Files
Princesse-Lactose-Godot/levels/global_tileset.tres
2023-05-14 21:55:28 +02:00

2926 lines
138 KiB
Plaintext

[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"]
[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_oitv5"]
resource_name = "old"
texture = ExtResource("1_rkaom")
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
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)
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_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
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resource_name = "plateforemes"
texture = ExtResource("2_n1x7g")
0:0/0 = 0
0:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
0:0/0/physics_layer_0/angular_velocity = 0.0
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/next_alternative_id = 4
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
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
8:4/0/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, -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 = 4
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_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)
13:0/1/physics_layer_0/angular_velocity = 0.0
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
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_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_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_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
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
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_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
14:9/0/physics_layer_1/linear_velocity = Vector2(0, 0)
14:9/0/physics_layer_1/angular_velocity = 0.0
14:9/0/physics_layer_2/linear_velocity = Vector2(0, 0)
14:9/0/physics_layer_2/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_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
15:9/0/physics_layer_1/linear_velocity = Vector2(0, 0)
15:9/0/physics_layer_1/angular_velocity = 0.0
15:9/0/physics_layer_2/linear_velocity = Vector2(0, 0)
15:9/0/physics_layer_2/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_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
15:10/0/physics_layer_1/linear_velocity = Vector2(0, 0)
15:10/0/physics_layer_1/angular_velocity = 0.0
15:10/0/physics_layer_2/linear_velocity = Vector2(0, 0)
15:10/0/physics_layer_2/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_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
14:10/0/physics_layer_1/linear_velocity = Vector2(0, 0)
14:10/0/physics_layer_1/angular_velocity = 0.0
14:10/0/physics_layer_2/linear_velocity = Vector2(0, 0)
14:10/0/physics_layer_2/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_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
10:10/0/physics_layer_1/linear_velocity = Vector2(0, 0)
10:10/0/physics_layer_1/angular_velocity = 0.0
10:10/0/physics_layer_2/linear_velocity = Vector2(0, 0)
10:10/0/physics_layer_2/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_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
11:10/0/physics_layer_1/linear_velocity = Vector2(0, 0)
11:10/0/physics_layer_1/angular_velocity = 0.0
11:10/0/physics_layer_2/linear_velocity = Vector2(0, 0)
11:10/0/physics_layer_2/angular_velocity = 0.0
11:11/0 = 0
11:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
11:11/0/physics_layer_0/angular_velocity = 0.0
11:11/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
11:11/0/physics_layer_1/linear_velocity = Vector2(0, 0)
11:11/0/physics_layer_1/angular_velocity = 0.0
11:11/0/physics_layer_2/linear_velocity = Vector2(0, 0)
11:11/0/physics_layer_2/angular_velocity = 0.0
10:11/0 = 0
10:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
10:11/0/physics_layer_0/angular_velocity = 0.0
10:11/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
10:11/0/physics_layer_1/linear_velocity = Vector2(0, 0)
10:11/0/physics_layer_1/angular_velocity = 0.0
10:11/0/physics_layer_2/linear_velocity = Vector2(0, 0)
10:11/0/physics_layer_2/angular_velocity = 0.0
14:11/0 = 0
14:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
14:11/0/physics_layer_0/angular_velocity = 0.0
14:11/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
14:11/0/physics_layer_1/linear_velocity = Vector2(0, 0)
14:11/0/physics_layer_1/angular_velocity = 0.0
14:11/0/physics_layer_2/linear_velocity = Vector2(0, 0)
14:11/0/physics_layer_2/angular_velocity = 0.0
15:11/0 = 0
15:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
15:11/0/physics_layer_0/angular_velocity = 0.0
15:11/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
15:11/0/physics_layer_1/linear_velocity = Vector2(0, 0)
15:11/0/physics_layer_1/angular_velocity = 0.0
15:11/0/physics_layer_2/linear_velocity = Vector2(0, 0)
15:11/0/physics_layer_2/angular_velocity = 0.0
7:11/0 = 0
7:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
7:11/0/physics_layer_0/angular_velocity = 0.0
7:11/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
7:11/0/physics_layer_1/linear_velocity = Vector2(0, 0)
7:11/0/physics_layer_1/angular_velocity = 0.0
7:11/0/physics_layer_2/linear_velocity = Vector2(0, 0)
7:11/0/physics_layer_2/angular_velocity = 0.0
8:11/0 = 0
8:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
8:11/0/physics_layer_0/angular_velocity = 0.0
8:11/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
8:11/0/physics_layer_1/linear_velocity = Vector2(0, 0)
8:11/0/physics_layer_1/angular_velocity = 0.0
8:11/0/physics_layer_2/linear_velocity = Vector2(0, 0)
8:11/0/physics_layer_2/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_0/polygon_0/points = PackedVector2Array(-8, -8, 8, 8, -8, 8)
10:6/0/physics_layer_1/linear_velocity = Vector2(0, 0)
10:6/0/physics_layer_1/angular_velocity = 0.0
10:6/0/physics_layer_2/linear_velocity = Vector2(0, 0)
10:6/0/physics_layer_2/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_0/polygon_0/points = PackedVector2Array(8, -8, 8, 8, -8, 8)
11:6/0/physics_layer_1/linear_velocity = Vector2(0, 0)
