a game about throwing hammers made for the github game off
Diffstat (limited to 'world/tiles.tres')
-rw-r--r--world/tiles.tres530
1 files changed, 530 insertions, 0 deletions
diff --git a/world/tiles.tres b/world/tiles.tres
new file mode 100644
index 0000000..65f5113
--- /dev/null
+++ b/world/tiles.tres
@@ -0,0 +1,530 @@
+[gd_resource type="TileSet" load_steps=6 format=3 uid="uid://dsw8frlrcnbi8"]
+
+[ext_resource type="Texture2D" uid="uid://bs3dt308ypttr" path="res://assets/world/tiles.png" id="1_6jxv4"]
+[ext_resource type="Texture2D" uid="uid://b0urvindbx57t" path="res://assets/world/slope.png" id="2_qk6e1"]
+
+[sub_resource type="TileMapPattern" id="TileMapPattern_hcn1t"]
+tile_data = PackedInt32Array(65536, 196609, 0, 65537, 262145, 0, 2, 196609, 0, 65538, 327681, 0)
+
+[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_rc3at"]
+resource_name = "tiles"
+texture = ExtResource("1_6jxv4")
+0:0/0 = 0
+0:0/0/terrain_set = 0
+0:0/0/terrain = 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/terrains_peering_bit/right_side = 0
+0:0/0/terrains_peering_bit/bottom_right_corner = 0
+0:0/0/terrains_peering_bit/bottom_side = 0
+1:0/0 = 0
+1:0/0/terrain_set = 0
+1:0/0/terrain = 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/terrains_peering_bit/right_side = 0
+1:0/0/terrains_peering_bit/bottom_right_corner = 0
+1:0/0/terrains_peering_bit/bottom_side = 0
+1:0/0/terrains_peering_bit/bottom_left_corner = 0
+1:0/0/terrains_peering_bit/left_side = 0
+2:0/0 = 0
+2:0/0/terrain_set = 0
+2:0/0/terrain = 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/terrains_peering_bit/bottom_side = 0
+2:0/0/terrains_peering_bit/bottom_left_corner = 0
+2:0/0/terrains_peering_bit/left_side = 0
+3:0/0 = 0
+3:0/0/terrain_set = 0
+3:0/0/terrain = 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/terrains_peering_bit/bottom_side = 0
+4:0/0 = 0
+4:0/0/terrain_set = 0
+4:0/0/terrain = 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/terrains_peering_bit/right_side = 0
+4:0/0/terrains_peering_bit/bottom_side = 0
+5:0/0 = 0
+5:0/0/terrain_set = 0
+5:0/0/terrain = 0
+5:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+5:0/0/physics_layer_0/angular_velocity = 0.0
+5:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
+5:0/0/terrains_peering_bit/right_side = 0
+5:0/0/terrains_peering_bit/bottom_side = 0
+5:0/0/terrains_peering_bit/bottom_left_corner = 0
+5:0/0/terrains_peering_bit/left_side = 0
+6:0/0 = 0
+6:0/0/terrain_set = 0
+6:0/0/terrain = 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/terrains_peering_bit/right_side = 0
+6:0/0/terrains_peering_bit/bottom_right_corner = 0
+6:0/0/terrains_peering_bit/bottom_side = 0
+6:0/0/terrains_peering_bit/left_side = 0
+7:0/0 = 0
+7:0/0/terrain_set = 0
+7:0/0/terrain = 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/terrains_peering_bit/bottom_side = 0
+7:0/0/terrains_peering_bit/left_side = 0
+8:0/0 = 0
+8:0/0/terrain_set = 0
+8:0/0/terrain = 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/terrains_peering_bit/right_side = 0
+8:0/0/terrains_peering_bit/bottom_side = 0
+8:0/0/terrains_peering_bit/left_side = 0
+9:0/0 = 0
+9:0/0/terrain_set = 0
+9:0/0/terrain = 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/terrains_peering_bit/right_side = 0
+9:0/0/terrains_peering_bit/bottom_right_corner = 0
+9:0/0/terrains_peering_bit/bottom_side = 0
+9:0/0/terrains_peering_bit/left_side = 0
+9:0/0/terrains_peering_bit/top_left_corner = 0
