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
This commit is contained in:
Team3
2026-09-16 16:27:59 +02:00
parent 0dbc98b456
commit 4246d7e970
22 changed files with 728 additions and 164 deletions

View File

@@ -24,8 +24,18 @@ var ended := false
var zoom_player = null
var preview_timer := 0.0
var played_ids: Array = [] # vom Menschen gespielte Karten (Statistik)
var mulligan_selected: Array = []
var tutorial_step := 0
var guide: BattleTutorial
var tutorial_part := 1
var tutorial_step: int:
get:
return guide.step if guide != null else 0
var pad: BattleGamepad
var gp_zone: String:
get:
return pad.zone
var gp_index: int:
get:
return pad.index
var challenge := {} # wöchentliche Herausforderung oder leer
var preset_opponents: Array = [] # aus der Gegnervorschau übernommene Gegner
var skip_ai := false # Gegnerzüge im Schnelldurchlauf
@@ -69,10 +79,23 @@ var notice_label: Label
var confirm: Control
var handover: Control
var handover_label: Label
var mulligan_box: Control
var mulligan_layer: Control
var b_keep: Button
var b_swap: Button
var mulligan: BattleMulligan
var mulligan_box: Control:
get:
return mulligan
var mulligan_layer: Control:
get:
return mulligan.layer
var b_keep: Button:
get:
return mulligan.b_keep
var b_swap: Button:
get:
return mulligan.b_swap
var mulligan_selected: Array:
get:
return mulligan.selected
var cursor_layer: Control
var tutorial_panel: Panel
var tutorial_text: RichTextLabel
var b_tut_next: Button
@@ -94,17 +117,6 @@ class Highlight extends Control:
var a := 0.55 + 0.45 * sin(t * 6.0)
Style.border(self, Rect2(Vector2.ZERO, size), Color(Style.GOLD, a), 4, 8)
const TUTORIAL_STEPS := [
["Willkommen! Unten liegt deine Hand. Jede Karte kostet Energie (◆), du hast im ersten Zug 1. Spiele ein Wesen mit Kosten 1 per Klick.",
"played_creature"],
["Wesen greifen erst ab dem nächsten Zug an. Beende deinen Zug mit dem Knopf rechts oder der Leertaste.", "turn_passed"],
["Grüne Rahmen zeigen angriffsbereite Wesen. Klicke ein Wesen und dann Fenn oder eines seiner Wesen. Wächter müssen zuerst fallen.", "attacked"],
["Resonanz: Wesen mit gleichem Element geben sich gegenseitig +1 Angriff. Spiele ein zweites Feuer- oder Erde-Wesen.", "resonance"],
["Feldkombo: Ein Wesen neben einem eigenen Wesen mit anderem Element löst einen Effekt aus. Lava macht 1 Schaden an alle gegnerischen Wesen.", "combo"],
["Zauber wirken sofort. Funke oder Feuerball treffen auch Fenn direkt. Ziele wählst du per Klick, Rechtsklick bricht ab.", "spell"],
["Fenn verliert bei 0 Leben. Tausche im ersten Zug einer Partie schwache Starthände (Mulligan). Viel Erfolg!", ""],
]
func _init(n: int = 2, campaign_stage: int = -1) -> void:
n_opp = n
@@ -124,9 +136,10 @@ static func online(seat: int) -> BattleScreen:
return b
static func guided() -> BattleScreen:
static func guided(part: int = 1) -> BattleScreen:
var b := BattleScreen.new(1, -1)
b.tutorial = true
b.tutorial_part = part
return b
@@ -162,6 +175,7 @@ func _ready() -> void:
var s: Dictionary = app.profile.settings
fx = BattleFx.new(self)
fx.enabled = s.animations
pad = BattleGamepad.new(self)
ai_delay = 0.75 / float(s.ai_speed)
_build_static()
if is_online():
@@ -177,10 +191,12 @@ func _ready() -> void:
elif not hotseat_decks.is_empty():
game = Game.new_hotseat(hotseat_decks, hotseat_ai)
elif tutorial:
guide = BattleTutorial.new(self, tutorial_part)
var r := Game.make_rng()
var opps := Campaign.opponents(0, r, Game.deck_rating(app.profile.deck_cards()))
var opps := Campaign.opponents(guide.stage_index(), r, Game.deck_rating(app.profile.deck_cards()))
opps[0].perks = []
game = Game.new_battle_with(app.profile.deck_cards(), opps, r, true)
guide.inject_cards(game.human.hand)
elif not challenge.is_empty():
var rules: Dictionary = challenge.rules.duplicate()
rules["target_rating"] = Game.deck_rating(app.profile.deck_cards())
@@ -273,16 +289,11 @@ func _build_static() -> void:
highlight_layer = _layer()
zoom_layer = _layer()
fx_layer = _layer()
cursor_layer = _layer()
# Mulligan
mulligan_box = _overlay()
