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@@ -68,6 +68,6 @@ static func preview_rect(_anchor: Rect2) -> Rect2:
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return Rect2(Vector2(1070, 278), PREVIEW_SIZE)
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## Zusatzzeile (Elementbonus, Eigenschaften) links unter den Elementzählern.
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## Zusatzzeile (Merkmale, Eigenschaften) links unter den Elementpaaren.
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static func info_rect(_preview: Rect2) -> Rect2:
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return INFO
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+53
-27
@@ -31,7 +31,10 @@ var ai_timer := 0.0
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var ai_task := -1 # WorkerThreadPool-Aufgabe der laufenden KI-Berechnung
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var ai_copy: Game # Spielkopie, auf der die KI rechnet
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var ai_box := {} # Ergebnis der Berechnung (vom Thread befüllt)
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var reward := -1
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var reward := -1 # gutgeschriebene Münzen (mit Kampagnenbonus)
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var earned := 0 # Münzen aus Zügen, Karten und Tempo (Profile.battle_coins)
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var fast_turns := 0 # eigene Züge unter Profile.FAST_TURN_SEC
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var turn_start := 0 # Beginn des laufenden eigenen Zugs (ms)
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var ended := false
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var pad: BattleGamepad
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var gp_zone: String:
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@@ -72,7 +75,7 @@ var energy_label: Label
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var msg_label: Label
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var element_view: ElementView # eigene Elementleiste
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var opp_element_view: ElementView # die des Gegners darüber
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var info_label: Label # Vorschau: Elementbonus, Merkmale
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var info_label: Label # Vorschau: Merkmale, Eigenschaften
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var menu_layer: Control # Kartenmenü (Rechtsklick)
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var menu_target = null # Karte oder Wesen, für das das Menü offen ist
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var arrivals := {} # uid -> Rect2: Wesen, das gerade aus der Hand aufs Brett fliegt
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@@ -81,6 +84,7 @@ var banner_turn := -1 # Zug, für den die Zugansage schon lief
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var overlay: Control
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var result_label: Label
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var reward_label: Label
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var detail_label: Label # Aufschlüsselung der Münzen
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var notice_label: Label
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var confirm: Control
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var cursor_layer: Control
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@@ -99,23 +103,20 @@ func _ready() -> void:
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pad = BattleGamepad.new(self)
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ai_delay = 0.75 / float(s.ai_speed)
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_build_static()
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if stage >= 0:
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var r := Game.make_rng()
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game = Game.new_battle_with(Campaign.opponent(stage, r), r, false, own_rules())
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else:
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game = Game.new_battle(Game.make_rng(), own_rules())
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var r := Game.make_rng()
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var opp: Game.Player = Campaign.opponent(stage) if stage >= 0 else app.profile.single_opponent(r)
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game = Game.new_battle_with(opp, r, false, own_rules())
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smart_ai = bool(app.profile.difficulty().smart)
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_begin()
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## Eigener Stapel und Kartenstufen, Gegnerleben (Schwierigkeit) und das eigene Merkmal (nach Kapitel 1).
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## Eigener Stapel und Kartenstufen und das eigene Merkmal (nach Kapitel 1).
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func own_rules() -> Dictionary:
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var p: Profile = app.profile
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var rules := {"looks": p.looks(), "deck": p.deck_cards()}
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if stage < 0:
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rules["opponent_life"] = int(p.difficulty().life)
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if p.perk != "" and p.perk_unlocked():
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rules["human_perks"] = [p.perk]
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var perks := p.battle_perks()
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if not perks.is_empty():
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rules["human_perks"] = perks
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return rules
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@@ -224,7 +225,8 @@ func _build_static() -> void:
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overlay = _overlay()
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result_label = Style.label(overlay, "", 56, Style.GREEN, Rect2(0, 250, 1280, 80), "center", true)
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reward_label = Style.label(overlay, "", 26, Style.GOLD, Rect2(0, 335, 1280, 40), "center")
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notice_label = Style.label(overlay, "", 18, Style.GREEN, Rect2(0, 385, 1280, 80), "center")
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detail_label = Style.label(overlay, "", 17, Style.MUTED, Rect2(0, 372, 1280, 28), "center")
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notice_label = Style.label(overlay, "", 18, Style.GREEN, Rect2(0, 405, 1280, 70), "center")
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Style.button(overlay, "Zurück zum Menü", Rect2(530, 480, 220, 50), leave, Color("285a3c"))
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confirm = Style.confirm(self, "Wirklich aufgeben?", "", "Ja, aufgeben", leave, "Weiterspielen")
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@@ -459,8 +461,11 @@ func _exit_tree() -> void:
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func _finish() -> void:
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var won := game.winner == "human"
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if game.current() == game.human:
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_close_turn() # der Zug, der das Spiel entschied
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var factor: float = float(app.profile.difficulty().reward) if stage < 0 else 1.0
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reward = app.profile.record_battle(won, stage, factor)
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earned = Profile.battle_coins(won, game.human.turns, game.human.cards_played, fast_turns, factor)
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reward = app.profile.record_battle(won, earned, stage)
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app.save()
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app.sfx.play("win" if won else "lose")
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refresh()
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@@ -777,6 +782,7 @@ func end_turn() -> void:
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return
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cancel()
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clear_undo()
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_close_turn()
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game.end_turn()
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ai_timer = ai_delay
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after_action()
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@@ -839,11 +845,36 @@ func on_tile_click(cr: Game.Creature) -> void:
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on_click("enemy", cr)
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## Zugansage, wenn der eigene Zug beginnt.
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## Zählt den laufenden eigenen Zug als schnell, wenn er unter Profile.FAST_TURN_SEC blieb.
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func _close_turn() -> void:
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if Time.get_ticks_msec() - turn_start < Profile.FAST_TURN_SEC * 1000:
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fast_turns += 1
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## Aufschlüsselung der Münzen fürs Ergebnisbild.
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func reward_text() -> String:
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var h := game.human
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var s := "%s · %s · %s = %d" % [tr("%d Züge") % h.turns, tr("%d Karten") % h.cards_played, tr("%d schnelle Züge") % fast_turns,
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Profile.COINS_TURN * h.turns + Profile.COINS_CARD * h.cards_played + Profile.COINS_FAST * fast_turns]
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if game.winner == "human":
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s += " · " + tr("Sieg ×2")
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var d: Dictionary = app.profile.difficulty()
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if stage < 0 and float(d.reward) != 1.0:
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s += " · %s %s" % [tr(d.name), Style.factor(float(d.reward))]
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var boosted := int(round(earned * app.profile.coin_factor()))
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if boosted != earned:
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s += " · %s %s" % [tr("Münzsegen"), Style.factor(app.profile.coin_factor())]
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if reward > boosted:
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s += " · " + tr("Kampagne +%d") % (reward - boosted)
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return s
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## Zugansage, wenn der eigene Zug beginnt; ab hier läuft die Zeit für den schnellen Zug.
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func announce_turn() -> void:
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if game == null or not my_turn() or banner_turn == game.turn:
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return
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banner_turn = game.turn
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turn_start = Time.get_ticks_msec()
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fx.banner(tr("Dein Zug"), Style.GOLD)
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fx.sfx("turn")
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@@ -871,23 +902,17 @@ func show_preview(card, entered: bool, owner_looks: Dictionary = {}, info: Strin
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info_label.size = ir.size
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## Eigene Handkarte: zeigt den Elementbonus, den sie offen gelegt bekäme.
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## Eigene Handkarte in der Vorschau.
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func show_hand_preview(card: Cards.Card, entered: bool, anchor: Rect2 = Rect2()) -> void:
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if drag_ghost != null:
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return
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var a := game.forecast(perspective, card)
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var info := ""
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if a > 0:
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info = tr("Elementbonus +%d") % a
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show_preview(card, entered, perspective.looks, info, anchor)
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show_preview(card, entered, perspective.looks, "", anchor)
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## Was ein Wesen gerade hebt, was es kann und ob es schon angreift.
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func creature_info(cr: Game.Creature) -> String:
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var parts: Array[String] = []
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if cr.aura > 0:
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parts.append(tr("Elementbonus +%d") % cr.aura)
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var perk := cr.power() - cr.attack - cr.aura
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var perk := cr.power() - cr.attack
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if perk > 0:
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parts.append(tr("Merkmal +%d") % perk)
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if cr.card.is_neutral():
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@@ -902,10 +927,11 @@ func creature_info(cr: Game.Creature) -> String:
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return " · ".join(parts)
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## Elementvorteil des gewählten Angreifers gegen ein mögliches Ziel; gegen Verdeckte unbekannt.
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## Konter eines möglichen Ziels gegen den gewählten Angreifer (Verschiebung durch sein Element);
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## gegen Verdeckte unbekannt.
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func matchup_for(cr: Game.Creature) -> int:
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if selected != null and not cr.hidden and game.can_attack(selected, cr)[0]:
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return Game.matchup_bonus(selected, cr)
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return Game.matchup_bonus(cr, selected)
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return 0
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@@ -1139,7 +1165,6 @@ func refresh() -> void:
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fx.glide(v, hand_arrivals[card])
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hand_arrivals.erase(card)
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v.lift = mine
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v.bonus = g.forecast(h, card)
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if fuse_first != null and mine and g.can_fuse(h, fuse_first, card)[0]:
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v.border = Style.PURPLE
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elif card == fuse_first:
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@@ -1185,6 +1210,7 @@ func refresh() -> void:
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result_label.text = "Sieg!" if won else "Niederlage"
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result_label.add_theme_color_override("font_color", Style.GREEN if won else Style.RED)
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reward_label.text = "+%d Münzen" % maxi(reward, 0)
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detail_label.text = reward_text()
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var notes: Array[String] = app.profile.take_notices()
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if not notes.is_empty():
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notice_label.text = "\n".join(notes)
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+165
-36
@@ -1,19 +1,32 @@
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class_name BoosterScreen
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extends Control
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## Booster kaufen und öffnen: unten die Pack-Kacheln der offenen Kapitel (Neutral und die Elemente in
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## Kapitelreihenfolge, gesperrte sind unsichtbar) mit ×1, ×5, ×10; die Karten fliegen aus dem Pack in ein Raster
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## (ein Pack: fünf große, mehrere: zehn je Reihe, beste Stufe zuerst) und liegen verdeckt. Klick
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## oder „Alle aufdecken“ dreht sie gestaffelt um, seltene blitzen auf; danach steht das Fazit.
