extends Node2D func _ready() -> void: create_level() func create_level() -> void: create_forest() create_field() func create_forest() -> void: $TileMapLayer.set_cell(Vector2i(0,0), 0, Vector2i(0,0)) $TileMapLayer.set_cell(Vector2i(19,0), 0, Vector2i(3,0)) $TileMapLayer.set_cell(Vector2i(0,10), 0, Vector2i(0,3)) $TileMapLayer.set_cell(Vector2i(19,10), 0, Vector2i(3,3)) const TOP_TILES = [ Vector2i(1,0), Vector2i(2,0), Vector2i(1,1), Vector2i(2,1) ] const BOTTOM_TILES = [ Vector2i(1,2), Vector2i(2,2), Vector2i(1,3), Vector2i(2,3) ] for i in range(1, 19): $TileMapLayer.set_cell(Vector2i(i,0), 0, TOP_TILES[randi() % TOP_TILES.size()]) $TileMapLayer.set_cell(Vector2i(i,10), 0, BOTTOM_TILES[randi() % BOTTOM_TILES.size()]) const LEFT_TILES = [ Vector2i(0,1), Vector2i(0,2) ] const RIGHT_TILES = [ Vector2i(3,1), Vector2i(3,2) ] for i in range(1, 10): $TileMapLayer.set_cell(Vector2i(0,i), 0, LEFT_TILES[randi() % LEFT_TILES.size()]) $TileMapLayer.set_cell(Vector2i(19,i), 0, RIGHT_TILES[randi() % RIGHT_TILES.size()]) func create_field() -> void: const CORNER_TILES = [ Vector2i(4,2), Vector2i(4,3) ] $TileMapLayer.set_cell(Vector2i(1,1), 1, CORNER_TILES[randi() % CORNER_TILES.size()]) const TOP_TILES = [ Vector2i(0,2), Vector2i(1,2), Vector2i(2,2), Vector2i(0,3), Vector2i(1,3), Vector2i(2,3), ] for i in range(2, 19): $TileMapLayer.set_cell(Vector2i(i,1), 1, TOP_TILES[randi() % TOP_TILES.size()]) const LEFT_TILES = [ Vector2i(3,0), Vector2i(4,0), Vector2i(3,1), Vector2i(4,1), Vector2i(3,2), Vector2i(3,3), ] for i in range(2, 10): $TileMapLayer.set_cell(Vector2i(1,i), 1, LEFT_TILES[randi() % LEFT_TILES.size()]) const CENTER_TILES = [ Vector2i(0,0), Vector2i(1,0), Vector2i(2,0), Vector2i(0,1), Vector2i(1,1), Vector2i(2,1), ] for i in range(2, 19): for j in range(2, 10): $TileMapLayer.set_cell(Vector2i(i,j), 1, CENTER_TILES[randi() % CENTER_TILES.size()])