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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
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