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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()
var cell_size = map.tile_set.tile_size
#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
)
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