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This commit is contained in:
team3
2026-10-08 14:28:52 +02:00
parent 5bc8569717
commit c245c7af87
21 changed files with 496 additions and 347 deletions

View File

@@ -202,7 +202,7 @@ func _next_banner() -> void:
var delay := 0.0
var band := ColorRect.new()
band.color = Color(0, 0, 0, 0.55)
band.position = Vector2(0, 300)
band.position = Vector2(0, 355)
band.size = Vector2(1280, 90)
band.mouse_filter = Control.MOUSE_FILTER_IGNORE
band.scale.y = 0.0
@@ -218,7 +218,7 @@ func _next_banner() -> void:
l.mouse_filter = Control.MOUSE_FILTER_IGNORE
screen.fx_layer.add_child(l)
l.reset_size()
l.position = Vector2(640, 345) - l.size / 2
l.position = Vector2(640, 400) - l.size / 2
l.pivot_offset = l.size / 2
l.scale = Vector2(0.6, 0.6)
l.modulate.a = 0.0

View File

@@ -76,7 +76,7 @@ func _next_zone(step: int) -> void:
func items() -> Array:
match zone:
"deck":
return [screen.deck] if screen.deck.visible else []
return screen.offer_views
"hand":
return screen.hand_views
"own":
@@ -105,7 +105,7 @@ func confirm() -> void:
var item = items[index]
match zone:
"deck":
screen.on_click("deck", null)
screen.on_click("deck", index)
"hand":
screen.on_click("hand", item.card)
"own":

