395 lines
16 KiB
Plaintext
395 lines
16 KiB
Plaintext
[gd_resource type="TileSet" load_steps=3 format=3 uid="uid://caxx0q7nei3h7"]
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[ext_resource type="Texture2D" uid="uid://45fgpfmo6jpm" path="res://sheet1.png" id="1_oi8tv"]
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[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_37hlk"]
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texture = ExtResource("1_oi8tv")
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10:13/0 = 0
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10:13/0/terrain_set = 0
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10:13/0/terrain = 5
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10:13/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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10:13/0/physics_layer_0/angular_velocity = 0.0
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10:13/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
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10:14/0 = 0
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10:14/0/terrain_set = 0
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10:14/0/terrain = 5
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10:14/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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10:14/0/physics_layer_0/angular_velocity = 0.0
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10:14/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
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11:14/0 = 0
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11:14/0/terrain_set = 0
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11:14/0/terrain = 5
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11:14/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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11:14/0/physics_layer_0/angular_velocity = 0.0
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11:14/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
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12:14/0 = 0
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12:14/0/terrain_set = 0
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12:14/0/terrain = 5
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12:14/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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12:14/0/physics_layer_0/angular_velocity = 0.0
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12:14/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
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12:13/0 = 0
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12:13/0/terrain_set = 0
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12:13/0/terrain = 5
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12:13/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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12:13/0/physics_layer_0/angular_velocity = 0.0
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12:13/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
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11:13/0 = 0
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11:13/0/terrain_set = 0
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11:13/0/terrain = 5
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11:13/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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11:13/0/physics_layer_0/angular_velocity = 0.0
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11:13/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
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13:13/0 = 0
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13:13/0/terrain_set = 0
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13:13/0/terrain = 5
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13:13/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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13:13/0/physics_layer_0/angular_velocity = 0.0
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13:13/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
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13:14/0 = 0
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13:14/0/terrain_set = 0
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13:14/0/terrain = 5
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13:14/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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13:14/0/physics_layer_0/angular_velocity = 0.0
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13:14/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
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14:12/0 = 0
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14:12/0/terrain_set = 0
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14:12/0/terrain = 1
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14:12/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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14:12/0/physics_layer_0/angular_velocity = 0.0
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14:12/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
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14:11/0 = 0
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14:11/0/terrain_set = 0
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14:11/0/terrain = 1
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14:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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14:11/0/physics_layer_0/angular_velocity = 0.0
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14:11/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
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15:11/0 = 0
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15:11/0/terrain_set = 0
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15:11/0/terrain = 1
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15:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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15:11/0/physics_layer_0/angular_velocity = 0.0
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15:11/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
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16:11/0 = 0
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16:11/0/terrain_set = 0
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16:11/0/terrain = 1
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16:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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16:11/0/physics_layer_0/angular_velocity = 0.0
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16:11/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
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17:11/0 = 0
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17:11/0/terrain_set = 0
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17:11/0/terrain = 1
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17:11/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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17:11/0/physics_layer_0/angular_velocity = 0.0
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17:11/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
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17:12/0 = 0
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17:12/0/terrain_set = 0
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17:12/0/terrain = 1