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const CARD_W := 200
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const CARD_H := 280
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const SMALL_W := 108
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const SMALL_H := 151
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const AREA := Rect2(40, 100, 1200, 460)
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const QUANTITIES := [1, 5, 10]
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var app
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var cards: Array = [] # {"card", "rarity", "upgraded", "dust"} je Karte
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var cards: Array = [] # {"card", "rarity", "new", "upgraded", "dust"} je Karte
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var revealed := {}
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var coins_label: Label
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var msg_label: Label
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var b_buy: Button
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var summary_label: Label
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var b_buy: Button # Neutral ×1 (Tests)
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var b_all: Button
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var scroll: ScrollContainer
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var slots: Control
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var fx_layer: Control
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var fresh := {} # gerade aufgedeckt: wird umgedreht
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var pack_tiles := {} # Element -> PackTile (Kapitelreihenfolge)
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var pack_buttons := {} # Element -> der ×1-Knopf
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var fresh := {} # gerade aufgedeckt: Index -> Verzögerung fürs Umdrehen
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var fly_from := Vector2.ZERO # woher die Karten einfliegen (Mitte der gekauften Kachel)
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var fly := false # beim nächsten refresh einfliegen
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var last_pack := "" # zuletzt gekauftes Pack (pulsiert)
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class CardBack extends Control:
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@@ -39,28 +52,56 @@ class CardBack extends Control:
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var rect := Rect2(Vector2.ZERO, size)
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draw_style_box(Style.box(Color("3c285a"), 8, Style.GOLD, 5 if has_focus() else 3), rect)
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Style.border(self, rect.grow(-15), Color("5a3c82"), 2, 6)
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Style.text(self, "?", 48, Style.GOLD, size / 2, "center", true)
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Style.text(self, "?", 48 if size.x >= 180 else 30, Style.GOLD, size / 2, "center", true)
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func slot_rect(i: int) -> Rect2:
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var gap := 20
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var x0 := (1280 - Profile.BOOSTER_SIZE * CARD_W - (Profile.BOOSTER_SIZE - 1) * gap) / 2
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return Rect2(x0 + i * (CARD_W + gap), 230, CARD_W, CARD_H)
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## Pack-Kachel eines Elements: Symbol, Name, Preis; die Kaufknöpfe hängt der Bildschirm an.
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class PackTile extends Control:
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var element: String
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var locked := false
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var hint := ""
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var pulse := false
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var buy_buttons: Array = []
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func _init(e: String, rect: Rect2) -> void:
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element = e
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position = rect.position
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size = rect.size
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pivot_offset = rect.size / 2
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func _draw() -> void:
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var col: Color = Cards.ELEMENT_COLORS[element]
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draw_style_box(Style.box(Style.darker(col, 0.5), 10, Style.GOLD if pulse else Color(col, 0.7), 2), Rect2(Vector2.ZERO, size))
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Style.element_icon(self, element, Vector2(32, 40), 34, Style.lighter(col, 0.4))
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Style.text(self, tr(element), 16, Style.TEXT, Vector2(60, 30), "midleft", true)
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Style.text(self, hint, 13, Style.MUTED, Vector2(60, 52), "midleft")
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func _ready() -> void:
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Style.header(self, "Booster", func(): app.show_screen(MenuScreen.new()))
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coins_label = Style.chip(self, "", Rect2(860, 26, 240, 38))
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fx_layer = Control.new()
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fx_layer.mouse_filter = Control.MOUSE_FILTER_IGNORE
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add_child(fx_layer)
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scroll = ScrollContainer.new()
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scroll.position = AREA.position
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scroll.size = AREA.size
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scroll.horizontal_scroll_mode = ScrollContainer.SCROLL_MODE_DISABLED
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add_child(scroll)
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slots = Control.new()
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slots.mouse_filter = Control.MOUSE_FILTER_IGNORE
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add_child(slots)
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msg_label = Style.label(self, "", 17, Style.RED, Rect2(0, 640, 1280, 22), "center")
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b_buy = Style.button(self, "Booster kaufen (%d Münzen)" % Profile.BOOSTER_COST, Rect2(370, 690, 330, 52), buy, Color("5a4628"))
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b_buy.add_theme_font_size_override("font_size", 20)
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b_all = Style.button(self, "Alle aufdecken", Rect2(720, 690, 200, 52), reveal_all)
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slots.mouse_filter = Control.MOUSE_FILTER_PASS
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slots.custom_minimum_size = AREA.size
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scroll.add_child(slots)
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summary_label = Style.label(self, "", 16, Style.GOLD, Rect2(0, 566, 1280, 24), "center", true)
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b_all = Style.button(self, "Alle aufdecken", Rect2(540, 594, 200, 40), reveal_all)
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for i in Campaign.CHAPTER_ELEMENTS.size():
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var e: String = Campaign.CHAPTER_ELEMENTS[i]
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var tile := PackTile.new(e, Rect2(70 + i * 230, 644, 220, 136))
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add_child(tile)
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for k in QUANTITIES.size():
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var b := Style.button(tile, "×%d" % QUANTITIES[k], Rect2(10 + k * 68, 88, 64, 36), buy.bind(e, QUANTITIES[k]))
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b.add_theme_font_size_override("font_size", 14)
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tile.buy_buttons.append(b)
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pack_tiles[e] = tile
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pack_buttons[e] = tile.buy_buttons[0]
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b_buy = pack_buttons[Cards.NEUTRAL]
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refresh()
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@@ -69,19 +110,34 @@ func _input(event: InputEvent) -> void:
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app.show_screen(MenuScreen.new())
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func buy() -> void:
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## Kauft n Packs eines Elements; die Karten liegen verdeckt, mehrere Packs nach Stufe sortiert.
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func buy(element: String, n: int) -> void:
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var p: Profile = app.profile
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var got: Array = p.open_booster()
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var before: int = p.coins
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var got: Array = p.open_boosters(element, n)
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if got.is_empty():
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msg_label.text = "Nicht genug Münzen"
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msg_label.add_theme_color_override("font_color", Style.RED)
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return
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app.save()
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app.sfx.play("play")
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if n > 1:
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got.sort_custom(func(a, b): return Cards.RARITIES.find(a.rarity) > Cards.RARITIES.find(b.rarity))
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cards = got
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revealed = {}
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msg_label.text = ""
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fresh = {}
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fly = true
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var tile: PackTile = pack_tiles[element]
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fly_from = tile.position + tile.size / 2
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last_pack = element
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scroll.scroll_vertical = 0
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refresh()
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_count_coins(before, p.coins)
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## Die Münzen zählen sichtbar herunter.
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func _count_coins(from: int, to: int) -> void:
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if not Style.animations or from == to:
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return
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create_tween().tween_method(func(v: float): coins_label.text = "Münzen: %d" % int(round(v)), float(from), float(to), 0.5)
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func reveal(i: int) -> void:
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@@ -91,13 +147,17 @@ func reveal(i: int) -> void:
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refresh()
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## Deckt alles auf, von vorn nach hinten gestaffelt; ab Ultra Rare bleibt die Karte kurz allein.
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func reveal_all() -> void:
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fresh = {}
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var k := 0
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for i in Profile.BOOSTER_SIZE:
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var delay := 0.0
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var step := 0.12 if cards.size() <= Profile.BOOSTER_SIZE else 0.06
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for i in cards.size():
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if not revealed.has(i):
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fresh[i] = k * 0.12
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k += 1
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fresh[i] = delay
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delay += step
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if Cards.RARITIES.find(cards[i].rarity) >= 3:
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delay += 0.35
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revealed[i] = true
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app.sfx.play("play")
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refresh()
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@@ -113,7 +173,7 @@ func flip(v: CardView, delay: float, rarity: String) -> void:
|
||||
tw.tween_property(v, "scale:x", 1.0, 0.18).set_trans(Tween.TRANS_BACK).set_ease(Tween.EASE_OUT)
|
||||
if rarity == "Common":
|
||||
return
|
||||
var burst := Style.panel(fx_layer, Rect2(v.position, v.size).grow(6), Color(Cards.RARITY_COLORS[rarity], 0.6), 12)
|
||||
var burst := Style.panel(slots, Rect2(v.position, v.size).grow(6), Color(Cards.RARITY_COLORS[rarity], 0.6), 12)
|
||||
burst.pivot_offset = burst.size / 2
|
||||
burst.modulate.a = 0.0
|
||||
var bt := create_tween()
|
||||
@@ -124,13 +184,71 @@ func flip(v: CardView, delay: float, rarity: String) -> void:
|
||||
bt.tween_callback(burst.queue_free)
