[gd_resource type="TileSet" load_steps=3 format=3 uid="uid://baqd18h56j0g4"]

[ext_resource type="Texture2D" uid="uid://cbmb5cipyhb2u" path="res://Assets_PixelAdventure/Terrain/Terrain (16x16).png" id="1_vo1uc"]

[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_0wifg"]
texture = ExtResource("1_vo1uc")
0:10/0 = 0
0:10/0/terrain_set = 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/terrains_peering_bit/top_right_corner = 0
0:9/0 = 0
0:9/0/terrain_set = 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, -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/terrains_peering_bit/right_side = 0
0:9/0/terrains_peering_bit/bottom_right_corner = 0
0:9/0/terrains_peering_bit/top_right_corner = 0
0:8/0 = 0
0:8/0/terrain_set = 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, -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/terrains_peering_bit/bottom_right_corner = 0
1:8/0 = 0
1:8/0/terrain_set = 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/terrains_peering_bit/bottom_right_corner = 0
1:8/0/terrains_peering_bit/bottom_side = 0
1:8/0/terrains_peering_bit/bottom_left_corner = 0
2:8/0 = 0
2:8/0/terrain_set = 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, -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/terrains_peering_bit/bottom_left_corner = 0
3:8/0 = 0
3:8/0/terrain_set = 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/terrains_peering_bit/bottom_left_corner = 0
3:8/0/terrains_peering_bit/left_side = 0
3:8/0/terrains_peering_bit/top_left_corner = 0
3:8/0/terrains_peering_bit/top_side = 0
3:8/0/terrains_peering_bit/top_right_corner = 0
4:8/0 = 0
4:8/0/terrain_set = 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/terrains_peering_bit/right_side = 0
4:8/0/terrains_peering_bit/bottom_right_corner = 0
4:8/0/terrains_peering_bit/top_left_corner = 0
4:8/0/terrains_peering_bit/top_side = 0
4:8/0/terrains_peering_bit/top_right_corner = 0
4:9/0 = 0
4:9/0/terrain_set = 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/terrains_peering_bit/right_side = 0
4:9/0/terrains_peering_bit/bottom_right_corner = 0
4:9/0/terrains_peering_bit/bottom_side = 0
4:9/0/terrains_peering_bit/bottom_left_corner = 0
4:9/0/terrains_peering_bit/top_right_corner = 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
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
2:10/0 = 0
2:10/0/terrain_set = 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/terrains_peering_bit/top_left_corner = 0
1:10/0 = 0
1:10/0/terrain_set = 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/terrains_peering_bit/top_left_corner = 0
1:10/0/terrains_peering_bit/top_side = 0
1:10/0/terrains_peering_bit/top_right_corner = 0
1:9/0 = 0
1:9/0/terrain_set = 0
1:9/0/terrain = 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/terrains_peering_bit/right_side = 0
1:9/0/terrains_peering_bit/bottom_right_corner = 0
1:9/0/terrains_peering_bit/bottom_side = 0
1:9/0/terrains_peering_bit/bottom_left_corner = 0
1:9/0/terrains_peering_bit/left_side = 0
1:9/0/terrains_peering_bit/top_left_corner = 0
1:9/0/terrains_peering_bit/top_side = 0
1:9/0/terrains_peering_bit/top_right_corner = 0
2:9/0 = 0
2:9/0/terrain_set = 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, -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/terrains_peering_bit/bottom_left_corner = 0
2:9/0/terrains_peering_bit/left_side = 0
2:9/0/terrains_peering_bit/top_left_corner = 0
3:9/0 = 0
3:9/0/terrain_set = 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/terrains_peering_bit/bottom_right_corner = 0
3:9/0/terrains_peering_bit/bottom_side = 0
3:9/0/terrains_peering_bit/bottom_left_corner = 0
3:9/0/terrains_peering_bit/left_side = 0
3:9/0/terrains_peering_bit/top_left_corner = 0
6:10/0 = 0
6:10/0/terrain_set = 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/terrains_peering_bit/top_right_corner = 1
6:9/0 = 0
6:9/0/terrain_set = 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, -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/terrains_peering_bit/right_side = 1
6:9/0/terrains_peering_bit/bottom_right_corner = 1
6:9/0/terrains_peering_bit/top_right_corner = 1
7:9/0 = 0
7:9/0/terrain_set = 0
7:9/0/terrain = 1
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(-8, -8, 8, -8, 8, 8, -8, 8)
7:9/0/physics_layer_1/linear_velocity = Vector2(0, 0)
7:9/0/physics_layer_1/angular_velocity = 0.0
7:9/0/terrains_peering_bit/right_side = 1
7:9/0/terrains_peering_bit/bottom_right_corner = 1
7:9/0/terrains_peering_bit/bottom_side = 1
7:9/0/terrains_peering_bit/bottom_left_corner = 1
7:9/0/terrains_peering_bit/left_side = 1
7:9/0/terrains_peering_bit/top_left_corner = 1
7:9/0/terrains_peering_bit/top_side = 1
7:9/0/terrains_peering_bit/top_right_corner = 1
7:8/0 = 0
7:8/0/terrain_set = 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(-8, -8, 8, -8, 8, 8, -8, 8)
7:8/0/physics_layer_1/linear_velocity = Vector2(0, 0)
7:8/0/physics_layer_1/angular_velocity = 0.0
7:8/0/terrains_peering_bit/bottom_right_corner = 1
7:8/0/terrains_peering_bit/bottom_side = 1
7:8/0/terrains_peering_bit/bottom_left_corner = 1
8:8/0 = 0
8:8/0/terrain_set = 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_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
8:8/0/physics_layer_1/linear_velocity = Vector2(0, 0)
8:8/0/physics_layer_1/angular_velocity = 0.0
8:8/0/terrains_peering_bit/bottom_left_corner = 1
6:8/0 = 0
6:8/0/terrain_set = 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, -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/terrains_peering_bit/bottom_right_corner = 1
9:8/0 = 0
9:8/0/terrain_set = 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_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
9:8/0/physics_layer_1/linear_velocity = Vector2(0, 0)
9:8/0/physics_layer_1/angular_velocity = 0.0
9:8/0/terrains_peering_bit/bottom_left_corner = 1
9:8/0/terrains_peering_bit/left_side = 1