View File

@@ -1,23 +1,29 @@
class_name BattleLayout
## 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),
## Elementband, oben der Gegner mit seinem Brett.
## Feste Bildschirmaufteilung des Duells (1280x800). Mitte von oben nach unten: Hand des Gegners
## (Rückseiten), sein Brett, seine Elementleiste, die eigene Elementleiste (die Naht liegt auf halber
## Höhe), eigenes Brett, eigene Hand. Links: Kasten des Gegners, die drei offenen Karten des
## Stapels (mittig), eigener Kasten. Rechts oben die Knöpfe, rechts mittig die Vorschau, darunter Meldungen.
const B_GIVEUP := Rect2(10, 10, 96, 32)
const B_LOG := Rect2(112, 10, 96, 32)
const OPP_BOX := Rect2(330, 10, 620, 56)
const FIELD := Rect2(240, 226, 800, 32)
const MSG := Rect2(240, 262, 800, 22)
const OWN_PANEL := Rect2(240, 288, 800, 160)
const STATUS := Rect2(20, 288, 210, 160)
const B_UNDO := Rect2(1050, 298, 210, 40)
const B_GIVEUP := Rect2(1070, 10, 96, 32)
const B_LOG := Rect2(1172, 10, 96, 32)
const B_END := Rect2(1070, 48, 198, 32)
const OPP_BOX := Rect2(20, 11, 210, 96)
const OPP_HAND_Y := 11
const FIELD_OPP := Rect2(240, 364, 800, 32)
const FIELD := Rect2(240, 404, 800, 32)
const MSG := Rect2(1040, 630, 220, 60)
const STATUS := Rect2(20, 694, 210, 96)
const B_UNDO := Rect2(1070, 86, 198, 32)
const OWN_X := 345
const HAND_W := 150
const HAND_H := 205
const HAND_W := 110 # Handkarten so groß wie die Wesen auf dem Feld
const HAND_H := 140
const HAND_GAP := 10
const HAND_Y := 532
const DECK := Rect2(50, 540, 130, 182)
const B_END := Rect2(1060, 600, 200, 60)
const HAND_Y := 610
const HAND_ARC := 3.0 # Grad Neigung und Pixel Absenkung je Platz von der Mitte (leichter Bogen)
const OFFER_X := 70 # die drei offenen Karten des Stapels, links übereinander um die Mitte
const OFFER_Y := 180
const OFFER_GAP := 10
const DECK_LABEL := Rect2(20, 632, 210, 22)
const LOG_PANEL := Rect2(240, 60, 800, 560)
const PREVIEW_SIZE := Vector2(180, 252)
const CENTER_X := 240
@@ -25,38 +31,41 @@ const CENTER_W := 800
static func own_slot(j: int) -> Rect2:
return Rect2(OWN_X + j * 120, 298, 110, 140)
return Rect2(OWN_X + j * 120, 440, 110, 140)
## Brett des Gegners unter seinem Kasten.
## Brett des Gegners über seiner Elementleiste.
static func opp_slot(j: int) -> Rect2:
return Rect2(OWN_X + j * 120, 76, 110, 140)
return Rect2(OWN_X + j * 120, 220, 110, 140)
## Hand: bis zu fünf große Karten unten, mittig.
## Hand: bis zu fünf Karten unten, mittig; den Bogen legt hand_arc dazu.
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
return Rect2(x + i * (HAND_W + HAND_GAP), HAND_Y, HAND_W, HAND_H)
## Schwebende Vorschau neben der gezeigten Karte: über Handkarten, sonst rechts
## davon (links, wenn rechts kein Platz ist); nie aus dem Bild.
static func preview_rect(anchor: Rect2) -> Rect2:
if anchor.position.y >= HAND_Y - 10:
var x := clampf(anchor.get_center().x - PREVIEW_SIZE.x / 2, 10, 1270 - PREVIEW_SIZE.x)
return Rect2(Vector2(x, anchor.position.y - 12 - PREVIEW_SIZE.y), PREVIEW_SIZE)
var x := anchor.end.x + 12
if x + PREVIEW_SIZE.x > 1270:
x = anchor.position.x - 12 - PREVIEW_SIZE.x
var y := clampf(anchor.get_center().y - PREVIEW_SIZE.y / 2, 10, 800 - PREVIEW_SIZE.y - 10)
return Rect2(Vector2(x, y), PREVIEW_SIZE)
## Hand des Gegners oben, gleich groß, nur die Rückseiten.
static func opp_hand_rect(count: int, i: int) -> Rect2:
var r := hand_rect(count, i)
r.position.y = OPP_HAND_Y
return r
## Zusatzzeile (Elementbonus, Eigenschaften) neben der Vorschau, rechts davon oder links.
## Leichter Bogen: Karte i von count dreht sich um ihre Mitte und sinkt zum Rand hin ab
## (mirrored: für den Gegner oben spiegelverkehrt). Liefert [Grad, y-Versatz].
static func hand_arc(count: int, i: int, mirrored: bool = false) -> Array:
var t := i - (count - 1) / 2.0
var sign := -1.0 if mirrored else 1.0
return [t * HAND_ARC * sign, t * t * HAND_ARC * sign]
## Vorschau der gezeigten Karte: fest rechts auf halber Höhe.
static func preview_rect(_anchor: Rect2) -> Rect2:
return Rect2(Vector2(1050, 400 - PREVIEW_SIZE.y / 2), PREVIEW_SIZE)
## Zusatzzeile (Elementbonus, Eigenschaften) unter der Vorschau.
static func info_rect(preview: Rect2) -> Rect2:
var w := 230.0
var x := preview.end.x + 8
if x + w > 1275:
x = preview.position.x - 8 - w
return Rect2(x, preview.position.y + preview.size.y / 2 - 40, w, 80)
return Rect2(1030, preview.end.y + 8, 230, 80)

