diff --git a/Characters/Character.cs b/Characters/Character.cs
index 3d37e0f..585082f 100644
--- a/Characters/Character.cs
+++ b/Characters/Character.cs
@@ -5,7 +5,9 @@ namespace SupaLidlGame.Characters
{
public partial class Character : CharacterBody2D
{
+ [Export]
public float Speed { get; protected set; } = 128.0f;
+
public float JumpVelocity { get; protected set; } = -400.0f;
public float AccelerationMagnitude { get; protected set; } = 256.0f;
diff --git a/Characters/Enemy.cs b/Characters/Enemy.cs
index 463e902..093aa24 100644
--- a/Characters/Enemy.cs
+++ b/Characters/Enemy.cs
@@ -5,124 +5,5 @@ namespace SupaLidlGame.Characters
{
public partial class Enemy : NPC
{
- public override void _Ready()
- {
- base._Ready();
- }
-
- public override void _Process(double delta)
- {
- if ((_thinkTimeElapsed -= delta) <= 0)
- {
- _thinkTimeElapsed = 0.25;
- Think();
- }
-
- //Direction = (Target.GlobalPosition - GlobalPosition).Normalized();
- base._Process(delta);
- }
-
- public override void _Draw()
- {
- for (byte i = 0; i < 16; i++)
- {
- Vector2 diff = WeightVec(i) * 128;
- Color c = _dirIdx == i ? new Color(0, 255, 64) : new Color(0, 128, 24);
- DrawLine(Vector2.Zero, diff, c, 2.0f);
- }
-
- base._Draw();
- }
-
- private Vector2 WeightVec(int idx)
- {
- //GD.Print(_weights[idx]);
- return WeightVecNorm(idx) * _weights[idx];
- }
-
- private Vector2 WeightVecNorm(int idx)
- {
- // sin(2pix/16)
- float x = Mathf.Cos(Mathf.Pi * idx / 8);
- float y = Mathf.Sin(Mathf.Pi * idx / 8);
- return new Vector2(x, y);
- }
-
- private Character FindBestTarget()
- {
- float bestDist = float.MaxValue;
- Character bestChar = null;
- foreach (Node node in GetParent().GetChildren())
- {
- if (node != this && node is Character character)
- {
- float dist = Position.DistanceTo(character.Position);
- if (dist < bestDist)
- {
- bestDist = dist;
- bestChar = character;
- }
- }
- }
- return bestChar;
- }
-
- private void Think()
- {
- Target = FindBestTarget();
- float bestWeight = 0;
-
- Vector2 want = GlobalPosition.DirectionTo(Target.GlobalPosition);
- float dist = GlobalPosition.DistanceSquaredTo(Target.GlobalPosition);
- for (byte i = 0; i < 16; i++)
- {
- Vector2 dir = WeightVecNorm(i);
- // if close enough, _weights[i] will be instead calculated dot to a perpendicular weight
- if (dist < 16384)
- {
- Vector2 dirA = WeightVecNorm((i + 4) % 16);
- Vector2 dirB = WeightVecNorm((i - 4) % 16);
- float dot = Mathf.Max(dirA.Dot(want) + dirA.Dot(Direction),
- dirB.Dot(want) + dirB.Dot(Direction));
- _weights[i] = (dot + 1) / 2;
- }
- else
- {
- _weights[i] = (dir.Dot(want) + 1) / 2;
- }
-
- // check each weight with a raycast to see if it will hit any object
- // if it hits an object, subtract the weight by how close the ray is
- if (_weights[i] > 0)
- {
- GD.Print("casting...");
- var spaceState = GetWorld2d().DirectSpaceState;
- var args = new PhysicsRayQueryParameters2D();
- args.From = GlobalPosition;
- args.To = GlobalPosition + dir * 256 * _weights[i];
- args.CollideWithBodies = true;
- args.Exclude.Add(this.GetRid());
- var result = spaceState.IntersectRay(args);
- GD.Print(result.Count);
- if (result.Count > 0)
- {
- var pos = result["position"].AsVector2();
- var sub = pos.DistanceTo(GlobalPosition + dir);
- _weights[i] -= sub;
- GD.Print("hit!");
- }
- }
-
- if (_weights[i] > bestWeight)
- {
- bestWeight = _weights[i];
- _dirIdx = i;
- }
-
- //GD.Print(_weights[i]);
- }
- Direction = WeightVecNorm((byte)_dirIdx);
- QueueRedraw();
- }
}
}
diff --git a/Characters/ExampleEnemy.tscn b/Characters/ExampleEnemy.tscn
index c7dbe11..f44728c 100644
--- a/Characters/ExampleEnemy.tscn
+++ b/Characters/ExampleEnemy.tscn
@@ -8,6 +8,7 @@ size = Vector2(32, 16)
[node name="ExampleEnemy" type="CharacterBody2D"]
script = ExtResource("1_4x3dm")
+Speed = 32.0
[node name="Icon" type="Sprite2D" parent="."]
scale = Vector2(0.25, 0.25)
diff --git a/Characters/NPC.cs b/Characters/NPC.cs
index 2452337..aa64ed0 100644
--- a/Characters/NPC.cs
+++ b/Characters/NPC.cs
@@ -5,20 +5,29 @@ namespace SupaLidlGame.Characters
{
public partial class NPC : Character
{
- /// Time in seconds it takes for the NPC to think
- public const float ThinkTime = 0.25f;
+ ///
+ /// Time in seconds it takes for the NPC to think FeelsDankCube
+ ///
+ public const float ThinkTime = 0.125f;
public Character Target { get; protected set; }
public float[] Weights => _weights;
- protected float[] _weights = new float[16];
- protected int _dirIdx = 0;
+ float[] _weights = new float[16];
+ Vector2[] _weightDirs = new Vector2[16];
+ int _bestWeightIdx;
protected double _thinkTimeElapsed = 0;
public override void _Ready()
{
base._Ready();
Array.Fill(_weights, 0);
+ for (int i = 0; i < 16; i++)
+ {
+ float y = Mathf.Sin(Mathf.Pi * i * 2 / 16);
+ float x = Mathf.Cos(Mathf.Pi * i * 2 / 16);
+ _weightDirs[i] = new Vector2(x, y);
+ }
}
public override void _Process(double delta)
@@ -29,43 +38,39 @@ namespace SupaLidlGame.Characters
Think();
}
+ Direction = _weightDirs[_bestWeightIdx];
//Direction = (Target.GlobalPosition - GlobalPosition).Normalized();
base._Process(delta);
}
public override void _Draw()
{
- for (byte i = 0; i < 16; i++)
+ for (int i = 0; i < 16; i++)
{
- Vector2 diff = WeightVec(i) * 128;
- Color c = _dirIdx == i ? new Color(0, 255, 64) : new Color(0, 128, 24);
- DrawLine(Vector2.Zero, diff, c, 2.0f);
+ Vector2 vec = _weightDirs[i] * _weights[i] * 128;
+ Color c = Colors.Green;
+ if (_bestWeightIdx == i)
+ {
+ c = Colors.Blue;
+ }
+ else if (_weights[i] < 0)
+ {
+ c = Colors.Red;
+ vec = -vec;
+ }
+ DrawLine(Vector2.Zero, vec, c);
}
base._Draw();
}
- private Vector2 WeightVec(int idx)
- {
- //GD.Print(_weights[idx]);
- return WeightVecNorm(idx) * _weights[idx];
- }
-
- private Vector2 WeightVecNorm(int idx)
- {
- // sin(2pix/16)
- float x = Mathf.Cos(Mathf.Pi * idx / 8);
- float y = Mathf.Sin(Mathf.Pi * idx / 8);
- return new Vector2(x, y);
- }
-
- private Character FindBestTarget()
+ protected virtual Character FindBestTarget()
{
float bestDist = float.MaxValue;
Character bestChar = null;
foreach (Node node in GetParent().GetChildren())
{
- if (node != this && node is Character character)
+ if (node != this && node is Player character)
{
float dist = Position.DistanceTo(character.Position);
if (dist < bestDist)
@@ -80,59 +85,97 @@ namespace SupaLidlGame.Characters
private void Think()
{
- Target = FindBestTarget();
- float bestWeight = 0;
+ Vector2 pos = FindBestTarget().GlobalPosition;
+ Vector2 dir = GlobalPosition.DirectionTo(pos);
+ float dist = GlobalPosition.DistanceSquaredTo(pos);
- Vector2 want = GlobalPosition.DirectionTo(Target.GlobalPosition);
- float dist = GlobalPosition.DistanceSquaredTo(Target.GlobalPosition);
- for (byte i = 0; i < 16; i++)
+ for (int i = 0; i < 16; i++)
{
- Vector2 dir = WeightVecNorm(i);
- // if close enough, _weights[i] will be instead calculated dot to a perpendicular weight
