extends Node @export var dragon_template: PackedScene @export var dragon_ingame: PackedScene @export var dragon_spots: Array[Node2D] var _instantiator: DragonInstantiator func _ready(): _instantiator = DragonInstantiator.new(dragon_template, get_viewport(), get_window()) await get_tree().process_frame move_window_to_bottom_right() func move_window_to_bottom_right(): var display_index: int = DisplayServer.window_get_current_screen() var work_area_position: Vector2i = DisplayServer.screen_get_usable_rect(display_index).position var work_area_size: Vector2i = DisplayServer.screen_get_usable_rect(display_index).size var window_size: Vector2i = Vector2i(work_area_size.y / 4 * 1.77777, work_area_size.y / 4) var new_position: Vector2i = work_area_position + Vector2i(work_area_size.x - window_size.x, work_area_size.y - window_size.y) DisplayServer.window_set_size(window_size) DisplayServer.window_set_position(new_position) func _input(event: InputEvent) -> void: if event.is_pressed() and event.is_action("ui_accept"): _instantiate_dragon_ingame(dragon_spots[0].position) func _instantiate_dragon_ingame(position: Vector2): var dragon: DragonEntity = dragon_ingame.instantiate() add_child(dragon) dragon.position = position dragon.on_pick.connect(_pick_dragon) func _pick_dragon(position: Vector2): print(position) var dragon: Dragon = _instantiator.instantiate(position) dragon.place_back.connect(_dragon_place_back) add_child(dragon) func _dragon_place_back(dragon: Dragon): print(dragon)