49 lines
1.5 KiB
GDScript
49 lines
1.5 KiB
GDScript
class_name Minefield extends Node2D
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static var instance: Minefield
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@onready var tilePrefab: PackedScene = preload("res://scenes/Tile.tscn")
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@onready var cam: Camera2D = $Camera2D
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@export var width: int = 10
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@export var height: int = 10
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@export var mineCount: int = 10
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@export var startingSafeZone: int = 2
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var tiles: Array[Tile]
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var spriteWidth: int = 16
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var fieldInitialized: bool = false
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func _enter_tree() -> void:
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if (instance == null || is_instance_valid(instance)): instance = self
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else: queue_free()
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func _ready() -> void:
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var scale: float = 1
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for x: int in range(width):
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for y: int in range(height):
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var tile: Tile = tilePrefab.instantiate()
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tile.coord = Vector2i(x, y)
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tile.position = Vector2(spriteWidth * x - (spriteWidth * (width / 2)) + (spriteWidth / 2),
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spriteWidth * y - (spriteWidth * (height / 2)) + (spriteWidth / 2))
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add_child(tile)
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tiles.append(tile)
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func initField(coord: Vector2i) -> void:
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fieldInitialized = true
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var pickPool: Array[Tile] = tiles.duplicate()
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for i: int in range(mineCount):
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var pick: Tile = pickPool.pick_random()
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while (true):
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pickPool.erase(pick)
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if (abs(coord - pick.coord) >= Vector2i(startingSafeZone, startingSafeZone)):
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pick.type = Tile.TileTypes.MINE
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break
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pick = pickPool.pick_random()
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for tile: Tile in tiles:
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tile.evaluateType()
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func getTile(coord: Vector2i) -> Tile:
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if (coord.x < 0 || coord.y < 0 || coord.x >= width || coord.y >= width): return null
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return tiles[(coord.x * height) + coord.y]
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