- if (dist < 16384)
+ float directDot = _weightDirs[i].Dot(dir);
+ directDot = (directDot + 1) / 2;
+
+ // this dot product resembles values of sine rather than cosine
+ // use it to weigh direction horizontally
+ Vector2 rotatedDir = new Vector2(-dir.y, dir.x);
+ float horizDot = Math.Abs(_weightDirs[i].Dot(rotatedDir));
+
+ // this is a smaller weight so they are more likely to
+ // pick the direction they are currently heading when
+ // choosing between two horizontal weights
+ float currDirDot = (_weightDirs[i].Dot(Direction) + 1) / 16;
+
+ // square so lower values are even lower
+ horizDot = Mathf.Pow((horizDot + 1) / 2, 2) + currDirDot;
+
+ // "When will I use math in the real world" Clueful
+
+
+ if (dist > 1024)
{
- Vector2 dirA = WeightVecNorm((i + 4) % 16);
- Vector2 dirB = WeightVecNorm((i - 4) % 16);
- float dot = Mathf.Max(dirA.Dot(want) + dirA.Dot(Direction),
- dirB.Dot(want) + dirB.Dot(Direction));
- _weights[i] = (dot + 1) / 2;
+ _weights[i] = directDot;
+ }
+ else if (dist > 64)
+ {
+ float directDotWeighting = (dist - 64) / 960;
+ float horizDotWeighting = 1 - directDotWeighting;
+
+ _weights[i] = (directDot * directDotWeighting) +
+ (horizDot * horizDotWeighting);
}
else
{
- _weights[i] = (dir.Dot(want) + 1) / 2;
+ // shorter than 64
+ _weights[i] = horizDot;
}
- // check each weight with a raycast to see if it will hit any object
- // if it hits an object, subtract the weight by how close the ray is
- if (_weights[i] > 0)
+ // now we shall subtract weights whose rays collide
+ // with something
+
{
- GD.Print("casting...");
var spaceState = GetWorld2d().DirectSpaceState;
- var args = new PhysicsRayQueryParameters2D();
- args.From = GlobalPosition;
- args.To = GlobalPosition + dir * 256 * _weights[i];
- args.CollideWithBodies = true;
- args.Exclude.Add(this.GetRid());
- var result = spaceState.IntersectRay(args);
- GD.Print(result.Count);
+ var exclude = new Godot.Collections.Array();
+ exclude.Add(this.GetRid());
+ var rayParams = new PhysicsRayQueryParameters2D
+ {
+ Exclude = exclude,
+ CollideWithBodies = true,
+ From = GlobalPosition,
+ To = GlobalPosition + (_weightDirs[i] * 16)
+ };
+
+ var result = spaceState.IntersectRay(rayParams);
+
+ // if our ray cast hits something
if (result.Count > 0)
{
- var pos = result["position"].AsVector2();
- var sub = pos.DistanceTo(GlobalPosition + dir);
- _weights[i] -= sub;
- GD.Print("hit!");
+ // then we subtract the dot product of other directions
+ for (int j = 0; j < 16; j++)
+ {
+ if (i == j)
+ {
+ _weights[i] = 0;
+ }
+ else
+ {
+ float dot = _weightDirs[i].Dot(_weightDirs[j]);
+ _weights[j] -= (dot + 1) / 4;
+ }
+ }
}
}
+ }
+ float bestWeight = 0;
+
+ for (int i = 0; i < 16; i++)
+ {
if (_weights[i] > bestWeight)
{
bestWeight = _weights[i];
- _dirIdx = i;
+ _bestWeightIdx = i;
}
-
- //GD.Print(_weights[i]);
}
- Direction = WeightVecNorm((byte)_dirIdx);
+
QueueRedraw();
}
}
diff --git a/Characters/Player.cs b/Characters/Player.cs
index 7880e20..c6111e7 100644
--- a/Characters/Player.cs
+++ b/Characters/Player.cs
@@ -3,16 +3,16 @@ using System;
namespace SupaLidlGame.Characters
{
- public partial class Player : Character
- {
- public override void _Ready()
- {
- Speed = 256.0f;
- }
+ public partial class Player : Character
+ {
+ public override void _Ready()
+ {
- public override void _Process(double delta)
- {
- Direction = Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down");
- }
- }
+ }
+
+ public override void _Process(double delta)
+ {
+ Direction = Input.GetVector("ui_left", "ui_right", "ui_up", "ui_down");
+ }
+ }
}
diff --git a/Characters/Player.tscn b/Characters/Player.tscn
index c233c89..18ee00d 100644
--- a/Characters/Player.tscn
+++ b/Characters/Player.tscn
@@ -19,3 +19,6 @@ shape = SubResource("RectangleShape2D_bfqew")
[node name="Camera2D" type="Camera2D" parent="."]
current = true
+zoom = Vector2(4, 4)
+
+[node name="StateManager" type="Node" parent="."]
diff --git a/Prototyping/ContextBasedSteering.cs b/Prototyping/ContextBasedSteering.cs
new file mode 100644
index 0000000..2bacd73
--- /dev/null
+++ b/Prototyping/ContextBasedSteering.cs
@@ -0,0 +1,99 @@
+using Godot;
+using System;
+
+namespace SupaLidlGame.Prototyping
+{
+ public partial class ContextBasedSteering : Node2D
+ {
+ float[] _weights = new float[16];
+ Vector2[] _weightDirs = new Vector2[16];
+ int _bestWeightIdx;
+
+ // Called when the node enters the scene tree for the first time.
+ public override void _Ready()
+ {
+ Array.Fill(_weights, 1);
+ for (int i = 0; i < 16; i++)
+ {
+ float y = Mathf.Sin(Mathf.Pi * i * 2 / 16);
+ float x = Mathf.Cos(Mathf.Pi * i * 2 / 16);
+ _weightDirs[i] = new Vector2(x, y);
+ }
+ }
+
+ // Called every frame. 'delta' is the elapsed time since the previous frame.
+ public override void _Process(double delta)
+ {
+ Vector2 pos = GetLocalMousePosition();
+ Vector2 dir = GlobalPosition.DirectionTo(pos);
+ float dist = GlobalPosition.DistanceSquaredTo(pos);
+
+ for (int i = 0; i < 16; i++)
+ {
+ float directDot = _weightDirs[i].Dot(dir);
+ directDot = (directDot + 1) / 2;
+
+ // this dot product resembles values of sine rather than cosine
+ // use it to weigh direction horizontally
+ Vector2 rotatedDir = new Vector2(-dir.y, dir.x);
+ float horizDot = Math.Abs(_weightDirs[i].Dot(rotatedDir));
+ // square so lower values are even lower
+ horizDot = Mathf.Pow((horizDot + 1) / 2, 2);
+
+ // "When will I use math in the real world" Clueful
+
+
+ if (dist > 1024)
+ {
+ _weights[i] = directDot;
+ }
+ else if (dist > 256)
+ {
+ float directDotWeighting = (dist - 256) / 768;
+ float horizDotWeighting = 1 - directDotWeighting;
+
+ _weights[i] = (directDot * directDotWeighting) +
+ (horizDot * horizDotWeighting);
+ }
+ else
+ {
+ // shorter than 256
+ _weights[i] = horizDot;
+ }
+
+ // now we shall subtract weights whose rays collide
+ // with something
+
+ {
+
+ }
+ }
+
+ float bestWeight = 0;
+ for (int i = 0; i < 16; i++)
+ {
+ if (_weights[i] > bestWeight)
+ {
+ bestWeight = _weights[i];
+ _bestWeightIdx = i;
+ }
+ }
+
+ QueueRedraw();
+ }
+
+ public override void _Draw()
+ {
+ for (int i = 0; i < 16; i++)
+ {
+ Vector2 vec = _weightDirs[i] * _weights[i] * 128;
+ Color c = Colors.Green;
+ if (_bestWeightIdx == i)
+ {
+ c = Colors.Blue;
+ }
+ DrawLine(GlobalPosition, GlobalPosition + vec, c);
+ }
+ }
+ }
+}
diff --git a/Prototyping/ContextBasedSteeringTest.tscn b/Prototyping/ContextBasedSteeringTest.tscn
new file mode 100644
index 0000000..2622ca7
--- /dev/null
+++ b/Prototyping/ContextBasedSteeringTest.tscn
@@ -0,0 +1,9 @@
+[gd_scene load_steps=2 format=3 uid="uid://dmbgefwamg0u7"]
+
+[ext_resource type="Script" path="res://Prototyping/ContextBasedSteering.cs" id="1_t0k7y"]
+
+[node name="ContextBasedSteeringTest" type="Node2D"]
+
+[node name="ContextBasedSteering" type="Node2D" parent="."]
