Refactor.
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@@ -3,27 +3,36 @@ extends Node2D
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@export var width: int = 12
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@export var width: int = 12
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@export var height: int = 12
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@export var height: int = 12
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@export var cell_size: int = 128
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@export var cell_size: Vector2 = Vector2(128, 128)
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@export var show_debug: bool = false
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@export var show_debug: bool = false
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@export var show_grid: bool = true
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@export var show_label: bool = true
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var grid: Dictionary = {}
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var grid: Dictionary = {}
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func generateGrid():
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func generateGrid():
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print("Generating Grid")
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for x in width:
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for x in width:
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for y in height:
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for y in height:
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grid[Vector2(x,y)] = null
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grid[Vector2(x,y)] = null
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if show_debug:
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if show_grid:
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var rect = ReferenceRect.new()
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var rect = ReferenceRect.new()
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rect.position = gridToWorld(Vector2(x,y))
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rect.position = gridToWorld(Vector2(x,y))
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rect.size = Vector2(cell_size, cell_size)
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rect.size = cell_size
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rect.editor_only = false
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rect.editor_only = false
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$Debug.add_child(rect)
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$Debug.add_child(rect)
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# print("Adding Rect ", x, "| ", y)
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if show_label:
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var label = Label.new()
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var label = Label.new()
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label.position = gridToWorld(Vector2(x,y))
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label.position = gridToWorld(Vector2(x,y))
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label.text = str(Vector2(x,y))
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label.text = str(Vector2(x,y))
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$Debug.add_child(label)
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$Debug.add_child(label)
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print("Grid generation done.")
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func _draw() -> void:
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if show_debug:
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$Debug.show()
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func gridToWorld(_pos: Vector2) -> Vector2:
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func gridToWorld(_pos: Vector2) -> Vector2:
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return _pos * cell_size
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return _pos * cell_size
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