update
This commit is contained in:
@@ -4,6 +4,7 @@ class_name Style
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const FONT: FontFile = preload("res://assets/fonts/DejaVuSans.ttf")
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const FONT_BOLD: FontFile = preload("res://assets/fonts/DejaVuSans-Bold.ttf")
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static var font_scale := 1.0 # Einstellung „Große Schrift“
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static var animations := true # Einstellung „Animationen“: der Glanz seltener Karten bewegt sich
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const BG := Color("1a1c24")
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const PANEL := Color("282b36")
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@@ -17,6 +18,11 @@ const BLUE := Color("6eaaf0")
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const YELLOW := Color("ffe65a")
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const ORANGE := Color("ff963c")
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const PURPLE := Color("8c78dc")
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const AMBER := Color("f0b429") # Angriff
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const CRIMSON := Color("d64545") # Leben
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const MANA := Color("3a78d2") # Kostenkristall
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const PRIMARY := Color("285a3c") # Hauptaktion
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const DANGER := Color("5a2828")
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## Schriftgröße mit der Einstellung „Große Schrift“.
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@@ -80,7 +86,11 @@ static func panel(parent: Node, rect: Rect2, bg: Color = PANEL, radius: int = 8,
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var p := Panel.new()
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p.position = rect.position
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p.size = rect.size
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p.add_theme_stylebox_override("panel", box(bg, radius, border_col, border_w))
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var sb := box(bg, radius, border_col, border_w)
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sb.shadow_color = Color(0, 0, 0, 0.35)
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sb.shadow_size = 6
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sb.shadow_offset = Vector2(0, 3)
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p.add_theme_stylebox_override("panel", sb)
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p.mouse_filter = Control.MOUSE_FILTER_IGNORE
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parent.add_child(p)
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return p
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@@ -115,10 +125,35 @@ static func button(parent: Node, text: String, rect: Rect2, on_pressed: Callable
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b.add_theme_stylebox_override("normal", box(color, 8, MUTED, 2))
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b.add_theme_stylebox_override("hover", box(lighter(color), 8, MUTED, 2))
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b.add_theme_stylebox_override("pressed", box(darker(color), 8, MUTED, 2))
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juice(b)
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parent.add_child(b)
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return b
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## Knöpfe federn beim Drücken kurz ein.
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static func juice(b: Button) -> void:
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b.button_down.connect(func():
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if animations:
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b.pivot_offset = b.size / 2
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b.create_tween().tween_property(b, "scale", Vector2(0.96, 0.96), 0.05))
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b.button_up.connect(func():
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if animations:
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b.pivot_offset = b.size / 2
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b.create_tween().tween_property(b, "scale", Vector2.ONE, 0.12).set_trans(Tween.TRANS_BACK).set_ease(Tween.EASE_OUT))
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## Kopfzeile eines Unterbildschirms: Titel links, Zurück rechts oben.
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static func header(parent: Node, title: String, on_back: Callable) -> Button:
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label(parent, title, 34, GOLD, Rect2(40, 22, 700, 46), "left", true)
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return button(parent, "Zurück", Rect2(1120, 26, 120, 40), on_back)
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## Kleine Kachel mit Text, etwa für Münzen und Staub.
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static func chip(parent: Node, text: String, rect: Rect2, color: Color = GOLD) -> Label:
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panel(parent, rect, darker(PANEL, 0.9), rect.size.y / 2, PANEL_LIGHT, 1)
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return label(parent, text, 17, color, rect, "center", true)
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## Vertikal zentrierte Spalte (Container-Layout für Menübildschirme).
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static func column(parent: Node, width: float, top: float, sep: int = 12) -> VBoxContainer:
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var v := VBoxContainer.new()
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@@ -230,6 +265,33 @@ static func text(ci: CanvasItem, s: String, size_in: int, color: Color, pos: Vec
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ci.draw_string(font, Vector2(x, y + font.get_ascent(size)), s, HORIZONTAL_ALIGNMENT_LEFT, -1, size, color)
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## Text mit dunklem Rand: bleibt auf jeder Farbe lesbar (Werte, Kosten).