+9:0/0/terrains_peering_bit/top_side = 0
+0:1/0 = 0
+0:1/0/terrain_set = 0
+0:1/0/terrain = 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/terrains_peering_bit/right_side = 0
+0:1/0/terrains_peering_bit/bottom_right_corner = 0
+0:1/0/terrains_peering_bit/bottom_side = 0
+0:1/0/terrains_peering_bit/top_side = 0
+0:1/0/terrains_peering_bit/top_right_corner = 0
+1:1/0 = 0
+1:1/0/terrain_set = 0
+1:1/0/terrain = 0
+1:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+1:1/0/physics_layer_0/angular_velocity = 0.0
+1:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
+1:1/0/terrains_peering_bit/right_side = 0
+1:1/0/terrains_peering_bit/bottom_right_corner = 0
+1:1/0/terrains_peering_bit/bottom_side = 0
+1:1/0/terrains_peering_bit/bottom_left_corner = 0
+1:1/0/terrains_peering_bit/left_side = 0
+1:1/0/terrains_peering_bit/top_left_corner = 0
+1:1/0/terrains_peering_bit/top_side = 0
+1:1/0/terrains_peering_bit/top_right_corner = 0
+2:1/0 = 0
+2:1/0/terrain_set = 0
+2:1/0/terrain = 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/terrains_peering_bit/bottom_side = 0
+2:1/0/terrains_peering_bit/bottom_left_corner = 0
+2:1/0/terrains_peering_bit/left_side = 0
+2:1/0/terrains_peering_bit/top_left_corner = 0
+2:1/0/terrains_peering_bit/top_side = 0
+3:1/0 = 0
+3:1/0/terrain_set = 0
+3:1/0/terrain = 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/terrains_peering_bit/bottom_side = 0
+3:1/0/terrains_peering_bit/top_side = 0
+4:1/0 = 0
+4:1/0/terrain_set = 0
+4:1/0/terrain = 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/terrains_peering_bit/right_side = 0
+4:1/0/terrains_peering_bit/bottom_side = 0
+4:1/0/terrains_peering_bit/top_side = 0
+4:1/0/terrains_peering_bit/top_right_corner = 0
+5:1/0 = 0
+5:1/0/terrain_set = 0
+5:1/0/terrain = 0
+5:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+5:1/0/physics_layer_0/angular_velocity = 0.0
+5:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
+5:1/0/terrains_peering_bit/right_side = 0
+5:1/0/terrains_peering_bit/bottom_side = 0
+5:1/0/terrains_peering_bit/bottom_left_corner = 0
+5:1/0/terrains_peering_bit/left_side = 0
+5:1/0/terrains_peering_bit/top_left_corner = 0
+5:1/0/terrains_peering_bit/top_side = 0
+5:1/0/terrains_peering_bit/top_right_corner = 0
+6:1/0 = 0
+6:1/0/terrain_set = 0
+6:1/0/terrain = 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/terrains_peering_bit/right_side = 0
+6:1/0/terrains_peering_bit/bottom_right_corner = 0
+6:1/0/terrains_peering_bit/bottom_side = 0
+6:1/0/terrains_peering_bit/left_side = 0
+6:1/0/terrains_peering_bit/top_left_corner = 0
+6:1/0/terrains_peering_bit/top_side = 0
+6:1/0/terrains_peering_bit/top_right_corner = 0
+7:1/0 = 0
+7:1/0/terrain_set = 0
+7:1/0/terrain = 0
+7:1/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+7:1/0/physics_layer_0/angular_velocity = 0.0
+7:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
+7:1/0/terrains_peering_bit/bottom_side = 0
+7:1/0/terrains_peering_bit/left_side = 0
+7:1/0/terrains_peering_bit/top_left_corner = 0
+7:1/0/terrains_peering_bit/top_side = 0
+8:1/0 = 0
+8:1/0/terrain_set = 0
+8:1/0/terrain = 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/terrains_peering_bit/right_side = 0
+8:1/0/terrains_peering_bit/bottom_side = 0
+8:1/0/terrains_peering_bit/left_side = 0
+8:1/0/terrains_peering_bit/top_left_corner = 0
+8:1/0/terrains_peering_bit/top_side = 0
+8:1/0/terrains_peering_bit/top_right_corner = 0
+9:1/0 = 0
+9:1/0/terrain_set = 0