View File

@@ -60,7 +60,10 @@ var flash_until := {} # Spielerindex -> Zeitpunkt (ms)
var hero_layer: Control
var tile_layer: Control
var hand_layer: Control
var deck: Deck
var offer_views: Array = [] # die offenen Karten des Stapels (CardView)
var offer_layer: Control
var deck_label: Label
var draw_enabled := false
var log_overlay: Control
var b_log: Button
var status_panel: Panel
@@ -70,14 +73,12 @@ var preview_holder: Control
var name_label: Label
var life_label: Label
var energy_label: Label
var income_label: Label
var status_label: Label
var msg_label: Label
var b_end: Button
var b_giveup: Button
var element_view: ElementView
var element_view: ElementView # eigene Elementleiste
var opp_element_view: ElementView # die des Gegners darüber
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
@@ -181,43 +182,43 @@ 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)
b_end = Style.button(self, "Zug beenden", L.B_END, end_turn, Style.PRIMARY)
b_end.add_theme_font_size_override("font_size", 15)
b_skip = Style.button(self, "Überspringen", L.B_END, func(): skip_ai = true)
b_skip.add_theme_font_size_override("font_size", 15)
b_skip.visible = false
# Mitte: Elementzähler, Meldung, eigenes Brett mit fünf Plätzen, eigene Leiste links daneben
Style.panel(self, L.FIELD_OPP, Style.darker(Style.PANEL, 0.9), 8)
opp_element_view = ElementView.new(L.FIELD_OPP)
add_child(opp_element_view)
Style.panel(self, L.FIELD, Style.darker(Style.PANEL, 0.9), 8)
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)
msg_label = Style.label(self, "", 14, Style.ORANGE, L.MSG, "center", true)
msg_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
var slots := Control.new()
slots.mouse_filter = Control.MOUSE_FILTER_IGNORE
slots.draw.connect(func():
for j in Game.MAX_BOARD:
Style.border(slots, L.own_slot(j), Color(1, 1, 1, 0.08), 2, 8)
Style.border(slots, L.own_slot(j), Color(1, 1, 1, 0.05), 2, 8)
Style.border(slots, L.opp_slot(j), Color(1, 1, 1, 0.05), 2, 8))
add_child(slots)
status_panel = Style.panel(self, L.STATUS)
var sx: float = L.STATUS.position.x
var sy: float = L.STATUS.position.y
name_label = Style.label(self, "", 18, Style.TEXT, Rect2(sx + 12, sy + 8, 190, 26), "left", true)
var sw: float = L.STATUS.size.x
name_label = Style.label(self, "", 18, Style.TEXT, Rect2(sx + 8, sy + 6, sw - 16, 26), "center", true)
name_label.clip_text = true
life_label = Style.label(self, "", 26, Style.RED, Rect2(sx + 12, sy + 40, 190, 34), "left", true)
energy_label = Style.label(self, "", 26, Style.BLUE, Rect2(sx + 12, sy + 78, 100, 34), "left", true)
income_label = Style.label(self, "", 15, Style.MUTED, Rect2(sx + 100, sy + 88, 100, 22), "left")
status_label = Style.label(self, "", 13, Style.MUTED, Rect2(sx + 12, sy + 124, 190, 22), "left")
life_label = Style.label(self, "", 30, Style.RED, Rect2(sx + 8, sy + 42, sw / 2 - 8, 40), "left", true)
energy_label = Style.label(self, "", 30, Style.BLUE, Rect2(sx + sw / 2, sy + 42, sw / 2 - 8, 40), "right", true)
b_undo = Style.button(self, "Rückgängig", L.B_UNDO, undo)
b_undo.add_theme_font_size_override("font_size", 15)
b_undo.add_theme_font_size_override("font_size", 13)
b_undo.visible = false
# 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)
b_skip.add_theme_font_size_override("font_size", 14)
b_skip.visible = false
deck_label = Style.label(self, "", 13, Style.MUTED, L.DECK_LABEL, "center")
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()
offer_layer = _layer()
tile_layer = _layer()
hand_layer = _layer()
preview_holder = _layer()
@@ -317,7 +318,7 @@ func target_center(ref: Dictionary) -> Vector2:
return Vector2(-1, -1)
## Kasten des Gegners oben in der Mitte; ein Klick zielt auf den Helden.
## Kasten des Gegners links oben, gebaut wie der eigene; ein Klick zielt auf den Helden.
func build_hero_boxes() -> void:
Style.clear(hero_layer)
hero_panels = {}
@@ -335,11 +336,11 @@ func build_hero_boxes() -> void:
var title: String = ("%s · %s" % [o.name, o.title]) if o.title != "" else o.name
if not o.perks.is_empty():
title += " ★"
labels["name"] = Style.label(hero_layer, title, 18, Style.TEXT, Rect2(box.position.x + 8, box.position.y + 4, box.size.x - 16, 22), "left", true)
labels["name"] = Style.label(hero_layer, title, 18, Style.TEXT, Rect2(box.position.x + 8, box.position.y + 6, box.size.x - 16, 26), "center", true)