+position = Vector2(410, 242)
+script = ExtResource("1_t0k7y")
diff --git a/Scenes/Level.tscn b/Scenes/Level.tscn
index 7792680..79d92d2 100644
--- a/Scenes/Level.tscn
+++ b/Scenes/Level.tscn
@@ -1,26 +1,1135 @@
-[gd_scene load_steps=3 format=3 uid="uid://cbsosmpnenfwu"]
+[gd_scene load_steps=6 format=3 uid="uid://cbsosmpnenfwu"]
+[ext_resource type="Texture2D" uid="uid://gm2pcnfg7h8j" path="res://Sprites/tileset.png" id="1_k6myx"]
[ext_resource type="PackedScene" uid="uid://bncaar8vp3b84" path="res://Characters/Player.tscn" id="1_m35hr"]
[ext_resource type="PackedScene" uid="uid://dymwd5ihpwyqm" path="res://Characters/ExampleEnemy.tscn" id="2_uti3y"]
+[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_1pa1q"]
+texture = ExtResource("1_k6myx")
+0:0/0 = 0
+0:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+0:0/0/physics_layer_0/angular_velocity = 0.0
+1:0/0 = 0
+1:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+1:0/0/physics_layer_0/angular_velocity = 0.0
+2:0/0 = 0
+2:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+2:0/0/physics_layer_0/angular_velocity = 0.0
+3:0/0 = 0
+3:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+3:0/0/physics_layer_0/angular_velocity = 0.0
+4:0/0 = 0
+4:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+4:0/0/physics_layer_0/angular_velocity = 0.0
+5:0/0 = 0
+5:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+5:0/0/physics_layer_0/angular_velocity = 0.0
+6:0/0 = 0
+6:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+6:0/0/physics_layer_0/angular_velocity = 0.0
+10:0/0 = 0
+10:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+10:0/0/physics_layer_0/angular_velocity = 0.0
+11:0/0 = 0
+11:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+11:0/0/physics_layer_0/angular_velocity = 0.0
+12:0/0 = 0
+12:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+12:0/0/physics_layer_0/angular_velocity = 0.0
+13:0/0 = 0
+13:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+13:0/0/physics_layer_0/angular_velocity = 0.0
+14:0/0 = 0
+14:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+14:0/0/physics_layer_0/angular_velocity = 0.0
+15:0/0 = 0
+15:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+15:0/0/physics_layer_0/angular_velocity = 0.0
+16:0/0 = 0
+16:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+16:0/0/physics_layer_0/angular_velocity = 0.0
+17:0/0 = 0
+17:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+17:0/0/physics_layer_0/angular_velocity = 0.0
+18:0/0 = 0
+18:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+18:0/0/physics_layer_0/angular_velocity = 0.0
+19:0/0 = 0
+19:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+19:0/0/physics_layer_0/angular_velocity = 0.0
+20:0/0 = 0
+20:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+20:0/0/physics_layer_0/angular_velocity = 0.0
+21:0/0 = 0
+21:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+21:0/0/physics_layer_0/angular_velocity = 0.0
+22:0/0 = 0
+22:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+22:0/0/physics_layer_0/angular_velocity = 0.0
+23:0/0 = 0
+23:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+23:0/0/physics_layer_0/angular_velocity = 0.0
+24:0/0 = 0
+24:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+24:0/0/physics_layer_0/angular_velocity = 0.0
+25:0/0 = 0
+25:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+25:0/0/physics_layer_0/angular_velocity = 0.0
+26:0/0 = 0
+26:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+26:0/0/physics_layer_0/angular_velocity = 0.0
+0:1/0 = 0
+0:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+0:1/0/physics_layer_0/angular_velocity = 0.0
+2:1/0 = 0
+2:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+2:1/0/physics_layer_0/angular_velocity = 0.0
+3:1/0 = 0
+3:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+3:1/0/physics_layer_0/angular_velocity = 0.0
+4:1/0 = 0
+4:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+4:1/0/physics_layer_0/angular_velocity = 0.0
+5:1/0 = 0
+5:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+5:1/0/physics_layer_0/angular_velocity = 0.0
+6:1/0 = 0
+6:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+6:1/0/physics_layer_0/angular_velocity = 0.0
+10:1/0 = 0
+10:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+10:1/0/physics_layer_0/angular_velocity = 0.0
+11:1/0 = 0
+11:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+11:1/0/physics_layer_0/angular_velocity = 0.0
+12:1/0 = 0
+12:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+12:1/0/physics_layer_0/angular_velocity = 0.0
+13:1/0 = 0
+13:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+13:1/0/physics_layer_0/angular_velocity = 0.0
+15:1/0 = 0
+15:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+15:1/0/physics_layer_0/angular_velocity = 0.0
+16:1/0 = 0
+16:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+16:1/0/physics_layer_0/angular_velocity = 0.0
+17:1/0 = 0
+17:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+17:1/0/physics_layer_0/angular_velocity = 0.0
+18:1/0 = 0
+18:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+18:1/0/physics_layer_0/angular_velocity = 0.0
+19:1/0 = 0
+19:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+19:1/0/physics_layer_0/angular_velocity = 0.0
+21:1/0 = 0
+21:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+21:1/0/physics_layer_0/angular_velocity = 0.0
+22:1/0 = 0
+22:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+22:1/0/physics_layer_0/angular_velocity = 0.0
+23:1/0 = 0
+23:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+23:1/0/physics_layer_0/angular_velocity = 0.0
+24:1/0 = 0
+24:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+24:1/0/physics_layer_0/angular_velocity = 0.0
+25:1/0 = 0
+25:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+25:1/0/physics_layer_0/angular_velocity = 0.0
+26:1/0 = 0
+26:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+26:1/0/physics_layer_0/angular_velocity = 0.0
+0:2/0 = 0
+0:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+0:2/0/physics_layer_0/angular_velocity = 0.0
+1:2/0 = 0
+1:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+1:2/0/physics_layer_0/angular_velocity = 0.0
+2:2/0 = 0
+2:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+2:2/0/physics_layer_0/angular_velocity = 0.0
+3:2/0 = 0
+3:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+3:2/0/physics_layer_0/angular_velocity = 0.0
+4:2/0 = 0
+4:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+4:2/0/physics_layer_0/angular_velocity = 0.0
+5:2/0 = 0
+5:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+5:2/0/physics_layer_0/angular_velocity = 0.0
+6:2/0 = 0
+6:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+6:2/0/physics_layer_0/angular_velocity = 0.0
+10:2/0 = 0
+10:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+10:2/0/physics_layer_0/angular_velocity = 0.0
+11:2/0 = 0
+11:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+11:2/0/physics_layer_0/angular_velocity = 0.0
+12:2/0 = 0
+12:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+12:2/0/physics_layer_0/angular_velocity = 0.0
+13:2/0 = 0
+13:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+13:2/0/physics_layer_0/angular_velocity = 0.0
+14:2/0 = 0
+14:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+14:2/0/physics_layer_0/angular_velocity = 0.0
+15:2/0 = 0
+15:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+15:2/0/physics_layer_0/angular_velocity = 0.0
+16:2/0 = 0
+16:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+16:2/0/physics_layer_0/angular_velocity = 0.0
+17:2/0 = 0
+17:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+17:2/0/physics_layer_0/angular_velocity = 0.0
+18:2/0 = 0
+18:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+18:2/0/physics_layer_0/angular_velocity = 0.0
+19:2/0 = 0
+19:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+19:2/0/physics_layer_0/angular_velocity = 0.0
+20:2/0 = 0
+20:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+20:2/0/physics_layer_0/angular_velocity = 0.0
+21:2/0 = 0
+21:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+21:2/0/physics_layer_0/angular_velocity = 0.0
+22:2/0 = 0
+22:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+22:2/0/physics_layer_0/angular_velocity = 0.0
+23:2/0 = 0
+23:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+23:2/0/physics_layer_0/angular_velocity = 0.0
+24:2/0 = 0
+24:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+24:2/0/physics_layer_0/angular_velocity = 0.0
+0:3/0 = 0
+0:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+0:3/0/physics_layer_0/angular_velocity = 0.0
+1:3/0 = 0
+1:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+1:3/0/physics_layer_0/angular_velocity = 0.0
+2:3/0 = 0
+2:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+2:3/0/physics_layer_0/angular_velocity = 0.0
+3:3/0 = 0
+3:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+3:3/0/physics_layer_0/angular_velocity = 0.0
+4:3/0 = 0
+4:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+4:3/0/physics_layer_0/angular_velocity = 0.0
+5:3/0 = 0
+5:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+5:3/0/physics_layer_0/angular_velocity = 0.0
+6:3/0 = 0
+6:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+6:3/0/physics_layer_0/angular_velocity = 0.0
+7:3/size_in_atlas = Vector2i(1, 2)
+7:3/0 = 0
+7:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+7:3/0/physics_layer_0/angular_velocity = 0.0
+8:3/0 = 0
+8:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+8:3/0/physics_layer_0/angular_velocity = 0.0
+9:3/0 = 0
+9:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+9:3/0/physics_layer_0/angular_velocity = 0.0
+10:3/0 = 0
+10:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+10:3/0/physics_layer_0/angular_velocity = 0.0
+11:3/0 = 0
+11:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+11:3/0/physics_layer_0/angular_velocity = 0.0
+12:3/0 = 0
+12:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+12:3/0/physics_layer_0/angular_velocity = 0.0
+13:3/0 = 0
+13:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+13:3/0/physics_layer_0/angular_velocity = 0.0
+14:3/0 = 0
+14:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+14:3/0/physics_layer_0/angular_velocity = 0.0
+15:3/0 = 0
+15:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+15:3/0/physics_layer_0/angular_velocity = 0.0
+16:3/0 = 0
+16:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+16:3/0/physics_layer_0/angular_velocity = 0.0
+17:3/0 = 0
+17:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+17:3/0/physics_layer_0/angular_velocity = 0.0
+18:3/0 = 0
+18:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+18:3/0/physics_layer_0/angular_velocity = 0.0