+9:1/0/terrain = 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/terrains_peering_bit/right_side = 0
+9:1/0/terrains_peering_bit/bottom_side = 0
+9:1/0/terrains_peering_bit/bottom_left_corner = 0
+9:1/0/terrains_peering_bit/left_side = 0
+9:1/0/terrains_peering_bit/top_side = 0
+9:1/0/terrains_peering_bit/top_right_corner = 0
+0:2/0 = 0
+0:2/0/terrain_set = 0
+0:2/0/terrain = 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/terrains_peering_bit/right_side = 0
+0:2/0/terrains_peering_bit/top_side = 0
+0:2/0/terrains_peering_bit/top_right_corner = 0
+1:2/0 = 0
+1:2/0/terrain_set = 0
+1:2/0/terrain = 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/terrains_peering_bit/right_side = 0
+1:2/0/terrains_peering_bit/left_side = 0
+1:2/0/terrains_peering_bit/top_left_corner = 0
+1:2/0/terrains_peering_bit/top_side = 0
+1:2/0/terrains_peering_bit/top_right_corner = 0
+2:2/0 = 0
+2:2/0/terrain_set = 0
+2:2/0/terrain = 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/terrains_peering_bit/left_side = 0
+2:2/0/terrains_peering_bit/top_left_corner = 0
+2:2/0/terrains_peering_bit/top_side = 0
+3:2/0 = 0
+3:2/0/terrain_set = 0
+3:2/0/terrain = 0
+3:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+3:2/0/physics_layer_0/angular_velocity = 0.0
+3:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
+3:2/0/terrains_peering_bit/top_side = 0
+4:2/0 = 0
+4:2/0/terrain_set = 0
+4:2/0/terrain = 0
+4:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+4:2/0/physics_layer_0/angular_velocity = 0.0
+4:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
+4:2/0/terrains_peering_bit/right_side = 0
+4:2/0/terrains_peering_bit/bottom_right_corner = 0
+4:2/0/terrains_peering_bit/bottom_side = 0
+4:2/0/terrains_peering_bit/top_side = 0
+5:2/0 = 0
+5:2/0/terrain_set = 0
+5:2/0/terrain = 0
+5:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+5:2/0/physics_layer_0/angular_velocity = 0.0
+5:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
+5:2/0/terrains_peering_bit/right_side = 0
+5:2/0/terrains_peering_bit/bottom_right_corner = 0
+5:2/0/terrains_peering_bit/bottom_side = 0
+5:2/0/terrains_peering_bit/bottom_left_corner = 0
+5:2/0/terrains_peering_bit/left_side = 0
+5:2/0/terrains_peering_bit/top_left_corner = 0
+5:2/0/terrains_peering_bit/top_side = 0
+6:2/0 = 0
+6:2/0/terrain_set = 0
+6:2/0/terrain = 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/terrains_peering_bit/right_side = 0
+6:2/0/terrains_peering_bit/bottom_right_corner = 0
+6:2/0/terrains_peering_bit/bottom_side = 0
+6:2/0/terrains_peering_bit/bottom_left_corner = 0
+6:2/0/terrains_peering_bit/left_side = 0
+6:2/0/terrains_peering_bit/top_side = 0
+6:2/0/terrains_peering_bit/top_right_corner = 0
+7:2/0 = 0
+7:2/0/terrain_set = 0
+7:2/0/terrain = 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/terrains_peering_bit/bottom_side = 0
+7:2/0/terrains_peering_bit/bottom_left_corner = 0
+7:2/0/terrains_peering_bit/left_side = 0
+7:2/0/terrains_peering_bit/top_side = 0
+8:2/0 = 0
+8:2/0/terrain_set = 0
+8:2/0/terrain = 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/terrains_peering_bit/right_side = 0
+8:2/0/terrains_peering_bit/bottom_right_corner = 0
+8:2/0/terrains_peering_bit/bottom_side = 0
+8:2/0/terrains_peering_bit/bottom_left_corner = 0
+8:2/0/terrains_peering_bit/left_side = 0
+8:2/0/terrains_peering_bit/top_side = 0
+9:2/0 = 0
+9:2/0/terrain_set = 0
+9:2/0/terrain = 0
+9:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+9:2/0/physics_layer_0/angular_velocity = 0.0