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static func text_outlined(ci: CanvasItem, s: String, size_in: int, color: Color, pos: Vector2, anchor: String = "center", outline: int = 4) -> void:
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var size := fs(size_in)
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var dim := FONT_BOLD.get_string_size(s, HORIZONTAL_ALIGNMENT_LEFT, -1, size)
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var x := pos.x
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var y := pos.y
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match anchor:
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"center":
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x -= dim.x / 2
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y -= dim.y / 2
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"midtop":
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x -= dim.x / 2
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"midleft":
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y -= dim.y / 2
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var at := Vector2(x, y + FONT_BOLD.get_ascent(size))
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ci.draw_string_outline(FONT_BOLD, at, s, HORIZONTAL_ALIGNMENT_LEFT, -1, size, outline, Color(0.05, 0.05, 0.08, 0.95))
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ci.draw_string(FONT_BOLD, at, s, HORIZONTAL_ALIGNMENT_LEFT, -1, size, color)
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## Schriftgröße, mit der ein Text in eine Breite passt (bis zur Mindestgröße).
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static func fit_size(s: String, bold: bool, size: int, max_w: float, min_size: int = 9) -> int:
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var font: Font = FONT_BOLD if bold else FONT
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while size > min_size and font.get_string_size(s, HORIZONTAL_ALIGNMENT_LEFT, -1, fs(size)).x > max_w:
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size -= 1
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return size
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static func fit(s: String, bold: bool, size: int, max_w: float) -> String:
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var font: Font = FONT_BOLD if bold else FONT
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while font.get_string_size(s, HORIZONTAL_ALIGNMENT_LEFT, -1, size).x > max_w and s.length() > 3:
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@@ -246,6 +308,88 @@ static func border(ci: CanvasItem, rect: Rect2, color: Color, width: int, radius
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ci.draw_style_box(sb, rect)
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# --- Seltenheit als Aussehen ------------------------------------------------------
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## Ab episch bewegt sich der Glanz; dann zeichnet die Karte jeden Frame neu.
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static func rarity_animated(rar: String) -> bool:
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return animations and Cards.RARITIES.find(rar) >= 2
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## Farbe einer Stufe; mythisch schillert über die Zeit durch alle Farben.
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static func rarity_color(rar: String, seed: int = 0) -> Color:
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if rar == "mythisch" and animations:
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return Color.from_hsv(fmod(Time.get_ticks_msec() / 1000.0 * 0.12 + (seed % 97) / 97.0, 1.0), 0.55, 1.0)
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return Cards.RARITY_COLORS[rar]
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## Rahmenfarbe einer Stufe: gewöhnlich bleibt schlicht, alles darüber trägt seine Farbe.
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static func rarity_frame(rar: String, seed: int = 0) -> Color:
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return Color("3a3e4c") if rar == "gewöhnlich" else rarity_color(rar, seed)
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## Lichtstreifen wie auf einer Folienkarte: selten steht er, ab episch wandert er über die Karte.
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static func rarity_sheen(ci: CanvasItem, rect: Rect2, rar: String, seed: int) -> void:
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var lvl := Cards.RARITIES.find(rar)
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if lvl < 1:
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return
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var phase := (seed % 100) / 100.0
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if lvl >= 2 and animations:
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phase = fmod(Time.get_ticks_msec() / 2500.0 + phase, 1.0)
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var frame := PackedVector2Array([rect.position, Vector2(rect.end.x, rect.position.y), rect.end, Vector2(rect.position.x, rect.end.y)])
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var w := rect.size.x * 0.34
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var k := rect.size.y * 0.75 # Schräge
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var x0 := rect.position.x - w + (rect.size.x + w + k) * phase
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for layer in [[1.0, 0.07], [0.55, 0.09], [0.22, 0.13]]:
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var lw: float = w * layer[0]
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var lx := x0 + (w - lw) / 2
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var band := PackedVector2Array([Vector2(lx, rect.position.y), Vector2(lx + lw, rect.position.y), Vector2(lx + lw - k, rect.end.y), Vector2(lx - k, rect.end.y)])
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for poly in Geometry2D.intersect_polygons(band, frame):
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ci.draw_colored_polygon(poly, Color(1, 1, 1, layer[1]))
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## Funkeln ab legendär: kleine Sterne, die aufblitzen und vergehen; ganz zum Schluss zeichnen.
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## avoid: Bereich, der frei bleibt (der Kartentext).
