Our Sokoban implementation is pretty cool, but it has a problem that I’d like to solve in this chapter. We could keep designing our levels with Godot’s visual tools, but there’s a better way to handle procedural content.
In fact, we started down the better path while designing our levels in Sokoban. You might have wondered why we used an obscure grid system when we could draw levels by hand.
It’s because algorithms can use grid-based data like this to render our tiles and nodes for us. All we have ...