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This commit is contained in:
Team3
2026-10-02 19:57:02 +02:00
parent f0a8f18de8
commit 24a03ed1ee
31 changed files with 1866 additions and 2620 deletions

View File

@@ -32,32 +32,21 @@ func play_events(evs: Array, centers: Dictionary) -> void:
"damage":
sfx("damage")
popup("-%d" % ev.amount, Style.RED, center_of(ev.target, centers), delay)
"heal":
sfx("heal")
popup("+%d" % ev.amount, Style.GREEN, center_of(ev.target, centers), delay)
"buff":
popup(ev.text, Style.GREEN, center_of(ev.target, centers), delay)
"blocked":
popup("Schild!", Style.BLUE, center_of(ev.target, centers), delay)
"freeze":
popup("Eis", Color("aaddff"), center_of(ev.target, centers), delay)
"combo":
sfx("combo")
var where: Vector2 = screen.target_center({"kind": "creature", "uid": ev.uid})
if where.x < 0:
where = screen.target_center({"kind": "player", "index": ev.player})
popup("%s!" % tr(ev.name), Style.GOLD, where + Vector2(0, -30), 0.1)
"play":
sfx("play")
sfx("click" if ev.get("hidden", false) else "play")
"reveal":
sfx("combo")
popup(tr("Aufgedeckt!"), Style.GOLD, screen.target_center({"kind": "creature", "uid": ev.uid}), 0.0)
"upgrade":
sfx("heal")
if ev.uid >= 0:
popup("+" + tr(ev.keyword), Style.GREEN, screen.target_center({"kind": "creature", "uid": ev.uid}), 0.0)
"fuse":
sfx("combo")
popup("Verschmolzen!", Style.PURPLE, screen.target_center({"kind": "player", "index": ev.player}), 0.0)
"field":
sfx("combo")
banner("%s: %s" % [tr(Cards.FIELD_NAMES[ev.element]), tr(Cards.FIELD_TEXT[ev.element])], Cards.ELEMENT_COLORS[ev.element])
"buy":
sfx("click") # die Karte landet sichtbar auf der Hand, das reicht
"reroll":
"draw":
sfx("click")

View File

@@ -1,12 +1,12 @@
class_name BattleGamepad
extends RefCounted
## Gamepad-Steuerung des Kampfes: Steuerkreuz bewegt einen Zeiger über Laden, Hand, eigene Wesen
## und Ziele, A bestätigt, B bricht ab, Start beendet den Zug, Y überspringt Gegnerzüge,
## X macht rückgängig.
## Gamepad-Steuerung des Kampfes: Steuerkreuz bewegt einen Zeiger über Stapel, Hand, eigene Wesen
## und Ziele (bei offener Wahl über deren Karten), A bestätigt, B bricht ab, Start beendet den
## Zug, Y öffnet das Kartenmenü (im Gegnerzug: überspringen), X macht rückgängig.
var screen # BattleScreen
var active := false
var zone := "shop"
var zone := "deck"
var index := 0
var targets: Array = []
@@ -19,6 +19,12 @@ func button(button: int) -> void:
active = true
if screen.game == null:
return
if not screen.pick_views.is_empty() and zone != "pick":
zone = "pick"
index = 0
elif screen.pick_views.is_empty() and zone == "pick":
zone = "hand"
index = 0
match button:
JOY_BUTTON_START:
if screen.my_turn() and not screen.any_overlay():
@@ -27,10 +33,20 @@ func button(button: int) -> void:
if screen.confirm.visible:
screen.confirm.visible = false
screen.cancel_all()
zone = "shop"
zone = "deck"
JOY_BUTTON_Y:
if screen.b_skip.visible:
screen.skip_ai = true
elif screen.menu_layer.visible:
screen.close_menu()
else:
var items := items()
if not items.is_empty() and zone in ["hand", "own"]:
var item = items[clampi(index, 0, items.size() - 1)]
if zone == "hand":
screen.open_menu(item.card, Rect2(item.position, item.size))
else:
screen.open_menu(item.creature, Rect2(item.slot, item.size))
JOY_BUTTON_X:
if screen.b_undo.visible:
screen.undo()
@@ -49,7 +65,7 @@ func button(button: int) -> void:
## Wechselt den Bereich und überspringt leere (eine leere Hand ist keine Station).
## step 0: beim aktuellen Bereich bleiben, falls er etwas enthält.
func _next_zone(step: int) -> void:
var order := ["shop", "hand", "own"]
var order := ["deck", "hand", "own"]
var at := order.find(zone)
index = 0
if step == 0 and not items().is_empty():
@@ -64,8 +80,10 @@ func _next_zone(step: int) -> void:
func items() -> Array:
match zone:
"shop":
return screen.shop_views
"deck":
return [screen.deck] if screen.deck.visible else []
"pick":
return screen.pick_views
"hand":
return screen.hand_views
"own":
@@ -95,24 +113,13 @@ func confirm() -> void:
index = clampi(index, 0, items.size() - 1)
var item = items[index]
match zone:
"shop":
screen.on_click("shop", int(item.get_meta("slot", 0)))
"deck":
screen.on_click("deck", null)
"pick":
screen.do_pick(index)
index = 0
"hand":
screen.on_click("hand", item.card)
if screen.pending != null:
targets = []
var valid: Array = screen.game.valid_targets(screen.perspective, screen.pending.target_type())
for v in screen.enemy_views:
if v.creature in valid:
targets.append(v)
for v in screen.own_views:
if v.creature in valid:
targets.append(v)
for o in screen.others():
if o in valid:
targets.append(screen.hero_panels[o])
zone = "target"
index = 0
"own":
screen.on_click("own", item.creature)
if screen.selected != null:

View File

@@ -1,7 +1,7 @@
class_name BattleLayout
## Feste Bildschirmaufteilung des Duells (1280x800), von unten nach oben: Laden mit Neuwürfeln
## und Zug beenden, Hand, eigenes Brett (mit eigener Leiste links), Feldband, oben der Gegner
## mit seinem Brett.
## Feste Bildschirmaufteilung des Duells (1280x800), von unten nach oben: Hand mit dem
## Zieh-Stapel links und Zug beenden rechts, eigenes Brett (mit eigener Leiste links),
## Feldband, oben der Gegner mit seinem Brett. Eine offene Wahl liegt als Überlagerung darüber.
const B_GIVEUP := Rect2(10, 10, 96, 32)
const B_LOG := Rect2(112, 10, 96, 32)
@@ -13,15 +13,14 @@ const STATUS := Rect2(20, 288, 210, 160)
const B_FUSE := Rect2(1050, 298, 210, 40)
const B_UNDO := Rect2(1050, 346, 210, 40)
const OWN_X := 345
const HAND_W := 96
const HAND_H := 62
const HAND_GAP := 4
const HAND_Y := 458
const SHOP_Y := 532
const SHOP_W := 150
const SHOP_H := 205
const B_REROLL := Rect2(20, 606, 200, 52)
const HAND_W := 150
const HAND_H := 205
const HAND_GAP := 10
const HAND_Y := 532
const DECK := Rect2(50, 540, 130, 182)
const B_END := Rect2(1060, 600, 200, 60)
const PICK_PANEL := Rect2(120, 150, 1040, 440)
const PICK_CARD := Vector2(180, 252)
const LOG_PANEL := Rect2(240, 60, 800, 560)
const PREVIEW_SIZE := Vector2(180, 252)
const CENTER_X := 240
@@ -37,12 +36,15 @@ static func opp_slot(j: int) -> Rect2:
return Rect2(OWN_X + j * 120, 76, 110, 140)
## Laden: fünf große Angebote unten, wie in TFT.
static func shop_rect(i: int) -> Rect2:
return Rect2(245 + i * (SHOP_W + 10), SHOP_Y, SHOP_W, SHOP_H)
## Angebotene Karten einer Wahl, mittig im Wahlfenster.
static func pick_rect(count: int, i: int) -> Rect2:
var gap := 20
var total := count * PICK_CARD.x + maxi(0, count - 1) * gap
var x := PICK_PANEL.position.x + (PICK_PANEL.size.x - total) / 2
return Rect2(Vector2(x + i * (PICK_CARD.x + gap), PICK_PANEL.position.y + 96), PICK_CARD)
## Hand: flache Kacheln zwischen Brett und Laden (die Bank).
## Hand: bis zu fünf große Karten unten, mittig.
static func hand_rect(count: int, i: int) -> Rect2:
var total := count * HAND_W + maxi(0, count - 1) * HAND_GAP
var x := CENTER_X + (CENTER_W - total) / 2

