extends Node2D
const dots_path = "res://dots/"
onready var dots_holder = $Dots
var counted_done = 0
var h = GlobalVars.height
var w = GlobalVars.width
func _ready():
Events.connect("done_moving", self, "_on_dot_done_moving")
Events.connect("dots_done_moving", self, "_dots_done_moving")
Events.connect("turn_over", self, "_move_dots")
# Events.connect("level_initialized", self, "_move_dots")
spawn_dots()
func spawn_dots(library: Array = Leveldata.dots):
var lib_size = library.size()
for wi in w:
for hi in h:
var current_row_item
var new_dot : dot = choose_random_dot(lib_size, library)
if GlobalVars.turns_used != 0: # if its the first turn, the arrays will be empty, and i dont want to pad them with 0
current_row_item = EntityTracker.rows[hi][wi]
if typeof(current_row_item) != TYPE_INT:
continue
else:
EntityTracker.rows[hi].append(new_dot)
dots_holder.add_child(new_dot)
var offset = Vector2(GlobalVars.size.x * wi, GlobalVars.size.y * hi)
var new_pos = ($Corners/Position2D.global_position + offset).snapped(GlobalVars.size)
new_dot._initial_move(new_pos)
EntityTracker.rows[hi][wi] = new_dot
Events.emit_signal("level_initialized")
func choose_random_dot(lib_size, library) -> Node2D:
randomize()
var rand_number = randi() % lib_size
var new_dot = library[rand_number].instance()
return new_dot
func _on_dot_done_moving():
counted_done += 1
if counted_done >= (w * h):
Events.emit_signal("dots_done_moving")
GlobalVars.state = GlobalVars.states.player_turn
print("dots done")
func _dots_done_moving():
pass
func _move_dots():
for item in EntityTracker.rows:
print(item)
yield(get_tree(), "idle_frame")
counted_done = 0
for row in EntityTracker._flip_rows(): # go through the tree from the bottom up
for Dot in row:
if Dot is dot:
Dot.move(true) # move the collisions dow, and only the collisions
yield(get_tree(), "idle_frame")
spawn_dots() # spawn in the dots, once
for row in EntityTracker._flip_rows(): # same as above, but this time move the sprites too
for Dot in row:
if Dot is dot:
Dot.move()