extends TileMapLayer class_name World var astar_grid: AStarGrid2D = AStarGrid2D.new() #var citizen_scene: PackedScene = preload("res://objects/citizen.tscn") func _enter_tree() -> void: astar_grid.region = get_used_rect() astar_grid.diagonal_mode = AStarGrid2D.DiagonalMode.DIAGONAL_MODE_ONLY_IF_NO_OBSTACLES astar_grid.update() for cell in get_used_cells(): var tile_data: TileData = get_cell_tile_data(cell) if tile_data.get_collision_polygons_count(0) > 0: astar_grid.set_point_solid(cell) #func _ready() -> void: #for i in range(200): #var citizen: Citizen = citizen_scene.instantiate() #citizen.position = Vector2(randf_range(1200, 1800), randf_range(1300,2000)) #add_child(citizen)