9:8/0/terrains_peering_bit/top_left_corner = 1
9:8/0/terrains_peering_bit/top_side = 1
9:8/0/terrains_peering_bit/top_right_corner = 1
10:8/0 = 0
10:8/0/terrain_set = 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/terrains_peering_bit/right_side = 1
10:8/0/terrains_peering_bit/bottom_right_corner = 1
10:8/0/terrains_peering_bit/top_left_corner = 1
10:8/0/terrains_peering_bit/top_side = 1
10:8/0/terrains_peering_bit/top_right_corner = 1
10:9/0 = 0
10:9/0/terrain_set = 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/terrains_peering_bit/right_side = 1
10:9/0/terrains_peering_bit/bottom_right_corner = 1
10:9/0/terrains_peering_bit/bottom_side = 1
10:9/0/terrains_peering_bit/bottom_left_corner = 1
10:9/0/terrains_peering_bit/top_right_corner = 1
9:9/0 = 0
9:9/0/terrain_set = 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_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
9:9/0/physics_layer_1/linear_velocity = Vector2(0, 0)
9:9/0/physics_layer_1/angular_velocity = 0.0
9:9/0/terrains_peering_bit/bottom_right_corner = 1
9:9/0/terrains_peering_bit/bottom_side = 1
9:9/0/terrains_peering_bit/bottom_left_corner = 1
9:9/0/terrains_peering_bit/left_side = 1
9:9/0/terrains_peering_bit/top_left_corner = 1
8:9/0 = 0
8:9/0/terrain_set = 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_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
8:9/0/physics_layer_1/linear_velocity = Vector2(0, 0)
8:9/0/physics_layer_1/angular_velocity = 0.0
8:9/0/terrains_peering_bit/bottom_left_corner = 1
8:9/0/terrains_peering_bit/left_side = 1
8:9/0/terrains_peering_bit/top_left_corner = 1
7:10/0 = 0
7:10/0/terrain_set = 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/terrains_peering_bit/top_left_corner = 1
7:10/0/terrains_peering_bit/top_side = 1
7:10/0/terrains_peering_bit/top_right_corner = 1
8:10/0 = 0
8:10/0/terrain_set = 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/terrains_peering_bit/top_left_corner = 1
9:10/0 = 0
9:10/0/terrain_set = 0
9:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
9:10/0/physics_layer_0/angular_velocity = 0.0
9:10/0/physics_layer_1/linear_velocity = Vector2(0, 0)
9:10/0/physics_layer_1/angular_velocity = 0.0
10:10/0 = 0
10:10/0/terrain_set = 0
10:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
10:10/0/physics_layer_0/angular_velocity = 0.0
10:10/0/physics_layer_1/linear_velocity = Vector2(0, 0)
10:10/0/physics_layer_1/angular_velocity = 0.0
0:6/0 = 0
0:6/0/terrain_set = 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, -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/terrains_peering_bit/top_right_corner = 2
0:5/0 = 0
0:5/0/terrain_set = 0
0:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
0:5/0/physics_layer_0/angular_velocity = 0.0
0:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
0:5/0/physics_layer_1/linear_velocity = Vector2(0, 0)
0:5/0/physics_layer_1/angular_velocity = 0.0
0:5/0/terrains_peering_bit/right_side = 2
0:5/0/terrains_peering_bit/bottom_right_corner = 2
0:5/0/terrains_peering_bit/top_right_corner = 2
0:4/0 = 0
0:4/0/terrain_set = 0
0:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
0:4/0/physics_layer_0/angular_velocity = 0.0
0:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
0:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
0:4/0/physics_layer_1/angular_velocity = 0.0
0:4/0/terrains_peering_bit/bottom_right_corner = 2
1:4/0 = 0
1:4/0/terrain_set = 0
1:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
1:4/0/physics_layer_0/angular_velocity = 0.0
1:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
1:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
1:4/0/physics_layer_1/angular_velocity = 0.0
1:4/0/terrains_peering_bit/bottom_right_corner = 2
1:4/0/terrains_peering_bit/bottom_side = 2
1:4/0/terrains_peering_bit/bottom_left_corner = 2
1:5/0 = 0
1:5/0/terrain_set = 0
1:5/0/terrain = 2
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/terrains_peering_bit/right_side = 2
1:5/0/terrains_peering_bit/bottom_right_corner = 2
1:5/0/terrains_peering_bit/bottom_side = 2
1:5/0/terrains_peering_bit/bottom_left_corner = 2
1:5/0/terrains_peering_bit/left_side = 2
1:5/0/terrains_peering_bit/top_left_corner = 2
1:5/0/terrains_peering_bit/top_side = 2
1:5/0/terrains_peering_bit/top_right_corner = 2
1:6/0 = 0
1:6/0/terrain_set = 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/terrains_peering_bit/top_left_corner = 2
1:6/0/terrains_peering_bit/top_side = 2
1:6/0/terrains_peering_bit/top_right_corner = 2
2:6/0 = 0
2:6/0/terrain_set = 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/terrains_peering_bit/top_left_corner = 2
2:5/0 = 0
2:5/0/terrain_set = 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/terrains_peering_bit/bottom_left_corner = 2
2:5/0/terrains_peering_bit/left_side = 2
2:5/0/terrains_peering_bit/top_left_corner = 2
2:4/0 = 0
2:4/0/terrain_set = 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/terrains_peering_bit/bottom_left_corner = 2
3:4/0 = 0
3:4/0/terrain_set = 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_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
3:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
3:4/0/physics_layer_1/angular_velocity = 0.0
3:4/0/terrains_peering_bit/bottom_left_corner = 2
3:4/0/terrains_peering_bit/left_side = 2
3:4/0/terrains_peering_bit/top_left_corner = 2
3:4/0/terrains_peering_bit/top_side = 2
3:4/0/terrains_peering_bit/top_right_corner = 2
3:5/0 = 0
3:5/0/terrain_set = 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/terrains_peering_bit/bottom_right_corner = 2
3:5/0/terrains_peering_bit/bottom_side = 2
3:5/0/terrains_peering_bit/bottom_left_corner = 2
3:5/0/terrains_peering_bit/left_side = 2
3:5/0/terrains_peering_bit/top_left_corner = 2
4:5/0 = 0
4:5/0/terrain_set = 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/terrains_peering_bit/right_side = 2
4:5/0/terrains_peering_bit/bottom_right_corner = 2