11:6/0/physics_layer_1/angular_velocity = 0.0
11:6/0/physics_layer_2/linear_velocity = Vector2(0, 0)
11:6/0/physics_layer_2/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_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
12:9/0/physics_layer_1/linear_velocity = Vector2(0, 0)
12:9/0/physics_layer_1/angular_velocity = 0.0
12:9/0/physics_layer_2/linear_velocity = Vector2(0, 0)
12:9/0/physics_layer_2/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_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
13:9/0/physics_layer_1/linear_velocity = Vector2(0, 0)
13:9/0/physics_layer_1/angular_velocity = 0.0
13:9/0/physics_layer_2/linear_velocity = Vector2(0, 0)
13:9/0/physics_layer_2/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_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
13:10/0/physics_layer_1/linear_velocity = Vector2(0, 0)
13:10/0/physics_layer_1/angular_velocity = 0.0
13:10/0/physics_layer_2/linear_velocity = Vector2(0, 0)
13:10/0/physics_layer_2/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_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
12:10/0/physics_layer_1/linear_velocity = Vector2(0, 0)
12:10/0/physics_layer_1/angular_velocity = 0.0
12:10/0/physics_layer_2/linear_velocity = Vector2(0, 0)
12:10/0/physics_layer_2/angular_velocity = 0.0
12:11/0 = 0
12:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
12:11/0/physics_layer_0/angular_velocity = 0.0
12:11/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
12:11/0/physics_layer_1/linear_velocity = Vector2(0, 0)
12:11/0/physics_layer_1/angular_velocity = 0.0
12:11/0/physics_layer_2/linear_velocity = Vector2(0, 0)
12:11/0/physics_layer_2/angular_velocity = 0.0
13:11/0 = 0
13:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
13:11/0/physics_layer_0/angular_velocity = 0.0
13:11/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
13:11/0/physics_layer_1/linear_velocity = Vector2(0, 0)
13:11/0/physics_layer_1/angular_velocity = 0.0
13:11/0/physics_layer_2/linear_velocity = Vector2(0, 0)
13:11/0/physics_layer_2/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_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
12:6/0/physics_layer_1/linear_velocity = Vector2(0, 0)
12:6/0/physics_layer_1/angular_velocity = 0.0
12:6/0/physics_layer_2/linear_velocity = Vector2(0, 0)
12:6/0/physics_layer_2/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_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
13:6/0/physics_layer_1/linear_velocity = Vector2(0, 0)
13:6/0/physics_layer_1/angular_velocity = 0.0
13:6/0/physics_layer_2/linear_velocity = Vector2(0, 0)
13:6/0/physics_layer_2/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_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
14:6/0/physics_layer_1/linear_velocity = Vector2(0, 0)
14:6/0/physics_layer_1/angular_velocity = 0.0
14:6/0/physics_layer_2/linear_velocity = Vector2(0, 0)
14:6/0/physics_layer_2/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_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
15:6/0/physics_layer_1/linear_velocity = Vector2(0, 0)
15:6/0/physics_layer_1/angular_velocity = 0.0
15:6/0/physics_layer_2/linear_velocity = Vector2(0, 0)
15:6/0/physics_layer_2/angular_velocity = 0.0
[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_2v4nl"]
resource_name = "pics"
texture = ExtResource("2_n1x7g")
3:4/next_alternative_id = 3
3:4/0 = 0
3:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
3:4/0/physics_layer_0/angular_velocity = 0.0
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
3:4/1/physics_layer_0/linear_velocity = Vector2(0, 0)
3:4/1/physics_layer_0/angular_velocity = 0.0
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)
3:4/2/physics_layer_0/angular_velocity = 0.0
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)
4:4/0/physics_layer_0/angular_velocity = 0.0
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
4:4/1/physics_layer_0/linear_velocity = Vector2(0, 0)
4:4/1/physics_layer_0/angular_velocity = 0.0
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)
4:4/2/physics_layer_0/angular_velocity = 0.0
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)
5:4/0/physics_layer_0/angular_velocity = 0.0
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
5:4/1/physics_layer_0/linear_velocity = Vector2(0, 0)
5:4/1/physics_layer_0/angular_velocity = 0.0
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)
5:4/2/physics_layer_0/angular_velocity = 0.0
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)
6:4/0/physics_layer_0/angular_velocity = 0.0
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
6:4/1/physics_layer_0/linear_velocity = Vector2(0, 0)
6:4/1/physics_layer_0/angular_velocity = 0.0
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)
6:4/2/physics_layer_0/angular_velocity = 0.0
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)
8:5/0/physics_layer_0/angular_velocity = 0.0
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
8:5/1/physics_layer_0/linear_velocity = Vector2(0, 0)
8:5/1/physics_layer_0/angular_velocity = 0.0
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)
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_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
10:4/1/physics_layer_0/linear_velocity = Vector2(0, 0)
10:4/1/physics_layer_0/angular_velocity = 0.0
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)
10:4/2/physics_layer_0/angular_velocity = 0.0
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)
10:4/3/physics_layer_0/angular_velocity = 0.0
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
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resource_name = "sans_collision_pour_background"
texture = ExtResource("2_n1x7g")
0:0/0 = 0
0:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
0:0/0/physics_layer_0/angular_velocity = 0.0
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
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
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
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")