[gd_resource type="TileSet" load_steps=7 format=3 uid="uid://bi3tupdxmgcim"] [ext_resource type="Texture2D" uid="uid://d3y4rna66nylu" path="res://TileSets/Tiles Set GameJam.png" id="1_kka1l"] [sub_resource type="TileMapPattern" id="TileMapPattern_xl1q3"] tile_data = PackedInt32Array(0, 393217, 1, 65536, 131073, 2, 131072, 1, 196610, 1, 458753, 1, 131073, 458753, 65537, 2, 1, 2, 65538, 65537, 2, 131074, 1, 131074) [sub_resource type="TileMapPattern" id="TileMapPattern_vdc73"] tile_data = PackedInt32Array(65536, 196609, 0, 131072, 131073, 0, 196608, 196609, 0, 1, 196609, 0, 65537, 131073, 0, 131073, 196609, 0, 196609, 131073, 0, 2, 131073, 0, 65538, 196609, 0, 131074, 131073, 0, 196610, 196609, 0, 3, 196609, 0, 65539, 131073, 0, 131075, 196609, 0, 196611, 131073, 0) [sub_resource type="TileMapPattern" id="TileMapPattern_pir2t"] tile_data = PackedInt32Array(0, 131073, 196611, 65536, 131073, 3, 1, 131073, 131075, 65537, 131073, 65539) [sub_resource type="PhysicsMaterial" id="PhysicsMaterial_w88vo"] [sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_4qill"] resource_name = "" texture = ExtResource("1_kka1l") texture_region_size = Vector2i(64, 64) 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/next_alternative_id = 2 4:0/0 = 0 4:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 4:0/0/physics_layer_0/angular_velocity = 0.0 4:0/1 = 1 4:0/1/transpose = true 4:0/1/physics_layer_0/linear_velocity = Vector2(0, 0) 4:0/1/physics_layer_0/angular_velocity = 0.0 5:0/next_alternative_id = 5 5:0/0 = 0 5:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 5:0/0/physics_layer_0/angular_velocity = 0.0 5:0/1 = 1 5:0/1/transpose = true 5:0/1/physics_layer_0/linear_velocity = Vector2(0, 0) 5:0/1/physics_layer_0/angular_velocity = 0.0 5:0/2 = 2 5:0/2/flip_h = true 5:0/2/physics_layer_0/linear_velocity = Vector2(0, 0) 5:0/2/physics_layer_0/angular_velocity = 0.0 5:0/3 = 3 5:0/3/flip_v = true 5:0/3/transpose = true 5:0/3/physics_layer_0/linear_velocity = Vector2(0, 0) 5:0/3/physics_layer_0/angular_velocity = 0.0 6:0/next_alternative_id = 4 6:0/0 = 0 6:0/0/physics_layer_0/linear_velocity = Vector2(0, 0) 6:0/0/physics_layer_0/angular_velocity = 0.0 6:0/1 = 1 6:0/1/flip_h = true 6:0/1/physics_layer_0/linear_velocity = Vector2(0, 0) 6:0/1/physics_layer_0/angular_velocity = 0.0 6:0/2 = 2 6:0/2/transpose = true 6:0/2/physics_layer_0/linear_velocity = Vector2(0, 0) 6:0/2/physics_layer_0/angular_velocity = 0.0 6:0/3 = 3 6:0/3/flip_v = true 6:0/3/transpose = true 6:0/3/physics_layer_0/linear_velocity = Vector2(0, 0) 6:0/3/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 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/next_alternative_id = 4 6:1/0 = 0 6:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) 6:1/0/physics_layer_0/angular_velocity = 0.0 6:1/1 = 1 6:1/1/flip_v = true 6:1/1/physics_layer_0/linear_velocity = Vector2(0, 0) 6:1/1/physics_layer_0/angular_velocity = 0.0 6:1/2 = 2 6:1/2/flip_h = true 6:1/2/flip_v = true 6:1/2/physics_layer_0/linear_velocity = Vector2(0, 0) 6:1/2/physics_layer_0/angular_velocity = 0.0 6:1/3 = 3 6:1/3/flip_h = true 6:1/3/physics_layer_0/linear_velocity = Vector2(0, 0) 6:1/3/physics_layer_0/angular_velocity = 0.0 7:1/next_alternative_id = 4 7:1/0 = 0 7:1/0/physics_layer_0/linear_velocity = Vector2(0, 0) 7:1/0/physics_layer_0/angular_velocity = 0.0 7:1/1 = 1 7:1/1/flip_v = true 7:1/1/physics_layer_0/linear_velocity = Vector2(0, 0) 7:1/1/physics_layer_0/angular_velocity = 0.0 7:1/2 = 2 7:1/2/flip_v = true 7:1/2/transpose = true 7:1/2/physics_layer_0/linear_velocity = Vector2(0, 0) 7:1/2/physics_layer_0/angular_velocity = 0.0 7:1/3 = 3 7:1/3/flip_h = true 7:1/3/flip_v = true 7:1/3/transpose = true 7:1/3/physics_layer_0/linear_velocity = Vector2(0, 0) 7:1/3/physics_layer_0/angular_velocity = 0.0 0:2/next_alternative_id = 4 0:2/0 = 0 0:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) 0:2/0/physics_layer_0/angular_velocity = 0.0 0:2/1 = 1 0:2/1/flip_h = true 0:2/1/physics_layer_0/linear_velocity = Vector2(0, 0) 0:2/1/physics_layer_0/angular_velocity = 0.0 0:2/2 = 2 0:2/2/flip_v = true 0:2/2/physics_layer_0/linear_velocity = Vector2(0, 0) 0:2/2/physics_layer_0/angular_velocity = 0.0 0:2/3 = 3 0:2/3/flip_h = true 0:2/3/flip_v = true 0:2/3/physics_layer_0/linear_velocity = Vector2(0, 0) 0:2/3/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/next_alternative_id = 2 3:2/0 = 0 3:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) 3:2/0/physics_layer_0/angular_velocity = 0.0 3:2/1 = 1 3:2/1/flip_h = true 3:2/1/physics_layer_0/linear_velocity = Vector2(0, 0) 3:2/1/physics_layer_0/angular_velocity = 0.0 4:2/next_alternative_id = 3 4:2/0 = 0 4:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) 4:2/0/physics_layer_0/angular_velocity = 0.0 4:2/1 = 1 4:2/1/transpose = true 4:2/1/physics_layer_0/linear_velocity = Vector2(0, 0) 4:2/1/physics_layer_0/angular_velocity = 0.0 4:2/2 = 2 4:2/2/flip_h = true 4:2/2/transpose = true 4:2/2/physics_layer_0/linear_velocity = Vector2(0, 0) 4:2/2/physics_layer_0/angular_velocity = 0.0 5:2/next_alternative_id = 2 5:2/0 = 0 5:2/0/physics_layer_0/linear_velocity = Vector2(0, 0) 5:2/0/physics_layer_0/angular_velocity = 0.0 5:2/1 = 1 5:2/1/flip_h = true 5:2/1/physics_layer_0/linear_velocity = Vector2(0, 0) 5:2/1/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 0:3/next_alternative_id = 4 0:3/0 = 0 0:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 0:3/0/physics_layer_0/angular_velocity = 0.0 0:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, -32, 32, 32, 32, 32, -32) 0:3/1 = 1 0:3/1/flip_h = true 0:3/1/physics_layer_0/linear_velocity = Vector2(0, 0) 0:3/1/physics_layer_0/angular_velocity = 0.0 0:3/1/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, -32, 32, 32, 32, 32, -32) 0:3/2 = 2 0:3/2/flip_h = true 0:3/2/flip_v = true 0:3/2/physics_layer_0/linear_velocity = Vector2(0, 0) 0:3/2/physics_layer_0/angular_velocity = 0.0 0:3/2/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, -32, 32, 32, 32, 32, -32) 0:3/3 = 3 0:3/3/flip_v = true 0:3/3/physics_layer_0/linear_velocity = Vector2(0, 0) 0:3/3/physics_layer_0/angular_velocity = 0.0 