4:5/0/terrains_peering_bit/bottom_side = 2
4:5/0/terrains_peering_bit/bottom_left_corner = 2
4:5/0/terrains_peering_bit/top_right_corner = 2
4:4/0 = 0
4:4/0/terrain_set = 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, 8, 8, -8, 8)
4:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
4:4/0/physics_layer_1/angular_velocity = 0.0
4:4/0/terrains_peering_bit/right_side = 2
4:4/0/terrains_peering_bit/bottom_right_corner = 2
4:4/0/terrains_peering_bit/top_left_corner = 2
4:4/0/terrains_peering_bit/top_side = 2
4:4/0/terrains_peering_bit/top_right_corner = 2
0:2/0 = 0
0:2/0/terrain_set = 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, -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/terrains_peering_bit/top_right_corner = 3
0:1/0 = 0
0:1/0/terrain_set = 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/terrains_peering_bit/right_side = 3
0:1/0/terrains_peering_bit/bottom_right_corner = 3
0:1/0/terrains_peering_bit/top_right_corner = 3
0:0/0 = 0
0:0/0/terrain_set = 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, -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/terrains_peering_bit/bottom_right_corner = 3
1:0/0 = 0
1:0/0/terrain_set = 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/terrains_peering_bit/bottom_right_corner = 3
1:0/0/terrains_peering_bit/bottom_side = 3
1:0/0/terrains_peering_bit/bottom_left_corner = 3
1:1/0 = 0
1:1/0/terrain_set = 0
1:1/0/terrain = 3
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/terrains_peering_bit/right_side = 3
1:1/0/terrains_peering_bit/bottom_right_corner = 3
1:1/0/terrains_peering_bit/bottom_side = 3
1:1/0/terrains_peering_bit/bottom_left_corner = 3
1:1/0/terrains_peering_bit/left_side = 3
1:1/0/terrains_peering_bit/top_left_corner = 3
1:1/0/terrains_peering_bit/top_side = 3
1:1/0/terrains_peering_bit/top_right_corner = 3
1:2/0 = 0
1:2/0/terrain_set = 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/terrains_peering_bit/top_left_corner = 3
1:2/0/terrains_peering_bit/top_side = 3
1:2/0/terrains_peering_bit/top_right_corner = 3
2:2/0 = 0
2:2/0/terrain_set = 0
2:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
2:2/0/physics_layer_0/angular_velocity = 0.0
2:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -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/terrains_peering_bit/top_left_corner = 3
2:1/0 = 0
2:1/0/terrain_set = 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/terrains_peering_bit/bottom_left_corner = 3
2:1/0/terrains_peering_bit/left_side = 3
2:1/0/terrains_peering_bit/top_left_corner = 3
2:0/0 = 0
2:0/0/terrain_set = 0
2:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
2:0/0/physics_layer_0/angular_velocity = 0.0
2:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 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/terrains_peering_bit/bottom_left_corner = 3
3:0/0 = 0
3:0/0/terrain_set = 0
3:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
3:0/0/physics_layer_0/angular_velocity = 0.0
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/terrains_peering_bit/bottom_left_corner = 3
3:0/0/terrains_peering_bit/left_side = 3
3:0/0/terrains_peering_bit/top_left_corner = 3
3:0/0/terrains_peering_bit/top_side = 3
3:0/0/terrains_peering_bit/top_right_corner = 3
3:1/0 = 0
3:1/0/terrain_set = 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/terrains_peering_bit/bottom_right_corner = 3
3:1/0/terrains_peering_bit/bottom_side = 3
3:1/0/terrains_peering_bit/bottom_left_corner = 3
3:1/0/terrains_peering_bit/left_side = 3
3:1/0/terrains_peering_bit/top_left_corner = 3
4:1/0 = 0
4:1/0/terrain_set = 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/terrains_peering_bit/right_side = 3
4:1/0/terrains_peering_bit/bottom_right_corner = 3
4:1/0/terrains_peering_bit/bottom_side = 3
4:1/0/terrains_peering_bit/bottom_left_corner = 3
4:1/0/terrains_peering_bit/top_right_corner = 3
4:0/0 = 0
4:0/0/terrain_set = 0
4:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
4:0/0/physics_layer_0/angular_velocity = 0.0
4:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
4:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
4:0/0/physics_layer_1/angular_velocity = 0.0
4:0/0/terrains_peering_bit/right_side = 3
4:0/0/terrains_peering_bit/bottom_right_corner = 3
4:0/0/terrains_peering_bit/top_left_corner = 3
4:0/0/terrains_peering_bit/top_side = 3
4:0/0/terrains_peering_bit/top_right_corner = 3
6:2/0 = 0
6:2/0/terrain_set = 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, -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/terrains_peering_bit/top_right_corner = 4
6:1/0 = 0
6:1/0/terrain_set = 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/terrains_peering_bit/right_side = 4
6:1/0/terrains_peering_bit/bottom_right_corner = 4
6:1/0/terrains_peering_bit/top_right_corner = 4
6:0/0 = 0
6:0/0/terrain_set = 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/terrains_peering_bit/bottom_right_corner = 4
7:0/0 = 0
7:0/0/terrain_set = 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/terrains_peering_bit/bottom_right_corner = 4
7:0/0/terrains_peering_bit/bottom_side = 4
7:0/0/terrains_peering_bit/bottom_left_corner = 4
7:1/0 = 0
7:1/0/terrain_set = 0
7:1/0/terrain = 4
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_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
7:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
7:1/0/physics_layer_1/angular_velocity = 0.0
7:1/0/terrains_peering_bit/right_side = 4
7:1/0/terrains_peering_bit/bottom_right_corner = 4
7:1/0/terrains_peering_bit/bottom_side = 4
7:1/0/terrains_peering_bit/bottom_left_corner = 4
7:1/0/terrains_peering_bit/left_side = 4
7:1/0/terrains_peering_bit/top_left_corner = 4
7:1/0/terrains_peering_bit/top_side = 4
7:1/0/terrains_peering_bit/top_right_corner = 4
7:2/0 = 0
7:2/0/terrain_set = 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_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
7:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
7:2/0/physics_layer_1/angular_velocity = 0.0
7:2/0/terrains_peering_bit/top_left_corner = 4
7:2/0/terrains_peering_bit/top_side = 4
7:2/0/terrains_peering_bit/top_right_corner = 4
8:2/0 = 0
8:2/0/terrain_set = 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_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
8:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
8:2/0/physics_layer_1/angular_velocity = 0.0
8:2/0/terrains_peering_bit/top_left_corner = 4
8:1/0 = 0
8:1/0/terrain_set = 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, 8, -8, 8)
8:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
8:1/0/physics_layer_1/angular_velocity = 0.0
8:1/0/terrains_peering_bit/bottom_left_corner = 4
8:1/0/terrains_peering_bit/left_side = 4
8:1/0/terrains_peering_bit/top_left_corner = 4
8:0/0 = 0
8:0/0/terrain_set = 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/terrains_peering_bit/bottom_left_corner = 4
9:0/0 = 0
9:0/0/terrain_set = 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(-8, -8, 8, -8, 8, 8, -8, 8)
9:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
9:0/0/physics_layer_1/angular_velocity = 0.0
9:0/0/terrains_peering_bit/bottom_left_corner = 4
9:0/0/terrains_peering_bit/left_side = 4
9:0/0/terrains_peering_bit/top_left_corner = 4
9:0/0/terrains_peering_bit/top_side = 4
9:0/0/terrains_peering_bit/top_right_corner = 4
10:0/0 = 0
10:0/0/terrain_set = 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_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
10:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
10:0/0/physics_layer_1/angular_velocity = 0.0
10:0/0/terrains_peering_bit/right_side = 4
10:0/0/terrains_peering_bit/bottom_right_corner = 4
10:0/0/terrains_peering_bit/top_left_corner = 4
10:0/0/terrains_peering_bit/top_side = 4
10:0/0/terrains_peering_bit/top_right_corner = 4
10:1/0 = 0
10:1/0/terrain_set = 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, -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/terrains_peering_bit/right_side = 4
10:1/0/terrains_peering_bit/bottom_right_corner = 4
10:1/0/terrains_peering_bit/bottom_side = 4
10:1/0/terrains_peering_bit/bottom_left_corner = 4
10:1/0/terrains_peering_bit/top_right_corner = 4
9:1/0 = 0
9:1/0/terrain_set = 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(-8, -8, 8, -8, 8, 8, -8, 8)
9:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
9:1/0/physics_layer_1/angular_velocity = 0.0
9:1/0/terrains_peering_bit/bottom_right_corner = 4
9:1/0/terrains_peering_bit/bottom_side = 4
9:1/0/terrains_peering_bit/bottom_left_corner = 4
9:1/0/terrains_peering_bit/left_side = 4
9:1/0/terrains_peering_bit/top_left_corner = 4
6:6/0 = 0
6:6/0/terrain_set = 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/terrains_peering_bit/top_right_corner = 6
6:5/0 = 0
6:5/0/terrain_set = 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_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
6:5/0/physics_layer_1/linear_velocity = Vector2(0, 0)
6:5/0/physics_layer_1/angular_velocity = 0.0
6:5/0/terrains_peering_bit/right_side = 6
6:5/0/terrains_peering_bit/bottom_right_corner = 6
6:5/0/terrains_peering_bit/top_right_corner = 6
6:4/0 = 0
6:4/0/terrain_set = 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/terrains_peering_bit/bottom_right_corner = 6
7:4/0 = 0
7:4/0/terrain_set = 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/terrains_peering_bit/bottom_right_corner = 6
7:4/0/terrains_peering_bit/bottom_side = 6
7:4/0/terrains_peering_bit/bottom_left_corner = 6
7:5/0 = 0
7:5/0/terrain_set = 0
7:5/0/terrain = 6
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_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
7:5/0/physics_layer_1/linear_velocity = Vector2(0, 0)
7:5/0/physics_layer_1/angular_velocity = 0.0
7:5/0/terrains_peering_bit/right_side = 6
7:5/0/terrains_peering_bit/bottom_right_corner = 6
7:5/0/terrains_peering_bit/bottom_side = 6
7:5/0/terrains_peering_bit/bottom_left_corner = 6
7:5/0/terrains_peering_bit/left_side = 6
7:5/0/terrains_peering_bit/top_left_corner = 6
7:5/0/terrains_peering_bit/top_side = 6
7:5/0/terrains_peering_bit/top_right_corner = 6
7:6/0 = 0
7:6/0/terrain_set = 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/terrains_peering_bit/top_left_corner = 6
7:6/0/terrains_peering_bit/top_side = 6
7:6/0/terrains_peering_bit/top_right_corner = 6
8:6/0 = 0
8:6/0/terrain_set = 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/terrains_peering_bit/top_left_corner = 6
8:5/0 = 0
8:5/0/terrain_set = 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_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
8:5/0/physics_layer_1/linear_velocity = Vector2(0, 0)
8:5/0/physics_layer_1/angular_velocity = 0.0
8:5/0/terrains_peering_bit/bottom_left_corner = 6
8:5/0/terrains_peering_bit/left_side = 6
8:5/0/terrains_peering_bit/top_left_corner = 6
8:4/0 = 0
8:4/0/terrain_set = 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/terrains_peering_bit/bottom_left_corner = 6
9:4/0 = 0
9:4/0/terrain_set = 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_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
9:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
9:4/0/physics_layer_1/angular_velocity = 0.0
9:4/0/terrains_peering_bit/bottom_left_corner = 6
9:4/0/terrains_peering_bit/left_side = 6
9:4/0/terrains_peering_bit/top_left_corner = 6
9:4/0/terrains_peering_bit/top_side = 6
9:4/0/terrains_peering_bit/top_right_corner = 6
9:5/0 = 0
9:5/0/terrain_set = 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_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
9:5/0/physics_layer_1/linear_velocity = Vector2(0, 0)
9:5/0/physics_layer_1/angular_velocity = 0.0
9:5/0/terrains_peering_bit/bottom_right_corner = 6
9:5/0/terrains_peering_bit/bottom_side = 6
9:5/0/terrains_peering_bit/bottom_left_corner = 6
9:5/0/terrains_peering_bit/left_side = 6
9:5/0/terrains_peering_bit/top_left_corner = 6
10:4/0 = 0
10:4/0/terrain_set = 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_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
10:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
10:4/0/physics_layer_1/angular_velocity = 0.0
10:4/0/terrains_peering_bit/right_side = 6
10:4/0/terrains_peering_bit/bottom_right_corner = 6
10:4/0/terrains_peering_bit/top_left_corner = 6
10:4/0/terrains_peering_bit/top_side = 6
10:4/0/terrains_peering_bit/top_right_corner = 6
10:5/0 = 0
10:5/0/terrain_set = 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_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
10:5/0/physics_layer_1/linear_velocity = Vector2(0, 0)
10:5/0/physics_layer_1/angular_velocity = 0.0
10:5/0/terrains_peering_bit/right_side = 6
10:5/0/terrains_peering_bit/bottom_right_corner = 6
10:5/0/terrains_peering_bit/bottom_side = 6
10:5/0/terrains_peering_bit/bottom_left_corner = 6
10:5/0/terrains_peering_bit/top_right_corner = 6
12:1/0 = 0
12:1/0/terrain_set = 0
12:1/0/terrain = 5
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
12:0/0 = 0
12:0/0/terrain_set = 0
12:0/0/terrain = 5
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, -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/terrains_peering_bit/right_side = 5
13:0/0 = 0
13:0/0/terrain_set = 0
13:0/0/terrain = 5
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/terrains_peering_bit/right_side = 5
13:0/0/terrains_peering_bit/left_side = 5
13:1/0 = 0
13:1/0/terrain_set = 0
13:1/0/terrain = 5
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/terrains_peering_bit/right_side = 5
13:1/0/terrains_peering_bit/bottom_right_corner = 5
13:1/0/terrains_peering_bit/bottom_side = 5
13:2/0 = 0
13:2/0/terrain_set = 0
13:2/0/terrain = 5
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/terrains_peering_bit/right_side = 5
13:2/0/terrains_peering_bit/top_side = 5
13:2/0/terrains_peering_bit/top_right_corner = 5
14:2/0 = 0
14:2/0/terrain_set = 0
14:2/0/terrain = 5
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, -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/terrains_peering_bit/left_side = 5
14:2/0/terrains_peering_bit/top_left_corner = 5
14:2/0/terrains_peering_bit/top_side = 5
14:1/0 = 0
14:1/0/terrain_set = 0
14:1/0/terrain = 5
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/terrains_peering_bit/bottom_side = 5
14:1/0/terrains_peering_bit/bottom_left_corner = 5
14:1/0/terrains_peering_bit/left_side = 5
14:0/0 = 0
14:0/0/terrain_set = 0
14:0/0/terrain = 5
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, -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/terrains_peering_bit/left_side = 5
15:0/0 = 0
15:0/0/terrain_set = 0
15:0/0/terrain = 5
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_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
15:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
15:0/0/physics_layer_1/angular_velocity = 0.0
15:0/0/terrains_peering_bit/bottom_side = 5
15:1/0 = 0
15:1/0/terrain_set = 0
15:1/0/terrain = 5
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_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
15:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
15:1/0/physics_layer_1/angular_velocity = 0.0
15:1/0/terrains_peering_bit/bottom_side = 5
15:1/0/terrains_peering_bit/top_side = 5
15:2/0 = 0
15:2/0/terrain_set = 0
15:2/0/terrain = 5
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_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
15:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
15:2/0/physics_layer_1/angular_velocity = 0.0
15:2/0/terrains_peering_bit/top_side = 5
12:5/0 = 0
12:5/0/terrain_set = 0
12:5/0/terrain = 5
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_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
12:5/0/physics_layer_1/linear_velocity = Vector2(0, 0)
12:5/0/physics_layer_1/angular_velocity = 0.0
12:4/0 = 0
12:4/0/terrain_set = 0
12:4/0/terrain = 5
12:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
12:4/0/physics_layer_0/angular_velocity = 0.0
12:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
12:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
12:4/0/physics_layer_1/angular_velocity = 0.0
12:4/0/terrains_peering_bit/right_side = 5
13:4/0 = 0
13:4/0/terrain_set = 0
13:4/0/terrain = 5
13:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
13:4/0/physics_layer_0/angular_velocity = 0.0
13:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
13:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
13:4/0/physics_layer_1/angular_velocity = 0.0
13:4/0/terrains_peering_bit/right_side = 5
13:4/0/terrains_peering_bit/left_side = 5
13:5/0 = 0
13:5/0/terrain_set = 0
13:5/0/terrain = 5
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_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
13:5/0/physics_layer_1/linear_velocity = Vector2(0, 0)
13:5/0/physics_layer_1/angular_velocity = 0.0
13:5/0/terrains_peering_bit/right_side = 5
13:5/0/terrains_peering_bit/bottom_right_corner = 5
13:5/0/terrains_peering_bit/bottom_side = 5
13:6/0 = 0
13:6/0/terrain_set = 0
13:6/0/terrain = 5
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/terrains_peering_bit/right_side = 5
13:6/0/terrains_peering_bit/top_side = 5
13:6/0/terrains_peering_bit/top_right_corner = 5
14:6/0 = 0
14:6/0/terrain_set = 0
14:6/0/terrain = 5
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/terrains_peering_bit/left_side = 5
14:6/0/terrains_peering_bit/top_left_corner = 5
14:6/0/terrains_peering_bit/top_side = 5
14:5/0 = 0
14:5/0/terrain_set = 0
14:5/0/terrain = 5
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, -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/terrains_peering_bit/bottom_side = 5
14:5/0/terrains_peering_bit/bottom_left_corner = 5
