update
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@@ -5,17 +5,13 @@ const CARD_W := 200
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const CARD_H := 280
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var app
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var cards: Array = []
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var cards: Array = [] # {"card", "rarity", "upgraded", "dust"} je Karte
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var revealed := {}
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var new_ids := {}
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var coins_label: Label
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var msg_label: Label
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var b_buy: Button
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var b_all: Button
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var b_improve: Button
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var suggestion := ""
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var slots: Control
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var element_buttons: Array = []
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class CardBack extends Control:
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@@ -46,28 +42,19 @@ class CardBack extends Control:
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func slot_rect(i: int) -> Rect2:
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var gap := 20
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var x0 := (1280 - 5 * CARD_W - 4 * gap) / 2
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var x0 := (1280 - Profile.BOOSTER_SIZE * CARD_W - (Profile.BOOSTER_SIZE - 1) * gap) / 2
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return Rect2(x0 + i * (CARD_W + gap), 230, CARD_W, CARD_H)
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func _ready() -> void:
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Style.label(self, "Booster", 36, Style.GOLD, Rect2(0, 20, 1280, 50), "center", true)
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coins_label = Style.label(self, "", 22, Style.GOLD, Rect2(0, 78, 1280, 30), "center")
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Style.label(self, "5 Karten pro Booster, mindestens eine seltene. Klicke auf eine Karte zum Aufdecken.",
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16, Style.MUTED, Rect2(0, 115, 1280, 24), "center")
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Style.label(self, "Elementbooster (%d Münzen): nur Karten des Elements und seiner Kombos" % Profile.ELEMENT_BOOSTER_COST,
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14, Style.MUTED, Rect2(0, 586, 1280, 22), "center")
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for i in Cards.ELEMENTS.size():
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var e: String = Cards.ELEMENTS[i]
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element_buttons.append(Style.button(self, e, Rect2(322 + i * 162, 612, 150, 38), buy.bind(e), Style.darker(Cards.ELEMENT_COLORS[e], 0.8)))
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slots = Control.new()
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slots.mouse_filter = Control.MOUSE_FILTER_IGNORE
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add_child(slots)
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msg_label = Style.label(self, "", 17, Style.RED, Rect2(0, 700, 1280, 22), "center")
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b_buy = Style.button(self, "Booster kaufen (%d Münzen)" % Profile.BOOSTER_COST, Rect2(290, 720, 330, 48), buy, Color("5a4628"))
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b_all = Style.button(self, "Alle aufdecken", Rect2(640, 720, 200, 48), reveal_all)
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b_improve = Style.button(self, "", Rect2(360, 650, 560, 44), improve, Color("285a3c"))
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b_improve.visible = false
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Style.button(self, "Zurück", Rect2(860, 720, 130, 48), func(): app.show_screen(MenuScreen.new()))
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refresh()
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@@ -77,10 +64,9 @@ func _input(event: InputEvent) -> void:
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app.show_screen(MenuScreen.new())
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func buy(element: String = "") -> void:
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func buy() -> void:
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var p: Profile = app.profile
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var before: Dictionary = p.collection.duplicate()
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var got: Array = p.open_booster(null, element)
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var got: Array = p.open_booster()
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if got.is_empty():
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msg_label.text = "Nicht genug Münzen"
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msg_label.add_theme_color_override("font_color", Style.RED)
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@@ -89,13 +75,7 @@ func buy(element: String = "") -> void:
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app.sfx.play("play")
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cards = got
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revealed = {}
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new_ids = {}
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for c in cards:
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if before.get(c.id, 0) == 0:
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new_ids[c.id] = true
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var notes: Array[String] = p.take_notices()
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msg_label.text = " · ".join(notes)
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msg_label.add_theme_color_override("font_color", Style.GREEN)
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msg_label.text = ""
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refresh()
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@@ -106,59 +86,32 @@ func reveal(i: int) -> void:
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func reveal_all() -> void:
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for i in 5:
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for i in Profile.BOOSTER_SIZE:
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revealed[i] = true
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refresh()
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## Nimmt die vorgeschlagene Karte ins aktive Deck (ersetzt die schwächste).
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func improve() -> void:
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if suggestion == "":
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return
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var err: String = app.profile.improve_deck_with(suggestion)
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if err == "":
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app.save()
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msg_label.text = tr("%s ist jetzt im Deck %s") % [Cards.by_id(suggestion).title(), app.profile.deck_name()]
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msg_label.add_theme_color_override("font_color", Style.GREEN)
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suggestion = ""
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else:
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msg_label.text = err
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msg_label.add_theme_color_override("font_color", Style.RED)
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refresh()
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func refresh() -> void:
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var p: Profile = app.profile
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coins_label.text = "Münzen: %d" % p.coins
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b_buy.disabled = p.coins < Profile.BOOSTER_COST
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for b in element_buttons:
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b.disabled = p.coins < Profile.ELEMENT_BOOSTER_COST
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b_all.disabled = cards.is_empty() or revealed.size() >= 5
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# Deck-Vorschlag, sobald alle Karten offen liegen
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suggestion = ""
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if not cards.is_empty() and revealed.size() >= 5:
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var ids: Array = cards.map(func(c): return c.id)
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var better: Array = p.deck_suggestions(ids)
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if not better.is_empty():
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suggestion = better[0]
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b_improve.visible = suggestion != ""
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if suggestion != "":
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b_improve.text = tr("Deck verbessern: %s ins aktive Deck (%s)") % [Cards.by_id(suggestion).title(), p.deck_name()]
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b_all.disabled = cards.is_empty() or revealed.size() >= Profile.BOOSTER_SIZE
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Style.clear(slots)
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for i in 5:
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for i in Profile.BOOSTER_SIZE:
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var r := slot_rect(i)
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if cards.is_empty():
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Style.panel(slots, r, Style.PANEL, 8, Style.PANEL_LIGHT, 2)
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elif revealed.has(i):
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var c: Cards.Card = cards[i]
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var v := CardView.new(c, r.size)
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var res: Dictionary = cards[i]
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var c: Cards.Card = res.card
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var v := CardView.new(c, r.size, false, res.rarity)
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v.position = r.position
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slots.add_child(v)
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Style.label(slots, tr(c.rarity), 16, Cards.RARITY_COLORS[c.rarity], Rect2(r.position.x, r.end.y + 8, r.size.x, 24), "center", true)
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if new_ids.has(c.id):
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Style.label(slots, "Neu!", 16, Style.GREEN, Rect2(r.position.x, r.end.y + 32, r.size.x, 24), "center", true)
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Style.label(slots, tr(res.rarity), 16, Cards.RARITY_COLORS[res.rarity], Rect2(r.position.x, r.end.y + 8, r.size.x, 24), "center", true)
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if res.upgraded:
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Style.label(slots, "Aufgewertet", 16, Style.GREEN, Rect2(r.position.x, r.end.y + 32, r.size.x, 24), "center", true)
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else:
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Style.label(slots, "jetzt %dx" % p.collection[c.id], 14, Style.MUTED, Rect2(r.position.x, r.end.y + 32, r.size.x, 24), "center")
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Style.label(slots, "+%d Staub" % res.dust, 14, Style.MUTED, Rect2(r.position.x, r.end.y + 32, r.size.x, 24), "center")
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else:
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var back := CardBack.new(r.size)
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back.position = r.position
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