24 lines
763 B
GDScript
24 lines
763 B
GDScript
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)
|
|
|
|
func _on_Inventory_pressed():
|
|
get_tree().change_scene("res://MiscScenes/Inventory.tscn")
|