14:5/0/terrains_peering_bit/left_side = 5
14:4/0 = 0
14:4/0/terrain_set = 0
14:4/0/terrain = 5
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, -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/terrains_peering_bit/left_side = 5
15:4/0 = 0
15:4/0/terrain_set = 0
15:4/0/terrain = 5
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, -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/terrains_peering_bit/bottom_side = 5
15:5/0 = 0
15:5/0/terrain_set = 0
15:5/0/terrain = 5
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, -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/terrains_peering_bit/bottom_side = 5
15:5/0/terrains_peering_bit/top_side = 5
15:6/0 = 0
15:6/0/terrain_set = 0
15:6/0/terrain = 5
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/terrains_peering_bit/top_side = 5
12:9/0 = 0
12:9/0/terrain_set = 0
12:9/0/terrain = 7
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
12:8/0 = 0
12:8/0/terrain_set = 0
12:8/0/terrain = 7
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/terrains_peering_bit/right_side = 7
13:8/0 = 0
13:8/0/terrain_set = 0
13:8/0/terrain = 7
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/terrains_peering_bit/right_side = 7
13:8/0/terrains_peering_bit/left_side = 7
13:9/0 = 0
13:9/0/terrain_set = 0
13:9/0/terrain = 7
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/terrains_peering_bit/right_side = 7
13:9/0/terrains_peering_bit/bottom_right_corner = 7
13:9/0/terrains_peering_bit/bottom_side = 7
13:10/0 = 0
13:10/0/terrain_set = 0
13:10/0/terrain = 7
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/terrains_peering_bit/right_side = 7
13:10/0/terrains_peering_bit/top_side = 7
13:10/0/terrains_peering_bit/top_right_corner = 7
14:10/0 = 0
14:10/0/terrain_set = 0
14:10/0/terrain = 7
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/terrains_peering_bit/left_side = 7
14:10/0/terrains_peering_bit/top_left_corner = 7
14:10/0/terrains_peering_bit/top_side = 7
14:9/0 = 0
14:9/0/terrain_set = 0
14:9/0/terrain = 7
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/terrains_peering_bit/bottom_side = 7
14:9/0/terrains_peering_bit/bottom_left_corner = 7
14:9/0/terrains_peering_bit/left_side = 7
14:8/0 = 0
14:8/0/terrain_set = 0
14:8/0/terrain = 7
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/terrains_peering_bit/left_side = 7
15:8/0 = 0
15:8/0/terrain_set = 0
15:8/0/terrain = 7
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/terrains_peering_bit/bottom_side = 7
15:9/0 = 0
15:9/0/terrain_set = 0
15:9/0/terrain = 7
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/terrains_peering_bit/bottom_side = 7
15:9/0/terrains_peering_bit/top_side = 7
15:10/0 = 0
15:10/0/terrain_set = 0
15:10/0/terrain = 7
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/terrains_peering_bit/top_side = 7
17:9/0 = 0
17:9/0/terrain_set = 0
17:9/0/terrain = 9
17:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
17:9/0/physics_layer_0/angular_velocity = 0.0
17:9/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
17:9/0/physics_layer_1/linear_velocity = Vector2(0, 0)
17:9/0/physics_layer_1/angular_velocity = 0.0
17:8/0 = 0
17:8/0/terrain_set = 0
17:8/0/terrain = 9
17:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
17:8/0/physics_layer_0/angular_velocity = 0.0
17:8/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
17:8/0/physics_layer_1/linear_velocity = Vector2(0, 0)
17:8/0/physics_layer_1/angular_velocity = 0.0
17:8/0/terrains_peering_bit/right_side = 9
18:8/0 = 0
18:8/0/terrain_set = 0
18:8/0/terrain = 9
18:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
18:8/0/physics_layer_0/angular_velocity = 0.0
18:8/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
18:8/0/physics_layer_1/linear_velocity = Vector2(0, 0)
18:8/0/physics_layer_1/angular_velocity = 0.0
18:8/0/terrains_peering_bit/right_side = 9
18:8/0/terrains_peering_bit/left_side = 9
18:9/0 = 0
18:9/0/terrain_set = 0
18:9/0/terrain = 9
18:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
18:9/0/physics_layer_0/angular_velocity = 0.0
18:9/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
18:9/0/physics_layer_1/linear_velocity = Vector2(0, 0)
18:9/0/physics_layer_1/angular_velocity = 0.0
18:9/0/terrains_peering_bit/right_side = 9
18:9/0/terrains_peering_bit/bottom_right_corner = 9
18:9/0/terrains_peering_bit/bottom_side = 9
18:10/0 = 0
18:10/0/terrain_set = 0
18:10/0/terrain = 9
18:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
18:10/0/physics_layer_0/angular_velocity = 0.0
18:10/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
18:10/0/physics_layer_1/linear_velocity = Vector2(0, 0)
18:10/0/physics_layer_1/angular_velocity = 0.0
18:10/0/terrains_peering_bit/right_side = 9
18:10/0/terrains_peering_bit/top_side = 9
18:10/0/terrains_peering_bit/top_right_corner = 9
19:10/0 = 0
19:10/0/terrain_set = 0
19:10/0/terrain = 9
19:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
19:10/0/physics_layer_0/angular_velocity = 0.0
19:10/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
19:10/0/physics_layer_1/linear_velocity = Vector2(0, 0)
19:10/0/physics_layer_1/angular_velocity = 0.0
19:10/0/terrains_peering_bit/left_side = 9
19:10/0/terrains_peering_bit/top_left_corner = 9
19:10/0/terrains_peering_bit/top_side = 9
19:9/0 = 0
19:9/0/terrain_set = 0
19:9/0/terrain = 9
19:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
19:9/0/physics_layer_0/angular_velocity = 0.0
19:9/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
19:9/0/physics_layer_1/linear_velocity = Vector2(0, 0)
19:9/0/physics_layer_1/angular_velocity = 0.0
19:9/0/terrains_peering_bit/bottom_side = 9
19:9/0/terrains_peering_bit/bottom_left_corner = 9
19:9/0/terrains_peering_bit/left_side = 9
19:8/0 = 0
19:8/0/terrain_set = 0
19:8/0/terrain = 9
19:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
19:8/0/physics_layer_0/angular_velocity = 0.0