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17:12/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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17:12/0/physics_layer_0/angular_velocity = 0.0
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17:12/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
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17:13/0 = 0
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17:13/0/terrain_set = 0
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17:13/0/terrain = 1
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17:13/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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17:13/0/physics_layer_0/angular_velocity = 0.0
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17:13/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
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16:12/0 = 0
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16:12/0/terrain_set = 0
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16:12/0/terrain = 1
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16:12/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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16:12/0/physics_layer_0/angular_velocity = 0.0
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16:12/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
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15:12/0 = 0
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15:12/0/terrain_set = 0
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15:12/0/terrain = 1
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15:12/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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15:12/0/physics_layer_0/angular_velocity = 0.0
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15:12/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
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2:4/0 = 0
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2:4/0/terrain_set = 0
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2:4/0/terrain = 3
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2:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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2:4/0/physics_layer_0/angular_velocity = 0.0
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2:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
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1:4/0 = 0
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1:4/0/terrain_set = 0
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1:4/0/terrain = 3
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1:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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1:4/0/physics_layer_0/angular_velocity = 0.0
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1:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
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0:4/0 = 0
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0:4/0/terrain_set = 0
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0:4/0/terrain = 3
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0:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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0:4/0/physics_layer_0/angular_velocity = 0.0
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0:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
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0:3/0 = 0
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0:3/0/terrain_set = 0
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0:3/0/terrain = 4
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0:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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0:3/0/physics_layer_0/angular_velocity = 0.0
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0:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
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1:3/0 = 0
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1:3/0/terrain_set = 0
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1:3/0/terrain = 4
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1:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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1:3/0/physics_layer_0/angular_velocity = 0.0
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1:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
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2:3/0 = 0
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2:3/0/terrain_set = 0
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2:3/0/terrain = 4
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2:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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2:3/0/physics_layer_0/angular_velocity = 0.0
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2:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
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4:2/0 = 0
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4:2/0/terrain_set = 0
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4:2/0/terrain = 1
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4:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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4:2/0/physics_layer_0/angular_velocity = 0.0
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4:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
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4:1/0 = 0
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4:1/0/terrain_set = 0
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4:1/0/terrain = 1
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4:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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4:1/0/physics_layer_0/angular_velocity = 0.0
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4:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
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3:1/0 = 0
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3:1/0/terrain_set = 0
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3:1/0/terrain = 0
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3:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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3:1/0/physics_layer_0/angular_velocity = 0.0
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3:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
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3:1/0/terrains_peering_bit/left_side = 0
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2:1/0 = 0
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2:1/0/terrain_set = 0
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2:1/0/terrain = 0
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2:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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2:1/0/physics_layer_0/angular_velocity = 0.0
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2:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
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2:1/0/terrains_peering_bit/right_side = 0
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2:1/0/terrains_peering_bit/left_side = 0
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1:1/next_alternative_id = 3
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1:1/0 = 0
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1:1/0/terrain_set = 0
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1:1/0/terrain = 0