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static func rarity_sparkle(ci: CanvasItem, rect: Rect2, rar: String, seed: int, avoid: Rect2 = Rect2()) -> void:
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var lvl := Cards.RARITIES.find(rar)
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if lvl < 3:
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return
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var t := Time.get_ticks_msec() / 1000.0
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var n := 5 if lvl == 3 else 9
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for i in n:
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var h := absi(hash(Vector2i(seed, i)))
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var p := rect.position + Vector2(8 + (h % 1000) / 1000.0 * (rect.size.x - 16), 8 + ((h / 1000) % 1000) / 1000.0 * (rect.size.y - 16))
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var tw := 0.5 + 0.5 * sin(t * 2.5 + i * 1.9 + seed % 7) if animations else 0.35 + 0.65 * ((i * 7 + seed) % 5) / 4.0
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if tw < 0.15 or avoid.has_point(p):
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continue
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var s := 2.0 + 4.0 * tw
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var col := Color(1, 1, 1, 0.3 + 0.65 * tw)
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ci.draw_line(p - Vector2(s, 0), p + Vector2(s, 0), col, 1.4)
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ci.draw_line(p - Vector2(0, s), p + Vector2(0, s), col, 1.4)
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ci.draw_circle(p, 1.3, col)
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## Weicher Schein um eine Karte höherer Stufe; vor dem Hintergrund zeichnen.
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static func glow(ci: CanvasItem, rect: Rect2, color: Color, radius: int = 8, spread: int = 8) -> void:
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var sb := StyleBoxFlat.new()
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sb.bg_color = Color(0, 0, 0, 0)
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sb.set_corner_radius_all(radius)
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sb.shadow_color = Color(color, 0.6)
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sb.shadow_size = spread
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ci.draw_style_box(sb, rect)
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## Edelstein in der Farbe der Stufe (ab selten).
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static func rarity_gem(ci: CanvasItem, rar: String, c: Vector2, s: float, seed: int = 0) -> void:
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if rar == "gewöhnlich":
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return
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var col := rarity_color(rar, seed)
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var diamond := func(h: float, k: Color) -> void:
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ci.draw_colored_polygon(PackedVector2Array([c + Vector2(0, -h), c + Vector2(h * 0.72, 0), c + Vector2(0, h), c + Vector2(-h * 0.72, 0)]), k)
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diamond.call(s + 2, Color("14141c"))
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diamond.call(s, col)
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ci.draw_colored_polygon(PackedVector2Array([c + Vector2(0, -s * 0.7), c + Vector2(s * 0.3, -s * 0.15), c + Vector2(-s * 0.35, -s * 0.1)]), Color(1, 1, 1, 0.55))
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## Hintergrund in Elementfarbe; ein verschmolzenes Wesen zeigt seine Elemente als Streifen.
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static func fill_elements(ci: CanvasItem, rect: Rect2, elements: Array, radius: int = 8) -> void:
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if elements.size() == 1:
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@@ -265,12 +409,63 @@ static func fill_elements(ci: CanvasItem, rect: Rect2, elements: Array, radius:
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ci.draw_style_box(sb, Rect2(rect.position + Vector2(floorf(i * w), 0), Vector2(ceilf(w), rect.size.y)))
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# --- Kartenteile ------------------------------------------------------
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## Kostenkristall: sechseckig, blau, Zahl in der Mitte.
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static func cost_crystal(ci: CanvasItem, c: Vector2, r: float, cost: int, font: int) -> void:
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var pts := PackedVector2Array()
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var outer := PackedVector2Array()
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for i in 6:
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var a := -PI / 2 + i * PI / 3
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pts.append(c + Vector2(cos(a), sin(a)) * r)
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outer.append(c + Vector2(cos(a), sin(a)) * (r + 2))
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ci.draw_colored_polygon(outer, Color("14141c"))
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ci.draw_colored_polygon(pts, MANA)
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var shine := PackedVector2Array([pts[5], pts[0], c + Vector2(0, -r * 0.1), c + Vector2(-r * 0.55, r * 0.15)])
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ci.draw_colored_polygon(shine, Color(1, 1, 1, 0.22))
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text_outlined(ci, str(cost), font, Color.WHITE, c, "center", 3)
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## Wertkreis (Angriff gelb, Leben rot) mit Zahl.
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static func stat_circle(ci: CanvasItem, c: Vector2, r: float, value: String, color: Color, font: int) -> void:
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ci.draw_circle(c, r + 2, Color("14141c"))
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ci.draw_circle(c, r, color)
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ci.draw_circle(c + Vector2(-r * 0.25, -r * 0.3), r * 0.45, Color(1, 1, 1, 0.16))
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text_outlined(ci, value, font, Color.WHITE, c, "center", 3)
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## Schlüsselwort als Symbol auf dunklem Kreis: Wächter Mauer, Schild Schild, Flink Doppelpfeil,
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## Doppelschlag gekreuzte Klingen.
