My original method for doing this involved taking the player's position, dividing it by the grid cell size, and rounding the result. This works for most cases except when I move my player up above y-axis zero or to the left of x-axis 0. I use the grids to load chunks of procedurally generated tiles into my scene.
it keeps resulting in -0 being a component of the position vectors, which throws my system off. I fixed that by converting each component to integers, but that doesn't solve the greater problem.
There must be a more effective method for this available.
I am using Godot Engine and GDscript for the game I am creating.
This is my code:
func calculate_grid_position(): var grid_position = Vector2(int(round(position.x/ 1600)), int(round(position.y/ 1600))) return grid_position