extends Node2D var map: TileMapLayer func _ready(): Game.mode_changed.connect(func(): queue_redraw() ) map = get_parent().get_node("Layer0") as TileMapLayer func _draw(): if Game.mode == Game.Mode.BUILD: var area = map.get_used_rect() #area = area.grow_individual(0, 0, area.size.x, area.size.y) var cell_size = map.tile_set.tile_size #/ 2 #draw_rect( #Rect2(0, 0, area.size.x * cell_size.x, area.size.y * cell_size.y), #Color("#ffffff"), #false, #1.0 #) #for row in range(area.size.x): #for column in range(area.size.y): #draw_rect( #Rect2(row * cell_size.x, column * cell_size.y, cell_size.x, cell_size.y), #Color("#fffffhttps://challonge.com/smash_nes_2024f"), #false, #1.0 #) for row in range(0, area.size.y + 1): draw_line( Vector2(0, row * cell_size.y), Vector2(area.size.x * cell_size.x, row * cell_size.y), Color(1, 1, 1, 0.25), 1.0 ) for column in range(0, area.size.x + 1): draw_line( Vector2(column * cell_size.x, 0), Vector2(column * cell_size.x, area.size.y * cell_size.y), Color(1, 1, 1, 0.25), 1.0 )