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static func keyword_icon(ci: CanvasItem, kw: String, c: Vector2, r: float, col: Color = Color("f2f2f6")) -> void:
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ci.draw_circle(c, r + 3, Color(0.05, 0.05, 0.08, 0.7))
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var w := maxf(1.5, r * 0.22)
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match kw:
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"Wächter":
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ci.draw_rect(Rect2(c + Vector2(-r * 0.75, -r * 0.15), Vector2(r * 1.5, r * 0.85)), col)
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for i in 3:
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ci.draw_rect(Rect2(c + Vector2(-r * 0.75 + i * r * 0.6, -r * 0.6), Vector2(r * 0.3, r * 0.5)), col)
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"Schild":
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var pts := PackedVector2Array([c + Vector2(-r * 0.7, -r * 0.65), c + Vector2(r * 0.7, -r * 0.65), c + Vector2(r * 0.7, r * 0.05),
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c + Vector2(0, r * 0.8), c + Vector2(-r * 0.7, r * 0.05)])
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ci.draw_colored_polygon(pts, col)
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ci.draw_line(c + Vector2(0, -r * 0.55), c + Vector2(0, r * 0.6), Color(0.05, 0.05, 0.08, 0.6), w)
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"Flink":
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for i in 2:
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var x := c.x - r * 0.55 + i * r * 0.55
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ci.draw_polyline(PackedVector2Array([Vector2(x, c.y - r * 0.6), Vector2(x + r * 0.5, c.y), Vector2(x, c.y + r * 0.6)]), col, w)
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"Doppelschlag":
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ci.draw_line(c + Vector2(-r * 0.65, r * 0.65), c + Vector2(r * 0.6, -r * 0.6), col, w)
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ci.draw_line(c + Vector2(r * 0.65, r * 0.65), c + Vector2(-r * 0.6, -r * 0.6), col, w)
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ci.draw_line(c + Vector2(-r * 0.7, r * 0.35), c + Vector2(-r * 0.35, r * 0.7), col, w)
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ci.draw_line(c + Vector2(r * 0.7, r * 0.35), c + Vector2(r * 0.35, r * 0.7), col, w)
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# --- Kartensymbole (prozedural, je Element) --------------------------
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static func glyph(ci: CanvasItem, card, center: Vector2, size: float) -> void:
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static func glyph(ci: CanvasItem, card, center: Vector2, size: float, alpha: float = 0.95) -> void:
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var variant := absi(hash(card.id)) % 3
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var col := lighter(Cards.ELEMENT_COLORS[card.elements[0]], 0.38)
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col.a = 0.95
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col.a = alpha
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var elems: Array = card.elements
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if elems.size() == 1:
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_element_glyph(ci, elems[0], center, size, variant, col)
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@@ -278,7 +473,7 @@ static func glyph(ci: CanvasItem, card, center: Vector2, size: float) -> void:
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# Verschmolzen: die ersten beiden Elemente nebeneinander, ab dem dritten ein Ring
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_element_glyph(ci, elems[0], center + Vector2(-size * 0.28, 0), size * 0.62, variant, col)
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var col2 := lighter(Cards.ELEMENT_COLORS[elems[1]], 0.38)
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col2.a = 0.95
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col2.a = alpha
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_element_glyph(ci, elems[1], center + Vector2(size * 0.28, 0), size * 0.62, variant, col2)
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if elems.size() >= 3:
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ci.draw_arc(center, size * 0.72, 0, TAU, 40, Color(col, 0.5), 2)
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@@ -321,7 +516,7 @@ static func _flame(ci: CanvasItem, c: Vector2, h: float, col: Color) -> void:
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ci.draw_colored_polygon(pts, col)
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var inner := PackedVector2Array([
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c + Vector2(0, -h * 0.35), c + Vector2(w * 0.25, h * 0.35), c + Vector2(0, h * 0.75), c + Vector2(-w * 0.25, h * 0.35)])
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ci.draw_colored_polygon(inner, Color(1.0, 0.9, 0.5, 0.75))
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ci.draw_colored_polygon(inner, Color(1.0, 0.9, 0.5, 0.75 * col.a))
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## Dezenter Hintergrund: Farbverlauf und schräge Linien.
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Reference in New Issue
Block a user