View File

@@ -1,6 +1,8 @@
class_name BattleScreen
extends Control
## Kampf: Zustand, Eingabe und Abgleich der Ansicht. Layout in BattleLayout, Animationen in BattleFx.
## Rechtsklick (oder Y) auf eine Handkarte oder ein eigenes Wesen öffnet das Kartenmenü:
## verdeckt legen, aufdecken, Eigenschaften kaufen.
## Modi: Einzelspieler, Kampagne, Netzwerk (Host, Mitspieler oder Zuschauer).
var app
@@ -12,7 +14,6 @@ var game: Game
var perspective: Game.Player # der Mensch, dessen Hand unten liegt
var fx: BattleFx
var selected = null # Game.Creature
var pending = null # Cards.Card, wartet auf Ziel
var fusing := false # Verschmelzen gewählt: zwei eigene Wesen anklicken
var fuse_first = null # Game.Creature, erstes Wesen der Verschmelzung
var msg_t := 0.0
@@ -39,7 +40,7 @@ var undo_t := 0.0
# Ansichten (auch für Tests)
var tiles := {}
var hand_views: Array = []
var shop_views: Array = []
var pick_views: Array = [] # Karten der offenen Wahl
var own_views: Array = []
var enemy_views: Array = []
var hero_panels := {} # Player -> Panel
@@ -49,7 +50,10 @@ var flash_until := {} # Spielerindex -> Zeitpunkt (ms)
var hero_layer: Control
var tile_layer: Control
var hand_layer: Control
var shop_layer: Control
var pick_layer: Control # Überlagerung der offenen Wahl
var pick_box: Control # ihr Inhalt (wird je Wahl neu aufgebaut)
var pick_key := "" # welche Wahl gerade aufgebaut ist
var deck: Deck
var log_overlay: Control
var b_log: Button
var status_panel: Panel
@@ -64,15 +68,14 @@ var status_label: Label
var msg_label: Label
var b_end: Button
var b_fuse: Button
var b_reroll: Button
var b_giveup: Button
var field_view: FieldView
var link_view: Links # Resonanzlinien unter den Feldreihen
var info_label: Label # Vorschau: Resonanz, Feld, Feldkombo
var board_panel: Panel # eigenes Brett, färbt sich mit dem Feld
var element_view: ElementView
var info_label: Label # Vorschau: Elementbonus, Merkmale
var board_panel: Panel # eigenes Brett
var menu_layer: Control # Kartenmenü (Rechtsklick)
var menu_target = null # Karte oder Wesen, für das das Menü offen ist
var arrivals := {} # uid -> Rect2: Wesen, das gerade aus der Hand aufs Brett fliegt
var banner_turn := -1 # Zug, für den die Zugansage schon lief
var deal_shop := false # nächster Aufbau teilt den Laden animiert aus
var overlay: Control
var result_label: Label
var reward_label: Label
@@ -172,10 +175,10 @@ func _build_static() -> void:
b_giveup.add_theme_font_size_override("font_size", 13)
b_log = Style.button(self, "Verlauf", L.B_LOG, toggle_log)
b_log.add_theme_font_size_override("font_size", 13)
# Mitte: Feldband, Meldung, eigenes Brett mit fünf Plätzen, eigene Leiste links daneben
# Mitte: Elementzähler, Meldung, eigenes Brett mit fünf Plätzen, eigene Leiste links daneben
Style.panel(self, L.FIELD, Style.darker(Style.PANEL, 0.9), 8)
field_view = FieldView.new(L.FIELD)
add_child(field_view)
element_view = ElementView.new(L.FIELD)
add_child(element_view)
msg_label = Style.label(self, "", 15, Style.ORANGE, L.MSG, "center", true)
board_panel = Style.panel(self, L.OWN_PANEL, Style.darker(Style.PANEL, 0.8), 10)
var slots := Control.new()
@@ -200,9 +203,10 @@ func _build_static() -> void:
b_undo = Style.button(self, "Rückgängig", L.B_UNDO, undo)
b_undo.add_theme_font_size_override("font_size", 15)
b_undo.visible = false
# unten: Laden mit Neuwürfeln links und Zug beenden rechts
b_reroll = Style.button(self, "", L.B_REROLL, do_reroll, Color("285a5a"))
b_reroll.add_theme_font_size_override("font_size", 15)
# unten: Zieh-Stapel links, Hand in der Mitte, Zug beenden rechts
deck = Deck.new(L.DECK)
deck.clicked.connect(func(): on_click("deck", null))
add_child(deck)
b_end = Style.button(self, "Zug beenden", L.B_END, end_turn, Style.PRIMARY)
b_end.add_theme_font_size_override("font_size", 20)
b_skip = Style.button(self, "Gegnerzüge überspringen", L.B_END, func(): skip_ai = true)
@@ -211,16 +215,27 @@ func _build_static() -> void:
wait_label = Style.label(self, "Warte auf den Host …", 22, Style.MUTED, Rect2(0, 300, 1280, 40), "center")
wait_label.visible = false
hero_layer = _layer()
link_view = Links.new()
add_child(link_view)
tile_layer = _layer()
hand_layer = _layer()
shop_layer = _layer()
preview_holder = _layer()
info_label = Style.label(self, "", 13, Style.TEXT, Rect2(0, 0, 220, 60), "center")
info_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
info_label.visible = false
fx_layer = _layer()
# offene Wahl: drei sehen, eine nehmen (zu Beginn fünf sehen, drei nehmen)
pick_layer = Style.overlay(self)
pick_box = Control.new()
pick_box.mouse_filter = Control.MOUSE_FILTER_IGNORE
pick_layer.add_child(pick_box)
# Kartenmenü: durchsichtiger Fänger, der das Menü beim Klick daneben schließt
menu_layer = Control.new()
menu_layer.set_anchors_preset(Control.PRESET_FULL_RECT)
menu_layer.mouse_filter = Control.MOUSE_FILTER_STOP
menu_layer.visible = false
menu_layer.gui_input.connect(func(ev):
if ev is InputEventMouseButton and ev.pressed and ev.button_index == MOUSE_BUTTON_LEFT:
close_menu())
add_child(menu_layer)
cursor_layer = _layer()
# Verlauf als Überlagerung
log_overlay = Style.overlay(self)
@@ -339,14 +354,23 @@ func my_turn() -> bool:
func any_overlay() -> bool:
return confirm.visible or overlay.visible or log_overlay.visible
return confirm.visible or overlay.visible or log_overlay.visible or menu_layer.visible
func _input(event: InputEvent) -> void:
if game == null:
return
if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_RIGHT:
cancel_all()
var under := get_viewport().gui_get_hovered_control()
if menu_layer.visible:
close_menu()
elif under is CardView and under in hand_views and my_turn():
open_menu(under.card, Rect2(under.position, under.size))
elif under is CreatureView and under in own_views and my_turn():
open_menu(under.creature, Rect2(under.slot, under.size))
else:
cancel_all()
get_viewport().set_input_as_handled() # sonst schließt derselbe Klick das Menü gleich wieder
return
if event is InputEventJoypadButton and event.pressed:
pad.button(event.button_index)
@@ -357,9 +381,11 @@ func _input(event: InputEvent) -> void:
KEY_ESCAPE:
if confirm.visible:
confirm.visible = false
elif menu_layer.visible:
close_menu()
elif log_overlay.visible:
log_overlay.visible = false
elif selected != null or pending != null or fusing:
elif selected != null or fusing:
cancel_all()
elif not any_overlay():
confirm.visible = true
@@ -375,15 +401,20 @@ func _input(event: InputEvent) -> void:
if overlay.visible:
leave()
_:
if event.keycode >= KEY_1 and event.keycode <= KEY_9 and my_turn() and not any_overlay():
if event.keycode >= KEY_1 and event.keycode <= KEY_9 and not spectating() and not any_overlay():
var idx: int = event.keycode - KEY_1
if idx < perspective.hand.size():
if not perspective.offer.is_empty():
do_pick(idx)
elif my_turn() and idx < perspective.hand.size():
on_click("hand", perspective.hand[idx])
elif event.keycode == KEY_Z and my_turn() and not any_overlay():
on_click("deck", null)
func cancel_all() -> void:
if confirm.visible:
confirm.visible = false
close_menu()
cancel()
refresh()
@@ -438,7 +469,7 @@ func _process(delta: float) -> void:
func _start_ai(cur: Game.Player) -> void:
ai_copy = game.clone()
ai_copy = game.masked_clone(cur) # verdeckte Wesen des Menschen kennt die KI nicht
var copy := ai_copy
var idx := game.current_idx
var box := ai_box
@@ -472,25 +503,24 @@ func say(m: String) -> void:
func cancel() -> void:
selected = null
pending = null
fusing = false
fuse_first = null
func play(card: Cards.Card, target) -> void:
func play(card: Cards.Card, face_down: bool = false) -> void:
if is_client():
net.send_action({"type": "play", "hand": perspective.hand.find(card), "target": Net.ref_dict(target) if target != null else null})
net.send_action({"type": "play", "hand": perspective.hand.find(card), "face_down": face_down})
return
var before: Game = game.clone() if not is_online() else null
var log_len := game.log.size()
var from := _hand_rect_of(card)
var err := game.play_card(perspective, card, target)
var err := game.play_card(perspective, card, face_down)
if err != "":
say(tr(err))
return
if from.size.x > 0 and not perspective.board.is_empty() and perspective.board[-1].card == card:
arrivals[perspective.board[-1].uid] = from
# Rückgängig nur, wenn nichts weiter passiert ist (keine Effekte und keine Kombos)
# Rückgängig nur, wenn nichts weiter passiert ist (kein Wesen gestorben)
if before != null and game.events.size() == 1 and game.events[0].type == "play":
undo_state = before
undo_log_len = log_len
@@ -499,6 +529,84 @@ func play(card: Cards.Card, target) -> void:
clear_undo()
## Deckt ein eigenes verdecktes Wesen auf (kostenlos).
func do_reveal(cr: Game.Creature) -> void:
clear_undo()
if is_client():
net.send_action({"type": "reveal", "uid": cr.uid})
return
var err := game.reveal(perspective, cr)
if err != "":
say(tr(err))
after_action()
## Kauft eine Eigenschaft für eine Handkarte oder ein eigenes Wesen.
func do_upgrade(target, keyword: String) -> void:
clear_undo()
if is_client():
if target is Game.Creature:
net.send_action({"type": "upgrade", "uid": target.uid, "keyword": keyword})
else:
net.send_action({"type": "upgrade", "hand": perspective.hand.find(target), "keyword": keyword})
return
var err := game.upgrade(perspective, target, keyword)
if err != "":
say(tr(err))
after_action()
## Kartenmenü neben einer Handkarte oder einem eigenen Wesen.
func open_menu(target, anchor: Rect2) -> void:
if spectating() or not my_turn():
return
Style.clear(menu_layer)
menu_target = target
var entries := [] # [Text, Callable, aktiv]
var is_card: bool = target is Cards.Card
var card: Cards.Card = target if is_card else target.card
if is_card:
var ok := game.can_play(perspective, card)
entries.append([tr("Verdeckt legen ◆ %d") % card.cost, func():
play(card, true)
after_action(), ok[0]])
elif target.hidden:
entries.append([tr("Aufdecken"), func(): do_reveal(target), game.can_reveal(perspective, target)[0]])
for kw in Cards.KEYWORDS:
var k: String = kw
var ok := game.can_upgrade(perspective, target, k)
var text := "%s ◆ %d" % [tr(k), game.upgrade_cost(perspective, k)]
if k in card.keywords:
text = "%s ✓" % tr(k)
entries.append([text, func(): do_upgrade(target, k), ok[0]])
var w := 230.0
var h := 18.0 + entries.size() * 44 + 34
var x := clampf(anchor.end.x + 8, 10, 1270 - w)
if x + w > anchor.position.x and x < anchor.end.x:
x = clampf(anchor.position.x - 8 - w, 10, 1270 - w)
var y := clampf(anchor.position.y, 10, 790 - h)
var box := Rect2(x, y, w, h)
Style.panel(menu_layer, box, Style.PANEL, 10, Style.GOLD, 2)
Style.label(menu_layer, card.title(), 15, Style.GOLD, Rect2(box.position.x + 12, box.position.y + 8, w - 24, 22), "left", true)
var by := box.position.y + 36
for e in entries:
var act: Callable = e[1]
var b := Style.button(menu_layer, e[0], Rect2(box.position.x + 12, by, w - 24, 38), func():
close_menu()
act.call())
b.add_theme_font_size_override("font_size", 15)
b.disabled = not e[2]
by += 44
menu_layer.visible = true
func close_menu() -> void:
if menu_layer.visible:
menu_layer.visible = false
Style.clear(menu_layer)
menu_target = null
## Verschmelzen an- und abwählen (zwei eigene Wesen, siehe Game.fuse).
func toggle_fuse() -> void:
var on := not fusing
@@ -508,37 +616,36 @@ func toggle_fuse() -> void:
after_action()
## Kauft ein Angebot aus dem Laden auf die Hand.
func do_buy(slot: int) -> void:
## Ziehen: kostet Mana, öffnet die Wahl aus drei Karten.
func do_draw() -> void:
clear_undo()
if is_client():
net.send_action({"type": "buy", "slot": slot})
net.send_action({"type": "draw"})
return
var from := BattleLayout.shop_rect(slot)
var offer = perspective.shop[slot] if slot < perspective.shop.size() else null
var err := game.buy(perspective, slot)
if err != "":
say(tr(err))
elif offer != null:
fx.sfx("buy")
fx.fly_card(offer, from, BattleLayout.hand_rect(perspective.hand.size(), perspective.hand.size() - 1),
Cards.RARITIES[int(perspective.looks.get(offer.id, 0))])
## Würfelt den Laden neu (kostet Mana).
func do_reroll() -> void:
if not my_turn() or any_overlay():
return
clear_undo()
if is_client():
net.send_action({"type": "reroll"})
after_action()
return
var err := game.reroll(perspective)
var err := game.draw(perspective)
if err != "":
say(tr(err))
else:
deal_shop = true
fx.sfx("buy")
## Nimmt eine Karte der offenen Wahl auf die Hand (jederzeit, auch außerhalb des Zugs).
func do_pick(index: int) -> void:
if spectating() or index < 0 or index >= pick_views.size():
return
clear_undo()
var from := Rect2(pick_views[index].position, pick_views[index].size)
var card: Cards.Card = pick_views[index].card
if is_client():
net.send_action({"type": "pick", "index": index})
return
var err := game.pick(perspective, index)
if err != "":
say(tr(err))
return
fx.sfx("play")
fx.fly_card(card, from, BattleLayout.hand_rect(perspective.hand.size(), perspective.hand.size() - 1),
