49 lines
1.4 KiB
GDScript

class_name Minefield extends Node2D
static var instance: Minefield
@onready var minePrefab: PackedScene = preload("res://scenes/Mine.tscn")
@onready var cam: Camera2D = $Camera2D
@export var width: int = 10
@export var height: int = 10
@export var mineCount: int = 10
var mines: Array[Mine]
var spriteWidth: int = 16
var fieldInitialized: bool = false
func _enter_tree() -> void:
if (instance == null || is_instance_valid(instance)): instance = self
else: queue_free()
func _ready() -> void:
var scale: float = 1
for x: int in range(width):
for y: int in range(height):
var mine: Mine = minePrefab.instantiate()
mine.coord = Vector2i(x, y)
mine.position = Vector2(spriteWidth * x - (spriteWidth * (width / 2)) + (spriteWidth / 2),
spriteWidth * y - (spriteWidth * (height / 2)) + (spriteWidth / 2))
add_child(mine)
mines.append(mine)
func initField(coord: Vector2i) -> void:
var picked: Array[Vector2i]
for i: int in range(mineCount):
var pick: Vector2i
while (true):
pick = Vector2i(randi_range(0, width - 1), randi_range(0, height - 1))
if abs(coord - pick) <= Vector2i(1, 1) || pick in picked:
continue
break
print("Picked " + str(pick))
picked.append(pick)
getMine(pick).type = Mine.MineType.MINE
for mine: Mine in mines:
mine.evaluateType()
func getMine(coord: Vector2i) -> Mine:
if (coord.x < 0 || coord.y < 0 || coord.x >= width || coord.y >= width): return null
return mines[(coord.x * height) + coord.y]