extends Node2D const CAVE_LIMIT = 1000 var glow_map := preload("res://glow_map.webp") @onready var cave: Node2D = $Cave func _unhandled_input(input_event: InputEvent) -> void: if input_event is InputEventMouseMotion and input_event.button_mask > 0: cave.position.x = clampf(cave.position.x + input_event.screen_relative.x, -CAVE_LIMIT, 0) if input_event.is_action_pressed(&"toggle_glow_map"): if $WorldEnvironment.environment.glow_map: $WorldEnvironment.environment.glow_map = null # Restore glow intensity to its default value $WorldEnvironment.environment.glow_intensity = 0.8 else: $WorldEnvironment.environment.glow_map = glow_map # Increase glow intensity to compensate for the glow map darkening parts of the glow. $WorldEnvironment.environment.glow_intensity = 1.6