mirror of
https://github.com/creyD/ludum_dare_46.git
synced 2026-06-14 14:22:23 +02:00
Minor Code Cleanup
This commit is contained in:
@@ -2,13 +2,12 @@ extends Node
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const Kind = preload("res://Overlap/Kind.gd") # Relative path
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var object_grid : Array = []
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var prio_grid : Array = []
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var used_grid : Array = []
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var time_passed := 0.0
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var offset
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export(float,0,42.0) var refresh_rate = 1
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export(float, 0, 42.0) var refresh_rate = 1
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func _draw_object_grid():
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@@ -19,6 +18,7 @@ func _draw_object_grid():
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print(stri)
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print()
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func _draw_prio_grid():
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for y in range(7):
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var stri = ""
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@@ -27,15 +27,16 @@ func _draw_prio_grid():
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print(stri)
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print()
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func _reset_grids():
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for x in range(14):
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for y in range(7):
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var lulul = object_grid[x][y].back()
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while (object_grid[x][y].size()!=1):
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while (object_grid[x][y].size() != 1):
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object_grid[x][y].pop_back()
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while (prio_grid[x][y].size()!=1):
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while (prio_grid[x][y].size() != 1):
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prio_grid[x][y].pop_back()
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func _ready():
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var walls = get_tree().current_scene.get_child(1)
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offset = walls.global_position
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@@ -61,49 +62,54 @@ func reset_history():
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for y in range(7):
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used_grid[x][y] = false
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func countTargets(table):
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for x in range(14):
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for y in range(7):
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for i in prio_grid[x][y]:
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if i == Kind.TERMINAL_SYMBOL:
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continue
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table[i]+=1
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table[i] += 1
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return table
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func _pixel_to_grid_coords(pixel : Vector2) -> Vector2:
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var new_coords : Vector2
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new_coords.x = floor((pixel.x-offset.x)/32.0)
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new_coords.y = floor((pixel.y-offset.y)/32.0)
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new_coords.x = floor((pixel.x-offset.x) / 32.0)
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new_coords.y = floor((pixel.y-offset.y) / 32.0)
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return new_coords
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func _is_in_grid(grid_coords : Vector2) -> bool:
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if(grid_coords.x<0):
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if(grid_coords.x < 0):
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return false
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if(grid_coords.x>13):
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if(grid_coords.x > 13):
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return false
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if(grid_coords.y<0):
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if(grid_coords.y < 0):
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return false
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if(grid_coords.y>6):
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if(grid_coords.y > 6):
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return false
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return true
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func get_nearest(position, kind):
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var list = []
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for x in range(14):
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for y in range(7):
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for i in prio_grid[x][y]:
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if(i == kind):
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list.append([x,y])
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list.append([x, y])
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var dist = []
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for field in list:
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var tmp = sqrt(pow(position[0]-field[0],2)+pow(position[1]-field[1],2))
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var tmp = sqrt(pow(position[0] - field[0], 2) + pow(position[1] - field[1], 2))
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dist.append(tmp)
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var mini = 0
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for i in range(1, dist.size()):
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if(dist[i]<dist[mini]):
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if(dist[i] < dist[mini]):
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mini = i
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return list[mini]
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func _update_grid():
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_reset_grids()
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var world = get_tree().current_scene.get_child(2)
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@@ -111,7 +117,7 @@ func _update_grid():
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var node_kind = node.get_child(0)
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var grid_corrds = _pixel_to_grid_coords(node.global_position)
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if (_is_in_grid(grid_corrds)):
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if(node_kind.general!=Kind.FIELD and node_kind.general!=Kind.WALL):
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if(node_kind.general != Kind.FIELD and node_kind.general != Kind.WALL):
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object_grid[grid_corrds.x][grid_corrds.y].push_back(node_kind.general)
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prio_grid[grid_corrds.x][grid_corrds.y].push_back(node_kind.kind)
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@@ -121,4 +127,3 @@ func _physics_process(delta):
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time_passed -= refresh_rate
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_update_grid()
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time_passed += delta
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