[gd_scene load_steps=6 format=3 uid="uid://wsxsasn78oqb"] [ext_resource type="Texture2D" uid="uid://y8bqoahmjcl2" path="res://Sprites/Base pack/Tiles/tiles_spritesheet.png" id="1_nrga8"] [ext_resource type="PackedScene" uid="uid://bqkkr282ri5u2" path="res://Characters/Player.tscn" id="2_erkk2"] [ext_resource type="PackedScene" uid="uid://b6v35khfa5naf" path="res://Inspector/Inspector.tscn" id="3_47xq6"] [sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_qj2yg"] texture = ExtResource("1_nrga8") separation = Vector2i(2, 2) texture_region_size = Vector2i(70, 70) 0:0/0 = 0 0:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 0:0/0/physics_layer_0/angular_velocity = 0.0 1:0/0 = 0 1:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 1:0/0/physics_layer_0/angular_velocity = 0.0 2:0/0 = 0 2:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 2:0/0/physics_layer_0/angular_velocity = 0.0 3:0/0 = 0 3:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 3:0/0/physics_layer_0/angular_velocity = 0.0 4:0/0 = 0 4:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 4:0/0/physics_layer_0/angular_velocity = 0.0 5:0/0 = 0 5:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 5:0/0/physics_layer_0/angular_velocity = 0.0 6:0/0 = 0 6:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 6:0/0/physics_layer_0/angular_velocity = 0.0 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 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 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_0/polygon_0/points = PackedVector2Array(-35, -35, 35, -35, 35, 35, -35, 35) 10:0/0 = 0 10:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 10:0/0/physics_layer_0/angular_velocity = 0.0 11:0/0 = 0 11:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 11:0/0/physics_layer_0/angular_velocity = 0.0 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 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 2:1/0 = 0 2:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) 2:1/0/physics_layer_0/angular_velocity = 0.0 3:1/0 = 0 3:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) 3:1/0/physics_layer_0/angular_velocity = 0.0 4:1/0 = 0 4:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) 4:1/0/physics_layer_0/angular_velocity = 0.0 5:1/0 = 0 5:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) 5:1/0/physics_layer_0/angular_velocity = 0.0 6:1/0 = 0 6:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) 6:1/0/physics_layer_0/angular_velocity = 0.0 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 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(-35, -35, 35, -35, 35, 35, -35, 35) 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 10:1/0 = 0 10:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) 10:1/0/physics_layer_0/angular_velocity = 0.0 11:1/0 = 0 11:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) 11:1/0/physics_layer_0/angular_velocity = 0.0 0:2/0 = 0 0:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) 0:2/0/physics_layer_0/angular_velocity = 0.0 1:2/0 = 0 1:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) 1:2/0/physics_layer_0/angular_velocity = 0.0 2:2/0 = 0 2:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) 2:2/0/physics_layer_0/angular_velocity = 0.0 3:2/0 = 0 3:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) 3:2/0/physics_layer_0/angular_velocity = 0.0 4:2/0 = 0 4:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) 4:2/0/physics_layer_0/angular_velocity = 0.0 5:2/0 = 0 5:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) 5:2/0/physics_layer_0/angular_velocity = 0.0 6:2/0 = 0 6:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) 6:2/0/physics_layer_0/angular_velocity = 0.0 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 8:2/0 = 0 8:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) 8:2/0/physics_layer_0/angular_velocity = 0.0 9:2/0 = 0 9:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) 9:2/0/physics_layer_0/angular_velocity = 0.0 10:2/0 = 0 10:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) 10:2/0/physics_layer_0/angular_velocity = 0.0 11:2/0 = 0 11:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) 11:2/0/physics_layer_0/angular_velocity = 0.0 0:3/0 = 0 0:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 0:3/0/physics_layer_0/angular_velocity = 0.0 1:3/0 = 0 1:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 1:3/0/physics_layer_0/angular_velocity = 0.0 2:3/0 = 0 2:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 