35 lines
1.0 KiB
GDScript
35 lines
1.0 KiB
GDScript
extends TileMap
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onready var player = get_node("/root/Map1/Player")
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass # Replace with function body.
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func _get_cell_size():
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return cell_size
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# use unhandled_input so that...
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# 1. You aren't executing this every frame, even when there is no input
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# 2. You don't interrupt global / GUI related input callbacks
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func _unhandled_input(event):
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var pl_pos = player.position
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var pl_pos_tile = Vector2(pl_pos.x / cell_size.x, pl_pos.y / cell_size.y)
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var pl_tile = get_cellv(pl_pos_tile)
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if event == Input.action_press("map_interaction"):
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if(pl_tile != -1):
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set_cellv(pl_pos_tile, -1)
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# var mouse_pos = get_viewport().get_mouse_position()
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# var tile_pos = map_to_world(world_to_map(mouse_pos))
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## print(tile_pos)
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# #var tile = get_cell(32,32)
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# var tile = get_cell(mouse_pos.x / cell_size.x, mouse_pos.y / cell_size.y)
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# if(tile != -1):
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# set_cell(mouse_pos.x / cell_size.x, mouse_pos.y / cell_size.y, -1)
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## clear()
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## print(tile)
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