extends TileMap onready var player = get_node("/root/base_scene/Player") onready var camera = get_node("/root/base_scene/Camera2D") 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_Settings_pressed(): Global.GoToScene("menu") func _on_Inventory_released(): Global.AddScene("res://MiscScenes/Inventory.tscn")