Cards.RARITIES[int(perspective.looks.get(card.id, 0))])
after_action()
@@ -609,15 +716,6 @@ func on_click(kind: String, obj) -> void:
do_fuse(fuse_first, obj)
after_action()
return
if pending != null:
var card = pending
pending = null
if obj in g.valid_targets(perspective, card.target_type()):
play(card, obj)
else:
say(tr("Abgebrochen"))
after_action()
return
if selected != null:
var cr = selected
selected = null
@@ -632,18 +730,18 @@ func on_click(kind: String, obj) -> void:
after_action()
return
match kind:
"shop":
do_buy(int(obj))
"deck":
do_draw()
"hand":
var ok := g.can_play(perspective, obj)
if not ok[0]:
say(tr(ok[1]))
elif obj.target_type() != "" and not g.valid_targets(perspective, obj.target_type()).is_empty():
pending = obj
say(tr("Wähle ein Ziel"))
else:
play(obj, null)
play(obj)
"own":
if obj.hidden:
do_reveal(obj)
return
if obj.can_attack():
selected = obj
say(tr("Wähle ein Angriffsziel"))
@@ -669,8 +767,6 @@ func announce_turn() -> void:
banner_turn = game.turn
fx.banner(tr("Dein Zug"), Style.GOLD)
fx.sfx("turn")
deal_shop = true
refresh()
func _hand_rect_of(card: Cards.Card) -> Rect2:
@@ -696,87 +792,109 @@ func show_preview(card, entered: bool, owner_looks: Dictionary = {}, info: Strin
info_label.size = ir.size
## Eigene Hand- und Ladenkarte: zeigt, was das Ausspielen jetzt brächte, und markiert den Kombo-Partner.
## Eigene Hand- und Wahlkarte: zeigt den Elementbonus, den sie offen gelegt bekäme.
func show_hand_preview(card: Cards.Card, entered: bool, anchor: Rect2 = Rect2()) -> void:
var f := game.forecast(perspective, card)
var lines: Array[String] = []
var parts: Array[String] = []
if f.resonance > 0:
parts.append(tr("Resonanz +%d") % f.resonance)
if f.field > 0:
parts.append(tr("Feld +%d") % f.field)
if not parts.is_empty():
lines.append(" · ".join(parts))
if f.combo != "":
lines.append(tr("Feldkombo %s mit %s: %s") % [tr(f.combo), f.partner.card.title(), tr(Cards.FIELD_COMBO_TEXT[f.combo])])
for t in tiles.values():
t.mark = ""
t.queue_redraw()
if entered and f.partner != null and tiles.has(f.partner.uid):
tiles[f.partner.uid].mark = f.combo
tiles[f.partner.uid].queue_redraw()
show_preview(card, entered, perspective.looks, "\n".join(lines), anchor)
var a := game.forecast(perspective, card)
var info := ""
if a > 0:
info = tr("Elementbonus +%d/+%d") % [a, a]
elif a < 0:
info = tr("Elementbonus %d/%d") % [a, a]
show_preview(card, entered, perspective.looks, info, anchor)
## Hand- und Ladenkarte tragen ihren Bonus und ihre Feldkombo als Vorschau.
## Offene Wahl als Überlagerung: nur neu aufbauen, wenn sich das Angebot geändert hat.
func build_pick() -> void:
var h := perspective
var key := ""
if not spectating() and not h.offer.is_empty():
key = "%d:%s" % [h.picks_left, ",".join(h.offer.map(func(c): return c.id))]
if key == pick_key:
return
pick_key = key
Style.clear(pick_box)
pick_views = []
if key == "":
pick_layer.visible = false
return
var box := BattleLayout.PICK_PANEL
Style.panel(pick_box, box, Style.PANEL, 12, Style.GOLD, 2)
Style.label(pick_box, tr("Wähle %d von %d") % [h.picks_left, h.offer.size()], 26, Style.GOLD,
Rect2(box.position.x, box.position.y + 24, box.size.x, 40), "center", true)
for i in h.offer.size():
var card: Cards.Card = h.offer[i]
var r := BattleLayout.pick_rect(h.offer.size(), i)
var v := CardView.new(card, r.size, false, Cards.RARITIES[int(h.looks.get(card.id, 0))])
v.position = r.position
v.lift = true
apply_forecast(v)
var idx := i
v.clicked.connect(func(_view): do_pick(idx))
pick_box.add_child(v)
pick_views.append(v)
pick_layer.visible = true
if Style.animations:
for i in pick_views.size():
fx.deal(pick_views[i], i)
## Hand- und Wahlkarten tragen den Elementbonus als Vorschau.
func apply_forecast(v: CardView) -> void:
var f := game.forecast(perspective, v.card)
v.bonus = f.resonance + f.field
v.tag = f.combo
v.bonus = game.forecast(perspective, v.card)
## Was den Angriff eines Wesens gerade hebt.
## Was den Angriff eines Wesens gerade hebt oder senkt.
func creature_info(cr: Game.Creature) -> String:
var parts: Array[String] = []
if cr.resonance > 0:
parts.append(tr("Resonanz +%d") % cr.resonance)
if cr.field_bonus > 0:
parts.append(tr("Feld +%d") % cr.field_bonus)
var perk := cr.power() - cr.attack - cr.resonance - cr.field_bonus
if cr.aura > 0:
parts.append(tr("Elementbonus +%d/+%d") % [cr.aura, cr.aura])
elif cr.aura < 0:
parts.append(tr("Elementbonus %d/%d") % [cr.aura, cr.aura])
var perk := cr.power() - cr.attack - cr.aura
if perk > 0:
parts.append(tr("Merkmal +%d") % perk)
if cr.hidden:
parts.append(tr("verdeckt"))
return " · ".join(parts)
## Elementvorteil gegen ein mögliches Ziel: des gewählten Angreifers oder eines Schadenszaubers auf der Hand.
func matchup_for(cr: Game.Creature, valid: Array) -> int:
if selected != null and game.can_attack(selected, cr)[0]:
## Elementvorteil des gewählten Angreifers gegen ein mögliches Ziel; gegen Verdeckte unbekannt.
func matchup_for(cr: Game.Creature) -> int:
if selected != null and not cr.hidden and game.can_attack(selected, cr)[0]:
return Game.matchup_bonus(selected, cr)
if pending != null and cr in valid and pending.effects.any(func(fx): return fx.kind == "damage" and fx.target in Cards.CHOSEN_TARGETS):
return Cards.matchup(pending.elements, cr.card.elements)
return 0
## Resonanzgruppen je Reihe: Wesen mit gleichem Element werden unter der Reihe verbunden.
func resonance_groups() -> Array:
var out := []
for p in game.players:
var k := 0
for e in Cards.ELEMENTS:
var xs: Array[float] = []
for j in p.board.size():
if e in p.board[j].card.elements:
xs.append(slot_rect(p, j).get_center().x)
if xs.size() < 2:
continue
out.append({"color": Style.lighter(Cards.ELEMENT_COLORS[e], 0.25), "y": slot_rect(p, 0).end.y + 4 + k * 6, "xs": xs})
k += 1
return out
class Deck extends Control:
signal clicked
var enabled := true
var count := 0
var cost := Game.DRAW_COST
func _init(rect: Rect2) -> void:
position = rect.position
size = rect.size
mouse_filter = Control.MOUSE_FILTER_STOP
class Links extends Control:
var groups: Array = []
func _init() -> void:
set_anchors_preset(Control.PRESET_FULL_RECT)
mouse_filter = Control.MOUSE_FILTER_IGNORE
func _gui_input(event: InputEvent) -> void:
if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
accept_event()
clicked.emit()
func _draw() -> void:
for gr in groups:
var y: float = gr.y
draw_line(Vector2(gr.xs[0], y), Vector2(gr.xs[-1], y), gr.color, 3.0)
for x in gr.xs:
draw_circle(Vector2(x, y), 4.0, gr.color)
for k in range(2, -1, -1):
var r := Rect2(Vector2(k * 3, -k * 3), size - Vector2(6, 12)).grow(0)
r.position.y += 6
draw_style_box(Style.box(Color("3c285a"), 8, Style.GOLD if enabled else Style.MUTED, 2), r)
if k == 0:
Style.border(self, r.grow(-12), Color("5a3c82"), 2, 6)
Style.text(self, tr("Ziehen"), 16, Style.TEXT if enabled else Style.MUTED, r.get_center() + Vector2(0, -12), "center", true)
Style.text(self, "◆ %d" % cost, 20, Style.BLUE if enabled else Style.MUTED, r.get_center() + Vector2(0, 14), "center", true)
Style.text(self, str(count), 12, Style.MUTED, Vector2(r.get_center().x, r.end.y - 18), "center")
if not enabled:
draw_rect(Rect2(Vector2.ZERO, size), Color(0, 0, 0, 0.35))
# --- Netzwerk -------------------------------------------------------------------------------
@@ -845,9 +963,7 @@ func refresh() -> void:
var h := perspective
var now := Time.get_ticks_msec()
var mine := my_turn()
var valid: Array = g.valid_targets(h, pending.target_type()) if pending != null else []
hand_views = []
shop_views = []
own_views = []
enemy_views = []
@@ -858,7 +974,7 @@ func refresh() -> void:
if g.current() == o:
bcol = Style.BLUE
bw = 3
if o in valid or (selected != null and o.alive() and g.can_attack(selected, o)[0]):
if selected != null and o.alive() and g.can_attack(selected, o)[0]:
bcol = Style.ORANGE
bw = 3
if int(flash_until.get(g.players.find(o), 0)) > now:
@@ -870,7 +986,7 @@ func refresh() -> void:
labels.name.add_theme_color_override("font_color", Style.TEXT if o.alive() else Style.MUTED)
if o.alive():
labels.life.text = "♥ %d" % maxi(o.life, 0)
labels.stats.text = "Hand %d ◆ %d (+%d)" % [o.hand.size(), o.energy, o.max_energy]
labels.stats.text = "Hand %d ◆ %d" % [o.hand.size(), o.energy]
else:
labels.life.text = "besiegt"
labels.life.add_theme_color_override("font_color", Style.MUTED)
@@ -898,7 +1014,11 @@ func refresh() -> void:
tiles[cr.uid] = tile
tile_layer.add_child(tile)
var looks: Dictionary = p.looks
tile.hover.connect(func(card, entered): show_preview(card, entered, looks, creature_info(tile.creature) if entered else "", Rect2(tile.slot, tile.size)))
tile.hover.connect(func(card, entered):
if tile.secret:
show_preview(null, false)
else:
show_preview(card, entered, looks, creature_info(tile.creature) if entered else "", Rect2(tile.slot, tile.size)))
var uid := cr.uid
tile.clicked.connect(func(_v):
var c := game.find_creature(uid)
@@ -920,7 +1040,7 @@ func refresh() -> void:
elif fusing and p == h and mine:
b = Style.PURPLE
w = 3
elif cr in valid or (selected != null and g.can_attack(selected, cr)[0]):
elif selected != null and g.can_attack(selected, cr)[0]:
b = Style.ORANGE
w = 3
elif p == h and mine and cr.can_attack():
@@ -928,8 +1048,8 @@ func refresh() -> void:
w = 3
tile.border = b
tile.width = w
tile.mark = ""
tile.matchup = matchup_for(cr, valid)
tile.secret = cr.hidden and p != h
tile.matchup = matchup_for(cr)
tile.queue_redraw()
if p == h:
own_views.append(tile)
@@ -940,31 +1060,12 @@ func refresh() -> void:
var t: CreatureView = tiles[uid]
tiles.erase(uid)
fx.fade_out(t)
link_view.groups = resonance_groups()
link_view.queue_redraw()
Style.clear(shop_layer)
if not spectating():
for i in h.shop.size():
var offer = h.shop[i]
var sr := BattleLayout.shop_rect(i)
if offer == null:
Style.panel(shop_layer, sr, Style.darker(Style.PANEL, 0.8), 8, Style.PANEL_LIGHT, 2)
continue
var sv := CardView.new(offer, sr.size, false, Cards.RARITIES[int(h.looks.get(offer.id, 0))])
sv.position = sr.position
sv.lift = mine
apply_forecast(sv)
sv.dim = not mine or h.energy < offer.cost or h.hand.size() >= Game.MAX_HAND
sv.hover.connect(func(c, e): show_hand_preview(c, e, Rect2(sv.position, sv.size)))
var slot := i
sv.set_meta("slot", slot) # der Platz im Laden, auch für das Gamepad
sv.clicked.connect(func(_view): on_click("shop", slot))
shop_layer.add_child(sv)
shop_views.append(sv)
if deal_shop:
fx.deal(sv, i)
deal_shop = false
build_pick()
deck.visible = not spectating()
deck.enabled = mine and g.can_draw(h)[0]
deck.count = g.deck.size()
deck.cost = g.draw_cost(h)
deck.queue_redraw()
Style.clear(hand_layer)
if spectating():
@@ -978,9 +1079,7 @@ func refresh() -> void:
v.position = r.position
v.lift = mine
apply_forecast(v)
if card == pending:
v.border = Style.YELLOW
elif playable:
if playable:
v.border = Style.GREEN
v.dim = not playable
v.hover.connect(func(c, e): show_hand_preview(c, e, Rect2(v.position, v.size)))
@@ -992,14 +1091,10 @@ func refresh() -> void:
if int(flash_until.get(g.players.find(h), 0)) > now:
bar_border = Style.RED
status_panel.add_theme_stylebox_override("panel", Style.box(Style.PANEL, 8, bar_border, 3 if bar_border != null else 0))
var board_col := Style.darker(Style.PANEL, 0.8)
if g.field_element != "":
board_col = board_col.lerp(Cards.ELEMENT_COLORS[g.field_element], 0.22) # das Feld färbt das Brett
board_panel.add_theme_stylebox_override("panel", Style.box(board_col, 10))
name_label.text = h.name
life_label.text = "♥ %d" % maxi(h.life, 0)
energy_label.text = "◆ %d" % h.energy
income_label.text = tr("+%d je Zug") % h.max_energy
income_label.text = tr("nächster Zug ◆ %d") % (h.max_energy + 1)
status_label.text = (tr("Zug %d · Du bist dran") % g.turn) if mine else (tr("Zug %d · %s ist dran …") % [g.turn, g.current().name])
if spectating():
status_label.text = tr("Zuschauer") + " · " + status_label.text
@@ -1009,21 +1104,18 @@ func refresh() -> void:
b_end.visible = not ai_running and not spectating()
b_undo.visible = undo_state != null and mine
b_fuse.visible = mine and not spectating() and h.board.size() >= 2
b_reroll.visible = mine and not spectating()
b_reroll.text = tr("Neu würfeln ◆ %d") % Game.REROLL_COST
b_reroll.disabled = h.energy < Game.REROLL_COST
b_fuse.text = tr("Abbrechen") if fusing else tr("Verschmelzen")
field_view.update_from(g)
element_view.update_from(g)
var lines: Array[String] = []
var start := maxi(0, g.log.size() - 60)
for i in range(start, g.log.size()):
var line := g.log[i]
if line.begins_with("---"):
lines.append("[color=#6eaaf0]%s[/color]" % line)
elif line.begins_with("Das Feld wird"):
elif " verschmelzen zu " in line or " wird aufgedeckt." in line:
lines.append("[color=#8c78dc]%s[/color]" % line)
elif line.begins_with("Feldkombo"):
lines.append("[color=#f5c850]%s[/color]" % line)
elif " bekommt " in line:
lines.append("[color=#5ad282]%s[/color]" % line)
else:
lines.append(line)
log_box.text = "\n".join(lines)