Style.panel(mulligan_box, Rect2(140, 250, 1000, 320), Style.PANEL, 10, Style.GOLD, 2)
Style.label(mulligan_box, "Hand tauschen?", 26, Style.TEXT, Rect2(140, 262, 1000, 40), "center", true)
Style.label(mulligan_box, "Klicke Karten an die du zurücklegen willst. Einmal pro Partie.", 15, Style.MUTED, Rect2(140, 300, 1000, 24), "center")
mulligan_layer = Control.new()
mulligan_layer.mouse_filter = Control.MOUSE_FILTER_IGNORE
mulligan_box.add_child(mulligan_layer)
b_keep = Style.button(mulligan_box, "Behalten", Rect2(430, 515, 200, 44), func(): do_mulligan(false), Color("285a3c"))
b_swap = Style.button(mulligan_box, "Tauschen", Rect2(650, 515, 200, 44), func(): do_mulligan(true))
mulligan = BattleMulligan.new()
mulligan.decided.connect(do_mulligan)
add_child(mulligan)
# Spielende
overlay = _overlay()
result_label = Style.label(overlay, "", 56, Style.GREEN, Rect2(0, 250, 1280, 80), "center", true)
@@ -327,8 +338,11 @@ func _overlay() -> Control:
func leave() -> void:
if is_online():
net.leave()
if tutorial and not app.profile.tutorial_done:
app.profile.tutorial_done = true
if tutorial:
if tutorial_part == 1:
app.profile.tutorial_done = true
else:
app.profile.tutorial2_done = true
app.save()
app.show_screen(MenuScreen.new())
@@ -415,7 +429,7 @@ func my_turn() -> bool:
func any_overlay() -> bool:
return confirm.visible or handover.visible or mulligan_box.visible or overlay.visible
return confirm.visible or handover.visible or mulligan.visible or overlay.visible
func _input(event: InputEvent) -> void:
@@ -424,6 +438,9 @@ func _input(event: InputEvent) -> void:
if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_RIGHT:
cancel_all()
return
if event is InputEventJoypadButton and event.pressed:
pad.button(event.button_index)
return
if not (event is InputEventKey and event.pressed and not event.echo):
return
match event.keycode:
@@ -445,8 +462,8 @@ func _input(event: InputEvent) -> void:
KEY_ENTER, KEY_KP_ENTER:
if handover.visible:
take_over()
elif mulligan_box.visible:
do_mulligan(false)
elif mulligan.visible:
do_mulligan([])
elif overlay.visible:
leave()
elif tutorial and b_tut_next.visible:
@@ -494,7 +511,7 @@ func _process(delta: float) -> void:
handover.visible = true
hand_layer.visible = false
trap_layer.visible = false
elif cur == perspective and cur.turns == 1 and not cur.mulligan_done and not mulligan_box.visible and not handover.visible:
elif cur == perspective and cur.turns == 1 and not cur.mulligan_done and not mulligan.visible and not handover.visible:
show_mulligan()
return
if is_client():
@@ -517,9 +534,12 @@ func _finish() -> void:
var won := game.winner == "human"
if counts_for_profile():
var factor: float = float(app.profile.difficulty().reward) if stage < 0 and challenge.is_empty() and not tutorial else 1.0
reward = app.profile.record_battle(won, n_opp, app.profile.deck_cards(), stage, played_ids, game.turn, challenge, factor)
reward = app.profile.record_battle(won, n_opp, app.profile.deck_cards(), stage, played_ids, game.turn, challenge, factor, game.human.life)
if tutorial:
app.profile.tutorial_done = true
if tutorial_part == 1:
app.profile.tutorial_done = true
else:
app.profile.tutorial2_done = true
app.save()
app.sfx.play("win" if won else "lose")
else:
@@ -610,39 +630,11 @@ func end_turn() -> void:
func show_mulligan() -> void:
mulligan_selected = []
mulligan_box.visible = true
Style.clear(mulligan_layer)
var hand: Array = perspective.hand
for i in hand.size():
var r := BattleLayout.hand_rect(hand.size(), i)
var v := CardView.new(hand[i], r.size)
v.position = Vector2(r.position.x, 322)
var idx := i
v.clicked.connect(func(_view): toggle_mulligan(idx))
mulligan_layer.add_child(v)
_mulligan_borders()
mulligan.open(perspective.hand)
func toggle_mulligan(idx: int) -> void:
if idx in mulligan_selected:
mulligan_selected.erase(idx)
else:
mulligan_selected.append(idx)
_mulligan_borders()
func _mulligan_borders() -> void:
var views := mulligan_layer.get_children()
for i in views.size():