+9:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
+9:2/0/terrains_peering_bit/right_side = 0
+9:2/0/terrains_peering_bit/bottom_right_corner = 0
+9:2/0/terrains_peering_bit/bottom_side = 0
+9:2/0/terrains_peering_bit/left_side = 0
+9:2/0/terrains_peering_bit/top_side = 0
+10:2/0 = 0
+10:2/0/terrain_set = 0
+10:2/0/terrain = 0
+10:2/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+10:2/0/physics_layer_0/angular_velocity = 0.0
+10:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
+10:2/0/terrains_peering_bit/right_side = 0
+10:2/0/terrains_peering_bit/bottom_side = 0
+10:2/0/terrains_peering_bit/bottom_left_corner = 0
+10:2/0/terrains_peering_bit/left_side = 0
+10:2/0/terrains_peering_bit/top_side = 0
+0:3/0 = 0
+0:3/0/terrain_set = 0
+0:3/0/terrain = 0
+0:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+0:3/0/physics_layer_0/angular_velocity = 0.0
+0:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
+0:3/0/terrains_peering_bit/right_side = 0
+1:3/0 = 0
+1:3/0/terrain_set = 0
+1:3/0/terrain = 0
+1:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+1:3/0/physics_layer_0/angular_velocity = 0.0
+1:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
+1:3/0/terrains_peering_bit/right_side = 0
+1:3/0/terrains_peering_bit/left_side = 0
+2:3/0 = 0
+2:3/0/terrain_set = 0
+2:3/0/terrain = 0
+2:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+2:3/0/physics_layer_0/angular_velocity = 0.0
+2:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
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+3:3/0/terrain = 0
+3:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+3:3/0/physics_layer_0/angular_velocity = 0.0
+3:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
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+4:3/0/terrain = 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/right_side = 0
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+5:3/0 = 0
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+5:3/0/terrain = 0
+5:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+5:3/0/physics_layer_0/angular_velocity = 0.0
+5:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
+5:3/0/terrains_peering_bit/right_side = 0
+5:3/0/terrains_peering_bit/left_side = 0
+5:3/0/terrains_peering_bit/top_left_corner = 0
+5:3/0/terrains_peering_bit/top_side = 0
+6:3/0 = 0
+6:3/0/terrain_set = 0
+6:3/0/terrain = 0
+6:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+6:3/0/physics_layer_0/angular_velocity = 0.0
+6:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
+6:3/0/terrains_peering_bit/right_side = 0
+6:3/0/terrains_peering_bit/left_side = 0
+6:3/0/terrains_peering_bit/top_side = 0
+6:3/0/terrains_peering_bit/top_right_corner = 0
+7:3/0 = 0
+7:3/0/terrain_set = 0
+7:3/0/terrain = 0
+7:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+7:3/0/physics_layer_0/angular_velocity = 0.0
+7:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
+7:3/0/terrains_peering_bit/left_side = 0
+7:3/0/terrains_peering_bit/top_side = 0
+8:3/0 = 0
+8:3/0/terrain_set = 0
+8:3/0/terrain = 0
+8:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+8:3/0/physics_layer_0/angular_velocity = 0.0
+8:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
+8:3/0/terrains_peering_bit/right_side = 0
+8:3/0/terrains_peering_bit/left_side = 0
+8:3/0/terrains_peering_bit/top_side = 0
+9:3/0 = 0
+9:3/0/terrain_set = 0
+9:3/0/terrain = 0