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1:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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1:1/0/physics_layer_0/angular_velocity = 0.0
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1:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
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1:1/0/terrains_peering_bit/right_side = 0
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1:1/0/terrains_peering_bit/left_side = 0
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1:1/1 = 1
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1:1/1/transpose = true
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1:1/1/physics_layer_0/linear_velocity = Vector2(0, 0)
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1:1/1/physics_layer_0/angular_velocity = 0.0
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1:1/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
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1:1/2 = 2
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1:1/2/flip_h = true
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1:1/2/transpose = true
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1:1/2/physics_layer_0/linear_velocity = Vector2(0, 0)
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1:1/2/physics_layer_0/angular_velocity = 0.0
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1:1/2/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
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0:1/0 = 0
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0:1/0/terrain_set = 0
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0:1/0/terrain = 0
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0:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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0:1/0/physics_layer_0/angular_velocity = 0.0
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0:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
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0:1/0/terrains_peering_bit/right_side = 0
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0:2/0 = 0
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0:2/0/terrain_set = 0
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0:2/0/terrain = 0
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0:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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0:2/0/physics_layer_0/angular_velocity = 0.0
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0:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
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0:2/0/terrains_peering_bit/right_side = 0
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0:2/0/terrains_peering_bit/top_side = 0
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0:2/0/terrains_peering_bit/top_right_corner = 0
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1:2/0 = 0
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1:2/0/terrain_set = 0
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1:2/0/terrain = 0
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1:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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1:2/0/physics_layer_0/angular_velocity = 0.0
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1:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
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1:2/0/terrains_peering_bit/right_side = 0
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1:2/0/terrains_peering_bit/left_side = 0
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1:2/0/terrains_peering_bit/top_left_corner = 0
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1:2/0/terrains_peering_bit/top_side = 0
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1:2/0/terrains_peering_bit/top_right_corner = 0
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2:2/0 = 0
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2:2/0/terrain_set = 0
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2:2/0/terrain = 0
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2:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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2:2/0/physics_layer_0/angular_velocity = 0.0
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2:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
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2:2/0/terrains_peering_bit/right_side = 0
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2:2/0/terrains_peering_bit/left_side = 0
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2:2/0/terrains_peering_bit/top_left_corner = 0
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2:2/0/terrains_peering_bit/top_side = 0
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2:2/0/terrains_peering_bit/top_right_corner = 0
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3:2/0 = 0
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3:2/0/terrain_set = 0
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3:2/0/terrain = 0
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3:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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3:2/0/physics_layer_0/angular_velocity = 0.0
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3:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
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3:2/0/terrains_peering_bit/left_side = 0
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3:2/0/terrains_peering_bit/top_left_corner = 0
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3:2/0/terrains_peering_bit/top_side = 0
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4:3/0 = 0
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4:3/0/terrain_set = 0
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4:3/0/terrain = 2
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4:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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4:3/0/physics_layer_0/angular_velocity = 0.0
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4:3/0/terrains_peering_bit/top_side = 1
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5:2/next_alternative_id = 2
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5:2/0 = 0
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5:2/0/terrain_set = 0
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5:2/0/terrain = 2
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5:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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5:2/0/physics_layer_0/angular_velocity = 0.0
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5:2/0/terrains_peering_bit/left_side = 1
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5:2/1 = 1
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5:2/1/physics_layer_0/linear_velocity = Vector2(0, 0)
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5:2/1/physics_layer_0/angular_velocity = 0.0
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5:1/0 = 0
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5:1/0/terrain_set = 0
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5:1/0/terrain = 2
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5:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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5:1/0/physics_layer_0/angular_velocity = 0.0
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5:1/0/terrains_peering_bit/left_side = 1
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4:0/0 = 0
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4:0/0/terrain_set = 0
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4:0/0/terrain = 2
