From cf1481047c4bc0918861f2259d446787aaf335c3 Mon Sep 17 00:00:00 2001 From: Thomas Lavocat Date: Fri, 12 May 2023 14:11:34 +0200 Subject: [PATCH] lactase: rajout d'un nouvel item, la lactase MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Cet item supprime les vents de la princesse en lui permettant d'immédiatement digérer le lactose. Ce qui a pour effet de couper son dash en cours et de lui vider les intestincs. J'ai rajouté plein d'éléments dans le niveau numéro deux pour tester ça. Addition supplémentaires: - le fromage peut être de différentes couleurs avec pour conséquences différentes intensités. Ce qui a pour effet de recharger plus ou moins vite la jauge de pét. - J'ai rajouté une passerelle à sens unique qui permet de créer un petit point de non retour, j'aimerai bien aussi l'avoir à la verticale, mais pour le moment, je n'y arrive pas. --- HUD/fart_gauge.gd | 3 +- HUD/fart_gauge.tscn | 6 +- HUD/hud.gd | 4 +- game.gd | 9 +- items/cheese.gd | 48 + items/{fromage_normal.tscn => fromage.tscn} | 16 +- items/{normal_cheese.gd => lactase.gd} | 12 +- items/lactase.tscn | 148 +++ levels/global_tileset.tres | 1005 ++++++++++++++++--- levels/level_0.tscn | 21 +- levels/level_1.tscn | 85 +- levels/level_test_1.tscn | 4 +- princesse.gd | 37 +- princesse.tscn | 22 +- 14 files changed, 1194 insertions(+), 226 deletions(-) create mode 100644 items/cheese.gd rename items/{fromage_normal.tscn => fromage.tscn} (91%) rename items/{normal_cheese.gd => lactase.gd} (68%) create mode 100644 items/lactase.tscn diff --git a/HUD/fart_gauge.gd b/HUD/fart_gauge.gd index a30b2ae..36e730f 100644 --- a/HUD/fart_gauge.gd +++ b/HUD/fart_gauge.gd @@ -9,7 +9,8 @@ signal dash_done() var loading = false var loaded = false -func load_cheese() -> bool: +func load_cheese(speed) -> bool: + animationPlayer.speed_scale = speed if not loading and not loaded: animationPlayer.play("reload") loading = true diff --git a/HUD/fart_gauge.tscn b/HUD/fart_gauge.tscn index 577e8fe..a2d41dc 100644 --- a/HUD/fart_gauge.tscn +++ b/HUD/fart_gauge.tscn @@ -60,7 +60,7 @@ tracks/1/keys = { [sub_resource type="Animation" id="Animation_eh7ry"] resource_name = "reload" -length = 3.0 +length = 2.0 tracks/0/type = "value" tracks/0/imported = false tracks/0/enabled = true @@ -68,7 +68,7 @@ tracks/0/path = NodePath("Full:region_rect") tracks/0/interp = 1 tracks/0/loop_wrap = true tracks/0/keys = { -"times": PackedFloat32Array(0, 3), +"times": PackedFloat32Array(0, 2), "transitions": PackedFloat32Array(1, 1), "update": 0, "values": [Rect2(16, 0, 16, 0), Rect2(16, 0, 16, 144)] @@ -80,7 +80,7 @@ tracks/1/path = NodePath("Full:position") tracks/1/interp = 1 tracks/1/loop_wrap = true tracks/1/keys = { -"times": PackedFloat32Array(0, 3), +"times": PackedFloat32Array(0, 2), "transitions": PackedFloat32Array(1, 1), "update": 0, "values": [Vector2(0, -70), Vector2(0, 0)] diff --git a/HUD/hud.gd b/HUD/hud.gd index 9fc701c..7390e0a 100644 --- a/HUD/hud.gd +++ b/HUD/hud.gd @@ -24,9 +24,9 @@ func reset(): for gauge in gauges: gauge.reset() -func load_cheese(): +func load_cheese(speed): for gauge in gauges: - if gauge.load_cheese(): + if gauge.load_cheese(speed): return func dash_fart(): diff --git a/game.gd b/game.gd index a10f3ea..8d73e79 100644 --- a/game.gd +++ b/game.gd @@ -65,15 +65,20 @@ func _on_hud_screen_is_black() -> void: if old_princesse: princesse.copy_from(old_princesse) princesse.connect("cheese_collected", hud_load_cheese) + princesse.connect("lactase_collected", hud_reset_cheese) princesse.connect("dash_fart", hud_unload_cheese) #princesse.connect("princess_is_dead", princess_death) hud.end_scene_transition() +# vient de la princesse quand elle a ramassé du lactase +func hud_reset_cheese(): + Input.start_joy_vibration(0, 0.1, 0.1, 0.1) + hud.reset() # vient de la princesse quand elle a ramassé un fromage -func hud_load_cheese(): +func hud_load_cheese(speed): Input.start_joy_vibration(0, 0, 1, 0.1) - hud.load_cheese() + hud.load_cheese(speed) # vient de la princesse quand elle ^ète func hud_unload_cheese(): diff --git a/items/cheese.gd b/items/cheese.gd new file mode 100644 index 0000000..c862f0c --- /dev/null +++ b/items/cheese.gd @@ -0,0 +1,48 @@ +class_name Cheese extends Area2D + + +@onready var animation_player := $AnimationPlayer as AnimationPlayer +@onready var sprite := $Sprite2D as Sprite2D +@onready var timer := $Timer as Timer +@export var CHEESE_RESPAWN_TIME : int = 1 + +enum KIND {BRIE, BREBIS, EMMENTAL, BLEU} +@export var CHEESE_KIND : KIND = KIND.BRIE +var cheese_strength : float = 1 + +var picked :bool = false + +func _ready() -> void: + if CHEESE_KIND == KIND.BREBIS: + cheese_strength = 2 + sprite.set_region_rect(Rect2(Vector2(48, 16), Vector2(16, 16))) + elif CHEESE_KIND == KIND.EMMENTAL: + cheese_strength = 3 + sprite.set_region_rect(Rect2(Vector2(16, 0), Vector2(16, 16))) + elif CHEESE_KIND == KIND.BLEU: + cheese_strength = 10 + sprite.set_region_rect(Rect2(Vector2(48, 0), Vector2(16, 16))) + else: + cheese_strength = 1 + sprite.set_region_rect(Rect2(Vector2(32, 0), Vector2(16, 16))) + animation_player.speed_scale = cheese_strength /2 + + + +func _on_body_entered(body: Node2D) -> void: + if not picked: + animation_player.play(&"picked") + (body as Princess).you_got_cheese(cheese_strength) + picked = true + # Le fromage peut être à utilisation unique + if CHEESE_RESPAWN_TIME > 0: + timer.start(CHEESE_RESPAWN_TIME) + +func _on_timer_timeout() -> void: + timer.stop() + animation_player.play(&"RESET") + +func _on_animation_player_animation_finished(anim_name: StringName) -> void: + if anim_name == "RESET": + animation_player.play(&"cheese") + picked = false diff --git a/items/fromage_normal.tscn b/items/fromage.tscn similarity index 91% rename from items/fromage_normal.tscn rename to items/fromage.tscn index 4593f3f..6e51fc1 100644 --- a/items/fromage_normal.tscn +++ b/items/fromage.tscn @@ -1,11 +1,11 @@ -[gd_scene load_steps=9 format=3 uid="uid://bfff6uggijk4k"] +[gd_scene load_steps=9 format=3 uid="uid://lble7xchwb6e"] -[ext_resource type="Script" path="res://items/normal_cheese.gd" id="1_2l3x1"] -[ext_resource type="Texture2D" uid="uid://blh8aqj3ojadf" path="res://sprite/items.png" id="1_rx0yq"] +[ext_resource type="Script" path="res://items/cheese.gd" id="1_w15aa"] +[ext_resource type="Texture2D" uid="uid://blh8aqj3ojadf" path="res://sprite/items.png" id="2_t0wi0"] [sub_resource type="AtlasTexture" id="AtlasTexture_7rdb1"] -atlas = ExtResource("1_rx0yq") -region = Rect2(16, 0, 16, 16) +atlas = ExtResource("2_t0wi0") +region = Rect2(0, 0, 64, 64) [sub_resource type="CircleShape2D" id="CircleShape2D_xry4i"] radius = 4.0 @@ -124,13 +124,15 @@ _data = { "picked": SubResource("Animation_jemsl") } -[node name="Fromage normal" type="Area2D"] +[node name="Fromage" type="Area2D"] collision_layer = 64 -script = ExtResource("1_2l3x1") +script = ExtResource("1_w15aa") [node name="Sprite2D" type="Sprite2D" parent="."] scale = Vector2(0.7, 0.7) texture = SubResource("AtlasTexture_7rdb1") +region_enabled = true +region_rect = Rect2(16, 0, 16, 16) [node name="CollisionShape2D" type="CollisionShape2D" parent="."] shape = SubResource("CircleShape2D_xry4i") diff --git a/items/normal_cheese.gd b/items/lactase.gd similarity index 68% rename from items/normal_cheese.gd rename to items/lactase.gd index ec0c74f..a607134 100644 --- a/items/normal_cheese.gd +++ b/items/lactase.gd @@ -1,19 +1,19 @@ -class_name NormalCheese extends Area2D +class_name LactasePill extends Area2D @onready var animation_player := $AnimationPlayer as AnimationPlayer @onready var timer := $Timer as Timer -@export var CHEESE_RESPAWN_TIME : int = 1 +@export var LACTASE_RESPAWN_TIME : int = 1 var picked :bool = false func _on_body_entered(body: Node2D) -> void: if not picked: animation_player.play(&"picked") - (body as Princess).you_got_cheese() + (body as Princess).you_got_lactase() picked = true # Le fromage peut être à utilisation unique - if CHEESE_RESPAWN_TIME > 0: - timer.start(CHEESE_RESPAWN_TIME) + if LACTASE_RESPAWN_TIME > 0: + timer.start(LACTASE_RESPAWN_TIME) func _on_timer_timeout() -> void: timer.stop() @@ -21,5 +21,5 @@ func _on_timer_timeout() -> void: func _on_animation_player_animation_finished(anim_name: StringName) -> void: if anim_name == "RESET": - animation_player.play(&"cheese") + animation_player.play(&"lactase") picked = false diff --git a/items/lactase.tscn b/items/lactase.tscn new file mode 100644 index 0000000..5da238b --- /dev/null +++ b/items/lactase.tscn @@ -0,0 +1,148 @@ +[gd_scene load_steps=9 format=3 uid="uid://b1c6ox0yndxae"] + +[ext_resource type="Script" path="res://items/lactase.gd" id="1_74h8u"] +[ext_resource type="Texture2D" uid="uid://blh8aqj3ojadf" path="res://sprite/items.png" id="2_otpeg"] + +[sub_resource type="AtlasTexture" id="AtlasTexture_r1hm6"] +atlas = ExtResource("2_otpeg") +region = Rect2(48.8807, 37.6091, 14.0905, 7.63786) + +[sub_resource type="CircleShape2D" id="CircleShape2D_xry4i"] +radius = 4.0 + +[sub_resource type="Animation" id="Animation_r46qo"] +resource_name = "RESET" +length = 0.001 +tracks/0/type = "value" +tracks/0/imported = false +tracks/0/enabled = true +tracks/0/path = NodePath("Sprite2D:position") +tracks/0/interp = 1 +tracks/0/loop_wrap = true +tracks/0/keys = { +"times": PackedFloat32Array(0), +"transitions": PackedFloat32Array(1), +"update": 0, +"values": [Vector2(0, 0)] +} +tracks/1/type = "value" +tracks/1/imported = false +tracks/1/enabled = false +tracks/1/path = NodePath("Sprite2D:modulate") +tracks/1/interp = 1 +tracks/1/loop_wrap = true +tracks/1/keys = { +"times": PackedFloat32Array(), +"transitions": PackedFloat32Array(), +"update": 0, +"values": [] +} +tracks/2/type = "value" +tracks/2/imported = false +tracks/2/enabled = true +tracks/2/path = NodePath("Sprite2D:self_modulate") +tracks/2/interp = 1 +tracks/2/loop_wrap = true +tracks/2/keys = { +"times": PackedFloat32Array(0), +"transitions": PackedFloat32Array(1), +"update": 0, +"values": [Color(1, 1, 1, 1)] +} + +[sub_resource type="Animation" id="Animation_fpj7j"] +resource_name = "lactase" +loop_mode = 1 +tracks/0/type = "value" +tracks/0/imported = false +tracks/0/enabled = true +tracks/0/path = NodePath("Sprite2D:position") +tracks/0/interp = 1 +tracks/0/loop_wrap = true +tracks/0/keys = { +"times": PackedFloat32Array(0.1, 0.5, 1), +"transitions": PackedFloat32Array(1, 1, 1), +"update": 0, +"values": [Vector2(0, 0), Vector2(0, -2), Vector2(0, 0)] +} +tracks/1/type = "value" +tracks/1/imported = false +tracks/1/enabled = true +tracks/1/path = NodePath("Sprite2D:modulate") +tracks/1/interp = 1 +tracks/1/loop_wrap = true +tracks/1/keys = { +"times": PackedFloat32Array(0.1, 1), +"transitions": PackedFloat32Array(1, 1), +"update": 0, +"values": [Color(1, 1, 1, 1), Color(1, 1, 1, 1)] +} + +[sub_resource type="Animation" id="Animation_jemsl"] +resource_name = "picked" +tracks/0/type = "value" +tracks/0/imported = false +tracks/0/enabled = true +tracks/0/path = NodePath("Sprite2D:position") +tracks/0/interp = 1 +tracks/0/loop_wrap = true +tracks/0/keys = { +"times": PackedFloat32Array(0.1, 1), +"transitions": PackedFloat32Array(1, 2.2974), +"update": 0, +"values": [Vector2(0, 0), Vector2(0, -50)] +} +tracks/1/type = "value" +tracks/1/imported = false +tracks/1/enabled = false +tracks/1/path = NodePath(".:modulate") +tracks/1/interp = 1 +tracks/1/loop_wrap = true +tracks/1/keys = { +"times": PackedFloat32Array(), +"transitions": PackedFloat32Array(), +"update": 0, +"values": [] +} +tracks/2/type = "value" +tracks/2/imported = false +tracks/2/enabled = true +tracks/2/path = NodePath("Sprite2D:self_modulate") +tracks/2/interp = 1 +tracks/2/loop_wrap = true +tracks/2/keys = { +"times": PackedFloat32Array(0.1, 1), +"transitions": PackedFloat32Array(1, 1), +"update": 0, +"values": [Color(1, 1, 1, 1), Color(1, 1, 1, 0)] +} + +[sub_resource type="AnimationLibrary" id="AnimationLibrary_4iwa0"] +_data = { +"RESET": SubResource("Animation_r46qo"), +"lactase": SubResource("Animation_fpj7j"), +"picked": SubResource("Animation_jemsl") +} + +[node name="lactase" type="Area2D"] +collision_layer = 64 +script = ExtResource("1_74h8u") + +[node name="Sprite2D" type="Sprite2D" parent="."] +scale = Vector2(0.7, 0.7) +texture = SubResource("AtlasTexture_r1hm6") + +[node name="CollisionShape2D" type="CollisionShape2D" parent="."] +shape = SubResource("CircleShape2D_xry4i") + +[node name="AnimationPlayer" type="AnimationPlayer" parent="."] +autoplay = "lactase" +libraries = { +"": SubResource("AnimationLibrary_4iwa0") +} + +[node name="Timer" type="Timer" parent="."] + +[connection signal="body_entered" from="." to="." method="_on_body_entered"] +[connection signal="animation_finished" from="AnimationPlayer" to="." method="_on_animation_player_animation_finished"] +[connection signal="timeout" from="Timer" to="." method="_on_timer_timeout"] diff --git a/levels/global_tileset.tres b/levels/global_tileset.tres index 8c986c8..ff5bde4 100644 --- a/levels/global_tileset.tres +++ b/levels/global_tileset.tres @@ -1,4 +1,4 @@ -[gd_resource type="TileSet" load_steps=7 format=3 uid="uid://cx4160r6lbeb3"] +[gd_resource type="TileSet" load_steps=8 format=3 uid="uid://cx4160r6lbeb3"] [ext_resource type="Texture2D" uid="uid://bopqivn8asu8e" path="res://sprite/plateformes.png" id="1_rkaom"] [ext_resource type="Texture2D" uid="uid://bsjyawln0j5mk" path="res://sprite/plateformes2.png" id="2_n1x7g"] @@ -11,21 +11,29 @@ texture = ExtResource("1_rkaom") 2:0/0/physics_layer_0/angular_velocity = 0.0 2:0/0/physics_layer_1/linear_velocity = Vector2(0, 0) 2:0/0/physics_layer_1/angular_velocity = 0.0 +2:0/0/physics_layer_2/linear_velocity = Vector2(0, 0) +2:0/0/physics_layer_2/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 3:0/0/physics_layer_1/linear_velocity = Vector2(0, 0) 3:0/0/physics_layer_1/angular_velocity = 0.0 +3:0/0/physics_layer_2/linear_velocity = Vector2(0, 0) +3:0/0/physics_layer_2/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 4:0/0/physics_layer_1/linear_velocity = Vector2(0, 0) 4:0/0/physics_layer_1/angular_velocity = 0.0 +4:0/0/physics_layer_2/linear_velocity = Vector2(0, 0) +4:0/0/physics_layer_2/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 0:1/0/physics_layer_1/linear_velocity = Vector2(0, 0) 0:1/0/physics_layer_1/angular_velocity = 0.0 +0:1/0/physics_layer_2/linear_velocity = Vector2(0, 0) +0:1/0/physics_layer_2/angular_velocity = 0.0 1:1/next_alternative_id = 3 1:1/0 = 0 1:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) @@ -33,272 +41,370 @@ texture = ExtResource("1_rkaom") 1:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 1:1/0/physics_layer_1/linear_velocity = Vector2(0, 0) 1:1/0/physics_layer_1/angular_velocity = 0.0 +1:1/0/physics_layer_2/linear_velocity = Vector2(0, 0) +1:1/0/physics_layer_2/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 2:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 2:1/0/physics_layer_1/linear_velocity = Vector2(0, 0) 2:1/0/physics_layer_1/angular_velocity = 0.0 +2:1/0/physics_layer_2/linear_velocity = Vector2(0, 0) +2:1/0/physics_layer_2/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 3:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 3:1/0/physics_layer_1/linear_velocity = Vector2(0, 0) 3:1/0/physics_layer_1/angular_velocity = 0.0 +3:1/0/physics_layer_2/linear_velocity = Vector2(0, 0) +3:1/0/physics_layer_2/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 4:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 4:1/0/physics_layer_1/linear_velocity = Vector2(0, 0) 4:1/0/physics_layer_1/angular_velocity = 0.0 +4:1/0/physics_layer_2/linear_velocity = Vector2(0, 0) +4:1/0/physics_layer_2/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 5:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 5:1/0/physics_layer_1/linear_velocity = Vector2(0, 0) 5:1/0/physics_layer_1/angular_velocity = 0.0 +5:1/0/physics_layer_2/linear_velocity = Vector2(0, 0) +5:1/0/physics_layer_2/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_1/linear_velocity = Vector2(0, 0) 6:1/0/physics_layer_1/angular_velocity = 0.0 +6:1/0/physics_layer_2/linear_velocity = Vector2(0, 0) +6:1/0/physics_layer_2/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 8:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 0, -8, 0) 8:1/0/physics_layer_1/linear_velocity = Vector2(0, 0) 8:1/0/physics_layer_1/angular_velocity = 0.0 +8:1/0/physics_layer_2/linear_velocity = Vector2(0, 0) +8:1/0/physics_layer_2/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 9:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-6.62913, -8, 6.27557, -8, 6.45235, 5.92202, -6.45235, 5.74524) 9:1/0/physics_layer_1/linear_velocity = Vector2(0, 0) 9:1/0/physics_layer_1/angular_velocity = 0.0 +9:1/0/physics_layer_2/linear_velocity = Vector2(0, 0) +9:1/0/physics_layer_2/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 10:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 0.972272, -8, 0.972272) 10:1/0/physics_layer_1/linear_velocity = Vector2(0, 0) 10:1/0/physics_layer_1/angular_velocity = 0.0 +10:1/0/physics_layer_2/linear_velocity = Vector2(0, 0) +10:1/0/physics_layer_2/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 1:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 1:2/0/physics_layer_1/linear_velocity = Vector2(0, 0) 1:2/0/physics_layer_1/angular_velocity = 0.0 +1:2/0/physics_layer_2/linear_velocity = Vector2(0, 0) +1:2/0/physics_layer_2/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 2:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 2:2/0/physics_layer_1/linear_velocity = Vector2(0, 0) 2:2/0/physics_layer_1/angular_velocity = 0.0 +2:2/0/physics_layer_2/linear_velocity = Vector2(0, 0) +2:2/0/physics_layer_2/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 3:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 3:2/0/physics_layer_1/linear_velocity = Vector2(0, 0) 3:2/0/physics_layer_1/angular_velocity = 0.0 +3:2/0/physics_layer_2/linear_velocity = Vector2(0, 0) +3:2/0/physics_layer_2/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 4:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 4:2/0/physics_layer_1/linear_velocity = Vector2(0, 0) 4:2/0/physics_layer_1/angular_velocity = 0.0 +4:2/0/physics_layer_2/linear_velocity = Vector2(0, 0) +4:2/0/physics_layer_2/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 5:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 5:2/0/physics_layer_1/linear_velocity = Vector2(0, 0) 5:2/0/physics_layer_1/angular_velocity = 0.0 +5:2/0/physics_layer_2/linear_velocity = Vector2(0, 0) +5:2/0/physics_layer_2/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 1:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 2, 6, 3.5, 4, 8, 2, 3, -3, -2) 1:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) 1:3/0/physics_layer_1/angular_velocity = 0.0 +1:3/0/physics_layer_2/linear_velocity = Vector2(0, 0) +1:3/0/physics_layer_2/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 2:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 5, -4.5, 0.5, -4, -8, 3.5) 2:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) 2:3/0/physics_layer_1/angular_velocity = 0.0 +2:3/0/physics_layer_2/linear_velocity = Vector2(0, 0) +2:3/0/physics_layer_2/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 3:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, 1, 0.5) 3:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) 3:3/0/physics_layer_1/angular_velocity = 0.0 +3:3/0/physics_layer_2/linear_velocity = Vector2(0, 0) +3:3/0/physics_layer_2/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 4:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 4:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) 4:3/0/physics_layer_1/angular_velocity = 0.0 +4:3/0/physics_layer_2/linear_velocity = Vector2(0, 0) +4:3/0/physics_layer_2/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 5:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, -8, 8, -1, 0.5) 5:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) 5:3/0/physics_layer_1/angular_velocity = 0.0 +5:3/0/physics_layer_2/linear_velocity = Vector2(0, 0) +5:3/0/physics_layer_2/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 9:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) 9:3/0/physics_layer_1/angular_velocity = 0.0 +9:3/0/physics_layer_2/linear_velocity = Vector2(0, 0) +9:3/0/physics_layer_2/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 10:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) 10:3/0/physics_layer_1/angular_velocity = 0.0 +10:3/0/physics_layer_2/linear_velocity = Vector2(0, 0) +10:3/0/physics_layer_2/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 11:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) 11:3/0/physics_layer_1/angular_velocity = 0.0 +11:3/0/physics_layer_2/linear_velocity = Vector2(0, 0) +11:3/0/physics_layer_2/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 12:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) 12:3/0/physics_layer_1/angular_velocity = 0.0 +12:3/0/physics_layer_2/linear_velocity = Vector2(0, 0) +12:3/0/physics_layer_2/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 13:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) 13:3/0/physics_layer_1/angular_velocity = 0.0 +13:3/0/physics_layer_2/linear_velocity = Vector2(0, 0) +13:3/0/physics_layer_2/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 14:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) 14:3/0/physics_layer_1/angular_velocity = 0.0 +14:3/0/physics_layer_2/linear_velocity = Vector2(0, 0) +14:3/0/physics_layer_2/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 15:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) 15:3/0/physics_layer_1/angular_velocity = 0.0 +15:3/0/physics_layer_2/linear_velocity = Vector2(0, 0) +15:3/0/physics_layer_2/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 0:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 3, -8, 3, -7, 8, -7, 8, -2.5, 8, -3, 7, -3, 7, -1, 6.5, -1, 6, 0, -5, 0, -5, -0.5, -6.5, -1, -7, -5, -8, -5) 0:4/0/physics_layer_1/linear_velocity = Vector2(0, 0) 0:4/0/physics_layer_1/angular_velocity = 0.0 +0:4/0/physics_layer_2/linear_velocity = Vector2(0, 0) +0:4/0/physics_layer_2/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 4:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, -8, 1.5, -3.5) 4:4/0/physics_layer_1/linear_velocity = Vector2(0, 0) 4:4/0/physics_layer_1/angular_velocity = 0.0 +4:4/0/physics_layer_2/linear_velocity = Vector2(0, 0) +4:4/0/physics_layer_2/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 6:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 6:4/0/physics_layer_1/linear_velocity = Vector2(0, 0) 6:4/0/physics_layer_1/angular_velocity = 0.0 +6:4/0/physics_layer_2/linear_velocity = Vector2(0, 0) +6:4/0/physics_layer_2/angular_velocity = 0.0 7:4/0 = 0 7:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) 7:4/0/physics_layer_0/angular_velocity = 0.0 7:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 7:4/0/physics_layer_1/linear_velocity = Vector2(0, 0) 7:4/0/physics_layer_1/angular_velocity = 0.0 +7:4/0/physics_layer_2/linear_velocity = Vector2(0, 0) +7:4/0/physics_layer_2/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 9:4/0/physics_layer_1/linear_velocity = Vector2(0, 0) 9:4/0/physics_layer_1/angular_velocity = 0.0 +9:4/0/physics_layer_2/linear_velocity = Vector2(0, 0) +9:4/0/physics_layer_2/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 10:4/0/physics_layer_1/linear_velocity = Vector2(0, 0) 10:4/0/physics_layer_1/angular_velocity = 0.0 +10:4/0/physics_layer_2/linear_velocity = Vector2(0, 0) +10:4/0/physics_layer_2/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 11:4/0/physics_layer_1/linear_velocity = Vector2(0, 0) 11:4/0/physics_layer_1/angular_velocity = 0.0 +11:4/0/physics_layer_2/linear_velocity = Vector2(0, 0) +11:4/0/physics_layer_2/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 12:4/0/physics_layer_1/linear_velocity = Vector2(0, 0) 12:4/0/physics_layer_1/angular_velocity = 0.0 +12:4/0/physics_layer_2/linear_velocity = Vector2(0, 0) +12:4/0/physics_layer_2/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 13:4/0/physics_layer_1/linear_velocity = Vector2(0, 0) 13:4/0/physics_layer_1/angular_velocity = 0.0 +13:4/0/physics_layer_2/linear_velocity = Vector2(0, 0) +13:4/0/physics_layer_2/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 14:4/0/physics_layer_1/linear_velocity = Vector2(0, 0) 14:4/0/physics_layer_1/angular_velocity = 0.0 +14:4/0/physics_layer_2/linear_velocity = Vector2(0, 0) +14:4/0/physics_layer_2/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 15:4/0/physics_layer_1/linear_velocity = Vector2(0, 0) 15:4/0/physics_layer_1/angular_velocity = 0.0 +15:4/0/physics_layer_2/linear_velocity = Vector2(0, 0) +15:4/0/physics_layer_2/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 2:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 2:5/0/physics_layer_1/linear_velocity = Vector2(0, 0) 2:5/0/physics_layer_1/angular_velocity = 0.0 +2:5/0/physics_layer_2/linear_velocity = Vector2(0, 0) +2:5/0/physics_layer_2/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 3:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 3:5/0/physics_layer_1/linear_velocity = Vector2(0, 0) 3:5/0/physics_layer_1/angular_velocity = 0.0 +3:5/0/physics_layer_2/linear_velocity = Vector2(0, 0) +3:5/0/physics_layer_2/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 4:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 4:5/0/physics_layer_1/linear_velocity = Vector2(0, 0) 4:5/0/physics_layer_1/angular_velocity = 0.0 +4:5/0/physics_layer_2/linear_velocity = Vector2(0, 0) +4:5/0/physics_layer_2/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 5:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 5:5/0/physics_layer_1/linear_velocity = Vector2(0, 0) 5:5/0/physics_layer_1/angular_velocity = 0.0 +5:5/0/physics_layer_2/linear_velocity = Vector2(0, 0) +5:5/0/physics_layer_2/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 9:5/0/physics_layer_1/linear_velocity = Vector2(0, 0) 9:5/0/physics_layer_1/angular_velocity = 0.0 +9:5/0/physics_layer_2/linear_velocity = Vector2(0, 0) +9:5/0/physics_layer_2/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 10:5/0/physics_layer_1/linear_velocity = Vector2(0, 0) 10:5/0/physics_layer_1/angular_velocity = 0.0 +10:5/0/physics_layer_2/linear_velocity = Vector2(0, 0) +10:5/0/physics_layer_2/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 11:5/0/physics_layer_1/linear_velocity = Vector2(0, 0) 11:5/0/physics_layer_1/angular_velocity = 0.0 +11:5/0/physics_layer_2/linear_velocity = Vector2(0, 0) +11:5/0/physics_layer_2/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 12:5/0/physics_layer_1/linear_velocity = Vector2(0, 0) 12:5/0/physics_layer_1/angular_velocity = 0.0 +12:5/0/physics_layer_2/linear_velocity = Vector2(0, 0) +12:5/0/physics_layer_2/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 13:5/0/physics_layer_1/linear_velocity = Vector2(0, 0) 13:5/0/physics_layer_1/angular_velocity = 0.0 +13:5/0/physics_layer_2/linear_velocity = Vector2(0, 0) +13:5/0/physics_layer_2/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 14:5/0/physics_layer_1/linear_velocity = Vector2(0, 0) 14:5/0/physics_layer_1/angular_velocity = 0.0 +14:5/0/physics_layer_2/linear_velocity = Vector2(0, 0) +14:5/0/physics_layer_2/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 15:5/0/physics_layer_1/linear_velocity = Vector2(0, 0) 15:5/0/physics_layer_1/angular_velocity = 0.0 +15:5/0/physics_layer_2/linear_velocity = Vector2(0, 0) +15:5/0/physics_layer_2/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 0:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 0:7/0/physics_layer_1/linear_velocity = Vector2(0, 0) 0:7/0/physics_layer_1/angular_velocity = 0.0 +0:7/0/physics_layer_2/linear_velocity = Vector2(0, 0) +0:7/0/physics_layer_2/angular_velocity = 0.0 [sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_f5ev5"] resource_name = "plateforemes" @@ -309,579 +415,712 @@ texture = ExtResource("2_n1x7g") 0:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, -8, 8, 8) 0:0/0/physics_layer_1/linear_velocity = Vector2(0, 0) 0:0/0/physics_layer_1/angular_velocity = 0.0 +0:0/0/physics_layer_2/linear_velocity = Vector2(0, 0) +0:0/0/physics_layer_2/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 1:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 1:0/0/physics_layer_1/linear_velocity = Vector2(0, 0) 1:0/0/physics_layer_1/angular_velocity = 0.0 +1:0/0/physics_layer_2/linear_velocity = Vector2(0, 0) +1:0/0/physics_layer_2/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 2:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, 8, -8, 8) 2:0/0/physics_layer_1/linear_velocity = Vector2(0, 0) 2:0/0/physics_layer_1/angular_velocity = 0.0 +2:0/0/physics_layer_2/linear_velocity = Vector2(0, 0) +2:0/0/physics_layer_2/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 3:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 3:0/0/physics_layer_1/linear_velocity = Vector2(0, 0) 3:0/0/physics_layer_1/angular_velocity = 0.0 +3:0/0/physics_layer_2/linear_velocity = Vector2(0, 0) +3:0/0/physics_layer_2/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 4:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 4:0/0/physics_layer_1/linear_velocity = Vector2(0, 0) 4:0/0/physics_layer_1/angular_velocity = 0.0 +4:0/0/physics_layer_2/linear_velocity = Vector2(0, 0) +4:0/0/physics_layer_2/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 5:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 5:0/0/physics_layer_1/linear_velocity = Vector2(0, 0) 5:0/0/physics_layer_1/angular_velocity = 0.0 +5:0/0/physics_layer_2/linear_velocity = Vector2(0, 0) +5:0/0/physics_layer_2/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 6:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 6:0/0/physics_layer_1/linear_velocity = Vector2(0, 0) 6:0/0/physics_layer_1/angular_velocity = 0.0 +6:0/0/physics_layer_2/linear_velocity = Vector2(0, 0) +6:0/0/physics_layer_2/angular_velocity = 0.0 7:0/0 = 0 7:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 7:0/0/physics_layer_0/angular_velocity = 0.0 7:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 7:0/0/physics_layer_1/linear_velocity = Vector2(0, 0) 7:0/0/physics_layer_1/angular_velocity = 0.0 +7:0/0/physics_layer_2/linear_velocity = Vector2(0, 0) +7:0/0/physics_layer_2/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 0:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 0:1/0/physics_layer_1/linear_velocity = Vector2(0, 0) 0:1/0/physics_layer_1/angular_velocity = 0.0 +0:1/0/physics_layer_2/linear_velocity = Vector2(0, 0) +0:1/0/physics_layer_2/angular_velocity = 0.0 1:1/0 = 0 1:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) 1:1/0/physics_layer_0/angular_velocity = 0.0 1:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 1:1/0/physics_layer_1/linear_velocity = Vector2(0, 0) 1:1/0/physics_layer_1/angular_velocity = 0.0 +1:1/0/physics_layer_2/linear_velocity = Vector2(0, 0) +1:1/0/physics_layer_2/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 2:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 2:1/0/physics_layer_1/linear_velocity = Vector2(0, 0) 2:1/0/physics_layer_1/angular_velocity = 0.0 +2:1/0/physics_layer_2/linear_velocity = Vector2(0, 0) +2:1/0/physics_layer_2/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 3:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 3:1/0/physics_layer_1/linear_velocity = Vector2(0, 0) 3:1/0/physics_layer_1/angular_velocity = 0.0 +3:1/0/physics_layer_2/linear_velocity = Vector2(0, 0) +3:1/0/physics_layer_2/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 4:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 4:1/0/physics_layer_1/linear_velocity = Vector2(0, 0) 4:1/0/physics_layer_1/angular_velocity = 0.0 +4:1/0/physics_layer_2/linear_velocity = Vector2(0, 0) +4:1/0/physics_layer_2/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 5:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 5:1/0/physics_layer_1/linear_velocity = Vector2(0, 0) 5:1/0/physics_layer_1/angular_velocity = 0.0 +5:1/0/physics_layer_2/linear_velocity = Vector2(0, 0) +5:1/0/physics_layer_2/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) 6:1/0/physics_layer_1/linear_velocity = Vector2(0, 0) 6:1/0/physics_layer_1/angular_velocity = 0.0 +6:1/0/physics_layer_2/linear_velocity = Vector2(0, 0) +6:1/0/physics_layer_2/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 0:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, -8, 8, -8) 0:2/0/physics_layer_1/linear_velocity = Vector2(0, 0) 0:2/0/physics_layer_1/angular_velocity = 0.0 +0:2/0/physics_layer_2/linear_velocity = Vector2(0, 0) +0:2/0/physics_layer_2/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 1:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 1:2/0/physics_layer_1/linear_velocity = Vector2(0, 0) 1:2/0/physics_layer_1/angular_velocity = 0.0 +1:2/0/physics_layer_2/linear_velocity = Vector2(0, 0) +1:2/0/physics_layer_2/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 2:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, 8, -8, -8) 2:2/0/physics_layer_1/linear_velocity = Vector2(0, 0) 2:2/0/physics_layer_1/angular_velocity = 0.0 +2:2/0/physics_layer_2/linear_velocity = Vector2(0, 0) +2:2/0/physics_layer_2/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 3:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 3:2/0/physics_layer_1/linear_velocity = Vector2(0, 0) 3:2/0/physics_layer_1/angular_velocity = 0.0 +3:2/0/physics_layer_2/linear_velocity = Vector2(0, 0) +3:2/0/physics_layer_2/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 4:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 4:2/0/physics_layer_1/linear_velocity = Vector2(0, 0) 4:2/0/physics_layer_1/angular_velocity = 0.0 +4:2/0/physics_layer_2/linear_velocity = Vector2(0, 0) +4:2/0/physics_layer_2/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 5:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, -8, 8) 5:2/0/physics_layer_1/linear_velocity = Vector2(0, 0) 5:2/0/physics_layer_1/angular_velocity = 0.0 +5:2/0/physics_layer_2/linear_velocity = Vector2(0, 0) +5:2/0/physics_layer_2/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 6:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, 8, 8, -8, -8) 6:2/0/physics_layer_1/linear_velocity = Vector2(0, 0) 6:2/0/physics_layer_1/angular_velocity = 0.0 +6:2/0/physics_layer_2/linear_velocity = Vector2(0, 0) +6:2/0/physics_layer_2/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 0:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, -8, 8, 8) 0:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) 0:3/0/physics_layer_1/angular_velocity = 0.0 +0:3/0/physics_layer_2/linear_velocity = Vector2(0, 0) +0:3/0/physics_layer_2/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 1:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 1:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) 1:3/0/physics_layer_1/angular_velocity = 0.0 +1:3/0/physics_layer_2/linear_velocity = Vector2(0, 0) +1:3/0/physics_layer_2/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 2:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, 8, -8, 8) 2:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) 2:3/0/physics_layer_1/angular_velocity = 0.0 +2:3/0/physics_layer_2/linear_velocity = Vector2(0, 0) +2:3/0/physics_layer_2/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 3:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 3:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) 3:3/0/physics_layer_1/angular_velocity = 0.0 +3:3/0/physics_layer_2/linear_velocity = Vector2(0, 0) +3:3/0/physics_layer_2/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 4:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 4:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) 4:3/0/physics_layer_1/angular_velocity = 0.0 +4:3/0/physics_layer_2/linear_velocity = Vector2(0, 0) +4:3/0/physics_layer_2/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 5:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, 8, -8, 8) 5:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) 5:3/0/physics_layer_1/angular_velocity = 0.0 +5:3/0/physics_layer_2/linear_velocity = Vector2(0, 0) +5:3/0/physics_layer_2/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 6:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, 8, -8) 6:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) 6:3/0/physics_layer_1/angular_velocity = 0.0 +6:3/0/physics_layer_2/linear_velocity = Vector2(0, 0) +6:3/0/physics_layer_2/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 0:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 0:4/0/physics_layer_1/linear_velocity = Vector2(0, 0) 0:4/0/physics_layer_1/angular_velocity = 0.0 +0:4/0/physics_layer_2/linear_velocity = Vector2(0, 0) +0:4/0/physics_layer_2/angular_velocity = 0.0 1:4/0 = 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/physics_layer_1/linear_velocity = Vector2(0, 0) 1:4/0/physics_layer_1/angular_velocity = 0.0 +1:4/0/physics_layer_2/linear_velocity = Vector2(0, 0) +1:4/0/physics_layer_2/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 2:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 2:4/0/physics_layer_1/linear_velocity = Vector2(0, 0) 2:4/0/physics_layer_1/angular_velocity = 0.0 +2:4/0/physics_layer_2/linear_velocity = Vector2(0, 0) +2:4/0/physics_layer_2/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 0:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, -8, 8, -8) 0:5/0/physics_layer_1/linear_velocity = Vector2(0, 0) 0:5/0/physics_layer_1/angular_velocity = 0.0 +0:5/0/physics_layer_2/linear_velocity = Vector2(0, 0) +0:5/0/physics_layer_2/angular_velocity = 0.0 1:5/0 = 0 1:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) 1:5/0/physics_layer_0/angular_velocity = 0.0 1:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 1:5/0/physics_layer_1/linear_velocity = Vector2(0, 0) 1:5/0/physics_layer_1/angular_velocity = 0.0 +1:5/0/physics_layer_2/linear_velocity = Vector2(0, 0) +1:5/0/physics_layer_2/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 2:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, 8, -8, -8) 2:5/0/physics_layer_1/linear_velocity = Vector2(0, 0) 2:5/0/physics_layer_1/angular_velocity = 0.0 +2:5/0/physics_layer_2/linear_velocity = Vector2(0, 0) +2:5/0/physics_layer_2/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 0:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, -8, 8, 8) 0:6/0/physics_layer_1/linear_velocity = Vector2(0, 0) 0:6/0/physics_layer_1/angular_velocity = 0.0 +0:6/0/physics_layer_2/linear_velocity = Vector2(0, 0) +0:6/0/physics_layer_2/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 1:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 1:6/0/physics_layer_1/linear_velocity = Vector2(0, 0) 1:6/0/physics_layer_1/angular_velocity = 0.0 +1:6/0/physics_layer_2/linear_velocity = Vector2(0, 0) +1:6/0/physics_layer_2/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 2:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 2:6/0/physics_layer_1/linear_velocity = Vector2(0, 0) 2:6/0/physics_layer_1/angular_velocity = 0.0 +2:6/0/physics_layer_2/linear_velocity = Vector2(0, 0) +2:6/0/physics_layer_2/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) 3:6/0/physics_layer_1/linear_velocity = Vector2(0, 0) 3:6/0/physics_layer_1/angular_velocity = 0.0 +3:6/0/physics_layer_2/linear_velocity = Vector2(0, 0) +3:6/0/physics_layer_2/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 4:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 4:6/0/physics_layer_1/linear_velocity = Vector2(0, 0) 4:6/0/physics_layer_1/angular_velocity = 0.0 +4:6/0/physics_layer_2/linear_velocity = Vector2(0, 0) +4:6/0/physics_layer_2/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 5:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 5:6/0/physics_layer_1/linear_velocity = Vector2(0, 0) 5:6/0/physics_layer_1/angular_velocity = 0.0 +5:6/0/physics_layer_2/linear_velocity = Vector2(0, 0) +5:6/0/physics_layer_2/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 6:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 6:6/0/physics_layer_1/linear_velocity = Vector2(0, 0) 6:6/0/physics_layer_1/angular_velocity = 0.0 +6:6/0/physics_layer_2/linear_velocity = Vector2(0, 0) +6:6/0/physics_layer_2/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 7:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 7:6/0/physics_layer_1/linear_velocity = Vector2(0, 0) 7:6/0/physics_layer_1/angular_velocity = 0.0 +7:6/0/physics_layer_2/linear_velocity = Vector2(0, 0) +7:6/0/physics_layer_2/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 8:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 8:6/0/physics_layer_1/linear_velocity = Vector2(0, 0) 8:6/0/physics_layer_1/angular_velocity = 0.0 +8:6/0/physics_layer_2/linear_velocity = Vector2(0, 0) +8:6/0/physics_layer_2/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 0:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 0:7/0/physics_layer_1/linear_velocity = Vector2(0, 0) 0:7/0/physics_layer_1/angular_velocity = 0.0 +0:7/0/physics_layer_2/linear_velocity = Vector2(0, 0) +0:7/0/physics_layer_2/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 1:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 1:7/0/physics_layer_1/linear_velocity = Vector2(0, 0) 1:7/0/physics_layer_1/angular_velocity = 0.0 +1:7/0/physics_layer_2/linear_velocity = Vector2(0, 0) +1:7/0/physics_layer_2/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 2:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 2:7/0/physics_layer_1/linear_velocity = Vector2(0, 0) 2:7/0/physics_layer_1/angular_velocity = 0.0 +2:7/0/physics_layer_2/linear_velocity = Vector2(0, 0) +2:7/0/physics_layer_2/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 3:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 3:7/0/physics_layer_1/linear_velocity = Vector2(0, 0) 3:7/0/physics_layer_1/angular_velocity = 0.0 +3:7/0/physics_layer_2/linear_velocity = Vector2(0, 0) +3:7/0/physics_layer_2/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 4:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 4:7/0/physics_layer_1/linear_velocity = Vector2(0, 0) 4:7/0/physics_layer_1/angular_velocity = 0.0 +4:7/0/physics_layer_2/linear_velocity = Vector2(0, 0) +4:7/0/physics_layer_2/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 5:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 5:7/0/physics_layer_1/linear_velocity = Vector2(0, 0) 5:7/0/physics_layer_1/angular_velocity = 0.0 +5:7/0/physics_layer_2/linear_velocity = Vector2(0, 0) +5:7/0/physics_layer_2/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 6:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 6:7/0/physics_layer_1/linear_velocity = Vector2(0, 0) 6:7/0/physics_layer_1/angular_velocity = 0.0 +6:7/0/physics_layer_2/linear_velocity = Vector2(0, 0) +6:7/0/physics_layer_2/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 10:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, 8, -8, 8) 10:7/0/physics_layer_1/linear_velocity = Vector2(0, 0) 10:7/0/physics_layer_1/angular_velocity = 0.0 +10:7/0/physics_layer_2/linear_velocity = Vector2(0, 0) +10:7/0/physics_layer_2/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 11:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, 8, 8, -8, 8) 11:7/0/physics_layer_1/linear_velocity = Vector2(0, 0) 11:7/0/physics_layer_1/angular_velocity = 0.0 +11:7/0/physics_layer_2/linear_velocity = Vector2(0, 0) +11:7/0/physics_layer_2/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 0:8/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, -8, 8, -8) 0:8/0/physics_layer_1/linear_velocity = Vector2(0, 0) 0:8/0/physics_layer_1/angular_velocity = 0.0 +0:8/0/physics_layer_2/linear_velocity = Vector2(0, 0) +0:8/0/physics_layer_2/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 1:8/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 1:8/0/physics_layer_1/linear_velocity = Vector2(0, 0) 1:8/0/physics_layer_1/angular_velocity = 0.0 +1:8/0/physics_layer_2/linear_velocity = Vector2(0, 0) +1:8/0/physics_layer_2/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 2:8/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, 8, -8, -8) 2:8/0/physics_layer_1/linear_velocity = Vector2(0, 0) 2:8/0/physics_layer_1/angular_velocity = 0.0 +2:8/0/physics_layer_2/linear_velocity = Vector2(0, 0) +2:8/0/physics_layer_2/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 3:8/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 3:8/0/physics_layer_1/linear_velocity = Vector2(0, 0) 3:8/0/physics_layer_1/angular_velocity = 0.0 +3:8/0/physics_layer_2/linear_velocity = Vector2(0, 0) +3:8/0/physics_layer_2/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 4:8/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 4:8/0/physics_layer_1/linear_velocity = Vector2(0, 0) 4:8/0/physics_layer_1/angular_velocity = 0.0 +4:8/0/physics_layer_2/linear_velocity = Vector2(0, 0) +4:8/0/physics_layer_2/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 5:8/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, 8, -8, -8) 5:8/0/physics_layer_1/linear_velocity = Vector2(0, 0) 5:8/0/physics_layer_1/angular_velocity = 0.0 +5:8/0/physics_layer_2/linear_velocity = Vector2(0, 0) +5:8/0/physics_layer_2/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 6:8/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, -8, 8, -8) 6:8/0/physics_layer_1/linear_velocity = Vector2(0, 0) 6:8/0/physics_layer_1/angular_velocity = 0.0 +6:8/0/physics_layer_2/linear_velocity = Vector2(0, 0) +6:8/0/physics_layer_2/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 10:8/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 10:8/0/physics_layer_1/linear_velocity = Vector2(0, 0) 10:8/0/physics_layer_1/angular_velocity = 0.0 +10:8/0/physics_layer_2/linear_velocity = Vector2(0, 0) +10:8/0/physics_layer_2/angular_velocity = 0.0 11:8/0 = 0 11:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) 11:8/0/physics_layer_0/angular_velocity = 0.0 11:8/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 11:8/0/physics_layer_1/linear_velocity = Vector2(0, 0) 11:8/0/physics_layer_1/angular_velocity = 0.0 +11:8/0/physics_layer_2/linear_velocity = Vector2(0, 0) +11:8/0/physics_layer_2/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 0:9/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, -8, 8, 8) 0:9/0/physics_layer_1/linear_velocity = Vector2(0, 0) 0:9/0/physics_layer_1/angular_velocity = 0.0 +0:9/0/physics_layer_2/linear_velocity = Vector2(0, 0) +0:9/0/physics_layer_2/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 1:9/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 1:9/0/physics_layer_1/linear_velocity = Vector2(0, 0) 1:9/0/physics_layer_1/angular_velocity = 0.0 +1:9/0/physics_layer_2/linear_velocity = Vector2(0, 0) +1:9/0/physics_layer_2/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 2:9/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, 8, -8, 8) 2:9/0/physics_layer_1/linear_velocity = Vector2(0, 0) 2:9/0/physics_layer_1/angular_velocity = 0.0 +2:9/0/physics_layer_2/linear_velocity = Vector2(0, 0) +2:9/0/physics_layer_2/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 3:9/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 3:9/0/physics_layer_1/linear_velocity = Vector2(0, 0) 3:9/0/physics_layer_1/angular_velocity = 0.0 +3:9/0/physics_layer_2/linear_velocity = Vector2(0, 0) +3:9/0/physics_layer_2/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 4:9/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 4:9/0/physics_layer_1/linear_velocity = Vector2(0, 0) 4:9/0/physics_layer_1/angular_velocity = 0.0 +4:9/0/physics_layer_2/linear_velocity = Vector2(0, 0) +4:9/0/physics_layer_2/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 5:9/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, 8, -8, 8) 5:9/0/physics_layer_1/linear_velocity = Vector2(0, 0) 5:9/0/physics_layer_1/angular_velocity = 0.0 +5:9/0/physics_layer_2/linear_velocity = Vector2(0, 0) +5:9/0/physics_layer_2/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 6:9/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, -8, 8, 8) 6:9/0/physics_layer_1/linear_velocity = Vector2(0, 0) 6:9/0/physics_layer_1/angular_velocity = 0.0 +6:9/0/physics_layer_2/linear_velocity = Vector2(0, 0) +6:9/0/physics_layer_2/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 10:9/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 10:9/0/physics_layer_1/linear_velocity = Vector2(0, 0) 10:9/0/physics_layer_1/angular_velocity = 0.0 +10:9/0/physics_layer_2/linear_velocity = Vector2(0, 0) +10:9/0/physics_layer_2/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 11:9/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 11:9/0/physics_layer_1/linear_velocity = Vector2(0, 0) 11:9/0/physics_layer_1/angular_velocity = 0.0 +11:9/0/physics_layer_2/linear_velocity = Vector2(0, 0) +11:9/0/physics_layer_2/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 0:10/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 0:10/0/physics_layer_1/linear_velocity = Vector2(0, 0) 0:10/0/physics_layer_1/angular_velocity = 0.0 +0:10/0/physics_layer_2/linear_velocity = Vector2(0, 0) +0:10/0/physics_layer_2/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 1:10/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 1:10/0/physics_layer_1/linear_velocity = Vector2(0, 0) 1:10/0/physics_layer_1/angular_velocity = 0.0 +1:10/0/physics_layer_2/linear_velocity = Vector2(0, 0) +1:10/0/physics_layer_2/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 2:10/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 2:10/0/physics_layer_1/linear_velocity = Vector2(0, 0) 2:10/0/physics_layer_1/angular_velocity = 0.0 +2:10/0/physics_layer_2/linear_velocity = Vector2(0, 0) +2:10/0/physics_layer_2/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 3:10/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 3:10/0/physics_layer_1/linear_velocity = Vector2(0, 0) 3:10/0/physics_layer_1/angular_velocity = 0.0 +3:10/0/physics_layer_2/linear_velocity = Vector2(0, 0) +3:10/0/physics_layer_2/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 4:10/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 4:10/0/physics_layer_1/linear_velocity = Vector2(0, 0) 4:10/0/physics_layer_1/angular_velocity = 0.0 +4:10/0/physics_layer_2/linear_velocity = Vector2(0, 0) +4:10/0/physics_layer_2/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 5:10/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 5:10/0/physics_layer_1/linear_velocity = Vector2(0, 0) 5:10/0/physics_layer_1/angular_velocity = 0.0 +5:10/0/physics_layer_2/linear_velocity = Vector2(0, 0) +5:10/0/physics_layer_2/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 6:10/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 6:10/0/physics_layer_1/linear_velocity = Vector2(0, 0) 6:10/0/physics_layer_1/angular_velocity = 0.0 +6:10/0/physics_layer_2/linear_velocity = Vector2(0, 0) +6:10/0/physics_layer_2/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 7:10/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 7:10/0/physics_layer_1/linear_velocity = Vector2(0, 0) 7:10/0/physics_layer_1/angular_velocity = 0.0 +7:10/0/physics_layer_2/linear_velocity = Vector2(0, 0) +7:10/0/physics_layer_2/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 8:10/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 8:10/0/physics_layer_1/linear_velocity = Vector2(0, 0) 8:10/0/physics_layer_1/angular_velocity = 0.0 -7:1/0 = 0 -7:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) -7:1/0/physics_layer_0/angular_velocity = 0.0 -7:1/0/physics_layer_1/linear_velocity = Vector2(0, 0) -7:1/0/physics_layer_1/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 -7:2/0/physics_layer_1/linear_velocity = Vector2(0, 0) -7:2/0/physics_layer_1/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 -8:2/0/physics_layer_1/linear_velocity = Vector2(0, 0) -8:2/0/physics_layer_1/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 -8:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) -8:3/0/physics_layer_1/angular_velocity = 0.0 +8:10/0/physics_layer_2/linear_velocity = Vector2(0, 0) +8:10/0/physics_layer_2/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 8:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 8:4/0/physics_layer_1/linear_velocity = Vector2(0, 0) 8:4/0/physics_layer_1/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 -8:1/0/physics_layer_1/linear_velocity = Vector2(0, 0) -8:1/0/physics_layer_1/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 -9:1/0/physics_layer_1/linear_velocity = Vector2(0, 0) -9:1/0/physics_layer_1/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 -9:2/0/physics_layer_1/linear_velocity = Vector2(0, 0) -9:2/0/physics_layer_1/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 -9:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) -9:3/0/physics_layer_1/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 -7:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) -7:3/0/physics_layer_1/angular_velocity = 0.0 +8:4/0/physics_layer_2/linear_velocity = Vector2(0, 0) +8:4/0/physics_layer_2/angular_velocity = 0.0 7:4/0 = 0 7:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) 7:4/0/physics_layer_0/angular_velocity = 0.0 -7:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -7, 8, -7, 8, 8, -8, 8) +7:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 7:4/0/physics_layer_1/linear_velocity = Vector2(0, 0) 7:4/0/physics_layer_1/angular_velocity = 0.0 +7:4/0/physics_layer_2/linear_velocity = Vector2(0, 0) +7:4/0/physics_layer_2/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 10:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, 8, -8, 8) 10:1/0/physics_layer_1/linear_velocity = Vector2(0, 0) 10:1/0/physics_layer_1/angular_velocity = 0.0 +10:1/0/physics_layer_2/linear_velocity = Vector2(0, 0) +10:1/0/physics_layer_2/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 11:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, -8, 8, 8) 11:1/0/physics_layer_1/linear_velocity = Vector2(0, 0) 11:1/0/physics_layer_1/angular_velocity = 0.0 +11:1/0/physics_layer_2/linear_velocity = Vector2(0, 0) +11:1/0/physics_layer_2/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 11:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, 8, 8, -5, 8, -8, 4.5, -8, -8) 11:2/0/physics_layer_1/linear_velocity = Vector2(0, 0) 11:2/0/physics_layer_1/angular_velocity = 0.0 +11:2/0/physics_layer_2/linear_velocity = Vector2(0, 0) +11:2/0/physics_layer_2/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 11:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -5, -4.5, -8, 8, -8) 11:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) 11:3/0/physics_layer_1/angular_velocity = 0.0 +11:3/0/physics_layer_2/linear_velocity = Vector2(0, 0) +11:3/0/physics_layer_2/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 10:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 5, 4.5, 8, -8, 8) 10:2/0/physics_layer_1/linear_velocity = Vector2(0, 0) 10:2/0/physics_layer_1/angular_velocity = 0.0 +10:2/0/physics_layer_2/linear_velocity = Vector2(0, 0) +10:2/0/physics_layer_2/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 10:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, -8, -8, 5, -8, 8, -4.5, 8, 8) 10:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) 10:3/0/physics_layer_1/angular_velocity = 0.0 +10:3/0/physics_layer_2/linear_velocity = Vector2(0, 0) +10:3/0/physics_layer_2/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 12:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, -8, 8, 8) 12:0/0/physics_layer_1/linear_velocity = Vector2(0, 0) 12:0/0/physics_layer_1/angular_velocity = 0.0 +12:0/0/physics_layer_2/linear_velocity = Vector2(0, 0) +12:0/0/physics_layer_2/angular_velocity = 0.0 13:0/next_alternative_id = 2 13:0/0 = 0 13:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) @@ -889,6 +1128,8 @@ texture = ExtResource("2_n1x7g") 13:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 13:0/0/physics_layer_1/linear_velocity = Vector2(0, 0) 13:0/0/physics_layer_1/angular_velocity = 0.0 +13:0/0/physics_layer_2/linear_velocity = Vector2(0, 0) +13:0/0/physics_layer_2/angular_velocity = 0.0 13:0/1 = 1 13:0/1/flip_v = true 13:0/1/physics_layer_0/linear_velocity = Vector2(0, 0) @@ -896,172 +1137,256 @@ texture = ExtResource("2_n1x7g") 13:0/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 13:0/1/physics_layer_1/linear_velocity = Vector2(0, 0) 13:0/1/physics_layer_1/angular_velocity = 0.0 +13:0/1/physics_layer_2/linear_velocity = Vector2(0, 0) +13:0/1/physics_layer_2/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 13:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 13:1/0/physics_layer_1/linear_velocity = Vector2(0, 0) 13:1/0/physics_layer_1/angular_velocity = 0.0 +13:1/0/physics_layer_2/linear_velocity = Vector2(0, 0) +13:1/0/physics_layer_2/angular_velocity = 0.0 14:1/0 = 0 14:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) 14:1/0/physics_layer_0/angular_velocity = 0.0 14:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 14:1/0/physics_layer_1/linear_velocity = Vector2(0, 0) 14:1/0/physics_layer_1/angular_velocity = 0.0 +14:1/0/physics_layer_2/linear_velocity = Vector2(0, 0) +14:1/0/physics_layer_2/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 14:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, 8, -8, 8) 14:0/0/physics_layer_1/linear_velocity = Vector2(0, 0) 14:0/0/physics_layer_1/angular_velocity = 0.0 +14:0/0/physics_layer_2/linear_velocity = Vector2(0, 0) +14:0/0/physics_layer_2/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 12:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 12:1/0/physics_layer_1/linear_velocity = Vector2(0, 0) 12:1/0/physics_layer_1/angular_velocity = 0.0 +12:1/0/physics_layer_2/linear_velocity = Vector2(0, 0) +12:1/0/physics_layer_2/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 12:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8) 12:2/0/physics_layer_1/linear_velocity = Vector2(0, 0) 12:2/0/physics_layer_1/angular_velocity = 0.0 +12:2/0/physics_layer_2/linear_velocity = Vector2(0, 0) +12:2/0/physics_layer_2/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 13:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 13:2/0/physics_layer_1/linear_velocity = Vector2(0, 0) 13:2/0/physics_layer_1/angular_velocity = 0.0 +13:2/0/physics_layer_2/linear_velocity = Vector2(0, 0) +13:2/0/physics_layer_2/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 14:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, -8, 8, -8, -8) 14:2/0/physics_layer_1/linear_velocity = Vector2(0, 0) 14:2/0/physics_layer_1/angular_velocity = 0.0 -9:0/0 = 0 -9:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) -9:0/0/physics_layer_0/angular_velocity = 0.0 -9:0/0/physics_layer_1/linear_velocity = Vector2(0, 0) -9:0/0/physics_layer_1/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 -10:0/0/physics_layer_1/linear_velocity = Vector2(0, 0) -10:0/0/physics_layer_1/angular_velocity = 0.0 +14:2/0/physics_layer_2/linear_velocity = Vector2(0, 0) +14:2/0/physics_layer_2/angular_velocity = 0.0 8:0/0 = 0 8:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 8:0/0/physics_layer_0/angular_velocity = 0.0 8:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 8:0/0/physics_layer_1/linear_velocity = Vector2(0, 0) 8:0/0/physics_layer_1/angular_velocity = 0.0 +8:0/0/physics_layer_2/linear_velocity = Vector2(0, 0) +8:0/0/physics_layer_2/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 12:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, 8, -8, 8) 12:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) 12:3/0/physics_layer_1/angular_velocity = 0.0 +12:3/0/physics_layer_2/linear_velocity = Vector2(0, 0) +12:3/0/physics_layer_2/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 13:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, -8, 8, 8) 13:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) 13:3/0/physics_layer_1/angular_velocity = 0.0 +13:3/0/physics_layer_2/linear_velocity = Vector2(0, 0) +13:3/0/physics_layer_2/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 -14:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, -8, 8, 8) +14:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -8, 8, 8, -8, 8) 14:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) 14:3/0/physics_layer_1/angular_velocity = 0.0 +14:3/0/physics_layer_2/linear_velocity = Vector2(0, 0) +14:3/0/physics_layer_2/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 -15:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, 8, -8, 8) +15:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8) 15:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) 15:3/0/physics_layer_1/angular_velocity = 0.0 +15:3/0/physics_layer_2/linear_velocity = Vector2(0, 0) +15:3/0/physics_layer_2/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 -15:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, 8, -8, 8) +15:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, -8) 15:4/0/physics_layer_1/linear_velocity = Vector2(0, 0) 15:4/0/physics_layer_1/angular_velocity = 0.0 +15:4/0/physics_layer_2/linear_velocity = Vector2(0, 0) +15:4/0/physics_layer_2/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 14:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, -8, 8, 8) 14:4/0/physics_layer_1/linear_velocity = Vector2(0, 0) 14:4/0/physics_layer_1/angular_velocity = 0.0 +14:4/0/physics_layer_2/linear_velocity = Vector2(0, 0) +14:4/0/physics_layer_2/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 14:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, -8, 8, 8) 14:5/0/physics_layer_1/linear_velocity = Vector2(0, 0) 14:5/0/physics_layer_1/angular_velocity = 0.0 +14:5/0/physics_layer_2/linear_velocity = Vector2(0, 0) +14:5/0/physics_layer_2/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 15:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, 8, -8, 8) 15:5/0/physics_layer_1/linear_velocity = Vector2(0, 0) 15:5/0/physics_layer_1/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 -11:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 5, 8, 5, 8, 8, -8, 8) -11:4/0/physics_layer_1/linear_velocity = Vector2(0, 0) -11:4/0/physics_layer_1/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 -12:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 1, 8, 1, 8, 8, -8, 8) -12:4/0/physics_layer_1/linear_velocity = Vector2(0, 0) -12:4/0/physics_layer_1/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 -13:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 5, 8, 5, 8, 8, -8, 8) -13:4/0/physics_layer_1/linear_velocity = Vector2(0, 0) -13:4/0/physics_layer_1/angular_velocity = 0.0 +15:5/0/physics_layer_2/linear_velocity = Vector2(0, 0) +15:5/0/physics_layer_2/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 0:11/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8) 0:11/0/physics_layer_1/linear_velocity = Vector2(0, 0) 0:11/0/physics_layer_1/angular_velocity = 0.0 +0:11/0/physics_layer_2/linear_velocity = Vector2(0, 0) +0:11/0/physics_layer_2/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 1:11/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 1:11/0/physics_layer_1/linear_velocity = Vector2(0, 0) 1:11/0/physics_layer_1/angular_velocity = 0.0 +1:11/0/physics_layer_2/linear_velocity = Vector2(0, 0) +1:11/0/physics_layer_2/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 2:11/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, -8, -8, 8, -8) 2:11/0/physics_layer_1/linear_velocity = Vector2(0, 0) 2:11/0/physics_layer_1/angular_velocity = 0.0 +2:11/0/physics_layer_2/linear_velocity = Vector2(0, 0) +2:11/0/physics_layer_2/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 3:11/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 3:11/0/physics_layer_1/linear_velocity = Vector2(0, 0) 3:11/0/physics_layer_1/angular_velocity = 0.0 +3:11/0/physics_layer_2/linear_velocity = Vector2(0, 0) +3:11/0/physics_layer_2/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 4:11/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 4:11/0/physics_layer_1/linear_velocity = Vector2(0, 0) 4:11/0/physics_layer_1/angular_velocity = 0.0 +4:11/0/physics_layer_2/linear_velocity = Vector2(0, 0) +4:11/0/physics_layer_2/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 5:11/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 5:11/0/physics_layer_1/linear_velocity = Vector2(0, 0) 5:11/0/physics_layer_1/angular_velocity = 0.0 +5:11/0/physics_layer_2/linear_velocity = Vector2(0, 0) +5:11/0/physics_layer_2/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 6:11/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) 6:11/0/physics_layer_1/linear_velocity = Vector2(0, 0) 6:11/0/physics_layer_1/angular_velocity = 0.0 +6:11/0/physics_layer_2/linear_velocity = Vector2(0, 0) +6:11/0/physics_layer_2/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 +12:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +12:7/0/physics_layer_1/linear_velocity = Vector2(0, 0) +12:7/0/physics_layer_1/angular_velocity = 0.0 +12:7/0/physics_layer_2/linear_velocity = Vector2(0, 0) +12:7/0/physics_layer_2/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 +13:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +13:7/0/physics_layer_1/linear_velocity = Vector2(0, 0) +13:7/0/physics_layer_1/angular_velocity = 0.0 +13:7/0/physics_layer_2/linear_velocity = Vector2(0, 0) +13:7/0/physics_layer_2/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 +13:8/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +13:8/0/physics_layer_1/linear_velocity = Vector2(0, 0) +13:8/0/physics_layer_1/angular_velocity = 0.0 +13:8/0/physics_layer_2/linear_velocity = Vector2(0, 0) +13:8/0/physics_layer_2/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 +12:8/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +12:8/0/physics_layer_1/linear_velocity = Vector2(0, 0) +12:8/0/physics_layer_1/angular_velocity = 0.0 +12:8/0/physics_layer_2/linear_velocity = Vector2(0, 0) +12:8/0/physics_layer_2/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 +14:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +14:7/0/physics_layer_1/linear_velocity = Vector2(0, 0) +14:7/0/physics_layer_1/angular_velocity = 0.0 +14:7/0/physics_layer_2/linear_velocity = Vector2(0, 0) +14:7/0/physics_layer_2/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 +15:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +15:7/0/physics_layer_1/linear_velocity = Vector2(0, 0) +15:7/0/physics_layer_1/angular_velocity = 0.0 +15:7/0/physics_layer_2/linear_velocity = Vector2(0, 0) +15:7/0/physics_layer_2/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 +15:8/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +15:8/0/physics_layer_1/linear_velocity = Vector2(0, 0) +15:8/0/physics_layer_1/angular_velocity = 0.0 +15:8/0/physics_layer_2/linear_velocity = Vector2(0, 0) +15:8/0/physics_layer_2/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 +14:8/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8) +14:8/0/physics_layer_1/linear_velocity = Vector2(0, 0) +14:8/0/physics_layer_1/angular_velocity = 0.0 +14:8/0/physics_layer_2/linear_velocity = Vector2(0, 0) +14:8/0/physics_layer_2/angular_velocity = 0.0 [sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_2v4nl"] resource_name = "pics" @@ -1073,6 +1398,8 @@ texture = ExtResource("2_n1x7g") 3:4/0/physics_layer_1/linear_velocity = Vector2(0, 0) 3:4/0/physics_layer_1/angular_velocity = 0.0 3:4/0/physics_layer_1/polygon_0/points = PackedVector2Array(-6, -3, -5, -3, -5, -7, -4, -7, -4, -8, -3, -8, -3, -7, -2, -7, -2, -4, -1, -4, -1, -1, 4, -1, 4, -2, 5, -2, 5, -1, 8, -1, 8, 8, -6, 8) +3:4/0/physics_layer_2/linear_velocity = Vector2(0, 0) +3:4/0/physics_layer_2/angular_velocity = 0.0 3:4/1 = 1 3:4/1/flip_h = true 3:4/1/transpose = true @@ -1081,6 +1408,8 @@ texture = ExtResource("2_n1x7g") 3:4/1/physics_layer_1/linear_velocity = Vector2(0, 0) 3:4/1/physics_layer_1/angular_velocity = 0.0 3:4/1/physics_layer_1/polygon_0/points = PackedVector2Array(-8, -6, 3, -6, 3, -5, 7, -5, 7, -4, 8, -4, 8, -3, 7, -3, 7, -2, 4, -2, 4, -1, -2, -1, -4, 0.5, -1, 3, 1, 3, 1, 4, 2, 4, 2, 5, 1, 5.5, 1, 8, -8, 8) +3:4/1/physics_layer_2/linear_velocity = Vector2(0, 0) +3:4/1/physics_layer_2/angular_velocity = 0.0 3:4/2 = 2 3:4/2/transpose = true 3:4/2/physics_layer_0/linear_velocity = Vector2(0, 0) @@ -1088,6 +1417,8 @@ texture = ExtResource("2_n1x7g") 3:4/2/physics_layer_1/linear_velocity = Vector2(0, 0) 3:4/2/physics_layer_1/angular_velocity = 0.0 3:4/2/physics_layer_1/polygon_0/points = PackedVector2Array(-3, -6, -3, -5, -7, -5, -7, -4, -8, -4, -8, -3, -7, -3, -7, -2, -4, -2, -4, -1, -1, -1, -1, 4, -2, 4, -2, 5, -1, 5, -1, 8, 8, 8, 8, -6) +3:4/2/physics_layer_2/linear_velocity = Vector2(0, 0) +3:4/2/physics_layer_2/angular_velocity = 0.0 4:4/next_alternative_id = 3 4:4/0 = 0 4:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) @@ -1095,6 +1426,8 @@ texture = ExtResource("2_n1x7g") 4:4/0/physics_layer_1/linear_velocity = Vector2(0, 0) 4:4/0/physics_layer_1/angular_velocity = 0.0 4:4/0/physics_layer_1/polygon_0/points = PackedVector2Array(-7, -5, -7, -6, -6, -6, -6, -7, -5, -7, -5, -8, -4, -8, -4, -7, -3, -7, -3, -4, -2, -4, -2, -3, 1, -3, 1, -4, 2, -4, 2, -3, 3, -3, 3, 0, 7, 0, 7, -1, 8, -1, 8, 8, -8, 8, -8, -5) +4:4/0/physics_layer_2/linear_velocity = Vector2(0, 0) +4:4/0/physics_layer_2/angular_velocity = 0.0 4:4/1 = 1 4:4/1/flip_h = true 4:4/1/transpose = true @@ -1103,6 +1436,8 @@ texture = ExtResource("2_n1x7g") 4:4/1/physics_layer_1/linear_velocity = Vector2(0, 0) 4:4/1/physics_layer_1/angular_velocity = 0.0 4:4/1/physics_layer_1/polygon_0/points = PackedVector2Array(-8, -8, 5, -8, 5, -7, 6, -7, 6, -6, 7, -6, 7, -5, 8, -5, 8, -4, 7, -4, 7, -3, 4, -3, 4, -2, 3, -2, 3, 1, 4, 1, 4, 2, 3, 2, 3, 3, 0, 3, 0, 6, 0, 7, 1, 7, 1, 8, -8, 8) +4:4/1/physics_layer_2/linear_velocity = Vector2(0, 0) +4:4/1/physics_layer_2/angular_velocity = 0.0 4:4/2 = 2 4:4/2/transpose = true 4:4/2/physics_layer_0/linear_velocity = Vector2(0, 0) @@ -1110,6 +1445,8 @@ texture = ExtResource("2_n1x7g") 4:4/2/physics_layer_1/linear_velocity = Vector2(0, 0) 4:4/2/physics_layer_1/angular_velocity = 0.0 4:4/2/physics_layer_1/polygon_0/points = PackedVector2Array(-5, -8, -5, -7, -6, -7, -6, -6, -7, -6, -7, -5, -8, -5, -8, -4, -7, -4, -7, -3, -4, -3, -4, -2, -1.5, -2, -1.5, 0, -3, 0, -3, 1, -4, 1, -4, 2, -3, 2, -3, 3, 5, 3, 5, 5, 4, 5, 4, 6, 0, 6, 0, 7, -1, 7, -1, 8, 8, 8, 8, -8) +4:4/2/physics_layer_2/linear_velocity = Vector2(0, 0) +4:4/2/physics_layer_2/angular_velocity = 0.0 5:4/next_alternative_id = 3 5:4/0 = 0 5:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) @@ -1117,6 +1454,8 @@ texture = ExtResource("2_n1x7g") 5:4/0/physics_layer_1/linear_velocity = Vector2(0, 0) 5:4/0/physics_layer_1/angular_velocity = 0.0 5:4/0/physics_layer_1/polygon_0/points = PackedVector2Array(-6, 0, -6, -3, -5, -3, -5, -7, -4, -7, -4, -8, -2.89145, -8, -3, -7, -2.011, -7.08991, -2, -4, -1, -4, -1, 0, 4, 0, 4, -1, 8, -1, 8, 8, -8, 8, -8, -0.0882893) +5:4/0/physics_layer_2/linear_velocity = Vector2(0, 0) +5:4/0/physics_layer_2/angular_velocity = 0.0 5:4/1 = 1 5:4/1/flip_h = true 5:4/1/transpose = true @@ -1125,6 +1464,8 @@ texture = ExtResource("2_n1x7g") 5:4/1/physics_layer_1/linear_velocity = Vector2(0, 0) 5:4/1/physics_layer_1/angular_velocity = 0.0 5:4/1/physics_layer_1/polygon_0/points = PackedVector2Array(-8, -8, 0, -8, 3, -6, 3, -5, 7, -5, 7, -4, 8, -4, 8, -3, 7, -3, 7, -2, 4, -2, 4, -1, 0, -1, 0, 4, 1, 4, 1, 