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Grid Lines
Zay Arriaga edited this page Jun 10, 2026
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8 revisions
The Grid Lines is a simple TileMapLayer that simply 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
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