View File

@@ -88,17 +88,9 @@ func build() -> void:
var next := selected == p.campaign_stage
Style.panel(self, Rect2(240, 270, 800, 300))
Style.label(self, "%s · %s" % [st.name, st.title], 28, Style.TEXT, Rect2(270, 290, 740, 40), "center", true)
var dots := Control.new()
dots.mouse_filter = Control.MOUSE_FILTER_IGNORE
var elems: Array = st.elements
dots.draw.connect(func():
var w := elems.size() * 26 - 6
for m in elems.size():
dots.draw_circle(Vector2(640 - w / 2.0 + 10 + m * 26, 348), 10, Cards.ELEMENT_COLORS[elems[m]]))
add_child(dots)
Style.label(self, "%s · %s" % [tr("%d Leben") % int(st.life), tr("%d Münzen") % st.reward], 16, Style.MUTED, Rect2(270, 370, 740, 24), "center")
Style.label(self, "%s · %s" % [tr("%d Leben") % int(st.life), tr("%d Münzen") % st.reward], 16, Style.MUTED, Rect2(270, 350, 740, 24), "center")
var perks: Array = st.perks
var py := 402
var py := 390
for k in perks:
Style.label(self, "★ " + tr(Game.PERKS[k]), 15, Style.GOLD, Rect2(270, py, 740, 22), "center")
py += 24

View File

@@ -12,8 +12,7 @@ var card: Cards.Card
var border = null # Color oder null (dann Rahmen der Seltenheitsstufe)
var rarity := "gewöhnlich" # nur Optik
var dim := false
var bonus := 0 # Vorschau im Kampf: Angriff, den die Karte auf dem Feld dazubekäme
var tag := "" # Vorschau im Kampf: Feldkombo, die das Ausspielen auslöst
var bonus := 0 # Vorschau im Kampf: Elementbonus, den die Karte offen gelegt bekäme (+1 oder -1)
var lift := false # hebt sich beim Zeigen an (Hand und Laden)
@@ -132,32 +131,27 @@ func _draw_full(rect: Rect2, frame: Color, seed: int) -> void:
y += icon * 2 + 8
# Effekttext: so hoch wie nötig, endet über den Wertkreisen
var box := Rect2()
var fx := card.effect_text()
var fx := card.text()
var box_bottom: float = size.y - r_stat * 2 - 4
if fx != "" and box_bottom - y > Style.fs(f_text) + 6:
var tsize := Style.fs(f_text)
var heading := big
var needed: float = Style.FONT.get_multiline_string_size(fx, HORIZONTAL_ALIGNMENT_LEFT, size.x - 20, tsize).y + 8 + (tsize + 2 if heading else 0)
var needed: float = Style.FONT.get_multiline_string_size(fx, HORIZONTAL_ALIGNMENT_LEFT, size.x - 20, tsize).y + 8
var box_top: float = maxf(y, y + (box_bottom - y - needed) / 2)
box = Rect2(6, box_top, size.x - 12, box_bottom - box_top)
draw_rect(box, Color(0.06, 0.06, 0.09, 0.72))
var ty := box.position.y + 4
if heading:
Style.text(self, tr("Beim Ausspielen"), f_text - 2, Style.MUTED, Vector2(box.position.x + 4, ty), "topleft")
ty += tsize + 2
var max_lines := maxi(1, int((box.end.y - ty - 2) / Style.FONT.get_height(tsize)))
draw_multiline_string(Style.FONT, Vector2(box.position.x + 4, ty + Style.FONT.get_ascent(tsize)),
fx, HORIZONTAL_ALIGNMENT_LEFT, box.size.x - 8, tsize, max_lines, Style.TEXT)
# Werte springen aus den unteren Ecken, dazwischen der Edelstein
Style.stat_circle(self, Vector2(r_stat - 2, size.y - r_stat + 2), r_stat, str(card.attack), Style.AMBER, f_stat)
Style.stat_circle(self, Vector2(size.x - r_stat + 2, size.y - r_stat + 2), r_stat, str(card.health), Style.CRIMSON, f_stat)
if bonus > 0:
Style.text_outlined(self, "+%d" % bonus, f_text, Style.GREEN, Vector2(r_stat * 2 + 4, size.y - r_stat + 2), "midleft", 3)
if bonus != 0:
Style.text_outlined(self, ("+%d/+%d" % [bonus, bonus]) if bonus > 0 else ("%d/%d" % [bonus, bonus]), f_text,
Style.GREEN if bonus > 0 else Style.RED, Vector2(r_stat * 2 + 4, size.y - r_stat + 2), "midleft", 3)
Style.rarity_gem(self, rarity, Vector2(size.x / 2, size.y - r_stat + 1), 8 if big else 6, seed)
Style.border(self, rect, frame, 3 if big else 2, 8)
Style.cost_crystal(self, Vector2(r_cost + 2, r_cost + 2), r_cost, card.cost, f_stat)
if tag != "":
_draw_tag(Vector2(size.x - 6, 6), f_text - 1)
Style.rarity_sparkle(self, rect, rarity, seed, box)
@@ -170,29 +164,16 @@ func _draw_compact(rect: Rect2, frame: Color, seed: int) -> void:
var nf := Style.fit_size(card.title(), true, 12, name_w)
Style.text(self, Style.fit(card.title(), true, Style.fs(nf), name_w), nf, Style.TEXT, Vector2(28, 13), "midleft", true)
Style.rarity_gem(self, rarity, Vector2(size.x - 9, 13), 5, seed)
if tag != "":
var w := Style.FONT_BOLD.get_string_size(tr(tag), HORIZONTAL_ALIGNMENT_LEFT, -1, Style.fs(9)).x + 12
_draw_tag(Vector2(size.x / 2 + w / 2, size.y - 21), 9)
else:
var kws: Array[String] = []
for k in Cards.KEYWORDS:
if k in card.keywords:
kws.append(k)
var x := size.x / 2 - (kws.size() * 18 - 4) / 2.0
for k in kws:
Style.keyword_icon(self, k, Vector2(x + 6, size.y - 13), 6)
x += 18
var kws: Array[String] = []
for k in Cards.KEYWORDS:
if k in card.keywords:
kws.append(k)
var x := size.x / 2 - (kws.size() * 18 - 4) / 2.0
for k in kws:
Style.keyword_icon(self, k, Vector2(x + 6, size.y - 13), 6)
x += 18
Style.stat_circle(self, Vector2(11, size.y - 11), 10, str(card.attack), Style.AMBER, 12)
Style.stat_circle(self, Vector2(size.x - 11, size.y - 11), 10, str(card.health), Style.CRIMSON, 12)
if bonus > 0:
Style.text_outlined(self, "+%d" % bonus, 10, Style.GREEN, Vector2(4, size.y - 29), "midleft", 3)
if bonus != 0:
Style.text_outlined(self, ("+%d" % bonus) if bonus > 0 else str(bonus), 10, Style.GREEN if bonus > 0 else Style.RED, Vector2(4, size.y - 29), "midleft", 3)
Style.rarity_sparkle(self, rect, rarity, seed)
## Goldenes Schild mit der Feldkombo, rechts oben.
func _draw_tag(top_right: Vector2, font: int) -> void:
var w := Style.FONT_BOLD.get_string_size(tr(tag), HORIZONTAL_ALIGNMENT_LEFT, -1, Style.fs(font)).x + 12
var h := Style.fs(font) + 6
var r := Rect2(top_right - Vector2(w, 0), Vector2(w, h))
draw_style_box(Style.box(Color("14141c"), 6, Style.GOLD, 1), r)
Style.text(self, tr(tag), font, Style.GOLD, r.get_center(), "center", true)