labels.name.clip_text = true
labels.name.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS
labels["life"] = Style.label(hero_layer, "", 20, Style.RED, Rect2(box.position.x + 8, box.position.y + 30, 120, 24), "left", true)
labels["stats"] = Style.label(hero_layer, "", 14, Style.MUTED, Rect2(box.position.x + 80, box.position.y + 34, box.size.x - 88, 20), "right")
labels["life"] = Style.label(hero_layer, "", 30, Style.RED, Rect2(box.position.x + 8, box.position.y + 42, box.size.x / 2 - 8, 40), "left", true)
labels["stats"] = Style.label(hero_layer, "", 30, Style.BLUE, Rect2(box.position.x + box.size.x / 2, box.position.y + 42, box.size.x / 2 - 8, 40), "right", true)
hero_labels[o] = labels
@@ -366,8 +367,10 @@ func _input(event: InputEvent) -> void:
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:
elif selected != null or fuse_first != null or any_overlay() or not my_turn():
cancel_all()
else:
show_menu(tr("Zug %d") % game.turn, [[tr("Zug beenden"), end_turn, true]], Rect2(event.position, Vector2.ZERO))
get_viewport().set_input_as_handled() # sonst schließt derselbe Klick das Menü gleich wieder
return
if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_MIDDLE:
@@ -677,6 +680,7 @@ func open_menu(target, anchor: Rect2, full: bool = false) -> void:
entries.append([tr("Verdeckt legen ◆ %d") % card.cost, func():
play(card, true)
after_action(), ok[0]])
entries.append([tr("Abwerfen +%d ◆") % Game.DISCARD_GAIN, func(): do_discard(card), game.can_discard(perspective, card)[0]])
elif not is_card and target.hidden:
entries.append([tr("Aufdecken"), func(): do_reveal(target), game.can_reveal(perspective, target)[0]])
if full:
@@ -688,6 +692,12 @@ func open_menu(target, anchor: Rect2, full: bool = false) -> void:
if entries.is_empty(): # offenes eigenes Wesen per Maus: nichts zu wählen
close_menu()
return
show_menu(card.title(), entries, anchor)
## Kleines Menü neben anchor: Überschrift und Knöpfe [Text, Callable, aktiv].
func show_menu(title: String, entries: Array, anchor: Rect2) -> void:
Style.clear(menu_layer)
var w := 230.0
var h := 18.0 + entries.size() * 44 + 34
var x := clampf(anchor.end.x + 8, 10, 1270 - w)
@@ -696,7 +706,7 @@ func open_menu(target, anchor: Rect2, full: bool = false) -> void:
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)
Style.label(menu_layer, 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]
@@ -716,13 +726,25 @@ func close_menu() -> void:
menu_target = null
## Ziehen: kostet Mana, eine Karte kommt auf die Hand.
func do_draw() -> void:
## Abwerfen: eine Handkarte gegen Mana loswerden.
func do_discard(card: Cards.Card) -> void:
clear_undo()
if is_client():
net.send_action({"type": "draw"})
net.send_action({"type": "discard", "hand": perspective.hand.find(card)})
return
var err := game.draw(perspective)
var err := game.discard(perspective, card)
if err != "":
say(tr(err))
after_action()
## Ziehen: kostet Mana, eine Karte kommt auf die Hand.
func do_draw(index: int = 0) -> void:
clear_undo()
if is_client():
net.send_action({"type": "draw", "index": index})
return
var err := game.draw(perspective, index)
if err != "":
say(tr(err))
else:
@@ -811,7 +833,7 @@ func on_click(kind: String, obj) -> void:
return
match kind:
"deck":
do_draw()
do_draw(int(obj) if obj != null else 0)
"hand":
var ok := g.can_play(perspective, obj)
if not ok[0]:
@@ -881,7 +903,7 @@ func show_hand_preview(card: Cards.Card, entered: bool, anchor: Rect2 = Rect2())
var a := game.forecast(perspective, card)
var info := ""
if a > 0:
info = tr("Elementbonus +%d/+%d") % [a, a]
info = tr("Elementbonus +%d") % a
show_preview(card, entered, perspective.looks, info, anchor)
@@ -889,7 +911,7 @@ func show_hand_preview(card: Cards.Card, entered: bool, anchor: Rect2 = Rect2())
func creature_info(cr: Game.Creature) -> String:
var parts: Array[String] = []
if cr.aura > 0:
parts.append(tr("Elementbonus +%d/+%d") % [cr.aura, cr.aura])
parts.append(tr("Elementbonus +%d") % cr.aura)
var perk := cr.power() - cr.attack - cr.aura
if perk > 0:
parts.append(tr("Merkmal +%d") % perk)
@@ -922,39 +944,25 @@ func update_attack_preview() -> void:
for v in own_views:
var mine: bool = v.creature == selected
v.attack_shift = Game.matchup_bonus(selected, target) if mine and target != null else 0
