extends KinematicBody2D const GRAVITY = 0.0 const WALK_SPEED = 200 const interaction_circle_size = 150 #onready var background_map = get_node("/root/base_scene/background") onready var background_map = get_parent().get_node("background") #onready var background_map = get_node("background") onready var vegetation_map = get_parent().get_node("vegetation") onready var interaction_map = get_parent().get_node("interaction_map") onready var player_interaction_map = get_parent().get_node("player_interaction") onready var cell_size = background_map._get_cell_size() var velocity = Vector2() var world_position var ItemClass = preload("res://MiscScenes/Item.tscn") var previous_position = Vector2(0,0) #Moving buttons func _physics_process(delta): var cur = Vector2(int(self.position.x / cell_size.x), int(self.position.y / cell_size.y)) if(cur != previous_position): player_interaction_map.set_cell(int(self.position.x / cell_size.x), int(self.position.y / cell_size.y) , 0) player_interaction_map.set_cell(previous_position.x, previous_position.y, -1) previous_position = Vector2(int(self.position.x / cell_size.x), int(self.position.y / cell_size.y)) if Input.is_action_just_pressed("interact_with_cell"): _interaction_process() velocity.y += delta * GRAVITY if Input.is_action_pressed("move_left"): velocity.x = -WALK_SPEED elif Input.is_action_pressed("move_right"): velocity.x = WALK_SPEED elif Input.is_action_pressed("move_up"): velocity.y = -WALK_SPEED elif Input.is_action_pressed("move_down"): velocity.y = WALK_SPEED else: velocity.x = 0 velocity.y = 0 move_and_slide(velocity, Vector2(0, -1)) Global.current_camera.Update() func InteractWithCell(): for _i in self.get_children(): print(_i) print(background_map) print(interaction_map) var plant_cell_mouse = interaction_map.get_cell(int(world_position[0] / cell_size.x), int(world_position[0] / cell_size.y)) var plant_cell_character = interaction_map.get_cell(int(self.position.x / cell_size.x), int(self.position.y / cell_size.y)) var background_cell = background_map.get_cell(int(world_position[0] / cell_size.x), int(world_position[1] / cell_size.y)) var interaction_cell = player_interaction_map.get_cell(int(world_position[0] / cell_size.x), int(world_position[1] / cell_size.y)) print("plant cell mouse line 1: ", interaction_map.get_cell(12, 36)) print('plant_cell_mouse=',plant_cell_mouse,' | plant_cell_character=', plant_cell_character,' | background_cell=', background_cell,' | interaction_cell=',interaction_cell) GlobalGameFunctions.SoundOnInteraction(self, "standard") for i in 150: for j in 150: if interaction_map.get_cell(int(i),int(j)) != -1: print(interaction_map.get_cell(int(i),int(j))) print(i, j) if plant_cell_mouse > 0 and plant_cell_mouse % 2 == 0: Global.AddInventoryItem(plant_cell_mouse/2, 1) interaction_map.set_cell(int(world_position[0] / cell_size.x), int(world_position[1] / cell_size.y), (plant_cell_mouse-1)) AnimationOnInteraction(1) Global.Save() elif plant_cell_character > 0 and plant_cell_character % 2 == 0: Global.AddInventoryItem(plant_cell_character/2, 1) interaction_map.set_cell(int(self.position.x / cell_size.x), int(self.position.y / cell_size.y), (plant_cell_character-1)) AnimationOnInteraction(1) else: pass func _interaction_process(): world_position = get_global_mouse_position() InteractWithCell() func AnimationOnInteraction(Item): print("Item = ", Item, " Animation") var itemimage = TextureRect.new() var item = null func _ready(): Global.player_inventory_items = Database.GetInventoryItems().duplicate()