|
||||
|
||||
|
||||
## Einflug einer verdeckten Karte aus dem Pack auf ihren Platz, reihenweise gestaffelt.
|
||||
func fly_in(back: Control, target: Vector2, i: int, per_row: int) -> void:
|
||||
if not Style.animations:
|
||||
return
|
||||
back.position = fly_from - AREA.position - back.size / 2
|
||||
back.scale = Vector2(0.4, 0.4)
|
||||
var tw := create_tween().set_parallel()
|
||||
var delay := (i / per_row) * 0.1 + (i % per_row) * 0.03
|
||||
tw.tween_property(back, "position", target, 0.3).set_delay(delay).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_OUT)
|
||||
tw.tween_property(back, "scale", Vector2.ONE, 0.3).set_delay(delay).set_trans(Tween.TRANS_BACK).set_ease(Tween.EASE_OUT)
|
||||
|
||||
|
||||
## Platz der i-ten Karte: ein Pack fünf große in einer Reihe, sonst zehn kleine je Reihe.
|
||||
func slot_rect(i: int) -> Rect2:
|
||||
var single := cards.size() <= Profile.BOOSTER_SIZE
|
||||
var w := CARD_W if single else SMALL_W
|
||||
var h := CARD_H if single else SMALL_H
|
||||
var per_row := 5 if single else 10
|
||||
var gap := 20 if single else 12
|
||||
var x0 := (AREA.size.x - per_row * w - (per_row - 1) * gap) / 2
|
||||
var row_h := h + (60 if single else 44)
|
||||
return Rect2(x0 + (i % per_row) * (w + gap), 10 + (i / per_row) * row_h, w, h)
|
||||
|
||||
|
||||
## Fazit nach dem Aufdecken: neue Karten, Aufwertungen, Staub.
|
||||
func summary() -> String:
|
||||
if cards.is_empty() or revealed.size() < cards.size():
|
||||
return ""
|
||||
var fresh_n := 0
|
||||
var up := 0
|
||||
var dust := 0
|
||||
for res in cards:
|
||||
if res.get("new", false):
|
||||
fresh_n += 1
|
||||
elif res.upgraded:
|
||||
up += 1
|
||||
dust += int(res.dust)
|
||||
return tr("%d neu · %d aufgewertet · +%d Staub") % [fresh_n, up, dust]
|
||||
|
||||
|
||||
func refresh() -> void:
|
||||
var p: Profile = app.profile
|
||||
coins_label.text = "Münzen: %d" % p.coins
|
||||
b_buy.disabled = p.coins < Profile.BOOSTER_COST
|
||||
b_all.disabled = cards.is_empty() or revealed.size() >= Profile.BOOSTER_SIZE
|
||||
var open: Array = p.unlocked_elements()
|
||||
var x0 := (1280 - open.size() * 220 - (open.size() - 1) * 10) / 2
|
||||
for e in pack_tiles:
|
||||
var tile: PackTile = pack_tiles[e]
|
||||
tile.locked = not p.booster_unlocked(e)
|
||||
tile.visible = not tile.locked
|
||||
if not tile.locked:
|
||||
tile.position = Vector2(x0 + open.find(e) * 230, 644)
|
||||
tile.hint = tr("%d Münzen") % p.pack_price(e)
|
||||
for k in QUANTITIES.size():
|
||||
tile.buy_buttons[k].disabled = tile.locked or p.coins < p.pack_price(e) * QUANTITIES[k]
|
||||
tile.pulse = e == last_pack and not cards.is_empty() and revealed.size() >= cards.size()
|
||||
tile.queue_redraw()
|
||||
b_all.disabled = cards.is_empty() or revealed.size() >= cards.size()
|
||||
summary_label.text = summary()
|
||||
Style.clear(slots)
|
||||
for i in Profile.BOOSTER_SIZE:
|
||||
var single := cards.size() <= Profile.BOOSTER_SIZE
|
||||
var per_row := 5 if single else 10
|
||||
var n := maxi(cards.size(), Profile.BOOSTER_SIZE)
|
||||
var rows := (n + per_row - 1) / per_row
|
||||
slots.custom_minimum_size = Vector2(AREA.size.x, maxf(AREA.size.y, slot_rect(n - 1).end.y + 60))
|
||||
for i in n:
|
||||
var r := slot_rect(i)
|
||||
if cards.is_empty():
|
||||
Style.panel(slots, r, Style.PANEL, 8, Style.PANEL_LIGHT, 2)
|
||||
@@ -142,16 +260,27 @@ func refresh() -> void:
|
||||
slots.add_child(v)
|
||||
if fresh.has(i):
|
||||
flip(v, fresh[i], res.rarity)
|
||||
Style.label(slots, tr(res.rarity), 16, Cards.RARITY_COLORS[res.rarity], Rect2(r.position.x, r.end.y + 8, r.size.x, 24), "center", true)
|
||||
var fs := 16 if single else 12
|
||||
Style.label(slots, tr(res.rarity), fs, Cards.RARITY_COLORS[res.rarity], Rect2(r.position.x - 10, r.end.y + 6, r.size.x + 20, 20), "center", true)
|
||||
var y2 := r.end.y + (30 if single else 24)
|
||||
if res.get("new", false):
|
||||
Style.label(slots, "Neu!", 16, Style.GOLD, Rect2(r.position.x, r.end.y + 32, r.size.x, 24), "center", true)
|
||||
Style.label(slots, "Neu!", fs, Style.GOLD, Rect2(r.position.x, y2, r.size.x, 20), "center", true)
|
||||
elif res.upgraded:
|
||||
Style.label(slots, "Aufgewertet", 16, Style.GREEN, Rect2(r.position.x, r.end.y + 32, r.size.x, 24), "center", true)
|
||||
Style.label(slots, "Aufgewertet", fs, Style.GREEN, Rect2(r.position.x - 10, y2, r.size.x + 20, 20), "center", true)
|
||||
else:
|
||||
Style.label(slots, "+%d Staub" % res.dust, 14, Style.MUTED, Rect2(r.position.x, r.end.y + 32, r.size.x, 24), "center")
|
||||
Style.label(slots, "+%d Staub" % res.dust, fs - 2, Style.MUTED, Rect2(r.position.x, y2, r.size.x, 20), "center")
|
||||
else:
|
||||
var back := CardBack.new(r.size)
|
||||
back.position = r.position
|
||||
back.pivot_offset = r.size / 2
|
||||
back.clicked.connect(reveal.bind(i))
|
||||
slots.add_child(back)
|
||||
if fly:
|
||||
fly_in(back, r.position, i, per_row)
|
||||
fly = false
|
||||
fresh = {}
|
||||
if rows > 0 and last_pack != "" and pack_tiles[last_pack].pulse and Style.animations:
|
||||
var tile: PackTile = pack_tiles[last_pack]
|
||||
var tw := tile.create_tween().set_loops(3)
|
||||
tw.tween_property(tile, "scale", Vector2(1.04, 1.04), 0.35).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN_OUT)
|
||||
tw.tween_property(tile, "scale", Vector2.ONE, 0.35).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN_OUT)
|
||||
@@ -1,6 +1,7 @@
|
||||
class_name CampaignScreen
|
||||
extends Control
|
||||
## Kampagne als Pfad: zehn Stationen je Kapitel, darunter die gewählte Stufe im Detail.
|
||||
## Kampagne als Pfad: zehn Stationen je Kapitel (fünf Kapitel: Neutral, dann je ein Element),
|
||||
## darunter die gewählte Stufe im Detail.
|
||||
|
||||
var app
|
||||
var chapter := 1
|
||||
@@ -11,7 +12,7 @@ var node_buttons: Array = []
|
||||
|
||||
func _ready() -> void:
|
||||
var p: Profile = app.profile
|
||||
chapter = mini(Campaign.chapter(p.campaign_stage), Campaign.CHAPTERS.size())
|
||||
chapter = mini(Campaign.chapter(p.campaign_stage), Campaign.CHAPTER_ELEMENTS.size())
|
||||
selected = mini(p.campaign_stage, Campaign.total() - 1)
|
||||
build()
|
||||
|
||||
@@ -21,14 +22,16 @@ func build() -> void:
|
||||
node_buttons = []
|
||||
var p: Profile = app.profile
|
||||
Style.header(self, "Kampagne", func(): app.show_screen(MenuScreen.new()))
|
||||
var n := Campaign.STAGES.size()
|
||||
var n := Campaign.STAGES_PER_CHAPTER
|
||||
var x := 40
|
||||
for c in Campaign.CHAPTERS.size():
|
||||
var b := Style.button(self, "Kapitel %d" % (c + 1), Rect2(x, 88, 150, 38), set_chapter.bind(c + 1), Style.PRIMARY if chapter == c + 1 else null)
|
||||
for c in Campaign.CHAPTER_ELEMENTS.size():
|
||||
var b := Style.button(self, "Kapitel %d" % (c + 1), Rect2(x, 88, 130, 38), set_chapter.bind(c + 1), Style.PRIMARY if chapter == c + 1 else null)
|
||||
b.disabled = p.campaign_stage < c * n
|
||||
x += 160
|
||||
x += 138
|
||||
var element := Campaign.element_of(chapter)
|
||||
Style.label(self, tr(element), 20, Cards.ELEMENT_COLORS[element], Rect2(0, 136, 1280, 30), "center", true)
|
||||
if p.perk_unlocked():
|
||||
Style.label(self, "Dein Merkmal:", 15, Style.MUTED, Rect2(760, 96, 130, 24), "right")
|
||||
Style.label(self, "Dein Merkmal:", 15, Style.MUTED, Rect2(740, 96, 150, 24), "right")
|
||||
perk_box = OptionButton.new()
|
||||
perk_box.position = Vector2(900, 88)
|
||||
perk_box.size = Vector2(340, 38)
|
||||
@@ -109,7 +112,7 @@ func build() -> void:
|
||||
func set_chapter(c: int) -> void:
|
||||
chapter = c
|
||||
var p: Profile = app.profile
|
||||
var first := (c - 1) * Campaign.STAGES.size()
|
||||
var first := (c - 1) * Campaign.STAGES_PER_CHAPTER
|
||||
selected = p.campaign_stage if Campaign.chapter(mini(p.campaign_stage, Campaign.total() - 1)) == c else first
|
||||
build()
|
||||
|
||||
|
||||
@@ -14,10 +14,10 @@ var card: Cards.Card
|
||||
var border = null # Color oder null (dann Rahmen der Seltenheitsstufe)
|
||||
var rarity := "Common" # nur Optik
|
||||
var dim := false
|
||||
var bonus := 0 # Vorschau im Kampf: Elementbonus, den die Karte offen gelegt bekäme
|
||||
var lift := false # hebt sich beim Zeigen an (Hand)
|
||||
var drag_enabled := false # Hand im Kampf: Drücken meldet pressed statt clicked
|
||||
var drop := false # Ziel der gerade gezogenen Karte
|
||||
var marked := false # Haken: die Karte ist im Stapel (Deck)
