extends Camera2D onready var player = get_tree().get_nodes_in_group("player").front() onready var last_sector = Game.get_sector(player.global_position + Vector2(0.0, -5.0)) #Scroll direction export var scroll_h = true export var scroll_v = false export var respawn_h = true func _ready(): set_as_toplevel(true) Game.current_sector = last_sector func _process(delta): # use pop_front() instead of [0] so that will not crash without player if not is_instance_valid(player): player = get_tree().get_nodes_in_group("player").pop_front() else: var current_sector = Game.get_sector(player.global_position + Vector2(0.0, 1.0)) if scroll_h && current_sector.x != last_sector.x: position.x = current_sector.x * Game.RESOLUTION.x if respawn_h: var offset = Vector2(8.0 * sign(current_sector.x - last_sector.x), 0.0) Game.respawn_point = player.global_position last_sector.x = current_sector.x if scroll_v && current_sector.y != last_sector.y: position.y = current_sector.y * Game.RESOLUTION.y last_sector.y = current_sector.y Game.current_sector = last_sector