View File

@@ -11,8 +11,8 @@ 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 mark := "" # Feldkombo, die dieses Wesen als Partner auslösen würde
var matchup := 0 # Elementvorteil des gewählten Angreifers gegen dieses Wesen (+1/-1)
var secret := false # verdecktes fremdes Wesen: nur der Rücken ist zu sehen
func _init(cr: Game.Creature, sz: Vector2, b = null, w: int = 2) -> void:
@@ -45,36 +45,31 @@ func rarity() -> String:
func _draw() -> void:
var rect := Rect2(Vector2.ZERO, size)
if secret:
_draw_back(rect)
return
var small := size.x < 100
var mini := size.x < 60
var rar := rarity()
var seed := hash(creature.card.id) + creature.uid
if rar != "gewöhnlich":
Style.glow(self, rect, Style.rarity_color(rar, seed), 6, 4 if mini else 6)
Style.glow(self, rect, Style.rarity_color(rar, seed), 6, 6)
Style.fill_elements(self, rect, creature.card.elements, 6)
if not mini:
Style.glyph(self, creature.card, Vector2(size.x / 2, size.y * 0.5), size.x * 0.75, 0.3)
Style.glyph(self, creature.card, Vector2(size.x / 2, size.y * 0.5), size.x * 0.75, 0.3)
Style.rarity_sheen(self, rect, rar, seed)
var bcol: Color = border if border != null else Style.rarity_frame(rar, seed)
if flash:
bcol = Style.RED
Style.border(self, rect, bcol, 4 if flash else width, 6)
if mark != "":
Style.border(self, rect.grow(3), Style.GOLD, 3, 8)
if mini:
_draw_mini()
Style.rarity_sparkle(self, rect, rar, seed)
return
var fs := 11 if small else 13
var name_w: float = size.x - (30 if matchup != 0 else 6) # Platz für den Vorteilskreis oben rechts
var nf := Style.fit_size(creature.card.title(), true, fs, name_w)
draw_rect(Rect2(2, 2, size.x - 4, Style.fs(fs) + 8), Color(0.05, 0.05, 0.08, 0.7))
Style.text(self, Style.fit(creature.card.title(), true, Style.fs(nf), name_w), nf, Style.TEXT, Vector2(3 + name_w / 2, 6), "midtop", true)
# Schlüsselwörter als Symbole
# Schlüsselwörter als Symbole (Schild nur, solange er steht)
var icon := 7.0 if small else 9.0
var kws: Array[String] = []
for k in Cards.KEYWORDS:
if k in creature.card.keywords:
if k in creature.card.keywords and (k != "Schild" or creature.shield):
kws.append(k)
if creature.shield and not ("Schild" in kws):
kws.append("Schild")
@@ -85,23 +80,31 @@ func _draw() -> void:
x += icon * 2 + 6
_draw_stats(15 if small else 17, 10 if small else 12, 12.0 if small else 14.0)
Style.rarity_gem(self, rar, Vector2(size.x / 2, size.y - 9), 5, seed)
if mark != "":
var w := Style.FONT_BOLD.get_string_size(tr(mark), HORIZONTAL_ALIGNMENT_LEFT, -1, Style.fs(11)).x + 14
draw_style_box(Style.box(Color("14141c"), 6, Style.GOLD, 1), Rect2(size.x / 2 - w / 2, -9, w, 18))
Style.text(self, tr(mark), 11, Style.GOLD, Vector2(size.x / 2, 0), "center", true)
if creature.frozen:
draw_rect(rect, Color(0.55, 0.78, 1.0, 0.35))
Style.text_outlined(self, "❄", 22 if small else 28, Color("dff2ff"), size / 2, "center", 3)
if creature.hidden:
draw_rect(rect, Color(0.05, 0.05, 0.1, 0.55))
Style.text_outlined(self, tr("verdeckt"), 12, Style.TEXT, Vector2(size.x / 2, size.y / 2), "center", 3)
Style.rarity_sparkle(self, rect, rar, seed)
## Angriff (grün mit „+n“, wenn Resonanz, Feld oder Merkmale ihn heben), Leben, Elementvorteil.
## Verdecktes fremdes Wesen: ein Kartenrücken.
func _draw_back(rect: Rect2) -> void:
var bcol: Color = border if border != null else Style.GOLD
if flash:
bcol = Style.RED
draw_style_box(Style.box(Color("3c285a"), 6, bcol, 4 if flash else maxi(width, 2)), rect)
Style.border(self, rect.grow(-10), Color("5a3c82"), 2, 6)
Style.text(self, "?", 36, Style.GOLD, size / 2, "center", true)
if matchup != 0:
pass # unbekanntes Element: kein Vorteil anzeigen
## Angriff (grün oder rot, wenn die Elementregel ihn hebt oder senkt), Leben, Elementvorteil.
func _draw_stats(f: int, f_small: int, r: float) -> void:
var extra := creature.power() - creature.attack
var atk_col := Style.GREEN if extra > 0 else Style.AMBER
var atk_col := Style.GREEN if extra > 0 else (Style.RED if extra < 0 else Style.AMBER)
Style.stat_circle(self, Vector2(r - 1, size.y - r + 1), r, str(creature.power()), atk_col, f)
if extra > 0:
Style.text_outlined(self, "+%d" % extra, f_small, Style.GREEN, Vector2(r * 2 + 3, size.y - r + 1), "midleft", 3)
if extra != 0:
Style.text_outlined(self, ("+%d" % extra) if extra > 0 else ("−%d" % -extra), f_small, Style.GREEN if extra > 0 else Style.RED, Vector2(r * 2 + 3, size.y - r + 1), "midleft", 3)
var hp_col := Style.CRIMSON if creature.health < creature.max_health else Color("b84a4a")
Style.stat_circle(self, Vector2(size.x - r + 1, size.y - r + 1), r, str(creature.health), hp_col, f)
if matchup != 0:
@@ -109,26 +112,3 @@ func _draw_stats(f: int, f_small: int, r: float) -> void:
draw_circle(c, 11, Color("14141c"))
Style.text(self, ("+%d" % matchup) if matchup > 0 else ("−%d" % -matchup), f_small + 1,
Style.GREEN if matchup > 0 else Style.RED, c, "center", true)
## Sehr kleine Kacheln (4 oder 5 Gegner): nur Kürzel und Werte, Details per Vorschau oder Lupe.
func _draw_mini() -> void:
var letters: Array[String] = []
if creature.taunt():
letters.append("W")
if creature.shield:
letters.append("S")
if creature.attacks_per_turn() == 2:
letters.append("2")
if creature.frozen:
letters.append("❄")
Style.text(self, " ".join(letters), 10, Color("ebebf5"), Vector2(size.x / 2, 3), "midtop", true)
var extra := creature.power() - creature.attack
Style.text_outlined(self, str(creature.power()), 13, Style.GREEN if extra > 0 else Style.YELLOW, Vector2(9, size.y - 9), "center", 3)
var hp_col := Style.RED if creature.health < creature.max_health else Color("ffc8c8")
Style.text_outlined(self, str(creature.health), 13, hp_col, Vector2(size.x - 9, size.y - 9), "center", 3)
if matchup != 0:
Style.text(self, ("+%d" % matchup) if matchup > 0 else ("−%d" % -matchup), 10,
Style.GREEN if matchup > 0 else Style.RED, Vector2(size.x - 3, 2), "topright", true)
if creature.frozen:
draw_rect(Rect2(Vector2.ZERO, size), Color(0.55, 0.78, 1.0, 0.35))

