class_name EnemyMarker extends Node2D # An enemy as the map editor shows it. Exists so the editor can draw a # spawn through EnemyDefinitions.draw_definition - the same routine the # real enemy uses - instead of reimplementing it from hull_points, which is # how the two drifted apart in the first place. # # glow_color is separate from the definition's own so the editor can tint a # selected marker without touching the definition. const ENEMY_DEFINITIONS = preload("res://enemies/EnemyDefinitions.gd") var definition: Resource var glow_color: Color = Color(1.0, 0.15, 0.2) func _draw() -> void: ENEMY_DEFINITIONS.draw_definition(self, definition, glow_color)