SupaLidlGame/Scenes/Maps/ArenaTileset.tres

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2023-07-31 01:11:55 -07:00
[gd_resource type="TileSet" load_steps=4 format=3 uid="uid://l61kbx31ug4p"]
[ext_resource type="Texture2D" uid="uid://b0yiy7w8nxmas" path="res://Assets/Sprites/arena-tileset.png" id="1_kud44"]
[sub_resource type="CanvasTexture" id="CanvasTexture_3n6aa"]
diffuse_texture = ExtResource("1_kud44")
[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_fcd6d"]
texture = SubResource("CanvasTexture_3n6aa")
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/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
0:0/0/terrains_peering_bit/bottom_left_corner = 0
0:0/0/terrains_peering_bit/left_side = 0
0:0/0/terrains_peering_bit/top_left_corner = 0
0:0/0/terrains_peering_bit/top_side = 0
0:0/0/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 = 1
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, 8, 8, -8, 8)
2:1/0/terrains_peering_bit/right_side = 1
2:1/0/terrains_peering_bit/bottom_right_corner = 0
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 = 1
2:1/0/terrains_peering_bit/top_left_corner = 1
2:1/0/terrains_peering_bit/top_side = 1
2:1/0/terrains_peering_bit/top_right_corner = 1
2:2/0 = 0
2:2/0/terrain_set = 0
2:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
2:2/0/physics_layer_0/angular_velocity = 0.0
2:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 0, 8, 0, 8, 8, -8, 8)
2:2/0/terrains_peering_bit/bottom_right_corner = 1
2:2/0/terrains_peering_bit/bottom_side = 1
2:2/0/terrains_peering_bit/bottom_left_corner = 1
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/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
1:0/0/terrains_peering_bit/bottom_left_corner = 0
1:0/0/terrains_peering_bit/left_side = 0
1:0/0/terrains_peering_bit/top_left_corner = 0
1:0/0/terrains_peering_bit/top_side = 0
1:0/0/terrains_peering_bit/top_right_corner = 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/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/bottom_left_corner = 0
0:1/0/terrains_peering_bit/left_side = 0
0:1/0/terrains_peering_bit/top_left_corner = 0
0:1/0/terrains_peering_bit/top_side = 0
0:1/0/terrains_peering_bit/top_right_corner = 0
0:2/0 = 0
0:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
0:2/0/physics_layer_0/angular_velocity = 0.0
0:3/0 = 0
0:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
0:3/0/physics_layer_0/angular_velocity = 0.0
1:3/0 = 0
1:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
1:3/0/physics_layer_0/angular_velocity = 0.0
1:2/0 = 0
1:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
1:2/0/physics_layer_0/angular_velocity = 0.0
2:0/0 = 0
2:0/0/terrain_set = 0
2:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
2:0/0/physics_layer_0/angular_velocity = 0.0
3:0/0 = 0
3:0/0/terrain_set = 0
3:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
3:0/0/physics_layer_0/angular_velocity = 0.0
4:0/0 = 0
4:0/0/terrain_set = 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, -8, 8, 8, -8, 8)
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
5:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
6:0/0 = 0
6:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
6:0/0/physics_layer_0/angular_velocity = 0.0
6:1/0 = 0
6:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
6:1/0/physics_layer_0/angular_velocity = 0.0
6:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
5:1/0 = 0
5:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
5:1/0/physics_layer_0/angular_velocity = 0.0
5:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
4:1/0 = 0
4:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
4:1/0/physics_layer_0/angular_velocity = 0.0
4:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
3:1/0 = 0
3:1/0/terrain_set = 0
3:1/0/terrain = 1
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, -8, 8, 8, -8, 8)
3:1/0/terrains_peering_bit/right_side = 1
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 = 1
3:1/0/terrains_peering_bit/top_left_corner = 1
3:1/0/terrains_peering_bit/top_side = 1
3:1/0/terrains_peering_bit/top_right_corner = 1
3:2/0 = 0
3:2/0/terrain_set = 0
3:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
3:2/0/physics_layer_0/angular_velocity = 0.0
3:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 0, -8, 0)