19:8/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
19:8/0/physics_layer_1/linear_velocity = Vector2(0, 0)
19:8/0/physics_layer_1/angular_velocity = 0.0
19:8/0/terrains_peering_bit/left_side = 9
20:8/0 = 0
20:8/0/terrain_set = 0
20:8/0/terrain = 9
20:8/0/physics_layer_0/linear_velocity = Vector2(0, 0)
20:8/0/physics_layer_0/angular_velocity = 0.0
20:8/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
20:8/0/physics_layer_1/linear_velocity = Vector2(0, 0)
20:8/0/physics_layer_1/angular_velocity = 0.0
20:8/0/terrains_peering_bit/bottom_side = 9
20:9/0 = 0
20:9/0/terrain_set = 0
20:9/0/terrain = 9
20:9/0/physics_layer_0/linear_velocity = Vector2(0, 0)
20:9/0/physics_layer_0/angular_velocity = 0.0
20:9/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
20:9/0/physics_layer_1/linear_velocity = Vector2(0, 0)
20:9/0/physics_layer_1/angular_velocity = 0.0
20:9/0/terrains_peering_bit/bottom_side = 9
20:9/0/terrains_peering_bit/top_side = 9
20:10/0 = 0
20:10/0/terrain_set = 0
20:10/0/terrain = 9
20:10/0/physics_layer_0/linear_velocity = Vector2(0, 0)
20:10/0/physics_layer_0/angular_velocity = 0.0
20:10/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
20:10/0/physics_layer_1/linear_velocity = Vector2(0, 0)
20:10/0/physics_layer_1/angular_velocity = 0.0
20:10/0/terrains_peering_bit/top_side = 9
17:6/0 = 0
17:6/0/terrain_set = 0
17:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
17:6/0/physics_layer_0/angular_velocity = 0.0
17:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
17:6/0/physics_layer_1/linear_velocity = Vector2(0, 0)
17:6/0/physics_layer_1/angular_velocity = 0.0
17:6/0/terrains_peering_bit/top_right_corner = 8
17:5/0 = 0
17:5/0/terrain_set = 0
17:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
17:5/0/physics_layer_0/angular_velocity = 0.0
17:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
17:5/0/physics_layer_1/linear_velocity = Vector2(0, 0)
17:5/0/physics_layer_1/angular_velocity = 0.0
17:5/0/terrains_peering_bit/right_side = 8
17:5/0/terrains_peering_bit/bottom_right_corner = 8
17:5/0/terrains_peering_bit/top_right_corner = 8
17:4/0 = 0
17:4/0/terrain_set = 0
17:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
17:4/0/physics_layer_0/angular_velocity = 0.0
17:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
17:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
17:4/0/physics_layer_1/angular_velocity = 0.0
17:4/0/terrains_peering_bit/bottom_right_corner = 8
18:4/0 = 0
18:4/0/terrain_set = 0
18:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
18:4/0/physics_layer_0/angular_velocity = 0.0
18:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
18:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
18:4/0/physics_layer_1/angular_velocity = 0.0
18:4/0/terrains_peering_bit/bottom_right_corner = 8
18:4/0/terrains_peering_bit/bottom_side = 8
18:4/0/terrains_peering_bit/bottom_left_corner = 8
18:5/0 = 0
18:5/0/terrain_set = 0
18:5/0/terrain = 8
18:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
18:5/0/physics_layer_0/angular_velocity = 0.0
18:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
18:5/0/physics_layer_1/linear_velocity = Vector2(0, 0)
18:5/0/physics_layer_1/angular_velocity = 0.0
18:5/0/terrains_peering_bit/right_side = 8
18:5/0/terrains_peering_bit/bottom_right_corner = 8
18:5/0/terrains_peering_bit/bottom_side = 8
18:5/0/terrains_peering_bit/bottom_left_corner = 8
18:5/0/terrains_peering_bit/left_side = 8
18:5/0/terrains_peering_bit/top_left_corner = 8
18:5/0/terrains_peering_bit/top_side = 8
18:5/0/terrains_peering_bit/top_right_corner = 8
18:6/0 = 0
18:6/0/terrain_set = 0
18:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
18:6/0/physics_layer_0/angular_velocity = 0.0
18:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
18:6/0/physics_layer_1/linear_velocity = Vector2(0, 0)
18:6/0/physics_layer_1/angular_velocity = 0.0
18:6/0/terrains_peering_bit/top_left_corner = 8
18:6/0/terrains_peering_bit/top_side = 8
18:6/0/terrains_peering_bit/top_right_corner = 8
19:6/0 = 0
19:6/0/terrain_set = 0
19:6/0/physics_layer_0/linear_velocity = Vector2(0, 0)
19:6/0/physics_layer_0/angular_velocity = 0.0
19:6/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
19:6/0/physics_layer_1/linear_velocity = Vector2(0, 0)
19:6/0/physics_layer_1/angular_velocity = 0.0
19:6/0/terrains_peering_bit/top_left_corner = 8
19:5/0 = 0
19:5/0/terrain_set = 0
19:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
19:5/0/physics_layer_0/angular_velocity = 0.0
19:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
19:5/0/physics_layer_1/linear_velocity = Vector2(0, 0)
19:5/0/physics_layer_1/angular_velocity = 0.0
19:5/0/terrains_peering_bit/bottom_left_corner = 8
19:5/0/terrains_peering_bit/left_side = 8
19:5/0/terrains_peering_bit/top_left_corner = 8
19:4/0 = 0
19:4/0/terrain_set = 0
19:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
19:4/0/physics_layer_0/angular_velocity = 0.0
19:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
19:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
19:4/0/physics_layer_1/angular_velocity = 0.0
19:4/0/terrains_peering_bit/bottom_left_corner = 8
20:4/0 = 0
20:4/0/terrain_set = 0
20:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
20:4/0/physics_layer_0/angular_velocity = 0.0
20:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
20:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
20:4/0/physics_layer_1/angular_velocity = 0.0
20:4/0/terrains_peering_bit/bottom_left_corner = 8
20:4/0/terrains_peering_bit/left_side = 8
20:4/0/terrains_peering_bit/top_left_corner = 8
20:4/0/terrains_peering_bit/top_side = 8
20:4/0/terrains_peering_bit/top_right_corner = 8
20:5/0 = 0
20:5/0/terrain_set = 0
20:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
20:5/0/physics_layer_0/angular_velocity = 0.0
20:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
