still working out movement
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+18
-17
@@ -20,8 +20,7 @@ public partial class PlayArea : Node2D
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CollisionShape2D regionBounds = _region.GetNode<CollisionShape2D>("Bounds");
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_map = GetNode<Map>("Map");
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// TileMapLayer occupiedSpaces = GetNode<TileMapLayer>("OccupiedSpaces");
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// occupiedSpaces.SetCell(Vector2I.Zero, 0, new Vector2I(4,0));
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TileMapLayer occupiedSpaces = GetNode<TileMapLayer>("OccupiedSpaces");
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}
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public override void _Process(double delta)
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@@ -32,21 +31,23 @@ public partial class PlayArea : Node2D
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public void HighlightCells()
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{
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TileMapLayer occupiedSpaces = GetNode<TileMapLayer>("OccupiedSpaces");
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// _map._cells.ForEach(c =>
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// {
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// if (_map.HasOccupant(c))
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// {
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// occupiedSpaces.SetCell(c, 0, new Vector2I(4,0));
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// }
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// else if (_map._astar.IsPointSolid(c))
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// {
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// }
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// else
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// {
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// occupiedSpaces.SetCell(c, 0, Vector2I.Down*4);
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// }
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// });
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for (int i = 0; i < _map._cells.Count; i++)
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{
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MapCell c = _map._cells.ElementAt(i).Value;
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if (c._occupant != null)
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{
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GD.Print(c._occupant);
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occupiedSpaces.SetCell(c._address, 0, new Vector2I(4,0));
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}
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else if (_map._astar.IsPointSolid(c._address))
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{
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occupiedSpaces.SetCell(c._address, 0, new Vector2I(3,1));
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}
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else
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{
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occupiedSpaces.SetCell(c._address, 0, new Vector2I(4,1));
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}
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}
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}
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}
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