3:2/0/terrains_peering_bit/top_left_corner = 0
3:2/0/terrains_peering_bit/top_side = 0
3:2/0/terrains_peering_bit/top_right_corner = 0
3:3/0 = 0
3:3/0/terrain_set = 0
3:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
3:3/0/physics_layer_0/angular_velocity = 0.0
3:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(0, -8, 8, -8, 8, 8, 0, 8)
3:3/0/terrains_peering_bit/right_side = 0
3:3/0/terrains_peering_bit/bottom_right_corner = 0
3:3/0/terrains_peering_bit/top_right_corner = 1
2:3/0 = 0
2:3/0/terrain_set = 0
2:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
2:3/0/physics_layer_0/angular_velocity = 0.0
2:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 0, -8, 0, 8, -8, 8)
2:3/0/terrains_peering_bit/bottom_left_corner = 0
2:3/0/terrains_peering_bit/left_side = 0
2:3/0/terrains_peering_bit/top_left_corner = 1
4:3/0 = 0
4:3/0/terrain_set = 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/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, 8, 0, 0, 0, 0, -8)
4:3/0/terrains_peering_bit/top_right_corner = 0
4:2/0 = 0
4:2/0/terrain_set = 0
4:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
4:2/0/physics_layer_0/angular_velocity = 0.0
4:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(0, 0, 8, 0, 8, 8, 0, 8)
4:2/0/terrains_peering_bit/bottom_right_corner = 1
5:2/0 = 0
5:2/0/terrain_set = 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, 0, 0, 0, 0, 8, -8, 8)
5:2/0/terrains_peering_bit/bottom_left_corner = 1
5:3/0 = 0
5:3/0/terrain_set = 0
5:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
5:3/0/physics_layer_0/angular_velocity = 0.0
5:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 0, -8, 0, 0, -8, 0)
5:3/0/terrains_peering_bit/top_left_corner = 0
6:3/0 = 0
6:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
6:3/0/physics_layer_0/angular_velocity = 0.0
6:2/0 = 0
6:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
6:2/0/physics_layer_0/angular_velocity = 0.0
7:2/0 = 0
7:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
7:2/0/physics_layer_0/angular_velocity = 0.0
7:3/0 = 0
7:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
7:3/0/physics_layer_0/angular_velocity = 0.0
7:0/size_in_atlas = Vector2i(1, 2)
7:0/0 = 0
7:0/0/texture_origin = Vector2i(0, 8)
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, -5, 8, -5, 8, 4, 4, 8, -4, 8, -8, 4)
0:4/0 = 0
0:4/0/terrain_set = 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, -8, 8)
0:4/0/terrains_peering_bit/bottom_left_corner = 0
0:4/0/terrains_peering_bit/left_side = 0
0:4/0/terrains_peering_bit/top_left_corner = 0
0:4/0/terrains_peering_bit/top_side = 0
0:4/0/terrains_peering_bit/top_right_corner = 0
0:5/0 = 0
0:5/0/terrain_set = 0
0:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
0:5/0/physics_layer_0/angular_velocity = 0.0
0:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
0:5/0/terrains_peering_bit/bottom_right_corner = 1
0:5/0/terrains_peering_bit/bottom_side = 1
0:5/0/terrains_peering_bit/bottom_left_corner = 1
0:5/0/terrains_peering_bit/left_side = 0
0:5/0/terrains_peering_bit/top_left_corner = 0
1:5/0 = 0
1:5/0/terrain_set = 0
1:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
1:5/0/physics_layer_0/angular_velocity = 0.0
1:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
1:5/0/terrains_peering_bit/right_side = 0
1:5/0/terrains_peering_bit/bottom_right_corner = 1
1:5/0/terrains_peering_bit/bottom_side = 1
1:5/0/terrains_peering_bit/bottom_left_corner = 1
1:5/0/terrains_peering_bit/top_right_corner = 0
1:4/0 = 0
1:4/0/terrain_set = 0
1:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
1:4/0/physics_layer_0/angular_velocity = 0.0
1:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
1:4/0/terrains_peering_bit/right_side = 0
1:4/0/terrains_peering_bit/bottom_right_corner = 0
1:4/0/terrains_peering_bit/top_left_corner = 0
1:4/0/terrains_peering_bit/top_side = 0
1:4/0/terrains_peering_bit/top_right_corner = 0
2:4/size_in_atlas = Vector2i(1, 3)
2:4/0 = 0
2:4/0/texture_origin = Vector2i(0, 16)
2:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
2:4/0/physics_layer_0/angular_velocity = 0.0
3:4/size_in_atlas = Vector2i(2, 2)
3:4/0 = 0
3:4/0/texture_origin = Vector2i(8, 9)
3:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