5, 0, 5, 0, 7, 1, 7, 1, 8, -8, 8) +5:4/1/physics_layer_2/linear_velocity = Vector2(0, 0) +5:4/1/physics_layer_2/angular_velocity = 0.0 5:4/2 = 2 5:4/2/transpose = true 5:4/2/physics_layer_0/linear_velocity = Vector2(0, 0) @@ -1132,6 +1473,8 @@ texture = ExtResource("2_n1x7g") 5:4/2/physics_layer_1/linear_velocity = Vector2(0, 0) 5:4/2/physics_layer_1/angular_velocity = 0.0 5:4/2/physics_layer_1/polygon_0/points = PackedVector2Array(0, -8, 8, -8, 8, 8, -1, 8, -1, 5, -1, 4, 2, 2, 2, -1, -4, -1, -4, -2, -7, -2, -7, -3, -8, -3.13424, -8, -4, -7, -4, -7, -5, -3, -5, -3, -6, 0, -6) +5:4/2/physics_layer_2/linear_velocity = Vector2(0, 0) +5:4/2/physics_layer_2/angular_velocity = 0.0 6:4/next_alternative_id = 3 6:4/0 = 0 6:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) @@ -1139,6 +1482,8 @@ texture = ExtResource("2_n1x7g") 6:4/0/physics_layer_1/linear_velocity = Vector2(0, 0) 6:4/0/physics_layer_1/angular_velocity = 0.0 6:4/0/physics_layer_1/polygon_0/points = PackedVector2Array(-8, 8, -8, 0, -8, -5, -7, -5, -7, -6, -6, -6, -6, -8, -3, -8, -3, -7, -3, -4, -2, -4, -2, 0, 0, 0, 0, -3, 1, -3, 1, -4, 2, -4, 2, -3, 3, -3, 2.91352, 0, 5, 0, 6, 0, 6, 1, 7, 1, 7, 4, 6, 4, 6, 8) +6:4/0/physics_layer_2/linear_velocity = Vector2(0, 0) +6:4/0/physics_layer_2/angular_velocity = 0.0 6:4/1 = 1 6:4/1/flip_h = true 6:4/1/transpose = true @@ -1147,6 +1492,8 @@ texture = ExtResource("2_n1x7g") 6:4/1/physics_layer_1/linear_velocity = Vector2(0, 0) 6:4/1/physics_layer_1/angular_velocity = 0.0 6:4/1/physics_layer_1/polygon_0/points = PackedVector2Array(-8, -8, 0, -8, 5, -8, 5, -7, 6, -7, 6, -6, 8, -6, 8, -3, 7, -3, 4, -3, 4, -2, 0, -2, 0, 0, 3, 0, 3, 1, 4, 1, 4, 2, 3, 2, 3, 3, 0, 2.91352, 0, 5, 0, 6, -1, 6, -1, 7, -4, 7, -4, 6, -8, 6) +6:4/1/physics_layer_2/linear_velocity = Vector2(0, 0) +6:4/1/physics_layer_2/angular_velocity = 0.0 6:4/2 = 2 6:4/2/transpose = true 6:4/2/physics_layer_0/linear_velocity = Vector2(0, 0) @@ -1154,12 +1501,16 @@ texture = ExtResource("2_n1x7g") 6:4/2/physics_layer_1/linear_velocity = Vector2(0, 0) 6:4/2/physics_layer_1/angular_velocity = 0.0 6:4/2/physics_layer_1/polygon_0/points = PackedVector2Array(-6, -6, -6, -7, -5, -7, -5, -8, 8, -8, 8, 6, 4, 6, 4, 7, 1, 7, 1, 6, 0, 6, 0, 3, -3, 3, -3, 2, -4, 2, -4, -2, -4, -3, -8, -3, -8, -6) +6:4/2/physics_layer_2/linear_velocity = Vector2(0, 0) +6:4/2/physics_layer_2/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 7:5/0/physics_layer_1/linear_velocity = Vector2(0, 0) 7:5/0/physics_layer_1/angular_velocity = 0.0 7:5/0/physics_layer_1/polygon_0/points = PackedVector2Array(-5, 3, -4, 5, -3, 5, -3, 2, -2, 2, -2, 1, -1, 1, -1, 2, 0, 2, 0, 4, 2, 4, 2, 2, 3, 2, 3, 0, 4, 0, 4, -1, 5, -1, 5, 0, 7, 0, 7, 1, 8, 1, 8, 8, -5, 8, -7, 6, -7, 3) +7:5/0/physics_layer_2/linear_velocity = Vector2(0, 0) +7:5/0/physics_layer_2/angular_velocity = 0.0 8:5/next_alternative_id = 2 8:5/0 = 0 8:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) @@ -1167,6 +1518,8 @@ texture = ExtResource("2_n1x7g") 8:5/0/physics_layer_1/linear_velocity = Vector2(0, 0) 8:5/0/physics_layer_1/angular_velocity = 0.0 8:5/0/physics_layer_1/polygon_0/points = PackedVector2Array(-8, 3, -6, 3, -6, 2, -4, 2, -4, 3, -3, 3, -3, 4, 1, 4, 1, 2, 2, 2, 2, 0, 3, 0, 3, -1, 4, -1, 4, 0, 5, 0, 5, 2, 6, 2, 6, 5, 7, 5, 7, 6, 8, 6, 8, 8, -8, 8) +8:5/0/physics_layer_2/linear_velocity = Vector2(0, 0) +8:5/0/physics_layer_2/angular_velocity = 0.0 8:5/1 = 1 8:5/1/flip_v = true 8:5/1/transpose = true @@ -1175,12 +1528,16 @@ texture = ExtResource("2_n1x7g") 8:5/1/physics_layer_1/linear_velocity = Vector2(0, 0) 8:5/1/physics_layer_1/angular_velocity = 0.0 8:5/1/physics_layer_1/polygon_0/points = PackedVector2Array(5, -7, 6, -7, 6, -8, 8, -8, 8, 8, 3, 8, 3, 7, 2, 6, 2, 4, 6, 0.5, 5, -1, 2.5, -1, 2, -2, 0.5, -2, 0, -3, -1, -3, -1, -4, 0, -4, 0, -5, 2, -5, 2, -6, 5, -6) +8:5/1/physics_layer_2/linear_velocity = Vector2(0, 0) +8:5/1/physics_layer_2/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 9:4/0/physics_layer_1/linear_velocity = Vector2(0, 0) 9:4/0/physics_layer_1/angular_velocity = 0.0 9:4/0/physics_layer_1/polygon_0/points = PackedVector2Array(-3, -4, -4, -4, -4, -2, -2, -2, -2, -1, -1, -1, -1, 0, -2, 0, -2, 1, -4, 1, -4, 3, -2, 3, -2, 4, 0, 4, 0, 5, 1, 5, 1, 6, 0, 6, 0, 7, -1, 7, -3, 7, -3, 6, -8, 6, -8, -3.5, -4.5, -6.5, -3, -6) +9:4/0/physics_layer_2/linear_velocity = Vector2(0, 0) +9:4/0/physics_layer_2/angular_velocity = 0.0 10:4/next_alternative_id = 4 10:4/0 = 0 10:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) @@ -1188,6 +1545,8 @@ texture = ExtResource("2_n1x7g") 10:4/0/physics_layer_1/linear_velocity = Vector2(0, 0) 10:4/0/physics_layer_1/angular_velocity = 0.0 10:4/0/physics_layer_1/polygon_0/points = PackedVector2Array(3, 5, 4, 4, 2, 2, 1, 2, 1, 1, 3, -0.5, 1, -2, 0, -3, -1, -4, -1, -5, 0, -5, 0, -6, 2, -6, 2, -5, 4, -5, 4, -4, 7, -4, 7, -3, 8, -3, 8, 5, 7, 5, 6, 7, 4, 7, 4, 6, 3, 6) +10:4/0/physics_layer_2/linear_velocity = Vector2(0, 0) +10:4/0/physics_layer_2/angular_velocity = 0.0 10:4/1 = 1 10:4/1/flip_v = true 10:4/1/transpose = true @@ -1196,6 +1555,8 @@ texture = ExtResource("2_n1x7g") 10:4/1/physics_layer_1/linear_velocity = Vector2(0, 0) 10:4/1/physics_layer_1/angular_velocity = 0.0 10:4/1/physics_layer_1/polygon_0/points = PackedVector2Array(-5, -2, -5, -4, -4, -4, -4, -7, -3, -7, -3, -8, 5, -8, 5, -7, 6, -7, 6, -6, 7, -6, 7, -4, 6, -4, 6, -3, 3, -3, 3, -2, 2, -2, 2, -1, 1, -1, 1, -2, -2, -2, -4, 0, -4, 1, -5, 1, -5.03245, 0, -6, 0, -6, -2) +10:4/1/physics_layer_2/linear_velocity = Vector2(0, 0) +10:4/1/physics_layer_2/angular_velocity = 0.0 10:4/2 = 2 10:4/2/transpose = true 10:4/2/physics_layer_0/linear_velocity = Vector2(0, 0) @@ -1203,6 +1564,8 @@ texture = ExtResource("2_n1x7g") 10:4/2/physics_layer_1/linear_velocity = Vector2(0, 0) 10:4/2/physics_layer_1/angular_velocity = 0.0 10:4/2/physics_layer_1/polygon_0/points = PackedVector2Array(-5, -1, -4, -1, -4, 0, 0, 3, 0, 2, 1, 2, 1, 1, 2, 1, 4, 4, 5, 4, 5, 3, 6, 3, 6, 4, 7, 4, 7, 6, 5, 8, -3, 8, -3, 7, -4, 7, -4, 4, -5, 4, -5, 2, -6, 2, -6, 0, -5, 0) +10:4/2/physics_layer_2/linear_velocity = Vector2(0, 0) +10:4/2/physics_layer_2/angular_velocity = 0.0 10:4/3 = 3 10:4/3/flip_h = true 10:4/3/physics_layer_0/linear_velocity = Vector2(0, 0) @@ -1210,59 +1573,79 @@ texture = ExtResource("2_n1x7g") 10:4/3/physics_layer_1/linear_velocity = Vector2(0, 0) 10:4/3/physics_layer_1/angular_velocity = 0.0 10:4/3/physics_layer_1/polygon_0/points = PackedVector2Array(-2, -5, -4, -5, -4, -4, -7, -4, -7, -3, -8, -3, -8, 5, -7, 5, -7, 6, -6, 6, -6, 7, -4, 7, -4, 6, -3, 6, -3, 3, -2, 3, -2, 2, -1, 2, -1, 1, -2, 1, -2, -2, 0, -4, 1, -4, 1, -5, 0, -5.03245, 0, -6, -2, -6) +10:4/3/physics_layer_2/linear_velocity = Vector2(0, 0) +10:4/3/physics_layer_2/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 3:5/0/physics_layer_1/linear_velocity = Vector2(0, 0) 3:5/0/physics_layer_1/angular_velocity = 0.0 3:5/0/physics_layer_1/polygon_0/points = PackedVector2Array(-6, 2, -2, 2, -2, 1, -1, 1, -1, 0, 0, 0, 0, 1, 4, 1, 4, -1, 5, -1, 5, -2, 6, -2, 6, -1, 8, -1, 8, 8, -8, 8, -8, 7, -7, 7, -7, 6, -6, 6) +3:5/0/physics_layer_2/linear_velocity = Vector2(0, 0) +3:5/0/physics_layer_2/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 4:5/0/physics_layer_1/linear_velocity = Vector2(0, 0) 4:5/0/physics_layer_1/angular_velocity = 0.0 4:5/0/physics_layer_1/polygon_0/points = PackedVector2Array(-7, 0, -7, 2, -6, 2, -4, 2, -4, 1, -3, 1, -3, 2, -2, 2, -2, 3, 2, 3, 2, 1, 3, 1, 3, -1, 4, -1, 4, -2, 5, -2, 5, -1, 6, -1, 6, 1, 7, 1, 7, 5, 8, 5, 8, 8, -8, 8, -8, 0) +4:5/0/physics_layer_2/linear_velocity = Vector2(0, 0) +4:5/0/physics_layer_2/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 5:5/0/physics_layer_1/linear_velocity = Vector2(0, 0) 5:5/0/physics_layer_1/angular_velocity = 0.0 5:5/0/physics_layer_1/polygon_0/points = PackedVector2Array(-7, 2, -6, 2, -6, 3, -2, 3, -2, 1, -1, 1, -1, 0, 0, 0, 0, 1, 1, 1, 1, 3, 3, 3, 3, 1, 4, 1, 4, -1, 5, -1, 5, -2, 6, -2, 6, -1, 8, -1, 8, 8, -8, 8, -8, 3.05904, -7, 3) +5:5/0/physics_layer_2/linear_velocity = Vector2(0, 0) +5:5/0/physics_layer_2/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 6:5/0/physics_layer_1/linear_velocity = Vector2(0, 0) 6:5/0/physics_layer_1/angular_velocity = 0.0 6:5/0/physics_layer_1/polygon_0/points = PackedVector2Array(-8, 0, -7, 0, -7, 2, -5, 2, -5, 1, -3, 1, -3, 2, -2, 2, -2, 3, 2, 3, 2, 1, 3, 1, 3, -1, 4, -1, 4, -2, 5, -2, 5, -1, 6, -1, 6, 1, 7, 1, 7, 7, 8, 7, 8, 8, -8, 8) +6:5/0/physics_layer_2/linear_velocity = Vector2(0, 0) +6:5/0/physics_layer_2/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 9:5/0/physics_layer_1/linear_velocity = Vector2(0, 0) 9:5/0/physics_layer_1/angular_velocity = 0.0 9:5/0/physics_layer_1/polygon_0/points = PackedVector2Array(-5, 8, -0.5, -1, 4, 8) +9:5/0/physics_layer_2/linear_velocity = Vector2(0, 0) +9:5/0/physics_layer_2/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 10:5/0/physics_layer_1/linear_velocity = Vector2(0, 0) 10:5/0/physics_layer_1/angular_velocity = 0.0 10:5/0/physics_layer_1/polygon_0/points = PackedVector2Array(4, -8, -0.5, 1, -5, -8) +10:5/0/physics_layer_2/linear_velocity = Vector2(0, 0) +10:5/0/physics_layer_2/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 11:5/0/physics_layer_1/linear_velocity = Vector2(0, 0) 11:5/0/physics_layer_1/angular_velocity = 0.0 11:5/0/physics_layer_1/polygon_0/points = PackedVector2Array(-8, -5, 1, -0.5, -8, 4) +11:5/0/physics_layer_2/linear_velocity = Vector2(0, 0) +11:5/0/physics_layer_2/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 12:5/0/physics_layer_1/linear_velocity = Vector2(0, 0) 12:5/0/physics_layer_1/angular_velocity = 0.0 12:5/0/physics_layer_1/polygon_0/points = PackedVector2Array(8, 4, -1, -0.5, 8, -5) +12:5/0/physics_layer_2/linear_velocity = Vector2(0, 0) +12:5/0/physics_layer_2/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 13:5/0/physics_layer_1/linear_velocity = Vector2(0, 0) 13:5/0/physics_layer_1/angular_velocity = 0.0 +13:5/0/physics_layer_2/linear_velocity = Vector2(0, 0) +13:5/0/physics_layer_2/angular_velocity = 0.0 [sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_ojbk6"] resource_name = "sans_collision_pour_background" @@ -1272,782 +1655,1078 @@ texture = ExtResource("2_n1x7g") 0:0/0/physics_layer_0/angular_velocity = 0.0 0:0/0/physics_layer_1/linear_velocity = Vector2(0, 0) 0:0/0/physics_layer_1/angular_velocity = 0.0 +0:0/0/physics_layer_2/linear_velocity = Vector2(0, 0) +0:0/0/physics_layer_2/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 1:0/0/physics_layer_1/linear_velocity = Vector2(0, 0) 1:0/0/physics_layer_1/angular_velocity = 0.0 +1:0/0/physics_layer_2/linear_velocity = Vector2(0, 0) +1:0/0/physics_layer_2/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 2:0/0/physics_layer_1/linear_velocity = Vector2(0, 0) 2:0/0/physics_layer_1/angular_velocity = 0.0 +2:0/0/physics_layer_2/linear_velocity = Vector2(0, 0) +2:0/0/physics_layer_2/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 3:0/0/physics_layer_1/linear_velocity = Vector2(0, 0) 3:0/0/physics_layer_1/angular_velocity = 0.0 +3:0/0/physics_layer_2/linear_velocity = Vector2(0, 0) +3:0/0/physics_layer_2/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 4:0/0/physics_layer_1/linear_velocity = Vector2(0, 0) 4:0/0/physics_layer_1/angular_velocity = 0.0 +4:0/0/physics_layer_2/linear_velocity = Vector2(0, 0) +4:0/0/physics_layer_2/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 5:0/0/physics_layer_1/linear_velocity = Vector2(0, 0) 5:0/0/physics_layer_1/angular_velocity = 0.0 +5:0/0/physics_layer_2/linear_velocity = Vector2(0, 0) +5:0/0/physics_layer_2/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 6:0/0/physics_layer_1/linear_velocity = Vector2(0, 0) 6:0/0/physics_layer_1/angular_velocity = 0.0 +6:0/0/physics_layer_2/linear_velocity = Vector2(0, 0) +6:0/0/physics_layer_2/angular_velocity = 0.0 7:0/0 = 0 7:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 7:0/0/physics_layer_0/angular_velocity = 0.0 7:0/0/physics_layer_1/linear_velocity = Vector2(0, 0) 7:0/0/physics_layer_1/angular_velocity = 0.0 +7:0/0/physics_layer_2/linear_velocity = Vector2(0, 0) +7:0/0/physics_layer_2/angular_velocity = 0.0 8:0/0 = 0 8:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 8:0/0/physics_layer_0/angular_velocity = 0.0 8:0/0/physics_layer_1/linear_velocity = Vector2(0, 0) 8:0/0/physics_layer_1/angular_velocity = 0.0 +8:0/0/physics_layer_2/linear_velocity = Vector2(0, 0) +8:0/0/physics_layer_2/angular_velocity = 0.0 9:0/0 = 0 9:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 9:0/0/physics_layer_0/angular_velocity = 0.0 9:0/0/physics_layer_1/linear_velocity = Vector2(0, 0) 9:0/0/physics_layer_1/angular_velocity = 0.0 +9:0/0/physics_layer_2/linear_velocity = Vector2(0, 0) +9:0/0/physics_layer_2/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 10:0/0/physics_layer_1/linear_velocity = Vector2(0, 0) 10:0/0/physics_layer_1/angular_velocity = 0.0 +10:0/0/physics_layer_2/linear_velocity = Vector2(0, 0) +10:0/0/physics_layer_2/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 11:0/0/physics_layer_1/linear_velocity = Vector2(0, 0) 11:0/0/physics_layer_1/angular_velocity = 0.0 +11:0/0/physics_layer_2/linear_velocity = Vector2(0, 0) +11:0/0/physics_layer_2/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 12:0/0/physics_layer_1/linear_velocity = Vector2(0, 0) 12:0/0/physics_layer_1/angular_velocity = 0.0 +12:0/0/physics_layer_2/linear_velocity = Vector2(0, 0) +12:0/0/physics_layer_2/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 13:0/0/physics_layer_1/linear_velocity = Vector2(0, 0) 13:0/0/physics_layer_1/angular_velocity = 0.0 +13:0/0/physics_layer_2/linear_velocity = Vector2(0, 0) +13:0/0/physics_layer_2/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 14:0/0/physics_layer_1/linear_velocity = Vector2(0, 0) 14:0/0/physics_layer_1/angular_velocity = 0.0 +14:0/0/physics_layer_2/linear_velocity = Vector2(0, 0) +14:0/0/physics_layer_2/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 0:1/0/physics_layer_1/linear_velocity = Vector2(0, 0) 0:1/0/physics_layer_1/angular_velocity = 0.0 +0:1/0/physics_layer_2/linear_velocity = Vector2(0, 0) +0:1/0/physics_layer_2/angular_velocity = 0.0 1:1/0 = 0 1:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) 1:1/0/physics_layer_0/angular_velocity = 0.0 1:1/0/physics_layer_1/linear_velocity = Vector2(0, 0) 1:1/0/physics_layer_1/angular_velocity = 0.0 +1:1/0/physics_layer_2/linear_velocity = Vector2(0, 0) +1:1/0/physics_layer_2/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 2:1/0/physics_layer_1/linear_velocity = Vector2(0, 0) 2:1/0/physics_layer_1/angular_velocity = 0.0 +2:1/0/physics_layer_2/linear_velocity = Vector2(0, 0) +2:1/0/physics_layer_2/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 3:1/0/physics_layer_1/linear_velocity = Vector2(0, 0) 3:1/0/physics_layer_1/angular_velocity = 0.0 +3:1/0/physics_layer_2/linear_velocity = Vector2(0, 0) +3:1/0/physics_layer_2/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 4:1/0/physics_layer_1/linear_velocity = Vector2(0, 0) 4:1/0/physics_layer_1/angular_velocity = 0.0 +4:1/0/physics_layer_2/linear_velocity = Vector2(0, 0) +4:1/0/physics_layer_2/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 5:1/0/physics_layer_1/linear_velocity = Vector2(0, 0) 5:1/0/physics_layer_1/angular_velocity = 0.0 +5:1/0/physics_layer_2/linear_velocity = Vector2(0, 0) +5:1/0/physics_layer_2/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_1/linear_velocity = Vector2(0, 0) 6:1/0/physics_layer_1/angular_velocity = 0.0 +6:1/0/physics_layer_2/linear_velocity = Vector2(0, 0) +6:1/0/physics_layer_2/angular_velocity = 0.0 7:1/0 = 0 7:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) 7:1/0/physics_layer_0/angular_velocity = 0.0 7:1/0/physics_layer_1/linear_velocity = Vector2(0, 0) 7:1/0/physics_layer_1/angular_velocity = 0.0 +7:1/0/physics_layer_2/linear_velocity = Vector2(0, 0) +7:1/0/physics_layer_2/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 8:1/0/physics_layer_1/linear_velocity = Vector2(0, 0) 8:1/0/physics_layer_1/angular_velocity = 0.0 +8:1/0/physics_layer_2/linear_velocity = Vector2(0, 0) +8:1/0/physics_layer_2/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 9:1/0/physics_layer_1/linear_velocity = Vector2(0, 0) 9:1/0/physics_layer_1/angular_velocity = 0.0 +9:1/0/physics_layer_2/linear_velocity = Vector2(0, 0) +9:1/0/physics_layer_2/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 10:1/0/physics_layer_1/linear_velocity = Vector2(0, 0) 10:1/0/physics_layer_1/angular_velocity = 0.0 +10:1/0/physics_layer_2/linear_velocity = Vector2(0, 0) +10:1/0/physics_layer_2/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 11:1/0/physics_layer_1/linear_velocity = Vector2(0, 0) 11:1/0/physics_layer_1/angular_velocity = 0.0 +11:1/0/physics_layer_2/linear_velocity = Vector2(0, 0) +11:1/0/physics_layer_2/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 12:1/0/physics_layer_1/linear_velocity = Vector2(0, 0) 12:1/0/physics_layer_1/angular_velocity = 0.0 +12:1/0/physics_layer_2/linear_velocity = Vector2(0, 0) +12:1/0/physics_layer_2/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 13:1/0/physics_layer_1/linear_velocity = Vector2(0, 0) 13:1/0/physics_layer_1/angular_velocity = 0.0 +13:1/0/physics_layer_2/linear_velocity = Vector2(0, 0) +13:1/0/physics_layer_2/angular_velocity = 0.0 14:1/0 = 0 14:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) 14:1/0/physics_layer_0/angular_velocity = 0.0 14:1/0/physics_layer_1/linear_velocity = Vector2(0, 0) 14:1/0/physics_layer_1/angular_velocity = 0.0 +14:1/0/physics_layer_2/linear_velocity = Vector2(0, 0) +14:1/0/physics_layer_2/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 0:2/0/physics_layer_1/linear_velocity = Vector2(0, 0) 0:2/0/physics_layer_1/angular_velocity = 0.0 +0:2/0/physics_layer_2/linear_velocity = Vector2(0, 0) +0:2/0/physics_layer_2/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 1:2/0/physics_layer_1/linear_velocity = Vector2(0, 0) 1:2/0/physics_layer_1/angular_velocity = 0.0 +1:2/0/physics_layer_2/linear_velocity = Vector2(0, 0) +1:2/0/physics_layer_2/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 2:2/0/physics_layer_1/linear_velocity = Vector2(0, 0) 2:2/0/physics_layer_1/angular_velocity = 0.0 +2:2/0/physics_layer_2/linear_velocity = Vector2(0, 0) +2:2/0/physics_layer_2/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 3:2/0/physics_layer_1/linear_velocity = Vector2(0, 0) 3:2/0/physics_layer_1/angular_velocity = 0.0 +3:2/0/physics_layer_2/linear_velocity = Vector2(0, 0) +3:2/0/physics_layer_2/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 4:2/0/physics_layer_1/linear_velocity = Vector2(0, 0) 4:2/0/physics_layer_1/angular_velocity = 0.0 +4:2/0/physics_layer_2/linear_velocity = Vector2(0, 0) +4:2/0/physics_layer_2/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 5:2/0/physics_layer_1/linear_velocity = Vector2(0, 0) 5:2/0/physics_layer_1/angular_velocity = 0.0 +5:2/0/physics_layer_2/linear_velocity = Vector2(0, 0) +5:2/0/physics_layer_2/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 6:2/0/physics_layer_1/linear_velocity = Vector2(0, 0) 6:2/0/physics_layer_1/angular_velocity = 0.0 +6:2/0/physics_layer_2/linear_velocity = Vector2(0, 0) +6:2/0/physics_layer_2/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 7:2/0/physics_layer_1/linear_velocity = Vector2(0, 0) 7:2/0/physics_layer_1/angular_velocity = 0.0 +7:2/0/physics_layer_2/linear_velocity = Vector2(0, 0) +7:2/0/physics_layer_2/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 8:2/0/physics_layer_1/linear_velocity = Vector2(0, 0) 8:2/0/physics_layer_1/angular_velocity = 0.0 +8:2/0/physics_layer_2/linear_velocity = Vector2(0, 0) +8:2/0/physics_layer_2/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 9:2/0/physics_layer_1/linear_velocity = Vector2(0, 0) 9:2/0/physics_layer_1/angular_velocity = 0.0 +9:2/0/physics_layer_2/linear_velocity = Vector2(0, 0) +9:2/0/physics_layer_2/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 10:2/0/physics_layer_1/linear_velocity = Vector2(0, 0) 10:2/0/physics_layer_1/angular_velocity = 0.0 +10:2/0/physics_layer_2/linear_velocity = Vector2(0, 0) +10:2/0/physics_layer_2/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 11:2/0/physics_layer_1/linear_velocity = Vector2(0, 0) 11:2/0/physics_layer_1/angular_velocity = 0.0 +11:2/0/physics_layer_2/linear_velocity = Vector2(0, 0) +11:2/0/physics_layer_2/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 12:2/0/physics_layer_1/linear_velocity = Vector2(0, 0) 12:2/0/physics_layer_1/angular_velocity = 0.0 +12:2/0/physics_layer_2/linear_velocity = Vector2(0, 0) +12:2/0/physics_layer_2/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 13:2/0/physics_layer_1/linear_velocity = Vector2(0, 0) 13:2/0/physics_layer_1/angular_velocity = 0.0 +13:2/0/physics_layer_2/linear_velocity = Vector2(0, 0) +13:2/0/physics_layer_2/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 14:2/0/physics_layer_1/linear_velocity = Vector2(0, 0) 14:2/0/physics_layer_1/angular_velocity = 0.0 +14:2/0/physics_layer_2/linear_velocity = Vector2(0, 0) +14:2/0/physics_layer_2/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 0:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) 0:3/0/physics_layer_1/angular_velocity = 0.0 +0:3/0/physics_layer_2/linear_velocity = Vector2(0, 0) +0:3/0/physics_layer_2/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 1:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) 1:3/0/physics_layer_1/angular_velocity = 0.0 +1:3/0/physics_layer_2/linear_velocity = Vector2(0, 0) +1:3/0/physics_layer_2/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 2:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) 2:3/0/physics_layer_1/angular_velocity = 0.0 +2:3/0/physics_layer_2/linear_velocity = Vector2(0, 0) +2:3/0/physics_layer_2/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 3:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) 3:3/0/physics_layer_1/angular_velocity = 0.0 +3:3/0/physics_layer_2/linear_velocity = Vector2(0, 0) +3:3/0/physics_layer_2/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 4:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) 4:3/0/physics_layer_1/angular_velocity = 0.0 +4:3/0/physics_layer_2/linear_velocity = Vector2(0, 0) +4:3/0/physics_layer_2/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 5:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) 5:3/0/physics_layer_1/angular_velocity = 0.0 +5:3/0/physics_layer_2/linear_velocity = Vector2(0, 0) +5:3/0/physics_layer_2/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 6:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) 6:3/0/physics_layer_1/angular_velocity = 0.0 +6:3/0/physics_layer_2/linear_velocity = Vector2(0, 0) +6:3/0/physics_layer_2/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 7:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) 7:3/0/physics_layer_1/angular_velocity = 0.0 +7:3/0/physics_layer_2/linear_velocity = Vector2(0, 0) +7:3/0/physics_layer_2/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 8:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) 8:3/0/physics_layer_1/angular_velocity = 0.0 +8:3/0/physics_layer_2/linear_velocity = Vector2(0, 0) +8:3/0/physics_layer_2/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 10:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) 10:3/0/physics_layer_1/angular_velocity = 0.0 +10:3/0/physics_layer_2/linear_velocity = Vector2(0, 0) +10:3/0/physics_layer_2/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 11:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) 11:3/0/physics_layer_1/angular_velocity = 0.0 +11:3/0/physics_layer_2/linear_velocity = Vector2(0, 0) +11:3/0/physics_layer_2/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 0:4/0/physics_layer_1/linear_velocity = Vector2(0, 0) 0:4/0/physics_layer_1/angular_velocity = 0.0 +0:4/0/physics_layer_2/linear_velocity = Vector2(0, 0) +0:4/0/physics_layer_2/angular_velocity = 0.0 1:4/0 = 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_1/linear_velocity = Vector2(0, 0) 1:4/0/physics_layer_1/angular_velocity = 0.0 +1:4/0/physics_layer_2/linear_velocity = Vector2(0, 0) +1:4/0/physics_layer_2/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 2:4/0/physics_layer_1/linear_velocity = Vector2(0, 0) 2:4/0/physics_layer_1/angular_velocity = 0.0 +2:4/0/physics_layer_2/linear_velocity = Vector2(0, 0) +2:4/0/physics_layer_2/angular_velocity = 0.0 7:4/0 = 0 7:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) 7:4/0/physics_layer_0/angular_velocity = 0.0 7:4/0/physics_layer_1/linear_velocity = Vector2(0, 0) 7:4/0/physics_layer_1/angular_velocity = 0.0 +7:4/0/physics_layer_2/linear_velocity = Vector2(0, 0) +7:4/0/physics_layer_2/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 8:4/0/physics_layer_1/linear_velocity = Vector2(0, 0) 8:4/0/physics_layer_1/angular_velocity = 0.0 +8:4/0/physics_layer_2/linear_velocity = Vector2(0, 0) +8:4/0/physics_layer_2/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 11:4/0/physics_layer_1/linear_velocity = Vector2(0, 0) 11:4/0/physics_layer_1/angular_velocity = 0.0 +11:4/0/physics_layer_2/linear_velocity = Vector2(0, 0) +11:4/0/physics_layer_2/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 12:4/0/physics_layer_1/linear_velocity = Vector2(0, 0) 12:4/0/physics_layer_1/angular_velocity = 0.0 +12:4/0/physics_layer_2/linear_velocity = Vector2(0, 0) +12:4/0/physics_layer_2/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 13:4/0/physics_layer_1/linear_velocity = Vector2(0, 0) 13:4/0/physics_layer_1/angular_velocity = 0.0 +13:4/0/physics_layer_2/linear_velocity = Vector2(0, 0) +13:4/0/physics_layer_2/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 0:5/0/physics_layer_1/linear_velocity = Vector2(0, 0) 0:5/0/physics_layer_1/angular_velocity = 0.0 +0:5/0/physics_layer_2/linear_velocity = Vector2(0, 0) +0:5/0/physics_layer_2/angular_velocity = 0.0 1:5/0 = 0 1:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) 1:5/0/physics_layer_0/angular_velocity = 0.0 1:5/0/physics_layer_1/linear_velocity = Vector2(0, 0) 1:5/0/physics_layer_1/angular_velocity = 0.0 +1:5/0/physics_layer_2/linear_velocity = Vector2(0, 0) +1:5/0/physics_layer_2/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 2:5/0/physics_layer_1/linear_velocity = Vector2(0, 0) 2:5/0/physics_layer_1/angular_velocity = 0.0 +2:5/0/physics_layer_2/linear_velocity = Vector2(0, 0) +2:5/0/physics_layer_2/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 0:6/0/physics_layer_1/linear_velocity = Vector2(0, 0) 0:6/0/physics_layer_1/angular_velocity = 0.0 +0:6/0/physics_layer_2/linear_velocity = Vector2(0, 0) +0:6/0/physics_layer_2/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 1:6/0/physics_layer_1/linear_velocity = Vector2(0, 0) 1:6/0/physics_layer_1/angular_velocity = 0.0 +1:6/0/physics_layer_2/linear_velocity = Vector2(0, 0) +1:6/0/physics_layer_2/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 2:6/0/physics_layer_1/linear_velocity = Vector2(0, 0) 2:6/0/physics_layer_1/angular_velocity = 0.0 +2:6/0/physics_layer_2/linear_velocity = Vector2(0, 0) +2:6/0/physics_layer_2/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_1/linear_velocity = Vector2(0, 0) 3:6/0/physics_layer_1/angular_velocity = 0.0 +3:6/0/physics_layer_2/linear_velocity = Vector2(0, 0) +3:6/0/physics_layer_2/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 4:6/0/physics_layer_1/linear_velocity = Vector2(0, 0) 4:6/0/physics_layer_1/angular_velocity = 0.0 +4:6/0/physics_layer_2/linear_velocity = Vector2(0, 0) +4:6/0/physics_layer_2/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 5:6/0/physics_layer_1/linear_velocity = Vector2(0, 0) 5:6/0/physics_layer_1/angular_velocity = 0.0 +5:6/0/physics_layer_2/linear_velocity = Vector2(0, 0) +5:6/0/physics_layer_2/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 6:6/0/physics_layer_1/linear_velocity = Vector2(0, 0) 6:6/0/physics_layer_1/angular_velocity = 0.0 +6:6/0/physics_layer_2/linear_velocity = Vector2(0, 0) +6:6/0/physics_layer_2/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 7:6/0/physics_layer_1/linear_velocity = Vector2(0, 0) 7:6/0/physics_layer_1/angular_velocity = 0.0 +7:6/0/physics_layer_2/linear_velocity = Vector2(0, 0) +7:6/0/physics_layer_2/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 8:6/0/physics_layer_1/linear_velocity = Vector2(0, 0) 8:6/0/physics_layer_1/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 -9:6/0/physics_layer_1/linear_velocity = Vector2(0, 0) -9:6/0/physics_layer_1/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 -10:6/0/physics_layer_1/linear_velocity = Vector2(0, 0) -10:6/0/physics_layer_1/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 -11:6/0/physics_layer_1/linear_velocity = Vector2(0, 0) -11:6/0/physics_layer_1/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 -12:6/0/physics_layer_1/linear_velocity = Vector2(0, 0) -12:6/0/physics_layer_1/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 -13:6/0/physics_layer_1/linear_velocity = Vector2(0, 0) -13:6/0/physics_layer_1/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 -14:6/0/physics_layer_1/linear_velocity = Vector2(0, 0) -14:6/0/physics_layer_1/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 -15:6/0/physics_layer_1/linear_velocity = Vector2(0, 0) -15:6/0/physics_layer_1/angular_velocity = 0.0 +8:6/0/physics_layer_2/linear_velocity = Vector2(0, 0) +8:6/0/physics_layer_2/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 0:7/0/physics_layer_1/linear_velocity = Vector2(0, 0) 0:7/0/physics_layer_1/angular_velocity = 0.0 +0:7/0/physics_layer_2/linear_velocity = Vector2(0, 0) +0:7/0/physics_layer_2/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 1:7/0/physics_layer_1/linear_velocity = Vector2(0, 0) 1:7/0/physics_layer_1/angular_velocity = 0.0 +1:7/0/physics_layer_2/linear_velocity = Vector2(0, 0) +1:7/0/physics_layer_2/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 2:7/0/physics_layer_1/linear_velocity = Vector2(0, 0) 2:7/0/physics_layer_1/angular_velocity = 0.0 +2:7/0/physics_layer_2/linear_velocity = Vector2(0, 0) +2:7/0/physics_layer_2/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 3:7/0/physics_layer_1/linear_velocity = Vector2(0, 0) 3:7/0/physics_layer_1/angular_velocity = 0.0 +3:7/0/physics_layer_2/linear_velocity = Vector2(0, 0) +3:7/0/physics_layer_2/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 4:7/0/physics_layer_1/linear_velocity = Vector2(0, 0) 4:7/0/physics_layer_1/angular_velocity = 0.0 +4:7/0/physics_layer_2/linear_velocity = Vector2(0, 0) +4:7/0/physics_layer_2/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 5:7/0/physics_layer_1/linear_velocity = Vector2(0, 0) 5:7/0/physics_layer_1/angular_velocity = 0.0 +5:7/0/physics_layer_2/linear_velocity = Vector2(0, 0) +5:7/0/physics_layer_2/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 6:7/0/physics_layer_1/linear_velocity = Vector2(0, 0) 6:7/0/physics_layer_1/angular_velocity = 0.0 +6:7/0/physics_layer_2/linear_velocity = Vector2(0, 0) +6:7/0/physics_layer_2/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 7:7/0/physics_layer_1/linear_velocity = Vector2(0, 0) 7:7/0/physics_layer_1/angular_velocity = 0.0 +7:7/0/physics_layer_2/linear_velocity = Vector2(0, 0) +7:7/0/physics_layer_2/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 8:7/0/physics_layer_1/linear_velocity = Vector2(0, 0) 8:7/0/physics_layer_1/angular_velocity = 0.0 +8:7/0/physics_layer_2/linear_velocity = Vector2(0, 0) +8:7/0/physics_layer_2/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 9:7/0/physics_layer_1/linear_velocity = Vector2(0, 0) 9:7/0/physics_layer_1/angular_velocity = 0.0 +9:7/0/physics_layer_2/linear_velocity = Vector2(0, 0) +9:7/0/physics_layer_2/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 10:7/0/physics_layer_1/linear_velocity = Vector2(0, 0) 10:7/0/physics_layer_1/angular_velocity = 0.0 +10:7/0/physics_layer_2/linear_velocity = Vector2(0, 0) +10:7/0/physics_layer_2/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 11:7/0/physics_layer_1/linear_velocity = Vector2(0, 0) 11:7/0/physics_layer_1/angular_velocity = 0.0 +11:7/0/physics_layer_2/linear_velocity = Vector2(0, 0) +11:7/0/physics_layer_2/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 12:7/0/physics_layer_1/linear_velocity = Vector2(0, 0) 12:7/0/physics_layer_1/angular_velocity = 0.0 +12:7/0/physics_layer_2/linear_velocity = Vector2(0, 0) +12:7/0/physics_layer_2/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 13:7/0/physics_layer_1/linear_velocity = Vector2(0, 0) 13:7/0/physics_layer_1/angular_velocity = 0.0 +13:7/0/physics_layer_2/linear_velocity = Vector2(0, 0) +13:7/0/physics_layer_2/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 14:7/0/physics_layer_1/linear_velocity = Vector2(0, 0) 14:7/0/physics_layer_1/angular_velocity = 0.0 +14:7/0/physics_layer_2/linear_velocity = Vector2(0, 0) +14:7/0/physics_layer_2/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 15:7/0/physics_layer_1/linear_velocity = Vector2(0, 0) 15:7/0/physics_layer_1/angular_velocity = 0.0 +15:7/0/physics_layer_2/linear_velocity = Vector2(0, 0) +15:7/0/physics_layer_2/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 0:8/0/physics_layer_1/linear_velocity = Vector2(0, 0) 0:8/0/physics_layer_1/angular_velocity = 0.0 +0:8/0/physics_layer_2/linear_velocity = Vector2(0, 0) +0:8/0/physics_layer_2/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 1:8/0/physics_layer_1/linear_velocity = Vector2(0, 0) 1:8/0/physics_layer_1/angular_velocity = 0.0 +1:8/0/physics_layer_2/linear_velocity = Vector2(0, 0) +1:8/0/physics_layer_2/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 2:8/0/physics_layer_1/linear_velocity = Vector2(0, 0) 2:8/0/physics_layer_1/angular_velocity = 0.0 +2:8/0/physics_layer_2/linear_velocity = Vector2(0, 0) +2:8/0/physics_layer_2/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 3:8/0/physics_layer_1/linear_velocity = Vector2(0, 0) 3:8/0/physics_layer_1/angular_velocity = 0.0 +3:8/0/physics_layer_2/linear_velocity = Vector2(0, 0) +3:8/0/physics_layer_2/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 4:8/0/physics_layer_1/linear_velocity = Vector2(0, 0) 4:8/0/physics_layer_1/angular_velocity = 0.0 +4:8/0/physics_layer_2/linear_velocity = Vector2(0, 0) +4:8/0/physics_layer_2/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 5:8/0/physics_layer_1/linear_velocity = Vector2(0, 0) 5:8/0/physics_layer_1/angular_velocity = 0.0 +5:8/0/physics_layer_2/linear_velocity = Vector2(0, 0) +5:8/0/physics_layer_2/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 6:8/0/physics_layer_1/linear_velocity = Vector2(0, 0) 6:8/0/physics_layer_1/angular_velocity = 0.0 +6:8/0/physics_layer_2/linear_velocity = Vector2(0, 0) +6:8/0/physics_layer_2/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 7:8/0/physics_layer_1/linear_velocity = Vector2(0, 0) 7:8/0/physics_layer_1/angular_velocity = 0.0 +7:8/0/physics_layer_2/linear_velocity = Vector2(0, 0) +7:8/0/physics_layer_2/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 8:8/0/physics_layer_1/linear_velocity = Vector2(0, 0) 8:8/0/physics_layer_1/angular_velocity = 0.0 +8:8/0/physics_layer_2/linear_velocity = Vector2(0, 0) +8:8/0/physics_layer_2/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 9:8/0/physics_layer_1/linear_velocity = Vector2(0, 0) 9:8/0/physics_layer_1/angular_velocity = 0.0 +9:8/0/physics_layer_2/linear_velocity = Vector2(0, 0) +9:8/0/physics_layer_2/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 10:8/0/physics_layer_1/linear_velocity = Vector2(0, 0) 10:8/0/physics_layer_1/angular_velocity = 0.0 +10:8/0/physics_layer_2/linear_velocity = Vector2(0, 0) +10:8/0/physics_layer_2/angular_velocity = 0.0 11:8/0 = 0 11:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) 11:8/0/physics_layer_0/angular_velocity = 0.0 11:8/0/physics_layer_1/linear_velocity = Vector2(0, 0) 11:8/0/physics_layer_1/angular_velocity = 0.0 +11:8/0/physics_layer_2/linear_velocity = Vector2(0, 0) +11:8/0/physics_layer_2/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 12:8/0/physics_layer_1/linear_velocity = Vector2(0, 0) 12:8/0/physics_layer_1/angular_velocity = 0.0 +12:8/0/physics_layer_2/linear_velocity = Vector2(0, 0) +12:8/0/physics_layer_2/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 13:8/0/physics_layer_1/linear_velocity = Vector2(0, 0) 13:8/0/physics_layer_1/angular_velocity = 0.0 +13:8/0/physics_layer_2/linear_velocity = Vector2(0, 0) +13:8/0/physics_layer_2/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 14:8/0/physics_layer_1/linear_velocity = Vector2(0, 0) 14:8/0/physics_layer_1/angular_velocity = 0.0 +14:8/0/physics_layer_2/linear_velocity = Vector2(0, 0) +14:8/0/physics_layer_2/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 15:8/0/physics_layer_1/linear_velocity = Vector2(0, 0) 15:8/0/physics_layer_1/angular_velocity = 0.0 +15:8/0/physics_layer_2/linear_velocity = Vector2(0, 0) +15:8/0/physics_layer_2/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 0:9/0/physics_layer_1/linear_velocity = Vector2(0, 0) 0:9/0/physics_layer_1/angular_velocity = 0.0 +0:9/0/physics_layer_2/linear_velocity = Vector2(0, 0) +0:9/0/physics_layer_2/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 1:9/0/physics_layer_1/linear_velocity = Vector2(0, 0) 1:9/0/physics_layer_1/angular_velocity = 0.0 +1:9/0/physics_layer_2/linear_velocity = Vector2(0, 0) +1:9/0/physics_layer_2/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 2:9/0/physics_layer_1/linear_velocity = Vector2(0, 0) 2:9/0/physics_layer_1/angular_velocity = 0.0 +2:9/0/physics_layer_2/linear_velocity = Vector2(0, 0) +2:9/0/physics_layer_2/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 3:9/0/physics_layer_1/linear_velocity = Vector2(0, 0) 3:9/0/physics_layer_1/angular_velocity = 0.0 +3:9/0/physics_layer_2/linear_velocity = Vector2(0, 0) +3:9/0/physics_layer_2/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 4:9/0/physics_layer_1/linear_velocity = Vector2(0, 0) 4:9/0/physics_layer_1/angular_velocity = 0.0 +4:9/0/physics_layer_2/linear_velocity = Vector2(0, 0) +4:9/0/physics_layer_2/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 5:9/0/physics_layer_1/linear_velocity = Vector2(0, 0) 5:9/0/physics_layer_1/angular_velocity = 0.0 +5:9/0/physics_layer_2/linear_velocity = Vector2(0, 0) +5:9/0/physics_layer_2/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 6:9/0/physics_layer_1/linear_velocity = Vector2(0, 0) 6:9/0/physics_layer_1/angular_velocity = 0.0 +6:9/0/physics_layer_2/linear_velocity = Vector2(0, 0) +6:9/0/physics_layer_2/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 7:9/0/physics_layer_1/linear_velocity = Vector2(0, 0) 7:9/0/physics_layer_1/angular_velocity = 0.0 +7:9/0/physics_layer_2/linear_velocity = Vector2(0, 0) +7:9/0/physics_layer_2/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 8:9/0/physics_layer_1/linear_velocity = Vector2(0, 0) 8:9/0/physics_layer_1/angular_velocity = 0.0 +8:9/0/physics_layer_2/linear_velocity = Vector2(0, 0) +8:9/0/physics_layer_2/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 9:9/0/physics_layer_1/linear_velocity = Vector2(0, 0) 9:9/0/physics_layer_1/angular_velocity = 0.0 +9:9/0/physics_layer_2/linear_velocity = Vector2(0, 0) +9:9/0/physics_layer_2/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 10:9/0/physics_layer_1/linear_velocity = Vector2(0, 0) 10:9/0/physics_layer_1/angular_velocity = 0.0 +10:9/0/physics_layer_2/linear_velocity = Vector2(0, 0) +10:9/0/physics_layer_2/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 11:9/0/physics_layer_1/linear_velocity = Vector2(0, 0) 11:9/0/physics_layer_1/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 -12:9/0/physics_layer_1/linear_velocity = Vector2(0, 0) -12:9/0/physics_layer_1/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 -13:9/0/physics_layer_1/linear_velocity = Vector2(0, 0) -13:9/0/physics_layer_1/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 -14:9/0/physics_layer_1/linear_velocity = Vector2(0, 0) -14:9/0/physics_layer_1/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 -15:9/0/physics_layer_1/linear_velocity = Vector2(0, 0) -15:9/0/physics_layer_1/angular_velocity = 0.0 +11:9/0/physics_layer_2/linear_velocity = Vector2(0, 0) +11:9/0/physics_layer_2/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 0:10/0/physics_layer_1/linear_velocity = Vector2(0, 0) 0:10/0/physics_layer_1/angular_velocity = 0.0 +0:10/0/physics_layer_2/linear_velocity = Vector2(0, 0) +0:10/0/physics_layer_2/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 1:10/0/physics_layer_1/linear_velocity = Vector2(0, 0) 1:10/0/physics_layer_1/angular_velocity = 0.0 +1:10/0/physics_layer_2/linear_velocity = Vector2(0, 0) +1:10/0/physics_layer_2/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 2:10/0/physics_layer_1/linear_velocity = Vector2(0, 0) 2:10/0/physics_layer_1/angular_velocity = 0.0 +2:10/0/physics_layer_2/linear_velocity = Vector2(0, 0) +2:10/0/physics_layer_2/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 3:10/0/physics_layer_1/linear_velocity = Vector2(0, 0) 3:10/0/physics_layer_1/angular_velocity = 0.0 +3:10/0/physics_layer_2/linear_velocity = Vector2(0, 0) +3:10/0/physics_layer_2/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 4:10/0/physics_layer_1/linear_velocity = Vector2(0, 0) 4:10/0/physics_layer_1/angular_velocity = 0.0 +4:10/0/physics_layer_2/linear_velocity = Vector2(0, 0) +4:10/0/physics_layer_2/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 5:10/0/physics_layer_1/linear_velocity = Vector2(0, 0) 5:10/0/physics_layer_1/angular_velocity = 0.0 +5:10/0/physics_layer_2/linear_velocity = Vector2(0, 0) +5:10/0/physics_layer_2/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 6:10/0/physics_layer_1/linear_velocity = Vector2(0, 0) 6:10/0/physics_layer_1/angular_velocity = 0.0 +6:10/0/physics_layer_2/linear_velocity = Vector2(0, 0) +6:10/0/physics_layer_2/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 7:10/0/physics_layer_1/linear_velocity = Vector2(0, 0) 7:10/0/physics_layer_1/angular_velocity = 0.0 +7:10/0/physics_layer_2/linear_velocity = Vector2(0, 0) +7:10/0/physics_layer_2/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 8:10/0/physics_layer_1/linear_velocity = Vector2(0, 0) 8:10/0/physics_layer_1/angular_velocity = 0.0 +8:10/0/physics_layer_2/linear_velocity = Vector2(0, 0) +8:10/0/physics_layer_2/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 9:10/0/physics_layer_1/linear_velocity = Vector2(0, 0) 9:10/0/physics_layer_1/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 -10:10/0/physics_layer_1/linear_velocity = Vector2(0, 0) -10:10/0/physics_layer_1/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 -11:10/0/physics_layer_1/linear_velocity = Vector2(0, 0) -11:10/0/physics_layer_1/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 -12:10/0/physics_layer_1/linear_velocity = Vector2(0, 0) -12:10/0/physics_layer_1/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 -13:10/0/physics_layer_1/linear_velocity = Vector2(0, 0) -13:10/0/physics_layer_1/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 -14:10/0/physics_layer_1/linear_velocity = Vector2(0, 0) -14:10/0/physics_layer_1/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 -15:10/0/physics_layer_1/linear_velocity = Vector2(0, 0) -15:10/0/physics_layer_1/angular_velocity = 0.0 +9:10/0/physics_layer_2/linear_velocity = Vector2(0, 0) +9:10/0/physics_layer_2/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 12:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) 12:3/0/physics_layer_1/angular_velocity = 0.0 +12:3/0/physics_layer_2/linear_velocity = Vector2(0, 0) +12:3/0/physics_layer_2/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 13:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) 13:3/0/physics_layer_1/angular_velocity = 0.0 +13:3/0/physics_layer_2/linear_velocity = Vector2(0, 0) +13:3/0/physics_layer_2/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 14:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) 14:3/0/physics_layer_1/angular_velocity = 0.0 +14:3/0/physics_layer_2/linear_velocity = Vector2(0, 0) +14:3/0/physics_layer_2/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 15:3/0/physics_layer_1/linear_velocity = Vector2(0, 0) 15:3/0/physics_layer_1/angular_velocity = 0.0 +15:3/0/physics_layer_2/linear_velocity = Vector2(0, 0) +15:3/0/physics_layer_2/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 15:4/0/physics_layer_1/linear_velocity = Vector2(0, 0) 15:4/0/physics_layer_1/angular_velocity = 0.0 +15:4/0/physics_layer_2/linear_velocity = Vector2(0, 0) +15:4/0/physics_layer_2/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 14:4/0/physics_layer_1/linear_velocity = Vector2(0, 0) 14:4/0/physics_layer_1/angular_velocity = 0.0 +14:4/0/physics_layer_2/linear_velocity = Vector2(0, 0) +14:4/0/physics_layer_2/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 14:5/0/physics_layer_1/linear_velocity = Vector2(0, 0) 14:5/0/physics_layer_1/angular_velocity = 0.0 +14:5/0/physics_layer_2/linear_velocity = Vector2(0, 0) +14:5/0/physics_layer_2/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 15:5/0/physics_layer_1/linear_velocity = Vector2(0, 0) 15:5/0/physics_layer_1/angular_velocity = 0.0 +15:5/0/physics_layer_2/linear_velocity = Vector2(0, 0) +15:5/0/physics_layer_2/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 +0:11/0/physics_layer_1/linear_velocity = Vector2(0, 0) +0:11/0/physics_layer_1/angular_velocity = 0.0 +0:11/0/physics_layer_2/linear_velocity = Vector2(0, 0) +0:11/0/physics_layer_2/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 +1:11/0/physics_layer_1/linear_velocity = Vector2(0, 0) +1:11/0/physics_layer_1/angular_velocity = 0.0 +1:11/0/physics_layer_2/linear_velocity = Vector2(0, 0) +1:11/0/physics_layer_2/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 +2:11/0/physics_layer_1/linear_velocity = Vector2(0, 0) +2:11/0/physics_layer_1/angular_velocity = 0.0 +2:11/0/physics_layer_2/linear_velocity = Vector2(0, 0) +2:11/0/physics_layer_2/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 +3:11/0/physics_layer_1/linear_velocity = Vector2(0, 0) +3:11/0/physics_layer_1/angular_velocity = 0.0 +3:11/0/physics_layer_2/linear_velocity = Vector2(0, 0) +3:11/0/physics_layer_2/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 +4:11/0/physics_layer_1/linear_velocity = Vector2(0, 0) +4:11/0/physics_layer_1/angular_velocity = 0.0 +4:11/0/physics_layer_2/linear_velocity = Vector2(0, 0) +4:11/0/physics_layer_2/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 +5:11/0/physics_layer_1/linear_velocity = Vector2(0, 0) +5:11/0/physics_layer_1/angular_velocity = 0.0 +5:11/0/physics_layer_2/linear_velocity = Vector2(0, 0) +5:11/0/physics_layer_2/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 +6:11/0/physics_layer_1/linear_velocity = Vector2(0, 0) +6:11/0/physics_layer_1/angular_velocity = 0.0 +6:11/0/physics_layer_2/linear_velocity = Vector2(0, 0) +6:11/0/physics_layer_2/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 +15:0/0/physics_layer_1/linear_velocity = Vector2(0, 0) +15:0/0/physics_layer_1/angular_velocity = 0.0 +15:0/0/physics_layer_2/linear_velocity = Vector2(0, 0) +15:0/0/physics_layer_2/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 +15:1/0/physics_layer_1/linear_velocity = Vector2(0, 0) +15:1/0/physics_layer_1/angular_velocity = 0.0 +15:1/0/physics_layer_2/linear_velocity = Vector2(0, 0) +15:1/0/physics_layer_2/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 +15:2/0/physics_layer_1/linear_velocity = Vector2(0, 0) +15:2/0/physics_layer_1/angular_velocity = 0.0 +15:2/0/physics_layer_2/linear_velocity = Vector2(0, 0) +15:2/0/physics_layer_2/angular_velocity = 0.0 + +[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_nncxs"] +resource_name = "one_way_collisions" +texture = ExtResource("2_n1x7g") +11:4/next_alternative_id = 6 +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 +11:4/0/physics_layer_1/linear_velocity = Vector2(0, 0) +11:4/0/physics_layer_1/angular_velocity = 0.0 +11:4/0/physics_layer_2/linear_velocity = Vector2(0, 0) +11:4/0/physics_layer_2/angular_velocity = 0.0 +11:4/0/physics_layer_2/polygon_0/points = PackedVector2Array(-8, 5, 8, 5, 8, 8, -8, 8) +11:4/0/physics_layer_2/polygon_0/one_way = true +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 +12:4/0/physics_layer_1/linear_velocity = Vector2(0, 0) +12:4/0/physics_layer_1/angular_velocity = 0.0 +12:4/0/physics_layer_2/linear_velocity = Vector2(0, 0) +12:4/0/physics_layer_2/angular_velocity = 0.0 +12:4/0/physics_layer_2/polygon_0/points = PackedVector2Array(-8, 1, 8, 1, 8, 8, -8, 8) +12:4/0/physics_layer_2/polygon_0/one_way = true +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 +13:4/0/physics_layer_1/linear_velocity = Vector2(0, 0) +13:4/0/physics_layer_1/angular_velocity = 0.0 +13:4/0/physics_layer_2/linear_velocity = Vector2(0, 0) +13:4/0/physics_layer_2/angular_velocity = 0.0 +13:4/0/physics_layer_2/polygon_0/points = PackedVector2Array(8, 8, -8, 8, -8, 5, 8, 5) +13:4/0/physics_layer_2/polygon_0/one_way = true [resource] physics_layer_0/collision_layer = 16 physics_layer_0/collision_mask = 0 physics_layer_1/collision_layer = 32 +physics_layer_2/collision_layer = 16 +physics_layer_2/collision_mask = 0 sources/0 = SubResource("TileSetAtlasSource_oitv5") sources/1 = SubResource("TileSetAtlasSource_f5ev5") sources/2 = SubResource("TileSetAtlasSource_2v4nl") sources/3 = SubResource("TileSetAtlasSource_ojbk6") +sources/4 = SubResource("TileSetAtlasSource_nncxs") diff --git a/levels/level_0.tscn b/levels/level_0.tscn index e91ffe3..4439566 100644 --- a/levels/level_0.tscn +++ b/levels/level_0.tscn @@ -1,9 +1,9 @@ -[gd_scene load_steps=6 format=3 uid="uid://c27r43bai7xbk"] +[gd_scene load_steps=6 format=3] [ext_resource type="Script" path="res://levels/level.gd" id="1_4b8y6"] [ext_resource type="TileSet" uid="uid://cx4160r6lbeb3" path="res://levels/global_tileset.tres" id="1_obr5c"] [ext_resource type="PackedScene" uid="uid://dv0mokf4eogm7" path="res://princesse.tscn" id="2_cq067"] -[ext_resource type="PackedScene" uid="uid://bfff6uggijk4k" path="res://items/fromage_normal.tscn" id="4_w1tg6"] +[ext_resource type="PackedScene" uid="uid://lble7xchwb6e" path="res://items/fromage.tscn" id="4_w1tg6"] [ext_resource type="PackedScene" uid="uid://4pdhps0lgy4o" path="res://items/door.tscn" id="5_ykuit"] [node name="Node2D" type="Node2D"] @@ -15,7 +15,7 @@ format = 2 layer_0/tile_data = PackedInt32Array(196605, 196609, 3, 196606, 196609, 3, 196607, 196609, 3, 131072, 196609, 3, 131073, 196609, 3, 131074, 196609, 3, 131075, 196609, 3, 131076, 196609, 3, 131077, 196609, 3, 131078, 196609, 3, 131079, 65537, 1, 131080, 65537, 1, 131081, 65537, 1, 131082, 65537, 1, 131083, 65537, 1, 131084, 65537, 1, 196594, 65537, 1, 196595, 65537, 1, 196596, 65537, 1, 196597, 65537, 1, 196598, 65537, 1, 196599, 65537, 1, 196600, 65537, 1, 196601, 196609, 3, 196602, 196609, 3, 196603, 196609, 3, 196604, 196609, 3, 131085, 65537, 1, 131086, 65537, 1, 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65537, 6, -196597, 65537, 6, -196596, 65537, 6, -196595, 65537, 6, -524291, 720898, 5, -458755, 720898, 5, -393219, 720898, 5, -327683, 720898, 5, -655361, 786434, 5, -589825, 786434, 5, -524289, 786434, 5, -458753, 786434, 5, -393217, 786434, 5, -327681, 786434, 5, -720892, 720898, 5, -655356, 720898, 5, -589820, 720898, 5, -524284, 720898, 5, -458748, 720898, 5, -393212, 720898, 5, -851962, 786434, 5, -786426, 786434, 5, -720890, 786434, 5, -655354, 786434, 5, -589818, 786434, 5, -524282, 786434, 5, -458746, 786434, 5, -393210, 786434, 5, -196619, 262145, 0, -13, 65537, 1, -65549, 65537, 4, -131085, 196609, 3, -131086, 196609, 3, -65550, 65537, 4, -14, 196609, 3, 65522, 65537, 1, 131058, 196609, 3, 131059, 196609, 3, 65523, 65537, 4, 65524, 65537, 4, -12, 65537, 4, -65548, 65537, 1, -131084, 196609, 3, -131083, 65537, 4, -65547, 65537, 1, -11, 65537, 1, 65525, 65537, 4, 131061, 65537, 4, 131060, 65537, 1, 131062, 65537, 4, 65526, 65537, 4, -10, 65537, 1, -65546, 65537, 4, -65545, 262145, 0, -9, 65537, 1, 65527, 196609, 3, 131063, 65537, 4, 131064, 65537, 4, 65528, 65537, 1, -8, 262145, 0, 65529, 262145, 0, 131065, 65537, 4, -327692, 655361, 1, -393229, 655361, 1, -327693, 65537, 1, -458760, 720897, 1, -393224, 65537, 1, -393225, 720897, 1, -327689, 196609, 1, -327688, 65537, 2, -1048553, 786433, 0, 6, 720897, 7, -65529, 720897, 7, -131064, 720897, 7, -131057, 262145, 7, 7, 131073, 11, -65528, 327681, 7, -65527, 327681, 7, -524275, 1, 1, -458739, 1, 1, -393203, 196609, 1) layer_1/name = "background" layer_1/enabled = true -layer_1/modulate = Color(0.733333, 0.737255, 0.811765, 0.823529) +layer_1/modulate = Color(0.647059, 0.509804, 0.615686, 0.627451) layer_1/y_sort_enabled = false layer_1/y_sort_origin = 0 layer_1/z_index = -1 @@ -31,12 +31,6 @@ layer_2/tile_data = PackedInt32Array(-131070, 458755, 7, -65534, 458755, 8, -131 [node name="Princesse" parent="." instance=ExtResource("2_cq067")] position = Vector2(1, -1) -[node name="Fromage normal2" parent="." instance=ExtResource("4_w1tg6")] -position = Vector2(520, -106) - -[node name="Fromage normal3" parent="." instance=ExtResource("4_w1tg6")] -position = Vector2(448, -56) - [node name="Doors" type="Node" parent="."] [node name="Door" parent="Doors" instance=ExtResource("5_ykuit")] @@ -49,10 +43,15 @@ position = Vector2(586, -126) destination = "level_1" other_side_position = Vector2(-253, -112) -[node name="Fromage