[gd_resource type="TileSet" format=3 uid="uid://bk7cbdppa3j6a"] [sub_resource type="CompressedTexture2D" id="CompressedTexture2D_5h5kb"] load_path = "res://.godot/imported/pool.png-b13073abd16d5b4aa7f02817fa2d5dca.ctex" [sub_resource type="TileSetAtlasSource" id="TileSetAtlasSource_blkrv"] texture = SubResource("CompressedTexture2D_5h5kb") texture_region_size = Vector2i(32, 32) 0:0/0 = 0 0:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, 16, 16, 16, 16, -16, -16, -16) 1:0/0 = 0 1:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, 16, 16, 16, 16, -16, -16, -16) 2:0/0 = 0 2:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, 16, 16, 16, 16, -16, -16, -16) 3:0/0 = 0 3:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, 16, 16, 16, 16, -16, -16, -16) 4:0/0 = 0 5:0/0 = 0 6:0/0 = 0 7:0/0 = 0 8:0/0 = 0 9:0/0 = 0 10:0/0 = 0 11:0/0 = 0 0:1/0 = 0 0:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, 16, -16, -16, 16, -16, 16, 16) 1:1/0 = 0 1:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, 16, 16, 16, 16, -16, -16, -16) 2:1/0 = 0 2:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, 16, 16, 16, 16, -16, -16, -16) 3:1/0 = 0 3:1/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, 16, 16, 16, 16, -16, -16, -16) 4:1/0 = 0 5:1/0 = 0 6:1/0 = 0 7:1/0 = 0 8:1/0 = 0 9:1/0 = 0 10:1/0 = 0 11:1/0 = 0 0:2/0 = 0 1:2/0 = 0 1:2/0/terrain_set = 0 1:2/0/terrain = 0 1:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, -16, 16, 16, 16, 16, -16) 1:2/0/terrains_peering_bit/right_side = 0 1:2/0/terrains_peering_bit/bottom_right_corner = 0 1:2/0/terrains_peering_bit/bottom_side = 0 2:2/next_alternative_id = 3 2:2/0 = 0 2:2/0/terrain_set = 0 2:2/0/terrain = 0 2:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, -16, 16, 16, 16, 16, -16) 2:2/0/terrains_peering_bit/right_side = 0 2:2/0/terrains_peering_bit/bottom_right_corner = 0 2:2/0/terrains_peering_bit/bottom_side = 0 2:2/0/terrains_peering_bit/bottom_left_corner = 0 2:2/0/terrains_peering_bit/left_side = 0 2:2/1 = 1 2:2/1/flip_h = true 2:2/1/terrain_set = 0 2:2/1/terrain = 0 2:2/1/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, -16, 16, 16, 16, 16, -16, -16, -16) 2:2/1/terrains_peering_bit/right_side = 0 2:2/1/terrains_peering_bit/bottom_right_corner = 0 2:2/1/terrains_peering_bit/bottom_side = 0 2:2/1/terrains_peering_bit/bottom_left_corner = 0 2:2/1/terrains_peering_bit/left_side = 0 3:2/0 = 0 3:2/0/terrain_set = 0 3:2/0/terrain = 0 3:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, -16, 16, 16, 16, 16, -16) 3:2/0/terrains_peering_bit/bottom_side = 0 3:2/0/terrains_peering_bit/bottom_left_corner = 0 3:2/0/terrains_peering_bit/left_side = 0 4:2/0 = 0 4:2/0/terrain_set = 0 4:2/0/terrain = 0 4:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, -16, 16, 16, 16, 16, -16) 4:2/0/terrains_peering_bit/right_side = 0 5:2/0 = 0 5:2/0/terrain_set = 0 5:2/0/terrain = 0 5:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, -16, 16, 16, 16, 16, -16) 5:2/0/terrains_peering_bit/right_side = 0 5:2/0/terrains_peering_bit/left_side = 0 6:2/0 = 0 6:2/0/terrain_set = 0 6:2/0/terrain = 0 6:2/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, -16, 16, 16, 16, 16, -16) 6:2/0/terrains_peering_bit/left_side = 0 7:2/0 = 0 8:2/0 = 0 9:2/0 = 0 10:2/0 = 0 11:2/0 = 0 0:3/0 = 0 1:3/next_alternative_id = 2 1:3/0 = 0 1:3/0/terrain_set = 0 1:3/0/terrain = 0 1:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, -16, 16, 16, 16, 16, -16) 1:3/0/terrains_peering_bit/right_side = 0 1:3/0/terrains_peering_bit/bottom_right_corner = 0 1:3/0/terrains_peering_bit/bottom_side = 0 1:3/0/terrains_peering_bit/top_side = 0 1:3/0/terrains_peering_bit/top_right_corner = 0 1:3/1 = 1 1:3/1/flip_v = true 1:3/1/terrain_set = 0 1:3/1/terrain = 0 1:3/1/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16) 1:3/1/terrains_peering_bit/right_side = 0 1:3/1/terrains_peering_bit/bottom_right_corner = 0 1:3/1/terrains_peering_bit/bottom_side = 0 1:3/1/terrains_peering_bit/top_side = 0 1:3/1/terrains_peering_bit/top_right_corner = 0 2:3/next_alternative_id = 6 2:3/0 = 0 2:3/0/terrain_set = 0 2:3/0/terrain = 0 2:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, -16, 16, 16, 16, 16, -16) 2:3/0/terrains_peering_bit/right_side = 0 2:3/0/terrains_peering_bit/bottom_right_corner = 0 2:3/0/terrains_peering_bit/bottom_side = 0 2:3/0/terrains_peering_bit/bottom_left_corner = 0 2:3/0/terrains_peering_bit/left_side = 0 2:3/0/terrains_peering_bit/top_left_corner = 0 2:3/0/terrains_peering_bit/top_side = 0 2:3/0/terrains_peering_bit/top_right_corner = 0 2:3/1 = 1 2:3/1/flip_h = true 2:3/1/terrain_set = 0 2:3/1/terrain = 0 2:3/1/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16) 2:3/1/terrains_peering_bit/right_side = 0 2:3/1/terrains_peering_bit/bottom_right_corner = 0 2:3/1/terrains_peering_bit/bottom_side = 0 2:3/1/terrains_peering_bit/bottom_left_corner = 0 2:3/1/terrains_peering_bit/left_side = 0 2:3/1/terrains_peering_bit/top_left_corner = 0 2:3/1/terrains_peering_bit/top_side = 0 2:3/1/terrains_peering_bit/top_right_corner = 0 2:3/2 = 2 2:3/2/flip_v = true 2:3/2/terrain_set = 0 2:3/2/terrain = 0 2:3/2/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16) 2:3/2/terrains_peering_bit/right_side = 0 2:3/2/terrains_peering_bit/bottom_right_corner = 0 2:3/2/terrains_peering_bit/bottom_side = 0 2:3/2/terrains_peering_bit/bottom_left_corner = 0 2:3/2/terrains_peering_bit/left_side = 0 2:3/2/terrains_peering_bit/top_left_corner = 0 2:3/2/terrains_peering_bit/top_side = 0 2:3/2/terrains_peering_bit/top_right_corner = 0 2:3/4 = 4 2:3/4/transpose = true 2:3/4/terrain_set = 0 2:3/4/terrain = 0 2:3/4/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16) 2:3/4/terrains_peering_bit/right_side = 0 2:3/4/terrains_peering_bit/bottom_right_corner = 0 2:3/4/terrains_peering_bit/bottom_side = 0 2:3/4/terrains_peering_bit/bottom_left_corner = 0 2:3/4/terrains_peering_bit/left_side = 0 2:3/4/terrains_peering_bit/top_left_corner = 0 2:3/4/terrains_peering_bit/top_side = 0 2:3/4/terrains_peering_bit/top_right_corner = 0 2:3/5 = 5 2:3/5/flip_h = true 2:3/5/transpose = true 2:3/5/terrain_set = 0 2:3/5/terrain = 0 2:3/5/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16) 2:3/5/terrains_peering_bit/right_side = 0 2:3/5/terrains_peering_bit/bottom_right_corner = 0 2:3/5/terrains_peering_bit/bottom_side = 0 2:3/5/terrains_peering_bit/bottom_left_corner = 0 2:3/5/terrains_peering_bit/left_side = 0 2:3/5/terrains_peering_bit/top_left_corner = 0 2:3/5/terrains_peering_bit/top_side = 0 2:3/5/terrains_peering_bit/top_right_corner = 0 3:3/next_alternative_id = 2 3:3/0 = 0 3:3/0/terrain_set = 0 3:3/0/terrain = 0 3:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, -16, 16, 16, 16, 16, -16) 3:3/0/terrains_peering_bit/bottom_side = 0 3:3/0/terrains_peering_bit/bottom_left_corner = 0 3:3/0/terrains_peering_bit/left_side = 0 3:3/0/terrains_peering_bit/top_left_corner = 0 3:3/0/terrains_peering_bit/top_side = 0 3:3/1 = 1 3:3/1/flip_v = true 3:3/1/terrain_set = 0 3:3/1/terrain = 0 3:3/1/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16) 3:3/1/terrains_peering_bit/bottom_side = 0 3:3/1/terrains_peering_bit/bottom_left_corner = 0 3:3/1/terrains_peering_bit/left_side = 0 