0:3/3/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, -32, 32, 32, 32, 32, -32) 1:3/next_alternative_id = 4 1:3/0 = 0 1:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 1:3/0/physics_layer_0/angular_velocity = 0.0 1:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, -32, 32, 32, 32, 32, -32) 1:3/1 = 1 1:3/1/transpose = true 1:3/1/physics_layer_0/linear_velocity = Vector2(0, 0) 1:3/1/physics_layer_0/angular_velocity = 0.0 1:3/1/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, -32, 32, 32, 32, 32, -32) 1:3/2 = 2 1:3/2/flip_h = true 1:3/2/transpose = true 1:3/2/physics_layer_0/linear_velocity = Vector2(0, 0) 1:3/2/physics_layer_0/angular_velocity = 0.0 1:3/2/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, -32, 32, 32, 32, 32, -32) 1:3/3 = 3 1:3/3/flip_v = true 1:3/3/physics_layer_0/linear_velocity = Vector2(0, 0) 1:3/3/physics_layer_0/angular_velocity = 0.0 1:3/3/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, -32, 32, 32, 32, 32, -32) 2:3/next_alternative_id = 4 2:3/0 = 0 2:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 2:3/0/physics_layer_0/angular_velocity = 0.0 2:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(9.5, -9, 32, -9, 32, -32, 10, -32) 2:3/1 = 1 2:3/1/flip_h = true 2:3/1/physics_layer_0/linear_velocity = Vector2(0, 0) 2:3/1/physics_layer_0/angular_velocity = 0.0 2:3/1/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -8.5, -8, -32, -32, -32, -32, -9) 2:3/2 = 2 2:3/2/flip_h = true 2:3/2/flip_v = true 2:3/2/physics_layer_0/linear_velocity = Vector2(0, 0) 2:3/2/physics_layer_0/angular_velocity = 0.0 2:3/2/physics_layer_0/polygon_0/points = PackedVector2Array(-32, 9, -32, 32, -9.5, 32, -9, 9) 2:3/3 = 3 2:3/3/flip_v = true 2:3/3/physics_layer_0/linear_velocity = Vector2(0, 0) 2:3/3/physics_layer_0/angular_velocity = 0.0 2:3/3/physics_layer_0/polygon_0/points = PackedVector2Array(9, 9, 9.5, 32, 32, 32, 32, 9.5) 3:3/next_alternative_id = 4 3:3/0 = 0 3:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 3:3/0/physics_layer_0/angular_velocity = 0.0 3:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, -32, -9, 32, -9.5, 32, -32) 3:3/1 = 1 3:3/1/flip_v = true 3:3/1/physics_layer_0/linear_velocity = Vector2(0, 0) 3:3/1/physics_layer_0/angular_velocity = 0.0 3:3/1/physics_layer_0/polygon_0/points = PackedVector2Array(-32, 9, -32, 32, 32, 32, 32, 9.5) 3:3/2 = 2 3:3/2/transpose = true 3:3/2/physics_layer_0/linear_velocity = Vector2(0, 0) 3:3/2/physics_layer_0/angular_velocity = 0.0 3:3/2/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, -32, 32, -9, 32, -8.5, -32) 3:3/3 = 3 3:3/3/flip_h = true 3:3/3/transpose = true 3:3/3/physics_layer_0/linear_velocity = Vector2(0, 0) 3:3/3/physics_layer_0/angular_velocity = 0.0 3:3/3/physics_layer_0/polygon_0/points = PackedVector2Array(10, -32, 9.5, 32, 32, 32, 32, -32) 4:3/next_alternative_id = 4 4:3/0 = 0 4:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 4:3/0/physics_layer_0/angular_velocity = 0.0 4:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(32, -9.5, -8, -9.5, -8.5, 32, -32, 32, -32, -32, 32, -32) 4:3/1 = 1 4:3/1/flip_h = true 4:3/1/physics_layer_0/linear_velocity = Vector2(0, 0) 4:3/1/physics_layer_0/angular_velocity = 0.0 4:3/1/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, -32, -9, 8.5, -9, 8, 32, 32, 32, 32, -32) 4:3/2 = 2 4:3/2/flip_h = true 4:3/2/flip_v = true 4:3/2/physics_layer_0/linear_velocity = Vector2(0, 0) 4:3/2/physics_layer_0/angular_velocity = 0.0 4:3/2/physics_layer_0/polygon_0/points = PackedVector2Array(-32, 8, -32, 32, 32, 32, 32, -32, 9, -32, 9, 8) 4:3/3 = 3 4:3/3/flip_v = true 4:3/3/physics_layer_0/linear_velocity = Vector2(0, 0) 4:3/3/physics_layer_0/angular_velocity = 0.0 4:3/3/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, -32, 32, 32, 32, 32, 10, -9, 9, -8.5, -32) 5:3/next_alternative_id = 4 5:3/0 = 0 5:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 5:3/0/physics_layer_0/angular_velocity = 0.0 5:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, -32, 32, 32, 32, 32, -32) 5:3/1 = 1 5:3/1/flip_v = true 5:3/1/physics_layer_0/linear_velocity = Vector2(0, 0) 5:3/1/physics_layer_0/angular_velocity = 0.0 5:3/1/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, -32, 32, 32, 32, 32, -32) 5:3/2 = 2 5:3/2/flip_h = true 5:3/2/flip_v = true 5:3/2/physics_layer_0/linear_velocity = Vector2(0, 0) 5:3/2/physics_layer_0/angular_velocity = 0.0 5:3/2/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, -32, 32, 32, 32, 32, -32) 5:3/3 = 3 5:3/3/flip_h = true 5:3/3/physics_layer_0/linear_velocity = Vector2(0, 0) 5:3/3/physics_layer_0/angular_velocity = 0.0 5:3/3/physics_layer_0/polygon_0/points = PackedVector2Array(-32, -32, -32, 32, 32, 32, 32, -32) 6:3/next_alternative_id = 4 6:3/0 = 0 6:3/0/physics_layer_0/linear_velocity = Vector2(0, 0) 6:3/0/physics_layer_0/angular_velocity = 0.0 6:3/1 = 1 6:3/1/flip_v = true 6:3/1/physics_layer_0/linear_velocity = Vector2(0, 0) 6:3/1/physics_layer_0/angular_velocity = 0.0 6:3/2 = 2 6:3/2/transpose = true 6:3/2/physics_layer_0/linear_velocity = Vector2(0, 0) 6:3/2/physics_layer_0/angular_velocity = 0.0 6:3/3 = 3 6:3/3/flip_h = true 6:3/3/transpose = true 6:3/3/physics_layer_0/linear_velocity = Vector2(0, 0) 6:3/3/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 0:4/next_alternative_id = 4 0:4/0 = 0 0:4/0/physics_layer_0/linear_velocity = Vector2(0, 0) 0:4/0/physics_layer_0/angular_velocity = 0.0 0:4/1 = 1 0:4/1/flip_h = true 0:4/1/physics_layer_0/linear_velocity = Vector2(0, 0) 0:4/1/physics_layer_0/angular_velocity = 0.0 0:4/2 = 2 0:4/2/flip_h = true 0:4/2/flip_v = true 0:4/2/physics_layer_0/linear_velocity = Vector2(0, 0) 0:4/2/physics_layer_0/angular_velocity = 0.0 0:4/3 = 3 0:4/3/flip_v = true 0:4/3/physics_layer_0/linear_velocity = Vector2(0, 0) 0:4/3/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 [resource] tile_size = Vector2i(64, 64) physics_layer_0/collision_layer = 1 physics_layer_0/physics_material = SubResource("PhysicsMaterial_w88vo") navigation_layer_0/layers = 1 sources/1 = SubResource("TileSetAtlasSource_4qill") pattern_0 = SubResource("TileMapPattern_xl1q3") pattern_1 = SubResource("TileMapPattern_vdc73") pattern_2 = SubResource("TileMapPattern_pir2t")