|
||||
|
||||
|
||||
## focusable: per Gamepad oder Tab anwählbar (Sammlung, Booster); A bzw. Enter wirkt wie ein Klick.
|
||||
@@ -92,15 +92,17 @@ func _draw() -> void:
|
||||
var pic_bottom := size.y - r_stat - 4
|
||||
var r_pic := minf(size.x * 0.42, (pic_bottom - pic_top) / 2)
|
||||
Style.picture(self, card, Vector2(size.x / 2, (pic_top + pic_bottom) / 2), r_pic, rarity, seed)
|
||||
Style.rarity_sparkle(self, rect, rarity, seed) # vor den Werten, damit nichts die Zahlen überlagert
|
||||
# Unten: Angriff links, Leben rechts
|
||||
Style.stat_circle(self, Vector2(r_stat - 2, size.y - r_stat + 2), r_stat, str(card.attack), Style.AMBER, f_stat, Color.WHITE, shiny)
|
||||
Style.stat_circle(self, Vector2(size.x - r_stat + 2, size.y - r_stat + 2), r_stat, str(card.health), Style.LIFE, f_stat, Color.WHITE, shiny)
|
||||
if bonus > 0:
|
||||
Style.text_outlined(self, "+%d" % bonus, 13 if big else 11, Style.GREEN, Vector2(r_stat * 2 + 4, size.y - r_stat + 2), "midleft", 3)
|
||||
Style.card_sheen(self, rect, rarity, seed)
|
||||
Style.border(self, rect, frame, 3 if big else 2, 8)
|
||||
Style.cost_crystal(self, Vector2(r_cost + 4, r_cost + 4), r_cost, card.cost, f_stat, shiny)
|
||||
Style.rarity_sparkle(self, rect, rarity, seed)
|
||||
if marked:
|
||||
var mc := Vector2(size.x / 2, size.y - r_stat + 2)
|
||||
draw_circle(mc, r_stat * 0.6, Style.GREEN)
|
||||
Style.text(self, "✓", f_stat - 4, Color.WHITE, mc, "center", true)
|
||||
if dim:
|
||||
draw_rect(rect, Color(0, 0, 0, 0.47))
|
||||
if has_focus():
|
||||
|
||||
@@ -0,0 +1,69 @@
|
||||
class_name CheatScreen
|
||||
extends Control
|
||||
## Cheats zum Ausprobieren: Münzen, Staub, Level, Skills, Kampagnenkapitel und Sammlung direkt setzen.
|
||||
## Jeder Knopf speichert sofort; oben steht der aktuelle Stand.
|
||||
|
||||
var app
|
||||
var status_label: Label
|
||||
var msg_label: Label
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
Style.header(self, "Cheats", func(): app.show_screen(MenuScreen.new()))
|
||||
status_label = Style.label(self, "", 16, Style.GOLD, Rect2(40, 90, 1200, 48), "left", true)
|
||||
status_label.autowrap_mode = TextServer.AUTOWRAP_WORD
|
||||
var groups := [
|
||||
["Währung", [["+1.000 Münzen", func(): app.profile.coins += 1000], ["+10.000 Münzen", func(): app.profile.coins += 10000],
|
||||
["+1.000 Staub", func(): app.profile.dust += 1000], ["+10.000 Staub", func(): app.profile.dust += 10000]]],
|
||||
["Erfahrung", [["+1 Level", func(): app.profile.xp = Skills.xp_for_level(app.profile.player_level() + 1)],
|
||||
["+5 Level", func(): app.profile.xp = Skills.xp_for_level(app.profile.player_level() + 5)],
|
||||
["Skills zurücksetzen", func(): app.profile.skills = {}], ["Erfahrung auf 0", func():
|
||||
app.profile.xp = 0
|
||||
app.profile.skills = {}]]],
|
||||
["Kampagne", [["Kapitel 2 frei", func(): app.profile.campaign_stage = maxi(app.profile.campaign_stage, 10)],
|
||||
["Kapitel 3 frei", func(): app.profile.campaign_stage = maxi(app.profile.campaign_stage, 20)],
|
||||
["Kapitel 4 frei", func(): app.profile.campaign_stage = maxi(app.profile.campaign_stage, 30)],
|
||||
["Kapitel 5 frei", func(): app.profile.campaign_stage = maxi(app.profile.campaign_stage, 40)],
|
||||
["Kampagne zurücksetzen", func(): app.profile.campaign_stage = 0]]],
|
||||
["Sammlung", [["Alle Karten (Common)", func(): _give_all(0)], ["Alle Karten Ultimate Rare", func(): _give_all(4)],
|
||||
["Eigene Karten +1 Stufe", func():
|
||||
for id in app.profile.collection:
|
||||
app.profile.collection[id] = mini(int(app.profile.collection[id]) + 1, Cards.RARITIES.size() - 1)],
|
||||
["Sammlung zurücksetzen", func(): app.profile.give_start()]]],
|
||||
]
|
||||
var y := 160
|
||||
for g in groups:
|
||||
Style.label(self, g[0], 18, Style.TEXT, Rect2(40, y, 200, 30), "left", true)
|
||||
var x := 250
|
||||
for entry in g[1]:
|
||||
var b := Style.button(self, entry[0], Rect2(x, y - 4, 190, 40), _apply.bind(entry[1]))
|
||||
b.add_theme_font_size_override("font_size", 14)
|
||||
x += 198
|
||||
y += 70
|
||||
msg_label = Style.label(self, "", 15, Style.GREEN, Rect2(40, y + 10, 1200, 24), "left")
|
||||
refresh()
|
||||
|
||||
|
||||
func _input(event: InputEvent) -> void:
|
||||
if event.is_action_pressed("ui_cancel"):
|
||||
app.show_screen(MenuScreen.new())
|
||||
|
||||
|
||||
## Alle Karten der Sammlung geben, in Stufe level; der Stapel bleibt.
|
||||
func _give_all(level: int) -> void:
|
||||
for c in Cards.all():
|
||||
app.profile.collection[c.id] = level
|
||||
|
||||
|
||||
func _apply(action: Callable) -> void:
|
||||
action.call()
|
||||
app.save()
|
||||
app.sfx.play("click")
|
||||
msg_label.text = tr("Gespeichert")
|
||||
refresh()
|
||||
|
||||
|
||||
func refresh() -> void:
|
||||
var p: Profile = app.profile
|
||||
status_label.text = tr("Münzen %d · Staub %d · EP %d (Level %d, %d Skillpunkte frei) · Kampagne %d/%d · Sammlung %d Karten, Stapel %d") % [
|
||||
p.coins, p.dust, p.xp, p.player_level(), p.skill_points(), p.campaign_stage, Campaign.total(), p.collection.size(), p.deck.size()]
|
||||
@@ -0,0 +1 @@
|
||||
uid://dluwr50n0sd17
|
||||
@@ -21,7 +21,7 @@ var b_craft: Button
|
||||
func _ready() -> void:
|
||||
Style.header(self, "Sammlung", func(): app.show_screen(MenuScreen.new()))
|
||||
Style.button(self, "Alle", Rect2(40, 86, 60, 34), set_filter.bind(""))
|
||||
var filters: Array = Cards.ELEMENTS + [Cards.NEUTRAL]
|
||||
var filters: Array = app.profile.unlocked_elements() # nur Elemente offener Kapitel
|
||||
for i in filters.size():
|
||||
var e: String = filters[i]
|
||||
var fb := Style.button(self, e, Rect2(108 + i * 82, 86, 78, 34), set_filter.bind(e), Style.darker(Cards.ELEMENT_COLORS[e], 0.8))
|
||||
@@ -60,9 +60,10 @@ func set_filter(e: String) -> void:
|
||||
refresh()