var counter: int = target.power() + Game.matchup_bonus(target, selected) if target != null and target.power() > 0 else 0
var counter: int = maxi(0, target.power() + Game.matchup_bonus(target, selected)) if target != null else 0
v.doomed = mine and target != null and counter >= selected.health
v.queue_redraw()
class Deck extends Control:
signal clicked
var enabled := true
var count := 0
var cost := Game.DRAW_COST
## Eine verdeckte Handkarte des Gegners in voller Größe.
class CardBack extends Control:
func _init(rect: Rect2) -> void:
position = rect.position
size = rect.size
mouse_filter = Control.MOUSE_FILTER_STOP
func _gui_input(event: InputEvent) -> void:
if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
accept_event()
clicked.emit()
mouse_filter = Control.MOUSE_FILTER_IGNORE
func _draw() -> void:
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))
var r := Rect2(Vector2.ZERO, size)
draw_style_box(Style.box(Color("3c285a"), 8, Style.GOLD, 2), r)
Style.border(self, r.grow(-12), Color("5a3c82"), 2, 6)
Style.text(self, "?", 40, Style.GOLD, size / 2, "center", true)
@@ -1048,7 +1056,7 @@ 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" % [o.hand.size(), o.energy]
labels.stats.text = "◆ %d" % o.energy
else:
labels.life.text = "besiegt"
labels.life.add_theme_color_override("font_color", Style.MUTED)
@@ -1088,6 +1096,11 @@ func refresh() -> void:
var c := game.find_creature(uid)
if c != null:
_press(c, tile, pos))
tile.double_clicked.connect(func(_v):
var c := game.find_creature(uid)
if c != null and c.owner() == perspective and my_turn() and not any_overlay():
selected = c # Doppelklick: gleich auf das Leben des Gegners
on_click("hero", opponent()))
if arrivals.has(cr.uid):
fx.fly_in(tile, arrivals[cr.uid])
arrivals.erase(cr.uid)
@@ -1125,13 +1138,33 @@ func refresh() -> void:
tiles.erase(uid)
fx.fade_out(t)
update_attack_preview()
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(offer_layer)
offer_views = []
draw_enabled = mine and g.can_draw(h)[0]
if not spectating():
for i in h.offer.size():
var oc: Cards.Card = h.offer[i]
var orect := Rect2(BattleLayout.OFFER_X, BattleLayout.OFFER_Y + i * (BattleLayout.HAND_H + BattleLayout.OFFER_GAP), BattleLayout.HAND_W, BattleLayout.HAND_H)
var ov := CardView.new(oc, orect.size, false, oc.rarity_in(h.looks))
ov.position = orect.position
ov.dim = not draw_enabled
var idx := i
ov.clicked.connect(func(_v): on_click("deck", idx))
ov.hover.connect(func(c, e): show_preview(c, e, h.looks, "", orect))
offer_layer.add_child(ov)
offer_views.append(ov)
deck_label.text = "%s ◆ %d · %d" % [tr("Ziehen"), g.draw_cost(h), g.deck.size()]
deck_label.visible = not spectating()
Style.clear(hand_layer)
for o in others(): # die Hand des Gegners oben, nur Rückseiten, spiegelverkehrter Bogen
for i in o.hand.size():
var back := CardBack.new(BattleLayout.opp_hand_rect(o.hand.size(), i))
var arc: Array = BattleLayout.hand_arc(o.hand.size(), i, true)
back.pivot_offset = back.size / 2
back.rotation_degrees = arc[0]
back.position.y += arc[1]
hand_layer.add_child(back)
if spectating():
Style.label(hand_layer, "Zuschauer: Hände sind verdeckt", 18, Style.MUTED, Rect2(240, BattleLayout.HAND_Y + 18, 800, 30), "center")
else:
@@ -1141,6 +1174,9 @@ func refresh() -> void:
var r := BattleLayout.hand_rect(h.hand.size(), i)
var v := CardView.new(card, r.size, false, card.rarity_in(h.looks))
v.position = r.position
var arc: Array = BattleLayout.hand_arc(h.hand.size(), i)
v.rotation_degrees = arc[0]
v.position.y += arc[1]
v.lift = mine
v.bonus = g.forecast(h, card)
if fuse_first != null and mine and g.can_fuse(h, fuse_first, card)[0]:
@@ -1163,16 +1199,13 @@ func refresh() -> void:
name_label.text = h.name
life_label.text = "♥ %d" % maxi(h.life, 0)
energy_label.text = "◆ %d" % h.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
b_end.disabled = not mine
var ai_running: bool = g.winner == "" and not g.current().is_human and not is_client()
b_skip.visible = ai_running
b_end.visible = not ai_running and not spectating()
b_undo.visible = undo_state != null and mine
element_view.update_from(g, h)
opp_element_view.update_from(g, opponent())
var lines: Array[String] = []
var start := maxi(0, g.log.size() - 60)
for i in range(start, g.log.size()):

