extends Node class_name Util static func dict_cmp(d1: Dictionary, d2: Dictionary) -> bool: return ( len(d1) == len(d2) and sort(d1.keys()) == sort(d2.keys()) and value_types(d1.values()) == value_types(d2.values()) ) static func sort(arr: Array) -> Array: arr.sort() return arr static func value_types(arr: Array) -> Array: var types = [] for value in arr: types.append(typeof(value)) types.sort() return types static func is_in_range(val: float, start: float, end: float) -> bool: return val >= start and val <= end static func instance(n: Node, on: Node) -> Node: on.add_child(n) return n static func instance_scene(scene: PackedScene, position: Vector2, on: Node) -> Node: var n := scene.instantiate() as Node2D n.global_position = position return Util.instance(n, on) func instance_on_main(n: Node) -> Node: return Util.instance(n, get_tree().current_scene) func instance_scene_on_main(scene: PackedScene, position: Vector2) -> Node: return Util.instance_scene(scene, position, get_tree().current_scene) func instance_scene_on_level(scene: PackedScene, position: Vector2) -> Node: return Util.instance_scene(scene, position, Globals.levelmanager.current_level) static func str_vec(vec: Vector2) -> String: var map := {Vector2.UP: "up", Vector2.DOWN: "down", Vector2.LEFT: "left", Vector2.RIGHT: "right"} return map.get(vec, str(vec)) static func sub(a: Array, b: Array) -> Array: return a.filter(func(item) -> bool: return not item in b) static func out_of_bounds(v: Vector2i, rect: Vector2i) -> bool: return v.x > rect.x or v.y > rect.y or v.x < 0 or v.y < 0 const hammer_path_fmt := "res://hammers/hammer_%s.tscn" const hammers: Array[PackedScene] = [ preload(hammer_path_fmt % "01"), preload(hammer_path_fmt % "02"), preload(hammer_path_fmt % "03"), ] func get_hammer() -> PackedScene: return hammers[randi() % len(hammers)]