class_name World extends Node2D var tilemap_ground: TileMapLayerAccess = TileMapLayerAccess.new() var tilemap_non_interactive: TileMapLayerAccess = TileMapLayerAccess.new() var tilemap_interactive: TileMapLayerAccess = TileMapLayerAccess.new() var tilemap_player: TileMapLayerAccess = TileMapLayerAccess.new() var tilemap_temperature: TileMapLayerAccess = TileMapLayerAccess.new() # var tilemap_types: TileMapTileTypes = TileMapTileTypes.new() func _ready() -> void: tilemap_ground.sid = 0 tilemap_ground.tilemap = $GroundLayer tilemap_non_interactive.sid = 1 tilemap_non_interactive.tilemap = $NonInteractiveObjectsLayer tilemap_interactive.sid = 1 tilemap_interactive.tilemap = $InteractiveObjectsLayer tilemap_player.sid = 3 tilemap_player.tilemap = $PlayerLayer tilemap_temperature.sid = 2 tilemap_temperature.tilemap = $TemperatureLayer tilemap_ground.setup() tilemap_non_interactive.setup() tilemap_interactive.setup() tilemap_player.setup() tilemap_temperature.setup() # example usage # tilemap_temperature.fill_area(Vector2i(0, 0), Vector2i(10, 10), tilemap_types.TEMPERATURE_COLD_1) # tilemap_temperature.fill_area(Vector2i(4, 4), Vector2i(6, 6), tilemap_types.TEMPERATURE_NORMAL) # print(tilemap_non_interactive.get_cells_by_custom_data("walkable", true)) # tilemap_ground.clear_cells() # tilemap_ground.set_cell(Vector2i(0, 0), tilemap_types.GROUND_GRASS) func _process(delta: float) -> void: pass # print(tilemap_ground.local_to_cell(get_local_mouse_position()))