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extends Node2D
onready var tilemap: TileMap = $TileMap
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 = tilemap.get_used_cells_by_id(Global.WORLD_TILE_PATH)
for location in safe_area:
cells_used.erase(location)
return cells_used
func get_centered_world_position(location: Vector2) -> Vector2:
return tilemap.map_to_world(location) + Vector2.ONE * Global.TILE_SIZE / 2.0
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