 +0:1/0/terrain = 2 +0:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:1/0/physics_layer_0/angular_velocity = 0.0 +0:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -4, -8, -4, 8, -8, 8) +0:1/0/terrains_peering_bit/right_side = 2 +0:1/0/terrains_peering_bit/bottom_right_corner = 2 +0:1/0/terrains_peering_bit/bottom_side = 2 +0:1/0/terrains_peering_bit/top_side = 2 +0:1/0/terrains_peering_bit/top_right_corner = 2 +1:1/0 = 0 +1:1/0/terrain_set = 0 +1:1/0/terrain = 2 +1:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:1/0/physics_layer_0/angular_velocity = 0.0 +1:1/0/terrains_peering_bit/right_side = 2 +1:1/0/terrains_peering_bit/bottom_right_corner = 2 +1:1/0/terrains_peering_bit/bottom_side = 2 +1:1/0/terrains_peering_bit/bottom_left_corner = 2 +1:1/0/terrains_peering_bit/left_side = 2 +1:1/0/terrains_peering_bit/top_left_corner = 2 +1:1/0/terrains_peering_bit/top_side = 2 +1:1/0/terrains_peering_bit/top_right_corner = 2 +2:1/0 = 0 +2:1/0/terrain_set = 0 +2:1/0/terrain = 2 +2:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:1/0/physics_layer_0/angular_velocity = 0.0 +2:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, 4, 8, 4, -8, 8, -8) +2:1/0/terrains_peering_bit/bottom_side = 2 +2:1/0/terrains_peering_bit/bottom_left_corner = 2 +2:1/0/terrains_peering_bit/left_side = 2 +2:1/0/terrains_peering_bit/top_left_corner = 2 +2:1/0/terrains_peering_bit/top_side = 2 +3:1/0 = 0 +3:1/0/terrain_set = 0 +3:1/0/terrain = 2 +3:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:1/0/physics_layer_0/angular_velocity = 0.0 +3:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, -8, 8, -4, 8, -8) +3:1/0/terrains_peering_bit/right_side = 2 +3:1/0/terrains_peering_bit/bottom_right_corner = 2 +3:1/0/terrains_peering_bit/bottom_side = 2 +3:1/0/terrains_peering_bit/bottom_left_corner = 2 +3:1/0/terrains_peering_bit/left_side = 2 +3:1/0/terrains_peering_bit/top_left_corner = 2 +3:1/0/terrains_peering_bit/top_side = 2 +4:1/0 = 0 +4:1/0/terrain_set = 0 +4:1/0/terrain = 2 +4:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:1/0/physics_layer_0/angular_velocity = 0.0 +4:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -4, -4, -8, -8, -8) +4:1/0/terrains_peering_bit/right_side = 2 +4:1/0/terrains_peering_bit/bottom_right_corner = 2 +4:1/0/terrains_peering_bit/bottom_side = 2 +4:1/0/terrains_peering_bit/bottom_left_corner = 2 +4:1/0/terrains_peering_bit/left_side = 2 +4:1/0/terrains_peering_bit/top_side = 2 +4:1/0/terrains_peering_bit/top_right_corner = 2 +5:1/0 = 0 +5:1/0/terrain_set = 0 +5:1/0/terrain = 2 +5:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:1/0/physics_layer_0/angular_velocity = 0.0 +5:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, -4, 8, -4, -8, -8, -8) +5:1/0/physics_layer_0/polygon_1/points = PackedVector2Array(4, 8, 8, 8, 8, -8, 4, -8) +5:1/0/terrains_peering_bit/bottom_side = 2 +5:1/0/terrains_peering_bit/top_side = 2 +6:1/0 = 0 +6:1/0/terrain_set = 0 +6:1/0/terrain = 2 +6:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:1/0/physics_layer_0/angular_velocity = 0.0 +6:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -4, -8, 8, -8, 8, -4, -4, -4, -4, 8, -8, 8) +6:1/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, 4, 4, 8, 8, 8) +6:1/0/terrains_peering_bit/right_side = 2 +6:1/0/terrains_peering_bit/bottom_side = 2 +7:1/0 = 0 +7:1/0/terrain_set = 0 +7:1/0/terrain = 2 +7:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:1/0/physics_layer_0/angular_velocity = 0.0 +7:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, 8, -4, 8, 8, 4, 8, 4, -4, -8, -4, -8, -8) +7:1/0/physics_layer_0/polygon_1/points = PackedVector2Array(-4, 8, -8, 4, -8, 8) +7:1/0/terrains_peering_bit/bottom_side = 2 +7:1/0/terrains_peering_bit/left_side = 2 +8:1/0 = 0 +8:1/0/terrain_set = 0 +8:1/0/terrain = 2 +8:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:1/0/physics_layer_0/angular_velocity = 0.0 +8:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 4, 4, 8, 8, 8) +8:1/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, -4, 4, -8, 8, -8) +8:1/0/physics_layer_0/polygon_2/points = PackedVector2Array(-8, -8, -8, -4, -4, -8) +8:1/0/physics_layer_0/polygon_3/points = PackedVector2Array(-8, 8, -4, 8, -8, 4) +8:1/0/terrains_peering_bit/right_side = 2 +8:1/0/terrains_peering_bit/bottom_side = 2 +8:1/0/terrains_peering_bit/left_side = 2 +8:1/0/terrains_peering_bit/top_side = 2 +9:1/0 = 0 +9:1/0/terrain_set = 0 +9:1/0/terrain = 2 +9:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:1/0/physics_layer_0/angular_velocity = 0.0 +9:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, 8, -8, 4, -8, 8) +9:1/0/physics_layer_0/polygon_1/points = PackedVector2Array(4, 8, 8, 4, 8, 8) +9:1/0/physics_layer_0/polygon_2/points = PackedVector2Array(8, -8, 4, -8, 8, -4) +9:1/0/terrains_peering_bit/right_side = 2 +9:1/0/terrains_peering_bit/bottom_side = 2 +9:1/0/terrains_peering_bit/left_side = 2 +9:1/0/terrains_peering_bit/top_left_corner = 2 +9:1/0/terrains_peering_bit/top_side = 2 +10:1/0 = 0 +10:1/0/terrain_set = 0 +10:1/0/terrain = 2 +10:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:1/0/physics_layer_0/angular_velocity = 0.0 +10:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -4, -4, -8, -8, -8) +10:1/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 4, -4, 8, -8, 8) +10:1/0/physics_layer_0/polygon_2/points = PackedVector2Array(8, 8, 8, 4, 4, 8) +10:1/0/terrains_peering_bit/right_side = 2 +10:1/0/terrains_peering_bit/bottom_side = 2 +10:1/0/terrains_peering_bit/left_side = 2 +10:1/0/terrains_peering_bit/top_side = 2 +10:1/0/terrains_peering_bit/top_right_corner = 2 +12:1/0 = 0 +12:1/0/terrain_set = 0 +12:1/0/terrain = 3 +12:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:1/0/physics_layer_0/angular_velocity = 0.0 +12:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -4, -7, -4, -6, -6, -6, -8, -8, -8) +12:1/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, -8, 8, -4, 7, -4, 6, -6, 6, -8) +12:1/0/terrains_peering_bit/right_side = 4 +12:1/0/terrains_peering_bit/bottom_right_corner = 4 +12:1/0/terrains_peering_bit/bottom_side = 4 +12:1/0/terrains_peering_bit/bottom_left_corner = 4 +12:1/0/terrains_peering_bit/left_side = 4 +12:1/0/terrains_peering_bit/top_side = 3 +13:1/0 = 0 +13:1/0/terrain_set = 0 +13:1/0/terrain = 3 +13:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:1/0/physics_layer_0/angular_velocity = 0.0 +13:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -4, -7, -4, -6, -6, -6, -8, -8, -8) +13:1/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, -8, 8, -4, 7, -4, 6, -6, 6, -8) +13:1/0/terrains_peering_bit/right_side = 2 +13:1/0/terrains_peering_bit/bottom_right_corner = 2 +13:1/0/terrains_peering_bit/bottom_side = 2 +13:1/0/terrains_peering_bit/bottom_left_corner = 2 +13:1/0/terrains_peering_bit/left_side = 2 +13:1/0/terrains_peering_bit/top_side = 3 +14:1/0 = 0 +14:1/0/terrain_set = 0 +14:1/0/terrain = 3 +14:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:1/0/physics_layer_0/angular_velocity = 0.0 +14:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, -8, 4, -7, 6, -6, 8, -6, 8, -8) +14:1/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, 8, 4, 8, 4, 7, 6, 6, 8, 6) +14:1/0/terrains_peering_bit/right_side = 3 +14:1/0/terrains_peering_bit/bottom_side = 4 +14:1/0/terrains_peering_bit/bottom_left_corner = 4 +14:1/0/terrains_peering_bit/left_side = 4 +14:1/0/terrains_peering_bit/top_left_corner = 4 +14:1/0/terrains_peering_bit/top_side = 4 +15:1/0 = 0 +15:1/0/terrain_set = 0 +15:1/0/terrain = 3 +15:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:1/0/physics_layer_0/angular_velocity = 0.0 +15:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, 8, -4, 7, -6, 6, -8, 6, -8, 8) +15:1/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, -8, -4, -8, -4, -7, -6, -6, -8, -6) +15:1/0/terrains_peering_bit/right_side = 2 +15:1/0/terrains_peering_bit/bottom_right_corner = 2 +15:1/0/terrains_peering_bit/bottom_side = 2 +15:1/0/terrains_peering_bit/left_side = 3 +15:1/0/terrains_peering_bit/top_side = 2 +15:1/0/terrains_peering_bit/top_right_corner = 2 +17:1/0 = 0 +17:1/0/terrain_set = 0 +17:1/0/terrain = 3 +17:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:1/0/physics_layer_0/angular_velocity = 0.0 +17:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -4, -7, -4, -6, -6, -6, -8, -8, -8) +17:1/0/terrains_peering_bit/right_side = 3 +17:1/0/terrains_peering_bit/bottom_right_corner = 4 +17:1/0/terrains_peering_bit/bottom_side = 4 +17:1/0/terrains_peering_bit/bottom_left_corner = 4 +17:1/0/terrains_peering_bit/left_side = 4 +17:1/0/terrains_peering_bit/top_side = 3 +17:1/0/terrains_peering_bit/top_right_corner = 3 +18:1/0 = 0 +18:1/0/terrain_set = 0 +18:1/0/terrain = 3 +18:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:1/0/physics_layer_0/angular_velocity = 0.0 +18:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -4, 7, -4, 6, -6, 6, -8, 8, -8) +18:1/0/terrains_peering_bit/right_side = 4 +18:1/0/terrains_peering_bit/bottom_right_corner = 4 +18:1/0/terrains_peering_bit/bottom_side = 4 +18:1/0/terrains_peering_bit/bottom_left_corner = 4 +18:1/0/terrains_peering_bit/left_side = 3 +18:1/0/terrains_peering_bit/top_left_corner = 3 +18:1/0/terrains_peering_bit/top_side = 3 +19:1/0 = 0 +19:1/0/terrain_set = 0 +19:1/0/terrain = 3 +19:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:1/0/physics_layer_0/angular_velocity = 0.0 +19:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -4, -7, -4, -6, -6, -6, -8, -8, -8) +19:1/0/terrains_peering_bit/right_side = 3 +19:1/0/terrains_peering_bit/bottom_right_corner = 2 +19:1/0/terrains_peering_bit/bottom_side = 2 +19:1/0/terrains_peering_bit/bottom_left_corner = 2 +19:1/0/terrains_peering_bit/left_side = 2 +19:1/0/terrains_peering_bit/top_side = 3 +19:1/0/terrains_peering_bit/top_right_corner = 3 +20:1/0 = 0 +20:1/0/terrain_set = 0 +20:1/0/terrain = 3 +20:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:1/0/physics_layer_0/angular_velocity = 0.0 +20:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -4, 7, -4, 6, -6, 6, -8, 8, -8) +20:1/0/terrains_peering_bit/right_side = 2 +20:1/0/terrains_peering_bit/bottom_right_corner = 2 +20:1/0/terrains_peering_bit/bottom_side = 2 +20:1/0/terrains_peering_bit/bottom_left_corner = 2 +20:1/0/terrains_peering_bit/left_side = 3 +20:1/0/terrains_peering_bit/top_left_corner = 3 +20:1/0/terrains_peering_bit/top_side = 3 +22:1/0 = 0 +22:1/0/terrain_set = 0 +22:1/0/terrain = 5 +22:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:1/0/physics_layer_0/angular_velocity = 0.0 +22:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -4, -7, -4, -6, -6, -6, -8, -8, -8) +22:1/0/terrains_peering_bit/right_side = 5 +22:1/0/terrains_peering_bit/bottom_right_corner = 4 +22:1/0/terrains_peering_bit/bottom_side = 4 +22:1/0/terrains_peering_bit/bottom_left_corner = 4 +22:1/0/terrains_peering_bit/left_side = 4 +22:1/0/terrains_peering_bit/top_side = 5 +22:1/0/terrains_peering_bit/top_right_corner = 5 +23:1/0 = 0 +23:1/0/terrain_set = 0 +23:1/0/terrain = 5 +23:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:1/0/physics_layer_0/angular_velocity = 0.0 +23:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -4, 7, -4, 6, -6, 6, -8, 8, -8) +23:1/0/terrains_peering_bit/right_side = 4 +23:1/0/terrains_peering_bit/bottom_right_corner = 4 +23:1/0/terrains_peering_bit/bottom_side = 4 +23:1/0/terrains_peering_bit/bottom_left_corner = 4 +23:1/0/terrains_peering_bit/left_side = 5 +23:1/0/terrains_peering_bit/top_left_corner = 5 +23:1/0/terrains_peering_bit/top_side = 5 +24:1/0 = 0 +24:1/0/terrain_set = 0 +24:1/0/terrain = 5 +24:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:1/0/physics_layer_0/angular_velocity = 0.0 +24:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -4, -7, -4, -6, -6, -6, -8, -8, -8) +24:1/0/terrains_peering_bit/right_side = 5 +24:1/0/terrains_peering_bit/bottom_right_corner = 2 +24:1/0/terrains_peering_bit/bottom_side = 2 +24:1/0/terrains_peering_bit/bottom_left_corner = 2 +24:1/0/terrains_peering_bit/left_side = 2 +24:1/0/terrains_peering_bit/top_side = 5 +24:1/0/terrains_peering_bit/top_right_corner = 5 +25:1/0 = 0 +25:1/0/terrain_set = 0 +25:1/0/terrain = 5 +25:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:1/0/physics_layer_0/angular_velocity = 0.0 +25:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -4, 7, -4, 6, -6, 6, -8, 8, -8) +25:1/0/terrains_peering_bit/right_side = 2 +25:1/0/terrains_peering_bit/bottom_right_corner = 2 +25:1/0/terrains_peering_bit/bottom_side = 2 +25:1/0/terrains_peering_bit/bottom_left_corner = 2 +25:1/0/terrains_peering_bit/left_side = 5 +25:1/0/terrains_peering_bit/top_left_corner = 5 +25:1/0/terrains_peering_bit/top_side = 5 +0:2/size_in_atlas = Vector2i(1, 2) +0:2/0 = 0 +0:2/0/texture_origin = Vector2i(0, -8) +0:2/0/terrain_set = 0 +0:2/0/terrain = 2 +0:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:2/0/physics_layer_0/angular_velocity = 0.0 +0:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, -8, 4, -8, -8, -4, -8, -4, 4, 8, 4, 8, 8) +0:2/0/terrains_peering_bit/right_side = 2 +0:2/0/terrains_peering_bit/top_side = 2 +0:2/0/terrains_peering_bit/top_right_corner = 2 +1:2/size_in_atlas = Vector2i(1, 2) +1:2/0 = 0 +1:2/0/texture_origin = Vector2i(0, -8) +1:2/0/terrain_set = 0 +1:2/0/terrain = 2 +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, 4, 8, 4, 8, 8) +1:2/0/terrains_peering_bit/right_side = 2 +1:2/0/terrains_peering_bit/left_side = 2 +1:2/0/terrains_peering_bit/top_left_corner = 2 +1:2/0/terrains_peering_bit/top_side = 2 +1:2/0/terrains_peering_bit/top_right_corner = 2 +2:2/size_in_atlas = Vector2i(1, 2) +2:2/0 = 0 +2:2/0/texture_origin = Vector2i(0, -8) +2:2/0/terrain_set = 0 +2:2/0/terrain = 2 +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, 4, 8, -8, 8, -8, 4, 4, 4, 4, -8, 8, -8) +2:2/0/terrains_peering_bit/left_side = 2 +2:2/0/terrains_peering_bit/top_left_corner = 2 +2:2/0/terrains_peering_bit/top_side = 2 +3:2/0 = 0 +3:2/0/terrain_set = 0 +3:2/0/terrain = 2 +3:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:2/0/physics_layer_0/angular_velocity = 0.0 +3:2/0/terrains_peering_bit/right_side = 2 +3:2/0/terrains_peering_bit/bottom_right_corner = 2 +3:2/0/terrains_peering_bit/bottom_side = 2 +3:2/0/terrains_peering_bit/bottom_left_corner = 2 +3:2/0/terrains_peering_bit/left_side = 2 +3:2/0/terrains_peering_bit/top_left_corner = 2 +3:2/0/terrains_peering_bit/top_side = 2 +3:2/0/terrains_peering_bit/top_right_corner = 2 +4:2/0 = 0 +4:2/0/terrain_set = 0 +4:2/0/terrain = 2 +4:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:2/0/physics_layer_0/angular_velocity = 0.0 +4:2/0/terrains_peering_bit/right_side = 2 +4:2/0/terrains_peering_bit/bottom_right_corner = 2 +4:2/0/terrains_peering_bit/bottom_side = 2 +4:2/0/terrains_peering_bit/bottom_left_corner = 2 +4:2/0/terrains_peering_bit/left_side = 2 +4:2/0/terrains_peering_bit/top_left_corner = 2 +4:2/0/terrains_peering_bit/top_side = 2 +4:2/0/terrains_peering_bit/top_right_corner = 2 +5:2/size_in_atlas = Vector2i(1, 2) +5:2/0 = 0 +5:2/0/texture_origin = Vector2i(0, -8) +5:2/0/terrain_set = 0 +5:2/0/terrain = 2 +5:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:2/0/physics_layer_0/angular_velocity = 0.0 +5:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, -4, 8, -4, 8, -8) +5:2/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 4, -8, 8, 8, 8, 8, 4) +5:2/0/terrains_peering_bit/right_side = 2 +5:2/0/terrains_peering_bit/left_side = 2 +6:2/size_in_atlas = Vector2i(1, 2) +6:2/0 = 0 +6:2/0/texture_origin = Vector2i(0, -8) +6:2/0/terrain_set = 0 +6:2/0/terrain = 2 +6:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:2/0/physics_layer_0/angular_velocity = 0.0 +6:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, -8, 4, -8, -8, -4, -8, -4, 4, 8, 4, 8, 8) +6:2/0/physics_layer_0/polygon_1/points = PackedVector2Array(4, -8, 8, -4, 8, -8) +6:2/0/terrains_peering_bit/right_side = 2 +6:2/0/terrains_peering_bit/top_side = 2 +7:2/size_in_atlas = Vector2i(1, 2) +7:2/0 = 0 +7:2/0/texture_origin = Vector2i(0, -8) +7:2/0/terrain_set = 0 +7:2/0/terrain = 2 +7:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:2/0/physics_layer_0/angular_velocity = 0.0 +7:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, 4, 8, -8, 8, -8, 4, 4, 4, 4, -8, 8, -8) +7:2/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, -4, -4, -8, -8, -8) +7:2/0/terrains_peering_bit/left_side = 2 +7:2/0/terrains_peering_bit/top_side = 2 +8:2/size_in_atlas = Vector2i(1, 2) +8:2/0 = 0 +8:2/0/texture_origin = Vector2i(0, -8) +8:2/0/terrain_set = 0 +8:2/0/terrain = 2 +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/terrain_set = 0 +9:2/0/terrain = 2 +9:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:2/0/physics_layer_0/angular_velocity = 0.0 +9:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 4, 4, 8, 8, 8) +9:2/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, -4, 4, -8, 8, -8) +9:2/0/physics_layer_0/polygon_2/points = PackedVector2Array(-8, -8, -8, -4, -4, -8) +9:2/0/terrains_peering_bit/right_side = 2 +9:2/0/terrains_peering_bit/bottom_side = 2 +9:2/0/terrains_peering_bit/bottom_left_corner = 2 +9:2/0/terrains_peering_bit/left_side = 2 +9:2/0/terrains_peering_bit/top_side = 2 +10:2/0 = 0 +10:2/0/terrain_set = 0 +10:2/0/terrain = 2 +10:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:2/0/physics_layer_0/angular_velocity = 0.0 +10:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, -8, 8, -4, 8, -8) +10:2/0/physics_layer_0/polygon_1/points = PackedVector2Array(-4, -8, -8, -4, -8, -8) +10:2/0/physics_layer_0/polygon_2/points = PackedVector2Array(-8, 8, -4, 8, -8, 4) +10:2/0/terrains_peering_bit/right_side = 2 +10:2/0/terrains_peering_bit/bottom_right_corner = 2 +10:2/0/terrains_peering_bit/bottom_side = 2 +10:2/0/terrains_peering_bit/left_side = 2 +10:2/0/terrains_peering_bit/top_side = 2 +17:2/0 = 0 +17:2/0/terrain_set = 0 +17:2/0/terrain = 3 +17:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:2/0/physics_layer_0/angular_velocity = 0.0 +17:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, -8, 4, -7, 6, -6, 8, -6, 8, -8) +17:2/0/terrains_peering_bit/right_side = 3 +17:2/0/terrains_peering_bit/bottom_right_corner = 3 +17:2/0/terrains_peering_bit/bottom_side = 3 +17:2/0/terrains_peering_bit/bottom_left_corner = 2 +17:2/0/terrains_peering_bit/left_side = 2 +17:2/0/terrains_peering_bit/top_left_corner = 2 +17:2/0/terrains_peering_bit/top_side = 2 +18:2/0 = 0 +18:2/0/terrain_set = 0 +18:2/0/terrain = 3 +18:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:2/0/physics_layer_0/angular_velocity = 0.0 +18:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, -8, -4, -7, -6, -6, -8, -6, -8, -8) +18:2/0/terrains_peering_bit/right_side = 4 +18:2/0/terrains_peering_bit/bottom_right_corner = 4 +18:2/0/terrains_peering_bit/bottom_side = 3 +18:2/0/terrains_peering_bit/bottom_left_corner = 3 +18:2/0/terrains_peering_bit/left_side = 3 +18:2/0/terrains_peering_bit/top_side = 4 +18:2/0/terrains_peering_bit/top_right_corner = 4 +19:2/0 = 0 +19:2/0/terrain_set = 0 +19:2/0/terrain = 3 +19:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:2/0/physics_layer_0/angular_velocity = 0.0 +19:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, -8, 4, -7, 6, -6, 8, -6, 8, -8) +19:2/0/terrains_peering_bit/right_side = 3 +19:2/0/terrains_peering_bit/bottom_right_corner = 3 +19:2/0/terrains_peering_bit/bottom_side = 3 +19:2/0/terrains_peering_bit/bottom_left_corner = 4 +19:2/0/terrains_peering_bit/left_side = 4 +19:2/0/terrains_peering_bit/top_left_corner = 4 +19:2/0/terrains_peering_bit/top_side = 4 +20:2/0 = 0 +20:2/0/terrain_set = 0 +20:2/0/terrain = 3 +20:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:2/0/physics_layer_0/angular_velocity = 0.0 +20:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, -8, -4, -7, -6, -6, -8, -6, -8, -8) +20:2/0/terrains_peering_bit/right_side = 2 +20:2/0/terrains_peering_bit/bottom_right_corner = 2 +20:2/0/terrains_peering_bit/bottom_side = 3 +20:2/0/terrains_peering_bit/bottom_left_corner = 3 +20:2/0/terrains_peering_bit/left_side = 3 +20:2/0/terrains_peering_bit/top_side = 2 +20:2/0/terrains_peering_bit/top_right_corner = 2 +22:2/0 = 0 +22:2/0/terrain_set = 0 +22:2/0/terrain = 5 +22:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:2/0/physics_layer_0/angular_velocity = 0.0 +22:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, -8, 4, -7, 6, -6, 8, -6, 8, -8) +22:2/0/terrains_peering_bit/right_side = 5 +22:2/0/terrains_peering_bit/bottom_right_corner = 5 +22:2/0/terrains_peering_bit/bottom_side = 5 +22:2/0/terrains_peering_bit/bottom_left_corner = 2 +22:2/0/terrains_peering_bit/left_side = 2 +22:2/0/terrains_peering_bit/top_left_corner = 2 +22:2/0/terrains_peering_bit/top_side = 2 +23:2/0 = 0 +23:2/0/terrain_set = 0 +23:2/0/terrain = 5 +23:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:2/0/physics_layer_0/angular_velocity = 0.0 +23:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, -8, -4, -7, -6, -6, -8, -6, -8, -8) +23:2/0/terrains_peering_bit/right_side = 4 +23:2/0/terrains_peering_bit/bottom_right_corner = 4 +23:2/0/terrains_peering_bit/bottom_side = 5 +23:2/0/terrains_peering_bit/bottom_left_corner = 5 +23:2/0/terrains_peering_bit/left_side = 5 +23:2/0/terrains_peering_bit/top_side = 4 +23:2/0/terrains_peering_bit/top_right_corner = 4 +24:2/0 = 0 +24:2/0/terrain_set = 0 +24:2/0/terrain = 5 +24:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:2/0/physics_layer_0/angular_velocity = 0.0 +24:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, -8, 4, -7, 6, -6, 8, -6, 8, -8) +24:2/0/terrains_peering_bit/right_side = 5 +24:2/0/terrains_peering_bit/bottom_right_corner = 5 +24:2/0/terrains_peering_bit/bottom_side = 5 +24:2/0/terrains_peering_bit/bottom_left_corner = 4 +24:2/0/terrains_peering_bit/left_side = 4 +24:2/0/terrains_peering_bit/top_left_corner = 4 +24:2/0/terrains_peering_bit/top_side = 4 +25:2/0 = 0 +25:2/0/terrain_set = 0 +25:2/0/terrain = 5 +25:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:2/0/physics_layer_0/angular_velocity = 0.0 +25:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, -8, -4, -7, -6, -6, -8, -6, -8, -8) +25:2/0/terrains_peering_bit/right_side = 2 +25:2/0/terrains_peering_bit/bottom_right_corner = 2 +25:2/0/terrains_peering_bit/bottom_side = 5 +25:2/0/terrains_peering_bit/bottom_left_corner = 5 +25:2/0/terrains_peering_bit/left_side = 5 +25:2/0/terrains_peering_bit/top_side = 2 +25:2/0/terrains_peering_bit/top_right_corner = 2 +3:3/0 = 0 +3:3/0/terrain_set = 0 +3:3/0/terrain = 2 +3:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:3/0/physics_layer_0/angular_velocity = 0.0 +3:3/0/terrains_peering_bit/right_side = 2 +3:3/0/terrains_peering_bit/bottom_right_corner = 2 +3:3/0/terrains_peering_bit/bottom_side = 2 +3:3/0/terrains_peering_bit/bottom_left_corner = 2 +3:3/0/terrains_peering_bit/left_side = 2 +3:3/0/terrains_peering_bit/top_left_corner = 2 +3:3/0/terrains_peering_bit/top_side = 2 +3:3/0/terrains_peering_bit/top_right_corner = 2 +4:3/0 = 0 +4:3/0/terrain_set = 0 +4:3/0/terrain = 2 +4:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:3/0/physics_layer_0/angular_velocity = 0.0 +4:3/0/terrains_peering_bit/right_side = 2 +4:3/0/terrains_peering_bit/bottom_right_corner = 2 +4:3/0/terrains_peering_bit/bottom_side = 2 +4:3/0/terrains_peering_bit/bottom_left_corner = 2 +4:3/0/terrains_peering_bit/left_side = 2 +4:3/0/terrains_peering_bit/top_left_corner = 2 +4:3/0/terrains_peering_bit/top_side = 2 +4:3/0/terrains_peering_bit/top_right_corner = 2 +9:3/0 = 0 +9:3/0/terrain_set = 0 +9:3/0/terrain = 2 +9:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:3/0/physics_layer_0/angular_velocity = 0.0 +9:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -4, -4, -8, -8, -8) +9:3/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, 8, 8, 4, 4, 8) +9:3/0/terrains_peering_bit/right_side = 2 +9:3/0/terrains_peering_bit/bottom_side = 2 +9:3/0/terrains_peering_bit/bottom_left_corner = 2 +9:3/0/terrains_peering_bit/left_side = 2 +9:3/0/terrains_peering_bit/top_side = 2 +9:3/0/terrains_peering_bit/top_right_corner = 2 +10:3/0 = 0 +10:3/0/terrain_set = 0 +10:3/0/terrain = 2 +10:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:3/0/physics_layer_0/angular_velocity = 0.0 +10:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, -8, 8, -4, 8, -8) +10:3/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 8, -4, 8, -8, 4) +10:3/0/terrains_peering_bit/right_side = 2 +10:3/0/terrains_peering_bit/bottom_right_corner = 2 +10:3/0/terrains_peering_bit/bottom_side = 2 +10:3/0/terrains_peering_bit/left_side = 2 +10:3/0/terrains_peering_bit/top_left_corner = 2 +10:3/0/terrains_peering_bit/top_side = 2 +12:3/0 = 0 +12:3/0/terrain_set = 0 +12:3/0/terrain = 5 +12:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:3/0/physics_layer_0/angular_velocity = 0.0 +12:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 4, 7, 4, 6, 6, 6, 8, 8, 8) +12:3/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 8, -8, 4, -7, 4, -6, 6, -6, 8) +12:3/0/terrains_peering_bit/right_side = 2 +12:3/0/terrains_peering_bit/bottom_side = 5 +12:3/0/terrains_peering_bit/left_side = 2 +12:3/0/terrains_peering_bit/top_left_corner = 2 +12:3/0/terrains_peering_bit/top_side = 2 +12:3/0/terrains_peering_bit/top_right_corner = 2 +13:3/0 = 0 +13:3/0/terrain_set = 0 +13:3/0/terrain = 5 +13:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:3/0/physics_layer_0/angular_velocity = 0.0 +13:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 4, 7, 4, 6, 6, 6, 8, 8, 8) +13:3/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 8, -8, 4, -7, 4, -6, 6, -6, 8) +13:3/0/terrains_peering_bit/right_side = 4 +13:3/0/terrains_peering_bit/bottom_side = 5 +13:3/0/terrains_peering_bit/left_side = 4 +13:3/0/terrains_peering_bit/top_left_corner = 4 +13:3/0/terrains_peering_bit/top_side = 4 +13:3/0/terrains_peering_bit/top_right_corner = 4 +14:3/0 = 0 +14:3/0/terrain_set = 0 +14:3/0/terrain = 5 +14:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:3/0/physics_layer_0/angular_velocity = 0.0 +14:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, -8, 4, -7, 6, -6, 8, -6, 8, -8) +14:3/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, 8, 4, 8, 4, 7, 6, 6, 8, 6) +14:3/0/terrains_peering_bit/right_side = 5 +14:3/0/terrains_peering_bit/bottom_side = 2 +14:3/0/terrains_peering_bit/bottom_left_corner = 2 +14:3/0/terrains_peering_bit/left_side = 2 +14:3/0/terrains_peering_bit/top_left_corner = 2 +14:3/0/terrains_peering_bit/top_side = 2 +15:3/0 = 0 +15:3/0/terrain_set = 0 +15:3/0/terrain = 5 +15:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:3/0/physics_layer_0/angular_velocity = 0.0 +15:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, 8, -4, 7, -6, 6, -8, 6, -8, 8) +15:3/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, -8, -4, -8, -4, -7, -6, -6, -8, -6) +15:3/0/terrains_peering_bit/right_side = 4 +15:3/0/terrains_peering_bit/bottom_right_corner = 4 +15:3/0/terrains_peering_bit/bottom_side = 4 +15:3/0/terrains_peering_bit/left_side = 5 +15:3/0/terrains_peering_bit/top_side = 4 +15:3/0/terrains_peering_bit/top_right_corner = 4 +17:3/0 = 0 +17:3/0/terrain_set = 0 +17:3/0/terrain = 3 +17:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:3/0/physics_layer_0/angular_velocity = 0.0 +17:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, 8, 4, 7, 6, 6, 8, 6, 8, 8) +17:3/0/terrains_peering_bit/right_side = 3 +17:3/0/terrains_peering_bit/bottom_side = 2 +17:3/0/terrains_peering_bit/bottom_left_corner = 2 +17:3/0/terrains_peering_bit/left_side = 2 +17:3/0/terrains_peering_bit/top_left_corner = 2 +17:3/0/terrains_peering_bit/top_side = 3 +17:3/0/terrains_peering_bit/top_right_corner = 3 +18:3/0 = 0 +18:3/0/terrain_set = 0 +18:3/0/terrain = 3 +18:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:3/0/physics_layer_0/angular_velocity = 0.0 +18:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, 8, -4, 7, -6, 6, -8, 6, -8, 8) +18:3/0/terrains_peering_bit/right_side = 4 +18:3/0/terrains_peering_bit/bottom_right_corner = 4 +18:3/0/terrains_peering_bit/bottom_side = 4 +18:3/0/terrains_peering_bit/left_side = 3 +18:3/0/terrains_peering_bit/top_left_corner = 3 +18:3/0/terrains_peering_bit/top_side = 3 +18:3/0/terrains_peering_bit/top_right_corner = 4 +19:3/0 = 0 +19:3/0/terrain_set = 0 +19:3/0/terrain = 3 +19:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:3/0/physics_layer_0/angular_velocity = 0.0 +19:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, 8, 4, 7, 6, 6, 8, 6, 8, 8) +19:3/0/terrains_peering_bit/right_side = 3 +19:3/0/terrains_peering_bit/bottom_side = 4 +19:3/0/terrains_peering_bit/bottom_left_corner = 4 +19:3/0/terrains_peering_bit/left_side = 4 +19:3/0/terrains_peering_bit/top_left_corner = 4 +19:3/0/terrains_peering_bit/top_side = 3 +19:3/0/terrains_peering_bit/top_right_corner = 3 +20:3/0 = 0 +20:3/0/terrain_set = 0 +20:3/0/terrain = 3 +20:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:3/0/physics_layer_0/angular_velocity = 0.0 +20:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, 8, -4, 7, -6, 6, -8, 6, -8, 8) +20:3/0/terrains_peering_bit/right_side = 2 +20:3/0/terrains_peering_bit/bottom_right_corner = 2 +20:3/0/terrains_peering_bit/bottom_side = 2 +20:3/0/terrains_peering_bit/left_side = 3 +20:3/0/terrains_peering_bit/top_left_corner = 3 +20:3/0/terrains_peering_bit/top_side = 3 +20:3/0/terrains_peering_bit/top_right_corner = 2 +22:3/0 = 0 +22:3/0/terrain_set = 0 +22:3/0/terrain = 5 +22:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:3/0/physics_layer_0/angular_velocity = 0.0 +22:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, 8, 4, 7, 6, 6, 8, 6, 8, 8) +22:3/0/terrains_peering_bit/right_side = 5 +22:3/0/terrains_peering_bit/bottom_side = 2 +22:3/0/terrains_peering_bit/bottom_left_corner = 2 +22:3/0/terrains_peering_bit/left_side = 2 +22:3/0/terrains_peering_bit/top_left_corner = 2 +22:3/0/terrains_peering_bit/top_side = 5 +22:3/0/terrains_peering_bit/top_right_corner = 5 +23:3/0 = 0 +23:3/0/terrain_set = 0 +23:3/0/terrain = 5 +23:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:3/0/physics_layer_0/angular_velocity = 0.0 +23:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, 8, -4, 7, -6, 6, -8, 6, -8, 8) +23:3/0/terrains_peering_bit/right_side = 4 +23:3/0/terrains_peering_bit/bottom_right_corner = 4 +23:3/0/terrains_peering_bit/bottom_side = 4 +23:3/0/terrains_peering_bit/left_side = 5 +23:3/0/terrains_peering_bit/top_left_corner = 5 +23:3/0/terrains_peering_bit/top_side = 5 +23:3/0/terrains_peering_bit/top_right_corner = 4 +24:3/0 = 0 +24:3/0/terrain_set = 0 +24:3/0/terrain = 5 +24:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:3/0/physics_layer_0/angular_velocity = 0.0 +24:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, 8, 4, 7, 6, 6, 8, 6, 8, 8) +24:3/0/terrains_peering_bit/right_side = 5 +24:3/0/terrains_peering_bit/bottom_side = 4 +24:3/0/terrains_peering_bit/bottom_left_corner = 4 +24:3/0/terrains_peering_bit/left_side = 4 +24:3/0/terrains_peering_bit/top_left_corner = 4 +24:3/0/terrains_peering_bit/top_side = 5 +24:3/0/terrains_peering_bit/top_right_corner = 5 +25:3/0 = 0 +25:3/0/terrain_set = 0 +25:3/0/terrain = 5 +25:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:3/0/physics_layer_0/angular_velocity = 0.0 +25:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, 8, -4, 7, -6, 6, -8, 6, -8, 8) +25:3/0/terrains_peering_bit/right_side = 2 +25:3/0/terrains_peering_bit/bottom_right_corner = 2 +25:3/0/terrains_peering_bit/bottom_side = 2 +25:3/0/terrains_peering_bit/left_side = 5 +25:3/0/terrains_peering_bit/top_left_corner = 5 +25:3/0/terrains_peering_bit/top_side = 5 +25:3/0/terrains_peering_bit/top_right_corner = 2 +0:4/0 = 0 +0:4/0/terrain_set = 0 +0:4/0/terrain = 2 +0:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:4/0/physics_layer_0/angular_velocity = 0.0 +0:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, 4, -8, 4, 8, 8, 8) +0:4/0/physics_layer_0/polygon_1/points = PackedVector2Array(-4, -8, -8, -8, -8, 8, -4, 8) +0:4/0/physics_layer_0/polygon_2/points = PackedVector2Array(-4, -4, 4, -4, 4, -8, -4, -8) +0:4/0/terrains_peering_bit/bottom_side = 2 +1:4/size_in_atlas = Vector2i(1, 2) +1:4/0 = 0 +1:4/0/texture_origin = Vector2i(0, -8) +1:4/0/terrain_set = 0 +1:4/0/terrain = 2 +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, -4, 8, -4, -8, -8, -8) +1:4/0/physics_layer_0/polygon_1/points = PackedVector2Array(4, 8, 8, 8, 8, -8, 4, -8) +1:4/0/physics_layer_0/polygon_2/points = PackedVector2Array(4, 4, -4, 4, -4, 8, 4, 8) +1:4/0/terrains_peering_bit/top_side = 2 +2:4/size_in_atlas = Vector2i(1, 2) +2:4/0 = 0 +2:4/0/texture_origin = Vector2i(0, -8) +2:4/0/terrain_set = 0 +2:4/0/terrain = 2 +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, -4, 8, -4, 8, -8) +2:4/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 4, -8, 8, 8, 8, 8, 4) +2:4/0/physics_layer_0/polygon_2/points = PackedVector2Array(-4, 4, -4, -4, -8, -4, -8, 4) +2:4/0/terrains_peering_bit/right_side = 2 +3:4/size_in_atlas = Vector2i(1, 2) +3:4/0 = 0 +3:4/0/texture_origin = Vector2i(0, -8) +3:4/0/terrain_set = 0 +3:4/0/terrain = 2 +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, 4, -8, 4, -8, 8) +3:4/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, -4, 8, -8, -8, -8, -8, -4) +3:4/0/physics_layer_0/polygon_2/points = PackedVector2Array(4, -4, 4, 4, 8, 4, 8, -4) +3:4/0/terrains_peering_bit/left_side = 2 +4:4/0 = 0 +4:4/0/terrain_set = 0 +4:4/0/terrain = 2 +4:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:4/0/physics_layer_0/angular_velocity = 0.0 +4:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -4, 8, -8, -8, -8, -8, -4) +4:4/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 4, -4, 8, -8, 8) +4:4/0/physics_layer_0/polygon_2/points = PackedVector2Array(4, 8, 8, 4, 8, 8) +4:4/0/terrains_peering_bit/right_side = 2 +4:4/0/terrains_peering_bit/bottom_side = 2 +4:4/0/terrains_peering_bit/left_side = 2 +5:4/size_in_atlas = Vector2i(1, 2) +5:4/0 = 0 +5:4/0/texture_origin = Vector2i(0, -8) +5:4/0/terrain_set = 0 +5:4/0/terrain = 2 +5:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:4/0/physics_layer_0/angular_velocity = 0.0 +5:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 4, -8, 8, 8, 8, 8, 4) +5:4/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, -4, 4, -8, 8, -8) +5:4/0/physics_layer_0/polygon_2/points = PackedVector2Array(-4, -8, -8, -4, -8, -8) +5:4/0/terrains_peering_bit/right_side = 2 +5:4/0/terrains_peering_bit/left_side = 2 +5:4/0/terrains_peering_bit/top_side = 2 +6:4/0 = 0 +6:4/0/terrain_set = 0 +6:4/0/terrain = 2 +6:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:4/0/physics_layer_0/angular_velocity = 0.0 +6:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, -8, -8, -8, -8, 8, -4, 8) +6:4/0/physics_layer_0/polygon_1/points = PackedVector2Array(4, 8, 8, 4, 8, 8) +6:4/0/physics_layer_0/polygon_2/points = PackedVector2Array(8, -4, 4, -8, 8, -8) +6:4/0/terrains_peering_bit/right_side = 2 +6:4/0/terrains_peering_bit/bottom_side = 2 +6:4/0/terrains_peering_bit/top_side = 2 +7:4/0 = 0 +7:4/0/terrain_set = 0 +7:4/0/terrain = 2 +7:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:4/0/physics_layer_0/angular_velocity = 0.0 +7:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, 8, 8, 8, 8, -8, 4, -8) +7:4/0/physics_layer_0/polygon_1/points = PackedVector2Array(-4, -8, -8, -4, -8, -8) +7:4/0/physics_layer_0/polygon_2/points = PackedVector2Array(-8, 4, -4, 8, -8, 8) +7:4/0/terrains_peering_bit/bottom_side = 2 +7:4/0/terrains_peering_bit/left_side = 2 +7:4/0/terrains_peering_bit/top_side = 2 +12:4/0 = 0 +12:4/0/terrain_set = 0 +12:4/0/terrain = 5 +12:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:4/0/physics_layer_0/angular_velocity = 0.0 +12:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -4, -7, -4, -6, -6, -6, -8, -8, -8) +12:4/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, -8, 8, -4, 7, -4, 6, -6, 6, -8) +12:4/0/terrains_peering_bit/right_side = 4 +12:4/0/terrains_peering_bit/bottom_right_corner = 4 +12:4/0/terrains_peering_bit/bottom_side = 4 +12:4/0/terrains_peering_bit/bottom_left_corner = 4 +12:4/0/terrains_peering_bit/left_side = 4 +12:4/0/terrains_peering_bit/top_side = 5 +13:4/0 = 0 +13:4/0/terrain_set = 0 +13:4/0/terrain = 5 +13:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:4/0/physics_layer_0/angular_velocity = 0.0 +13:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -4, -7, -4, -6, -6, -6, -8, -8, -8) +13:4/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, -8, 8, -4, 7, -4, 6, -6, 6, -8) +13:4/0/terrains_peering_bit/right_side = 2 +13:4/0/terrains_peering_bit/bottom_right_corner = 2 +13:4/0/terrains_peering_bit/bottom_side = 2 +13:4/0/terrains_peering_bit/bottom_left_corner = 2 +13:4/0/terrains_peering_bit/left_side = 2 +13:4/0/terrains_peering_bit/top_side = 5 +14:4/0 = 0 +14:4/0/terrain_set = 0 +14:4/0/terrain = 5 +14:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:4/0/physics_layer_0/angular_velocity = 0.0 +14:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, -8, 4, -7, 6, -6, 8, -6, 8, -8) +14:4/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, 8, 4, 8, 4, 7, 6, 6, 8, 6) +14:4/0/terrains_peering_bit/right_side = 5 +14:4/0/terrains_peering_bit/bottom_side = 4 +14:4/0/terrains_peering_bit/bottom_left_corner = 4 +14:4/0/terrains_peering_bit/left_side = 4 +14:4/0/terrains_peering_bit/top_left_corner = 4 +14:4/0/terrains_peering_bit/top_side = 4 +15:4/0 = 0 +15:4/0/terrain_set = 0 +15:4/0/terrain = 5 +15:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:4/0/physics_layer_0/angular_velocity = 0.0 +15:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, 8, -4, 7, -6, 6, -8, 6, -8, 8) +15:4/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, -8, -4, -8, -4, -7, -6, -6, -8, -6) +15:4/0/terrains_peering_bit/right_side = 2 +15:4/0/terrains_peering_bit/bottom_right_corner = 2 +15:4/0/terrains_peering_bit/bottom_side = 2 +15:4/0/terrains_peering_bit/left_side = 5 +15:4/0/terrains_peering_bit/top_side = 2 +15:4/0/terrains_peering_bit/top_right_corner = 2 +0:6/0 = 0 +0:6/0/terrain_set = 0 +0:6/0/terrain = 2 +0:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:6/0/physics_layer_0/angular_velocity = 0.0 +0:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -4, 8, -8, -8, -8, -8, -4) +0:6/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 4, -4, 8, -8, 8) +0:6/0/physics_layer_0/polygon_2/points = PackedVector2Array(4, 8, 8, 4, 8, 8) +0:6/0/terrains_peering_bit/right_side = 2 +0:6/0/terrains_peering_bit/bottom_side = 2 +0:6/0/terrains_peering_bit/bottom_left_corner = 2 +0:6/0/terrains_peering_bit/left_side = 2 +1:6/size_in_atlas = Vector2i(1, 2) +1:6/0 = 0 +1:6/0/texture_origin = Vector2i(0, -8) +1:6/0/terrain_set = 0 +1:6/0/terrain = 2 +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, 4, -8, 8, 8, 8, 8, 4) +1:6/0/physics_layer_0/polygon_1/points = PackedVector2Array(-4, -8, -8, -4, -8, -8) +1:6/0/terrains_peering_bit/right_side = 2 +1:6/0/terrains_peering_bit/left_side = 2 +1:6/0/terrains_peering_bit/top_side = 2 +1:6/0/terrains_peering_bit/top_right_corner = 2 +2:6/0 = 0 +2:6/0/terrain_set = 0 +2:6/0/terrain = 2 +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(-4, -8, -8, -8, -8, 8, -4, 8) +2:6/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, -4, 4, -8, 8, -8) +2:6/0/terrains_peering_bit/right_side = 2 +2:6/0/terrains_peering_bit/bottom_right_corner = 2 +2:6/0/terrains_peering_bit/bottom_side = 2 +2:6/0/terrains_peering_bit/top_side = 2 +3:6/0 = 0 +3:6/0/terrain_set = 0 +3:6/0/terrain = 2 +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(4, 8, 8, 8, 8, -8, 4, -8) +3:6/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 4, -4, 8, -8, 8) +3:6/0/terrains_peering_bit/bottom_side = 2 +3:6/0/terrains_peering_bit/left_side = 2 +3:6/0/terrains_peering_bit/top_left_corner = 2 +3:6/0/terrains_peering_bit/top_side = 2 +4:6/0 = 0 +4:6/0/terrain_set = 0 +4:6/0/terrain = 2 +4:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:6/0/physics_layer_0/angular_velocity = 0.0 +4:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -4, -8, -8, 8, -8, 8, -4) +4:6/0/physics_layer_0/polygon_1/points = PackedVector2Array(-4, 8, -8, 4, -8, 8) +4:6/0/terrains_peering_bit/right_side = 2 +4:6/0/terrains_peering_bit/bottom_right_corner = 2 +4:6/0/terrains_peering_bit/bottom_side = 2 +4:6/0/terrains_peering_bit/left_side = 2 +5:6/size_in_atlas = Vector2i(1, 2) +5:6/0 = 0 +5:6/0/texture_origin = Vector2i(0, -8) +5:6/0/terrain_set = 0 +5:6/0/terrain = 2 +5:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:6/0/physics_layer_0/angular_velocity = 0.0 +5:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 4, 8, 8, -8, 8, -8, 4) +5:6/0/physics_layer_0/polygon_1/points = PackedVector2Array(4, -8, 8, -4, 8, -8) +5:6/0/terrains_peering_bit/right_side = 2 +5:6/0/terrains_peering_bit/left_side = 2 +5:6/0/terrains_peering_bit/top_left_corner = 2 +5:6/0/terrains_peering_bit/top_side = 2 +6:6/0 = 0 +6:6/0/terrain_set = 0 +6:6/0/terrain = 2 +6:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:6/0/physics_layer_0/angular_velocity = 0.0 +6:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, 8, -8, 8, -8, -8, -4, -8) +6:6/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, 4, 4, 8, 8, 8) +6:6/0/terrains_peering_bit/right_side = 2 +6:6/0/terrains_peering_bit/bottom_side = 2 +6:6/0/terrains_peering_bit/top_side = 2 +6:6/0/terrains_peering_bit/top_right_corner = 2 +7:6/0 = 0 +7:6/0/terrain_set = 0 +7:6/0/terrain = 2 +7:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:6/0/physics_layer_0/angular_velocity = 0.0 +7:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, -8, 8, -8, 8, 8, 4, 8) +7:6/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, -4, -4, -8, -8, -8) +7:6/0/terrains_peering_bit/bottom_side = 2 +7:6/0/terrains_peering_bit/bottom_left_corner = 2 +7:6/0/terrains_peering_bit/left_side = 2 +7:6/0/terrains_peering_bit/top_side = 2 + +[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_colonygreen"] +texture = ExtResource("3_tgniv") +0:0/0 = 0 +0:0/0/terrain_set = 0 +0:0/0/terrain = 4 +0:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:0/0/physics_layer_0/angular_velocity = 0.0 +0:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -4, -8, 8, -8, 8, -4, -4, -4, -4, 8, -8, 8) +0:0/0/terrains_peering_bit/right_side = 4 +0:0/0/terrains_peering_bit/bottom_right_corner = 4 +0:0/0/terrains_peering_bit/bottom_side = 4 +1:0/0 = 0 +1:0/0/terrain_set = 0 +1:0/0/terrain = 4 +1:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:0/0/physics_layer_0/angular_velocity = 0.0 +1:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, 8, -4, -8, -4, -8, -8) +1:0/0/terrains_peering_bit/right_side = 4 +1:0/0/terrains_peering_bit/bottom_right_corner = 4 +1:0/0/terrains_peering_bit/bottom_side = 4 +1:0/0/terrains_peering_bit/bottom_left_corner = 4 +1:0/0/terrains_peering_bit/left_side = 4 +2:0/0 = 0 +2:0/0/terrain_set = 0 +2:0/0/terrain = 4 +2:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:0/0/physics_layer_0/angular_velocity = 0.0 +2:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, 8, -4, 8, 8, 4, 8, 4, -4, -8, -4, -8, -8) +2:0/0/terrains_peering_bit/bottom_side = 4 +2:0/0/terrains_peering_bit/bottom_left_corner = 4 +2:0/0/terrains_peering_bit/left_side = 4 +3:0/0 = 0 +3:0/0/terrain_set = 0 +3:0/0/terrain = 4 +3:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:0/0/physics_layer_0/angular_velocity = 0.0 +3:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 4, 4, 8, 8, 8) +3:0/0/terrains_peering_bit/right_side = 4 +3:0/0/terrains_peering_bit/bottom_side = 4 +3:0/0/terrains_peering_bit/bottom_left_corner = 4 +3:0/0/terrains_peering_bit/left_side = 4 +3:0/0/terrains_peering_bit/top_left_corner = 4 +3:0/0/terrains_peering_bit/top_side = 4 +3:0/0/terrains_peering_bit/top_right_corner = 4 +4:0/0 = 0 +4:0/0/terrain_set = 0 +4:0/0/terrain = 4 +4:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:0/0/physics_layer_0/angular_velocity = 0.0 +4:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, 8, -8, 4, -8, 8) +4:0/0/terrains_peering_bit/right_side = 4 +4:0/0/terrains_peering_bit/bottom_right_corner = 4 +4:0/0/terrains_peering_bit/bottom_side = 4 +4:0/0/terrains_peering_bit/left_side = 4 +4:0/0/terrains_peering_bit/top_left_corner = 4 +4:0/0/terrains_peering_bit/top_side = 4 +4:0/0/terrains_peering_bit/top_right_corner = 4 +6:0/0 = 0 +6:0/0/terrain_set = 0 +6:0/0/terrain = 4 +6:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:0/0/physics_layer_0/angular_velocity = 0.0 +6:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, 8, -8, 4, -8, 8) +6:0/0/physics_layer_0/polygon_1/points = PackedVector2Array(4, 8, 8, 4, 8, 8) +6:0/0/terrains_peering_bit/right_side = 4 +6:0/0/terrains_peering_bit/bottom_side = 4 +6:0/0/terrains_peering_bit/left_side = 4 +6:0/0/terrains_peering_bit/top_left_corner = 4 +6:0/0/terrains_peering_bit/top_side = 4 +6:0/0/terrains_peering_bit/top_right_corner = 4 +7:0/0 = 0 +7:0/0/terrain_set = 0 +7:0/0/terrain = 4 +7:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:0/0/physics_layer_0/angular_velocity = 0.0 +7:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, -8, 8, -4, 8, -8) +7:0/0/physics_layer_0/polygon_1/points = PackedVector2Array(-4, -8, -8, -4, -8, -8) +7:0/0/terrains_peering_bit/right_side = 4 +7:0/0/terrains_peering_bit/bottom_right_corner = 4 +7:0/0/terrains_peering_bit/bottom_side = 4 +7:0/0/terrains_peering_bit/bottom_left_corner = 4 +7:0/0/terrains_peering_bit/left_side = 4 +7:0/0/terrains_peering_bit/top_side = 4 +8:0/0 = 0 +8:0/0/terrain_set = 0 +8:0/0/terrain = 4 +8:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:0/0/physics_layer_0/angular_velocity = 0.0 +8:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -4, -4, -8, -8, -8) +8:0/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 4, -4, 8, -8, 8) +8:0/0/terrains_peering_bit/right_side = 4 +8:0/0/terrains_peering_bit/bottom_right_corner = 4 +8:0/0/terrains_peering_bit/bottom_side = 4 +8:0/0/terrains_peering_bit/left_side = 4 +8:0/0/terrains_peering_bit/top_side = 4 +8:0/0/terrains_peering_bit/top_right_corner = 4 +9:0/0 = 0 +9:0/0/terrain_set = 0 +9:0/0/terrain = 4 +9:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:0/0/physics_layer_0/angular_velocity = 0.0 +9:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 4, 4, 8, 8, 8) +9:0/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, -4, 4, -8, 8, -8) +9:0/0/terrains_peering_bit/right_side = 4 +9:0/0/terrains_peering_bit/bottom_side = 4 +9:0/0/terrains_peering_bit/bottom_left_corner = 4 +9:0/0/terrains_peering_bit/left_side = 4 +9:0/0/terrains_peering_bit/top_left_corner = 4 +9:0/0/terrains_peering_bit/top_side = 4 +12:0/0 = 0 +12:0/0/terrain_set = 0 +12:0/0/terrain = 5 +12:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:0/0/physics_layer_0/angular_velocity = 0.0 +12:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 4, 7, 4, 6, 6, 6, 8, 8, 8) +12:0/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 8, -8, 4, -7, 4, -6, 6, -6, 8) +12:0/0/terrains_peering_bit/right_side = 4 +12:0/0/terrains_peering_bit/bottom_side = 5 +12:0/0/terrains_peering_bit/left_side = 4 +12:0/0/terrains_peering_bit/top_left_corner = 4 +12:0/0/terrains_peering_bit/top_side = 4 +12:0/0/terrains_peering_bit/top_right_corner = 4 +13:0/0 = 0 +13:0/0/terrain_set = 0 +13:0/0/terrain = 5 +13:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:0/0/physics_layer_0/angular_velocity = 0.0 +13:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 4, 7, 4, 6, 6, 6, 8, 8, 8) +13:0/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 8, -8, 4, -7, 4, -6, 6, -6, 8) +13:0/0/terrains_peering_bit/right_side = 6 +13:0/0/terrains_peering_bit/bottom_side = 5 +13:0/0/terrains_peering_bit/left_side = 6 +13:0/0/terrains_peering_bit/top_left_corner = 6 +13:0/0/terrains_peering_bit/top_side = 6 +13:0/0/terrains_peering_bit/top_right_corner = 6 +14:0/0 = 0 +14:0/0/terrain_set = 0 +14:0/0/terrain = 5 +14:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:0/0/physics_layer_0/angular_velocity = 0.0 +14:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, -8, 4, -7, 6, -6, 8, -6, 8, -8) +14:0/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, 8, 4, 8, 4, 7, 6, 6, 8, 6) +14:0/0/terrains_peering_bit/right_side = 5 +14:0/0/terrains_peering_bit/bottom_side = 4 +14:0/0/terrains_peering_bit/bottom_left_corner = 4 +14:0/0/terrains_peering_bit/left_side = 4 +14:0/0/terrains_peering_bit/top_left_corner = 4 +14:0/0/terrains_peering_bit/top_side = 4 +15:0/0 = 0 +15:0/0/terrain_set = 0 +15:0/0/terrain = 5 +15:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:0/0/physics_layer_0/angular_velocity = 0.0 +15:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, 8, -4, 7, -6, 6, -8, 6, -8, 8) +15:0/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, -8, -4, -8, -4, -7, -6, -6, -8, -6) +15:0/0/terrains_peering_bit/right_side = 6 +15:0/0/terrains_peering_bit/bottom_right_corner = 6 +15:0/0/terrains_peering_bit/bottom_side = 6 +15:0/0/terrains_peering_bit/left_side = 5 +15:0/0/terrains_peering_bit/top_side = 6 +15:0/0/terrains_peering_bit/top_right_corner = 6 +17:0/0 = 0 +17:0/0/terrain_set = 0 +17:0/0/terrain = 5 +17:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:0/0/physics_layer_0/angular_velocity = 0.0 +17:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 4, -7, 4, -6, 6, -6, 8, -8, 8) +17:0/0/terrains_peering_bit/right_side = 5 +17:0/0/terrains_peering_bit/bottom_right_corner = 5 +17:0/0/terrains_peering_bit/bottom_side = 5 +17:0/0/terrains_peering_bit/left_side = 4 +17:0/0/terrains_peering_bit/top_left_corner = 4 +17:0/0/terrains_peering_bit/top_side = 4 +17:0/0/terrains_peering_bit/top_right_corner = 4 +18:0/0 = 0 +18:0/0/terrain_set = 0 +18:0/0/terrain = 5 +18:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:0/0/physics_layer_0/angular_velocity = 0.0 +18:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 4, 7, 4, 6, 6, 6, 8, 8, 8) +18:0/0/terrains_peering_bit/right_side = 4 +18:0/0/terrains_peering_bit/bottom_side = 5 +18:0/0/terrains_peering_bit/bottom_left_corner = 5 +18:0/0/terrains_peering_bit/left_side = 5 +18:0/0/terrains_peering_bit/top_left_corner = 4 +18:0/0/terrains_peering_bit/top_side = 4 +18:0/0/terrains_peering_bit/top_right_corner = 4 +19:0/0 = 0 +19:0/0/terrain_set = 0 +19:0/0/terrain = 5 +19:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:0/0/physics_layer_0/angular_velocity = 0.0 +19:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 4, -7, 4, -6, 6, -6, 8, -8, 8) +19:0/0/terrains_peering_bit/right_side = 5 +19:0/0/terrains_peering_bit/bottom_right_corner = 5 +19:0/0/terrains_peering_bit/bottom_side = 5 +19:0/0/terrains_peering_bit/left_side = 6 +19:0/0/terrains_peering_bit/top_left_corner = 6 +19:0/0/terrains_peering_bit/top_side = 6 +19:0/0/terrains_peering_bit/top_right_corner = 6 +20:0/0 = 0 +20:0/0/terrain_set = 0 +20:0/0/terrain = 5 +20:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:0/0/physics_layer_0/angular_velocity = 0.0 +20:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 4, 7, 4, 6, 6, 6, 8, 8, 8) +20:0/0/terrains_peering_bit/right_side = 6 +20:0/0/terrains_peering_bit/bottom_side = 5 +20:0/0/terrains_peering_bit/bottom_left_corner = 5 +20:0/0/terrains_peering_bit/left_side = 5 +20:0/0/terrains_peering_bit/top_left_corner = 6 +20:0/0/terrains_peering_bit/top_side = 6 +20:0/0/terrains_peering_bit/top_right_corner = 6 +22:0/0 = 0 +22:0/0/terrain_set = 0 +22:0/0/terrain = 7 +22:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:0/0/physics_layer_0/angular_velocity = 0.0 +22:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 4, -7, 4, -6, 6, -6, 8, -8, 8) +22:0/0/terrains_peering_bit/right_side = 7 +22:0/0/terrains_peering_bit/bottom_right_corner = 7 +22:0/0/terrains_peering_bit/bottom_side = 7 +22:0/0/terrains_peering_bit/left_side = 4 +22:0/0/terrains_peering_bit/top_left_corner = 4 +22:0/0/terrains_peering_bit/top_side = 4 +22:0/0/terrains_peering_bit/top_right_corner = 4 +23:0/0 = 0 +23:0/0/terrain_set = 0 +23:0/0/terrain = 7 +23:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:0/0/physics_layer_0/angular_velocity = 0.0 +23:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 4, 7, 4, 6, 6, 6, 8, 8, 8) +23:0/0/terrains_peering_bit/right_side = 4 +23:0/0/terrains_peering_bit/bottom_side = 7 +23:0/0/terrains_peering_bit/bottom_left_corner = 7 +23:0/0/terrains_peering_bit/left_side = 7 +23:0/0/terrains_peering_bit/top_left_corner = 4 +23:0/0/terrains_peering_bit/top_side = 4 +23:0/0/terrains_peering_bit/top_right_corner = 4 +24:0/0 = 0 +24:0/0/terrain_set = 0 +24:0/0/terrain = 7 +24:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:0/0/physics_layer_0/angular_velocity = 0.0 +24:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 4, -7, 4, -6, 6, -6, 8, -8, 8) +24:0/0/terrains_peering_bit/right_side = 7 +24:0/0/terrains_peering_bit/bottom_right_corner = 7 +24:0/0/terrains_peering_bit/bottom_side = 7 +24:0/0/terrains_peering_bit/left_side = 6 +24:0/0/terrains_peering_bit/top_left_corner = 6 +24:0/0/terrains_peering_bit/top_side = 6 +24:0/0/terrains_peering_bit/top_right_corner = 6 +25:0/0 = 0 +25:0/0/terrain_set = 0 +25:0/0/terrain = 7 +25:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:0/0/physics_layer_0/angular_velocity = 0.0 +25:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 4, 7, 4, 6, 6, 6, 8, 8, 8) +25:0/0/terrains_peering_bit/right_side = 6 +25:0/0/terrains_peering_bit/bottom_side = 7 +25:0/0/terrains_peering_bit/bottom_left_corner = 7 +25:0/0/terrains_peering_bit/left_side = 7 +25:0/0/terrains_peering_bit/top_left_corner = 6 +25:0/0/terrains_peering_bit/top_side = 6 +25:0/0/terrains_peering_bit/top_right_corner = 6 +0:1/0 = 0 +0:1/0/terrain_set = 0 +0:1/0/terrain = 4 +0:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:1/0/physics_layer_0/angular_velocity = 0.0 +0:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -4, -8, -4, 8, -8, 8) +0:1/0/terrains_peering_bit/right_side = 4 +0:1/0/terrains_peering_bit/bottom_right_corner = 4 +0:1/0/terrains_peering_bit/bottom_side = 4 +0:1/0/terrains_peering_bit/top_side = 4 +0:1/0/terrains_peering_bit/top_right_corner = 4 +1:1/0 = 0 +1:1/0/terrain_set = 0 +1:1/0/terrain = 4 +1:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:1/0/physics_layer_0/angular_velocity = 0.0 +1:1/0/terrains_peering_bit/right_side = 4 +1:1/0/terrains_peering_bit/bottom_right_corner = 4 +1:1/0/terrains_peering_bit/bottom_side = 4 +1:1/0/terrains_peering_bit/bottom_left_corner = 4 +1:1/0/terrains_peering_bit/left_side = 4 +1:1/0/terrains_peering_bit/top_left_corner = 4 +1:1/0/terrains_peering_bit/top_side = 4 +1:1/0/terrains_peering_bit/top_right_corner = 4 +2:1/0 = 0 +2:1/0/terrain_set = 0 +2:1/0/terrain = 4 +2:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:1/0/physics_layer_0/angular_velocity = 0.0 +2:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, 4, 8, 4, -8, 8, -8) +2:1/0/terrains_peering_bit/bottom_side = 4 +2:1/0/terrains_peering_bit/bottom_left_corner = 4 +2:1/0/terrains_peering_bit/left_side = 4 +2:1/0/terrains_peering_bit/top_left_corner = 4 +2:1/0/terrains_peering_bit/top_side = 4 +3:1/0 = 0 +3:1/0/terrain_set = 0 +3:1/0/terrain = 4 +3:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:1/0/physics_layer_0/angular_velocity = 0.0 +3:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, -8, 8, -4, 8, -8) +3:1/0/terrains_peering_bit/right_side = 4 +3:1/0/terrains_peering_bit/bottom_right_corner = 4 +3:1/0/terrains_peering_bit/bottom_side = 4 +3:1/0/terrains_peering_bit/bottom_left_corner = 4 +3:1/0/terrains_peering_bit/left_side = 4 +3:1/0/terrains_peering_bit/top_left_corner = 4 +3:1/0/terrains_peering_bit/top_side = 4 +4:1/0 = 0 +4:1/0/terrain_set = 0 +4:1/0/terrain = 4 +4:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:1/0/physics_layer_0/angular_velocity = 0.0 +4:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -4, -4, -8, -8, -8) +4:1/0/terrains_peering_bit/right_side = 4 +4:1/0/terrains_peering_bit/bottom_right_corner = 4 +4:1/0/terrains_peering_bit/bottom_side = 4 +4:1/0/terrains_peering_bit/bottom_left_corner = 4 +4:1/0/terrains_peering_bit/left_side = 4 +4:1/0/terrains_peering_bit/top_side = 4 +4:1/0/terrains_peering_bit/top_right_corner = 4 +5:1/0 = 0 +5:1/0/terrain_set = 0 +5:1/0/terrain = 4 +5:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:1/0/physics_layer_0/angular_velocity = 0.0 +5:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, -4, 8, -4, -8, -8, -8) +5:1/0/physics_layer_0/polygon_1/points = PackedVector2Array(4, 8, 8, 8, 8, -8, 4, -8) +5:1/0/terrains_peering_bit/bottom_side = 4 +5:1/0/terrains_peering_bit/top_side = 4 +6:1/0 = 0 +6:1/0/terrain_set = 0 +6:1/0/terrain = 4 +6:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:1/0/physics_layer_0/angular_velocity = 0.0 +6:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -4, -8, 8, -8, 8, -4, -4, -4, -4, 8, -8, 8) +6:1/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, 4, 4, 8, 8, 8) +6:1/0/terrains_peering_bit/right_side = 4 +6:1/0/terrains_peering_bit/bottom_side = 4 +7:1/0 = 0 +7:1/0/terrain_set = 0 +7:1/0/terrain = 4 +7:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:1/0/physics_layer_0/angular_velocity = 0.0 +7:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, 8, -4, 8, 8, 4, 8, 4, -4, -8, -4, -8, -8) +7:1/0/physics_layer_0/polygon_1/points = PackedVector2Array(-4, 8, -8, 4, -8, 8) +7:1/0/terrains_peering_bit/bottom_side = 4 +7:1/0/terrains_peering_bit/left_side = 4 +8:1/0 = 0 +8:1/0/terrain_set = 0 +8:1/0/terrain = 4 +8:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:1/0/physics_layer_0/angular_velocity = 0.0 +8:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 4, 4, 8, 8, 8) +8:1/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, -4, 4, -8, 8, -8) +8:1/0/physics_layer_0/polygon_2/points = PackedVector2Array(-8, -8, -8, -4, -4, -8) +8:1/0/physics_layer_0/polygon_3/points = PackedVector2Array(-8, 8, -4, 8, -8, 4) +8:1/0/terrains_peering_bit/right_side = 4 +8:1/0/terrains_peering_bit/bottom_side = 4 +8:1/0/terrains_peering_bit/left_side = 4 +8:1/0/terrains_peering_bit/top_side = 4 +9:1/0 = 0 +9:1/0/terrain_set = 0 +9:1/0/terrain = 4 +9:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:1/0/physics_layer_0/angular_velocity = 0.0 +9:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, 8, -8, 4, -8, 8) +9:1/0/physics_layer_0/polygon_1/points = PackedVector2Array(4, 8, 8, 4, 8, 8) +9:1/0/physics_layer_0/polygon_2/points = PackedVector2Array(8, -8, 4, -8, 8, -4) +9:1/0/terrains_peering_bit/right_side = 4 +9:1/0/terrains_peering_bit/bottom_side = 4 +9:1/0/terrains_peering_bit/left_side = 4 +9:1/0/terrains_peering_bit/top_left_corner = 4 +9:1/0/terrains_peering_bit/top_side = 4 +10:1/0 = 0 +10:1/0/terrain_set = 0 +10:1/0/terrain = 4 +10:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:1/0/physics_layer_0/angular_velocity = 0.0 +10:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -4, -4, -8, -8, -8) +10:1/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 4, -4, 8, -8, 8) +10:1/0/physics_layer_0/polygon_2/points = PackedVector2Array(8, 8, 8, 4, 4, 8) +10:1/0/terrains_peering_bit/right_side = 4 +10:1/0/terrains_peering_bit/bottom_side = 4 +10:1/0/terrains_peering_bit/left_side = 4 +10:1/0/terrains_peering_bit/top_side = 4 +10:1/0/terrains_peering_bit/top_right_corner = 4 +12:1/0 = 0 +12:1/0/terrain_set = 0 +12:1/0/terrain = 5 +12:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:1/0/physics_layer_0/angular_velocity = 0.0 +12:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -4, -7, -4, -6, -6, -6, -8, -8, -8) +12:1/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, -8, 8, -4, 7, -4, 6, -6, 6, -8) +12:1/0/terrains_peering_bit/right_side = 6 +12:1/0/terrains_peering_bit/bottom_right_corner = 6 +12:1/0/terrains_peering_bit/bottom_side = 6 +12:1/0/terrains_peering_bit/bottom_left_corner = 6 +12:1/0/terrains_peering_bit/left_side = 6 +12:1/0/terrains_peering_bit/top_side = 5 +13:1/0 = 0 +13:1/0/terrain_set = 0 +13:1/0/terrain = 5 +13:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:1/0/physics_layer_0/angular_velocity = 0.0 +13:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -4, -7, -4, -6, -6, -6, -8, -8, -8) +13:1/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, -8, 8, -4, 7, -4, 6, -6, 6, -8) +13:1/0/terrains_peering_bit/right_side = 4 +13:1/0/terrains_peering_bit/bottom_right_corner = 4 +13:1/0/terrains_peering_bit/bottom_side = 4 +13:1/0/terrains_peering_bit/bottom_left_corner = 4 +13:1/0/terrains_peering_bit/left_side = 4 +13:1/0/terrains_peering_bit/top_side = 5 +14:1/0 = 0 +14:1/0/terrain_set = 0 +14:1/0/terrain = 5 +14:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:1/0/physics_layer_0/angular_velocity = 0.0 +14:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, -8, 4, -7, 6, -6, 8, -6, 8, -8) +14:1/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, 8, 4, 8, 4, 7, 6, 6, 8, 6) +14:1/0/terrains_peering_bit/right_side = 5 +14:1/0/terrains_peering_bit/bottom_side = 6 +14:1/0/terrains_peering_bit/bottom_left_corner = 6 +14:1/0/terrains_peering_bit/left_side = 6 +14:1/0/terrains_peering_bit/top_left_corner = 6 +14:1/0/terrains_peering_bit/top_side = 6 +15:1/0 = 0 +15:1/0/terrain_set = 0 +15:1/0/terrain = 5 +15:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:1/0/physics_layer_0/angular_velocity = 0.0 +15:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, 8, -4, 7, -6, 6, -8, 6, -8, 8) +15:1/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, -8, -4, -8, -4, -7, -6, -6, -8, -6) +15:1/0/terrains_peering_bit/right_side = 4 +15:1/0/terrains_peering_bit/bottom_right_corner = 4 +15:1/0/terrains_peering_bit/bottom_side = 4 +15:1/0/terrains_peering_bit/left_side = 5 +15:1/0/terrains_peering_bit/top_side = 4 +15:1/0/terrains_peering_bit/top_right_corner = 4 +17:1/0 = 0 +17:1/0/terrain_set = 0 +17:1/0/terrain = 5 +17:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:1/0/physics_layer_0/angular_velocity = 0.0 +17:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -4, -7, -4, -6, -6, -6, -8, -8, -8) +17:1/0/terrains_peering_bit/right_side = 5 +17:1/0/terrains_peering_bit/bottom_right_corner = 6 +17:1/0/terrains_peering_bit/bottom_side = 6 +17:1/0/terrains_peering_bit/bottom_left_corner = 6 +17:1/0/terrains_peering_bit/left_side = 6 +17:1/0/terrains_peering_bit/top_side = 5 +17:1/0/terrains_peering_bit/top_right_corner = 5 +18:1/0 = 0 +18:1/0/terrain_set = 0 +18:1/0/terrain = 5 +18:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:1/0/physics_layer_0/angular_velocity = 0.0 +18:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -4, 7, -4, 6, -6, 6, -8, 8, -8) +18:1/0/terrains_peering_bit/right_side = 6 +18:1/0/terrains_peering_bit/bottom_right_corner = 6 +18:1/0/terrains_peering_bit/bottom_side = 6 +18:1/0/terrains_peering_bit/bottom_left_corner = 6 +18:1/0/terrains_peering_bit/left_side = 5 +18:1/0/terrains_peering_bit/top_left_corner = 5 +18:1/0/terrains_peering_bit/top_side = 5 +19:1/0 = 0 +19:1/0/terrain_set = 0 +19:1/0/terrain = 5 +19:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:1/0/physics_layer_0/angular_velocity = 0.0 +19:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -4, -7, -4, -6, -6, -6, -8, -8, -8) +19:1/0/terrains_peering_bit/right_side = 5 +19:1/0/terrains_peering_bit/bottom_right_corner = 4 +19:1/0/terrains_peering_bit/bottom_side = 4 +19:1/0/terrains_peering_bit/bottom_left_corner = 4 +19:1/0/terrains_peering_bit/left_side = 4 +19:1/0/terrains_peering_bit/top_side = 5 +19:1/0/terrains_peering_bit/top_right_corner = 5 +20:1/0 = 0 +20:1/0/terrain_set = 0 +20:1/0/terrain = 5 +20:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:1/0/physics_layer_0/angular_velocity = 0.0 +20:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -4, 7, -4, 6, -6, 6, -8, 8, -8) +20:1/0/terrains_peering_bit/right_side = 4 +20:1/0/terrains_peering_bit/bottom_right_corner = 4 +20:1/0/terrains_peering_bit/bottom_side = 4 +20:1/0/terrains_peering_bit/bottom_left_corner = 4 +20:1/0/terrains_peering_bit/left_side = 5 +20:1/0/terrains_peering_bit/top_left_corner = 5 +20:1/0/terrains_peering_bit/top_side = 5 +22:1/0 = 0 +22:1/0/terrain_set = 0 +22:1/0/terrain = 7 +22:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:1/0/physics_layer_0/angular_velocity = 0.0 +22:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -4, -7, -4, -6, -6, -6, -8, -8, -8) +22:1/0/terrains_peering_bit/right_side = 7 +22:1/0/terrains_peering_bit/bottom_right_corner = 6 +22:1/0/terrains_peering_bit/bottom_side = 6 +22:1/0/terrains_peering_bit/bottom_left_corner = 6 +22:1/0/terrains_peering_bit/left_side = 6 +22:1/0/terrains_peering_bit/top_side = 7 +22:1/0/terrains_peering_bit/top_right_corner = 7 +23:1/0 = 0 +23:1/0/terrain_set = 0 +23:1/0/terrain = 7 +23:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:1/0/physics_layer_0/angular_velocity = 0.0 +23:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -4, 7, -4, 6, -6, 6, -8, 8, -8) +23:1/0/terrains_peering_bit/right_side = 6 +23:1/0/terrains_peering_bit/bottom_right_corner = 6 +23:1/0/terrains_peering_bit/bottom_side = 6 +23:1/0/terrains_peering_bit/bottom_left_corner = 6 +23:1/0/terrains_peering_bit/left_side = 7 +23:1/0/terrains_peering_bit/top_left_corner = 7 +23:1/0/terrains_peering_bit/top_side = 7 +24:1/0 = 0 +24:1/0/terrain_set = 0 +24:1/0/terrain = 7 +24:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:1/0/physics_layer_0/angular_velocity = 0.0 +24:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -4, -7, -4, -6, -6, -6, -8, -8, -8) +24:1/0/terrains_peering_bit/right_side = 7 +24:1/0/terrains_peering_bit/bottom_right_corner = 4 +24:1/0/terrains_peering_bit/bottom_side = 4 +24:1/0/terrains_peering_bit/bottom_left_corner = 4 +24:1/0/terrains_peering_bit/left_side = 4 +24:1/0/terrains_peering_bit/top_side = 7 +24:1/0/terrains_peering_bit/top_right_corner = 7 +25:1/0 = 0 +25:1/0/terrain_set = 0 +25:1/0/terrain = 7 +25:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:1/0/physics_layer_0/angular_velocity = 0.0 +25:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -4, 7, -4, 6, -6, 6, -8, 8, -8) +25:1/0/terrains_peering_bit/right_side = 4 +25:1/0/terrains_peering_bit/bottom_right_corner = 4 +25:1/0/terrains_peering_bit/bottom_side = 4 +25:1/0/terrains_peering_bit/bottom_left_corner = 4 +25:1/0/terrains_peering_bit/left_side = 7 +25:1/0/terrains_peering_bit/top_left_corner = 7 +25:1/0/terrains_peering_bit/top_side = 7 +0:2/size_in_atlas = Vector2i(1, 2) +0:2/0 = 0 +0:2/0/texture_origin = Vector2i(0, -8) +0:2/0/terrain_set = 0 +0:2/0/terrain = 4 +0:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:2/0/physics_layer_0/angular_velocity = 0.0 +0:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, -8, 4, -8, -8, -4, -8, -4, 4, 8, 4, 8, 8) +0:2/0/terrains_peering_bit/right_side = 4 +0:2/0/terrains_peering_bit/top_side = 4 +0:2/0/terrains_peering_bit/top_right_corner = 4 +1:2/size_in_atlas = Vector2i(1, 2) +1:2/0 = 0 +1:2/0/texture_origin = Vector2i(0, -8) +1:2/0/terrain_set = 0 +1:2/0/terrain = 4 +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, 4, 8, 4, 8, 8) +1:2/0/terrains_peering_bit/right_side = 4 +1:2/0/terrains_peering_bit/left_side = 4 +1:2/0/terrains_peering_bit/top_left_corner = 4 +1:2/0/terrains_peering_bit/top_side = 4 +1:2/0/terrains_peering_bit/top_right_corner = 4 +2:2/size_in_atlas = Vector2i(1, 2) +2:2/0 = 0 +2:2/0/texture_origin = Vector2i(0, -8) +2:2/0/terrain_set = 0 +2:2/0/terrain = 4 +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, 4, 8, -8, 8, -8, 4, 4, 4, 4, -8, 8, -8) +2:2/0/terrains_peering_bit/left_side = 4 +2:2/0/terrains_peering_bit/top_left_corner = 4 +2:2/0/terrains_peering_bit/top_side = 4 +3:2/0 = 0 +3:2/0/terrain_set = 0 +3:2/0/terrain = 4 +3:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:2/0/physics_layer_0/angular_velocity = 0.0 +3:2/0/terrains_peering_bit/right_side = 4 +3:2/0/terrains_peering_bit/bottom_right_corner = 4 +3:2/0/terrains_peering_bit/bottom_side = 4 +3:2/0/terrains_peering_bit/bottom_left_corner = 4 +3:2/0/terrains_peering_bit/left_side = 4 +3:2/0/terrains_peering_bit/top_left_corner = 4 +3:2/0/terrains_peering_bit/top_side = 4 +3:2/0/terrains_peering_bit/top_right_corner = 4 +4:2/0 = 0 +4:2/0/terrain_set = 0 +4:2/0/terrain = 4 +4:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:2/0/physics_layer_0/angular_velocity = 0.0 +4:2/0/terrains_peering_bit/right_side = 4 +4:2/0/terrains_peering_bit/bottom_right_corner = 4 +4:2/0/terrains_peering_bit/bottom_side = 4 +4:2/0/terrains_peering_bit/bottom_left_corner = 4 +4:2/0/terrains_peering_bit/left_side = 4 +4:2/0/terrains_peering_bit/top_left_corner = 4 +4:2/0/terrains_peering_bit/top_side = 4 +4:2/0/terrains_peering_bit/top_right_corner = 4 +5:2/size_in_atlas = Vector2i(1, 2) +5:2/0 = 0 +5:2/0/texture_origin = Vector2i(0, -8) +5:2/0/terrain_set = 0 +5:2/0/terrain = 4 +5:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:2/0/physics_layer_0/angular_velocity = 0.0 +5:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, -4, 8, -4, 8, -8) +5:2/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 4, -8, 8, 8, 8, 8, 4) +5:2/0/terrains_peering_bit/right_side = 4 +5:2/0/terrains_peering_bit/left_side = 4 +6:2/size_in_atlas = Vector2i(1, 2) +6:2/0 = 0 +6:2/0/texture_origin = Vector2i(0, -8) +6:2/0/terrain_set = 0 +6:2/0/terrain = 4 +6:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:2/0/physics_layer_0/angular_velocity = 0.0 +6:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, -8, 4, -8, -8, -4, -8, -4, 4, 8, 4, 8, 8) +6:2/0/physics_layer_0/polygon_1/points = PackedVector2Array(4, -8, 8, -4, 8, -8) +6:2/0/terrains_peering_bit/right_side = 4 +6:2/0/terrains_peering_bit/top_side = 4 +7:2/size_in_atlas = Vector2i(1, 2) +7:2/0 = 0 +7:2/0/texture_origin = Vector2i(0, -8) +7:2/0/terrain_set = 0 +7:2/0/terrain = 4 +7:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:2/0/physics_layer_0/angular_velocity = 0.0 +7:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, 4, 8, -8, 8, -8, 4, 4, 4, 4, -8, 8, -8) +7:2/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, -4, -4, -8, -8, -8) +7:2/0/terrains_peering_bit/left_side = 4 +7:2/0/terrains_peering_bit/top_side = 4 +8:2/size_in_atlas = Vector2i(1, 2) +8:2/0 = 0 +8:2/0/texture_origin = Vector2i(0, -8) +8:2/0/terrain_set = 0 +8:2/0/terrain = 4 +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/terrain_set = 0 +9:2/0/terrain = 4 +9:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:2/0/physics_layer_0/angular_velocity = 0.0 +9:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 4, 4, 8, 8, 8) +9:2/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, -4, 4, -8, 8, -8) +9:2/0/physics_layer_0/polygon_2/points = PackedVector2Array(-8, -8, -8, -4, -4, -8) +9:2/0/terrains_peering_bit/right_side = 4 +9:2/0/terrains_peering_bit/bottom_side = 4 +9:2/0/terrains_peering_bit/bottom_left_corner = 4 +9:2/0/terrains_peering_bit/left_side = 4 +9:2/0/terrains_peering_bit/top_side = 4 +10:2/0 = 0 +10:2/0/terrain_set = 0 +10:2/0/terrain = 4 +10:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:2/0/physics_layer_0/angular_velocity = 0.0 +10:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, -8, 8, -4, 8, -8) +10:2/0/physics_layer_0/polygon_1/points = PackedVector2Array(-4, -8, -8, -4, -8, -8) +10:2/0/physics_layer_0/polygon_2/points = PackedVector2Array(-8, 8, -4, 8, -8, 4) +10:2/0/terrains_peering_bit/right_side = 4 +10:2/0/terrains_peering_bit/bottom_right_corner = 4 +10:2/0/terrains_peering_bit/bottom_side = 4 +10:2/0/terrains_peering_bit/left_side = 4 +10:2/0/terrains_peering_bit/top_side = 4 +17:2/0 = 0 +17:2/0/terrain_set = 0 +17:2/0/terrain = 5 +17:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:2/0/physics_layer_0/angular_velocity = 0.0 +17:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, -8, 4, -7, 6, -6, 8, -6, 8, -8) +17:2/0/terrains_peering_bit/right_side = 5 +17:2/0/terrains_peering_bit/bottom_right_corner = 5 +17:2/0/terrains_peering_bit/bottom_side = 5 +17:2/0/terrains_peering_bit/bottom_left_corner = 4 +17:2/0/terrains_peering_bit/left_side = 4 +17:2/0/terrains_peering_bit/top_left_corner = 4 +17:2/0/terrains_peering_bit/top_side = 4 +18:2/0 = 0 +18:2/0/terrain_set = 0 +18:2/0/terrain = 5 +18:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:2/0/physics_layer_0/angular_velocity = 0.0 +18:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, -8, -4, -7, -6, -6, -8, -6, -8, -8) +18:2/0/terrains_peering_bit/right_side = 6 +18:2/0/terrains_peering_bit/bottom_right_corner = 6 +18:2/0/terrains_peering_bit/bottom_side = 5 +18:2/0/terrains_peering_bit/bottom_left_corner = 5 +18:2/0/terrains_peering_bit/left_side = 5 +18:2/0/terrains_peering_bit/top_side = 6 +18:2/0/terrains_peering_bit/top_right_corner = 6 +19:2/0 = 0 +19:2/0/terrain_set = 0 +19:2/0/terrain = 5 +19:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:2/0/physics_layer_0/angular_velocity = 0.0 +19:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, -8, 4, -7, 6, -6, 8, -6, 8, -8) +19:2/0/terrains_peering_bit/right_side = 5 +19:2/0/terrains_peering_bit/bottom_right_corner = 5 +19:2/0/terrains_peering_bit/bottom_side = 5 +19:2/0/terrains_peering_bit/bottom_left_corner = 6 +19:2/0/terrains_peering_bit/left_side = 6 +19:2/0/terrains_peering_bit/top_left_corner = 6 +19:2/0/terrains_peering_bit/top_side = 6 +20:2/0 = 0 +20:2/0/terrain_set = 0 +20:2/0/terrain = 5 +20:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:2/0/physics_layer_0/angular_velocity = 0.0 +20:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, -8, -4, -7, -6, -6, -8, -6, -8, -8) +20:2/0/terrains_peering_bit/right_side = 4 +20:2/0/terrains_peering_bit/bottom_right_corner = 4 +20:2/0/terrains_peering_bit/bottom_side = 5 +20:2/0/terrains_peering_bit/bottom_left_corner = 5 +20:2/0/terrains_peering_bit/left_side = 5 +20:2/0/terrains_peering_bit/top_side = 4 +20:2/0/terrains_peering_bit/top_right_corner = 4 +22:2/0 = 0 +22:2/0/terrain_set = 0 +22:2/0/terrain = 7 +22:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:2/0/physics_layer_0/angular_velocity = 0.0 +22:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, -8, 4, -7, 6, -6, 8, -6, 8, -8) +22:2/0/terrains_peering_bit/right_side = 7 +22:2/0/terrains_peering_bit/bottom_right_corner = 7 +22:2/0/terrains_peering_bit/bottom_side = 7 +22:2/0/terrains_peering_bit/bottom_left_corner = 4 +22:2/0/terrains_peering_bit/left_side = 4 +22:2/0/terrains_peering_bit/top_left_corner = 4 +22:2/0/terrains_peering_bit/top_side = 4 +23:2/0 = 0 +23:2/0/terrain_set = 0 +23:2/0/terrain = 7 +23:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:2/0/physics_layer_0/angular_velocity = 0.0 +23:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, -8, -4, -7, -6, -6, -8, -6, -8, -8) +23:2/0/terrains_peering_bit/right_side = 6 +23:2/0/terrains_peering_bit/bottom_right_corner = 6 +23:2/0/terrains_peering_bit/bottom_side = 7 +23:2/0/terrains_peering_bit/bottom_left_corner = 7 +23:2/0/terrains_peering_bit/left_side = 7 +23:2/0/terrains_peering_bit/top_side = 6 +23:2/0/terrains_peering_bit/top_right_corner = 6 +24:2/0 = 0 +24:2/0/terrain_set = 0 +24:2/0/terrain = 7 +24:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:2/0/physics_layer_0/angular_velocity = 0.0 +24:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, -8, 4, -7, 6, -6, 8, -6, 8, -8) +24:2/0/terrains_peering_bit/right_side = 7 +24:2/0/terrains_peering_bit/bottom_right_corner = 7 +24:2/0/terrains_peering_bit/bottom_side = 7 +24:2/0/terrains_peering_bit/bottom_left_corner = 6 +24:2/0/terrains_peering_bit/left_side = 6 +24:2/0/terrains_peering_bit/top_left_corner = 6 +24:2/0/terrains_peering_bit/top_side = 6 +25:2/0 = 0 +25:2/0/terrain_set = 0 +25:2/0/terrain = 7 +25:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:2/0/physics_layer_0/angular_velocity = 0.0 +25:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, -8, -4, -7, -6, -6, -8, -6, -8, -8) +25:2/0/terrains_peering_bit/right_side = 4 +25:2/0/terrains_peering_bit/bottom_right_corner = 4 +25:2/0/terrains_peering_bit/bottom_side = 7 +25:2/0/terrains_peering_bit/bottom_left_corner = 7 +25:2/0/terrains_peering_bit/left_side = 7 +25:2/0/terrains_peering_bit/top_side = 4 +25:2/0/terrains_peering_bit/top_right_corner = 4 +3:3/0 = 0 +3:3/0/terrain_set = 0 +3:3/0/terrain = 4 +3:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:3/0/physics_layer_0/angular_velocity = 0.0 +3:3/0/terrains_peering_bit/right_side = 4 +3:3/0/terrains_peering_bit/bottom_right_corner = 4 +3:3/0/terrains_peering_bit/bottom_side = 4 +3:3/0/terrains_peering_bit/bottom_left_corner = 4 +3:3/0/terrains_peering_bit/left_side = 4 +3:3/0/terrains_peering_bit/top_left_corner = 4 +3:3/0/terrains_peering_bit/top_side = 4 +3:3/0/terrains_peering_bit/top_right_corner = 4 +4:3/0 = 0 +4:3/0/terrain_set = 0 +4:3/0/terrain = 4 +4:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:3/0/physics_layer_0/angular_velocity = 0.0 +4:3/0/terrains_peering_bit/right_side = 4 +4:3/0/terrains_peering_bit/bottom_right_corner = 4 +4:3/0/terrains_peering_bit/bottom_side = 4 +4:3/0/terrains_peering_bit/bottom_left_corner = 4 +4:3/0/terrains_peering_bit/left_side = 4 +4:3/0/terrains_peering_bit/top_left_corner = 4 +4:3/0/terrains_peering_bit/top_side = 4 +4:3/0/terrains_peering_bit/top_right_corner = 4 +9:3/0 = 0 +9:3/0/terrain_set = 0 +9:3/0/terrain = 4 +9:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:3/0/physics_layer_0/angular_velocity = 0.0 +9:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -4, -4, -8, -8, -8) +9:3/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, 8, 8, 4, 4, 8) +9:3/0/terrains_peering_bit/right_side = 4 +9:3/0/terrains_peering_bit/bottom_side = 4 +9:3/0/terrains_peering_bit/bottom_left_corner = 4 +9:3/0/terrains_peering_bit/left_side = 4 +9:3/0/terrains_peering_bit/top_side = 4 +9:3/0/terrains_peering_bit/top_right_corner = 4 +10:3/0 = 0 +10:3/0/terrain_set = 0 +10:3/0/terrain = 4 +10:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:3/0/physics_layer_0/angular_velocity = 0.0 +10:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, -8, 8, -4, 8, -8) +10:3/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 8, -4, 8, -8, 4) +10:3/0/terrains_peering_bit/right_side = 4 +10:3/0/terrains_peering_bit/bottom_right_corner = 4 +10:3/0/terrains_peering_bit/bottom_side = 4 +10:3/0/terrains_peering_bit/left_side = 4 +10:3/0/terrains_peering_bit/top_left_corner = 4 +10:3/0/terrains_peering_bit/top_side = 4 +12:3/0 = 0 +12:3/0/terrain_set = 0 +12:3/0/terrain = 7 +12:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:3/0/physics_layer_0/angular_velocity = 0.0 +12:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 4, 7, 4, 6, 6, 6, 8, 8, 8) +12:3/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 8, -8, 4, -7, 4, -6, 6, -6, 8) +12:3/0/terrains_peering_bit/right_side = 4 +12:3/0/terrains_peering_bit/bottom_side = 7 +12:3/0/terrains_peering_bit/left_side = 4 +12:3/0/terrains_peering_bit/top_left_corner = 4 +12:3/0/terrains_peering_bit/top_side = 4 +12:3/0/terrains_peering_bit/top_right_corner = 4 +13:3/0 = 0 +13:3/0/terrain_set = 0 +13:3/0/terrain = 7 +13:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:3/0/physics_layer_0/angular_velocity = 0.0 +13:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 4, 7, 4, 6, 6, 6, 8, 8, 8) +13:3/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 8, -8, 4, -7, 4, -6, 6, -6, 8) +13:3/0/terrains_peering_bit/right_side = 6 +13:3/0/terrains_peering_bit/bottom_side = 7 +13:3/0/terrains_peering_bit/left_side = 6 +13:3/0/terrains_peering_bit/top_left_corner = 6 +13:3/0/terrains_peering_bit/top_side = 6 +13:3/0/terrains_peering_bit/top_right_corner = 6 +14:3/0 = 0 +14:3/0/terrain_set = 0 +14:3/0/terrain = 7 +14:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:3/0/physics_layer_0/angular_velocity = 0.0 +14:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, -8, 4, -7, 6, -6, 8, -6, 8, -8) +14:3/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, 8, 4, 8, 4, 7, 6, 6, 8, 6) +14:3/0/terrains_peering_bit/right_side = 7 +14:3/0/terrains_peering_bit/bottom_side = 4 +14:3/0/terrains_peering_bit/bottom_left_corner = 4 +14:3/0/terrains_peering_bit/left_side = 4 +14:3/0/terrains_peering_bit/top_left_corner = 4 +14:3/0/terrains_peering_bit/top_side = 4 +15:3/0 = 0 +15:3/0/terrain_set = 0 +15:3/0/terrain = 7 +15:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:3/0/physics_layer_0/angular_velocity = 0.0 +15:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, 8, -4, 7, -6, 6, -8, 6, -8, 8) +15:3/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, -8, -4, -8, -4, -7, -6, -6, -8, -6) +15:3/0/terrains_peering_bit/right_side = 6 +15:3/0/terrains_peering_bit/bottom_right_corner = 6 +15:3/0/terrains_peering_bit/bottom_side = 6 +15:3/0/terrains_peering_bit/left_side = 7 +15:3/0/terrains_peering_bit/top_side = 6 +15:3/0/terrains_peering_bit/top_right_corner = 6 +17:3/0 = 0 +17:3/0/terrain_set = 0 +17:3/0/terrain = 5 +17:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:3/0/physics_layer_0/angular_velocity = 0.0 +17:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, 8, 4, 7, 6, 6, 8, 6, 8, 8) +17:3/0/terrains_peering_bit/right_side = 5 +17:3/0/terrains_peering_bit/bottom_side = 4 +17:3/0/terrains_peering_bit/bottom_left_corner = 4 +17:3/0/terrains_peering_bit/left_side = 4 +17:3/0/terrains_peering_bit/top_left_corner = 4 +17:3/0/terrains_peering_bit/top_side = 5 +17:3/0/terrains_peering_bit/top_right_corner = 5 +18:3/0 = 0 +18:3/0/terrain_set = 0 +18:3/0/terrain = 5 +18:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:3/0/physics_layer_0/angular_velocity = 0.0 +18:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, 8, -4, 7, -6, 6, -8, 6, -8, 8) +18:3/0/terrains_peering_bit/right_side = 6 +18:3/0/terrains_peering_bit/bottom_right_corner = 6 +18:3/0/terrains_peering_bit/bottom_side = 6 +18:3/0/terrains_peering_bit/left_side = 5 +18:3/0/terrains_peering_bit/top_left_corner = 5 +18:3/0/terrains_peering_bit/top_side = 5 +18:3/0/terrains_peering_bit/top_right_corner = 6 +19:3/0 = 0 +19:3/0/terrain_set = 0 +19:3/0/terrain = 5 +19:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:3/0/physics_layer_0/angular_velocity = 0.0 +19:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, 8, 4, 7, 6, 6, 8, 6, 8, 8) +19:3/0/terrains_peering_bit/right_side = 5 +19:3/0/terrains_peering_bit/bottom_side = 6 +19:3/0/terrains_peering_bit/bottom_left_corner = 6 +19:3/0/terrains_peering_bit/left_side = 6 +19:3/0/terrains_peering_bit/top_left_corner = 6 +19:3/0/terrains_peering_bit/top_side = 5 +19:3/0/terrains_peering_bit/top_right_corner = 5 +20:3/0 = 0 +20:3/0/terrain_set = 0 +20:3/0/terrain = 5 +20:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:3/0/physics_layer_0/angular_velocity = 0.0 +20:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, 8, -4, 7, -6, 6, -8, 6, -8, 8) +20:3/0/terrains_peering_bit/right_side = 4 +20:3/0/terrains_peering_bit/bottom_right_corner = 4 +20:3/0/terrains_peering_bit/bottom_side = 4 +20:3/0/terrains_peering_bit/left_side = 5 +20:3/0/terrains_peering_bit/top_left_corner = 5 +20:3/0/terrains_peering_bit/top_side = 5 +20:3/0/terrains_peering_bit/top_right_corner = 4 +22:3/0 = 0 +22:3/0/terrain_set = 0 +22:3/0/terrain = 7 +22:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:3/0/physics_layer_0/angular_velocity = 0.0 +22:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, 8, 4, 7, 6, 6, 8, 6, 8, 8) +22:3/0/terrains_peering_bit/right_side = 7 +22:3/0/terrains_peering_bit/bottom_side = 4 +22:3/0/terrains_peering_bit/bottom_left_corner = 4 +22:3/0/terrains_peering_bit/left_side = 4 +22:3/0/terrains_peering_bit/top_left_corner = 4 +22:3/0/terrains_peering_bit/top_side = 7 +22:3/0/terrains_peering_bit/top_right_corner = 7 +23:3/0 = 0 +23:3/0/terrain_set = 0 +23:3/0/terrain = 7 +23:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:3/0/physics_layer_0/angular_velocity = 0.0 +23:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, 8, -4, 7, -6, 6, -8, 6, -8, 8) +23:3/0/terrains_peering_bit/right_side = 6 +23:3/0/terrains_peering_bit/bottom_right_corner = 6 +23:3/0/terrains_peering_bit/bottom_side = 6 +23:3/0/terrains_peering_bit/left_side = 7 +23:3/0/terrains_peering_bit/top_left_corner = 7 +23:3/0/terrains_peering_bit/top_side = 7 +23:3/0/terrains_peering_bit/top_right_corner = 6 +24:3/0 = 0 +24:3/0/terrain_set = 0 +24:3/0/terrain = 7 +24:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:3/0/physics_layer_0/angular_velocity = 0.0 +24:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, 8, 4, 7, 6, 6, 8, 6, 8, 8) +24:3/0/terrains_peering_bit/right_side = 7 +24:3/0/terrains_peering_bit/bottom_side = 6 +24:3/0/terrains_peering_bit/bottom_left_corner = 6 +24:3/0/terrains_peering_bit/left_side = 6 +24:3/0/terrains_peering_bit/top_left_corner = 6 +24:3/0/terrains_peering_bit/top_side = 7 +24:3/0/terrains_peering_bit/top_right_corner = 7 +25:3/0 = 0 +25:3/0/terrain_set = 0 +25:3/0/terrain = 7 +25:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:3/0/physics_layer_0/angular_velocity = 0.0 +25:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, 8, -4, 7, -6, 6, -8, 6, -8, 8) +25:3/0/terrains_peering_bit/right_side = 4 +25:3/0/terrains_peering_bit/bottom_right_corner = 4 +25:3/0/terrains_peering_bit/bottom_side = 4 +25:3/0/terrains_peering_bit/left_side = 7 +25:3/0/terrains_peering_bit/top_left_corner = 7 +25:3/0/terrains_peering_bit/top_side = 7 +25:3/0/terrains_peering_bit/top_right_corner = 4 +0:4/0 = 0 +0:4/0/terrain_set = 0 +0:4/0/terrain = 4 +0:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:4/0/physics_layer_0/angular_velocity = 0.0 +0:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, 4, -8, 4, 8, 8, 8) +0:4/0/physics_layer_0/polygon_1/points = PackedVector2Array(-4, -8, -8, -8, -8, 8, -4, 8) +0:4/0/physics_layer_0/polygon_2/points = PackedVector2Array(-4, -4, 4, -4, 4, -8, -4, -8) +0:4/0/terrains_peering_bit/bottom_side = 4 +1:4/size_in_atlas = Vector2i(1, 2) +1:4/0 = 0 +1:4/0/texture_origin = Vector2i(0, -8) +1:4/0/terrain_set = 0 +1:4/0/terrain = 4 +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, -4, 8, -4, -8, -8, -8) +1:4/0/physics_layer_0/polygon_1/points = PackedVector2Array(4, 8, 8, 8, 8, -8, 4, -8) +1:4/0/physics_layer_0/polygon_2/points = PackedVector2Array(4, 4, -4, 4, -4, 8, 4, 8) +1:4/0/terrains_peering_bit/top_side = 4 +2:4/size_in_atlas = Vector2i(1, 2) +2:4/0 = 0 +2:4/0/texture_origin = Vector2i(0, -8) +2:4/0/terrain_set = 0 +2:4/0/terrain = 4 +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, -4, 8, -4, 8, -8) +2:4/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 4, -8, 8, 8, 8, 8, 4) +2:4/0/physics_layer_0/polygon_2/points = PackedVector2Array(-4, 4, -4, -4, -8, -4, -8, 4) +2:4/0/terrains_peering_bit/right_side = 4 +3:4/size_in_atlas = Vector2i(1, 2) +3:4/0 = 0 +3:4/0/texture_origin = Vector2i(0, -8) +3:4/0/terrain_set = 0 +3:4/0/terrain = 4 +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, 4, -8, 4, -8, 8) +3:4/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, -4, 8, -8, -8, -8, -8, -4) +3:4/0/physics_layer_0/polygon_2/points = PackedVector2Array(4, -4, 4, 4, 8, 4, 8, -4) +3:4/0/terrains_peering_bit/left_side = 4 +4:4/0 = 0 +4:4/0/terrain_set = 0 +4:4/0/terrain = 4 +4:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:4/0/physics_layer_0/angular_velocity = 0.0 +4:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -4, 8, -8, -8, -8, -8, -4) +4:4/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 4, -4, 8, -8, 8) +4:4/0/physics_layer_0/polygon_2/points = PackedVector2Array(4, 8, 8, 4, 8, 8) +4:4/0/terrains_peering_bit/right_side = 4 +4:4/0/terrains_peering_bit/bottom_side = 4 +4:4/0/terrains_peering_bit/left_side = 4 +5:4/size_in_atlas = Vector2i(1, 2) +5:4/0 = 0 +5:4/0/texture_origin = Vector2i(0, -8) +5:4/0/terrain_set = 0 +5:4/0/terrain = 4 +5:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:4/0/physics_layer_0/angular_velocity = 0.0 +5:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 4, -8, 8, 8, 8, 8, 4) +5:4/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, -4, 4, -8, 8, -8) +5:4/0/physics_layer_0/polygon_2/points = PackedVector2Array(-4, -8, -8, -4, -8, -8) +5:4/0/terrains_peering_bit/right_side = 4 +5:4/0/terrains_peering_bit/left_side = 4 +5:4/0/terrains_peering_bit/top_side = 4 +6:4/0 = 0 +6:4/0/terrain_set = 0 +6:4/0/terrain = 4 +6:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:4/0/physics_layer_0/angular_velocity = 0.0 +6:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, -8, -8, -8, -8, 8, -4, 8) +6:4/0/physics_layer_0/polygon_1/points = PackedVector2Array(4, 8, 8, 4, 8, 8) +6:4/0/physics_layer_0/polygon_2/points = PackedVector2Array(8, -4, 4, -8, 8, -8) +6:4/0/terrains_peering_bit/right_side = 4 +6:4/0/terrains_peering_bit/bottom_side = 4 +6:4/0/terrains_peering_bit/top_side = 4 +7:4/0 = 0 +7:4/0/terrain_set = 0 +7:4/0/terrain = 4 +7:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:4/0/physics_layer_0/angular_velocity = 0.0 +7:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, 8, 8, 8, 8, -8, 4, -8) +7:4/0/physics_layer_0/polygon_1/points = PackedVector2Array(-4, -8, -8, -4, -8, -8) +7:4/0/physics_layer_0/polygon_2/points = PackedVector2Array(-8, 4, -4, 8, -8, 8) +7:4/0/terrains_peering_bit/bottom_side = 4 +7:4/0/terrains_peering_bit/left_side = 4 +7:4/0/terrains_peering_bit/top_side = 4 +12:4/0 = 0 +12:4/0/terrain_set = 0 +12:4/0/terrain = 7 +12:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:4/0/physics_layer_0/angular_velocity = 0.0 +12:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -4, -7, -4, -6, -6, -6, -8, -8, -8) +12:4/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, -8, 8, -4, 7, -4, 6, -6, 6, -8) +12:4/0/terrains_peering_bit/right_side = 6 +12:4/0/terrains_peering_bit/bottom_right_corner = 6 +12:4/0/terrains_peering_bit/bottom_side = 6 +12:4/0/terrains_peering_bit/bottom_left_corner = 6 +12:4/0/terrains_peering_bit/left_side = 6 +12:4/0/terrains_peering_bit/top_side = 7 +13:4/0 = 0 +13:4/0/terrain_set = 0 +13:4/0/terrain = 7 +13:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:4/0/physics_layer_0/angular_velocity = 0.0 +13:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -4, -7, -4, -6, -6, -6, -8, -8, -8) +13:4/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, -8, 8, -4, 7, -4, 6, -6, 6, -8) +13:4/0/terrains_peering_bit/right_side = 4 +13:4/0/terrains_peering_bit/bottom_right_corner = 4 +13:4/0/terrains_peering_bit/bottom_side = 4 +13:4/0/terrains_peering_bit/bottom_left_corner = 4 +13:4/0/terrains_peering_bit/left_side = 4 +13:4/0/terrains_peering_bit/top_side = 7 +14:4/0 = 0 +14:4/0/terrain_set = 0 +14:4/0/terrain = 7 +14:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:4/0/physics_layer_0/angular_velocity = 0.0 +14:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, -8, 4, -7, 6, -6, 8, -6, 8, -8) +14:4/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, 8, 4, 8, 4, 7, 6, 6, 8, 6) +14:4/0/terrains_peering_bit/right_side = 7 +14:4/0/terrains_peering_bit/bottom_side = 6 +14:4/0/terrains_peering_bit/bottom_left_corner = 6 +14:4/0/terrains_peering_bit/left_side = 6 +14:4/0/terrains_peering_bit/top_left_corner = 6 +14:4/0/terrains_peering_bit/top_side = 6 +15:4/0 = 0 +15:4/0/terrain_set = 0 +15:4/0/terrain = 7 +15:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:4/0/physics_layer_0/angular_velocity = 0.0 +15:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, 8, -4, 7, -6, 6, -8, 6, -8, 8) +15:4/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, -8, -4, -8, -4, -7, -6, -6, -8, -6) +15:4/0/terrains_peering_bit/right_side = 4 +15:4/0/terrains_peering_bit/bottom_right_corner = 4 +15:4/0/terrains_peering_bit/bottom_side = 4 +15:4/0/terrains_peering_bit/left_side = 7 +15:4/0/terrains_peering_bit/top_side = 4 +15:4/0/terrains_peering_bit/top_right_corner = 4 +0:6/0 = 0 +0:6/0/terrain_set = 0 +0:6/0/terrain = 4 +0:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:6/0/physics_layer_0/angular_velocity = 0.0 +0:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -4, 8, -8, -8, -8, -8, -4) +0:6/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 4, -4, 8, -8, 8) +0:6/0/physics_layer_0/polygon_2/points = PackedVector2Array(4, 8, 8, 4, 8, 8) +0:6/0/terrains_peering_bit/right_side = 4 +0:6/0/terrains_peering_bit/bottom_side = 4 +0:6/0/terrains_peering_bit/bottom_left_corner = 4 +0:6/0/terrains_peering_bit/left_side = 4 +1:6/size_in_atlas = Vector2i(1, 2) +1:6/0 = 0 +1:6/0/texture_origin = Vector2i(0, -8) +1:6/0/terrain_set = 0 +1:6/0/terrain = 4 +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, 4, -8, 8, 8, 8, 8, 4) +1:6/0/physics_layer_0/polygon_1/points = PackedVector2Array(-4, -8, -8, -4, -8, -8) +1:6/0/terrains_peering_bit/right_side = 4 +1:6/0/terrains_peering_bit/left_side = 4 +1:6/0/terrains_peering_bit/top_side = 4 +1:6/0/terrains_peering_bit/top_right_corner = 4 +2:6/0 = 0 +2:6/0/terrain_set = 0 +2:6/0/terrain = 4 +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(-4, -8, -8, -8, -8, 8, -4, 8) +2:6/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, -4, 4, -8, 8, -8) +2:6/0/terrains_peering_bit/right_side = 4 +2:6/0/terrains_peering_bit/bottom_right_corner = 4 +2:6/0/terrains_peering_bit/bottom_side = 4 +2:6/0/terrains_peering_bit/top_side = 4 +3:6/0 = 0 +3:6/0/terrain_set = 0 +3:6/0/terrain = 4 +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(4, 8, 8, 8, 8, -8, 4, -8) +3:6/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 4, -4, 8, -8, 8) +3:6/0/terrains_peering_bit/bottom_side = 4 +3:6/0/terrains_peering_bit/left_side = 4 +3:6/0/terrains_peering_bit/top_left_corner = 4 +3:6/0/terrains_peering_bit/top_side = 4 +4:6/0 = 0 +4:6/0/terrain_set = 0 +4:6/0/terrain = 4 +4:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:6/0/physics_layer_0/angular_velocity = 0.0 +4:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -4, -8, -8, 8, -8, 8, -4) +4:6/0/physics_layer_0/polygon_1/points = PackedVector2Array(-4, 8, -8, 4, -8, 8) +4:6/0/terrains_peering_bit/right_side = 4 +4:6/0/terrains_peering_bit/bottom_right_corner = 4 +4:6/0/terrains_peering_bit/bottom_side = 4 +4:6/0/terrains_peering_bit/left_side = 4 +5:6/size_in_atlas = Vector2i(1, 2) +5:6/0 = 0 +5:6/0/texture_origin = Vector2i(0, -8) +5:6/0/terrain_set = 0 +5:6/0/terrain = 4 +5:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:6/0/physics_layer_0/angular_velocity = 0.0 +5:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 4, 8, 8, -8, 8, -8, 4) +5:6/0/physics_layer_0/polygon_1/points = PackedVector2Array(4, -8, 8, -4, 8, -8) +5:6/0/terrains_peering_bit/right_side = 4 +5:6/0/terrains_peering_bit/left_side = 4 +5:6/0/terrains_peering_bit/top_left_corner = 4 +5:6/0/terrains_peering_bit/top_side = 4 +6:6/0 = 0 +6:6/0/terrain_set = 0 +6:6/0/terrain = 4 +6:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:6/0/physics_layer_0/angular_velocity = 0.0 +6:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, 8, -8, 8, -8, -8, -4, -8) +6:6/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, 4, 4, 8, 8, 8) +6:6/0/terrains_peering_bit/right_side = 4 +6:6/0/terrains_peering_bit/bottom_side = 4 +6:6/0/terrains_peering_bit/top_side = 4 +6:6/0/terrains_peering_bit/top_right_corner = 4 +7:6/0 = 0 +7:6/0/terrain_set = 0 +7:6/0/terrain = 4 +7:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:6/0/physics_layer_0/angular_velocity = 0.0 +7:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, -8, 8, -8, 8, 8, 4, 8) +7:6/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, -4, -4, -8, -8, -8) +7:6/0/terrains_peering_bit/bottom_side = 4 +7:6/0/terrains_peering_bit/bottom_left_corner = 4 +7:6/0/terrains_peering_bit/left_side = 4 +7:6/0/terrains_peering_bit/top_side = 4 + +[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_colonyred"] +texture = ExtResource("4_le0p4") +0:0/0 = 0 +0:0/0/terrain_set = 0 +0:0/0/terrain = 6 +0:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:0/0/physics_layer_0/angular_velocity = 0.0 +0:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -4, -8, 8, -8, 8, -4, -4, -4, -4, 8, -8, 8) +0:0/0/terrains_peering_bit/right_side = 6 +0:0/0/terrains_peering_bit/bottom_right_corner = 6 +0:0/0/terrains_peering_bit/bottom_side = 6 +1:0/0 = 0 +1:0/0/terrain_set = 0 +1:0/0/terrain = 6 +1:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:0/0/physics_layer_0/angular_velocity = 0.0 +1:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, 8, -4, -8, -4, -8, -8) +1:0/0/terrains_peering_bit/right_side = 6 +1:0/0/terrains_peering_bit/bottom_right_corner = 6 +1:0/0/terrains_peering_bit/bottom_side = 6 +1:0/0/terrains_peering_bit/bottom_left_corner = 6 +1:0/0/terrains_peering_bit/left_side = 6 +2:0/0 = 0 +2:0/0/terrain_set = 0 +2:0/0/terrain = 6 +2:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:0/0/physics_layer_0/angular_velocity = 0.0 +2:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, 8, -4, 8, 8, 4, 8, 4, -4, -8, -4, -8, -8) +2:0/0/terrains_peering_bit/bottom_side = 6 +2:0/0/terrains_peering_bit/bottom_left_corner = 6 +2:0/0/terrains_peering_bit/left_side = 6 +3:0/0 = 0 +3:0/0/terrain_set = 0 +3:0/0/terrain = 6 +3:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:0/0/physics_layer_0/angular_velocity = 0.0 +3:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 4, 4, 8, 8, 8) +3:0/0/terrains_peering_bit/right_side = 6 +3:0/0/terrains_peering_bit/bottom_side = 6 +3:0/0/terrains_peering_bit/bottom_left_corner = 6 +3:0/0/terrains_peering_bit/left_side = 6 +3:0/0/terrains_peering_bit/top_left_corner = 6 +3:0/0/terrains_peering_bit/top_side = 6 +3:0/0/terrains_peering_bit/top_right_corner = 6 +4:0/0 = 0 +4:0/0/terrain_set = 0 +4:0/0/terrain = 6 +4:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:0/0/physics_layer_0/angular_velocity = 0.0 +4:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, 8, -8, 4, -8, 8) +4:0/0/terrains_peering_bit/right_side = 6 +4:0/0/terrains_peering_bit/bottom_right_corner = 6 +4:0/0/terrains_peering_bit/bottom_side = 6 +4:0/0/terrains_peering_bit/left_side = 6 +4:0/0/terrains_peering_bit/top_left_corner = 6 +4:0/0/terrains_peering_bit/top_side = 6 +4:0/0/terrains_peering_bit/top_right_corner = 6 +6:0/0 = 0 +6:0/0/terrain_set = 0 +6:0/0/terrain = 6 +6:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:0/0/physics_layer_0/angular_velocity = 0.0 +6:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, 8, -8, 4, -8, 8) +6:0/0/physics_layer_0/polygon_1/points = PackedVector2Array(4, 8, 8, 4, 8, 8) +6:0/0/terrains_peering_bit/right_side = 6 +6:0/0/terrains_peering_bit/bottom_side = 6 +6:0/0/terrains_peering_bit/left_side = 6 +6:0/0/terrains_peering_bit/top_left_corner = 6 +6:0/0/terrains_peering_bit/top_side = 6 +6:0/0/terrains_peering_bit/top_right_corner = 6 +7:0/0 = 0 +7:0/0/terrain_set = 0 +7:0/0/terrain = 6 +7:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:0/0/physics_layer_0/angular_velocity = 0.0 +7:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, -8, 8, -4, 8, -8) +7:0/0/physics_layer_0/polygon_1/points = PackedVector2Array(-4, -8, -8, -4, -8, -8) +7:0/0/terrains_peering_bit/right_side = 6 +7:0/0/terrains_peering_bit/bottom_right_corner = 6 +7:0/0/terrains_peering_bit/bottom_side = 6 +7:0/0/terrains_peering_bit/bottom_left_corner = 6 +7:0/0/terrains_peering_bit/left_side = 6 +7:0/0/terrains_peering_bit/top_side = 6 +8:0/0 = 0 +8:0/0/terrain_set = 0 +8:0/0/terrain = 6 +8:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:0/0/physics_layer_0/angular_velocity = 0.0 +8:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -4, -4, -8, -8, -8) +8:0/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 4, -4, 8, -8, 8) +8:0/0/terrains_peering_bit/right_side = 6 +8:0/0/terrains_peering_bit/bottom_right_corner = 6 +8:0/0/terrains_peering_bit/bottom_side = 6 +8:0/0/terrains_peering_bit/left_side = 6 +8:0/0/terrains_peering_bit/top_side = 6 +8:0/0/terrains_peering_bit/top_right_corner = 6 +9:0/0 = 0 +9:0/0/terrain_set = 0 +9:0/0/terrain = 6 +9:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:0/0/physics_layer_0/angular_velocity = 0.0 +9:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 4, 4, 8, 8, 8) +9:0/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, -4, 4, -8, 8, -8) +9:0/0/terrains_peering_bit/right_side = 6 +9:0/0/terrains_peering_bit/bottom_side = 6 +9:0/0/terrains_peering_bit/bottom_left_corner = 6 +9:0/0/terrains_peering_bit/left_side = 6 +9:0/0/terrains_peering_bit/top_left_corner = 6 +9:0/0/terrains_peering_bit/top_side = 6 +12:0/0 = 0 +12:0/0/terrain_set = 0 +12:0/0/terrain = 7 +12:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:0/0/physics_layer_0/angular_velocity = 0.0 +12:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 4, 7, 4, 6, 6, 6, 8, 8, 8) +12:0/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 8, -8, 4, -7, 4, -6, 6, -6, 8) +12:0/0/terrains_peering_bit/right_side = 6 +12:0/0/terrains_peering_bit/bottom_side = 7 +12:0/0/terrains_peering_bit/left_side = 6 +12:0/0/terrains_peering_bit/top_left_corner = 6 +12:0/0/terrains_peering_bit/top_side = 6 +12:0/0/terrains_peering_bit/top_right_corner = 6 +13:0/0 = 0 +13:0/0/terrain_set = 0 +13:0/0/terrain = 7 +13:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:0/0/physics_layer_0/angular_velocity = 0.0 +13:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 4, 7, 4, 6, 6, 6, 8, 8, 8) +13:0/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 8, -8, 4, -7, 4, -6, 6, -6, 8) +13:0/0/terrains_peering_bit/right_side = 0 +13:0/0/terrains_peering_bit/bottom_side = 7 +13:0/0/terrains_peering_bit/left_side = 0 +13:0/0/terrains_peering_bit/top_left_corner = 0 +13:0/0/terrains_peering_bit/top_side = 0 +13:0/0/terrains_peering_bit/top_right_corner = 0 +14:0/0 = 0 +14:0/0/terrain_set = 0 +14:0/0/terrain = 7 +14:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:0/0/physics_layer_0/angular_velocity = 0.0 +14:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, -8, 4, -7, 6, -6, 8, -6, 8, -8) +14:0/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, 8, 4, 8, 4, 7, 6, 6, 8, 6) +14:0/0/terrains_peering_bit/right_side = 7 +14:0/0/terrains_peering_bit/bottom_side = 6 +14:0/0/terrains_peering_bit/bottom_left_corner = 6 +14:0/0/terrains_peering_bit/left_side = 6 +14:0/0/terrains_peering_bit/top_left_corner = 6 +14:0/0/terrains_peering_bit/top_side = 6 +15:0/0 = 0 +15:0/0/terrain_set = 0 +15:0/0/terrain = 7 +15:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:0/0/physics_layer_0/angular_velocity = 0.0 +15:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, 8, -4, 7, -6, 6, -8, 6, -8, 8) +15:0/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, -8, -4, -8, -4, -7, -6, -6, -8, -6) +15:0/0/terrains_peering_bit/right_side = 0 +15:0/0/terrains_peering_bit/bottom_right_corner = 0 +15:0/0/terrains_peering_bit/bottom_side = 0 +15:0/0/terrains_peering_bit/left_side = 7 +15:0/0/terrains_peering_bit/top_side = 0 +15:0/0/terrains_peering_bit/top_right_corner = 0 +17:0/0 = 0 +17:0/0/terrain_set = 0 +17:0/0/terrain = 7 +17:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:0/0/physics_layer_0/angular_velocity = 0.0 +17:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 4, -7, 4, -6, 6, -6, 8, -8, 8) +17:0/0/terrains_peering_bit/right_side = 7 +17:0/0/terrains_peering_bit/bottom_right_corner = 7 +17:0/0/terrains_peering_bit/bottom_side = 7 +17:0/0/terrains_peering_bit/left_side = 6 +17:0/0/terrains_peering_bit/top_left_corner = 6 +17:0/0/terrains_peering_bit/top_side = 6 +17:0/0/terrains_peering_bit/top_right_corner = 6 +18:0/0 = 0 +18:0/0/terrain_set = 0 +18:0/0/terrain = 7 +18:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:0/0/physics_layer_0/angular_velocity = 0.0 +18:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 4, 7, 4, 6, 6, 6, 8, 8, 8) +18:0/0/terrains_peering_bit/right_side = 6 +18:0/0/terrains_peering_bit/bottom_side = 7 +18:0/0/terrains_peering_bit/bottom_left_corner = 7 +18:0/0/terrains_peering_bit/left_side = 7 +18:0/0/terrains_peering_bit/top_left_corner = 6 +18:0/0/terrains_peering_bit/top_side = 6 +18:0/0/terrains_peering_bit/top_right_corner = 6 +19:0/0 = 0 +19:0/0/terrain_set = 0 +19:0/0/terrain = 7 +19:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:0/0/physics_layer_0/angular_velocity = 0.0 +19:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 4, -7, 4, -6, 6, -6, 8, -8, 8) +19:0/0/terrains_peering_bit/right_side = 7 +19:0/0/terrains_peering_bit/bottom_right_corner = 7 +19:0/0/terrains_peering_bit/bottom_side = 7 +19:0/0/terrains_peering_bit/left_side = 0 +19:0/0/terrains_peering_bit/top_left_corner = 0 +19:0/0/terrains_peering_bit/top_side = 0 +19:0/0/terrains_peering_bit/top_right_corner = 0 +20:0/0 = 0 +20:0/0/terrain_set = 0 +20:0/0/terrain = 7 +20:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:0/0/physics_layer_0/angular_velocity = 0.0 +20:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 4, 7, 4, 6, 6, 6, 8, 8, 8) +20:0/0/terrains_peering_bit/right_side = 0 +20:0/0/terrains_peering_bit/bottom_side = 7 +20:0/0/terrains_peering_bit/bottom_left_corner = 7 +20:0/0/terrains_peering_bit/left_side = 7 +20:0/0/terrains_peering_bit/top_left_corner = 0 +20:0/0/terrains_peering_bit/top_side = 0 +20:0/0/terrains_peering_bit/top_right_corner = 0 +22:0/0 = 0 +22:0/0/terrain_set = 0 +22:0/0/terrain = 1 +22:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:0/0/physics_layer_0/angular_velocity = 0.0 +22:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 4, -7, 4, -6, 6, -6, 8, -8, 8) +22:0/0/terrains_peering_bit/right_side = 1 +22:0/0/terrains_peering_bit/bottom_right_corner = 1 +22:0/0/terrains_peering_bit/bottom_side = 1 +22:0/0/terrains_peering_bit/left_side = 6 +22:0/0/terrains_peering_bit/top_left_corner = 6 +22:0/0/terrains_peering_bit/top_side = 6 +22:0/0/terrains_peering_bit/top_right_corner = 6 +23:0/0 = 0 +23:0/0/terrain_set = 0 +23:0/0/terrain = 1 +23:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:0/0/physics_layer_0/angular_velocity = 0.0 +23:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 4, 7, 4, 6, 6, 6, 8, 8, 8) +23:0/0/terrains_peering_bit/right_side = 6 +23:0/0/terrains_peering_bit/bottom_side = 1 +23:0/0/terrains_peering_bit/bottom_left_corner = 1 +23:0/0/terrains_peering_bit/left_side = 1 +23:0/0/terrains_peering_bit/top_left_corner = 6 +23:0/0/terrains_peering_bit/top_side = 6 +23:0/0/terrains_peering_bit/top_right_corner = 6 +24:0/0 = 0 +24:0/0/terrain_set = 0 +24:0/0/terrain = 1 +24:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:0/0/physics_layer_0/angular_velocity = 0.0 +24:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 4, -7, 4, -6, 6, -6, 8, -8, 8) +24:0/0/terrains_peering_bit/right_side = 1 +24:0/0/terrains_peering_bit/bottom_right_corner = 1 +24:0/0/terrains_peering_bit/bottom_side = 1 24:0/0/terrains_peering_bit/left_side = 0 24:0/0/terrains_peering_bit/top_left_corner = 0 24:0/0/terrains_peering_bit/top_side = 0 @@ -1056,87 +3930,993 @@ texture = ExtResource("1") 25:0/0/terrain = 1 25:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 25:0/0/physics_layer_0/angular_velocity = 0.0 -25:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 4, -8, 8, -5, 8) -25:0/0/physics_layer_0/polygon_1/points = PackedVector2Array(5, 8, 8, 8, 8, 4) -25:0/0/terrains_peering_bit/right_side = 1 -25:0/0/terrains_peering_bit/bottom_side = 2 +25:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 4, 7, 4, 6, 6, 6, 8, 8, 8) +25:0/0/terrains_peering_bit/right_side = 0 +25:0/0/terrains_peering_bit/bottom_side = 1 +25:0/0/terrains_peering_bit/bottom_left_corner = 1 25:0/0/terrains_peering_bit/left_side = 1 -25:0/0/terrains_peering_bit/top_left_corner = 1 -25:0/0/terrains_peering_bit/top_side = 1 -25:0/0/terrains_peering_bit/top_right_corner = 1 +25:0/0/terrains_peering_bit/top_left_corner = 0 +25:0/0/terrains_peering_bit/top_side = 0 +25:0/0/terrains_peering_bit/top_right_corner = 0 +0:1/0 = 0 +0:1/0/terrain_set = 0 +0:1/0/terrain = 6 +0:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:1/0/physics_layer_0/angular_velocity = 0.0 +0:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -4, -8, -4, 8, -8, 8) +0:1/0/terrains_peering_bit/right_side = 6 +0:1/0/terrains_peering_bit/bottom_right_corner = 6 +0:1/0/terrains_peering_bit/bottom_side = 6 +0:1/0/terrains_peering_bit/top_side = 6 +0:1/0/terrains_peering_bit/top_right_corner = 6 +1:1/0 = 0 +1:1/0/terrain_set = 0 +1:1/0/terrain = 6 +1:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +1:1/0/physics_layer_0/angular_velocity = 0.0 +1:1/0/terrains_peering_bit/right_side = 6 +1:1/0/terrains_peering_bit/bottom_right_corner = 6 +1:1/0/terrains_peering_bit/bottom_side = 6 +1:1/0/terrains_peering_bit/bottom_left_corner = 6 +1:1/0/terrains_peering_bit/left_side = 6 +1:1/0/terrains_peering_bit/top_left_corner = 6 +1:1/0/terrains_peering_bit/top_side = 6 +1:1/0/terrains_peering_bit/top_right_corner = 6 +2:1/0 = 0 +2:1/0/terrain_set = 0 +2:1/0/terrain = 6 +2:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +2:1/0/physics_layer_0/angular_velocity = 0.0 +2:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, 4, 8, 4, -8, 8, -8) +2:1/0/terrains_peering_bit/bottom_side = 6 +2:1/0/terrains_peering_bit/bottom_left_corner = 6 +2:1/0/terrains_peering_bit/left_side = 6 +2:1/0/terrains_peering_bit/top_left_corner = 6 +2:1/0/terrains_peering_bit/top_side = 6 +3:1/0 = 0 +3:1/0/terrain_set = 0 +3:1/0/terrain = 6 +3:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:1/0/physics_layer_0/angular_velocity = 0.0 +3:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, -8, 8, -4, 8, -8) +3:1/0/terrains_peering_bit/right_side = 6 +3:1/0/terrains_peering_bit/bottom_right_corner = 6 +3:1/0/terrains_peering_bit/bottom_side = 6 +3:1/0/terrains_peering_bit/bottom_left_corner = 6 +3:1/0/terrains_peering_bit/left_side = 6 +3:1/0/terrains_peering_bit/top_left_corner = 6 +3:1/0/terrains_peering_bit/top_side = 6 +4:1/0 = 0 +4:1/0/terrain_set = 0 +4:1/0/terrain = 6 +4:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:1/0/physics_layer_0/angular_velocity = 0.0 +4:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -4, -4, -8, -8, -8) +4:1/0/terrains_peering_bit/right_side = 6 +4:1/0/terrains_peering_bit/bottom_right_corner = 6 +4:1/0/terrains_peering_bit/bottom_side = 6 +4:1/0/terrains_peering_bit/bottom_left_corner = 6 +4:1/0/terrains_peering_bit/left_side = 6 +4:1/0/terrains_peering_bit/top_side = 6 +4:1/0/terrains_peering_bit/top_right_corner = 6 +5:1/0 = 0 +5:1/0/terrain_set = 0 +5:1/0/terrain = 6 +5:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:1/0/physics_layer_0/angular_velocity = 0.0 +5:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, -4, 8, -4, -8, -8, -8) +5:1/0/physics_layer_0/polygon_1/points = PackedVector2Array(4, 8, 8, 8, 8, -8, 4, -8) +5:1/0/terrains_peering_bit/bottom_side = 6 +5:1/0/terrains_peering_bit/top_side = 6 +6:1/0 = 0 +6:1/0/terrain_set = 0 +6:1/0/terrain = 6 +6:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:1/0/physics_layer_0/angular_velocity = 0.0 +6:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -4, -8, 8, -8, 8, -4, -4, -4, -4, 8, -8, 8) +6:1/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, 4, 4, 8, 8, 8) +6:1/0/terrains_peering_bit/right_side = 6 +6:1/0/terrains_peering_bit/bottom_side = 6 +7:1/0 = 0 +7:1/0/terrain_set = 0 +7:1/0/terrain = 6 +7:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:1/0/physics_layer_0/angular_velocity = 0.0 +7:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, 8, -4, 8, 8, 4, 8, 4, -4, -8, -4, -8, -8) +7:1/0/physics_layer_0/polygon_1/points = PackedVector2Array(-4, 8, -8, 4, -8, 8) +7:1/0/terrains_peering_bit/bottom_side = 6 +7:1/0/terrains_peering_bit/left_side = 6 +8:1/0 = 0 +8:1/0/terrain_set = 0 +8:1/0/terrain = 6 +8:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +8:1/0/physics_layer_0/angular_velocity = 0.0 +8:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 4, 4, 8, 8, 8) +8:1/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, -4, 4, -8, 8, -8) +8:1/0/physics_layer_0/polygon_2/points = PackedVector2Array(-8, -8, -8, -4, -4, -8) +8:1/0/physics_layer_0/polygon_3/points = PackedVector2Array(-8, 8, -4, 8, -8, 4) +8:1/0/terrains_peering_bit/right_side = 6 +8:1/0/terrains_peering_bit/bottom_side = 6 +8:1/0/terrains_peering_bit/left_side = 6 +8:1/0/terrains_peering_bit/top_side = 6 +9:1/0 = 0 +9:1/0/terrain_set = 0 +9:1/0/terrain = 6 +9:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:1/0/physics_layer_0/angular_velocity = 0.0 +9:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, 8, -8, 4, -8, 8) +9:1/0/physics_layer_0/polygon_1/points = PackedVector2Array(4, 8, 8, 4, 8, 8) +9:1/0/physics_layer_0/polygon_2/points = PackedVector2Array(8, -8, 4, -8, 8, -4) +9:1/0/terrains_peering_bit/right_side = 6 +9:1/0/terrains_peering_bit/bottom_side = 6 +9:1/0/terrains_peering_bit/left_side = 6 +9:1/0/terrains_peering_bit/top_left_corner = 6 +9:1/0/terrains_peering_bit/top_side = 6 +10:1/0 = 0 +10:1/0/terrain_set = 0 +10:1/0/terrain = 6 +10:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:1/0/physics_layer_0/angular_velocity = 0.0 +10:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -4, -4, -8, -8, -8) +10:1/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 4, -4, 8, -8, 8) +10:1/0/physics_layer_0/polygon_2/points = PackedVector2Array(8, 8, 8, 4, 4, 8) +10:1/0/terrains_peering_bit/right_side = 6 +10:1/0/terrains_peering_bit/bottom_side = 6 +10:1/0/terrains_peering_bit/left_side = 6 +10:1/0/terrains_peering_bit/top_side = 6 +10:1/0/terrains_peering_bit/top_right_corner = 6 +12:1/0 = 0 +12:1/0/terrain_set = 0 +12:1/0/terrain = 7 +12:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:1/0/physics_layer_0/angular_velocity = 0.0 +12:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -4, -7, -4, -6, -6, -6, -8, -8, -8) +12:1/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, -8, 8, -4, 7, -4, 6, -6, 6, -8) +12:1/0/terrains_peering_bit/right_side = 0 +12:1/0/terrains_peering_bit/bottom_right_corner = 0 +12:1/0/terrains_peering_bit/bottom_side = 0 +12:1/0/terrains_peering_bit/bottom_left_corner = 0 +12:1/0/terrains_peering_bit/left_side = 0 +12:1/0/terrains_peering_bit/top_side = 7 +13:1/0 = 0 +13:1/0/terrain_set = 0 +13:1/0/terrain = 7 +13:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:1/0/physics_layer_0/angular_velocity = 0.0 +13:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -4, -7, -4, -6, -6, -6, -8, -8, -8) +13:1/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, -8, 8, -4, 7, -4, 6, -6, 6, -8) +13:1/0/terrains_peering_bit/right_side = 6 +13:1/0/terrains_peering_bit/bottom_right_corner = 6 +13:1/0/terrains_peering_bit/bottom_side = 6 +13:1/0/terrains_peering_bit/bottom_left_corner = 6 +13:1/0/terrains_peering_bit/left_side = 6 +13:1/0/terrains_peering_bit/top_side = 7 +14:1/0 = 0 +14:1/0/terrain_set = 0 +14:1/0/terrain = 7 +14:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:1/0/physics_layer_0/angular_velocity = 0.0 +14:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, -8, 4, -7, 6, -6, 8, -6, 8, -8) +14:1/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, 8, 4, 8, 4, 7, 6, 6, 8, 6) +14:1/0/terrains_peering_bit/right_side = 7 +14:1/0/terrains_peering_bit/bottom_side = 0 +14:1/0/terrains_peering_bit/bottom_left_corner = 0 +14:1/0/terrains_peering_bit/left_side = 0 +14:1/0/terrains_peering_bit/top_left_corner = 0 +14:1/0/terrains_peering_bit/top_side = 0 +15:1/0 = 0 +15:1/0/terrain_set = 0 +15:1/0/terrain = 7 +15:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:1/0/physics_layer_0/angular_velocity = 0.0 +15:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, 8, -4, 7, -6, 6, -8, 6, -8, 8) +15:1/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, -8, -4, -8, -4, -7, -6, -6, -8, -6) +15:1/0/terrains_peering_bit/right_side = 6 +15:1/0/terrains_peering_bit/bottom_right_corner = 6 +15:1/0/terrains_peering_bit/bottom_side = 6 +15:1/0/terrains_peering_bit/left_side = 7 +15:1/0/terrains_peering_bit/top_side = 6 +15:1/0/terrains_peering_bit/top_right_corner = 6 +17:1/0 = 0 +17:1/0/terrain_set = 0 +17:1/0/terrain = 7 +17:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:1/0/physics_layer_0/angular_velocity = 0.0 +17:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -4, -7, -4, -6, -6, -6, -8, -8, -8) +17:1/0/terrains_peering_bit/right_side = 7 +17:1/0/terrains_peering_bit/bottom_right_corner = 0 +17:1/0/terrains_peering_bit/bottom_side = 0 +17:1/0/terrains_peering_bit/bottom_left_corner = 0 +17:1/0/terrains_peering_bit/left_side = 0 +17:1/0/terrains_peering_bit/top_side = 7 +17:1/0/terrains_peering_bit/top_right_corner = 7 +18:1/0 = 0 +18:1/0/terrain_set = 0 +18:1/0/terrain = 7 +18:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:1/0/physics_layer_0/angular_velocity = 0.0 +18:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -4, 7, -4, 6, -6, 6, -8, 8, -8) +18:1/0/terrains_peering_bit/right_side = 0 +18:1/0/terrains_peering_bit/bottom_right_corner = 0 +18:1/0/terrains_peering_bit/bottom_side = 0 +18:1/0/terrains_peering_bit/bottom_left_corner = 0 +18:1/0/terrains_peering_bit/left_side = 7 +18:1/0/terrains_peering_bit/top_left_corner = 7 +18:1/0/terrains_peering_bit/top_side = 7 +19:1/0 = 0 +19:1/0/terrain_set = 0 +19:1/0/terrain = 7 +19:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:1/0/physics_layer_0/angular_velocity = 0.0 +19:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -4, -7, -4, -6, -6, -6, -8, -8, -8) +19:1/0/terrains_peering_bit/right_side = 7 +19:1/0/terrains_peering_bit/bottom_right_corner = 6 +19:1/0/terrains_peering_bit/bottom_side = 6 +19:1/0/terrains_peering_bit/bottom_left_corner = 6 +19:1/0/terrains_peering_bit/left_side = 6 +19:1/0/terrains_peering_bit/top_side = 7 +19:1/0/terrains_peering_bit/top_right_corner = 7 +20:1/0 = 0 +20:1/0/terrain_set = 0 +20:1/0/terrain = 7 +20:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:1/0/physics_layer_0/angular_velocity = 0.0 +20:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -4, 7, -4, 6, -6, 6, -8, 8, -8) +20:1/0/terrains_peering_bit/right_side = 6 +20:1/0/terrains_peering_bit/bottom_right_corner = 6 +20:1/0/terrains_peering_bit/bottom_side = 6 +20:1/0/terrains_peering_bit/bottom_left_corner = 6 +20:1/0/terrains_peering_bit/left_side = 7 +20:1/0/terrains_peering_bit/top_left_corner = 7 +20:1/0/terrains_peering_bit/top_side = 7 +22:1/0 = 0 +22:1/0/terrain_set = 0 +22:1/0/terrain = 1 +22:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:1/0/physics_layer_0/angular_velocity = 0.0 +22:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -4, -7, -4, -6, -6, -6, -8, -8, -8) +22:1/0/terrains_peering_bit/right_side = 1 +22:1/0/terrains_peering_bit/bottom_right_corner = 0 +22:1/0/terrains_peering_bit/bottom_side = 0 +22:1/0/terrains_peering_bit/bottom_left_corner = 0 +22:1/0/terrains_peering_bit/left_side = 0 +22:1/0/terrains_peering_bit/top_side = 1 +22:1/0/terrains_peering_bit/top_right_corner = 1 +23:1/0 = 0 +23:1/0/terrain_set = 0 +23:1/0/terrain = 1 +23:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:1/0/physics_layer_0/angular_velocity = 0.0 +23:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -4, 7, -4, 6, -6, 6, -8, 8, -8) +23:1/0/terrains_peering_bit/right_side = 0 +23:1/0/terrains_peering_bit/bottom_right_corner = 0 +23:1/0/terrains_peering_bit/bottom_side = 0 +23:1/0/terrains_peering_bit/bottom_left_corner = 0 +23:1/0/terrains_peering_bit/left_side = 1 +23:1/0/terrains_peering_bit/top_left_corner = 1 +23:1/0/terrains_peering_bit/top_side = 1 +24:1/0 = 0 +24:1/0/terrain_set = 0 +24:1/0/terrain = 1 +24:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:1/0/physics_layer_0/angular_velocity = 0.0 +24:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -4, -7, -4, -6, -6, -6, -8, -8, -8) +24:1/0/terrains_peering_bit/right_side = 1 +24:1/0/terrains_peering_bit/bottom_right_corner = 6 +24:1/0/terrains_peering_bit/bottom_side = 6 +24:1/0/terrains_peering_bit/bottom_left_corner = 6 +24:1/0/terrains_peering_bit/left_side = 6 +24:1/0/terrains_peering_bit/top_side = 1 +24:1/0/terrains_peering_bit/top_right_corner = 1 25:1/0 = 0 25:1/0/terrain_set = 0 -25:1/0/terrain = 0 +25:1/0/terrain = 1 25:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) 25:1/0/physics_layer_0/angular_velocity = 0.0 -25:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -4, 8, -8, 5, -8) -25:1/0/physics_layer_0/polygon_1/points = PackedVector2Array(-5, -8, -8, -8, -8, -4) -25:1/0/terrains_peering_bit/right_side = 0 -25:1/0/terrains_peering_bit/bottom_right_corner = 0 -25:1/0/terrains_peering_bit/bottom_side = 0 -25:1/0/terrains_peering_bit/bottom_left_corner = 0 -25:1/0/terrains_peering_bit/left_side = 0 -25:1/0/terrains_peering_bit/top_side = 2 -26:1/0 = 0 -26:1/0/terrain_set = 0 -26:1/0/terrain = 1 -26:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -26:1/0/physics_layer_0/angular_velocity = 0.0 -26:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, 8, 8, 8, 8, 5) -26:1/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, -5, 8, -8, 4, -8) -26:1/0/terrains_peering_bit/right_side = 2 -26:1/0/terrains_peering_bit/bottom_side = 1 -26:1/0/terrains_peering_bit/bottom_left_corner = 1 -26:1/0/terrains_peering_bit/left_side = 1 -26:1/0/terrains_peering_bit/top_left_corner = 1 -26:1/0/terrains_peering_bit/top_side = 1 -26:0/0 = 0 -26:0/0/terrain_set = 0 -26:0/0/terrain = 0 -26:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -26:0/0/physics_layer_0/angular_velocity = 0.0 -26:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, 8, 8, 8, 8, 5) -26:0/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, -5, 8, -8, 4, -8) -26:0/0/terrains_peering_bit/right_side = 2 -26:0/0/terrains_peering_bit/bottom_side = 0 -26:0/0/terrains_peering_bit/bottom_left_corner = 0 -26:0/0/terrains_peering_bit/left_side = 0 -26:0/0/terrains_peering_bit/top_left_corner = 0 -26:0/0/terrains_peering_bit/top_side = 0 -27:0/0 = 0 -27:0/0/terrain_set = 0 -27:0/0/terrain = 1 -27:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -27:0/0/physics_layer_0/angular_velocity = 0.0 -27:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, -8, -8, -8, -8, -5) -27:0/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 5, -8, 8, -4, 8) -27:0/0/terrains_peering_bit/right_side = 1 -27:0/0/terrains_peering_bit/bottom_right_corner = 1 -27:0/0/terrains_peering_bit/bottom_side = 1 -27:0/0/terrains_peering_bit/left_side = 2 -27:0/0/terrains_peering_bit/top_side = 1 -27:0/0/terrains_peering_bit/top_right_corner = 1 -27:1/0 = 0 -27:1/0/terrain_set = 0 -27:1/0/terrain = 0 -27:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -27:1/0/physics_layer_0/angular_velocity = 0.0 -27:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, -8, -8, -8, -8, -5) -27:1/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 5, -8, 8, -4, 8) -27:1/0/terrains_peering_bit/right_side = 0 -27:1/0/terrains_peering_bit/bottom_right_corner = 0 -27:1/0/terrains_peering_bit/bottom_side = 0 -27:1/0/terrains_peering_bit/left_side = 2 -27:1/0/terrains_peering_bit/top_side = 0 -27:1/0/terrains_peering_bit/top_right_corner = 0 +25:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -4, 7, -4, 6, -6, 6, -8, 8, -8) +25:1/0/terrains_peering_bit/right_side = 6 +25:1/0/terrains_peering_bit/bottom_right_corner = 6 +25:1/0/terrains_peering_bit/bottom_side = 6 +25:1/0/terrains_peering_bit/bottom_left_corner = 6 +25:1/0/terrains_peering_bit/left_side = 1 +25:1/0/terrains_peering_bit/top_left_corner = 1 +25:1/0/terrains_peering_bit/top_side = 1 +0:2/size_in_atlas = Vector2i(1, 2) +0:2/0 = 0 +0:2/0/texture_origin = Vector2i(0, -8) +0:2/0/terrain_set = 0 +0:2/0/terrain = 6 +0:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:2/0/physics_layer_0/angular_velocity = 0.0 +0:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, -8, 4, -8, -8, -4, -8, -4, 4, 8, 4, 8, 8) +0:2/0/terrains_peering_bit/right_side = 6 +0:2/0/terrains_peering_bit/top_side = 6 +0:2/0/terrains_peering_bit/top_right_corner = 6 +1:2/size_in_atlas = Vector2i(1, 2) +1:2/0 = 0 +1:2/0/texture_origin = Vector2i(0, -8) +1:2/0/terrain_set = 0 +1:2/0/terrain = 6 +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, 4, 8, 4, 8, 8) +1:2/0/terrains_peering_bit/right_side = 6 +1:2/0/terrains_peering_bit/left_side = 6 +1:2/0/terrains_peering_bit/top_left_corner = 6 +1:2/0/terrains_peering_bit/top_side = 6 +1:2/0/terrains_peering_bit/top_right_corner = 6 +2:2/size_in_atlas = Vector2i(1, 2) +2:2/0 = 0 +2:2/0/texture_origin = Vector2i(0, -8) +2:2/0/terrain_set = 0 +2:2/0/terrain = 6 +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, 4, 8, -8, 8, -8, 4, 4, 4, 4, -8, 8, -8) +2:2/0/terrains_peering_bit/left_side = 6 +2:2/0/terrains_peering_bit/top_left_corner = 6 +2:2/0/terrains_peering_bit/top_side = 6 +3:2/0 = 0 +3:2/0/terrain_set = 0 +3:2/0/terrain = 6 +3:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:2/0/physics_layer_0/angular_velocity = 0.0 +3:2/0/terrains_peering_bit/right_side = 6 +3:2/0/terrains_peering_bit/bottom_right_corner = 6 +3:2/0/terrains_peering_bit/bottom_side = 6 +3:2/0/terrains_peering_bit/bottom_left_corner = 6 +3:2/0/terrains_peering_bit/left_side = 6 +3:2/0/terrains_peering_bit/top_left_corner = 6 +3:2/0/terrains_peering_bit/top_side = 6 +3:2/0/terrains_peering_bit/top_right_corner = 6 +4:2/0 = 0 +4:2/0/terrain_set = 0 +4:2/0/terrain = 6 +4:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:2/0/physics_layer_0/angular_velocity = 0.0 +4:2/0/terrains_peering_bit/right_side = 6 +4:2/0/terrains_peering_bit/bottom_right_corner = 6 +4:2/0/terrains_peering_bit/bottom_side = 6 +4:2/0/terrains_peering_bit/bottom_left_corner = 6 +4:2/0/terrains_peering_bit/left_side = 6 +4:2/0/terrains_peering_bit/top_left_corner = 6 +4:2/0/terrains_peering_bit/top_side = 6 +4:2/0/terrains_peering_bit/top_right_corner = 6 +5:2/size_in_atlas = Vector2i(1, 2) +5:2/0 = 0 +5:2/0/texture_origin = Vector2i(0, -8) +5:2/0/terrain_set = 0 +5:2/0/terrain = 6 +5:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:2/0/physics_layer_0/angular_velocity = 0.0 +5:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, -4, 8, -4, 8, -8) +5:2/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 4, -8, 8, 8, 8, 8, 4) +5:2/0/terrains_peering_bit/right_side = 6 +5:2/0/terrains_peering_bit/left_side = 6 +6:2/size_in_atlas = Vector2i(1, 2) +6:2/0 = 0 +6:2/0/texture_origin = Vector2i(0, -8) +6:2/0/terrain_set = 0 +6:2/0/terrain = 6 +6:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:2/0/physics_layer_0/angular_velocity = 0.0 +6:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, -8, 4, -8, -8, -4, -8, -4, 4, 8, 4, 8, 8) +6:2/0/physics_layer_0/polygon_1/points = PackedVector2Array(4, -8, 8, -4, 8, -8) +6:2/0/terrains_peering_bit/right_side = 6 +6:2/0/terrains_peering_bit/top_side = 6 +7:2/size_in_atlas = Vector2i(1, 2) +7:2/0 = 0 +7:2/0/texture_origin = Vector2i(0, -8) +7:2/0/terrain_set = 0 +7:2/0/terrain = 6 +7:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:2/0/physics_layer_0/angular_velocity = 0.0 +7:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, 4, 8, -8, 8, -8, 4, 4, 4, 4, -8, 8, -8) +7:2/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, -4, -4, -8, -8, -8) +7:2/0/terrains_peering_bit/left_side = 6 +7:2/0/terrains_peering_bit/top_side = 6 +8:2/size_in_atlas = Vector2i(1, 2) +8:2/0 = 0 +8:2/0/texture_origin = Vector2i(0, -8) +8:2/0/terrain_set = 0 +8:2/0/terrain = 6 +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/terrain_set = 0 +9:2/0/terrain = 6 +9:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:2/0/physics_layer_0/angular_velocity = 0.0 +9:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 4, 4, 8, 8, 8) +9:2/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, -4, 4, -8, 8, -8) +9:2/0/physics_layer_0/polygon_2/points = PackedVector2Array(-8, -8, -8, -4, -4, -8) +9:2/0/terrains_peering_bit/right_side = 6 +9:2/0/terrains_peering_bit/bottom_side = 6 +9:2/0/terrains_peering_bit/bottom_left_corner = 6 +9:2/0/terrains_peering_bit/left_side = 6 +9:2/0/terrains_peering_bit/top_side = 6 +10:2/0 = 0 +10:2/0/terrain_set = 0 +10:2/0/terrain = 6 +10:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:2/0/physics_layer_0/angular_velocity = 0.0 +10:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, -8, 8, -4, 8, -8) +10:2/0/physics_layer_0/polygon_1/points = PackedVector2Array(-4, -8, -8, -4, -8, -8) +10:2/0/physics_layer_0/polygon_2/points = PackedVector2Array(-8, 8, -4, 8, -8, 4) +10:2/0/terrains_peering_bit/right_side = 6 +10:2/0/terrains_peering_bit/bottom_right_corner = 6 +10:2/0/terrains_peering_bit/bottom_side = 6 +10:2/0/terrains_peering_bit/left_side = 6 +10:2/0/terrains_peering_bit/top_side = 6 +17:2/0 = 0 +17:2/0/terrain_set = 0 +17:2/0/terrain = 7 +17:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:2/0/physics_layer_0/angular_velocity = 0.0 +17:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, -8, 4, -7, 6, -6, 8, -6, 8, -8) +17:2/0/terrains_peering_bit/right_side = 7 +17:2/0/terrains_peering_bit/bottom_right_corner = 7 +17:2/0/terrains_peering_bit/bottom_side = 7 +17:2/0/terrains_peering_bit/bottom_left_corner = 6 +17:2/0/terrains_peering_bit/left_side = 6 +17:2/0/terrains_peering_bit/top_left_corner = 6 +17:2/0/terrains_peering_bit/top_side = 6 +18:2/0 = 0 +18:2/0/terrain_set = 0 +18:2/0/terrain = 7 +18:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:2/0/physics_layer_0/angular_velocity = 0.0 +18:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, -8, -4, -7, -6, -6, -8, -6, -8, -8) +18:2/0/terrains_peering_bit/right_side = 0 +18:2/0/terrains_peering_bit/bottom_right_corner = 0 +18:2/0/terrains_peering_bit/bottom_side = 7 +18:2/0/terrains_peering_bit/bottom_left_corner = 7 +18:2/0/terrains_peering_bit/left_side = 7 +18:2/0/terrains_peering_bit/top_side = 0 +18:2/0/terrains_peering_bit/top_right_corner = 0 +19:2/0 = 0 +19:2/0/terrain_set = 0 +19:2/0/terrain = 7 +19:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:2/0/physics_layer_0/angular_velocity = 0.0 +19:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, -8, 4, -7, 6, -6, 8, -6, 8, -8) +19:2/0/terrains_peering_bit/right_side = 7 +19:2/0/terrains_peering_bit/bottom_right_corner = 7 +19:2/0/terrains_peering_bit/bottom_side = 7 +19:2/0/terrains_peering_bit/bottom_left_corner = 0 +19:2/0/terrains_peering_bit/left_side = 0 +19:2/0/terrains_peering_bit/top_left_corner = 0 +19:2/0/terrains_peering_bit/top_side = 0 +20:2/0 = 0 +20:2/0/terrain_set = 0 +20:2/0/terrain = 7 +20:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:2/0/physics_layer_0/angular_velocity = 0.0 +20:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, -8, -4, -7, -6, -6, -8, -6, -8, -8) +20:2/0/terrains_peering_bit/right_side = 6 +20:2/0/terrains_peering_bit/bottom_right_corner = 6 +20:2/0/terrains_peering_bit/bottom_side = 7 +20:2/0/terrains_peering_bit/bottom_left_corner = 7 +20:2/0/terrains_peering_bit/left_side = 7 +20:2/0/terrains_peering_bit/top_side = 6 +20:2/0/terrains_peering_bit/top_right_corner = 6 +22:2/0 = 0 +22:2/0/terrain_set = 0 +22:2/0/terrain = 1 +22:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:2/0/physics_layer_0/angular_velocity = 0.0 +22:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, -8, 4, -7, 6, -6, 8, -6, 8, -8) +22:2/0/terrains_peering_bit/right_side = 1 +22:2/0/terrains_peering_bit/bottom_right_corner = 1 +22:2/0/terrains_peering_bit/bottom_side = 1 +22:2/0/terrains_peering_bit/bottom_left_corner = 6 +22:2/0/terrains_peering_bit/left_side = 6 +22:2/0/terrains_peering_bit/top_left_corner = 6 +22:2/0/terrains_peering_bit/top_side = 6 +23:2/0 = 0 +23:2/0/terrain_set = 0 +23:2/0/terrain = 1 +23:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:2/0/physics_layer_0/angular_velocity = 0.0 +23:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, -8, -4, -7, -6, -6, -8, -6, -8, -8) +23:2/0/terrains_peering_bit/right_side = 0 +23:2/0/terrains_peering_bit/bottom_right_corner = 0 +23:2/0/terrains_peering_bit/bottom_side = 1 +23:2/0/terrains_peering_bit/bottom_left_corner = 1 +23:2/0/terrains_peering_bit/left_side = 1 +23:2/0/terrains_peering_bit/top_side = 0 +23:2/0/terrains_peering_bit/top_right_corner = 0 +24:2/0 = 0 +24:2/0/terrain_set = 0 +24:2/0/terrain = 1 +24:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:2/0/physics_layer_0/angular_velocity = 0.0 +24:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, -8, 4, -7, 6, -6, 8, -6, 8, -8) +24:2/0/terrains_peering_bit/right_side = 1 +24:2/0/terrains_peering_bit/bottom_right_corner = 1 +24:2/0/terrains_peering_bit/bottom_side = 1 +24:2/0/terrains_peering_bit/bottom_left_corner = 0 +24:2/0/terrains_peering_bit/left_side = 0 +24:2/0/terrains_peering_bit/top_left_corner = 0 +24:2/0/terrains_peering_bit/top_side = 0 +25:2/0 = 0 +25:2/0/terrain_set = 0 +25:2/0/terrain = 1 +25:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:2/0/physics_layer_0/angular_velocity = 0.0 +25:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, -8, -4, -7, -6, -6, -8, -6, -8, -8) +25:2/0/terrains_peering_bit/right_side = 6 +25:2/0/terrains_peering_bit/bottom_right_corner = 6 +25:2/0/terrains_peering_bit/bottom_side = 1 +25:2/0/terrains_peering_bit/bottom_left_corner = 1 +25:2/0/terrains_peering_bit/left_side = 1 +25:2/0/terrains_peering_bit/top_side = 6 +25:2/0/terrains_peering_bit/top_right_corner = 6 +3:3/0 = 0 +3:3/0/terrain_set = 0 +3:3/0/terrain = 6 +3:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +3:3/0/physics_layer_0/angular_velocity = 0.0 +3:3/0/terrains_peering_bit/right_side = 6 +3:3/0/terrains_peering_bit/bottom_right_corner = 6 +3:3/0/terrains_peering_bit/bottom_side = 6 +3:3/0/terrains_peering_bit/bottom_left_corner = 6 +3:3/0/terrains_peering_bit/left_side = 6 +3:3/0/terrains_peering_bit/top_left_corner = 6 +3:3/0/terrains_peering_bit/top_side = 6 +3:3/0/terrains_peering_bit/top_right_corner = 6 +4:3/0 = 0 +4:3/0/terrain_set = 0 +4:3/0/terrain = 6 +4:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:3/0/physics_layer_0/angular_velocity = 0.0 +4:3/0/terrains_peering_bit/right_side = 6 +4:3/0/terrains_peering_bit/bottom_right_corner = 6 +4:3/0/terrains_peering_bit/bottom_side = 6 +4:3/0/terrains_peering_bit/bottom_left_corner = 6 +4:3/0/terrains_peering_bit/left_side = 6 +4:3/0/terrains_peering_bit/top_left_corner = 6 +4:3/0/terrains_peering_bit/top_side = 6 +4:3/0/terrains_peering_bit/top_right_corner = 6 +9:3/0 = 0 +9:3/0/terrain_set = 0 +9:3/0/terrain = 6 +9:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +9:3/0/physics_layer_0/angular_velocity = 0.0 +9:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -4, -4, -8, -8, -8) +9:3/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, 8, 8, 4, 4, 8) +9:3/0/terrains_peering_bit/right_side = 6 +9:3/0/terrains_peering_bit/bottom_side = 6 +9:3/0/terrains_peering_bit/bottom_left_corner = 6 +9:3/0/terrains_peering_bit/left_side = 6 +9:3/0/terrains_peering_bit/top_side = 6 +9:3/0/terrains_peering_bit/top_right_corner = 6 +10:3/0 = 0 +10:3/0/terrain_set = 0 +10:3/0/terrain = 6 +10:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +10:3/0/physics_layer_0/angular_velocity = 0.0 +10:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, -8, 8, -4, 8, -8) +10:3/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 8, -4, 8, -8, 4) +10:3/0/terrains_peering_bit/right_side = 6 +10:3/0/terrains_peering_bit/bottom_right_corner = 6 +10:3/0/terrains_peering_bit/bottom_side = 6 +10:3/0/terrains_peering_bit/left_side = 6 +10:3/0/terrains_peering_bit/top_left_corner = 6 +10:3/0/terrains_peering_bit/top_side = 6 +12:3/0 = 0 +12:3/0/terrain_set = 0 +12:3/0/terrain = 1 +12:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:3/0/physics_layer_0/angular_velocity = 0.0 +12:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 4, 7, 4, 6, 6, 6, 8, 8, 8) +12:3/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 8, -8, 4, -7, 4, -6, 6, -6, 8) +12:3/0/terrains_peering_bit/right_side = 6 +12:3/0/terrains_peering_bit/bottom_side = 1 +12:3/0/terrains_peering_bit/left_side = 6 +12:3/0/terrains_peering_bit/top_left_corner = 6 +12:3/0/terrains_peering_bit/top_side = 6 +12:3/0/terrains_peering_bit/top_right_corner = 6 +13:3/0 = 0 +13:3/0/terrain_set = 0 +13:3/0/terrain = 1 +13:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:3/0/physics_layer_0/angular_velocity = 0.0 +13:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 4, 7, 4, 6, 6, 6, 8, 8, 8) +13:3/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 8, -8, 4, -7, 4, -6, 6, -6, 8) +13:3/0/terrains_peering_bit/right_side = 0 +13:3/0/terrains_peering_bit/bottom_side = 1 +13:3/0/terrains_peering_bit/left_side = 0 +13:3/0/terrains_peering_bit/top_left_corner = 0 +13:3/0/terrains_peering_bit/top_side = 0 +13:3/0/terrains_peering_bit/top_right_corner = 0 +14:3/0 = 0 +14:3/0/terrain_set = 0 +14:3/0/terrain = 1 +14:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:3/0/physics_layer_0/angular_velocity = 0.0 +14:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, -8, 4, -7, 6, -6, 8, -6, 8, -8) +14:3/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, 8, 4, 8, 4, 7, 6, 6, 8, 6) +14:3/0/terrains_peering_bit/right_side = 1 +14:3/0/terrains_peering_bit/bottom_side = 6 +14:3/0/terrains_peering_bit/bottom_left_corner = 6 +14:3/0/terrains_peering_bit/left_side = 6 +14:3/0/terrains_peering_bit/top_left_corner = 6 +14:3/0/terrains_peering_bit/top_side = 6 +15:3/0 = 0 +15:3/0/terrain_set = 0 +15:3/0/terrain = 1 +15:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:3/0/physics_layer_0/angular_velocity = 0.0 +15:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, 8, -4, 7, -6, 6, -8, 6, -8, 8) +15:3/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, -8, -4, -8, -4, -7, -6, -6, -8, -6) +15:3/0/terrains_peering_bit/right_side = 0 +15:3/0/terrains_peering_bit/bottom_right_corner = 0 +15:3/0/terrains_peering_bit/bottom_side = 0 +15:3/0/terrains_peering_bit/left_side = 1 +15:3/0/terrains_peering_bit/top_side = 0 +15:3/0/terrains_peering_bit/top_right_corner = 0 +17:3/0 = 0 +17:3/0/terrain_set = 0 +17:3/0/terrain = 7 +17:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +17:3/0/physics_layer_0/angular_velocity = 0.0 +17:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, 8, 4, 7, 6, 6, 8, 6, 8, 8) +17:3/0/terrains_peering_bit/right_side = 7 +17:3/0/terrains_peering_bit/bottom_side = 6 +17:3/0/terrains_peering_bit/bottom_left_corner = 6 +17:3/0/terrains_peering_bit/left_side = 6 +17:3/0/terrains_peering_bit/top_left_corner = 6 +17:3/0/terrains_peering_bit/top_side = 7 +17:3/0/terrains_peering_bit/top_right_corner = 7 +18:3/0 = 0 +18:3/0/terrain_set = 0 +18:3/0/terrain = 7 +18:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +18:3/0/physics_layer_0/angular_velocity = 0.0 +18:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, 8, -4, 7, -6, 6, -8, 6, -8, 8) +18:3/0/terrains_peering_bit/right_side = 0 +18:3/0/terrains_peering_bit/bottom_right_corner = 0 +18:3/0/terrains_peering_bit/bottom_side = 0 +18:3/0/terrains_peering_bit/left_side = 7 +18:3/0/terrains_peering_bit/top_left_corner = 7 +18:3/0/terrains_peering_bit/top_side = 7 +18:3/0/terrains_peering_bit/top_right_corner = 0 +19:3/0 = 0 +19:3/0/terrain_set = 0 +19:3/0/terrain = 7 +19:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +19:3/0/physics_layer_0/angular_velocity = 0.0 +19:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, 8, 4, 7, 6, 6, 8, 6, 8, 8) +19:3/0/terrains_peering_bit/right_side = 7 +19:3/0/terrains_peering_bit/bottom_side = 0 +19:3/0/terrains_peering_bit/bottom_left_corner = 0 +19:3/0/terrains_peering_bit/left_side = 0 +19:3/0/terrains_peering_bit/top_left_corner = 0 +19:3/0/terrains_peering_bit/top_side = 7 +19:3/0/terrains_peering_bit/top_right_corner = 7 +20:3/0 = 0 +20:3/0/terrain_set = 0 +20:3/0/terrain = 7 +20:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +20:3/0/physics_layer_0/angular_velocity = 0.0 +20:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, 8, -4, 7, -6, 6, -8, 6, -8, 8) +20:3/0/terrains_peering_bit/right_side = 6 +20:3/0/terrains_peering_bit/bottom_right_corner = 6 +20:3/0/terrains_peering_bit/bottom_side = 6 +20:3/0/terrains_peering_bit/left_side = 7 +20:3/0/terrains_peering_bit/top_left_corner = 7 +20:3/0/terrains_peering_bit/top_side = 7 +20:3/0/terrains_peering_bit/top_right_corner = 6 +22:3/0 = 0 +22:3/0/terrain_set = 0 +22:3/0/terrain = 1 +22:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +22:3/0/physics_layer_0/angular_velocity = 0.0 +22:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, 8, 4, 7, 6, 6, 8, 6, 8, 8) +22:3/0/terrains_peering_bit/right_side = 1 +22:3/0/terrains_peering_bit/bottom_side = 6 +22:3/0/terrains_peering_bit/bottom_left_corner = 6 +22:3/0/terrains_peering_bit/left_side = 6 +22:3/0/terrains_peering_bit/top_left_corner = 6 +22:3/0/terrains_peering_bit/top_side = 1 +22:3/0/terrains_peering_bit/top_right_corner = 1 +23:3/0 = 0 +23:3/0/terrain_set = 0 +23:3/0/terrain = 1 +23:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +23:3/0/physics_layer_0/angular_velocity = 0.0 +23:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, 8, -4, 7, -6, 6, -8, 6, -8, 8) +23:3/0/terrains_peering_bit/right_side = 0 +23:3/0/terrains_peering_bit/bottom_right_corner = 0 +23:3/0/terrains_peering_bit/bottom_side = 0 +23:3/0/terrains_peering_bit/left_side = 1 +23:3/0/terrains_peering_bit/top_left_corner = 1 +23:3/0/terrains_peering_bit/top_side = 1 +23:3/0/terrains_peering_bit/top_right_corner = 0 +24:3/0 = 0 +24:3/0/terrain_set = 0 +24:3/0/terrain = 1 +24:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +24:3/0/physics_layer_0/angular_velocity = 0.0 +24:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, 8, 4, 7, 6, 6, 8, 6, 8, 8) +24:3/0/terrains_peering_bit/right_side = 1 +24:3/0/terrains_peering_bit/bottom_side = 0 +24:3/0/terrains_peering_bit/bottom_left_corner = 0 +24:3/0/terrains_peering_bit/left_side = 0 +24:3/0/terrains_peering_bit/top_left_corner = 0 +24:3/0/terrains_peering_bit/top_side = 1 +24:3/0/terrains_peering_bit/top_right_corner = 1 +25:3/0 = 0 +25:3/0/terrain_set = 0 +25:3/0/terrain = 1 +25:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) +25:3/0/physics_layer_0/angular_velocity = 0.0 +25:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, 8, -4, 7, -6, 6, -8, 6, -8, 8) +25:3/0/terrains_peering_bit/right_side = 6 +25:3/0/terrains_peering_bit/bottom_right_corner = 6 +25:3/0/terrains_peering_bit/bottom_side = 6 +25:3/0/terrains_peering_bit/left_side = 1 +25:3/0/terrains_peering_bit/top_left_corner = 1 +25:3/0/terrains_peering_bit/top_side = 1 +25:3/0/terrains_peering_bit/top_right_corner = 6 +0:4/0 = 0 +0:4/0/terrain_set = 0 +0:4/0/terrain = 6 +0:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:4/0/physics_layer_0/angular_velocity = 0.0 +0:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, 4, -8, 4, 8, 8, 8) +0:4/0/physics_layer_0/polygon_1/points = PackedVector2Array(-4, -8, -8, -8, -8, 8, -4, 8) +0:4/0/physics_layer_0/polygon_2/points = PackedVector2Array(-4, -4, 4, -4, 4, -8, -4, -8) +0:4/0/terrains_peering_bit/bottom_side = 6 +1:4/size_in_atlas = Vector2i(1, 2) +1:4/0 = 0 +1:4/0/texture_origin = Vector2i(0, -8) +1:4/0/terrain_set = 0 +1:4/0/terrain = 6 +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, -4, 8, -4, -8, -8, -8) +1:4/0/physics_layer_0/polygon_1/points = PackedVector2Array(4, 8, 8, 8, 8, -8, 4, -8) +1:4/0/physics_layer_0/polygon_2/points = PackedVector2Array(4, 4, -4, 4, -4, 8, 4, 8) +1:4/0/terrains_peering_bit/top_side = 6 +2:4/size_in_atlas = Vector2i(1, 2) +2:4/0 = 0 +2:4/0/texture_origin = Vector2i(0, -8) +2:4/0/terrain_set = 0 +2:4/0/terrain = 6 +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, -4, 8, -4, 8, -8) +2:4/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 4, -8, 8, 8, 8, 8, 4) +2:4/0/physics_layer_0/polygon_2/points = PackedVector2Array(-4, 4, -4, -4, -8, -4, -8, 4) +2:4/0/terrains_peering_bit/right_side = 6 +3:4/size_in_atlas = Vector2i(1, 2) +3:4/0 = 0 +3:4/0/texture_origin = Vector2i(0, -8) +3:4/0/terrain_set = 0 +3:4/0/terrain = 6 +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, 4, -8, 4, -8, 8) +3:4/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, -4, 8, -8, -8, -8, -8, -4) +3:4/0/physics_layer_0/polygon_2/points = PackedVector2Array(4, -4, 4, 4, 8, 4, 8, -4) +3:4/0/terrains_peering_bit/left_side = 6 +4:4/0 = 0 +4:4/0/terrain_set = 0 +4:4/0/terrain = 6 +4:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:4/0/physics_layer_0/angular_velocity = 0.0 +4:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -4, 8, -8, -8, -8, -8, -4) +4:4/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 4, -4, 8, -8, 8) +4:4/0/physics_layer_0/polygon_2/points = PackedVector2Array(4, 8, 8, 4, 8, 8) +4:4/0/terrains_peering_bit/right_side = 6 +4:4/0/terrains_peering_bit/bottom_side = 6 +4:4/0/terrains_peering_bit/left_side = 6 +5:4/size_in_atlas = Vector2i(1, 2) +5:4/0 = 0 +5:4/0/texture_origin = Vector2i(0, -8) +5:4/0/terrain_set = 0 +5:4/0/terrain = 6 +5:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:4/0/physics_layer_0/angular_velocity = 0.0 +5:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 4, -8, 8, 8, 8, 8, 4) +5:4/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, -4, 4, -8, 8, -8) +5:4/0/physics_layer_0/polygon_2/points = PackedVector2Array(-4, -8, -8, -4, -8, -8) +5:4/0/terrains_peering_bit/right_side = 6 +5:4/0/terrains_peering_bit/left_side = 6 +5:4/0/terrains_peering_bit/top_side = 6 +6:4/0 = 0 +6:4/0/terrain_set = 0 +6:4/0/terrain = 6 +6:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:4/0/physics_layer_0/angular_velocity = 0.0 +6:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, -8, -8, -8, -8, 8, -4, 8) +6:4/0/physics_layer_0/polygon_1/points = PackedVector2Array(4, 8, 8, 4, 8, 8) +6:4/0/physics_layer_0/polygon_2/points = PackedVector2Array(8, -4, 4, -8, 8, -8) +6:4/0/terrains_peering_bit/right_side = 6 +6:4/0/terrains_peering_bit/bottom_side = 6 +6:4/0/terrains_peering_bit/top_side = 6 +7:4/0 = 0 +7:4/0/terrain_set = 0 +7:4/0/terrain = 6 +7:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:4/0/physics_layer_0/angular_velocity = 0.0 +7:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, 8, 8, 8, 8, -8, 4, -8) +7:4/0/physics_layer_0/polygon_1/points = PackedVector2Array(-4, -8, -8, -4, -8, -8) +7:4/0/physics_layer_0/polygon_2/points = PackedVector2Array(-8, 4, -4, 8, -8, 8) +7:4/0/terrains_peering_bit/bottom_side = 6 +7:4/0/terrains_peering_bit/left_side = 6 +7:4/0/terrains_peering_bit/top_side = 6 +12:4/0 = 0 +12:4/0/terrain_set = 0 +12:4/0/terrain = 1 +12:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +12:4/0/physics_layer_0/angular_velocity = 0.0 +12:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -4, -7, -4, -6, -6, -6, -8, -8, -8) +12:4/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, -8, 8, -4, 7, -4, 6, -6, 6, -8) +12:4/0/terrains_peering_bit/right_side = 0 +12:4/0/terrains_peering_bit/bottom_right_corner = 0 +12:4/0/terrains_peering_bit/bottom_side = 0 +12:4/0/terrains_peering_bit/bottom_left_corner = 0 +12:4/0/terrains_peering_bit/left_side = 0 +12:4/0/terrains_peering_bit/top_side = 1 +13:4/0 = 0 +13:4/0/terrain_set = 0 +13:4/0/terrain = 1 +13:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +13:4/0/physics_layer_0/angular_velocity = 0.0 +13:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -4, -7, -4, -6, -6, -6, -8, -8, -8) +13:4/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, -8, 8, -4, 7, -4, 6, -6, 6, -8) +13:4/0/terrains_peering_bit/right_side = 0 +13:4/0/terrains_peering_bit/bottom_right_corner = 0 +13:4/0/terrains_peering_bit/bottom_side = 0 +13:4/0/terrains_peering_bit/bottom_left_corner = 0 +13:4/0/terrains_peering_bit/left_side = 0 +13:4/0/terrains_peering_bit/top_side = 1 +14:4/0 = 0 +14:4/0/terrain_set = 0 +14:4/0/terrain = 1 +14:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +14:4/0/physics_layer_0/angular_velocity = 0.0 +14:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, -8, 4, -7, 6, -6, 8, -6, 8, -8) +14:4/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, 8, 4, 8, 4, 7, 6, 6, 8, 6) +14:4/0/terrains_peering_bit/right_side = 1 +14:4/0/terrains_peering_bit/bottom_side = 0 +14:4/0/terrains_peering_bit/bottom_left_corner = 0 +14:4/0/terrains_peering_bit/left_side = 0 +14:4/0/terrains_peering_bit/top_left_corner = 0 +14:4/0/terrains_peering_bit/top_side = 0 +15:4/0 = 0 +15:4/0/terrain_set = 0 +15:4/0/terrain = 1 +15:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) +15:4/0/physics_layer_0/angular_velocity = 0.0 +15:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, 8, -4, 7, -6, 6, -8, 6, -8, 8) +15:4/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, -8, -4, -8, -4, -7, -6, -6, -8, -6) +15:4/0/terrains_peering_bit/right_side = 6 +15:4/0/terrains_peering_bit/bottom_right_corner = 6 +15:4/0/terrains_peering_bit/bottom_side = 6 +15:4/0/terrains_peering_bit/left_side = 1 +15:4/0/terrains_peering_bit/top_side = 6 +15:4/0/terrains_peering_bit/top_right_corner = 6 +0:6/0 = 0 +0:6/0/terrain_set = 0 +0:6/0/terrain = 6 +0:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +0:6/0/physics_layer_0/angular_velocity = 0.0 +0:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -4, 8, -8, -8, -8, -8, -4) +0:6/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 4, -4, 8, -8, 8) +0:6/0/physics_layer_0/polygon_2/points = PackedVector2Array(4, 8, 8, 4, 8, 8) +0:6/0/terrains_peering_bit/right_side = 6 +0:6/0/terrains_peering_bit/bottom_side = 6 +0:6/0/terrains_peering_bit/bottom_left_corner = 6 +0:6/0/terrains_peering_bit/left_side = 6 +1:6/size_in_atlas = Vector2i(1, 2) +1:6/0 = 0 +1:6/0/texture_origin = Vector2i(0, -8) +1:6/0/terrain_set = 0 +1:6/0/terrain = 6 +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, 4, -8, 8, 8, 8, 8, 4) +1:6/0/physics_layer_0/polygon_1/points = PackedVector2Array(-4, -8, -8, -4, -8, -8) +1:6/0/terrains_peering_bit/right_side = 6 +1:6/0/terrains_peering_bit/left_side = 6 +1:6/0/terrains_peering_bit/top_side = 6 +1:6/0/terrains_peering_bit/top_right_corner = 6 +2:6/0 = 0 +2:6/0/terrain_set = 0 +2:6/0/terrain = 6 +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(-4, -8, -8, -8, -8, 8, -4, 8) +2:6/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, -4, 4, -8, 8, -8) +2:6/0/terrains_peering_bit/right_side = 6 +2:6/0/terrains_peering_bit/bottom_right_corner = 6 +2:6/0/terrains_peering_bit/bottom_side = 6 +2:6/0/terrains_peering_bit/top_side = 6 +3:6/0 = 0 +3:6/0/terrain_set = 0 +3:6/0/terrain = 6 +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(4, 8, 8, 8, 8, -8, 4, -8) +3:6/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, 4, -4, 8, -8, 8) +3:6/0/terrains_peering_bit/bottom_side = 6 +3:6/0/terrains_peering_bit/left_side = 6 +3:6/0/terrains_peering_bit/top_left_corner = 6 +3:6/0/terrains_peering_bit/top_side = 6 +4:6/0 = 0 +4:6/0/terrain_set = 0 +4:6/0/terrain = 6 +4:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +4:6/0/physics_layer_0/angular_velocity = 0.0 +4:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -4, -8, -8, 8, -8, 8, -4) +4:6/0/physics_layer_0/polygon_1/points = PackedVector2Array(-4, 8, -8, 4, -8, 8) +4:6/0/terrains_peering_bit/right_side = 6 +4:6/0/terrains_peering_bit/bottom_right_corner = 6 +4:6/0/terrains_peering_bit/bottom_side = 6 +4:6/0/terrains_peering_bit/left_side = 6 +5:6/size_in_atlas = Vector2i(1, 2) +5:6/0 = 0 +5:6/0/texture_origin = Vector2i(0, -8) +5:6/0/terrain_set = 0 +5:6/0/terrain = 6 +5:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +5:6/0/physics_layer_0/angular_velocity = 0.0 +5:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 4, 8, 8, -8, 8, -8, 4) +5:6/0/physics_layer_0/polygon_1/points = PackedVector2Array(4, -8, 8, -4, 8, -8) +5:6/0/terrains_peering_bit/right_side = 6 +5:6/0/terrains_peering_bit/left_side = 6 +5:6/0/terrains_peering_bit/top_left_corner = 6 +5:6/0/terrains_peering_bit/top_side = 6 +6:6/0 = 0 +6:6/0/terrain_set = 0 +6:6/0/terrain = 6 +6:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +6:6/0/physics_layer_0/angular_velocity = 0.0 +6:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-4, 8, -8, 8, -8, -8, -4, -8) +6:6/0/physics_layer_0/polygon_1/points = PackedVector2Array(8, 4, 4, 8, 8, 8) +6:6/0/terrains_peering_bit/right_side = 6 +6:6/0/terrains_peering_bit/bottom_side = 6 +6:6/0/terrains_peering_bit/top_side = 6 +6:6/0/terrains_peering_bit/top_right_corner = 6 +7:6/0 = 0 +7:6/0/terrain_set = 0 +7:6/0/terrain = 6 +7:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) +7:6/0/physics_layer_0/angular_velocity = 0.0 +7:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(4, -8, 8, -8, 8, 8, 4, 8) +7:6/0/physics_layer_0/polygon_1/points = PackedVector2Array(-8, -4, -4, -8, -8, -8) +7:6/0/terrains_peering_bit/bottom_side = 6 +7:6/0/terrains_peering_bit/bottom_left_corner = 6 +7:6/0/terrains_peering_bit/left_side = 6 +7:6/0/terrains_peering_bit/top_side = 6 [resource] physics_layer_0/collision_layer = 1 +physics_layer_0/collision_mask = 3 terrain_set_0/mode = 0 -terrain_set_0/terrain_0/name = "Colony Blue" -terrain_set_0/terrain_0/color = Color(0, 0.384314, 0.721569, 1) -terrain_set_0/terrain_1/name = "Colony Red" -terrain_set_0/terrain_1/color = Color(0.831373, 0.0156863, 0, 1) -terrain_set_0/terrain_2/name = "Colony Connections" -terrain_set_0/terrain_2/color = Color(0.46875, 0.5, 0.25, 1) -sources/0 = SubResource("TileSetAtlasSource_17cgg") +terrain_set_0/terrain_0/name = "Gray" +terrain_set_0/terrain_0/color = Color(0.560784, 0.560784, 0.560784, 1) +terrain_set_0/terrain_1/name = "Gray Dominant" +terrain_set_0/terrain_1/color = Color(0.243137, 0.270588, 0.32549, 1) +terrain_set_0/terrain_2/name = "Brown" +terrain_set_0/terrain_2/color = Color(0.372549, 0.235294, 0.137255, 1) +terrain_set_0/terrain_3/name = "Brown Dominant" +terrain_set_0/terrain_3/color = Color(0.192157, 0.113725, 0.0470588, 1) +terrain_set_0/terrain_4/name = "Green" +terrain_set_0/terrain_4/color = Color(0.0980392, 0.301961, 0.113725, 1) +terrain_set_0/terrain_5/name = "Green Dominant" +terrain_set_0/terrain_5/color = Color(0.0705882, 0.243137, 0, 1) +terrain_set_0/terrain_6/name = "Red" +terrain_set_0/terrain_6/color = Color(0.384314, 0.145098, 0.164706, 1) +terrain_set_0/terrain_7/name = "Red Dominant" +terrain_set_0/terrain_7/color = Color(0.2, 0, 0.0117647, 1) +terrain_set_0/terrain_8/name = "Void" +terrain_set_0/terrain_8/color = Color(0, 0, 0, 1) +sources/0 = SubResource("TileSetAtlasSource_colonygray") +sources/1 = SubResource("TileSetAtlasSource_colonybrown") +sources/2 = SubResource("TileSetAtlasSource_colonygreen") +sources/3 = SubResource("TileSetAtlasSource_colonyred") diff --git a/Guidelines/ColorPallet.png b/Guidelines/ColorPallet.png new file mode 100644 index 0000000000000000000000000000000000000000..0567eeffd6f285aed4e0da5c3298ab324fa06d89 GIT binary patch literal 240 zcmeAS@N?(olHy`uVBq!ia0vp^93afW1|*O0@9PFqjKx9jP7LeL$-D$|R(ZNOhDc1+ zJ+s^QZ~z0t0p&`e!vO{i&KnqnWQ`4Y4j*B@pr|t4?L(7}w&Az#+&@bnvh7&?qI2<`4xGF`Rsy5Ho(zh^&Kr_2}Ae?|DJ(`KVJpKQdhRbQKvdtU4&6I0YC9pQO_ zk30A{nbnR+u*wBK5LMk*c+53Wr0G*z@q)ig;w6MXA23?I%Iiauu-(7^@?Rt}zppKb o4mNvJ^(wy1cz0`^>e46tx09289GK(c3v@Mur>mdKI;Vst0J{fY@&Et; literal 0 HcmV?d00001 diff --git a/Assets/Textures/Tilesets/colony.png.import b/Guidelines/ColorPallet.png.import similarity index 64% rename from Assets/Textures/Tilesets/colony.png.import rename to Guidelines/ColorPallet.png.import index e6122d1..52c659d 100644 --- a/Assets/Textures/Tilesets/colony.png.import +++ b/Guidelines/ColorPallet.png.import @@ -2,23 +2,23 @@ importer="texture" type="CompressedTexture2D" -uid="uid://vdjct0e80o51" -path="res://.godot/imported/colony.png-7e0f1c6e1f6ff8cbe6d6c840c822d3ba.ctex" +uid="uid://cua6xdncubtid" +path="res://.godot/imported/ColorPallet.png-d411989842053c34062059f3968fb7f0.ctex" metadata={ "vram_texture": false } [deps] -source_file="res://Assets/Textures/Tilesets/colony.png" -dest_files=["res://.godot/imported/colony.png-7e0f1c6e1f6ff8cbe6d6c840c822d3ba.ctex"] +source_file="res://Guidelines/ColorPallet.png" +dest_files=["res://.godot/imported/ColorPallet.png-d411989842053c34062059f3968fb7f0.ctex"] [params] compress/mode=0 +compress/high_quality=false compress/lossy_quality=0.7 compress/hdr_compression=1 -compress/bptc_ldr=0 compress/normal_map=0 compress/channel_pack=0 mipmaps/generate=false diff --git a/Guidelines/ColorPallet.tres b/Guidelines/ColorPallet.tres new file mode 100644 index 0000000..0e744ad --- /dev/null +++ b/Guidelines/ColorPallet.tres @@ -0,0 +1,399 @@ +[gd_resource type="Resource" load_steps=67 format=2] + +[ext_resource path="res://src/Palette/PaletteColor.gd" type="Script" id=1] +[ext_resource path="res://src/Palette/Palette.gd" type="Script" id=2] + +[sub_resource type="Resource" id=1] +script = ExtResource( 1 ) +color = Color( 0.901961, 0.360784, 0.4, 1 ) +index = 0 + +[sub_resource type="Resource" id=2] +script = ExtResource( 1 ) +color = Color( 0.901961, 0.592157, 0.360784, 1 ) +index = 1 + +[sub_resource type="Resource" id=3] +script = ExtResource( 1 ) +color = Color( 0.894118, 0.901961, 0.360784, 1 ) +index = 2 + +[sub_resource type="Resource" id=4] +script = ExtResource( 1 ) +color = Color( 0.360784, 0.901961, 0.360784, 1 ) +index = 3 + +[sub_resource type="Resource" id=5] +script = ExtResource( 1 ) +color = Color( 0.360784, 0.901961, 0.733333, 1 ) +index = 4 + +[sub_resource type="Resource" id=6] +script = ExtResource( 1 ) +color = Color( 0.360784, 0.815686, 0.901961, 1 ) +index = 5 + +[sub_resource type="Resource" id=7] +script = ExtResource( 1 ) +color = Color( 0.360784, 0.423529, 0.901961, 1 ) +index = 6 + +[sub_resource type="Resource" id=8] +script = ExtResource( 1 ) +color = Color( 0.545098, 0.360784, 0.901961, 1 ) +index = 7 + +[sub_resource type="Resource" id=9] +script = ExtResource( 1 ) +color = Color( 0.74902, 0.298039, 0.329412, 1 ) +index = 8 + +[sub_resource type="Resource" id=10] +script = ExtResource( 1 ) +color = Color( 0.74902, 0.490196, 0.298039, 1 ) +index = 9 + +[sub_resource type="Resource" id=11] +script = ExtResource( 1 ) +color = Color( 0.741176, 0.74902, 0.298039, 1 ) +index = 10 + +[sub_resource type="Resource" id=12] +script = ExtResource( 1 ) +color = Color( 0.298039, 0.74902, 0.298039, 1 ) +index = 11 + +[sub_resource type="Resource" id=13] +script = ExtResource( 1 ) +color = Color( 0.298039, 0.74902, 0.611765, 1 ) +index = 12 + +[sub_resource type="Resource" id=14] +script = ExtResource( 1 ) +color = Color( 0.298039, 0.682353, 0.74902, 1 ) +index = 13 + +[sub_resource type="Resource" id=15] +script = ExtResource( 1 ) +color = Color( 0.298039, 0.352941, 0.74902, 1 ) +index = 14 + +[sub_resource type="Resource" id=16] +script = ExtResource( 1 ) +color = Color( 0.458824, 0.298039, 0.74902, 1 ) +index = 15 + +[sub_resource type="Resource" id=17] +script = ExtResource( 1 ) +color = Color( 0.501961, 0.2, 0.223529, 1 ) +index = 16 + +[sub_resource type="Resource" id=18] +script = ExtResource( 1 ) +color = Color( 0.501961, 0.32549, 0.2, 1 ) +index = 17 + +[sub_resource type="Resource" id=19] +script = ExtResource( 1 ) +color = Color( 0.498039, 0.501961, 0.2, 1 ) +index = 18 + +[sub_resource type="Resource" id=20] +script = ExtResource( 1 ) +color = Color( 0.2, 0.501961, 0.2, 1 ) +index = 19 + +[sub_resource type="Resource" id=21] +script = ExtResource( 1 ) +color = Color( 0.2, 0.501961, 0.411765, 1 ) +index = 20 + +[sub_resource type="Resource" id=22] +script = ExtResource( 1 ) +color = Color( 0.2, 0.45098, 0.501961, 1 ) +index = 21 + +[sub_resource type="Resource" id=23] +script = ExtResource( 1 ) +color = Color( 0.2, 0.235294, 0.501961, 1 ) +index = 22 + +[sub_resource type="Resource" id=24] +script = ExtResource( 1 ) +color = Color( 0.305882, 0.2, 0.501961, 1 ) +index = 23 + +[sub_resource type="Resource" id=25] +script = ExtResource( 1 ) +color = Color( 0.4, 0.160784, 0.180392, 1 ) +index = 24 + +[sub_resource type="Resource" id=26] +script = ExtResource( 1 ) +color = Color( 0.4, 0.262745, 0.160784, 1 ) +index = 25 + +[sub_resource type="Resource" id=27] +script = ExtResource( 1 ) +color = Color( 0.396078, 0.4, 0.160784, 1 ) +index = 26 + +[sub_resource type="Resource" id=28] +script = ExtResource( 