View File

@@ -163,7 +163,7 @@ func _draw_full(rect: Rect2, frame: Color, seed: int) -> void:
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.LIFE, f_stat)
if bonus > 0:
Style.text_outlined(self, "+%d/+%d" % [bonus, bonus], f_text, Style.GREEN, Vector2(r_stat * 2 + 4, size.y - r_stat + 2), "midleft", 3)
Style.text_outlined(self, "+%d" % bonus, f_text, Style.GREEN, 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)

View File

@@ -3,6 +3,7 @@ extends Control
## Zeichnet ein Wesen auf dem Feld. Bleibt über Zustandsänderungen bestehen (für Animationen).
signal pressed(view: CreatureView, pos: Vector2) # linke Maustaste gedrückt; der Kampf macht daraus Klick oder Ziehen
signal double_clicked(view: CreatureView) # Doppelklick: eigenes Wesen greift das Leben des Gegners an
signal hover(card: Cards.Card, entered: bool)
var creature: Game.Creature
@@ -38,7 +39,10 @@ func _process(_delta: float) -> void:
func _gui_input(event: InputEvent) -> void:
if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
accept_event()
pressed.emit(self, event.global_position)
if event.double_click:
double_clicked.emit(self)
else:
pressed.emit(self, event.global_position)
func rarity() -> String:
@@ -76,7 +80,7 @@ func _draw() -> void:
var badge := ""
var bw := 0.0
if creature.aura != 0:
badge = "+%d/+%d" % [creature.aura, creature.aura] if creature.aura > 0 else "−%d/−%d" % [-creature.aura, -creature.aura]
badge = "+%d" % creature.aura if creature.aura > 0 else "−%d" % -creature.aura
bw = Style.FONT_BOLD.get_string_size(badge, HORIZONTAL_ALIGNMENT_LEFT, -1, Style.fs(10)).x + 8
var by := Style.fs(fs) + 13
draw_rect(Rect2(size.x - bw - 4, by, bw, 16), Color(0.05, 0.05, 0.08, 0.75))
@@ -127,11 +131,11 @@ func _draw_back(rect: Rect2) -> void:
## Angriff und Leben für den Angriff, der gerade vorbereitet wird. Fremdes Wesen bei gewähltem
## Angreifer: sein Konter gegen ihn (im Nachteil 1 weniger, wer 0 Angriff hat, kontert gar nicht),
## Angreifer: sein Konter gegen ihn (im Nachteil 1 weniger, im Vorteil 1 mehr, auch bei 0 Angriff),
## das Leben bleibt echt. Eigener Angreifer über einem Ziel: sein Angriff mit Elementvorteil.
func shown_stats() -> Array:
if matchup != 0:
var atk := 0 if creature.power() <= 0 else maxi(0, creature.power() - matchup)
var atk := maxi(0, creature.power() - matchup)
return [atk, creature.health]
if attack_shift != 0:
return [maxi(0, creature.power() + attack_shift), creature.health]

