My problem is that my game is made for a 320 by 320 window. When I try to upscale it I run into problems. The camera's movement is all wrong.
When it snaps to a new position it snaps to a grid position of (2, 0) instead of (1,0) when I reach the edges of a grid box. I am not sure what is causing this skipping during camera movement.
extends Camera2D var grid_pos = Vector2(0,0) var grid_size = Vector2(320,320) onready var HUD = get_node("/root/dungeon/HUD") signal room_trigger(pos) var screen_is_shaking = false func _ready(): connect("room_trigger",HUD, "display_dialog") func _process(delta): var player_grid_pos = get_grid_pos(get_parent().global_position) global_position = player_grid_pos * Vector2(320,320) if player_grid_pos != grid_pos: grid_pos = player_grid_pos emit_signal("room_trigger", grid_pos) if screen_is_shaking: screen_shake() func get_grid_pos(pos): var x = round(pos.x/ grid_size.x) var y = round(pos.y/ grid_size.y) return Vector2(x,y) func _on_Timer_timeout(): screen_is_shaking = false