class_name Minimap extends Control @onready var minimap_texture:ImageTexture = null @onready var sprite:Sprite2D # Called when the node enters the scene tree for the first time. func _ready(): minimap_texture = ImageTexture.new() # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(_delta): pass func _on_main_worldgen_ready(): self.generate_minimap() self.set_minimap() func generate_minimap() -> void: var image = Image.new() image = Image.create(Globals.map_size, Globals.map_size, false, Image.FORMAT_RGBAF) image.resize(Globals.map_size, Globals.map_size) for y in Globals.map_size: for x in Globals.map_size: var color:Color match Globals.map_terrain_data[y][x]: Globals.TILE_WATER: color = Globals.minimap_colors.get(Globals.TILE_WATER) Globals.TILE_TERRAIN: color = Globals.minimap_colors.get(Globals.TILE_TERRAIN) Globals.TILE_FOREST: color = Globals.minimap_colors.get(Globals.TILE_FOREST) _: #default color = Globals.minimap_colors.get("default") image.set_pixel(x, y, color) minimap_texture = ImageTexture.create_from_image(image) func set_minimap() -> void: sprite = self.get_child(1) sprite.texture = minimap_texture # Assuming the area has a child CollisionShape2D with a RectangleShape resource var area_size = self.get_rect() area_size = area_size.size # The size of a sprite is determined from its texture var texture_size = sprite.texture.get_size() # Calculate which scale the sprite should have to match the size of the area var sx = area_size.x / texture_size.x var sy = area_size.y / texture_size.y sprite.scale = Vector2(sx, sy)