The code that parses the positions
var corridor := []
for room:RigidBody2D in rooms_container.get_children():
var s = floor(room.size / tile_size)
var pos = Map.local_to_map(room.position)
var ul = floor(room.position / tile_size) - s
# Fill the rooms
#for x in range(2,s.x - 1):
#for y in range(2,s.y - 1):
#Map.set_cell(Vector2(ul.x + x,ul.y + y),0,Vector2i(9,7))
# Get the path connections and positions
var p = paths.get_closest_point(Vector2(room.position.x,room.position.y))
for conn in paths.get_point_connections(p):
if not conn in corridor and not p in corridor:
var start = Map.local_to_map(Vector2(paths.get_point_position(p).x,paths.get_point_position(p).y))
var end = Map.local_to_map(Vector2(paths.get_point_position(conn).x,paths.get_point_position(conn).y))
carve_path(start,end,room)
corridor.append(p)