|
||||
|
||||
|
||||
## Eigene Karten zuerst (höhere Stufen vorn), dann die fehlenden, sonst in Kartenreihenfolge.
|
||||
## Karten der offenen Elemente: eigene zuerst (höhere Stufen vorn), dann die fehlenden, sonst in
|
||||
## Kartenreihenfolge.
|
||||
func cards() -> Array:
|
||||
var out: Array = Cards.all().duplicate()
|
||||
var out: Array = app.profile.unlocked_cards()
|
||||
if filter != "":
|
||||
out = out.filter(func(c): return filter in c.elements)
|
||||
if search != "":
|
||||
|
||||
@@ -12,7 +12,7 @@ var width := 2
|
||||
var flash := false # kurz rot: wurde gerade angegriffen
|
||||
var slot: Vector2 # Zielposition im Raster
|
||||
var busy := false # wird gerade animiert (kein Neupositionieren)
|
||||
var matchup := 0 # Elementvorteil des gewählten Angreifers gegen dieses fremde Wesen (Game.matchup_bonus); die Werte zeigen dann, was ihn erwartet
|
||||
var matchup := 0 # fremdes Wesen: sein Konter gegen den gewählten Angreifer (Game.matchup_bonus); die Werte zeigen, was ihn erwartet
|
||||
var attack_shift := 0 # eigener Angreifer: Elementvorteil gegen das Ziel unter der Maus
|
||||
var doomed := false # stirbt bei dem Angriff, der gerade unter der Maus liegt
|
||||
var secret := false # verdecktes fremdes Wesen: nur der Rücken ist zu sehen
|
||||
@@ -78,7 +78,7 @@ func _draw() -> void:
|
||||
var pic_bottom := size.y - r_stat - 4
|
||||
var r_pic := minf(size.x * 0.42, (pic_bottom - pic_top) / 2)
|
||||
Style.picture(self, creature.card, Vector2(size.x / 2, (pic_top + pic_bottom) / 2), r_pic, rar, seed)
|
||||
# Unter dem Namen links die Eigenschaften (in der Farbe des Elements, das sie gibt), rechts der Elementbonus
|
||||
# Unter dem Namen links die Eigenschaften (in der Farbe des Elements, das sie gibt)
|
||||
var icon := 6.0 if small else 7.0
|
||||
var y := top_h + 6 + icon
|
||||
for k in creature.keywords():
|
||||
@@ -88,11 +88,7 @@ func _draw() -> void:
|
||||
col = Style.lighter(Cards.ELEMENT_COLORS[e], 0.45)
|
||||
Style.keyword_icon(self, k, Vector2(6 + icon, y), icon, col)
|
||||
y += icon * 2 + 6
|
||||
if creature.aura != 0:
|
||||
var badge := "+%d" % creature.aura if creature.aura > 0 else "−%d" % -creature.aura
|
||||
var bw := Style.FONT_BOLD.get_string_size(badge, HORIZONTAL_ALIGNMENT_LEFT, -1, Style.fs(10)).x + 8
|
||||
draw_rect(Rect2(size.x - bw - 4, top_h + 5, bw, 16), Color(0.05, 0.05, 0.08, 0.75))
|
||||
Style.text(self, badge, 10, Style.GREEN if creature.aura > 0 else Style.RED, Vector2(size.x - 4 - bw / 2, top_h + 13), "center", true)
|
||||
Style.rarity_sparkle(self, rect, rar, seed) # vor den Werten, damit nichts die Zahlen überlagert
|
||||
_draw_stats(15 if small else 17, r_stat, shiny)
|
||||
Style.card_sheen(self, rect, rar, seed)
|
||||
Style.border(self, rect, bcol, 4 if flash else width, 6)
|
||||
@@ -103,7 +99,6 @@ func _draw() -> void:
|
||||
if doomed:
|
||||
draw_rect(Rect2(0, size.y * 0.5 - 12, size.x, 24), Color(0.05, 0.02, 0.02, 0.8))
|
||||
Style.text_outlined(self, tr("stirbt"), 14, Style.RED, Vector2(size.x / 2, size.y * 0.5), "center", 3)
|
||||
Style.rarity_sparkle(self, rect, rar, seed)
|
||||
_draw_drop()
|
||||
|
||||
|
||||
@@ -128,8 +123,7 @@ func _draw_back(rect: Rect2) -> void:
|
||||
## das Leben bleibt echt. Eigener Angreifer über einem Ziel: sein Angriff mit Elementvorteil.
|
||||
func shown_stats() -> Array:
|
||||
if matchup != 0:
|
||||
var atk := maxi(0, creature.power() - matchup)
|
||||
return [atk, creature.health]
|
||||
return [maxi(0, creature.power() + matchup), creature.health]
|
||||
if attack_shift != 0:
|
||||
return [maxi(0, creature.power() + attack_shift), creature.health]
|
||||
return [creature.power(), creature.health]
|
||||
|
||||
+190
-25
@@ -1,38 +1,139 @@
|
||||
class_name DeckScreen
|
||||
extends Control
|
||||
## Deck zusammenstellen: alle eigenen Karten im Raster, ein Klick nimmt eine Karte in den
|
||||
## Stapel oder wieder heraus. Karten außerhalb des Stapels sind abgedunkelt. Der Stapel hält
|
||||
## 40 bis 60 Karten; „Auffüllen“ nimmt die wertvollsten eigenen Karten des gewählten Filters.
|
||||
## „Stärke“ ist der mittlere Kartenwert (100 Grundkarten … 500 Ultimate Rare).
|
||||
## Deck zusammenstellen: alle eigenen Karten im Raster (Filter nach Element und Mana, Stapelkarten
|
||||
## zuerst, dann höchste Stufen vorn), ein Klick nimmt eine Karte in den Stapel oder wieder heraus. Stapelkarten tragen einen Haken, die anderen sind
|
||||
## abgedunkelt. Rechts Stapelgröße, Stärke (mittlerer Kartenwert, 100 Grundkarten … 500 Ultimate
|
||||
## Rare), Manakurve, Elementanteile und die Vorschau der gezeigten Karte. Der Stapel hält DECK_MIN
|
||||
## bis DECK_MAX Karten; „Auffüllen“ nimmt die wertvollsten eigenen Karten des gewählten Filters.
|
||||
|
||||
const PREVIEW := Rect2(940, 362, 180, 252)
|
||||
const MAX_COST := 10
|
||||
|
||||
var app
|
||||
var filter := ""
|
||||
var filter := "" # Element oder ""
|
||||
var cost_filter := -1 # Kosten 0 bis 10 oder -1
|
||||
var grid: CardGrid
|
||||
var all_button: Button
|
||||
var element_buttons := {} # Element -> Knopf mit Symbol
|
||||
var cost_buttons: Array = [] # je Kosten ein Knopf
|
||||
var count_label: Label
|
||||
var strength_label: Label
|
||||
var curve: CurveView
|
||||
var share: ElementShare
|
||||
var preview_holder: Control
|
||||
var shown_card: Cards.Card = null # Karte in der Vorschau
|
||||
var msg_label: Label
|
||||
|
||||
|
||||
## Filterknopf mit dem Symbol eines Elements.
|
||||
class ElementButton extends Button:
|
||||
var element: String
|
||||
|
||||
func _init(e: String) -> void:
|
||||
element = e
|
||||
tooltip_text = tr(e)
|
||||
|
||||
func _draw() -> void:
|
||||
Style.element_icon(self, element, size / 2, size.y * 0.6, Style.lighter(Cards.ELEMENT_COLORS[element], 0.4))
|
||||
|
||||
|
||||
## Manakurve: ein Balken je Kosten 0 bis 10 mit der Zahl der Stapelkarten.
|
||||
class CurveView extends Control:
|
||||
var counts: Array = []
|
||||
|
||||
func _init(rect: Rect2) -> void:
|
||||
position = rect.position
|
||||
size = rect.size
|
||||
mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
|
||||
func set_counts(c: Array) -> void:
|
||||
counts = c
|
||||
queue_redraw()
|
||||
|
||||
func _draw() -> void:
|
||||
var n := 11
|
||||
var gap := 4.0
|
||||
var bw := (size.x - gap * (n - 1)) / n
|
||||
var top := 16.0
|
||||
var base := size.y - 16.0
|
||||
var mx := 1
|
||||
for v in counts:
|
||||
mx = maxi(mx, int(v))
|
||||
for i in n:
|
||||
var v: int = int(counts[i]) if i < counts.size() else 0
|
||||
var x := i * (bw + gap)
|
||||
var h := (base - top) * v / mx
|
||||
draw_rect(Rect2(x, base - 2, bw, 2), Style.PANEL_LIGHT)
|
||||
if v > 0:
|
||||
draw_rect(Rect2(x, base - h, bw, h), Style.BLUE)
|
||||
Style.text(self, str(v), 11, Style.TEXT, Vector2(x + bw / 2, base - h - 8), "center", true)
|
||||
Style.text(self, str(i), 11, Style.MUTED, Vector2(x + bw / 2, base + 8), "center")
|
||||
|
||||
|
||||
## Elementanteile des Stapels: je Element eine farbige Kachel mit der Kartenzahl.
|
||||
class ElementShare extends Control:
|
||||
var counts := {}
|
||||
|
||||
func _init(rect: Rect2) -> void:
|
||||
position = rect.position
|
||||
size = rect.size
|
||||
mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
|
||||
func set_counts(c: Dictionary) -> void:
|
||||
counts = c
|
||||
queue_redraw()
|
||||
|
||||
func shown() -> Array:
|
||||
return ElementView.all().filter(func(e): return int(counts.get(e, 0)) > 0)
|
||||
|
||||
func _draw() -> void:
|
||||
var items := shown()
|
||||
if items.is_empty():
|
||||
return
|
||||
var w := size.x / items.size()
|
||||
for i in items.size():
|
||||
var e: String = items[i]
|
||||
var col: Color = Cards.ELEMENT_COLORS[e]
|
||||
var r := Rect2(i * w + 2, 0, w - 4, size.y)
|
||||
draw_style_box(Style.box(Color(col, 0.25), 6, Color(col, 0.7), 1), r)
|
||||
Style.text(self, "%s %d" % [tr(e), int(counts[e])], 12, Style.TEXT, r.get_center(), "center", true)
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
Style.header(self, "Deck", func(): app.show_screen(MenuScreen.new()))
|
||||
Style.button(self, "Alle", Rect2(40, 86, 60, 34), set_filter.bind(""))
|
||||
all_button = Style.button(self, "Alle", Rect2(40, 86, 60, 34), set_filter.bind(""))
|
||||
var filters: Array = Cards.ELEMENTS + [Cards.NEUTRAL]
|
||||
for i in filters.size():
|
||||
var e: String = filters[i]
|
||||
var fb := Style.button(self, e, Rect2(108 + i * 82, 86, 78, 34), set_filter.bind(e), Style.darker(Cards.ELEMENT_COLORS[e], 0.8))
|
||||
fb.add_theme_font_size_override("font_size", 14)
|
||||
var fb := ElementButton.new(e)
|
||||
fb.position = Vector2(108 + i * 40, 86)
|
||||
fb.size = Vector2(34, 34)
|
||||
fb.pressed.connect(set_filter.bind(e))
|
||||
Style.juice(fb)
|
||||
add_child(fb)
|
||||
element_buttons[e] = fb
|
||||
for c in MAX_COST + 1:
|
||||
var cb := Style.button(self, str(c), Rect2(330 + c * 40, 86, 36, 34), set_cost.bind(c))
|
||||
cb.add_theme_font_size_override("font_size", 14)
|
||||
cost_buttons.append(cb)
|
||||
grid = CardGrid.new(Rect2(40, 132, CardGrid.COLS * (CardGrid.CW + CardGrid.GAP) + 10, 650))
|
||||
grid.card_clicked.connect(toggle)
|
||||
add_child(grid)
|
||||
Style.panel(self, Rect2(820, 86, 420, 696))
|
||||
count_label = Style.chip(self, "", Rect2(860, 100, 340, 36), Style.BLUE)
|
||||
strength_label = Style.chip(self, "", Rect2(860, 144, 340, 36), Style.GOLD)
|
||||
var hint := Style.label(self, "", 15, Style.MUTED, Rect2(840, 188, 380, 66), "center")
|
||||
hint.autowrap_mode = TextServer.AUTOWRAP_WORD # vor dem Text, sonst wächst die Breite auf eine Zeile
|
||||
hint.text = "Klick nimmt eine Karte in den Stapel oder heraus. Auffüllen nimmt die wertvollsten Karten des Filters."
|
||||
Style.button(self, "Auffüllen", Rect2(840, 262, 380, 46), fill_up)
|
||||
Style.button(self, "Leeren", Rect2(840, 318, 380, 46), clear_deck, Color("5a3c28"))
|
||||
msg_label = Style.label(self, "", 15, Style.RED, Rect2(840, 382, 380, 48), "center")
|
||||
Style.label(self, "Manakurve", 13, Style.MUTED, Rect2(850, 190, 360, 20), "center")
|
||||
curve = CurveView.new(Rect2(850, 212, 360, 100))
|
||||
add_child(curve)
|
||||
share = ElementShare.new(Rect2(850, 322, 360, 30))
|
||||
add_child(share)
|
||||
preview_holder = Control.new()
|
||||
preview_holder.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
add_child(preview_holder)
|
||||
Style.button(self, "Auffüllen", Rect2(840, 626, 380, 44), fill_up, Style.PRIMARY)
|
||||
Style.button(self, "Leeren", Rect2(840, 678, 380, 40), clear_deck)
|
||||
msg_label = Style.label(self, "", 14, Style.MUTED, Rect2(840, 726, 380, 48), "center")
|
||||
msg_label.autowrap_mode = TextServer.AUTOWRAP_WORD
|
||||
refresh()
|
||||
|
||||
|
||||
@@ -46,15 +147,34 @@ func set_filter(e: String) -> void:
|
||||
refresh()
|
||||
|
||||
|
||||
## Manafilter: derselbe Knopf noch einmal hebt ihn auf.
|
||||
func set_cost(c: int) -> void:
|
||||
cost_filter = -1 if cost_filter == c else c
|
||||
refresh()
|
||||
|
||||
|
||||
## Hebt den aktiven Filterknopf hervor.
|
||||
func _mark(b: Button, active: bool, base: Color) -> void:
|
||||
b.add_theme_stylebox_override("normal", Style.box(Style.lighter(base) if active else base, 8, Style.GOLD if active else Style.MUTED, 2 if active else 1))
|
||||
b.add_theme_stylebox_override("hover", Style.box(Style.lighter(base), 8, Style.GOLD if active else Style.MUTED, 2))
|
||||
b.add_theme_stylebox_override("pressed", Style.box(Style.darker(base), 8, Style.GOLD if active else Style.MUTED, 2))
|
||||
|
||||
|
||||
func toggle(card: Cards.Card) -> void:
|
||||
var err: String = app.profile.toggle_deck(card.id)
|
||||
msg_label.text = err
|
||||
say(err)
|
||||
if err == "":
|
||||
app.sfx.play("click")
|
||||
app.save()
|
||||
refresh()
|
||||
|
||||
|
||||
## Fehler rot, sonst der Hinweis.
|
||||
func say(err: String) -> void:
|
||||
msg_label.text = tr(err) if err != "" else tr("Klick auf eine Karte: rein oder raus.")
|
||||
msg_label.add_theme_color_override("font_color", Style.RED if err != "" else Style.MUTED)
|
||||
|
||||
|
||||
## Füllt mit den wertvollsten eigenen Karten des gewählten Filters bis zum Höchstwert auf.
|
||||
func fill_up() -> void:
|
||||
var p: Profile = app.profile
|
||||
@@ -72,30 +192,75 @@ func clear_deck() -> void:
|
||||
refresh()
|
||||
|
||||
|
||||
## Eigene Karten, die im Stapel zuerst, dann höchste Stufen vorn, dann nach Kosten.
|
||||
## Sortierschlüssel einer Karte: im Stapel zuerst, dann höchste Stufen vorn, dann Kosten, dann ID.
|
||||
func sort_key(c: Cards.Card) -> Array:
|
||||
var p: Profile = app.profile
|
||||
return [0 if c.id in p.deck else 1, -p.level(c.id), c.cost, c.id]
|
||||
|
||||
|
||||
## Eigene Karten nach Element- und Manafilter, sortiert (sort_key).
|
||||
func cards() -> Array:
|
||||
var p: Profile = app.profile
|
||||
var out: Array = p.collection.keys().map(func(id): return Cards.by_id(id))
|
||||
if filter != "":
|
||||
out = out.filter(func(c): return filter in c.elements)
|
||||
out.sort_custom(func(a, b):
|
||||
var ia: bool = a.id in p.deck
|
||||
var ib: bool = b.id in p.deck
|
||||
if ia != ib:
|
||||
return ia
|
||||
if p.level(a.id) != p.level(b.id):
|
||||
return p.level(a.id) > p.level(b.id)
|
||||
return a.cost < b.cost if a.cost != b.cost else a.id < b.id)
|
||||
if cost_filter >= 0:
|
||||
out = out.filter(func(c): return c.cost == cost_filter)
|
||||
out.sort_custom(func(a, b): return sort_key(a) < sort_key(b))
|
||||
return out
|
||||
|
||||
|
||||
## Vorschau der gezeigten Karte in ihrer Stufe.
|
||||
func show_card(card: Cards.Card) -> void:
|
||||
var p: Profile = app.profile
|
||||
shown_card = card
|
||||
Style.clear(preview_holder)
|
||||
var v := CardView.new(card.leveled(p.level(card.id)), PREVIEW.size, false, p.rarity(card.id))
|
||||
v.position = PREVIEW.position
|
||||
v.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
preview_holder.add_child(v)
|
||||
|
||||
|
||||
func refresh() -> void:
|
||||
var p: Profile = app.profile
|
||||
count_label.text = tr("Stapel: %d Karten (%d bis %d)") % [p.deck.size(), Game.DECK_MIN, Game.DECK_MAX]
|
||||
count_label.add_theme_color_override("font_color", Style.RED if p.deck.size() < Game.DECK_MIN else Style.BLUE)
|
||||
strength_label.text = tr("Stärke %d") % DeckGen.strength(p.deck, p.collection)
|
||||
_mark(all_button, filter == "", Style.PANEL_LIGHT)
|
||||
var open: Array = p.unlocked_elements() # nur Elemente offener Kapitel
|
||||
for e in element_buttons:
|
||||
var eb: Button = element_buttons[e]
|
||||
eb.visible = e in open
|
||||
if eb.visible:
|
||||
eb.position = Vector2(108 + open.find(e) * 40, 86)
|
||||
_mark(eb, filter == e, Style.darker(Cards.ELEMENT_COLORS[e], 0.8))
|
||||
for c in cost_buttons.size():
|
||||
_mark(cost_buttons[c], cost_filter == c, Style.PANEL_LIGHT)
|
||||
var counts := []
|
||||
counts.resize(11)
|
||||
counts.fill(0)
|
||||
var per_element := {}
|
||||
for id in p.deck:
|
||||
var c := Cards.by_id(id)
|
||||
counts[clampi(c.cost, 0, 10)] += 1
|
||||
per_element[c.elements[0]] = int(per_element.get(c.elements[0], 0)) + 1
|
||||
curve.set_counts(counts)
|
||||
share.set_counts(per_element)
|
||||
if msg_label.text == "":
|
||||
say("")
|
||||
var shown := cards()
|
||||
grid.fill(shown.map(func(c): return c.leveled(p.level(c.id))), func(c): return Cards.RARITIES[c.look])
|
||||
var views := grid.views()
|
||||
for i in views.size():
|
||||
views[i].dim = not (shown[i].id in p.deck)
|
||||
var in_deck: bool = shown[i].id in p.deck
|
||||
views[i].dim = not in_deck
|
||||
views[i].marked = in_deck
|
||||
views[i].hover.connect(func(c, entered):
|
||||
if entered:
|
||||
show_card(c))
|
||||
if shown_card != null and p.owns(shown_card.id):
|
||||
show_card(shown_card)
|
||||
elif shown.is_empty():
|
||||
Style.clear(preview_holder)
|
||||
else:
|
||||
show_card(shown[0])
|
||||
+10
-22
@@ -1,14 +1,12 @@
|
||||
class_name ElementView
|
||||
extends Control
|
||||
## Elementzähler einer Seite als Liste neben ihrem Brett. Es stehen nur Elemente da, bei denen
|
||||
## etwas passiert ist: je Zeile Name, zweimal das Symbol seines Sondereffekts (leuchtend je
|
||||
## offenem Wesen, beide: Effekt aktiv; Neutral hat keinen), die Zahl der ausgespielten Karten
|
||||
## und ab Game.ELEMENT_COUNT der Bonus +1/+1.
|
||||
## Elementpaare einer Seite als Liste neben ihrem Brett. Es stehen nur Elemente mit offenen Wesen
|
||||
## da: je Zeile Name, zweimal das Symbol seines Sondereffekts (leuchtend je offenem Wesen, beide:
|
||||
## Effekt aktiv; Neutral hat keinen) und die Zahl der offenen Wesen.
|
||||
|
||||
const ROW := 32.0
|
||||
|
||||
var own := {} # offene eigene Wesen je Element
|
||||
var played := {} # ausgespielte Karten je Element
|
||||
var own := {} # offene eigene Wesen je Element
|
||||
|
||||
|
||||
func _init(rect: Rect2) -> void:
|
||||
@@ -17,7 +15,6 @@ func _init(rect: Rect2) -> void:
|
||||
mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
for e in all():
|
||||
own[e] = 0
|
||||
played[e] = 0
|
||||
|
||||
|
||||
static func all() -> Array:
|
||||
@@ -27,7 +24,6 @@ static func all() -> Array:
|
||||
func update_from(_g: Game, me: Game.Player) -> void:
|
||||
for e in all():
|
||||
own[e] = me.element_count(e) if me != null else 0
|
||||
played[e] = int(me.played.get(e, 0)) if me != null else 0
|
||||
queue_redraw()
|
||||
|
||||
|
||||
@@ -35,24 +31,18 @@ func paired(e: String) -> bool:
|
||||
return Cards.ELEMENT_KEYWORD.has(e) and int(own.get(e, 0)) >= Game.ELEMENT_PAIR
|
||||
|
||||
|
||||
func bonus(e: String) -> int:
|
||||
return int(played.get(e, 0)) / Game.ELEMENT_COUNT
|
||||
|
||||
|
||||
## Elemente, bei denen sich etwas getan hat (offene Wesen oder ausgespielte Karten).
|
||||
## Elemente mit offenen Wesen.
|
||||
func shown() -> Array:
|
||||
return all().filter(func(e): return int(own.get(e, 0)) > 0 or int(played.get(e, 0)) > 0)
|
||||
return all().filter(func(e): return int(own.get(e, 0)) > 0)
|
||||
|
||||
|
||||
## Der Inhalt als Text (Tests, Protokoll): Element offen/gespielt, dazu Effekt und Bonus.
|
||||
## Der Inhalt als Text (Tests, Protokoll): Element und offene Wesen, dazu der Effekt.
|
||||
func text() -> String:
|
||||
var parts: Array[String] = []
|
||||
for e in shown():
|
||||
var s := "%s %d/%d" % [tr(e), int(own.get(e, 0)), int(played.get(e, 0))]
|
||||
var s := "%s %d" % [tr(e), int(own.get(e, 0))]
|
||||
if paired(e):
|
||||
s += " (%s)" % tr(Cards.ELEMENT_KEYWORD[e])
|
||||
if bonus(e) > 0:
|
||||
s += " (+%d/+%d)" % [bonus(e), bonus(e)]
|
||||
parts.append(s)
|
||||
return " · ".join(parts)
|
||||
|
||||
@@ -61,7 +51,7 @@ func _draw() -> void:
|
||||
var y := ROW / 2
|
||||
for e in shown():
|
||||
var col: Color = Cards.ELEMENT_COLORS[e]
|
||||
var active := paired(e) or bonus(e) > 0
|
||||
var active := paired(e)
|
||||
draw_style_box(Style.box(Color(col, 0.18 if active else 0.1), 6, Color(col, 0.6 if active else 0.0), 1 if active else 0), Rect2(0, y - ROW / 2 + 2, size.x, ROW - 4))
|
||||
var px := 10.0
|
||||
Style.text(self, tr(e), 13, Style.TEXT if active else Style.MUTED, Vector2(px, y), "midleft", active)
|
||||
@@ -71,7 +61,5 @@ func _draw() -> void:
|
||||
var filled := k < int(own.get(e, 0))
|
||||
Style.keyword_icon(self, Cards.ELEMENT_KEYWORD[e], Vector2(px + k * 24 + 10, y), 8, Style.lighter(col, 0.45) if filled else Color(col, 0.3))
|
||||
px += Game.ELEMENT_PAIR * 24 + 8
|
||||
Style.text(self, str(int(played.get(e, 0))), 15, Style.lighter(col, 0.45), Vector2(px, y), "midleft", true)
|
||||
if bonus(e) > 0:
|
||||
Style.text(self, "+%d/+%d" % [bonus(e), bonus(e)], 12, Style.GREEN, Vector2(size.x - 6, y), "midright", true)
|
||||
Style.text(self, str(int(own.get(e, 0))), 15, Style.lighter(col, 0.45), Vector2(px, y), "midleft", true)
|
||||
y += ROW
|
||||
+3
-3
@@ -18,7 +18,7 @@ func _ready() -> void:
|
||||
add_child(sfx)
|
||||
profile = Profile.load_or_new(save_path)
|
||||
apply_settings()
|
||||
show_screen(MenuScreen.new() if profile.started() else StartDeckScreen.new())
|
||||
show_screen(MenuScreen.new())
|
||||
|
||||
|
||||
func apply_settings() -> void:
|
||||
@@ -30,12 +30,12 @@ func apply_settings() -> void:
|
||||
theme = Style.make_theme()
|
||||
|
||||
|
||||
## Neues Profil: Sammlung und Fortschritt werden verworfen, das Startdeck wird neu gewählt.
|
||||
## Neues Profil: Sammlung und Fortschritt werden verworfen, zurück bleiben die neutralen Karten.
|
||||
func reset_profile() -> void:
|
||||
profile = Profile.starter()
|
||||
save()
|
||||
apply_settings()
|
||||
show_screen(StartDeckScreen.new())
|
||||
show_screen(MenuScreen.new())
|
||||
|
||||
|
||||
func set_language(code: String) -> void:
|
||||
|
||||
@@ -1,6 +1,7 @@
|
||||
class_name MenuScreen
|
||||
extends Control
|
||||
## Hauptmenü: links Titel und Spielarten, rechts drei Karten der eigenen Sammlung als Schaufenster.
|
||||
## Hauptmenü: links Titel und Spielarten (darunter Booster, Sammlung, Skilltree, dann Einstellungen und
|
||||
## Beenden), rechts drei Karten der eigenen Sammlung als Schaufenster, unten rechts die Cheats.
|
||||
|
||||
var app
|
||||
var coins_label: Label
|
||||
@@ -25,10 +26,17 @@ func _ready() -> void:
|
||||
var x := 80
|
||||
for entry in [["Booster öffnen", func(): app.show_screen(BoosterScreen.new())],
|
||||
["Sammlung", func(): app.show_screen(CollectionScreen.new())],
|
||||
["Einstellungen", func(): app.show_screen(SettingsScreen.new())],
|
||||
["Skilltree", func(): app.show_screen(SkillScreen.new())]]:
|
||||
Style.button(self, entry[0], Rect2(x, y, 166, 44), entry[1])
|
||||
x += 176
|
||||
y += 56
|
||||
x = 80
|
||||
for entry in [["Einstellungen", func(): app.show_screen(SettingsScreen.new())],
|
||||
["Beenden", func(): get_tree().quit()]]:
|
||||
Style.button(self, entry[0], Rect2(x, y, 166, 44), entry[1])
|
||||
x += 176
|
||||
var cheats := Style.button(self, "Cheats", Rect2(1120, 744, 120, 36), func(): app.show_screen(CheatScreen.new()))
|
||||
cheats.add_theme_font_size_override("font_size", 14)
|
||||
notice_label = Style.label(self, "", 16, Style.GREEN, Rect2(80, y + 70, 760, 60), "left")
|
||||
notice_label.autowrap_mode = TextServer.AUTOWRAP_WORD
|
||||
_showcase(p)
|
||||
@@ -55,8 +63,8 @@ func _showcase(p: Profile) -> void:
|
||||
func refresh() -> void:
|
||||
var p: Profile = app.profile
|
||||
coins_label.text = tr("Münzen: %d · Staub: %d") % [p.coins, p.dust]
|
||||
coll_label.text = tr("Sammlung: %d von %d Karten · Kampagne: %d/%d") % [
|
||||
p.collection.size(), Cards.all().size(), p.campaign_stage, Campaign.total()]
|
||||
coll_label.text = tr("Sammlung: %d von %d Karten · Kampagne: %d/%d · Level %d") % [
|
||||
p.collection.size(), p.unlocked_cards().size(), p.campaign_stage, Campaign.total(), p.player_level()]
|
||||
var notes := p.take_notices()
|
||||
notice_label.text = " · ".join(notes)
|
||||
if not notes.is_empty():
