extends Camera2D onready var resolution = Game.resolution onready var player = get_parent().get_node("Player") onready var current_sector = (player.global_position / resolution).floor() onready var last_sector = current_sector #Scroll direction export var scroll_h = true export var scroll_v = false func _ready(): set_as_toplevel(true) Game.current_sector = current_sector func _process(delta): #Scroll screen when player is on different sector current_sector = (player.global_position / resolution).floor() if scroll_h && current_sector.x != last_sector.x: Game.respawn_point = player.global_position + Vector2(8,0) # Set respawn point position.x = current_sector.x * resolution.x # Move camera last_sector = current_sector Game.current_sector = current_sector if scroll_v && current_sector.y != last_sector.y: Game.respawn_point = player.global_position + Vector2(0,-8) # Set respawn point position.y = current_sector.y * resolution.y # Move camera last_sector = current_sector Game.current_sector = current_sector ##Delete enemies when offscreen #func _on_CullArea_area_exited(area): # #delete offscreen enemies # if area.is_in_group("enemy"): # area.get_parent().queue_free()