extends Node2D onready var ground_tilemap: TileMap = $GroundTileMap onready var walker_head: Node2D = $WalkerHead func get_valid_map_coords() -> Array: var safe_area: Array = walker_head.get_cells_around() var cells_used: Array = ground_tilemap.get_used_cells() for location in safe_area: cells_used.erase(location) return cells_used func get_centered_world_position(location: Vector2) -> Vector2: return ground_tilemap.map_to_world(location) + Vector2.ONE * Global.TILE_SIZE / 2.0