extends TileMap onready var player = get_node("/root/Map1/Player") # Called when the node enters the scene tree for the first time. func _ready(): pass # Replace with function body. func _get_cell_size(): return cell_size # use unhandled_input so that... # 1. You aren't executing this every frame, even when there is no input # 2. You don't interrupt global / GUI related input callbacks 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) # var mouse_pos = get_viewport().get_mouse_position() # var tile_pos = map_to_world(world_to_map(mouse_pos)) ## print(tile_pos) # #var tile = get_cell(32,32) # var tile = get_cell(mouse_pos.x / cell_size.x, mouse_pos.y / cell_size.y) # if(tile != -1): # set_cell(mouse_pos.x / cell_size.x, mouse_pos.y / cell_size.y, -1) ## clear() ## print(tile)