extends Node2D export(NodePath) var TILEMAP_NP: NodePath onready var tilemap: TileMap = get_node(TILEMAP_NP) func get_valid_map_coords() -> Array: return tilemap.get_used_cells_by_id(Global.WORLD_TILE_PATH) func get_centered_world_position(location: Vector2) -> Vector2: return tilemap.map_to_world(location) + Vector2.ONE * Global.TILE_SIZE / 2.0