update
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@@ -11,6 +11,8 @@ var width := 2
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var flash := false # kurz rot: wurde gerade angegriffen
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var slot: Vector2 # Zielposition im Raster
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var busy := false # wird gerade animiert (kein Neupositionieren)
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var mark := "" # Feldkombo, die dieses Wesen als Partner auslösen würde
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var matchup := 0 # Elementvorteil des gewählten Angreifers gegen dieses Wesen (+1/-1)
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func _init(cr: Game.Creature, sz: Vector2, b = null, w: int = 2) -> void:
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@@ -20,58 +22,93 @@ func _init(cr: Game.Creature, sz: Vector2, b = null, w: int = 2) -> void:
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custom_minimum_size = sz
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size = sz
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pivot_offset = sz / 2
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set_process(Style.rarity_animated(rarity())) # bewegter Glanz
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mouse_filter = Control.MOUSE_FILTER_STOP
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mouse_entered.connect(func(): hover.emit(creature.card, true))
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mouse_exited.connect(func(): hover.emit(creature.card, false))
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func _process(_delta: float) -> void:
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queue_redraw()
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func _gui_input(event: InputEvent) -> void:
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if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
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accept_event()
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clicked.emit(self)
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func rarity() -> String:
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var owner = creature.owner()
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return Cards.RARITIES[int(owner.looks.get(creature.card.id, 0)) if owner != null else 0]
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func _draw() -> void:
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var rect := Rect2(Vector2.ZERO, size)
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var small := size.x < 100
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var mini := size.x < 60
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var rar := rarity()
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var seed := hash(creature.card.id) + creature.uid
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if rar != "gewöhnlich":
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Style.glow(self, rect, Style.rarity_color(rar, seed), 6, 4 if mini else 6)
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Style.fill_elements(self, rect, creature.card.elements, 6)
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var owner = creature.owner()
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var lvl: int = int(owner.looks.get(creature.card.id, 0)) if owner != null else 0
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var bcol: Color = border if border != null else Cards.RARITY_COLORS[Cards.RARITIES[lvl]]
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if not mini:
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Style.glyph(self, creature.card, Vector2(size.x / 2, size.y * 0.5), size.x * 0.75, 0.3)
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Style.rarity_sheen(self, rect, rar, seed)
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var bcol: Color = border if border != null else Style.rarity_frame(rar, seed)
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if flash:
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bcol = Style.RED
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Style.border(self, rect, bcol, 4 if flash else width, 6)
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if mark != "":
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Style.border(self, rect.grow(3), Style.GOLD, 3, 8)
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if mini:
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_draw_mini()
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Style.rarity_sparkle(self, rect, rar, seed)
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return
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var fs := 11 if small else 13
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var nm := Style.fit(creature.card.title(), true, fs, size.x - 6)
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Style.text(self, nm, fs, Style.TEXT, Vector2(size.x / 2, 4), "midtop", true)
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var badges: Array[String] = []
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if creature.taunt():
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badges.append("Wächter")
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if creature.shield:
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badges.append("Schild")
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if creature.attacks_per_turn() == 2:
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badges.append("x2")
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if creature.frozen:
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badges.append("Eis")
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if creature.resonance > 0:
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badges.append("Resonanz")
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if creature.field_bonus > 0:
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badges.append("Feld")
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var y := 18.0 if small else 22.0
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for b in badges:
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Style.text(self, b, 10 if small else 12, Color("ebebf5"), Vector2(size.x / 2, y), "midtop")
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y += 12 if small else 15
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var f := 16 if small else 20
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var atk_col := Style.GREEN if creature.resonance + creature.field_bonus > 0 else Style.YELLOW
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Style.text(self, str(creature.power()), f, atk_col, Vector2(6, size.y - 4), "bottomleft", true)
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var hp_col := Style.RED if creature.health < creature.max_health else Color("ffc8c8")
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Style.text(self, str(creature.health), f, hp_col, Vector2(size.x - 6, size.y - 4), "bottomright", true)