views[i].border = Style.YELLOW if i in mulligan_selected else null
views[i].queue_redraw()
b_swap.text = "Tauschen (%d)" % mulligan_selected.size() if not mulligan_selected.is_empty() else "Tauschen"
func do_mulligan(swap: bool) -> void:
mulligan_box.visible = false
var idxs: Array = mulligan_selected.duplicate() if swap else []
func do_mulligan(idxs: Array) -> void:
mulligan.visible = false
if is_client():
net.send_action({"type": "mulligan", "hand": idxs})
return
@@ -826,69 +818,21 @@ func _note_events(evs: Array) -> void:
# --- Anleitung ------------------------------------------------------------------------------
func tutorial_condition(kind: String) -> bool:
var h := game.human
match kind:
"played_creature":
return game.log.any(func(l): return l.begins_with("Du spielt")) and h.board.size() > 0
"turn_passed":
return h.turns >= 2
"attacked":
return game.log.any(func(l): return l.ends_with("greift Fenn an.") or (" greift " in l and l.begins_with(h.board[0].name) if not h.board.is_empty() else false))
"resonance":
return h.board.any(func(c): return c.resonance > 0)
"combo":
return game.log.any(func(l): return l.begins_with("Feldkombo"))
"spell":
return game.log.any(func(l): return l == "Du spielt Funke." or l == "Du spielt Feuerball." or l == "Du spielt Verhärten.")
return false
func tutorial_next() -> void:
if tutorial_step < TUTORIAL_STEPS.size() - 1:
tutorial_step += 1
if guide != null and guide.next():
app.sfx.play("click")
refresh()
## Hebt hervor, was der aktuelle Schritt verlangt.
func _tutorial_refresh() -> void:
guide.advance()
tutorial_text.text = guide.text()
b_tut_next.visible = not guide.finished()
func _tutorial_highlights(mine: bool) -> void:
Style.clear(highlight_layer)
if not mine or any_overlay():
return
var g := game
var h := perspective
var rects: Array[Rect2] = []
match TUTORIAL_STEPS[tutorial_step][1]:
"played_creature":
for v in hand_views:
if v.card.is_creature() and g.can_play(h, v.card)[0]:
rects.append(Rect2(v.position, v.size))
"turn_passed":
rects.append(b_end.get_rect())
"attacked":
for v in own_views:
if v.creature.can_attack():
rects.append(Rect2(v.slot, v.size))
if not own_views.is_empty() and own_views.any(func(v): return v.creature.can_attack()):
for o in others():
if o.alive() and hero_panels.has(o):
rects.append(hero_panels[o].get_rect())
"resonance":
for v in hand_views:
var c: Cards.Card = v.card
if c.is_creature() and g.can_play(h, c)[0] and h.board.any(func(b): return b.card.elements.any(func(e): return e in c.elements)):
rects.append(Rect2(v.position, v.size))
"combo":
for v in hand_views:
var c: Cards.Card = v.card
if c.is_creature() and g.can_play(h, c)[0] and h.board.any(func(b): return b.card.elements.any(func(e): return not (e in c.elements))):
rects.append(Rect2(v.position, v.size))
"spell":
for v in hand_views:
if v.card.kind == "Zauber" and g.can_play(h, v.card)[0]:
rects.append(Rect2(v.position, v.size))
for r in rects:
for r in guide.highlight_rects(mine):
var hl := Highlight.new()
hl.position = r.position - Vector2(4, 4)
hl.size = r.size + Vector2(8, 8)
@@ -896,13 +840,6 @@ func _tutorial_highlights(mine: bool) -> void:
highlight_layer.add_child(hl)
func _tutorial_refresh() -> void:
while tutorial_step < TUTORIAL_STEPS.size() - 1 and tutorial_condition(TUTORIAL_STEPS[tutorial_step][1]):
tutorial_step += 1
tutorial_text.text = "%d/%d %s" % [tutorial_step + 1, TUTORIAL_STEPS.size(), TUTORIAL_STEPS[tutorial_step][0]]
b_tut_next.visible = tutorial_step < TUTORIAL_STEPS.size() - 1
# --- Ansicht angleichen --------------------------------------------------------------------
func refresh() -> void:
@@ -1053,6 +990,7 @@ func refresh() -> void:
if tutorial:
_tutorial_refresh()
_tutorial_highlights(mine)
pad.draw_cursor()
Style.clear(zoom_layer)
if zoom_player != null and zoom_player.alive():
@@ -1076,7 +1014,7 @@ func refresh() -> void:
overlay.visible = true
confirm.visible = false
handover.visible = false
mulligan_box.visible = false
mulligan.visible = false
func build_zoom(valid: Array) -> void: