a game about throwing hammers made for the github game off
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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_scene(scene: PackedScene, position: Vector2, on: Node) -> Node:
	var instance := scene.instantiate() as Node2D
	on.add_child(instance)
	instance.global_position = position
	return instance

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)]