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var name_w: float = size.x - (30 if matchup != 0 else 6) # Platz für den Vorteilskreis oben rechts
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var nf := Style.fit_size(creature.card.title(), true, fs, name_w)
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draw_rect(Rect2(2, 2, size.x - 4, Style.fs(fs) + 8), Color(0.05, 0.05, 0.08, 0.7))
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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)
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# Schlüsselwörter als Symbole
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var icon := 7.0 if small else 9.0
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var kws: Array[String] = []
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for k in Cards.KEYWORDS:
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if k in creature.card.keywords:
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kws.append(k)
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if creature.shield and not ("Schild" in kws):
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kws.append("Schild")
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var x := size.x / 2 - (kws.size() * (icon * 2 + 6) - 6) / 2.0
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var y := Style.fs(fs) + 14 + icon
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for k in kws:
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Style.keyword_icon(self, k, Vector2(x + icon, y), icon)
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x += icon * 2 + 6
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_draw_stats(15 if small else 17, 10 if small else 12, 12.0 if small else 14.0)
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Style.rarity_gem(self, rar, Vector2(size.x / 2, size.y - 9), 5, seed)
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if mark != "":
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var w := Style.FONT_BOLD.get_string_size(tr(mark), HORIZONTAL_ALIGNMENT_LEFT, -1, Style.fs(11)).x + 14
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draw_style_box(Style.box(Color("14141c"), 6, Style.GOLD, 1), Rect2(size.x / 2 - w / 2, -9, w, 18))
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Style.text(self, tr(mark), 11, Style.GOLD, Vector2(size.x / 2, 0), "center", true)
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if creature.frozen:
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draw_rect(rect, Color(0.55, 0.78, 1.0, 0.35))
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Style.text_outlined(self, "❄", 22 if small else 28, Color("dff2ff"), size / 2, "center", 3)
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Style.rarity_sparkle(self, rect, rar, seed)
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## Angriff (grün mit „+n“, wenn Resonanz, Feld oder Merkmale ihn heben), Leben, Elementvorteil.
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func _draw_stats(f: int, f_small: int, r: float) -> void:
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var extra := creature.power() - creature.attack
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var atk_col := Style.GREEN if extra > 0 else Style.AMBER
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Style.stat_circle(self, Vector2(r - 1, size.y - r + 1), r, str(creature.power()), atk_col, f)
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if extra > 0:
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Style.text_outlined(self, "+%d" % extra, f_small, Style.GREEN, Vector2(r * 2 + 3, size.y - r + 1), "midleft", 3)
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var hp_col := Style.CRIMSON if creature.health < creature.max_health else Color("b84a4a")
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Style.stat_circle(self, Vector2(size.x - r + 1, size.y - r + 1), r, str(creature.health), hp_col, f)
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if matchup != 0:
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var c := Vector2(size.x - 12, 12)
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draw_circle(c, 11, Color("14141c"))
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Style.text(self, ("+%d" % matchup) if matchup > 0 else ("−%d" % -matchup), f_small + 1,
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Style.GREEN if matchup > 0 else Style.RED, c, "center", true)
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## Sehr kleine Kacheln (4 oder 5 Gegner): nur Kürzel und Werte, Details per Vorschau oder Lupe.
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@@ -84,15 +121,14 @@ func _draw_mini() -> void:
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if creature.attacks_per_turn() == 2:
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letters.append("2")
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if creature.frozen:
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letters.append("E")
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if creature.resonance > 0:
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letters.append("R")
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if creature.field_bonus > 0:
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letters.append("F")
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letters.append("❄")
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Style.text(self, " ".join(letters), 10, Color("ebebf5"), Vector2(size.x / 2, 3), "midtop", true)
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var atk_col := Style.GREEN if creature.resonance + creature.field_bonus > 0 else Style.YELLOW
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Style.text(self, str(creature.power()), 13, atk_col, Vector2(4, size.y - 2), "bottomleft", true)
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var extra := creature.power() - creature.attack
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Style.text_outlined(self, str(creature.power()), 13, Style.GREEN if extra > 0 else Style.YELLOW, Vector2(9, size.y - 9), "center", 3)
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var hp_col := Style.RED if creature.health < creature.max_health else Color("ffc8c8")
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Style.text(self, str(creature.health), 13, hp_col, Vector2(size.x - 4, size.y - 2), "bottomright", true)
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Style.text_outlined(self, str(creature.health), 13, hp_col, Vector2(size.x - 9, size.y - 9), "center", 3)
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if matchup != 0:
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Style.text(self, ("+%d" % matchup) if matchup > 0 else ("−%d" % -matchup), 10,
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Style.GREEN if matchup > 0 else Style.RED, Vector2(size.x - 3, 2), "topright", true)
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if creature.frozen:
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draw_rect(Rect2(Vector2.ZERO, size), Color(0.55, 0.78, 1.0, 0.35))
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