3:4/0/physics_layer_0/angular_velocity = 0.0
5:4/size_in_atlas = Vector2i(2, 2)
5:4/0 = 0
5:4/0/texture_origin = Vector2i(8, 9)
5:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
5:4/0/physics_layer_0/angular_velocity = 0.0
7:4/size_in_atlas = Vector2i(1, 2)
7:4/0 = 0
7:4/0/texture_origin = Vector2i(0, 8)
7:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
7:4/0/physics_layer_0/angular_velocity = 0.0
3:6/0 = 0
3:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
3:6/0/physics_layer_0/angular_velocity = 0.0
3:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
4:6/0 = 0
4:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
4:6/0/physics_layer_0/angular_velocity = 0.0
4:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
4:7/0 = 0
4:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
4:7/0/physics_layer_0/angular_velocity = 0.0
4:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
3:7/0 = 0
3:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
3:7/0/physics_layer_0/angular_velocity = 0.0
3:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
10:1/0 = 0
10:1/0/terrain_set = 1
10:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
10:1/0/physics_layer_0/angular_velocity = 0.0
11:1/0 = 0
11:1/0/terrain_set = 1
11:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
11:1/0/physics_layer_0/angular_velocity = 0.0
11:2/0 = 0
11:2/0/terrain_set = 1
11:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
11:2/0/physics_layer_0/angular_velocity = 0.0
10:2/0 = 0
10:2/0/terrain_set = 1
10:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
10:2/0/physics_layer_0/angular_velocity = 0.0
8:1/0 = 0
8:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
8:1/0/physics_layer_0/angular_velocity = 0.0
8:2/0 = 0
8:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
8:2/0/physics_layer_0/angular_velocity = 0.0
9:1/0 = 0
9:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
9:1/0/physics_layer_0/angular_velocity = 0.0
9:2/0 = 0
9:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
9:2/0/physics_layer_0/angular_velocity = 0.0
9:5/0 = 0
9:5/0/terrain_set = 1
9:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
9:5/0/physics_layer_0/angular_velocity = 0.0
9:5/0/terrains_peering_bit/bottom_right_corner = 0
10:5/0 = 0
10:5/0/terrain_set = 1
10:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
10:5/0/physics_layer_0/angular_velocity = 0.0
10:5/0/terrains_peering_bit/bottom_right_corner = 0
10:5/0/terrains_peering_bit/bottom_side = 0
10:5/0/terrains_peering_bit/bottom_left_corner = 0
11:5/0 = 0
11:5/0/terrain_set = 1
11:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
11:5/0/physics_layer_0/angular_velocity = 0.0
11:5/0/terrains_peering_bit/bottom_left_corner = 0
11:6/0 = 0
11:6/0/terrain_set = 1
11:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
11:6/0/physics_layer_0/angular_velocity = 0.0
11:6/0/terrains_peering_bit/bottom_left_corner = 0
11:6/0/terrains_peering_bit/left_side = 0
11:6/0/terrains_peering_bit/top_left_corner = 0
10:6/0 = 0
10:6/0/terrain_set = 1
10:6/0/terrain = 0
10:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
10:6/0/physics_layer_0/angular_velocity = 0.0
10:6/0/terrains_peering_bit/right_side = 0
10:6/0/terrains_peering_bit/bottom_right_corner = 0
10:6/0/terrains_peering_bit/bottom_side = 0
10:6/0/terrains_peering_bit/bottom_left_corner = 0
10:6/0/terrains_peering_bit/left_side = 0
10:6/0/terrains_peering_bit/top_left_corner = 0
10:6/0/terrains_peering_bit/top_side = 0
10:6/0/terrains_peering_bit/top_right_corner = 0
9:6/0 = 0
9:6/0/terrain_set = 1
9:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
9:6/0/physics_layer_0/angular_velocity = 0.0
9:6/0/terrains_peering_bit/right_side = 0
9:6/0/terrains_peering_bit/bottom_right_corner = 0
9:6/0/terrains_peering_bit/top_right_corner = 0
9:7/0 = 0
9:7/0/terrain_set = 1
9:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
9:7/0/physics_layer_0/angular_velocity = 0.0
9:7/0/terrains_peering_bit/top_right_corner = 0
10:7/0 = 0
10:7/0/terrain_set = 1
10:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
10:7/0/physics_layer_0/angular_velocity = 0.0
10:7/0/terrains_peering_bit/top_left_corner = 0
10:7/0/terrains_peering_bit/top_side = 0
10:7/0/terrains_peering_bit/top_right_corner = 0
11:7/0 = 0
11:7/0/terrain_set = 1
11:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
11:7/0/physics_layer_0/angular_velocity = 0.0
11:7/0/terrains_peering_bit/top_left_corner = 0
12:5/0 = 0
12:5/0/terrain_set = 1
12:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
12:5/0/physics_layer_0/angular_velocity = 0.0
12:5/0/terrains_peering_bit/bottom_right_corner = 1
13:5/0 = 0
13:5/0/terrain_set = 1
13:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
13:5/0/physics_layer_0/angular_velocity = 0.0
13:5/0/terrains_peering_bit/bottom_right_corner = 1
13:5/0/terrains_peering_bit/bottom_side = 1
13:5/0/terrains_peering_bit/bottom_left_corner = 1
14:6/0 = 0
14:6/0/terrain_set = 1
14:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
14:6/0/physics_layer_0/angular_velocity = 0.0
14:6/0/terrains_peering_bit/bottom_left_corner = 1
14:6/0/terrains_peering_bit/left_side = 1
14:6/0/terrains_peering_bit/top_left_corner = 1
13:6/0 = 0
13:6/0/terrain_set = 1
13:6/0/terrain = 1
13:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
13:6/0/physics_layer_0/angular_velocity = 0.0
13:6/0/terrains_peering_bit/right_side = 1
13:6/0/terrains_peering_bit/bottom_right_corner = 1
13:6/0/terrains_peering_bit/bottom_side = 1
13:6/0/terrains_peering_bit/bottom_left_corner = 1
13:6/0/terrains_peering_bit/left_side = 1
13:6/0/terrains_peering_bit/top_left_corner = 1
13:6/0/terrains_peering_bit/top_side = 1
13:6/0/terrains_peering_bit/top_right_corner = 1
12:6/0 = 0
12:6/0/terrain_set = 1
12:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
12:6/0/physics_layer_0/angular_velocity = 0.0
12:6/0/terrains_peering_bit/right_side = 1
12:6/0/terrains_peering_bit/bottom_right_corner = 1
12:6/0/terrains_peering_bit/top_right_corner = 1
12:7/0 = 0
12:7/0/terrain_set = 1
12:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
12:7/0/physics_layer_0/angular_velocity = 0.0
12:7/0/terrains_peering_bit/top_right_corner = 1
13:7/0 = 0
13:7/0/terrain_set = 1
13:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
13:7/0/physics_layer_0/angular_velocity = 0.0
13:7/0/terrains_peering_bit/top_left_corner = 1
13:7/0/terrains_peering_bit/top_side = 1
13:7/0/terrains_peering_bit/top_right_corner = 1
14:7/0 = 0
14:7/0/terrain_set = 1
14:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
14:7/0/physics_layer_0/angular_velocity = 0.0
14:7/0/terrains_peering_bit/top_left_corner = 1
14:5/0 = 0
14:5/0/terrain_set = 1
14:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
14:5/0/physics_layer_0/angular_velocity = 0.0
14:5/0/terrains_peering_bit/bottom_left_corner = 1
5:7/0 = 0
5:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
5:7/0/physics_layer_0/angular_velocity = 0.0
5:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
5:6/0 = 0
5:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
5:6/0/physics_layer_0/angular_velocity = 0.0
5:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
6:6/0 = 0
6:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
6:6/0/physics_layer_0/angular_velocity = 0.0
6:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
6:7/0 = 0
6:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
6:7/0/physics_layer_0/angular_velocity = 0.0
6:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
7:7/0 = 0
7:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
7:7/0/physics_layer_0/angular_velocity = 0.0
7:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
8:7/0 = 0
8:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
8:7/0/physics_layer_0/angular_velocity = 0.0
8:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
8:6/0 = 0
8:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
8:6/0/physics_layer_0/angular_velocity = 0.0
8:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
[resource]
occlusion_layer_0/light_mask = 1
physics_layer_0/collision_layer = 1
terrain_set_0/mode = 0
terrain_set_0/terrain_0/name = "floor"
terrain_set_0/terrain_0/color = Color(0.717647, 0, 0.262745, 1)
terrain_set_0/terrain_1/name = "wall"
terrain_set_0/terrain_1/color = Color(0, 0.74902, 0.498039, 1)
terrain_set_1/mode = 0
terrain_set_1/terrain_0/name = "carpet"
terrain_set_1/terrain_0/color = Color(0.5, 0.34375, 0.25, 1)
terrain_set_1/terrain_1/name = "carpet vertical"
terrain_set_1/terrain_1/color = Color(0.5, 0.4375, 0.25, 1)
sources/0 = SubResource("TileSetAtlasSource_fcd6d")