Anleitung 2, Gamepad, große Schrift, Profil-Reset, Würfel-Limit, Tipp nach Spielverlauf, KI-Zeitbudget, Deck-Warnung, Gischtläufer, Kampfbildschirm aufgeteilt
Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01QPgKvy5W9WRNFHjkm5QsHx
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139
scripts/ui/battle_gamepad.gd
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139
scripts/ui/battle_gamepad.gd
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class_name BattleGamepad
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extends RefCounted
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## Gamepad-Steuerung des Kampfes: Steuerkreuz bewegt einen Zeiger über Hand, eigene Wesen und Ziele,
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## A bestätigt, B bricht ab, Start beendet den Zug, Y überspringt Gegnerzüge, X macht rückgängig.
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var screen # BattleScreen
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var active := false
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var zone := "hand"
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var index := 0
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var targets: Array = []
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func _init(s) -> void:
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screen = s
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func button(button: int) -> void:
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active = true
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if screen.game == null:
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return
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match button:
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JOY_BUTTON_START:
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if screen.my_turn() and not screen.any_overlay():
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screen.end_turn()
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JOY_BUTTON_B:
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if screen.confirm.visible:
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screen.confirm.visible = false
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screen.cancel_all()
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zone = "hand"
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JOY_BUTTON_Y:
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if screen.b_skip.visible:
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screen.skip_ai = true
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JOY_BUTTON_X:
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if screen.b_undo.visible:
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screen.undo()
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JOY_BUTTON_A:
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confirm()
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JOY_BUTTON_DPAD_LEFT:
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move(-1)
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JOY_BUTTON_DPAD_RIGHT:
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move(1)
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JOY_BUTTON_DPAD_UP, JOY_BUTTON_DPAD_DOWN:
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if zone != "target":
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zone = "own" if zone == "hand" else "hand"
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index = 0
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screen.refresh()
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func items() -> Array:
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match zone:
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"hand":
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return screen.hand_views
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"own":
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return screen.own_views.filter(func(v): return v.creature.can_attack())
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"target":
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return targets
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return []
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func move(dir: int) -> void:
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var n := items().size()
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if n > 0:
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index = posmod(index + dir, n)
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func confirm() -> void:
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if screen.handover.visible:
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screen.take_over()
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return
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if screen.mulligan.visible:
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screen.do_mulligan([])
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return
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if screen.overlay.visible:
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screen.leave()
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return
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if screen.confirm.visible:
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return
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var items := items()
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if items.is_empty():
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return
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index = clampi(index, 0, items.size() - 1)
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var item = items[index]
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match zone:
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"hand":
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screen.on_click("hand", item.card)
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if screen.pending != null:
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targets = []
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var valid: Array = screen.game.valid_targets(screen.perspective, screen.pending.target_type())
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for v in screen.enemy_views:
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if v.creature in valid:
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targets.append(v)
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for v in screen.own_views:
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if v.creature in valid:
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targets.append(v)
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for o in screen.others():
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if o in valid:
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targets.append(screen.hero_panels[o])
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zone = "target"
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index = 0
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"own":
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screen.on_click("own", item.creature)
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if screen.selected != null:
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targets = []
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for v in screen.enemy_views:
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if screen.game.can_attack(screen.selected, v.creature)[0]:
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targets.append(v)
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for o in screen.others():
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if o.alive() and screen.game.can_attack(screen.selected, o)[0]:
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targets.append(screen.hero_panels[o])
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zone = "target"
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index = 0
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"target":
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if item is CreatureView:
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screen.on_tile_click(item.creature)
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else:
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for o in screen.hero_panels:
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if screen.hero_panels[o] == item:
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screen.on_click("hero", o)
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zone = "hand"
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index = 0
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func draw_cursor() -> void:
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Style.clear(screen.cursor_layer)
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if not active or screen.game == null or not screen.my_turn():
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return
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var items := items()
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if items.is_empty():
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return
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index = clampi(index, 0, items.size() - 1)
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var item = items[index]
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var r: Rect2 = Rect2(item.slot, item.size) if item is CreatureView else Rect2(item.position, item.size)
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var hl := BattleScreen.Highlight.new()
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hl.position = r.position - Vector2(6, 6)
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hl.size = r.size + Vector2(12, 12)
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hl.mouse_filter = Control.MOUSE_FILTER_IGNORE
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screen.cursor_layer.add_child(hl)
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