+19:3/0 = 0
+19:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+19:3/0/physics_layer_0/angular_velocity = 0.0
+20:3/0 = 0
+20:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+20:3/0/physics_layer_0/angular_velocity = 0.0
+21:3/0 = 0
+21:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+21:3/0/physics_layer_0/angular_velocity = 0.0
+22:3/0 = 0
+22:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+22:3/0/physics_layer_0/angular_velocity = 0.0
+23:3/0 = 0
+23:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+23:3/0/physics_layer_0/angular_velocity = 0.0
+24:3/0 = 0
+24:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+24:3/0/physics_layer_0/angular_velocity = 0.0
+25:3/0 = 0
+25:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+25:3/0/physics_layer_0/angular_velocity = 0.0
+27:3/0 = 0
+27:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+27:3/0/physics_layer_0/angular_velocity = 0.0
+0:4/0 = 0
+0:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+0:4/0/physics_layer_0/angular_velocity = 0.0
+2:4/0 = 0
+2:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+2:4/0/physics_layer_0/angular_velocity = 0.0
+3:4/0 = 0
+3:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+3:4/0/physics_layer_0/angular_velocity = 0.0
+4:4/0 = 0
+4:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+4:4/0/physics_layer_0/angular_velocity = 0.0
+5:4/0 = 0
+5:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+5:4/0/physics_layer_0/angular_velocity = 0.0
+6:4/0 = 0
+6:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+6:4/0/physics_layer_0/angular_velocity = 0.0
+8:4/0 = 0
+8:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+8:4/0/physics_layer_0/angular_velocity = 0.0
+9:4/0 = 0
+9:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+9:4/0/physics_layer_0/angular_velocity = 0.0
+10:4/0 = 0
+10:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+10:4/0/physics_layer_0/angular_velocity = 0.0
+11:4/0 = 0
+11:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+11:4/0/physics_layer_0/angular_velocity = 0.0
+12:4/0 = 0
+12:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+12:4/0/physics_layer_0/angular_velocity = 0.0
+13:4/0 = 0
+13:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+13:4/0/physics_layer_0/angular_velocity = 0.0
+14:4/0 = 0
+14:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+14:4/0/physics_layer_0/angular_velocity = 0.0
+15:4/0 = 0
+15:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+15:4/0/physics_layer_0/angular_velocity = 0.0
+16:4/0 = 0
+16:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+16:4/0/physics_layer_0/angular_velocity = 0.0
+17:4/0 = 0
+17:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+17:4/0/physics_layer_0/angular_velocity = 0.0
+18:4/0 = 0
+18:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+18:4/0/physics_layer_0/angular_velocity = 0.0
+19:4/0 = 0
+19:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+19:4/0/physics_layer_0/angular_velocity = 0.0
+20:4/0 = 0
+20:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+20:4/0/physics_layer_0/angular_velocity = 0.0
+22:4/0 = 0
+22:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+22:4/0/physics_layer_0/angular_velocity = 0.0
+23:4/0 = 0
+23:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+23:4/0/physics_layer_0/angular_velocity = 0.0
+24:4/0 = 0
+24:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+24:4/0/physics_layer_0/angular_velocity = 0.0
+27:4/0 = 0
+27:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+27:4/0/physics_layer_0/angular_velocity = 0.0
+0:5/0 = 0
+0:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+0:5/0/physics_layer_0/angular_velocity = 0.0
+1:5/0 = 0
+1:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+1:5/0/physics_layer_0/angular_velocity = 0.0
+2:5/0 = 0
+2:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+2:5/0/physics_layer_0/angular_velocity = 0.0
+3:5/0 = 0
+3:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+3:5/0/physics_layer_0/angular_velocity = 0.0
+4:5/0 = 0
+4:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+4:5/0/physics_layer_0/angular_velocity = 0.0
+5:5/0 = 0
+5:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+5:5/0/physics_layer_0/angular_velocity = 0.0
+6:5/0 = 0
+6:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+6:5/0/physics_layer_0/angular_velocity = 0.0
+7:5/0 = 0
+7:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+7:5/0/physics_layer_0/angular_velocity = 0.0
+8:5/0 = 0
+8:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+8:5/0/physics_layer_0/angular_velocity = 0.0
+9:5/0 = 0
+9:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+9:5/0/physics_layer_0/angular_velocity = 0.0
+10:5/0 = 0
+10:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+10:5/0/physics_layer_0/angular_velocity = 0.0
+11:5/0 = 0
+11:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+11:5/0/physics_layer_0/angular_velocity = 0.0
+12:5/0 = 0
+12:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+12:5/0/physics_layer_0/angular_velocity = 0.0
+13:5/0 = 0
+13:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+13:5/0/physics_layer_0/angular_velocity = 0.0
+14:5/0 = 0
+14:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+14:5/0/physics_layer_0/angular_velocity = 0.0
+15:5/0 = 0
+15:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+15:5/0/physics_layer_0/angular_velocity = 0.0
+16:5/0 = 0
+16:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+16:5/0/physics_layer_0/angular_velocity = 0.0
+17:5/0 = 0
+17:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+17:5/0/physics_layer_0/angular_velocity = 0.0
+18:5/0 = 0
+18:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+18:5/0/physics_layer_0/angular_velocity = 0.0
+19:5/0 = 0
+19:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+19:5/0/physics_layer_0/angular_velocity = 0.0
+20:5/0 = 0
+20:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+20:5/0/physics_layer_0/angular_velocity = 0.0
+21:5/0 = 0
+21:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+21:5/0/physics_layer_0/angular_velocity = 0.0
+22:5/0 = 0
+22:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+22:5/0/physics_layer_0/angular_velocity = 0.0
+23:5/0 = 0
+23:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+23:5/0/physics_layer_0/angular_velocity = 0.0
+24:5/0 = 0
+24:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+24:5/0/physics_layer_0/angular_velocity = 0.0
+25:5/0 = 0
+25:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+25:5/0/physics_layer_0/angular_velocity = 0.0
+26:5/0 = 0
+26:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+26:5/0/physics_layer_0/angular_velocity = 0.0
+27:5/0 = 0
+27:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+27:5/0/physics_layer_0/angular_velocity = 0.0
+0:6/0 = 0
+0:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+0:6/0/physics_layer_0/angular_velocity = 0.0
+1:6/0 = 0
+1:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+1:6/0/physics_layer_0/angular_velocity = 0.0
+2:6/0 = 0
+2:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+2:6/0/physics_layer_0/angular_velocity = 0.0
+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
+4:6/0 = 0
+4:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+4:6/0/physics_layer_0/angular_velocity = 0.0
+5:6/0 = 0
+5:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+5:6/0/physics_layer_0/angular_velocity = 0.0
+6:6/0 = 0
+6:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+6:6/0/physics_layer_0/angular_velocity = 0.0
+7:6/0 = 0
+7:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+7:6/0/physics_layer_0/angular_velocity = 0.0
+8:6/0 = 0
+8:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+8:6/0/physics_layer_0/angular_velocity = 0.0
+9:6/0 = 0
+9:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+9:6/0/physics_layer_0/angular_velocity = 0.0
+10:6/0 = 0
+10:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+10:6/0/physics_layer_0/angular_velocity = 0.0
+11:6/0 = 0
+11:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+11:6/0/physics_layer_0/angular_velocity = 0.0
+12:6/0 = 0
+12:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+12:6/0/physics_layer_0/angular_velocity = 0.0
+13:6/0 = 0
+13:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+13:6/0/physics_layer_0/angular_velocity = 0.0
+14:6/0 = 0
+14:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+14:6/0/physics_layer_0/angular_velocity = 0.0
+15:6/0 = 0
+15:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+15:6/0/physics_layer_0/angular_velocity = 0.0
+16:6/0 = 0
+16:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+16:6/0/physics_layer_0/angular_velocity = 0.0
+17:6/0 = 0
+17:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+17:6/0/physics_layer_0/angular_velocity = 0.0
+18:6/0 = 0
+18:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+18:6/0/physics_layer_0/angular_velocity = 0.0
+19:6/0 = 0
+19:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+19:6/0/physics_layer_0/angular_velocity = 0.0
+20:6/0 = 0
+20:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+20:6/0/physics_layer_0/angular_velocity = 0.0
+21:6/0 = 0
+21:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+21:6/0/physics_layer_0/angular_velocity = 0.0
+22:6/0 = 0
+22:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+22:6/0/physics_layer_0/angular_velocity = 0.0
+23:6/0 = 0
+23:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+23:6/0/physics_layer_0/angular_velocity = 0.0
+24:6/0 = 0
+24:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+24:6/0/physics_layer_0/angular_velocity = 0.0
+25:6/0 = 0
+25:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+25:6/0/physics_layer_0/angular_velocity = 0.0
+26:6/0 = 0
+26:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+26:6/0/physics_layer_0/angular_velocity = 0.0
+27:6/0 = 0
+27:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+27:6/0/physics_layer_0/angular_velocity = 0.0
+0:7/0 = 0
+0:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+0:7/0/physics_layer_0/angular_velocity = 0.0
+1:7/0 = 0
+1:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+1:7/0/physics_layer_0/angular_velocity = 0.0
+2:7/0 = 0
+2:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+2:7/0/physics_layer_0/angular_velocity = 0.0
+3:7/0 = 0
+3:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+3:7/0/physics_layer_0/angular_velocity = 0.0
+4:7/0 = 0
+4:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+4:7/0/physics_layer_0/angular_velocity = 0.0
+5:7/0 = 0
+5:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+5:7/0/physics_layer_0/angular_velocity = 0.0
+6:7/0 = 0
+6:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+6:7/0/physics_layer_0/angular_velocity = 0.0
+7:7/0 = 0
+7:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+7:7/0/physics_layer_0/angular_velocity = 0.0
+8:7/0 = 0
+8:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+8:7/0/physics_layer_0/angular_velocity = 0.0
+9:7/0 = 0
+9:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+9:7/0/physics_layer_0/angular_velocity = 0.0
+10:7/0 = 0
+10:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+10:7/0/physics_layer_0/angular_velocity = 0.0
+11:7/0 = 0
+11:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+11:7/0/physics_layer_0/angular_velocity = 0.0
+12:7/0 = 0
+12:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+12:7/0/physics_layer_0/angular_velocity = 0.0
+13:7/0 = 0
+13:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+13:7/0/physics_layer_0/angular_velocity = 0.0
+14:7/0 = 0
+14:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+14:7/0/physics_layer_0/angular_velocity = 0.0
+15:7/0 = 0
+15:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+15:7/0/physics_layer_0/angular_velocity = 0.0
+16:7/0 = 0
+16:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+16:7/0/physics_layer_0/angular_velocity = 0.0
+17:7/0 = 0
+17:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+17:7/0/physics_layer_0/angular_velocity = 0.0
+18:7/0 = 0
+18:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+18:7/0/physics_layer_0/angular_velocity = 0.0
+19:7/0 = 0
+19:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+19:7/0/physics_layer_0/angular_velocity = 0.0
+21:7/0 = 0
+21:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+21:7/0/physics_layer_0/angular_velocity = 0.0
+22:7/0 = 0
+22:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+22:7/0/physics_layer_0/angular_velocity = 0.0
+23:7/0 = 0
+23:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+23:7/0/physics_layer_0/angular_velocity = 0.0
+24:7/0 = 0
+24:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+24:7/0/physics_layer_0/angular_velocity = 0.0
+25:7/0 = 0
+25:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+25:7/0/physics_layer_0/angular_velocity = 0.0
+26:7/0 = 0
+26:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+26:7/0/physics_layer_0/angular_velocity = 0.0
+27:7/0 = 0
+27:7/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+27:7/0/physics_layer_0/angular_velocity = 0.0
+0:8/0 = 0
+0:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+0:8/0/physics_layer_0/angular_velocity = 0.0
+1:8/0 = 0
+1:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+1:8/0/physics_layer_0/angular_velocity = 0.0
+2:8/0 = 0
+2:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+2:8/0/physics_layer_0/angular_velocity = 0.0
+3:8/0 = 0
+3:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+3:8/0/physics_layer_0/angular_velocity = 0.0
+4:8/0 = 0
+4:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+4:8/0/physics_layer_0/angular_velocity = 0.0
+5:8/0 = 0
+5:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+5:8/0/physics_layer_0/angular_velocity = 0.0
+6:8/0 = 0
+6:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+6:8/0/physics_layer_0/angular_velocity = 0.0
+7:8/0 = 0
+7:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+7:8/0/physics_layer_0/angular_velocity = 0.0
+8:8/0 = 0
+8:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+8:8/0/physics_layer_0/angular_velocity = 0.0
+9:8/0 = 0
+9:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+9:8/0/physics_layer_0/angular_velocity = 0.0
+10:8/0 = 0
+10:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+10:8/0/physics_layer_0/angular_velocity = 0.0
+12:8/0 = 0
+12:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+12:8/0/physics_layer_0/angular_velocity = 0.0
+13:8/0 = 0
+13:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+13:8/0/physics_layer_0/angular_velocity = 0.0
+14:8/0 = 0
+14:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+14:8/0/physics_layer_0/angular_velocity = 0.0
+15:8/0 = 0
+15:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+15:8/0/physics_layer_0/angular_velocity = 0.0
+16:8/0 = 0
+16:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+16:8/0/physics_layer_0/angular_velocity = 0.0
+17:8/0 = 0
+17:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+17:8/0/physics_layer_0/angular_velocity = 0.0
+18:8/0 = 0
+18:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+18:8/0/physics_layer_0/angular_velocity = 0.0
+19:8/0 = 0
+19:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+19:8/0/physics_layer_0/angular_velocity = 0.0
+20:8/0 = 0
+20:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+20:8/0/physics_layer_0/angular_velocity = 0.0
+21:8/0 = 0
+21:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+21:8/0/physics_layer_0/angular_velocity = 0.0
+22:8/0 = 0
+22:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+22:8/0/physics_layer_0/angular_velocity = 0.0
+23:8/0 = 0
+23:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+23:8/0/physics_layer_0/angular_velocity = 0.0
+24:8/0 = 0
+24:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+24:8/0/physics_layer_0/angular_velocity = 0.0
+25:8/0 = 0
+25:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+25:8/0/physics_layer_0/angular_velocity = 0.0
+26:8/0 = 0
+26:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+26:8/0/physics_layer_0/angular_velocity = 0.0
+27:8/0 = 0
+27:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+27:8/0/physics_layer_0/angular_velocity = 0.0
+0:9/0 = 0
+0:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+0:9/0/physics_layer_0/angular_velocity = 0.0
+1:9/0 = 0
+1:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+1:9/0/physics_layer_0/angular_velocity = 0.0
+2:9/0 = 0
+2:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+2:9/0/physics_layer_0/angular_velocity = 0.0
+3:9/0 = 0
+3:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+3:9/0/physics_layer_0/angular_velocity = 0.0
+4:9/0 = 0
+4:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+4:9/0/physics_layer_0/angular_velocity = 0.0
+5:9/0 = 0
+5:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+5:9/0/physics_layer_0/angular_velocity = 0.0
+6:9/0 = 0
+6:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+6:9/0/physics_layer_0/angular_velocity = 0.0
+7:9/0 = 0
+7:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+7:9/0/physics_layer_0/angular_velocity = 0.0
+8:9/0 = 0
+8:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+8:9/0/physics_layer_0/angular_velocity = 0.0
+9:9/0 = 0
+9:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+9:9/0/physics_layer_0/angular_velocity = 0.0
+10:9/0 = 0
+10:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+10:9/0/physics_layer_0/angular_velocity = 0.0
+11:9/0 = 0
+11:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+11:9/0/physics_layer_0/angular_velocity = 0.0
+12:9/0 = 0
+12:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+12:9/0/physics_layer_0/angular_velocity = 0.0
+13:9/0 = 0
+13:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+13:9/0/physics_layer_0/angular_velocity = 0.0
+14:9/0 = 0
+14:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+14:9/0/physics_layer_0/angular_velocity = 0.0
+15:9/0 = 0
+15:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+15:9/0/physics_layer_0/angular_velocity = 0.0
+16:9/0 = 0
+16:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+16:9/0/physics_layer_0/angular_velocity = 0.0
+17:9/0 = 0
+17:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+17:9/0/physics_layer_0/angular_velocity = 0.0
+18:9/0 = 0
+18:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+18:9/0/physics_layer_0/angular_velocity = 0.0
+19:9/0 = 0
+19:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+19:9/0/physics_layer_0/angular_velocity = 0.0
+21:9/0 = 0
+21:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+21:9/0/physics_layer_0/angular_velocity = 0.0
+23:9/0 = 0
+23:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+23:9/0/physics_layer_0/angular_velocity = 0.0
+24:9/0 = 0
+24:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+24:9/0/physics_layer_0/angular_velocity = 0.0
+25:9/0 = 0
+25:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+25:9/0/physics_layer_0/angular_velocity = 0.0
+26:9/0 = 0
+26:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+26:9/0/physics_layer_0/angular_velocity = 0.0
+0:10/0 = 0
+0:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+0:10/0/physics_layer_0/angular_velocity = 0.0
+1:10/0 = 0
+1:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+1:10/0/physics_layer_0/angular_velocity = 0.0
+2:10/0 = 0
+2:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+2:10/0/physics_layer_0/angular_velocity = 0.0
+3:10/0 = 0
+3:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+3:10/0/physics_layer_0/angular_velocity = 0.0
+4:10/0 = 0
+4:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+4:10/0/physics_layer_0/angular_velocity = 0.0
+5:10/0 = 0
+5:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+5:10/0/physics_layer_0/angular_velocity = 0.0
+6:10/0 = 0
+6:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+6:10/0/physics_layer_0/angular_velocity = 0.0
+7:10/0 = 0
+7:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+7:10/0/physics_layer_0/angular_velocity = 0.0
+8:10/0 = 0
+8:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+8:10/0/physics_layer_0/angular_velocity = 0.0
+9:10/0 = 0
+9:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+9:10/0/physics_layer_0/angular_velocity = 0.0
+10:10/0 = 0
+10:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+10:10/0/physics_layer_0/angular_velocity = 0.0
+11:10/0 = 0
+11:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+11:10/0/physics_layer_0/angular_velocity = 0.0
+12:10/0 = 0
+12:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+12:10/0/physics_layer_0/angular_velocity = 0.0
+13:10/0 = 0
+13:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+13:10/0/physics_layer_0/angular_velocity = 0.0
+14:10/0 = 0
+14:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+14:10/0/physics_layer_0/angular_velocity = 0.0
+15:10/0 = 0
+15:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+15:10/0/physics_layer_0/angular_velocity = 0.0
+16:10/0 = 0
+16:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+16:10/0/physics_layer_0/angular_velocity = 0.0
+17:10/0 = 0
+17:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+17:10/0/physics_layer_0/angular_velocity = 0.0
+18:10/0 = 0
+18:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+18:10/0/physics_layer_0/angular_velocity = 0.0
+19:10/0 = 0
+19:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+19:10/0/physics_layer_0/angular_velocity = 0.0
+20:10/0 = 0
+20:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+20:10/0/physics_layer_0/angular_velocity = 0.0
+21:10/0 = 0
+21:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+21:10/0/physics_layer_0/angular_velocity = 0.0
+22:10/0 = 0
+22:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+22:10/0/physics_layer_0/angular_velocity = 0.0
+23:10/0 = 0
+23:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+23:10/0/physics_layer_0/angular_velocity = 0.0
+24:10/0 = 0
+24:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+24:10/0/physics_layer_0/angular_velocity = 0.0
+25:10/0 = 0
+25:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+25:10/0/physics_layer_0/angular_velocity = 0.0
+26:10/0 = 0
+26:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+26:10/0/physics_layer_0/angular_velocity = 0.0
+27:10/0 = 0
+27:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+27:10/0/physics_layer_0/angular_velocity = 0.0
+0:11/0 = 0
+0:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+0:11/0/physics_layer_0/angular_velocity = 0.0
+1:11/0 = 0
+1:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+1:11/0/physics_layer_0/angular_velocity = 0.0
+2:11/0 = 0
+2:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+2:11/0/physics_layer_0/angular_velocity = 0.0
+3:11/0 = 0
+3:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+3:11/0/physics_layer_0/angular_velocity = 0.0
+4:11/0 = 0
+4:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+4:11/0/physics_layer_0/angular_velocity = 0.0
+5:11/0 = 0
+5:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+5:11/0/physics_layer_0/angular_velocity = 0.0
+6:11/0 = 0
+6:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+6:11/0/physics_layer_0/angular_velocity = 0.0
+7:11/0 = 0
+7:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+7:11/0/physics_layer_0/angular_velocity = 0.0
+8:11/0 = 0
+8:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+8:11/0/physics_layer_0/angular_velocity = 0.0
+9:11/0 = 0
+9:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+9:11/0/physics_layer_0/angular_velocity = 0.0
+10:11/0 = 0
+10:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+10:11/0/physics_layer_0/angular_velocity = 0.0
+11:11/0 = 0
+11:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+11:11/0/physics_layer_0/angular_velocity = 0.0
+12:11/0 = 0
+12:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+12:11/0/physics_layer_0/angular_velocity = 0.0
+13:11/0 = 0
+13:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+13:11/0/physics_layer_0/angular_velocity = 0.0
+14:11/0 = 0
+14:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+14:11/0/physics_layer_0/angular_velocity = 0.0
+15:11/0 = 0
+15:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+15:11/0/physics_layer_0/angular_velocity = 0.0
+16:11/0 = 0
+16:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+16:11/0/physics_layer_0/angular_velocity = 0.0
+17:11/0 = 0
+17:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+17:11/0/physics_layer_0/angular_velocity = 0.0
+18:11/0 = 0
+18:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+18:11/0/physics_layer_0/angular_velocity = 0.0
+19:11/0 = 0
+19:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+19:11/0/physics_layer_0/angular_velocity = 0.0
+20:11/0 = 0
+20:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+20:11/0/physics_layer_0/angular_velocity = 0.0
+22:11/0 = 0
+22:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+22:11/0/physics_layer_0/angular_velocity = 0.0
+23:11/0 = 0
+23:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+23:11/0/physics_layer_0/angular_velocity = 0.0
+24:11/0 = 0
+24:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+24:11/0/physics_layer_0/angular_velocity = 0.0
+25:11/0 = 0
+25:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+25:11/0/physics_layer_0/angular_velocity = 0.0
+26:11/0 = 0
+26:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+26:11/0/physics_layer_0/angular_velocity = 0.0
+27:11/0 = 0
+27:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+27:11/0/physics_layer_0/angular_velocity = 0.0
+0:12/0 = 0
+0:12/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+0:12/0/physics_layer_0/angular_velocity = 0.0
+1:12/0 = 0
+1:12/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+1:12/0/physics_layer_0/angular_velocity = 0.0
+2:12/0 = 0
+2:12/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+2:12/0/physics_layer_0/angular_velocity = 0.0
+3:12/0 = 0
+3:12/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+3:12/0/physics_layer_0/angular_velocity = 0.0
+4:12/0 = 0
+4:12/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+4:12/0/physics_layer_0/angular_velocity = 0.0
+5:12/0 = 0
+5:12/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+5:12/0/physics_layer_0/angular_velocity = 0.0
+6:12/0 = 0
+6:12/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+6:12/0/physics_layer_0/angular_velocity = 0.0
+7:12/0 = 0
+7:12/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+7:12/0/physics_layer_0/angular_velocity = 0.0
+8:12/0 = 0
+8:12/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+8:12/0/physics_layer_0/angular_velocity = 0.0
+10:12/0 = 0
+10:12/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+10:12/0/physics_layer_0/angular_velocity = 0.0
+11:12/0 = 0
+11:12/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+11:12/0/physics_layer_0/angular_velocity = 0.0
+12:12/0 = 0
+12:12/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+12:12/0/physics_layer_0/angular_velocity = 0.0
+13:12/0 = 0
+13:12/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+13:12/0/physics_layer_0/angular_velocity = 0.0
+14:12/0 = 0
+14:12/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+14:12/0/physics_layer_0/angular_velocity = 0.0
+15:12/0 = 0
+15:12/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+15:12/0/physics_layer_0/angular_velocity = 0.0
+16:12/0 = 0
+16:12/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+16:12/0/physics_layer_0/angular_velocity = 0.0
+17:12/0 = 0
+17:12/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+17:12/0/physics_layer_0/angular_velocity = 0.0
+18:12/0 = 0
+18:12/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+18:12/0/physics_layer_0/angular_velocity = 0.0
+19:12/0 = 0
+19:12/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+19:12/0/physics_layer_0/angular_velocity = 0.0
+22:12/0 = 0
+22:12/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+22:12/0/physics_layer_0/angular_velocity = 0.0
+23:12/0 = 0
+23:12/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+23:12/0/physics_layer_0/angular_velocity = 0.0
+24:12/0 = 0
+24:12/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+24:12/0/physics_layer_0/angular_velocity = 0.0
+25:12/0 = 0
+25:12/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+25:12/0/physics_layer_0/angular_velocity = 0.0
+27:12/0 = 0
+27:12/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+27:12/0/physics_layer_0/angular_velocity = 0.0
+0:13/0 = 0
+0:13/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+0:13/0/physics_layer_0/angular_velocity = 0.0
+2:13/0 = 0
+2:13/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+2:13/0/physics_layer_0/angular_velocity = 0.0
+3:13/0 = 0
+3:13/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+3:13/0/physics_layer_0/angular_velocity = 0.0
+5:13/0 = 0
+5:13/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+5:13/0/physics_layer_0/angular_velocity = 0.0
+6:13/0 = 0
+6:13/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+6:13/0/physics_layer_0/angular_velocity = 0.0
+7:13/0 = 0
+7:13/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+7:13/0/physics_layer_0/angular_velocity = 0.0
+8:13/0 = 0
+8:13/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+8:13/0/physics_layer_0/angular_velocity = 0.0
+9:13/0 = 0
+9:13/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+9:13/0/physics_layer_0/angular_velocity = 0.0
+10:13/0 = 0
+10:13/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+10:13/0/physics_layer_0/angular_velocity = 0.0
+11:13/0 = 0
+11:13/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+11:13/0/physics_layer_0/angular_velocity = 0.0
+12:13/0 = 0
+12:13/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+12:13/0/physics_layer_0/angular_velocity = 0.0
+13:13/0 = 0
+13:13/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+13:13/0/physics_layer_0/angular_velocity = 0.0
+14:13/0 = 0
+14:13/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+14:13/0/physics_layer_0/angular_velocity = 0.0
+15:13/0 = 0
+15:13/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+15:13/0/physics_layer_0/angular_velocity = 0.0
+16:13/0 = 0
+16:13/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+16:13/0/physics_layer_0/angular_velocity = 0.0
+17:13/0 = 0
+17:13/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+17:13/0/physics_layer_0/angular_velocity = 0.0
+0:14/0 = 0
+0:14/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+0:14/0/physics_layer_0/angular_velocity = 0.0
+2:14/0 = 0
+2:14/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+2:14/0/physics_layer_0/angular_velocity = 0.0
+3:14/0 = 0
+3:14/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+3:14/0/physics_layer_0/angular_velocity = 0.0
+5:14/0 = 0
+5:14/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+5:14/0/physics_layer_0/angular_velocity = 0.0
+6:14/0 = 0
+6:14/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+6:14/0/physics_layer_0/angular_velocity = 0.0
+7:14/0 = 0
+7:14/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+7:14/0/physics_layer_0/angular_velocity = 0.0
+8:14/0 = 0
+8:14/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+8:14/0/physics_layer_0/angular_velocity = 0.0
+9:14/0 = 0
+9:14/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+9:14/0/physics_layer_0/angular_velocity = 0.0
+10:14/0 = 0
+10:14/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+10:14/0/physics_layer_0/angular_velocity = 0.0
+11:14/0 = 0
+11:14/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+11:14/0/physics_layer_0/angular_velocity = 0.0
+12:14/0 = 0
+12:14/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+12:14/0/physics_layer_0/angular_velocity = 0.0
+7:0/size_in_atlas = Vector2i(3, 3)
+7:0/0 = 0
+7:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+7:0/0/physics_layer_0/angular_velocity = 0.0
+7:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-10, -8, 10, -8, 10, 22, -10, 22)
+
+[sub_resource type="TileSet" id="TileSet_18c7j"]
+physics_layer_0/collision_layer = 1
+sources/0 = SubResource("TileSetAtlasSource_1pa1q")
+
[node name="Level" type="Node2D"]
[node name="TileMap" type="TileMap" parent="."]
+texture_filter = 3
y_sort_enabled = true
+tile_set = SubResource("TileSet_18c7j")
format = 2
+layer_0/name = "Walls"
+layer_0/y_sort_enabled = true
+layer_0/tile_data = PackedInt32Array(-131067, 458752, 0, 131065, 458752, 0)
+layer_1/name = "Ground 2"
+layer_1/enabled = true
+layer_1/modulate = Color(1, 1, 1, 1)
+layer_1/y_sort_enabled = false
+layer_1/y_sort_origin = 0
+layer_1/z_index = -1
+layer_1/tile_data = PackedInt32Array(-262157, 65536, 11, -262156, 65536, 11, -262155, 65536, 11, -262154, 65536, 11, -262153, 65536, 11, -262152, 65536, 11, -262151, 65536, 11, -262150, 65536, 11, -262149, 65536, 11, -262148, 65536, 11, -262147, 65536, 11, -262146, 262144, 9, -196610, 0, 10, -131074, 0, 11, -131073, 65536, 11, -196608, 65536, 11, -196607, 65536, 11, -196606, 65536, 11, -196605, 65536, 11, -196604, 65536, 11, -196603, 65536, 11, -196602, 65536, 11, -196601, 65536, 11, -196600, 65536, 11, -196599, 65536, 11, -196598, 65536, 11, -196597, 65536, 11, -196596, 65536, 11, -196595, 65536, 11, -524301, 327680, 1, -458765, 327680, 0, -393229, 327680, 1, -327693, 393216, 1, -589811, 327680, 0, -589812, 327680, 0, -589813, 327680, 0, -589814, 393216, 1, -589815, 327680, 0, -589816, 327680, 1, -589817, 327680, 0, -589818, 393216, 1, -589819, 327680, 0, -589820, 327680, 0, -589821, 327680, 1, -589822, 327680, 0, -589823, 327680, 0, -589824, 393216, 1, -524289, 393216, 1, -524290, 327680, 1, -524291, 393216, 1, -524292, 327680, 0, -524293, 393216, 1, -524294, 327680, 1, -524295, 393216, 1, -524296, 327680, 1, -524297, 327680, 1, -524298, 327680, 0, -524299, 327680, 1, -524300, 327680, 1, -524275, 327680, 0, -458739, 327680, 1, -393203, 327680, 0, -327667, 327680, 1, -262131, 393216, 1, -458753, 327680, 0, -458754, 327680, 0, -458755, 393216, 1, -458756, 327680, 0, -458757, 327680, 0, -458758, 327680, 1, -458759, 327680, 0, -458760, 393216, 1, -458761, 393216, 1, -458762, 327680, 0, -458763, 393216, 1, -458764, 393216, 1, -393228, 327680, 1, -327692, 327680, 1, -327691, 327680, 0, -393227, 327680, 1, -393226, 327680, 0, -327690, 327680, 1, -327689, 393216, 1, -393225, 327680, 0, -393224, 327680, 1, -327688, 327680, 0, -327687, 327680, 0, -393223, 327680, 0, -393222, 327680, 0, -327686, 393216, 1, -327685, 327680, 0, -393221, 327680, 1, -393220, 327680, 1, -327684, 327680, 1, -327683, 327680, 0, -393219, 327680, 1, -393218, 327680, 1, -327682, 327680, 0, -327681, 327680, 1, -393217, 327680, 1, -458752, 393216, 1, -524288, 327680, 0, -524287, 393216, 1, -458751, 327680, 0, -393215, 327680, 1, -393216, 327680, 0, -327680, 327680, 1, -262145, 327680, 0, -196609, 393216, 1, -262144, 393216, 1, -262143, 327680, 0, -327679, 327680, 1, -327678, 327680, 0, -393214, 327680, 0, -458750, 327680, 1, -524286, 327680, 0, -524285, 327680, 0, -458749, 327680, 0, -393213, 327680, 1, -327677, 327680, 0, -262141, 393216, 1, -262142, 327680, 0, -262140, 327680, 0, -327676, 327680, 1, -393212, 327680, 1, -458748, 327680, 1, -524284, 327680, 0, -524283, 327680, 0, -458747, 393216, 1, -393211, 327680, 1, -327675, 393216, 1, -262139, 327680, 1, -262138, 327680, 1, -327674, 327680, 0, -393210, 393216, 1, -458746, 327680, 0, -524282, 327680, 0, -524281, 393216, 1, -458745, 327680, 1, -393209, 327680, 0, -327673, 327680, 0, -262137, 327680, 1, -262136, 393216, 1, -327672, 327680, 1, -393208, 327680, 0, -458744, 393216, 1, -524280, 327680, 0, -524279, 393216, 1, -458743, 327680, 0, -393207, 327680, 0, -327671, 327680, 0, -262135, 393216, 1, -262134, 327680, 0, -327670, 327680, 0, -393206, 327680, 0, -458742, 393216, 1, -524278, 327680, 1, -524277, 393216, 1, -458741, 327680, 1, -393205, 327680, 0, -327669, 327680, 1, -262133, 327680, 1, -262132, 327680, 1, -327668, 327680, 0, -393204, 393216, 1, -458740, 393216, 1, -524276, 327680, 1)
+layer_2/name = "Ground"
+layer_2/enabled = true
+layer_2/modulate = Color(1, 1, 1, 1)
+layer_2/y_sort_enabled = true
+layer_2/y_sort_origin = 0
+layer_2/z_index = -1
+layer_2/tile_data = PackedInt32Array(-458765, 393216, 1, -393229, 327680, 0, -393228, 393216, 0, -327692, 393216, 0, -262156, 327680, 1, -262155, 393216, 1, -196619, 327680, 1, -196618, 327680, 1, -131082, 393216, 0, -131081, 393216, 1, -131080, 393216, 1, -131079, 327680, 0, -131078, 393216, 0, -196614, 327680, 0, -262150, 327680, 0, -327687, 327680, 1, -393223, 327680, 1, -393224, 393216, 1, -458764, 327680, 0, -458763, 393216, 0, -458762, 327680, 1, -458761, 327680, 0, -458760, 327680, 1, -458759, 327680, 1, -524294, 327680, 1, -524293, 327680, 1, -524292, 327680, 1, -524291, 393216, 1, -524290, 393216, 1, -524289, 327680, 1, -589824, 327680, 0, -589823, 393216, 0, -589822, 327680, 1, -589821, 393216, 0, -589820, 393216, 1, -589819, 327680, 1, -524301, 327680, 0, -589811, 327680, 0, -589812, 327680, 0, -589813, 393216, 1, -589817, 327680, 0, -589818, 327680, 1, -589814, 393216, 0, -589815, 393216, 0, -589816, 327680, 0, -524295, 393216, 0, -524296, 393216, 0, -524297, 393216, 1, -524298, 327680, 0, -524299, 327680, 1, -524300, 327680, 1, -327693, 393216, 1, -262157, 327680, 1, -196621, 393216, 0, -131085, 393216, 1, -65549, 393216, 0, -13, 327680, 0, 65523, 327680, 0, 131059, 327680, 0, 196595, 327680, 1, 262131, 393216, 0, 327667, 327680, 0, 393203, 393216, 1, 458739, 327680, 1, 458740, 327680, 0, 458741, 393216, 1, 458742, 393216, 0, 458743, 393216, 0, 458744, 327680, 0, 458745, 393216, 1, 458746, 327680, 1, 458747, 393216, 0, 458748, 393216, 1, 458749, 327680, 0, 458750, 393216, 0, 458751, 327680, 0, 393216, 327680, 1, 393217, 327680, 0, 393218, 327680, 0, 393219, 393216, 1, 393220, 327680, 1, 393221, 327680, 1, 393222, 327680, 1, 393223, 393216, 0, 393224, 393216, 1, 393225, 327680, 0, 393226, 327680, 0, 393227, 393216, 0, 393228, 327680, 1, 393229, 327680, 1, -524275, 393216, 0, -458739, 327680, 1, -393203, 327680, 1, -327667, 393216, 0, -262131, 327680, 0, -196595, 327680, 1, -131059, 327680, 0, -65523, 393216, 0, 13, 393216, 1, 65549, 393216, 0, 131085, 393216, 0, 196621, 327680, 0, 262157, 393216, 0, 327693, 393216, 1, -327689, 393216, 1, -327688, 327680, 1, -393225, 393216, 1, -393226, 327680, 1, -393227, 327680, 1, -327691, 393216, 0, -327690, 393216, 1, -262154, 393216, 1, -262153, 327680, 1, -262152, 327680, 0, -196616, 393216, 1, -262151, 327680, 0, -196617, 327680, 0, -196615, 393216, 0, -262145, 327680, 1, -65538, 393216, 0, -2, 393216, 0, -1, 393216, 0, 65535, 327680, 0, 131071, 393216, 0, -196620, 393216, 1, -131084, 393216, 1, -65548, 393216, 0, -12, 327680, 1, -11, 393216, 1, 65525, 327680, 1, 131061, 393216, 0, 131060, 327680, 0, 196596, 327680, 1, 262132, 393216, 0, 327668, 393216, 0, 393204, 393216, 0, -65547, 327680, 1, -65546, 393216, 1, 65524, 393216, 0, -131083, 327680, 1, -10, 327680, 1, 196597, 393216, 0, 262133, 327680, 1, 262134, 327680, 0, 327670, 393216, 1, 393206, 327680, 0, 393205, 393216, 0, 327669, 327680, 1, 327671, 327680, 1, 327672, 393216, 1, 327673, 327680, 1, 327674, 393216, 1, 327675, 393216, 1, 327676, 327680, 1, 393212, 327680, 0, 393213, 327680, 0, 393214, 327680, 0, 393215, 327680, 0, 327680, 327680, 0, 393211, 327680, 0, 393210, 327680, 0, 393209, 327680, 0, 393208, 393216, 0, 393207, 327680, 1, 327677, 327680, 1, 327678, 393216, 0, 327679, 327680, 1, 262144, 327680, 0, 262145, 327680, 1, 262146, 327680, 0, 262147, 327680, 0, 262148, 327680, 0, 262149, 393216, 0, 327685, 393216, 1, 327684, 393216, 0, 327683, 327680, 0, 327682, 327680, 0, 327681, 327680, 0, 327686, 393216, 0, 327687, 393216, 1, 327688, 327680, 0, 262153, 393216, 0, 262154, 393216, 1, 262155, 327680, 1, 262156, 393216, 1, 327692, 393216, 1, 327691, 327680, 1, 327690, 327680, 1, 327689, 393216, 1, 262152, 327680, 1, 262151, 393216, 1, 262150, 327680, 0, 196615, 327680, 1, 196614, 327680, 1, 196613, 327680, 0, 196612, 393216, 0, 196611, 393216, 1, 196610, 327680, 1, 196609, 327680, 1, 196608, 327680, 0, 262143, 393216, 1, 196606, 393216, 0, 196605, 327680, 0, 196604, 327680, 1, 196603, 393216, 1, 196602, 327680, 1, 131066, 393216, 1, 131065, 327680, 1, 131064, 327680, 0, 65528, 393216, 0, 65527, 393216, 1, -9, 327680, 0, 65526, 327680, 1, 131062, 327680, 1, 131063, 327680, 0, 196599, 393216, 0, 196598, 327680, 1, 196600, 327680, 0, 196601, 393216, 0, 262139, 327680, 0, 262140, 327680, 0, 262141, 393216, 0, 262142, 393216, 1, 262138, 327680, 1, 262137, 393216, 1, 262136, 327680, 1, 262135, 393216, 0, 65529, 327680, 1, -7, 327680, 0, -65543, 327680, 0, -65544, 327680, 1, -65545, 327680, 0, -8, 393216, 0, -65542, 327680, 1, -65541, 393216, 0, -65540, 327680, 0, -6, 327680, 1, -5, 393216, 0, -65539, 393216, 1, -131074, 327680, 1, 65533, 393216, 1, 131068, 393216, 1, 131067, 327680, 1, 65532, 393216, 0, -3, 327680, 0, 131069, 327680, 0, 131070, 393216, 0, 65536, 327680, 1, 65537, 327680, 0, 65538, 327680, 0, 3, 327680, 1, -65534, 327680, 1, -131070, 393216, 1, -196607, 327680, 0, -196608, 327680, 1, -131073, 327680, 1, -131075, 327680, 0, -131076, 393216, 1, -131077, 393216, 0, 65531, 327680, 1, 196607, 327680, 1, 131072, 393216, 0, 131073, 327680, 1, 131074, 393216, 1, 131075, 327680, 1, 131076, 327680, 1, 65534, 327680, 1, -65536, 393216, 1, -131071, 393216, 0, -196606, 327680, 0, -131072, 393216, 0, -65537, 327680, 0, -4, 327680, 1, -262149, 327680, 0, -327685, 327680, 0, -393221, 393216, 0, -196613, 393216, 0, 65530, 327680, 1, -327686, 393216, 1, -393222, 393216, 1, -458757, 327680, 1, -458756, 393216, 0, -458755, 327680, 1, -458754, 393216, 1, -458753, 393216, 1, -458758, 327680, 0, -524288, 327680, 0, -524287, 327680, 1, -524286, 393216, 1, -524285, 393216, 0, -524284, 393216, 1, -524283, 327680, 0, -524282, 393216, 0, -524281, 393216, 1, -524280, 327680, 0, -524279, 393216, 1, -524278, 393216, 1, -524277, 393216, 1, -524276, 327680, 1, -458740, 393216, 0, -458741, 393216, 1, -458742, 327680, 0, -458743, 393216, 1, -458744, 393216, 1, -458745, 393216, 0, -458746, 393216, 1, -393211, 393216, 0, -393212, 327680, 0, -393213, 393216, 1, -393214, 327680, 0, -393215, 393216, 1, -393216, 393216, 1, -327681, 393216, 1, -327682, 327680, 1, -327683, 327680, 0, -327684, 327680, 0, -458748, 327680, 1, -458749, 327680, 1, -458750, 393216, 1, -458751, 327680, 0, -458752, 327680, 1, -393217, 327680, 1, -393218, 393216, 1, -393219, 393216, 1, -393220, 393216, 0, -458747, 327680, 1, -262148, 327680, 0, -262147, 393216, 0, -262146, 327680, 1, -327680, 393216, 0, -262143, 327680, 1, -262142, 393216, 1, -262141, 327680, 0, -262140, 393216, 1, -262144, 327680, 0, -196609, 327680, 0, -196610, 327680, 1, -196611, 327680, 1, -196612, 327680, 0, -327679, 327680, 0, -327678, 327680, 1, -327677, 327680, 1, -327676, 393216, 0, -327675, 327680, 1, -327674, 327680, 1, -393209, 327680, 0, -393210, 393216, 1, -393208, 393216, 1, -327673, 327680, 1, -262137, 393216, 1, -196602, 327680, 0, -131067, 327680, 0, -131068, 393216, 1, -65532, 327680, 0, -65533, 393216, 0, -131069, 393216, 0, -196605, 393216, 1, -196604, 327680, 1, -65535, 327680, 1, 0, 327680, 1, 2, 327680, 1, 65539, 327680, 1, 1, 327680, 1, -196603, 327680, 0, -262138, 327680, 1, -262139, 327680, 1, -327672, 327680, 1, -393207, 393216, 0, -393206, 393216, 1, -327670, 393216, 1, -262135, 393216, 1, -196599, 393216, 1, -196600, 393216, 1, -131064, 327680, 1, -131065, 327680, 1, -65529, 393216, 0, -65530, 393216, 0, -65531, 327680, 0, 5, 327680, 0, 4, 327680, 0, 65540, 327680, 0, 131077, 327680, 0, 131078, 327680, 1, 131079, 327680, 1, 65544, 327680, 0, 8, 327680, 0, -65528, 393216, 0, -327671, 393216, 0, 6, 327680, 1, -131066, 327680, 1, -196601, 327680, 1, -262136, 327680, 1, 65541, 393216, 0, 65542, 327680, 0, 7, 393216, 1, 65543, 393216, 0, 131080, 327680, 0, 131081, 393216, 0, 196617, 393216, 1, 196616, 393216, 0, 196618, 327680, 0, 131082, 327680, 0, 131083, 393216, 0, 131084, 393216, 1, 196620, 393216, 1, 196619, 393216, 0, 65547, 327680, 1, 11, 327680, 1, -65526, 327680, 0, -131062, 393216, 1, -131063, 327680, 1, -65527, 327680, 1, 9, 393216, 0, 65545, 393216, 0, 65546, 327680, 1, 10, 393216, 1, -196598, 393216, 0, -262134, 393216, 0, -327669, 393216, 0, -262133, 393216, 0, -196597, 393216, 1, -131061, 393216, 1, -65525, 327680, 1, -393205, 327680, 0, -327668, 393216, 0, -262132, 327680, 1, -196596, 393216, 1, -131060, 393216, 1, -65524, 393216, 1, 12, 393216, 0, -393204, 327680, 1, 65548, 327680, 1)
[node name="Player" parent="TileMap" instance=ExtResource("1_m35hr")]
-position = Vector2(206, 94)
+position = Vector2(-46, -35)
+scale = Vector2(0.25, 0.25)
motion_mode = 1
+Speed = 64.0
[node name="ExampleEnemy" parent="TileMap" instance=ExtResource("2_uti3y")]
-position = Vector2(680, 261)
+position = Vector2(-19, -113)
+scale = Vector2(0.25, 0.25)
[node name="ExampleEnemy2" parent="TileMap" instance=ExtResource("2_uti3y")]
-position = Vector2(842, 459)
+position = Vector2(15, -39)
+scale = Vector2(0.25, 0.25)
[node name="ExampleEnemy3" parent="TileMap" instance=ExtResource("2_uti3y")]
-position = Vector2(297, 354)
-
-[node name="ExampleEnemy4" parent="TileMap" instance=ExtResource("2_uti3y")]
-position = Vector2(675, 78)
+position = Vector2(61, -71)
+scale = Vector2(0.25, 0.25)
diff --git a/Sprites/tileset.png b/Sprites/tileset.png
new file mode 100755
index 0000000..d671166
Binary files /dev/null and b/Sprites/tileset.png differ
diff --git a/Sprites/tileset.png.import b/Sprites/tileset.png.import
new file mode 100644
index 0000000..5e7275e
--- /dev/null
+++ b/Sprites/tileset.png.import
@@ -0,0 +1,34 @@
+[remap]
+
+importer="texture"
+type="CompressedTexture2D"
+uid="uid://gm2pcnfg7h8j"
+path="res://.godot/imported/tileset.png-c259079e18121438fd392d302e3ca0d5.ctex"
+metadata={
+"vram_texture": false
+}
+
+[deps]
+
+source_file="res://Sprites/tileset.png"
+dest_files=["res://.godot/imported/tileset.png-c259079e18121438fd392d302e3ca0d5.ctex"]
+
+[params]
+
+compress/mode=0
+compress/lossy_quality=0.7
+compress/hdr_compression=1
+compress/bptc_ldr=0
+compress/normal_map=0
+compress/channel_pack=0
+mipmaps/generate=false
+mipmaps/limit=-1
+roughness/mode=0
+roughness/src_normal=""
+process/fix_alpha_border=true
+process/premult_alpha=false
+process/normal_map_invert_y=false
+process/hdr_as_srgb=false
+process/hdr_clamp_exposure=false
+process/size_limit=0
+detect_3d/compress_to=1