class_name CollectionScreen extends Control ## Sammlung: alle Karten des Spiels, die fehlenden abgedunkelt. Eigene Karten lassen sich ## aufwerten (Staub) oder zerlegen (bringt Staub), fehlende herstellen (Staub). var app var filter := "" var search := "" var selected: Cards.Card = null var grid: CardGrid var search_box: LineEdit var dust_label: Label var msg_label: Label var preview_holder: Control var info_label: Label var b_dismantle: Button var b_upgrade: Button var b_craft: Button func _ready() -> void: Style.header(self, "Sammlung", func(): app.show_screen(MenuScreen.new())) Style.button(self, "Alle", Rect2(40, 86, 60, 34), set_filter.bind("")) var filters: Array = Cards.ELEMENTS + [Cards.NEUTRAL] for i in filters.size(): var e: String = filters[i] var fb := Style.button(self, e, Rect2(108 + i * 82, 86, 78, 34), set_filter.bind(e), Style.darker(Cards.ELEMENT_COLORS[e], 0.8)) fb.add_theme_font_size_override("font_size", 14) search_box = LineEdit.new() search_box.position = Vector2(526, 86) search_box.size = Vector2(190, 34) search_box.placeholder_text = "Suche" search_box.text_changed.connect(func(t: String): search = t refresh()) add_child(search_box) grid = CardGrid.new(Rect2(40, 132, CardGrid.COLS * (CardGrid.CW + CardGrid.GAP) + 10, 650)) grid.card_clicked.connect(select) add_child(grid) Style.panel(self, Rect2(820, 86, 420, 696)) dust_label = Style.chip(self, "", Rect2(860, 100, 340, 36), Style.BLUE) preview_holder = Control.new() preview_holder.mouse_filter = Control.MOUSE_FILTER_IGNORE add_child(preview_holder) info_label = Style.label(self, "", 15, Style.MUTED, Rect2(840, 476, 380, 30), "center") b_upgrade = Style.button(self, "", Rect2(840, 530, 380, 46), upgrade, Style.PRIMARY) b_dismantle = Style.button(self, "", Rect2(840, 586, 380, 46), dismantle, Color("5a3c28")) b_craft = Style.button(self, "", Rect2(840, 530, 380, 46), craft, Style.PRIMARY) msg_label = Style.label(self, "", 15, Style.GREEN, Rect2(840, 650, 380, 48), "center") refresh() func _input(event: InputEvent) -> void: if event.is_action_pressed("ui_cancel") and not search_box.has_focus(): app.show_screen(MenuScreen.new()) func set_filter(e: String) -> void: filter = e refresh() ## Eigene Karten zuerst (höhere Stufen vorn), dann die fehlenden, sonst in Kartenreihenfolge. func cards() -> Array: var out: Array = Cards.all().duplicate() if filter != "": out = out.filter(func(c): return filter in c.elements) if search != "": var q := search.to_lower() out = out.filter(func(c): return q in c.name.to_lower() or q in c.title().to_lower() or q in c.text().to_lower() or q in c.combo().to_lower()) var p: Profile = app.profile var order := {} for i in out.size(): order[out[i].id] = i out.sort_custom(func(a, b): if p.owns(a.id) != p.owns(b.id): return p.owns(a.id) return p.level(a.id) > p.level(b.id) if p.level(a.id) != p.level(b.id) else order[a.id] < order[b.id]) return out func select(card: Cards.Card) -> void: selected = card msg_label.text = "" refresh() func say(m: String, ok: bool) -> void: msg_label.text = m msg_label.add_theme_color_override("font_color", Style.GREEN if ok else Style.RED) func upgrade() -> void: if selected == null: return var err: String = app.profile.upgrade(selected.id) if err == "": app.sfx.play("play") app.save() say(tr("%s ist jetzt %s") % [selected.title(), tr(app.profile.rarity(selected.id))], true) else: say(err, false) refresh() func dismantle() -> void: if selected == null: return var lvl: int = app.profile.level(selected.id) var err: String = app.profile.dismantle(selected.id) if err == "": app.sfx.play("click") app.save() say(tr("%s zerlegt (+%d Staub)") % [selected.title(), Profile.DUST_DISMANTLE[Cards.RARITIES[lvl]]], true) else: say(err, false) refresh() func craft() -> void: if selected == null: return var err: String = app.profile.craft(selected.id) if err == "": app.sfx.play("combo") app.save() say(tr("%s hergestellt") % selected.title(), true) else: say(err, false) refresh() func refresh() -> void: var p: Profile = app.profile dust_label.text = "Staub: %d" % p.dust var shown := cards() grid.fill(shown.map(func(c): return c.leveled(p.level(c.id))), func(c): return Cards.RARITIES[c.look]) var views := grid.views() for i in views.size(): views[i].dim = not p.owns(shown[i].id) Style.clear(preview_holder) b_craft.visible = false b_upgrade.visible = true b_dismantle.visible = true if selected == null: info_label.text = "Keine Karte gewählt" b_upgrade.text = "Aufwerten" b_dismantle.text = "Zerlegen" b_upgrade.disabled = true b_dismantle.disabled = true return var v := CardView.new(selected.leveled(p.level(selected.id)), Vector2(220, 308), false, p.rarity(selected.id)) v.position = Vector2(920, 152) v.mouse_filter = Control.MOUSE_FILTER_IGNORE preview_holder.add_child(v) var lvl := p.level(selected.id) if not p.owns(selected.id): info_label.text = tr("Nicht in der Sammlung") b_upgrade.visible = false b_dismantle.visible = false b_craft.visible = true b_craft.text = tr("Herstellen (%d Staub)") % Profile.CRAFT_COST b_craft.disabled = p.dust < Profile.CRAFT_COST return info_label.text = "%s · %s" % [tr(selected.combo()), tr(p.rarity(selected.id))] if lvl >= Cards.RARITIES.size() - 1: b_upgrade.text = "Höchste Stufe" b_upgrade.disabled = true else: var next: String = Cards.RARITIES[lvl + 1] b_upgrade.text = "Aufwerten zu %s (%d Staub)" % [tr(next), Profile.DUST_UPGRADE[next]] b_upgrade.disabled = p.dust < Profile.DUST_UPGRADE[next] b_dismantle.text = "Zerlegen (+%d Staub)" % Profile.DUST_DISMANTLE[Cards.RARITIES[lvl]] b_dismantle.disabled = false