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Grid Lines
Andrew Hernandez edited this page Jun 30, 2026
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The Grid Lines is a simple TileMapLayer that holds the grid lines in each cell, and gets auto-populated once a level is created or loaded.
List of connecting/parent/subsystems.
Connecting Systems:
List of known bugs. Be descriptive but keep it brief!
- None.
- Grid Lines: The TileMapLayer where grid line tiles are placed into. This allows the user to see all of the grid.
- Mipmaps: Allow the grid lines to be viewable from further zooms.
Name the most important variables, their type, and what their purpose is
-
masterManager: Node2D= An exported reference to the master manager. -
gridSize: Vector2i= The level width and height, stored in a Vector2i to be as accurate as possible.
Name of the most important functions, their parameters, and what they do.
-
func fill_grid_lines() -> void: Fills in the grid lines tile map with grid lines.
List and description of upcoming work/risks.
Future Work:
- None.
Risks:
- The only current risk might be the way that the GridLines.gd retrieves the MasterManager.tscn, as it needs to grab the MasterManager while in the MasterManager scene.
A place for miscellaneous notes pertaining to this system.
- None.
Resources
Known Issues
Future Work
Globals
Managers
- Main Menu Manager
- Master Manager
- Camera Manager
- Hotkey Manager
- Import Export Manager
- Audio Manager
- Animation Manager
- PopUp Manager
UI
Managers
- Editor Manager
- Tile Manager
- Entity Manager
- Icon Manager
- Preview Manager
- Tool Manager
- Asset Manager
- Custom Cursor Manager
Tiles & Entities
- Grid Lines
- Preview Line
- Tiles & Entities
- Enemies
- Patrolling Enemy
- Flying Enemy
- Shooting Enemy
- Stationary Enemy
- Moving Platform
- Property Editing
Asset Swapping
UI
Managers
Player