Clamping movement to scene size vs screen size

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:bust_in_silhouette: Asked By SnapCracklins

So I have this code here for a game with only left and right movement. I built in a clamp function so I don’t have to bother with collision and walls (most of it is point, click and L/R movement).

My clamp function so far is working as needed. I am using a function to catch screen size at ready and have a “margin” variable to export at the top of this movement script’s parent object:

	direction.x = Input.get_action_strength("ui_right") - Input.get_action_strength("ui_left")
anim_controller()
	
var movement = direction * speed * delta
move_and_collide(movement)

var x_limit_l = (0 - ((screen_size.x/2)-marg))
var x_limit_r = ((screen_size.x/2)-marg)
position.x = clamp(position.x, x_limit_l, x_limit_r)

My levels will have a very controlled size and I am working in letterbox format. However I am wondering if this coding will be a problem once I do longer rooms. Is there a way to adjust this for level size vs screen size or am I better off just dragging collision boxes into every single room? (This would be a pain as I am using a procedural generation engine of sorts).