using Godot; namespace Ecosystem.scenes.main; public partial class Main : Node { public Vector2 screenSize; public Node spawner; public Camera2D camera; public override void _Ready() { screenSize = GetViewport().GetVisibleRect().Size; camera = GetNode("GlobalCamera"); spawner = GetNode("World/Spawner"); GetNode("Grid").Call("generateGrid"); camera.Position = new Vector2(screenSize.X / 2, screenSize.Y / 2); var flyPosition = camera.Position; spawner.Call("spawn_fly", flyPosition); } } /* main.gd extends Node var screenSize: Vector2 var spawner var camera func _ready() -> void: screenSize = get_viewport().get_visible_rect().size spawner = $World/Spawner camera = $Camera2D camera.position = Vector2(screenSize.x / 2, screenSize.x / 2) var flyPosition = camera.position spawner.spawn_fly(flyPosition) spawner.spawn_bee(flyPosition) func spawn_fly(): spawner.spawn_fly(camera.position) func open_entity_panel(entity): const information_container: MarginContainer = $HUD/InformationMarginContainer */