godotcodeThis is an old revision of the document! spawn code: func spawn(): if $AutoPixels.get_child_count() == 0: for k in AutoFactory.keys(): for i in range(MachineMap.get_used_cells_by_id(AutoFactory[k].TileID).size()): Player.Energy -= AutoFactory[k].EnergyUse var pos = MachineMap.map_to_world(MachineMap.get_used_cells_by_id(AutoFactory[k].TileID)[i]) var g = Pixel.instance() $AutoPixels.add_child(g) g.connect("_PixelCollected", self, "_PixelCollected") g.set_position(pos+Vector2(24,24)) g.auto(true) #g.location(pos) for k in Factory.keys(): for i in range(MachineMap.get_used_cells_by_id(Factory[k].TileID).size()): var pos = MachineMap.map_to_world(MachineMap.get_used_cells_by_id(Factory[k].TileID)[i]) if pos in PixelList: print("i am in array") else: print("i am not in array") var g = Pixel.instance() $Pixels.add_child(g) g.connect("_PixelCollected", self, "_PixelCollected") g.set_position(pos+Vector2(24,24)) g.auto(false) g.location(pos) PixelList.append(pos) |