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)]