View File

@@ -0,0 +1,73 @@
class_name ElementView
extends Control
## Die Vier-Elemente-Regel auf einen Blick: offene Wesen je Element auf dem Tisch. Ab vier
## bekommt das Element +1/+1 und das Element, das es schlägt, -1/-1.
var counts := {}
func _init(rect: Rect2) -> void:
position = rect.position
size = rect.size
mouse_filter = Control.MOUSE_FILTER_IGNORE
for e in Cards.ELEMENTS:
counts[e] = 0
func update_from(g: Game) -> void:
counts = g.element_counts()
queue_redraw()
func strong(e: String) -> bool:
return int(counts.get(e, 0)) >= Game.ELEMENT_STACK
func weak(e: String) -> bool:
var predator := Cards.beaten_by(e)
return predator != "" and strong(predator)
## Der Inhalt als Text (Tests, Protokoll).
func text() -> String:
var parts: Array[String] = []
for e in Cards.ELEMENTS:
var s := "%s %d" % [tr(e), int(counts.get(e, 0))]
if strong(e):
s += " (+1/+1)"
if weak(e):
s += " (-1/-1)"
parts.append(s)
return " · ".join(parts)
func _draw() -> void:
var w := size.x / Cards.ELEMENTS.size()
for i in Cards.ELEMENTS.size():
var e: String = Cards.ELEMENTS[i]
var col: Color = Cards.ELEMENT_COLORS[e]
var x0 := i * w
var cy := size.y / 2
var n := int(counts.get(e, 0))
if strong(e):
draw_style_box(Style.box(Color(col, 0.35), 6, col, 2), Rect2(x0 + 2, 0, w - 4, size.y))
elif weak(e):
draw_style_box(Style.box(Color(Style.RED, 0.12), 6, Style.RED, 1), Rect2(x0 + 2, 0, w - 4, size.y))
Style.text(self, tr(e), 13, Style.TEXT if strong(e) else Style.MUTED, Vector2(x0 + 12, cy), "midleft", strong(e))
var px := x0 + 12 + Style.FONT_BOLD.get_string_size(tr(e), HORIZONTAL_ALIGNMENT_LEFT, -1, Style.fs(13)).x + 12
for k in Game.ELEMENT_STACK:
var c := Vector2(px + k * 13, cy)
if k < n:
draw_circle(c, 4.5, col)
else:
draw_circle(c, 4.5, Color(0, 0, 0, 0.35))
draw_arc(c, 4.5, 0, TAU, 16, Color(col, 0.6), 1.0)
if n > Game.ELEMENT_STACK:
Style.text(self, "+%d" % (n - Game.ELEMENT_STACK), 11, Style.MUTED, Vector2(px + Game.ELEMENT_STACK * 13 + 2, cy), "midleft")
var tag := ""
if strong(e):
tag = "+1/+1"
elif weak(e):
tag = "-1/-1"
if tag != "":
Style.text(self, tag, 13, Style.GREEN if strong(e) else Style.RED, Vector2(x0 + w - 12, cy), "midright", true)

View File

@@ -0,0 +1 @@
uid://c2tr1bg65rhk6

View File

@@ -1,53 +0,0 @@
class_name FieldView
extends Control
## Das gemeinsame Feld: je Element vier Ladepunkte, bei vollen Punkten kippt das Feld.
## Das aktive Feld steht farbig mit seinem Bonus da.
var element := ""
var charge := {}
func _init(rect: Rect2) -> void:
position = rect.position
size = rect.size
mouse_filter = Control.MOUSE_FILTER_IGNORE
func update_from(g: Game) -> void:
element = g.field_element
charge = g.field_charge.duplicate()
queue_redraw()
## Der Inhalt als Text (Tests, Protokoll).
func text() -> String:
var parts: Array[String] = []
for e in Cards.ELEMENTS:
if e == element:
parts.append("%s: +1 %s" % [tr(Cards.FIELD_NAMES[e]), tr("Angriff")])
else:
parts.append("%s %d/%d" % [tr(e), int(charge.get(e, 0)), Cards.FIELD_CHARGE])
return " · ".join(parts)
func _draw() -> void:
var w := size.x / Cards.ELEMENTS.size()
for i in Cards.ELEMENTS.size():
var e: String = Cards.ELEMENTS[i]
var col: Color = Cards.ELEMENT_COLORS[e]
var x0 := i * w
var cy := size.y / 2
if e == element:
draw_style_box(Style.box(Color(col, 0.35), 6, col, 2), Rect2(x0 + 2, 0, w - 4, size.y))
Style.text(self, "%s +1 %s" % [tr(Cards.FIELD_NAMES[e]), tr("Angriff")], 13, Style.lighter(col, 0.4), Vector2(x0 + w / 2, cy), "center", true)
continue
Style.text(self, tr(e), 13, Style.MUTED, Vector2(x0 + 12, cy), "midleft")
var n := int(charge.get(e, 0))
var px := x0 + 12 + Style.FONT.get_string_size(tr(e), HORIZONTAL_ALIGNMENT_LEFT, -1, Style.fs(13)).x + 14
for k in Cards.FIELD_CHARGE:
var c := Vector2(px + k * 13, cy)
if k < n:
draw_circle(c, 4.5, col)
else:
draw_circle(c, 4.5, Color(0, 0, 0, 0.35))
draw_arc(c, 4.5, 0, TAU, 16, Color(col, 0.6), 1.0)

View File

@@ -1 +0,0 @@
uid://i4rdq5rmcyuk

View File

@@ -1,7 +1,7 @@
class_name OpponentSelectScreen
extends Control
## Einzelspieler: Schwierigkeit wählen und ein Duell starten. Die Karten kommen im Kampf
## aus dem Laden (siehe DeckGen.shop_cards).
## per Ziehen (siehe DeckGen.offer_cards).
var app
var diff_buttons := {}

View File

@@ -344,7 +344,17 @@ static func rarity_sheen(ci: CanvasItem, rect: Rect2, rar: String, seed: int) ->
var lx := x0 + (w - lw) / 2
var band := PackedVector2Array([Vector2(lx, rect.position.y), Vector2(lx + lw, rect.position.y), Vector2(lx + lw - k, rect.end.y), Vector2(lx - k, rect.end.y)])
for poly in Geometry2D.intersect_polygons(band, frame):
ci.draw_colored_polygon(poly, Color(1, 1, 1, layer[1]))
if poly.size() >= 3 and _area(poly) > 2.0: # Splitter am Rand lassen sich nicht zeichnen
ci.draw_colored_polygon(poly, Color(1, 1, 1, layer[1]))
static func _area(poly: PackedVector2Array) -> float:
var a := 0.0
for i in poly.size():
var p := poly[i]
var q := poly[(i + 1) % poly.size()]
a += p.x * q.y - q.x * p.y
return absf(a) / 2.0
## Funkeln ab legendär: kleine Sterne, die aufblitzen und vergehen; ganz zum Schluss zeichnen.
@@ -434,8 +444,7 @@ static func stat_circle(ci: CanvasItem, c: Vector2, r: float, value: String, col
text_outlined(ci, value, font, Color.WHITE, c, "center", 3)
## Schlüsselwort als Symbol auf dunklem Kreis: Wächter Mauer, Schild Schild, Flink Doppelpfeil,
## Doppelschlag gekreuzte Klingen.
## Schlüsselwort als Symbol auf dunklem Kreis: Schild Schild, Doppelschlag gekreuzte Klingen.
static func keyword_icon(ci: CanvasItem, kw: String, c: Vector2, r: float, col: Color = Color("f2f2f6")) -> void:
ci.draw_circle(c, r + 3, Color(0.05, 0.05, 0.08, 0.7))
var w := maxf(1.5, r * 0.22)