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
class_name OpponentSelectScreen
|
||||
extends Control
|
||||
## Einzelspieler: Schwierigkeit wählen und ein Duell starten. Die Karten kommen im Kampf
|
||||
## vom gemeinsamen Stapel (siehe Game.start).
|
||||
## Einzelspieler: Schwierigkeit wählen und ein Duell starten. Der Gegner spielt ein Element aus den
|
||||
## offenen Kapiteln in einer Stufe relativ zu deiner Deckstärke (Profile.single_opponent).
|
||||
|
||||
var app
|
||||
var diff_buttons := {}
|
||||
@@ -46,7 +46,11 @@ func refresh() -> void:
|
||||
for key in diff_buttons:
|
||||
_mark(diff_buttons[key], key == p.settings.difficulty)
|
||||
var d := p.difficulty()
|
||||
info_label.text = tr("Gegner mit %d Leben · %d Münzen bei Sieg") % [int(d.life), int(round(Profile.REWARD_WIN * float(d.reward)))]
|
||||
var parts: Array[String] = [tr("Gegnerkarten: %s") % tr(Cards.RARITIES[p.opponent_level()]), tr("Vorausschau-KI") if bool(d.smart) else tr("einfache KI")]
|
||||
if bool(d.perk):
|
||||
parts.append(tr("ein Merkmal"))
|
||||
parts.append(tr("Münzen %s") % Style.factor(float(d.reward)))
|
||||
info_label.text = " · ".join(parts)
|
||||
|
||||
|
||||
func _mark(b: Button, active: bool, col: Color = Color("285a3c")) -> void:
|
||||
|
||||
@@ -0,0 +1,70 @@
|
||||
class_name SkillScreen
|
||||
extends Control
|
||||
## Skilltree: oben Level, Erfahrung bis zum nächsten Level und freie Skillpunkte; darunter drei
|
||||
## Äste (Skills.BRANCHES) mit ihren Skills als Karten: Name, Wirkung, aktuelle und nächste Stufe
|
||||
## in Zahlen (Skills.effect), Stufe und „Lernen“.
|
||||
|
||||
var app
|
||||
var level_label: Label
|
||||
var xp_label: Label
|
||||
var points_label: Label
|
||||
var msg_label: Label
|
||||
var learn_buttons := {} # Skill-ID -> Knopf
|
||||
var rank_labels := {} # Skill-ID -> Label
|
||||
var now_labels := {} # Skill-ID -> Wirkung jetzt
|
||||
var next_labels := {} # Skill-ID -> Wirkung der nächsten Stufe
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
Style.header(self, "Skilltree", func(): app.show_screen(MenuScreen.new()))
|
||||
level_label = Style.chip(self, "", Rect2(40, 86, 220, 38))
|
||||
xp_label = Style.chip(self, "", Rect2(276, 86, 400, 38), Style.BLUE)
|
||||
points_label = Style.chip(self, "", Rect2(692, 86, 300, 38), Style.GREEN)
|
||||
Style.label(self, "Erfahrung sind deine verdienten Münzen. Jedes Level bringt einen Skillpunkt.", 14, Style.MUTED, Rect2(40, 134, 1200, 22), "left")
|
||||
for b in Skills.BRANCHES.size():
|
||||
var branch: String = Skills.BRANCHES[b]
|
||||
var x := 40 + b * 410
|
||||
Style.panel(self, Rect2(x, 170, 390, 580))
|
||||
Style.label(self, branch, 22, Style.GOLD, Rect2(x, 184, 390, 32), "center", true)
|
||||
var y := 236
|
||||
for id in Skills.in_branch(branch):
|
||||
var sk: Dictionary = Skills.SKILLS[id]
|
||||
Style.panel(self, Rect2(x + 16, y, 358, 176), Style.PANEL_LIGHT, 8)
|
||||
Style.label(self, sk.name, 18, Style.TEXT, Rect2(x + 32, y + 10, 326, 26), "left", true)
|
||||
Style.label(self, sk.text, 14, Style.MUTED, Rect2(x + 32, y + 38, 326, 22), "left")
|
||||
now_labels[id] = Style.label(self, "", 14, Style.TEXT, Rect2(x + 32, y + 64, 326, 22), "left")
|
||||
next_labels[id] = Style.label(self, "", 14, Style.GREEN, Rect2(x + 32, y + 86, 326, 22), "left")
|
||||
rank_labels[id] = Style.label(self, "", 15, Style.GOLD, Rect2(x + 32, y + 126, 150, 30), "left", true)
|
||||
learn_buttons[id] = Style.button(self, "Lernen", Rect2(x + 214, y + 122, 144, 40), learn.bind(id), Style.PRIMARY)
|
||||
y += 192
|
||||
msg_label = Style.label(self, "", 15, Style.RED, Rect2(0, 760, 1280, 24), "center")
|
||||
refresh()
|
||||
|
||||
|
||||
func _input(event: InputEvent) -> void:
|
||||
if event.is_action_pressed("ui_cancel"):
|
||||
app.show_screen(MenuScreen.new())
|
||||
|
||||
|
||||
func learn(id: String) -> void:
|
||||
var err: String = app.profile.learn(id)
|
||||
msg_label.text = tr(err) if err != "" else ""
|
||||
if err == "":
|
||||
app.sfx.play("combo")
|
||||
app.save()
|
||||
refresh()
|
||||
|
||||
|
||||
func refresh() -> void:
|
||||
var p: Profile = app.profile
|
||||
var lvl := p.player_level()
|
||||
var base := Skills.xp_for_level(lvl)
|
||||
level_label.text = tr("Level %d") % lvl
|
||||
xp_label.text = tr("%d / %d EP bis Level %d") % [p.xp - base, Skills.xp_for_level(lvl + 1) - base, lvl + 1]
|
||||
points_label.text = tr("Skillpunkte: %d") % p.skill_points()
|
||||
for id in Skills.SKILLS:
|
||||
var sk: Dictionary = Skills.SKILLS[id]
|
||||
rank_labels[id].text = tr("Stufe %d / %d") % [p.skill(id), int(sk.max)]
|
||||
now_labels[id].text = tr("Jetzt: %s") % Skills.effect(id, p.skill(id))
|
||||
next_labels[id].text = tr("Nächste Stufe: %s") % Skills.effect(id, p.skill(id) + 1) if p.skill(id) < int(sk.max) else tr("Höchste Stufe erreicht")
|
||||
learn_buttons[id].disabled = p.skill_points() <= 0 or p.skill(id) >= int(sk.max)
|
||||
@@ -0,0 +1 @@
|
||||
uid://b0dgryn2kpic5
|
||||
@@ -1,37 +0,0 @@
|
||||
class_name StartDeckScreen
|
||||
extends Control
|
||||
## Erster Start: eines von vier Startdecks wählen, je eines mit einem Element im Mittelpunkt
|
||||
## (25 Karten davon, je fünf der anderen). Danach geht es ins Menü.
|
||||
|
||||
var app
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
Style.label(self, tr("Wähle dein Startdeck"), 40, Style.GOLD, Rect2(0, 60, 1280, 60), "center", true)
|
||||
Style.label(self, tr("25 Karten des Elements, dazu je fünf der anderen. Booster und Werkstatt bringen später den Rest."), 17, Style.MUTED, Rect2(140, 124, 1000, 30), "center")
|
||||
for i in Cards.ELEMENTS.size():
|
||||
var e: String = Cards.ELEMENTS[i]
|
||||
var x := 70 + i * 290
|
||||
var col: Color = Cards.ELEMENT_COLORS[e]
|
||||
Style.panel(self, Rect2(x, 190, 260, 470), Style.darker(col, 0.75), 12, col, 2)
|
||||
var ids := DeckGen.start_deck(e)
|
||||
var sample: Array = ids.filter(func(id): return Cards.by_id(id).elements[0] == e)
|
||||
sample.sort_custom(func(a, b): return Cards.by_id(a).cost > Cards.by_id(b).cost)
|
||||
for k in 3:
|
||||
var c: Cards.Card = Cards.by_id(sample[k * 7])
|
||||
var v := CardView.new(c, Vector2(120, 152), false, "Common")
|
||||
v.position = Vector2(x + 20 + k * 40, 210 + k * 14)
|
||||
v.rotation_degrees = -6 + k * 6
|
||||
v.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||||
add_child(v)
|
||||
Style.label(self, tr(e), 28, Style.TEXT, Rect2(x, 400, 260, 40), "center", true)
|
||||
Style.label(self, tr(Cards.KEYWORD_TEXT[Cards.ELEMENT_KEYWORD[e]]), 15, Style.MUTED, Rect2(x + 16, 446, 228, 60), "center")
|
||||
var b := Style.button(self, tr("%s wählen") % tr(e), Rect2(x + 30, 590, 200, 50), choose.bind(e), Style.PRIMARY)
|
||||
b.add_theme_font_size_override("font_size", 18)
|
||||
|
||||
|
||||
func choose(element: String) -> void:
|
||||
app.profile.choose_start(element)
|
||||
app.save()
|
||||
app.sfx.play("combo")
|
||||
app.show_screen(MenuScreen.new())
|
||||
@@ -1 +0,0 @@
|
||||
uid://bxl6isdrgqb2b
|
||||
@@ -26,6 +26,11 @@ const DANGER := Color("5a2828")
|
||||
|
||||
|
||||
## Schriftgröße mit der Einstellung „Große Schrift“.
|
||||
## Faktor als Text: ×2, ×1,5 (Dezimaltrenner der Sprache).
|
||||
static func factor(f: float) -> String:
|
||||
return "×" + String.num(f, 1).trim_suffix(".0").replace(".", TranslationServer.translate(","))
|
||||
|
||||
|
||||
static func fs(size: int) -> int:
|
||||
return int(round(size * font_scale))
|
||||
|
||||
@@ -630,6 +635,11 @@ static func _glyph_plain(ci: CanvasItem, card, center: Vector2, size: float, tin
|
||||
ci.draw_arc(center, size * 0.72, 0, TAU, 40, Color(col, 0.5), 2)
|
||||
|
||||
|
||||
## Elementsymbol in einer Farbe (Filterknöpfe, Listen), Grundvariante.
|
||||
static func element_icon(ci: CanvasItem, element: String, c: Vector2, size: float, col: Color) -> void:
|
||||
_element_glyph(ci, element, c, size, 0, col)
|
||||
|
||||
|
||||
static func _element_glyph(ci: CanvasItem, element: String, c: Vector2, size: float, variant: int, col: Color) -> void:
|
||||
var h := size / 2
|
||||
match element:
|
||||
|
||||
Reference in new issue
Block a user