1 ) +color = Color( 0.160784, 0.4, 0.160784, 1 ) +index = 27 + +[sub_resource type="Resource" id=29] +script = ExtResource( 1 ) +color = Color( 0.160784, 0.4, 0.32549, 1 ) +index = 28 + +[sub_resource type="Resource" id=30] +script = ExtResource( 1 ) +color = Color( 0.160784, 0.364706, 0.4, 1 ) +index = 29 + +[sub_resource type="Resource" id=31] +script = ExtResource( 1 ) +color = Color( 0.160784, 0.188235, 0.4, 1 ) +index = 30 + +[sub_resource type="Resource" id=32] +script = ExtResource( 1 ) +color = Color( 0.243137, 0.160784, 0.4, 1 ) +index = 31 + +[sub_resource type="Resource" id=33] +script = ExtResource( 1 ) +color = Color( 0.278431, 0.113725, 0.12549, 1 ) +index = 32 + +[sub_resource type="Resource" id=34] +script = ExtResource( 1 ) +color = Color( 0.278431, 0.184314, 0.113725, 1 ) +index = 33 + +[sub_resource type="Resource" id=35] +script = ExtResource( 1 ) +color = Color( 0.27451, 0.278431, 0.113725, 1 ) +index = 34 + +[sub_resource type="Resource" id=36] +script = ExtResource( 1 ) +color = Color( 0.113725, 0.278431, 0.113725, 1 ) +index = 35 + +[sub_resource type="Resource" id=37] +script = ExtResource( 1 ) +color = Color( 0.113725, 0.278431, 0.231373, 1 ) +index = 36 + +[sub_resource type="Resource" id=38] +script = ExtResource( 1 ) +color = Color( 0.113725, 0.254902, 0.278431, 1 ) +index = 37 + +[sub_resource type="Resource" id=39] +script = ExtResource( 1 ) +color = Color( 0.113725, 0.129412, 0.278431, 1 ) +index = 38 + +[sub_resource type="Resource" id=40] +script = ExtResource( 1 ) +color = Color( 0.168627, 0.113725, 0.278431, 1 ) +index = 39 + +[sub_resource type="Resource" id=41] +script = ExtResource( 1 ) +color = Color( 0.2, 0.0823529, 0.0901961, 1 ) +index = 40 + +[sub_resource type="Resource" id=42] +script = ExtResource( 1 ) +color = Color( 0.2, 0.129412, 0.0823529, 1 ) +index = 41 + +[sub_resource type="Resource" id=43] +script = ExtResource( 1 ) +color = Color( 0.2, 0.2, 0.0823529, 1 ) +index = 42 + +[sub_resource type="Resource" id=44] +script = ExtResource( 1 ) +color = Color( 0.0823529, 0.2, 0.0823529, 1 ) +index = 43 + +[sub_resource type="Resource" id=45] +script = ExtResource( 1 ) +color = Color( 0.0823529, 0.2, 0.164706, 1 ) +index = 44 + +[sub_resource type="Resource" id=46] +script = ExtResource( 1 ) +color = Color( 0.0823529, 0.184314, 0.2, 1 ) +index = 45 + +[sub_resource type="Resource" id=47] +script = ExtResource( 1 ) +color = Color( 0.0823529, 0.0941176, 0.2, 1 ) +index = 46 + +[sub_resource type="Resource" id=48] +script = ExtResource( 1 ) +color = Color( 0.121569, 0.0823529, 0.2, 1 ) +index = 47 + +[sub_resource type="Resource" id=49] +script = ExtResource( 1 ) +color = Color( 0.14902, 0.0627451, 0.0705882, 1 ) +index = 48 + +[sub_resource type="Resource" id=50] +script = ExtResource( 1 ) +color = Color( 0.14902, 0.0980392, 0.0627451, 1 ) +index = 49 + +[sub_resource type="Resource" id=51] +script = ExtResource( 1 ) +color = Color( 0.14902, 0.14902, 0.0627451, 1 ) +index = 50 + +[sub_resource type="Resource" id=52] +script = ExtResource( 1 ) +color = Color( 0.0627451, 0.14902, 0.0627451, 1 ) +index = 51 + +[sub_resource type="Resource" id=53] +script = ExtResource( 1 ) +color = Color( 0.0627451, 0.14902, 0.121569, 1 ) +index = 52 + +[sub_resource type="Resource" id=54] +script = ExtResource( 1 ) +color = Color( 0.0627451, 0.137255, 0.14902, 1 ) +index = 53 + +[sub_resource type="Resource" id=55] +script = ExtResource( 1 ) +color = Color( 0.0627451, 0.0705882, 0.14902, 1 ) +index = 54 + +[sub_resource type="Resource" id=56] +script = ExtResource( 1 ) +color = Color( 0.0862745, 0.0627451, 0.14902, 1 ) +index = 55 + +[sub_resource type="Resource" id=57] +script = ExtResource( 1 ) +color = Color( 0.901961, 0.901961, 0.901961, 1 ) +index = 56 + +[sub_resource type="Resource" id=58] +script = ExtResource( 1 ) +color = Color( 0.74902, 0.74902, 0.74902, 1 ) +index = 57 + +[sub_resource type="Resource" id=59] +script = ExtResource( 1 ) +color = Color( 0.501961, 0.501961, 0.501961, 1 ) +index = 58 + +[sub_resource type="Resource" id=60] +script = ExtResource( 1 ) +color = Color( 0.4, 0.4, 0.4, 1 ) +index = 59 + +[sub_resource type="Resource" id=61] +script = ExtResource( 1 ) +color = Color( 0.278431, 0.278431, 0.278431, 1 ) +index = 60 + +[sub_resource type="Resource" id=62] +script = ExtResource( 1 ) +color = Color( 0.2, 0.2, 0.2, 1 ) +index = 61 + +[sub_resource type="Resource" id=63] +script = ExtResource( 1 ) +color = Color( 0.14902, 0.14902, 0.14902, 1 ) +index = 62 + +[sub_resource type="Resource" id=64] +script = ExtResource( 1 ) +color = Color( 0.101961, 0.101961, 0.101961, 1 ) +index = 63 + +[resource] +resource_name = "ColorPallet" +script = ExtResource( 2 ) +name = "Color Pallet" +comment = "" +width = 8 +height = 8 +colors = { +0: SubResource( 1 ), +1: SubResource( 2 ), +2: SubResource( 3 ), +3: SubResource( 4 ), +4: SubResource( 5 ), +5: SubResource( 6 ), +6: SubResource( 7 ), +7: SubResource( 8 ), +8: SubResource( 9 ), +9: SubResource( 10 ), +10: SubResource( 11 ), +11: SubResource( 12 ), +12: SubResource( 13 ), +13: SubResource( 14 ), +14: SubResource( 15 ), +15: SubResource( 16 ), +16: SubResource( 17 ), +17: SubResource( 18 ), +18: SubResource( 19 ), +19: SubResource( 20 ), +20: SubResource( 21 ), +21: SubResource( 22 ), +22: SubResource( 23 ), +23: SubResource( 24 ), +24: SubResource( 25 ), +25: SubResource( 26 ), +26: SubResource( 27 ), +27: SubResource( 28 ), +28: SubResource( 29 ), +29: SubResource( 30 ), +30: SubResource( 31 ), +31: SubResource( 32 ), +32: SubResource( 33 ), +33: SubResource( 34 ), +34: SubResource( 35 ), +35: SubResource( 36 ), +36: SubResource( 37 ), +37: SubResource( 38 ), +38: SubResource( 39 ), +39: SubResource( 40 ), +40: SubResource( 41 ), +41: SubResource( 42 ), +42: SubResource( 43 ), +43: SubResource( 44 ), +44: SubResource( 45 ), +45: SubResource( 46 ), +46: SubResource( 47 ), +47: SubResource( 48 ), +48: SubResource( 49 ), +49: SubResource( 50 ), +50: SubResource( 51 ), +51: SubResource( 52 ), +52: SubResource( 53 ), +53: SubResource( 54 ), +54: SubResource( 55 ), +55: SubResource( 56 ), +56: SubResource( 57 ), +57: SubResource( 58 ), +58: SubResource( 59 ), +59: SubResource( 60 ), +60: SubResource( 61 ), +61: SubResource( 62 ), +62: SubResource( 63 ), +63: SubResource( 64 ) +} +colors_max = 64 diff --git a/Guidelines/DESIGN_GUIDELINES.md b/Guidelines/DESIGN_GUIDELINES.md new file mode 100644 index 0000000..a2364ac --- /dev/null +++ b/Guidelines/DESIGN_GUIDELINES.md @@ -0,0 +1,2 @@ +- Base Sprite Size is 16x16 +- Small Sprite Size is 8x8 diff --git a/README.md b/README.md index 734d066..0ab5cbe 100644 --- a/README.md +++ b/README.md @@ -1,12 +1,25 @@ # 2DHackAndSlay ## Branches - - [stable](https://git.euph.dev/GameDev/2DHackAndSlay/src/branch/stable) - This is the Most stable branch and only will get PRs from [nightly](https://git.euph.dev/GameDev/2DHackAndSlay/src/branch/nightly) - [nightly](https://git.euph.dev/GameDev/2DHackAndSlay/src/branch/nightly) - This Branch will only get PRs from [dev-base](https://git.euph.dev/GameDev/2DHackAndSlay/src/branch/dev-base)its meant for testing - [dev-base](https://git.euph.dev/GameDev/2DHackAndSlay/src/branch/dev-base) - On This branch the Diffrent dev branches will be merged and code may be written to combine everything. when this branch is at a somewhat stable branch it gets a PR to [nightly](https://git.euph.dev/GameDev/2DHackAndSlay/src/branch/nightly) - dev-* - Dev branches with their respective goal which will be merged into dev-base +## Code Linting Rules +### Use Tabs +Tabs are just cooler + +### Use Sign-Form instead of Text-Form + +#### Why +There are a lot of Operators in godot, and most are based around signs, so for consistency we stay at the Sign-Forms + +#### Boolean operators +- `&&` instead of `and` +- `||` instead of `or` +- `!` instead of `not` + ## Resources used: ### Game Art diff --git a/Scenes/Test Scene.tscn b/Scenes/Test Scene.tscn index 1523afe..6b54059 100644 --- a/Scenes/Test Scene.tscn +++ b/Scenes/Test Scene.tscn @@ -1,34 +1,59 @@ -[gd_scene load_steps=5 format=3 uid="uid://0m5qkeqoo62l"] +[gd_scene load_steps=6 format=3 uid="uid://yitiyfwr4txh"] -[ext_resource type="TileSet" uid="uid://bf1eb4aogv8ru" path="res://Assets/Tilesets/colony.tres" id="2"] +[ext_resource type="TileSet" uid="uid://c72nlq6yw2i4d" path="res://Assets/Tilesets/colony.tres" id="1_boyur"] [ext_resource type="Texture2D" uid="uid://dp4tdg3fxe5bf" path="res://Assets/Textures/color_cube.png" id="2_0flm2"] -[ext_resource type="Script" path="res://Scripts/Player/PlayerMovement.gd" id="2_gw00d"] - -[sub_resource type="CircleShape2D" id="CircleShape2D_bcrdl"] -radius = 3.0 +[ext_resource type="Script" path="res://Scripts/Player/PlayerController.gd" id="2_pk6k4"] +[ext_resource type="Texture2D" uid="uid://dx5k5qa1pwbfl" path="res://Assets/Textures/basic_enemy.png" id="4_4sn7h"] +[ext_resource type="Script" path="res://Scripts/Enemy/EnemyController.gd" id="5_5xgcv"] [node name="Test Scene" type="Node2D"] 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2, 917526, 196611, 0, 983061, 3, 2, 917528, 65539, 2, 851992, 196611, 2, 851991, 262147, 1, 917529, 131075, 2, 851993, 196611, 0, 786457, 196611, 2, 786456, 196611, 3, 851994, 131075, 2, 786458, 131075, 1, 720922, 196611, 0, 720921, 262147, 2, 720920, 65539, 1, 655386, 196611, 3, 589850, 65539, 1, 655385, 196611, 3, 720923, 65539, 2, 720924, 131075, 2, 655388, 131075, 1, 589852, 131075, 1, 589851, 65539, 1, 524315, 196611, 2, 524313, 262147, 3, 655387, 262147, 2, 458779, 65539, 0, 524317, 131075, 2, 458781, 131075, 1, 458780, 262147, 1, 393244, 3, 1, 524316, 196611, 0, 393245, 131075, 1, 327709, 131075, 1, 262173, 131075, 1, 262172, 262147, 0, 196637, 131075, 1, 131101, 131075, 0, 131100, 65539, 0, 196636, 196611, 3, 196635, 262147, 2, 327708, 3, 1, 131099, 65539, 0, 524294, 0, 1, 524295, 131072, 1, 589831, 131072, 1, 589830, 0, 1, 655366, 0, 1, 720902, 0, 1, 720903, 131072, 1, 655367, 131072, 1, 786438, 0, 1, 851974, 0, 2, 786439, 196608, 1, 851975, 65536, 2, 851976, 65536, 2, 786440, 65536, 0, 851977, 65536, 2, 851978, 65536, 2, 851979, 65536, 2, 851980, 65536, 2, 851981, 65536, 2, 851982, 262144, 0, 851983, 1572867, 3, 786447, 1114112, 2, 786446, 262144, 1, 786445, 65536, 0, 786444, 65536, 0, 786443, 65536, 0, 786442, 65536, 0, 786441, 65536, 0, 917519, 131072, 2, 720911, 131072, 0, 720910, 0, 0, 917518, 0, 2, 720912, 3, 0, 393235, 2, 2, 65537, 327680, 2, 196610, 327680, 0, 196609, 327680, 0, 196612, 327680, 0, 196613, 327680, 0, 196616, 327680, 0, 196615, 327680, 0, 393224, 327680, 0, 393223, 327680, 0, 393221, 327680, 0, 393220, 327680, 0, 393218, 327680, 0, 393217, 327680, 0, 786454, 327680, 0, 786453, 327680, 0) [node name="Player" type="CharacterBody2D" parent="."] -script = ExtResource("2_gw00d") +position = Vector2(203, 60) +collision_layer = 2 +script = ExtResource("2_pk6k4") [node name="Sprite2D" type="Sprite2D" parent="Player"] -position = Vector2(149, 86) texture = ExtResource("2_0flm2") -[node name="Camera2D" type="Camera2D" parent="Player"] -position = Vector2(149, 86) -current = true -zoom = Vector2(8, 8) +[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="Player"] +position = Vector2(-2, -2) +polygon = PackedVector2Array(-1, 0, 0, -1, 4, -1, 5, 0, 5, 4, 4, 5, 0, 5, -1, 4) -[node name="CollisionShape2D" type="CollisionShape2D" parent="Player"] -position = Vector2(149, 86) -shape = SubResource("CircleShape2D_bcrdl") +[node name="Camera2D" type="Camera2D" parent="Player"] +zoom = Vector2(8, 8) +position_smoothing_enabled = true +drag_horizontal_enabled = true +drag_vertical_enabled = true +editor_draw_limits = true +editor_draw_drag_margin = true + +[node name="Enemy" type="RigidBody2D" parent="." node_paths=PackedStringArray("ray")] +position = Vector2(298, 42) +rotation = 2.93722 +gravity_scale = 0.0 +linear_damp = 5.0 +script = ExtResource("5_5xgcv") +ray = NodePath("RayCast2D") + +[node name="Sprite2D" type="Sprite2D" parent="Enemy"] +z_index = 1 +texture = ExtResource("4_4sn7h") + +[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="Enemy"] +position = Vector2(-2, -1.99998) +polygon = PackedVector2Array(-1, 0, 0, -1, 4, -1, 5, 0, 5, 4, 4, 5, 0, 5, -1, 4) + +[node name="RayCast2D" type="RayCast2D" parent="Enemy"] +target_position = Vector2(15, 0) +collision_mask = 3 +hit_from_inside = true diff --git a/Scripts/Enemy/EnemyController.gd b/Scripts/Enemy/EnemyController.gd new file mode 100644 index 0000000..a5ee7bb --- /dev/null +++ b/Scripts/Enemy/EnemyController.gd @@ -0,0 +1,132 @@ +extends RigidBody2D + +@export_group("Movement Properties") +@export var speed := 100.0 +@export var turn_speed := 25.0 + +@export_group("Vision Properties") +@export var ray : RayCast2D +@export_flags_2d_physics var player_collision_layer := 2 +@export var max_view_distance := 120.0 +@export_range(0.0, 360.0) var angle_cone_of_vision := 120.0 +@export_range(0, 72) var sweeping_steps := 34.0 +@export var debug_vision := false + +@export_group("Behaviour Properties") +@export var follow_keep_distance := 30.0 + +enum STATES { + IDLE, + TARGETING +} + +var state : STATES +var target_positons : Array +var target_distance : float + +func _ready(): + # Set Raycast into view Direction + ray.target_position = Vector2(max_view_distance, 0) + pass + +func swipe_view() -> Array: + # Set Raycast to starting position + ray.rotation_degrees = -angle_cone_of_vision / 2 + + # Create Array to Store Angles of Hits + var hit_angles : Array + + # Clear Player Positions Array + target_positons.clear() + # Reset Targets distance to Infinity + target_distance = INF + + for step in sweeping_steps + 1: + # Check Ray + ray.force_raycast_update() + if ray.is_colliding(): + # Get Collider + var collider = ray.get_collider() + var collider_class = collider.get_class() + var collision_layer : int + + # Get Collision Layer + if collider_class == "TileMap": + collider = collider as TileMap + collision_layer = collider.tile_set.get_physics_layer_collision_layer(0) + else: + collision_layer = collider.get_collision_layer() + + # Break if No relevant Collision + if collision_layer & player_collision_layer > 0: + # Checking Collision Layer + hit_angles.append(ray.rotation_degrees) + target_positons.append(to_local(ray.get_collision_point())) + + # Check distance + target_distance = min(target_distance, ray.get_collision_point().distance_to(self.global_position)) + + # Rotate Ray + ray.rotation_degrees += angle_cone_of_vision / sweeping_steps + return hit_angles + +func look_at_player(delta : float) -> float: + # Get All Angles at which the Player can be seen + var hit_angles = swipe_view() + + # If The Player cant be seen, return and do nothing + if hit_angles.size() <= 0: + state = STATES.IDLE + return 0 + state = STATES.TARGETING + + # Calculate Average Angle Of Player + var average_angle : float + for angle in hit_angles: + average_angle += angle + average_angle /= hit_angles.size() + + # Rotate towards Player, but limit it by rotation speed + self.rotation_degrees += clampf(average_angle, -2 * PI * delta * turn_speed, 2 * PI * delta * turn_speed) + return average_angle + +func follow_player(angle : float, delta : float): + if(target_distance > follow_keep_distance): + self.apply_central_force(Vector2.RIGHT.rotated(self.rotation).rotated(deg_to_rad(angle)) * speed * delta * 60) + pass + + +func _physics_process(delta: float): + var angle := look_at_player(delta) + match state: + STATES.TARGETING: + follow_player(angle, delta) + STATES.IDLE: + # Do Idle Stuff + print("Dam, Nice a pause, time for a Coffee") + pass + +func _process(delta: float): + if debug_vision: + queue_redraw() + pass + +func _draw(): + # Draw a Debug Arc in case that Debug Vision is enabled + if debug_vision: + + # Draw All Ray Positions + var angle = -angle_cone_of_vision / 2 + for step in sweeping_steps + 1: + self.draw_line(Vector2(), Vector2(max_view_distance,0).rotated(deg_to_rad(angle)), Color.DARK_RED, 0.5, false) + angle += angle_cone_of_vision / sweeping_steps + + # Draw Ray Arc + self.draw_arc(Vector2(), max_view_distance, deg_to_rad(-angle_cone_of_vision / 2), deg_to_rad(angle_cone_of_vision / 2), sweeping_steps + 1, Color.RED, 0.5, false) + + # Draw A Circle Around the Player if hes seen + for pos in target_positons: + self.draw_circle(pos, 1, Color.RED) + + pass + diff --git a/Scripts/GameManager.gd b/Scripts/GameManager.gd new file mode 100644 index 0000000..dc809b9 --- /dev/null +++ b/Scripts/GameManager.gd @@ -0,0 +1,9 @@ +extends Node + +# Called when the node enters the scene tree for the first time. +func _ready(): + pass # Replace with function body. + +# Called every frame. 'delta' is the elapsed time since the previous frame. +func _process(delta): + pass diff --git a/Scripts/Player/PlayerController.gd b/Scripts/Player/PlayerController.gd new file mode 100644 index 0000000..f167eb8 --- /dev/null +++ b/Scripts/Player/PlayerController.gd @@ -0,0 +1,24 @@ +extends CharacterBody2D + +@export var speed = 100 +@export_range(0, 1) var damping_factor := 0.6 + +func get_move_vector(): + var input_direction = Input.get_vector("move_left", "move_right", "move_up", "move_down").normalized() + return input_direction + +func move_player(delta : float): + if get_move_vector() == Vector2.ZERO: + # Damp Players Velocity if no Input + self.velocity = self.velocity * (1 - min(1, damping_factor * 60 * delta)) + else: + # Set Players Velocity to the Input Direction in the Players Speed + self.velocity = get_move_vector() * speed * delta * 60 + + # Update The Players Physics Calculations + self.move_and_slide() + pass + +func _physics_process(delta : float): + move_player(delta) + pass diff --git a/Scripts/Player/PlayerMovement.gd b/Scripts/Player/PlayerMovement.gd deleted file mode 100644 index e80a06a..0000000 --- a/Scripts/Player/PlayerMovement.gd +++ /dev/null @@ -1,18 +0,0 @@ -extends CharacterBody2D - -@export var speed = 50 - -# Called when the node enters the scene tree for the first time. -func _ready(): - pass # Replace with function body. - -func get_input(): - var input_direction = Input.get_vector("move_left", "move_right", "move_up", "move_down") - velocity = input_direction * speed - -# Called every frame. 'delta' is the elapsed time since the previous frame. -func _physics_process(delta): - get_input() - move_and_slide() - - diff --git a/export_presets.cfg b/export_presets.cfg new file mode 100644 index 0000000..7fc84c2 --- /dev/null +++ b/export_presets.cfg @@ -0,0 +1,106 @@ +[preset.0] + +name="Linux/X11" +platform="Linux/X11" +runnable=true +dedicated_server=false +custom_features="" +export_filter="all_resources" +include_filter="" +exclude_filter="" +export_path="../../Downloads/2d Hack And Slay.x86_64" +encryption_include_filters="" +encryption_exclude_filters="" +encrypt_pck=false +encrypt_directory=false +script_encryption_key="" + +[preset.0.options] + +custom_template/debug="" +custom_template/release="" +debug/export_console_script=1 +binary_format/embed_pck=false +texture_format/bptc=true +texture_format/s3tc=true +texture_format/etc=false +texture_format/etc2=false +binary_format/architecture="x86_64" +ssh_remote_deploy/enabled=false +ssh_remote_deploy/host="user@host_ip" +ssh_remote_deploy/port="22" +ssh_remote_deploy/extra_args_ssh="" +ssh_remote_deploy/extra_args_scp="" +ssh_remote_deploy/run_script="#!/usr/bin/env bash +export DISPLAY=:0 +unzip -o -q \"{temp_dir}/{archive_name}\" -d \"{temp_dir}\" +\"{temp_dir}/{exe_name}\" {cmd_args}" +ssh_remote_deploy/cleanup_script="#!/usr/bin/env bash +kill $(pgrep -x -f \"{temp_dir}/{exe_name} {cmd_args}\") +rm -rf \"{temp_dir}\"" + +[preset.1] + +name="Windows Desktop" +platform="Windows Desktop" +runnable=true +dedicated_server=false +custom_features="" +export_filter="all_resources" +include_filter="" +exclude_filter="" +export_path="" +encryption_include_filters="" +encryption_exclude_filters="" +encrypt_pck=false +encrypt_directory=false +script_encryption_key="" + +[preset.1.options] + +custom_template/debug="" +custom_template/release="" +debug/export_console_script=1 +binary_format/embed_pck=false +texture_format/bptc=true +texture_format/s3tc=true +texture_format/etc=false +texture_format/etc2=false +binary_format/architecture="x86_64" +codesign/enable=false +codesign/identity_type=0 +codesign/identity="" +codesign/password="" +codesign/timestamp=true +codesign/timestamp_server_url="" +codesign/digest_algorithm=1 +codesign/description="" +codesign/custom_options=PackedStringArray() +application/modify_resources=true +application/icon="" +application/console_wrapper_icon="" +application/icon_interpolation=4 +application/file_version="" +application/product_version="" +application/company_name="" +application/product_name="" +application/file_description="" +application/copyright="" +application/trademarks="" +ssh_remote_deploy/enabled=false +ssh_remote_deploy/host="user@host_ip" +ssh_remote_deploy/port="22" +ssh_remote_deploy/extra_args_ssh="" +ssh_remote_deploy/extra_args_scp="" +ssh_remote_deploy/run_script="Expand-Archive -LiteralPath '{temp_dir}\\{archive_name}' -DestinationPath '{temp_dir}' +$action = New-ScheduledTaskAction -Execute '{temp_dir}\\{exe_name}' -Argument '{cmd_args}' +$trigger = New-ScheduledTaskTrigger -Once -At 00:00 +$settings = New-ScheduledTaskSettingsSet +$task = New-ScheduledTask -Action $action -Trigger $trigger -Settings $settings +Register-ScheduledTask godot_remote_debug -InputObject $task -Force:$true +Start-ScheduledTask -TaskName godot_remote_debug +while (Get-ScheduledTask -TaskName godot_remote_debug | ? State -eq running) { Start-Sleep -Milliseconds 100 } +Unregister-ScheduledTask -TaskName godot_remote_debug -Confirm:$false -ErrorAction:SilentlyContinue" +ssh_remote_deploy/cleanup_script="Stop-ScheduledTask -TaskName godot_remote_debug -ErrorAction:SilentlyContinue +Unregister-ScheduledTask -TaskName godot_remote_debug -Confirm:$false -ErrorAction:SilentlyContinue +Remove-Item -Recurse -Force '{temp_dir}'" diff --git a/project.godot b/project.godot index 2117cd1..c87b795 100644 --- a/project.godot +++ b/project.godot @@ -14,9 +14,15 @@ config/name="2d Hack And Slay" run/main_scene="res://Scenes/Test Scene.tscn" config/features=PackedStringArray("4.0") +[autoload] + +GameManager="*res://Scripts/GameManager.gd" + [display] -window/stretch/aspect="ignore" +window/stretch/mode="viewport" +window/stretch/aspect="expand" +window/stretch/scale=0.7 [editor] @@ -57,6 +63,17 @@ move_right={ , Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194321,"key_label":0,"unicode":0,"echo":false,"script":null) ] } +do_shake={ +"deadzone": 0.5, +"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":32,"key_label":0,"unicode":32,"echo":false,"script":null) +] +} + +[layer_names] + +2d_physics/layer_1="Map" +2d_physics/layer_2="Player" +2d_physics/layer_3="Enemys" [physics]