20:5/0/physics_layer_1/linear_velocity = Vector2(0, 0)
20:5/0/physics_layer_1/angular_velocity = 0.0
20:5/0/terrains_peering_bit/bottom_right_corner = 8
20:5/0/terrains_peering_bit/bottom_side = 8
20:5/0/terrains_peering_bit/bottom_left_corner = 8
20:5/0/terrains_peering_bit/left_side = 8
20:5/0/terrains_peering_bit/top_left_corner = 8
21:5/0 = 0
21:5/0/terrain_set = 0
21:5/0/physics_layer_0/linear_velocity = Vector2(0, 0)
21:5/0/physics_layer_0/angular_velocity = 0.0
21:5/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
21:5/0/physics_layer_1/linear_velocity = Vector2(0, 0)
21:5/0/physics_layer_1/angular_velocity = 0.0
21:5/0/terrains_peering_bit/right_side = 8
21:5/0/terrains_peering_bit/bottom_right_corner = 8
21:5/0/terrains_peering_bit/bottom_side = 8
21:5/0/terrains_peering_bit/bottom_left_corner = 8
21:5/0/terrains_peering_bit/top_right_corner = 8
21:4/0 = 0
21:4/0/terrain_set = 0
21:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
21:4/0/physics_layer_0/angular_velocity = 0.0
21:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
21:4/0/physics_layer_1/linear_velocity = Vector2(0, 0)
21:4/0/physics_layer_1/angular_velocity = 0.0
21:4/0/terrains_peering_bit/right_side = 8
21:4/0/terrains_peering_bit/bottom_right_corner = 8
21:4/0/terrains_peering_bit/top_left_corner = 8
21:4/0/terrains_peering_bit/top_side = 8
21:4/0/terrains_peering_bit/top_right_corner = 8
17:0/0 = 0
17:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
17:0/0/physics_layer_0/angular_velocity = 0.0
17:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
17:0/0/physics_layer_1/angular_velocity = 0.0
17:0/0/physics_layer_1/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, -2.5, -8, -3)
17:0/0/physics_layer_1/polygon_0/one_way = true
18:0/0 = 0
18:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
18:0/0/physics_layer_0/angular_velocity = 0.0
18:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
18:0/0/physics_layer_1/angular_velocity = 0.0
18:0/0/physics_layer_1/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, -2.5, -8, -3)
18:0/0/physics_layer_1/polygon_0/one_way = true
19:0/0 = 0
19:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
19:0/0/physics_layer_0/angular_velocity = 0.0
19:0/0/physics_layer_1/linear_velocity = Vector2(0, 0)
19:0/0/physics_layer_1/angular_velocity = 0.0
19:0/0/physics_layer_1/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, -2.5, -8, -3)
19:0/0/physics_layer_1/polygon_0/one_way = true
19:1/0 = 0
19:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
19:1/0/physics_layer_0/angular_velocity = 0.0
19:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
19:1/0/physics_layer_1/angular_velocity = 0.0
19:1/0/physics_layer_1/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, -2.5, -8, -3)
19:1/0/physics_layer_1/polygon_0/one_way = true
18:1/0 = 0
18:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
18:1/0/physics_layer_0/angular_velocity = 0.0
18:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
18:1/0/physics_layer_1/angular_velocity = 0.0
18:1/0/physics_layer_1/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, -2.5, -8, -3)
18:1/0/physics_layer_1/polygon_0/one_way = true
17:1/0 = 0
17:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
17:1/0/physics_layer_0/angular_velocity = 0.0
17:1/0/physics_layer_1/linear_velocity = Vector2(0, 0)
17:1/0/physics_layer_1/angular_velocity = 0.0
17:1/0/physics_layer_1/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, -2.5, -8, -3)
17:1/0/physics_layer_1/polygon_0/one_way = true
17:2/0 = 0
17:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
17:2/0/physics_layer_0/angular_velocity = 0.0
17:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
17:2/0/physics_layer_1/angular_velocity = 0.0
17:2/0/physics_layer_1/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, -2.5, -8, -3)
17:2/0/physics_layer_1/polygon_0/one_way = true
18:2/0 = 0
18:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
18:2/0/physics_layer_0/angular_velocity = 0.0
18:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
18:2/0/physics_layer_1/angular_velocity = 0.0
18:2/0/physics_layer_1/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, -2.5, -8, -3)
18:2/0/physics_layer_1/polygon_0/one_way = true
19:2/0 = 0
19:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
19:2/0/physics_layer_0/angular_velocity = 0.0
19:2/0/physics_layer_1/linear_velocity = Vector2(0, 0)
19:2/0/physics_layer_1/angular_velocity = 0.0
19:2/0/physics_layer_1/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, -2.5, -8, -3)
19:2/0/physics_layer_1/polygon_0/one_way = true

[resource]
physics_layer_0/collision_layer = 4
physics_layer_0/collision_mask = 7
physics_layer_1/collision_layer = 4
physics_layer_1/collision_mask = 7
terrain_set_0/mode = 0
terrain_set_0/terrain_0/name = "Terrain 0"
terrain_set_0/terrain_0/color = Color(0.5, 0.34375, 0.25, 1)
terrain_set_0/terrain_1/name = "Terrain 1"
terrain_set_0/terrain_1/color = Color(0.768627, 0, 0.564706, 1)
terrain_set_0/terrain_2/name = "Terrain 2"
terrain_set_0/terrain_2/color = Color(0.46875, 0.5, 0.25, 1)
terrain_set_0/terrain_3/name = "Terrain 3"
terrain_set_0/terrain_3/color = Color(0.375, 0.5, 0.25, 1)
terrain_set_0/terrain_4/name = "Terrain 4"
terrain_set_0/terrain_4/color = Color(0.28125, 0.5, 0.25, 1)
terrain_set_0/terrain_5/name = "Terrain 5"
terrain_set_0/terrain_5/color = Color(0.25, 0.5, 0.3125, 1)
terrain_set_0/terrain_6/name = "Terrain 6"
terrain_set_0/terrain_6/color = Color(0.25, 0.5, 0.40625, 1)
terrain_set_0/terrain_7/name = "Terrain 7"
terrain_set_0/terrain_7/color = Color(0.25, 0.5, 0.5, 1)
terrain_set_0/terrain_8/name = "Terrain 8"
terrain_set_0/terrain_8/color = Color(0.25, 0.40625, 0.5, 1)
terrain_set_0/terrain_9/name = "Terrain 9"
terrain_set_0/terrain_9/color = Color(0.25, 0.3125, 0.5, 1)
terrain_set_1/mode = 0
sources/0 = SubResource("TileSetAtlasSource_0wifg")