+9:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+9:3/0/physics_layer_0/angular_velocity = 0.0
+9:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
+9:3/0/terrains_peering_bit/right_side = 0
+9:3/0/terrains_peering_bit/bottom_side = 0
+9:3/0/terrains_peering_bit/left_side = 0
+9:3/0/terrains_peering_bit/top_side = 0
+9:3/0/terrains_peering_bit/top_right_corner = 0
+10:3/0 = 0
+10:3/0/terrain_set = 0
+10:3/0/terrain = 0
+10:3/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+10:3/0/physics_layer_0/angular_velocity = 0.0
+10:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
+10:3/0/terrains_peering_bit/right_side = 0
+10:3/0/terrains_peering_bit/bottom_side = 0
+10:3/0/terrains_peering_bit/left_side = 0
+10:3/0/terrains_peering_bit/top_left_corner = 0
+10:3/0/terrains_peering_bit/top_side = 0
+4:4/0 = 0
+4:4/0/terrain_set = 0
+4:4/0/terrain = 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/terrains_peering_bit/right_side = 0
+4:4/0/terrains_peering_bit/bottom_side = 0
+4:4/0/terrains_peering_bit/top_side = 0
+5:4/0 = 0
+5:4/0/terrain_set = 0
+5:4/0/terrain = 0
+5:4/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+5:4/0/physics_layer_0/angular_velocity = 0.0
+5:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
+5:4/0/terrains_peering_bit/right_side = 0
+5:4/0/terrains_peering_bit/bottom_side = 0
+5:4/0/terrains_peering_bit/bottom_left_corner = 0
+5:4/0/terrains_peering_bit/left_side = 0
+5:4/0/terrains_peering_bit/top_left_corner = 0
+5:4/0/terrains_peering_bit/top_side = 0
+6:4/0 = 0
+6:4/0/terrain_set = 0
+6:4/0/terrain = 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/terrains_peering_bit/right_side = 0
+6:4/0/terrains_peering_bit/bottom_right_corner = 0
+6:4/0/terrains_peering_bit/bottom_side = 0
+6:4/0/terrains_peering_bit/left_side = 0
+6:4/0/terrains_peering_bit/top_side = 0
+6:4/0/terrains_peering_bit/top_right_corner = 0
+7:4/0 = 0
+7:4/0/terrain_set = 0
+7:4/0/terrain = 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/terrains_peering_bit/bottom_side = 0
+7:4/0/terrains_peering_bit/left_side = 0
+7:4/0/terrains_peering_bit/top_side = 0
+8:4/0 = 0
+8:4/0/terrain_set = 0
+8:4/0/terrain = 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/terrains_peering_bit/right_side = 0
+8:4/0/terrains_peering_bit/bottom_side = 0
+8:4/0/terrains_peering_bit/left_side = 0
+8:4/0/terrains_peering_bit/top_side = 0
+
+[sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_teocq"]
+resource_name = "slopes"
+texture = ExtResource("2_qk6e1")
+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)
+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, -7, -7, -8)
+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, -7, -7, -8)
+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, 0, 8, 8, -8, 8)
+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, 0)
+5:0/0 = 0
+5:0/0/terrain_set = 0
+5:0/0/physics_layer_0/linear_velocity = Vector2(0, 0)
+5:0/0/physics_layer_0/angular_velocity = 0.0
+5:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8, 8, -8, 8, 8, -8, 8)
+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)
+
+[resource]
+physics_layer_0/collision_layer = 1
+physics_layer_0/collision_mask = 0
+terrain_set_0/mode = 0
+terrain_set_0/terrain_0/name = "ground"
+terrain_set_0/terrain_0/color = Color(0.207843, 0.129412, 0.0862745, 1)
+sources/0 = SubResource("TileSetAtlasSource_rc3at")
+sources/1 = SubResource("TileSetAtlasSource_teocq")
+pattern_0 = SubResource("TileMapPattern_hcn1t")