extends Node2D @onready var map_config : MapGeneratorResource = preload("res://resources/map_generator_resource.tres") var _path : Array[Vector2i] var _pg : PathGenerator func _ready() -> void: _make_obstables() _make_path() _make_lake() func _make_obstables(): var _og : ObstacleGenerator = ObstacleGenerator.new($TileMapLayer) _og.generate_obstacles() func _make_path(): _pg = PathGenerator.new($TileMapLayer) _path = [] while _path.size() < map_config.min_path_size: _path = _pg.generate_path() _pg.draw_path() func _make_lake(): var _lg : LakeGenerator = LakeGenerator.new($TileMapLayer, _path) _lg.generate_lake() func get_enemy_path() -> Array[Vector2i]: return _path