normal4" parent="." instance=ExtResource("4_w1tg6")] +[node name="fromages" type="Node2D" parent="."] + +[node name="Fromage normal3" parent="fromages" instance=ExtResource("4_w1tg6")] +position = Vector2(448, -56) + +[node name="Fromage normal4" parent="fromages" instance=ExtResource("4_w1tg6")] position = Vector2(194, -63) -[node name="Fromage normal" parent="." instance=ExtResource("4_w1tg6")] +[node name="Fromage normal" parent="fromages" instance=ExtResource("4_w1tg6")] position = Vector2(303, -214) [connection signal="princesse_is_dead" from="Princesse" to="." method="_on_princesse_princesse_is_dead"] diff --git a/levels/level_1.tscn b/levels/level_1.tscn index 76f505d..b3392e0 100644 --- a/levels/level_1.tscn +++ b/levels/level_1.tscn @@ -1,10 +1,11 @@ -[gd_scene load_steps=6 format=3 uid="uid://bmupdjkqacbt6"] +[gd_scene load_steps=7 format=3 uid="uid://u528iojubmyx"] [ext_resource type="Script" path="res://levels/level.gd" id="1_ree4a"] [ext_resource type="TileSet" uid="uid://cx4160r6lbeb3" path="res://levels/global_tileset.tres" id="1_sdkpd"] [ext_resource type="PackedScene" uid="uid://dv0mokf4eogm7" path="res://princesse.tscn" id="2_p75ky"] [ext_resource type="PackedScene" uid="uid://4pdhps0lgy4o" path="res://items/door.tscn" id="4_mk1ik"] -[ext_resource type="PackedScene" uid="uid://bfff6uggijk4k" path="res://items/fromage_normal.tscn" id="5_2bclx"] +[ext_resource type="PackedScene" uid="uid://lble7xchwb6e" path="res://items/fromage.tscn" id="5_jbyrn"] +[ext_resource type="PackedScene" uid="uid://b1c6ox0yndxae" path="res://items/lactase.tscn" id="6_fifcf"] [node name="Node2D" type="Node2D"] script = ExtResource("1_ree4a") @@ -12,10 +13,24 @@ script = ExtResource("1_ree4a") [node name="TileMap" type="TileMap" parent="."] tile_set = ExtResource("1_sdkpd") format = 2 -layer_0/tile_data = PackedInt32Array(196605, 262145, 2, 196606, 262145, 2, 196607, 196609, 2, 131072, 196609, 2, 131073, 196609, 2, 131074, 262145, 2, 131075, 196609, 2, 131076, 262145, 2, 131077, 196609, 2, 131078, 262145, 2, 131079, 196609, 2, 131080, 262145, 2, 131081, 196609, 2, 131082, 262145, 2, 131083, 196609, 2, 131084, 196609, 2, 196594, 196609, 2, 196595, 262145, 2, 196596, 196609, 2, 196597, 262145, 2, 196598, 196609, 2, 196599, 262145, 2, 196600, 196609, 2, 196601, 262145, 2, 196602, 196609, 2, 196603, 262145, 2, 196604, 196609, 2, 131085, 262145, 2, 131086, 196609, 2, 131087, 262145, 2, 131088, 196609, 2, 131089, 262145, 2, 131090, 196609, 2, 131091, 262145, 2, 131092, 196609, 2, 131093, 262145, 2, 131094, 196609, 2, 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-655338, 262147, 10, -589802, 393219, 10, -524266, 196611, 10, -458730, 262147, 9, -393194, 262147, 10, -327658, 196611, 10, -262122, 262147, 10, -196586, 327683, 10, -131050, 196611, 10, -65514, 327683, 10, 22, 262147, 9, 65558, 262147, 10, 131094, 393219, 10, 196630, 262147, 9, 262166, 327683, 10, -1572841, 393219, 10, -1507305, 262147, 10, -1441769, 196611, 9, -1376233, 327683, 10, -1310697, 393219, 10, -1245161, 327683, 10, -1179625, 196611, 10, -1114089, 262147, 9, -1048553, 65539, 7, -983017, 196611, 9, -917481, 196611, 10, -851945, 262147, 9, -786409, 262147, 10, -720873, 262147, 9, -655337, 196611, 10, -589801, 65539, 10, -524265, 196611, 9, -458729, 196611, 9, -393193, 262147, 10, -327657, 393219, 10, -262121, 196611, 10, -196585, 393219, 10, -131049, 65539, 7, -65513, 327683, 10, 23, 65539, 7, 65559, 393219, 10, 131095, 327683, 10, 196631, 327683, 10, 262167, 393219, 10, -1572840, 327683, 10, -1507304, 393219, 10, -1441768, 196611, 10, -1376232, 196611, 10, -1310696, 65539, 10, -1245160, 262147, 10, -1179624, 262147, 10, -1114088, 262147, 9, -1048552, 196611, 9, -983016, 262147, 9, -917480, 393219, 10, -851944, 65539, 10, -786408, 262147, 9, -720872, 65539, 10, -655336, 65539, 10, -589800, 196611, 10, -524264, 393219, 10, -458728, 196611, 10, -393192, 196611, 10, -327656, 196611, 10, -262120, 196611, 10, -196584, 262147, 10, -131048, 196611, 9, -65512, 393219, 10, 24, 262147, 10, 65560, 262147, 10, 131096, 65539, 7, 196632, 196611, 9, 262168, 65539, 7, -1572839, 327683, 10, -1507303, 65539, 7, -1441767, 327683, 10, -1376231, 262147, 9, -1310695, 262147, 10, -1245159, 327683, 10, -1179623, 327683, 10, -1114087, 65539, 10, -1048551, 327683, 10, -983015, 196611, 9, -917479, 196611, 10, -851943, 262147, 10, -786407, 262147, 10, -720871, 327683, 10, -655335, 65539, 10, -589799, 65539, 10, -524263, 262147, 10, -458727, 65539, 7, -393191, 262147, 10, -327655, 65539, 7, -262119, 262147, 10, -196583, 196611, 9, -131047, 393219, 10, -65511, 196611, 10, 25, 262147, 10, 65561, 393219, 10, 131097, 327683, 10, 196633, 196611, 10, 262169, 262147, 9, -1572838, 196611, 10, -1507302, 262147, 10, -1441766, 196611, 10, -1376230, 196611, 10, -1310694, 65539, 7, -1245158, 196611, 10, -1179622, 196611, 9, -1114086, 327683, 10, -1048550, 196611, 9, -983014, 65539, 7, -917478, 65539, 10, -851942, 196611, 10, -786406, 262147, 9, -720870, 262147, 10, -655334, 327683, 10, -589798, 196611, 9, -524262, 65539, 7, -458726, 65539, 10, -393190, 393219, 10, -327654, 393219, 10, -262118, 196611, 9, -196582, 327683, 10, -131046, 393219, 10, -65510, 65539, 7, 26, 262147, 9, 65562, 393219, 10, 131098, 196611, 10, 196634, 393219, 10, 262170, 327683, 10, -1572837, 196611, 10, -1507301, 65539, 10, -1441765, 196611, 10, -1376229, 196611, 10, -1310693, 65539, 10, -1245157, 393219, 10, -1179621, 65539, 7, -1114085, 196611, 10, -1048549, 262147, 9, -983013, 196611, 10, -917477, 196611, 10, -851941, 65539, 7, -786405, 393219, 10, -720869, 65539, 10, -655333, 262147, 9, -589797, 65539, 10, -524261, 65539, 10, -458725, 393219, 10, -393189, 393219, 10, -327653, 65539, 7, -262117, 327683, 10, -196581, 262147, 10, -131045, 262147, 9, -65509, 262147, 9, 27, 262147, 9, 65563, 196611, 9, 131099, 262147, 10, 196635, 262147, 9, 262171, 262147, 10, -1572836, 327683, 10, -1507300, 196611, 10, -1441764, 262147, 9, -1376228, 262147, 10, -1310692, 262147, 10, -1245156, 65539, 7, -1179620, 262147, 9, -1114084, 393219, 10, -1048548, 262147, 9, -983012, 65539, 10, -917476, 196611, 9, -851940, 262147, 9, -786404, 327683, 10, -720868, 327683, 10, -655332, 262147, 9, -589796, 262147, 9, -524260, 327683, 10, -458724, 196611, 9, -393188, 196611, 9, -327652, 196611, 10, -262116, 65539, 10, -196580, 393219, 10, -131044, 262147, 9, -65508, 65539, 10, 28, 196611, 9, 65564, 196611, 9, 131100, 262147, 10, 196636, 262147, 9, 262172, 65539, 7) +layer_2/name = "fforeground" +layer_2/enabled = true +layer_2/modulate = Color(1, 1, 1, 1) +layer_2/y_sort_enabled = false +layer_2/y_sort_origin = 0 +layer_2/z_index = 1 +layer_2/tile_data = PackedInt32Array(-393229, 589827, 0, -393228, 983043, 0, -393227, 983043, 2, -393226, 983043, 2, -393225, 983043, 0, -393224, 983043, 0, -393231, 983043, 2, -1048592, 983043, 1, -1048590, 655363, 0, -1048589, 983043, 1, -1048588, 983043, 2, -1048587, 655363, 0, -1048586, 983043, 2, -1048582, 720899, 0, -1048581, 720899, 0, -1048580, 720899, 0, -1769489, 458755, 1, -1769488, 524291, 1, -1703952, 524291, 2, -1638416, 524291, 3, -1769487, 589827, 1, -1703951, 589827, 2, -1769484, 458755, 1, -1703948, 458755, 2, -1769483, 524291, 1, -1703947, 524291, 2, -1638411, 524291, 3, -1769482, 589827, 1, -1703946, 589827, 2, -1769479, 458755, 1, -1703943, 458755, 2, -1769478, 524291, 1, -1703942, 524291, 2, -1638406, 524291, 3, -1769477, 589827, 1, -1703941, 589827, 2, -1769475, 458755, 1, -1703939, 458755, 2, -1769474, 524291, 1, -1703938, 524291, 2, -1638402, 524291, 3, -1769473, 589827, 1, -1703937, 589827, 2, -1835007, 458755, 1, -1769471, 458755, 2, -1835006, 524291, 1, -1769470, 524291, 2, -1703934, 524291, 3, -1835005, 589827, 1, -1769469, 589827, 2, -1835004, 458755, 1, -1769468, 458755, 2, -1835003, 524291, 1, -1769467, 524291, 2, -1703931, 524291, 3, -1835002, 589827, 1, -1769466, 589827, 2, -1835001, 458755, 1, -1769465, 458755, 2, -1835000, 524291, 1, -1769464, 524291, 2, -1703928, 524291, 3, -1834999, 458755, 1, -1769463, 458755, 2, -1834998, 524291, 1, -1769462, 524291, 2, -1703926, 524291, 3, -1834997, 589827, 1, -1769461, 589827, 2, -1834996, 458755, 1, -1769460, 458755, 2, -1834995, 524291, 1, -1769459, 524291, 2, -1703923, 524291, 3, -1834994, 589827, 1, -1769458, 589827, 2, -1834991, 458755, 1, -1769455, 458755, 2, -1834990, 524291, 1, -1769454, 524291, 2, -1703918, 524291, 3, -1834989, 589827, 1, -1769453, 589827, 2, -1834988, 458755, 1, -1769452, 458755, 2, -1834987, 524291, 1, -1769451, 524291, 2, -1703915, 524291, 3, -1834986, 589827, 1, -1769450, 589827, 2, -1834982, 458755, 1, -1769446, 458755, 2, -1834981, 524291, 1, -1769445, 524291, 2, -1703909, 524291, 3, -1834980, 589827, 1, -1769444, 589827, 2, -1703953, 458755, 2, -1638413, 589827, 0, -1703920, 589827, 0, -2686993, 589824, 4, -2621457, 589824, 5, -2686992, 655360, 4, -2621456, 655360, 5, -2686991, 720896, 4, -2621455, 720896, 5, -2686990, 786432, 4, -2621454, 786432, 5, -2686989, 851968, 4, -2621453, 851968, 5, -2686988, 917504, 4, -2621452, 917504, 5, -2686987, 983040, 4, -2621451, 983040, 5, -2686986, 589824, 4, -2621450, 589824, 5, -2686985, 655360, 4, -2621449, 655360, 5, -2686984, 720896, 4, -2621448, 720896, 5, -2686983, 786432, 4, -2621447, 786432, 5, -2686982, 851968, 4, -2621446, 851968, 5, -2686981, 917504, 4, -2621445, 917504, 5, -2686980, 983040, 4, -2621444, 983040, 5, -2686979, 589824, 4, -2621443, 589824, 5, -2686978, 655360, 4, -2621442, 655360, 5, -2686977, 720896, 4, -2621441, 720896, 5, -2752512, 786432, 4, -2686976, 786432, 5, -2752511, 851968, 4, -2686975, 851968, 5, -2752510, 917504, 4, -2686974, 917504, 5, -2752509, 983040, 4, -2686973, 983040, 5, -2752508, 589824, 4, -2686972, 589824, 5, -2752507, 655360, 4, -2686971, 655360, 5, -2752506, 720896, 4, -2686970, 720896, 5, -2752505, 786432, 4, -2686969, 786432, 5, -2752504, 851968, 4, -2686968, 851968, 5, -2752503, 917504, 4, -2686967, 917504, 5, -2752502, 983040, 4, -2686966, 983040, 5, -2752501, 589824, 4, -2686965, 589824, 5, -2752500, 655360, 4, -2686964, 655360, 5, -2752499, 720896, 4, -2686963, 720896, 5, -2752498, 786432, 4, -2686962, 786432, 5, -2752497, 851968, 4, -2686961, 851968, 5, -2752496, 917504, 4, -2686960, 917504, 5, -2752495, 983040, 4, -2686959, 983040, 5, -2752494, 589824, 4, -2686958, 589824, 5, -2752493, 655360, 4, -2686957, 655360, 5, -2752492, 720896, 4, -2686956, 720896, 5, -2752491, 786432, 4, -2686955, 786432, 5, -2752490, 851968, 4, -2686954, 851968, 5, -2752489, 917504, 4, -2686953, 917504, 5, -2752488, 983040, 4, -2686952, 983040, 5, -2752487, 589824, 4, -2686951, 589824, 5, -2752486, 655360, 4, -2686950, 655360, 5, -2752485, 720896, 4, -2686949, 720896, 5, -2752484, 786432, 4, -2686948, 786432, 5, -2752483, 851968, 4, -2686947, 851968, 5) [node name="Princesse" parent="." instance=ExtResource("2_p75ky")] -position = Vector2(133, -156) +position = Vector2(-196, -274) [node name="Doors" type="Node" parent="."] @@ -29,7 +44,65 @@ position = Vector2(-264, -109) destination = "level_0" other_side_position = Vector2(571, -127) -[node name="Fromage normal" parent="." instance=ExtResource("5_2bclx")] -position = Vector2(-199, -271) +[node name="Fromage bleu" parent="." instance=ExtResource("5_jbyrn")] +position = Vector2(-223, 20) +CHEESE_KIND = 3 + +[node name="Fromage bleu2" parent="." instance=ExtResource("5_jbyrn")] +position = Vector2(-9, -105) +CHEESE_KIND = 3 + +[node name="Fromage normal3" parent="." instance=ExtResource("5_jbyrn")] +position = Vector2(-249, -270) + +[node name="lactases" type="Node2D" parent="."] + +[node name="lactases_h" type="Node2D" parent="lactases"] +position = Vector2(-29, -248) + +[node name="lactase" parent="lactases/lactases_h" instance=ExtResource("6_fifcf")] +position = Vector2(-15, -7) + +[node name="lactase2" parent="lactases/lactases_h" instance=ExtResource("6_fifcf")] +position = Vector2(-6, -7) + +[node name="lactase3" parent="lactases/lactases_h" instance=ExtResource("6_fifcf")] +position = Vector2(3, -7) + +[node name="lactase4" parent="lactases/lactases_h" instance=ExtResource("6_fifcf")] +position = Vector2(12, -7) + +[node name="lactase5" parent="lactases/lactases_h" instance=ExtResource("6_fifcf")] +position = Vector2(22, -7) + +[node name="lactases_v" type="Node2D" parent="lactases"] +position = Vector2(2, 5) + +[node name="lactase6" parent="lactases/lactases_v" instance=ExtResource("6_fifcf")] +position = Vector2(6, 0) + +[node name="lactase7" parent="lactases/lactases_v" instance=ExtResource("6_fifcf")] +position = Vector2(6, 8) + +[node name="lactase8" parent="lactases/lactases_v" instance=ExtResource("6_fifcf")] +position = Vector2(6, 16) + +[node name="lactase9" parent="lactases/lactases_v" instance=ExtResource("6_fifcf")] +position = Vector2(6, 23) + +[node name="lactases_h2" type="Node2D" parent="lactases"] +position = Vector2(-224, -72) + +[node name="lactase" parent="lactases/lactases_h2" instance=ExtResource("6_fifcf")] +position = Vector2(-15, -7) + +[node name="lactase2" parent="lactases/lactases_h2" instance=ExtResource("6_fifcf")] +position = Vector2(-6, -7) + +[node name="lactase3" parent="lactases/lactases_h2" instance=ExtResource("6_fifcf")] +position = Vector2(3, -7) + +[node name="lactase4" parent="lactases/lactases_h2" instance=ExtResource("6_fifcf")] +position = Vector2(12, -7) [connection signal="princesse_is_dead" from="Princesse" to="." method="_on_princesse_princesse_is_dead"] diff --git a/levels/level_test_1.tscn b/levels/level_test_1.tscn index 0a7480a..1660183 100644 --- a/levels/level_test_1.tscn +++ b/levels/level_test_1.tscn @@ -1,7 +1,7 @@ -[gd_scene load_steps=4 format=3 uid="uid://cfou80f4ng1q0"] +[gd_scene load_steps=4 format=3] [ext_resource type="TileSet" uid="uid://cx4160r6lbeb3" path="res://levels/global_tileset.tres" id="1_u82x8"] -[ext_resource type="PackedScene" uid="uid://bfff6uggijk4k" path="res://items/fromage_normal.tscn" id="3_3jwuu"] +[ext_resource type="PackedScene" uid="uid://lble7xchwb6e" path="res://items/fromage.tscn" id="3_3jwuu"] [ext_resource type="PackedScene" uid="uid://dv0mokf4eogm7" path="res://princesse.tscn" id="3_cfovy"] [node name="Node2D" type="Node2D"] diff --git a/princesse.gd b/princesse.gd index 7833049..dde197b 100644 --- a/princesse.gd +++ b/princesse.gd @@ -50,8 +50,10 @@ var DASH_SPEED = WALKING_SPEED * 2 @export var MAX_FARTS : int = 3 -signal cheese_collected() # utilisé pour remplir le HUD qui apelera +signal cheese_collected(speed:float) # utilisé pour remplir le HUD qui apelera # ensuite la fonction reload_fart quand il aura fini +signal lactase_collected() # utilisé pour vider le HUD qui apelera + # ensuite la fonction kill_farts quand il aura fini signal dash_fart() # utilisé pour vider le HUD signal princesse_is_dead() # signal au jeu de recharger la scene @@ -389,6 +391,8 @@ func read_input() -> void: kick_direction = 1 else: kick_direction = -1 + if not coyote_grab[-1]: + kick_direction *= -1 # Dès qu'il peut et veut sauter, déclencher le saut if need_jump and (is_on_floor() or get_coyote(coyote_ground)): need_jump = false @@ -425,16 +429,16 @@ func read_input() -> void: # Le joueur veut-il et peut-il s'accrocher au mur ? if pressing_wall: - if not grab_wall: + if not grab_wall : grab_wall = ( - (pressing_wall_left and ( - walking or kicking or dashing - ) and direction == -1) - or - (pressing_wall_right and ( - walking or kicking or dashing - ) and direction == 1) + abs(velocity.x) > 0 and + ( + (pressing_wall_left and direction == -1) + or + (pressing_wall_right and direction == 1) + ) ) + else: grab_wall = false @@ -546,18 +550,27 @@ func _physics_process(_delta: float) -> void: move_and_handle_collisions() play_animation() -func you_got_cheese() -> void: - cheese_collected.emit() +func you_got_cheese(speed:float=1) -> void: + cheese_collected.emit(speed) func reload_fart() -> void: available_dashs = min(available_dashs+1, MAX_FARTS) Input.start_joy_vibration(0, 0, 1, 0.2) +func you_got_lactase() -> void: + lactase_collected.emit() + kill_farts() + +func kill_farts() -> void: + available_dashs = 0 + cancel_dash() + Input.start_joy_vibration(0, 0.5, 0, 0.1) + func death() -> void: if not dead: print("death") locked = true - Input.start_joy_vibration(0, 1, 1, 1) + Input.start_joy_vibration(0, 1,0.7, 1) self.rotation = 90 dead = true death_animation.play(&"death") diff --git a/princesse.tscn b/princesse.tscn index 62c06a6..314af7e 100644 --- a/princesse.tscn +++ b/princesse.tscn @@ -265,38 +265,38 @@ script = ExtResource("1_dkp7s") JUMPING_SPEED = 230 COYOTE_LENGTH = 7 COYOTE_GRAB_LENGTH = 7 -WALK_INCR_AIR = 6 +WALK_INCR_AIR = 10 [node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."] sprite_frames = SubResource("SpriteFrames_q52wx") animation = &"jump_impulsion" [node name="wall_detect_left" type="RayCast2D" parent="."] -target_position = Vector2(-10, 0) +target_position = Vector2(-8, 0) collision_mask = 16 [node name="wall_detect_left2" type="RayCast2D" parent="."] -position = Vector2(0, -19) -target_position = Vector2(-10, 0) +position = Vector2(0, -16) +target_position = Vector2(-8, 0) collision_mask = 16 [node name="wall_detect_left3" type="RayCast2D" parent="."] -position = Vector2(0, 24) -target_position = Vector2(-10, 0) +position = Vector2(0, 22) +target_position = Vector2(-8, 0) collision_mask = 16 [node name="wall_detect_right" type="RayCast2D" parent="."] -target_position = Vector2(14, 0) +target_position = Vector2(10, 0) collision_mask = 16 [node name="wall_detect_right2" type="RayCast2D" parent="."] -position = Vector2(0, -19) -target_position = Vector2(14, 0) +position = Vector2(0, -16) +target_position = Vector2(10, 0) collision_mask = 16 [node name="wall_detect_right3" type="RayCast2D" parent="."] -position = Vector2(0, 24) -target_position = Vector2(14, 0) +position = Vector2(0, 22) +target_position = Vector2(10, 0) collision_mask = 16 [node name="Camera2D" type="Camera2D" parent="."]