3:3/1/terrains_peering_bit/top_left_corner = 0 3:3/1/terrains_peering_bit/top_side = 0 4:3/0 = 0 4:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, -16, 16, 16, 16, 16, -16) 5:3/0 = 0 5:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, -16, 16, 16, 16, 16, -16) 6:3/0 = 0 6:3/0/terrain_set = 0 6:3/0/terrain = 0 6:3/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, -16, 16, 16, 16, 16, -16) 6:3/0/terrains_peering_bit/right_side = 0 6:3/0/terrains_peering_bit/bottom_side = 0 6:3/0/terrains_peering_bit/bottom_left_corner = 0 6:3/0/terrains_peering_bit/left_side = 0 6:3/0/terrains_peering_bit/top_left_corner = 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/polygon_0/points = PackedVector2Array(-16, -16, -16, 16, 16, 16, 16, -16) 7:3/0/terrains_peering_bit/right_side = 0 7:3/0/terrains_peering_bit/bottom_right_corner = 0 7:3/0/terrains_peering_bit/bottom_side = 0 7:3/0/terrains_peering_bit/left_side = 0 7:3/0/terrains_peering_bit/top_left_corner = 0 7:3/0/terrains_peering_bit/top_side = 0 7:3/0/terrains_peering_bit/top_right_corner = 0 8:3/0 = 0 9:3/0 = 0 10:3/0 = 0 11:3/0 = 0 0:4/0 = 0 1:4/0 = 0 1:4/0/terrain_set = 0 1:4/0/terrain = 0 1:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, -16, 16, 16, 16, 16, -16) 1:4/0/terrains_peering_bit/right_side = 0 1:4/0/terrains_peering_bit/top_side = 0 1:4/0/terrains_peering_bit/top_right_corner = 0 0:5/0 = 0 1:5/0 = 0 2:4/next_alternative_id = 2 2:4/0 = 0 2:4/0/terrain_set = 0 2:4/0/terrain = 0 2:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, -16, 16, 16, 16, 16, -16) 2:4/0/terrains_peering_bit/right_side = 0 2:4/0/terrains_peering_bit/left_side = 0 2:4/0/terrains_peering_bit/top_left_corner = 0 2:4/0/terrains_peering_bit/top_side = 0 2:4/0/terrains_peering_bit/top_right_corner = 0 2:4/1 = 1 2:4/1/flip_h = true 2:4/1/terrain_set = 0 2:4/1/terrain = 0 2:4/1/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, 16, -16, 16, 16, -16, 16) 2:4/1/terrains_peering_bit/right_side = 0 2:4/1/terrains_peering_bit/left_side = 0 2:4/1/terrains_peering_bit/top_left_corner = 0 2:4/1/terrains_peering_bit/top_side = 0 2:4/1/terrains_peering_bit/top_right_corner = 0 3:4/0 = 0 3:4/0/terrain_set = 0 3:4/0/terrain = 0 3:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, -16, 16, 16, 16, 16, -16) 3:4/0/terrains_peering_bit/left_side = 0 3:4/0/terrains_peering_bit/top_left_corner = 0 3:4/0/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/polygon_0/points = PackedVector2Array(-16, -16, -16, 16, 16, 16, 16, -16) 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/bottom_left_corner = 0 6:4/0/terrains_peering_bit/left_side = 0 6:4/0/terrains_peering_bit/top_left_corner = 0 6:4/0/terrains_peering_bit/top_side = 0 7:4/0 = 0 7:4/0/terrain_set = 0 7:4/0/terrain = 0 7:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, -16, 16, 16, 16, 16, -16) 7:4/0/terrains_peering_bit/right_side = 0 7:4/0/terrains_peering_bit/bottom_right_corner = 0 7:4/0/terrains_peering_bit/bottom_side = 0 7:4/0/terrains_peering_bit/bottom_left_corner = 0 7:4/0/terrains_peering_bit/left_side = 0 7:4/0/terrains_peering_bit/top_side = 0 7:4/0/terrains_peering_bit/top_right_corner = 0 4:4/0 = 0 4:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, -16, 16, 16, 16, 16, -16) 5:4/0 = 0 5:4/0/physics_layer_0/polygon_0/points = PackedVector2Array(-16, -16, -16, 16, 16, 16, 16, -16) [resource] tile_size = Vector2i(32, 32) physics_layer_0/collision_layer = 1 terrain_set_0/mode = 0 terrain_set_0/terrain_0/name = "Brick" terrain_set_0/terrain_0/color = Color(0.5, 0.34375, 0.25, 1) sources/0 = SubResource("TileSetAtlasSource_blkrv")