extends TileMap onready var player = get_node("/root/base_scene/Player") func _ready(): print(self.tile_set.get_tiles_ids()) pass # Replace with function body. func _get_cell_size(): return cell_size func _unhandled_input(event): var pl_pos = player.position var pl_pos_tile = Vector2(pl_pos.x / cell_size.x, pl_pos.y / cell_size.y) var pl_tile = get_cellv(pl_pos_tile) if event == Input.action_press("map_interaction"): if(pl_tile != -1): set_cellv(pl_pos_tile, -1) func _on_Inventory_pressed(): var inventory_screen = preload("res://MiscScenes/Inventory.tscn").instance() Global.AddScene(inventory_screen, "inventory_screen", true)