View File

@@ -1,11 +1,13 @@
class_name ElementView
extends Control
## Elementboni auf einen Blick: offene Wesen je Element auf dem Tisch (ab drei +1/+1) und der
## Sondereffekt der eigenen Seite (ab zwei eigenen: Erde Spott, Luft Flink, Wasser Regeneration,
## Feuer Doppelschlag), als Symbol in der Elementfarbe.
## Elementzähler der eigenen Seite, mittig: je Element zweimal das Symbol seines Sondereffekts in
## der Elementfarbe, leuchtend je offenem eigenen Wesen (beide: Effekt aktiv), daneben in der
## Elementfarbe das Mana der bisher ausgespielten Karten (je Game.ELEMENT_MANA gibt es +1 Angriff).
var counts := {} # Tisch
var own := {} # eigene Seite
const ENTRY_W := 180.0
var own := {} # offene eigene Wesen je Element
var played := {} # ausgespielte Karten je Element
func _init(rect: Rect2) -> void:
@@ -13,62 +15,53 @@ func _init(rect: Rect2) -> void:
size = rect.size
mouse_filter = Control.MOUSE_FILTER_IGNORE
for e in Cards.ELEMENTS:
counts[e] = 0
own[e] = 0
played[e] = 0
func update_from(g: Game, me: Game.Player) -> void:
counts = g.element_counts()
func update_from(_g: Game, me: Game.Player) -> void:
for e in Cards.ELEMENTS:
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()
func strong(e: String) -> bool:
return int(counts.get(e, 0)) >= Game.ELEMENT_STACK
func paired(e: String) -> bool:
return int(own.get(e, 0)) >= Game.ELEMENT_PAIR
## Der Inhalt als Text (Tests, Protokoll).
func bonus(e: String) -> int:
return int(played.get(e, 0)) / Game.ELEMENT_MANA
## Der Inhalt als Text (Tests, Protokoll): Element offen/gespielt, dazu Effekt und Bonus.
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)"
var s := "%s %d/%d" % [tr(e), int(own.get(e, 0)), int(played.get(e, 0))]
if paired(e):
s += " (%s)" % tr(Cards.ELEMENT_KEYWORD[e])
if bonus(e) > 0:
s += " (+%d)" % bonus(e)
parts.append(s)
return " · ".join(parts)
func _draw() -> void:
var w := size.x / Cards.ELEMENTS.size()
var x0 := (size.x - ENTRY_W * Cards.ELEMENTS.size()) / 2
var cy := size.y / 2
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 paired(e):
draw_style_box(Style.box(Color(col, 0.18), 6, Color(col, 0.6), 1), Rect2(x0 + 2, 0, w - 4, size.y))
var active := strong(e) or paired(e)
Style.text(self, tr(e), 13, Style.TEXT if active else Style.MUTED, Vector2(x0 + 12, cy), "midleft", active)
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)
px += Game.ELEMENT_STACK * 13 + 2
if paired(e):
Style.keyword_icon(self, Cards.ELEMENT_KEYWORD[e], Vector2(px + 10, cy), 7, Style.lighter(col, 0.45))
if strong(e):
Style.text(self, "+1/+1", 13, Style.GREEN, Vector2(x0 + w - 12, cy), "midright", true)
var active := paired(e) or bonus(e) > 0
var px := x0 + i * ENTRY_W + 10
Style.text(self, tr(e), 13, Style.TEXT if active else Style.MUTED, Vector2(px, cy), "midleft", active)
px += Style.FONT_BOLD.get_string_size(tr(e), HORIZONTAL_ALIGNMENT_LEFT, -1, Style.fs(13)).x + 10
for k in Game.ELEMENT_PAIR:
var filled := k < int(own.get(e, 0))
Style.keyword_icon(self, Cards.ELEMENT_KEYWORD[e], Vector2(px + k * 24 + 10, cy), 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, cy), "midleft", true)
px += 20
if bonus(e) > 0:
Style.text(self, "+%d" % bonus(e), 12, Style.GREEN, Vector2(px, cy), "midleft", true)

View File

@@ -4,9 +4,10 @@ extends Node
var streams := {}
var players: Array[AudioStreamPlayer] = []
var volume := 0.8
var volume := 0.0 # Ton ist standardmäßig aus
var muted := false # Tests: nie etwas abspielen, egal was die Regler sagen
var music_player: AudioStreamPlayer
var music_volume := 0.5
var music_volume := 0.0
var music_task := -1 # die Musik wird im Hintergrund berechnet (spart ~150 ms beim Start)
var music_box := {}
@@ -78,7 +79,7 @@ func _music() -> AudioStreamWAV:
func set_music_volume(v: float) -> void:
music_volume = clampf(v, 0.0, 1.0)
if music_volume <= 0.0:
if music_volume <= 0.0 or muted:
music_player.stop()
else:
music_player.volume_db = linear_to_db(music_volume * 0.6)
@@ -91,7 +92,7 @@ func set_volume(v: float) -> void:
func play(kind: String) -> void:
if volume <= 0.0 or not streams.has(kind):
if volume <= 0.0 or muted or not streams.has(kind):
return
for p in players:
if not p.playing: