[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")