extends Node2D var tile_size = 16.0 var max_x = 20 * tile_size var max_y = 15 * tile_size var dirs = {"move_right": Vector2.RIGHT, "move_left": Vector2.LEFT, "move_up": Vector2.UP, "move_down": Vector2.DOWN} var towers : Dictionary func _ready(): towers["place_warlock"] = preload("res://scenes/defenders/warlock.tscn") position = position.snapped(Vector2.ONE * tile_size) position += Vector2.ONE * tile_size/2 func _unhandled_input(event): for dir in dirs.keys(): if event.is_action_pressed(dir): handle_move(dirs[dir]) return for tower in towers.keys(): if event.is_action_pressed(tower): handle_tower(towers[tower]) return func handle_tower(tower): var tmp = tower.instantiate() var path = get_tree().get_root().get_node("Main/Defenders") path.add_child(tmp) tmp.global_position = position func handle_move(dir): position += dir * tile_size position.x = max(position.x, tile_size / 2) position.y = max(position.y, tile_size / 2) position.x = min(position.x, max_x - (tile_size / 2)) position.y = min(position.y, max_y - (tile_size / 2))