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4:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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4:0/0/physics_layer_0/angular_velocity = 0.0
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4:0/0/terrains_peering_bit/bottom_side = 1
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3:0/0 = 0
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3:0/0/terrain_set = 0
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3:0/0/terrain = 2
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3:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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3:0/0/physics_layer_0/angular_velocity = 0.0
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3:0/0/terrains_peering_bit/bottom_side = 0
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2:0/0 = 0
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2:0/0/terrain_set = 0
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2:0/0/terrain = 2
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2:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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2:0/0/physics_layer_0/angular_velocity = 0.0
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2:0/0/terrains_peering_bit/bottom_side = 0
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1:0/0 = 0
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1:0/0/terrain_set = 0
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1:0/0/terrain = 2
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1:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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1:0/0/physics_layer_0/angular_velocity = 0.0
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1:0/0/terrains_peering_bit/bottom_side = 0
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0:0/0 = 0
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0:0/0/terrain_set = 0
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0:0/0/terrain = 2
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0:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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0:0/0/physics_layer_0/angular_velocity = 0.0
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0:0/0/terrains_peering_bit/bottom_side = 0
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18:18/0 = 0
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18:18/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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18:18/0/physics_layer_0/angular_velocity = 0.0
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|
18:18/0/physics_layer_0/polygon_0/points = PackedVector2Array(0, -8, 0, 8, -8, 8, -8, -8)
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18:17/0 = 0
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18:17/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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18:17/0/physics_layer_0/angular_velocity = 0.0
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18:17/0/physics_layer_0/polygon_0/points = PackedVector2Array(0, -8, 0, 8, -8, 8, -8, -8)
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18:16/0 = 0
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18:16/0/physics_layer_0/linear_velocity = Vector2(0, 0)
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18:16/0/physics_layer_0/angular_velocity = 0.0
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|
18:16/0/physics_layer_0/polygon_0/points = PackedVector2Array(0, -8, 0, 8, -8, 8, -8, -8)
|
|
19:16/next_alternative_id = 2
|
|
19:16/0 = 0
|
|
19:16/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
|
19:16/0/physics_layer_0/angular_velocity = 0.0
|
|
19:16/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
|
|
19:16/1 = 1
|
|
19:16/1/transpose = true
|
|
19:16/1/physics_layer_0/linear_velocity = Vector2(0, 0)
|
|
19:16/1/physics_layer_0/angular_velocity = 0.0
|
|
19:16/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
|
|
19:17/next_alternative_id = 2
|
|
19:17/0 = 0
|
|
19:17/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
|
19:17/0/physics_layer_0/angular_velocity = 0.0
|
|
19:17/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
|
|
19:17/1 = 1
|
|
19:17/1/transpose = true
|
|
19:17/1/physics_layer_0/linear_velocity = Vector2(0, 0)
|
|
19:17/1/physics_layer_0/angular_velocity = 0.0
|
|
19:17/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
|
|
19:18/next_alternative_id = 2
|
|
19:18/0 = 0
|
|
19:18/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
|
19:18/0/physics_layer_0/angular_velocity = 0.0
|
|
19:18/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
|
|
19:18/1 = 1
|
|
19:18/1/transpose = true
|
|
19:18/1/physics_layer_0/linear_velocity = Vector2(0, 0)
|
|
19:18/1/physics_layer_0/angular_velocity = 0.0
|
|
19:18/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, -8, 8, 8, 8, 8, -8)
|
|
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, -4.5, 5.5, -2, 3, 3, -1, 6, -4.5, 8, -8, -8, -8)
|
|
12:12/0 = 0
|
|
12:12/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
|
12:12/0/physics_layer_0/angular_velocity = 0.0
|
|
12:12/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, 8, -8, 8)
|
|
13:12/0 = 0
|
|
13:12/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
|
13:12/0/physics_layer_0/angular_velocity = 0.0
|
|
13:12/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, 8, -8, 8, 8)
|
|
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)
|
|
11:12/0 = 0
|
|
11:12/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
|
11:12/0/physics_layer_0/angular_velocity = 0.0
|
|
11:12/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 6, 8, -8, 8)
|
|
14:13/0 = 0
|
|
14:13/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
|
14:13/0/physics_layer_0/angular_velocity = 0.0
|
|
14:13/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, 8, -2.5, 0.5, 3.5, -6, 8, -8, 8, 8)
|
|
7:15/0 = 0
|
|
7:15/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
|
7:15/0/physics_layer_0/angular_velocity = 0.0
|
|
9:14/0 = 0
|
|
9:14/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
|
9:14/0/physics_layer_0/angular_velocity = 0.0
|
|
9:13/0 = 0
|
|
9:13/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
|
9:13/0/physics_layer_0/angular_velocity = 0.0
|
|
1:15/0 = 0
|
|
1:15/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
|
1:15/0/physics_layer_0/angular_velocity = 0.0
|
|
1:15/0/physics_layer_0/polygon_0/points = PackedVector2Array(-3, -8, -3, 8, -8, 8, -8, -8)
|
|
1:14/0 = 0
|
|
1:14/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
|
1:14/0/physics_layer_0/angular_velocity = 0.0
|
|
1:14/0/physics_layer_0/polygon_0/points = PackedVector2Array(-3, -8, -3, 8, -8, 8, -8, -8)
|
|
1:13/0 = 0
|
|
1:13/0/physics_layer_0/linear_velocity = Vector2(0, 0)
|
|
1:13/0/physics_layer_0/angular_velocity = 0.0
|
|
1:13/0/physics_layer_0/polygon_0/points = PackedVector2Array(-3, -8, -3, 8, -8, 8, -8, -8)
|
|
|
|
[resource]
|
|
physics_layer_0/collision_layer = 3
|
|
terrain_set_0/mode = 0
|
|
terrain_set_0/terrain_0/name = "yah"
|
|
terrain_set_0/terrain_0/color = Color(0.5, 0.34375, 0.25, 1)
|
|
terrain_set_0/terrain_1/name = "rocks"
|
|
terrain_set_0/terrain_1/color = Color(0.5, 0.4375, 0.25, 1)
|
|
terrain_set_0/terrain_2/name = "nature"
|
|
terrain_set_0/terrain_2/color = Color(0.46875, 0.5, 0.25, 1)
|
|
terrain_set_0/terrain_3/name = "rocky path"
|
|
terrain_set_0/terrain_3/color = Color(0.375, 0.5, 0.25, 1)
|
|
terrain_set_0/terrain_4/name = "broken path"
|
|
terrain_set_0/terrain_4/color = Color(0.28125, 0.5, 0.25, 1)
|
|
terrain_set_0/terrain_5/name = "dirt"
|
|
terrain_set_0/terrain_5/color = Color(0.25, 0.5, 0.3125, 1)
|
|
sources/1 = SubResource("TileSetAtlasSource_37hlk")
|