74 lines
1.9 KiB
GDScript
74 lines
1.9 KiB
GDScript
@tool
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extends Node
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var letter_to_number = {
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"A": 1, "B": 2, "C": 3, "D": 4, "E": 5,
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"F": 6, "G": 7, "H": 8, "I": 9, "J": 10,
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"K": 11, "L": 12, "M": 13, "N": 14, "O": 15,
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"P": 16, "Q": 17, "R": 18, "S": 19, "T": 20,
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"U": 21, "V": 22, "W": 23, "X": 24, "Y": 25, "Z": 26
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}
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## ANGLES
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# Check if a colliding body is aligned within a given angle of the object
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# max_angle_diff --- note: set to 1 if angle won't be counted
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# currently only works when objects are scaled (1,1,1)
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func angle_velocity_aligned(source:Node, source_angle:Vector3, body:Node, max_angle_diff:Vector3):
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var obj_direction = source.basis * source_angle
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var player_direction = body.velocity.normalized()
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var diff = abs(abs(obj_direction) - abs(player_direction))
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if diff.x <= max_angle_diff.x and diff.y <= max_angle_diff.y and diff.z <= max_angle_diff.z:
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return true
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else:
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return false
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#pass in a dictornary of weighted random choices, returns id of selection
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func weighted_random(choices):
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var sum_of_choices = 0.0
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#Get sum of all choices
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for i in choices:
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sum_of_choices += choices[i]
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var random_number = randf_range(0,sum_of_choices)
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for i in choices:
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if random_number < choices[i]:
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return i
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random_number -= choices[i]
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func only_valid_chars(input_string: String) -> String:
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var valid_chars = ""
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for char in input_string:
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if char.is_valid_identifier():
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valid_chars += char
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return valid_chars
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func checksum(check_data):
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var checksum_array = []
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#hash all passed-in data and add to new array
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for data in check_data:
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var hashed_data = hash(data)
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checksum_array.append(hashed_data)
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#add together
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var checksum_final = 0
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for num in checksum_array:
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if num is int:
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checksum_final += num
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#finally, re-hash
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checksum_final = hash(checksum_final)
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return checksum_final
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func clear_spawned_objects():
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#clear spawned objects
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for node in get_tree().get_nodes_in_group("spawned"):
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node.queue_free()
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