2:3/0/physics_layer_0/angular_velocity = 0.0 3:3/0 = 0 3:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 3:3/0/physics_layer_0/angular_velocity = 0.0 4:3/0 = 0 4:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 4:3/0/physics_layer_0/angular_velocity = 0.0 5:3/0 = 0 5:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 5:3/0/physics_layer_0/angular_velocity = 0.0 6:3/0 = 0 6:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 6:3/0/physics_layer_0/angular_velocity = 0.0 7:3/0 = 0 7:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 7:3/0/physics_layer_0/angular_velocity = 0.0 8:3/0 = 0 8:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 8:3/0/physics_layer_0/angular_velocity = 0.0 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 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 2:4/0 = 0 2:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) 2:4/0/physics_layer_0/angular_velocity = 0.0 3:4/0 = 0 3:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) 3:4/0/physics_layer_0/angular_velocity = 0.0 4:4/0 = 0 4:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) 4:4/0/physics_layer_0/angular_velocity = 0.0 5:4/0 = 0 5:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) 5:4/0/physics_layer_0/angular_velocity = 0.0 6:4/0 = 0 6:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) 6:4/0/physics_layer_0/angular_velocity = 0.0 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 8:4/0 = 0 8:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) 8:4/0/physics_layer_0/angular_velocity = 0.0 9:4/0 = 0 9:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) 9:4/0/physics_layer_0/angular_velocity = 0.0 10:4/0 = 0 10:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) 10:4/0/physics_layer_0/angular_velocity = 0.0 11:4/0 = 0 11:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) 11:4/0/physics_layer_0/angular_velocity = 0.0 0:5/0 = 0 0:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) 0:5/0/physics_layer_0/angular_velocity = 0.0 1:5/0 = 0 1:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) 1:5/0/physics_layer_0/angular_velocity = 0.0 2:5/0 = 0 2:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) 2:5/0/physics_layer_0/angular_velocity = 0.0 3:5/0 = 0 3:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) 3:5/0/physics_layer_0/angular_velocity = 0.0 4:5/0 = 0 4:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) 4:5/0/physics_layer_0/angular_velocity = 0.0 5:5/0 = 0 5:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) 5:5/0/physics_layer_0/angular_velocity = 0.0 6:5/0 = 0 6:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) 6:5/0/physics_layer_0/angular_velocity = 0.0 7:5/0 = 0 7:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) 7:5/0/physics_layer_0/angular_velocity = 0.0 9:5/0 = 0 9:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) 9:5/0/physics_layer_0/angular_velocity = 0.0 10:5/0 = 0 10:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) 10:5/0/physics_layer_0/angular_velocity = 0.0 11:5/0 = 0 11:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) 11:5/0/physics_layer_0/angular_velocity = 0.0 0:6/0 = 0 0:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) 0:6/0/physics_layer_0/angular_velocity = 0.0 1:6/0 = 0 1:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) 1:6/0/physics_layer_0/angular_velocity = 0.0 2:6/0 = 0 2:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) 2:6/0/physics_layer_0/angular_velocity = 0.0 3:6/0 = 0 3:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) 3:6/0/physics_layer_0/angular_velocity = 0.0 4:6/0 = 0 4:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) 4:6/0/physics_layer_0/angular_velocity = 0.0 5:6/0 = 0 5:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) 5:6/0/physics_layer_0/angular_velocity = 0.0 6:6/0 = 0 6:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) 6:6/0/physics_layer_0/angular_velocity = 0.0 7:6/0 = 0 7:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) 7:6/0/physics_layer_0/angular_velocity = 0.0 9:6/0 = 0 9:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) 9:6/0/physics_layer_0/angular_velocity = 0.0 10:6/0 = 0 10:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) 10:6/0/physics_layer_0/angular_velocity = 0.0 11:6/0 = 0 11:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) 11:6/0/physics_layer_0/angular_velocity = 0.0 0:7/0 = 0 0:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) 0:7/0/physics_layer_0/angular_velocity = 0.0 1:7/0 = 0 1:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) 1:7/0/physics_layer_0/angular_velocity = 0.0 2:7/0 = 0 2:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) 2:7/0/physics_layer_0/angular_velocity = 0.0 3:7/0 = 0 3:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) 3:7/0/physics_layer_0/angular_velocity = 0.0 4:7/0 = 0 4:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) 4:7/0/physics_layer_0/angular_velocity = 0.0 5:7/0 = 0 5:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) 5:7/0/physics_layer_0/angular_velocity = 0.0 6:7/0 = 0 6:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) 6:7/0/physics_layer_0/angular_velocity = 0.0 7:7/0 = 0 7:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) 7:7/0/physics_layer_0/angular_velocity = 0.0 7:7/0/physics_layer_0/polygon_0/points = PackedVector2Array(-35, -35, 35, -35, 35, 35, -35, 35) 0:8/0 = 0 0:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) 0:8/0/physics_layer_0/angular_velocity = 0.0 1:8/0 = 0 1:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) 1:8/0/physics_layer_0/angular_velocity = 0.0 2:8/0 = 0 2:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) 2:8/0/physics_layer_0/angular_velocity = 0.0 3:8/0 = 0 3:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) 3:8/0/physics_layer_0/angular_velocity = 0.0 4:8/0 = 0 4:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) 4:8/0/physics_layer_0/angular_velocity = 0.0 5:8/0 = 0 5:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) 5:8/0/physics_layer_0/angular_velocity = 0.0 6:8/0 = 0 6:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) 6:8/0/physics_layer_0/angular_velocity = 0.0 7:8/0 = 0 7:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) 7:8/0/physics_layer_0/angular_velocity = 0.0 7:8/0/physics_layer_0/polygon_0/points = PackedVector2Array(-35, -35, 35, -35, 35, 35, -35, 35) 0:9/0 = 0 0:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) 0:9/0/physics_layer_0/angular_velocity = 0.0 1:9/0 = 0 1:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) 1:9/0/physics_layer_0/angular_velocity = 0.0 2:9/0 = 0 2:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) 2:9/0/physics_layer_0/angular_velocity = 0.0 3:9/0 = 0 3:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) 3:9/0/physics_layer_0/angular_velocity = 0.0 4:9/0 = 0 4:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) 4:9/0/physics_layer_0/angular_velocity = 0.0 6:9/0 = 0 6:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) 6:9/0/physics_layer_0/angular_velocity = 0.0 7:9/0 = 0 7:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) 7:9/0/physics_layer_0/angular_velocity = 0.0 7:9/0/physics_layer_0/polygon_0/points = PackedVector2Array(-35, -35, 35, -35, 35, 35, -35, 35) 9:9/0 = 0 9:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) 9:9/0/physics_layer_0/angular_velocity = 0.0 10:9/0 = 0 10:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) 10:9/0/physics_layer_0/angular_velocity = 0.0 11:9/0 = 0 11:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) 11:9/0/physics_layer_0/angular_velocity = 0.0 0:10/0 = 0 0:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) 0:10/0/physics_layer_0/angular_velocity = 0.0 1:10/0 = 0 1:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) 1:10/0/physics_layer_0/angular_velocity = 0.0 2:10/0 = 0 2:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) 2:10/0/physics_layer_0/angular_velocity = 0.0 3:10/0 = 0 3:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) 3:10/0/physics_layer_0/angular_velocity = 0.0 4:10/0 = 0 4:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) 4:10/0/physics_layer_0/angular_velocity = 0.0 5:10/0 = 0 5:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) 5:10/0/physics_layer_0/angular_velocity = 0.0 6:10/0 = 0 6:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) 6:10/0/physics_layer_0/angular_velocity = 0.0 7:10/0 = 0 7:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) 7:10/0/physics_layer_0/angular_velocity = 0.0 9:10/0 = 0 9:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) 9:10/0/physics_layer_0/angular_velocity = 0.0 10:10/0 = 0 10:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) 10:10/0/physics_layer_0/angular_velocity = 0.0 11:10/0 = 0 11:10/0/physics_layer_0/linear_velocity = Vector2(0, 0) 11:10/0/physics_layer_0/angular_velocity = 0.0 0:11/0 = 0 0:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) 0:11/0/physics_layer_0/angular_velocity = 0.0 1:11/0 = 0 1:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) 1:11/0/physics_layer_0/angular_velocity = 0.0 2:11/0 = 0 2:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) 2:11/0/physics_layer_0/angular_velocity = 0.0 3:11/0 = 0 3:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) 3:11/0/physics_layer_0/angular_velocity = 0.0 4:11/0 = 0 4:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) 4:11/0/physics_layer_0/angular_velocity = 0.0 5:11/0 = 0 5:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) 5:11/0/physics_layer_0/angular_velocity = 0.0 6:11/0 = 0 6:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) 6:11/0/physics_layer_0/angular_velocity = 0.0 7:11/0 = 0 7:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) 7:11/0/physics_layer_0/angular_velocity = 0.0 9:11/0 = 0 9:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) 9:11/0/physics_layer_0/angular_velocity = 0.0 10:11/0 = 0 10:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) 10:11/0/physics_layer_0/angular_velocity = 0.0 11:11/0 = 0 11:11/0/physics_layer_0/linear_velocity = Vector2(0, 0) 11:11/0/physics_layer_0/angular_velocity = 0.0 0:12/0 = 0 0:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) 0:12/0/physics_layer_0/angular_velocity = 0.0 1:12/0 = 0 1:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) 1:12/0/physics_layer_0/angular_velocity = 0.0 2:12/0 = 0 2:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) 2:12/0/physics_layer_0/angular_velocity = 0.0 3:12/0 = 0 3:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) 3:12/0/physics_layer_0/angular_velocity = 0.0 4:12/0 = 0 4:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) 4:12/0/physics_layer_0/angular_velocity = 0.0 5:12/0 = 0 5:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) 5:12/0/physics_layer_0/angular_velocity = 0.0 6:12/0 = 0 6:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) 6:12/0/physics_layer_0/angular_velocity = 0.0 7:12/0 = 0 7:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) 7:12/0/physics_layer_0/angular_velocity = 0.0 7:12/0/physics_layer_0/polygon_0/points = PackedVector2Array(-35, -35, 35, -35, 35, 35, -35, 35) 8:12/0 = 0 8:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) 8:12/0/physics_layer_0/angular_velocity = 0.0 8:12/0/physics_layer_0/polygon_0/points = PackedVector2Array(-35, -35, 35, -35, 35, 35, -35, 35) 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(-35, -35, 35, -35, 35, 35, -35, 35) 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 8:5/0 = 0 8:5/0/physics_layer_0/linear_velocity = Vector2(0, 0) 8:5/0/physics_layer_0/angular_velocity = 0.0 8:6/0 = 0 8:6/0/physics_layer_0/linear_velocity = Vector2(0, 0) 8:6/0/physics_layer_0/angular_velocity = 0.0 8:7/0 = 0 8:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) 8:7/0/physics_layer_0/angular_velocity = 0.0 8:8/0 = 0 8:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) 8:8/0/physics_layer_0/angular_velocity = 0.0 8:9/0 = 0 8:9/0/physics_layer_0/linear_velocity = Vector2(0, 0) 8:9/0/physics_layer_0/angular_velocity = 0.0 9:3/0 = 0 9:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 9:3/0/physics_layer_0/angular_velocity = 0.0 10:3/0 = 0 10:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 10:3/0/physics_layer_0/angular_velocity = 0.0 11:3/0 = 0 11:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 11:3/0/physics_layer_0/angular_velocity = 0.0 9:7/0 = 0 9:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) 9:7/0/physics_layer_0/angular_velocity = 0.0 10:7/0 = 0 10:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) 10:7/0/physics_layer_0/angular_velocity = 0.0 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 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 11:7/0 = 0 11:7/0/physics_layer_0/linear_velocity = Vector2(0, 0) 11:7/0/physics_layer_0/angular_velocity = 0.0 9:8/0 = 0 9:8/0/physics_layer_0/linear_velocity = Vector2(0, 0) 9:8/0/physics_layer_0/angular_velocity = 0.0 9:12/0 = 0 9:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) 9:12/0/physics_layer_0/angular_velocity = 0.0 10:12/0 = 0 10:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) 10:12/0/physics_layer_0/angular_velocity = 0.0 11:12/0 = 0 11:12/0/physics_layer_0/linear_velocity = Vector2(0, 0) 11:12/0/physics_layer_0/angular_velocity = 0.0 [sub_resource type="TileSet" id="TileSet_2uu31"] tile_size = Vector2i(70, 70) physics_layer_0/collision_layer = 1 sources/1 = SubResource("TileSetAtlasSource_qj2yg") [node name="level" type="Node2D"] [node name="TileMap" 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