extends Node2D var tiles : Array[Tile] var chunk_offset : Vector2i func _init() -> void: for i in range(TileGlobals.chunk_size ** 2): tiles.append(Tile.new()) func get_tile(pos : Vector2i): return tiles[pos.y * TileGlobals.chunk_size + pos.x] func _draw() -> void: var x : int = 0 var y : int = 0 for tile in tiles: var tile_definition : TileDefinition = TileGlobals.tile_definitions[tile.id] draw_texture(tile_definition.texture, Vector2(x, y) * TileGlobals.tile_size) x += 1 if x >= TileGlobals.chunk_size: y += 1 x = 0