class_name Style ## Farben, Schriften, Theme und Zeichenhilfen. const FONT: FontFile = preload("res://assets/fonts/DejaVuSans.ttf") const FONT_BOLD: FontFile = preload("res://assets/fonts/DejaVuSans-Bold.ttf") static var font_scale := 1.0 # Einstellung „Große Schrift“ static var animations := true # Einstellung „Animationen“: der Glanz seltener Karten bewegt sich const BG := Color("1a1c24") const PANEL := Color("282b36") const PANEL_LIGHT := Color("3a3e4c") const TEXT := Color("ececf0") const MUTED := Color("9698a5") const GOLD := Color("f5c850") const GREEN := Color("5ad282") const RED := Color("e65555") const BLUE := Color("6eaaf0") const YELLOW := Color("ffe65a") const ORANGE := Color("ff963c") const PURPLE := Color("8c78dc") const AMBER := Color("f0b429") # Angriff const LIFE := Color("4a86d8") # Leben const MANA := Color("3a78d2") # Kostenkristall const PRIMARY := Color("285a3c") # Hauptaktion const DANGER := Color("5a2828") ## Schriftgröße mit der Einstellung „Große Schrift“. static func fs(size: int) -> int: return int(round(size * font_scale)) static func darker(c: Color, f: float = 0.65) -> Color: return Color(c.r * f, c.g * f, c.b * f, c.a) static func lighter(c: Color, d: float = 0.1) -> Color: return Color(minf(1, c.r + d), minf(1, c.g + d), minf(1, c.b + d), c.a) static func box(bg: Color, radius: int = 8, border_col = null, border_w: int = 0) -> StyleBoxFlat: var sb := StyleBoxFlat.new() sb.bg_color = bg sb.set_corner_radius_all(radius) if border_col != null: sb.border_color = border_col sb.set_border_width_all(border_w) return sb static func make_theme() -> Theme: var t := Theme.new() t.default_font = FONT t.default_font_size = fs(16) t.set_stylebox("normal", "Button", box(PANEL_LIGHT, 8, MUTED, 2)) t.set_stylebox("hover", "Button", box(lighter(PANEL_LIGHT), 8, MUTED, 2)) t.set_stylebox("pressed", "Button", box(darker(PANEL_LIGHT), 8, MUTED, 2)) t.set_stylebox("disabled", "Button", box(darker(PANEL, 0.9), 8, PANEL, 2)) t.set_stylebox("focus", "Button", box(Color(0, 0, 0, 0), 8, GOLD, 3)) for name in ["font_color", "font_hover_color", "font_pressed_color", "font_focus_color", "font_hover_pressed_color"]: t.set_color(name, "Button", TEXT) t.set_color("font_disabled_color", "Button", MUTED) t.set_font_size("font_size", "Button", fs(18)) t.set_color("font_color", "Label", TEXT) t.set_stylebox("panel", "Panel", box(PANEL, 8)) t.set_stylebox("normal", "RichTextLabel", StyleBoxEmpty.new()) t.set_stylebox("focus", "RichTextLabel", StyleBoxEmpty.new()) t.set_stylebox("panel", "ScrollContainer", StyleBoxEmpty.new()) t.set_stylebox("normal", "LineEdit", box(PANEL_LIGHT, 6, MUTED, 1)) t.set_stylebox("focus", "LineEdit", box(PANEL_LIGHT, 6, BLUE, 2)) t.set_color("font_color", "LineEdit", TEXT) t.set_color("font_placeholder_color", "LineEdit", MUTED) t.set_stylebox("normal", "OptionButton", box(PANEL_LIGHT, 6, MUTED, 1)) t.set_stylebox("hover", "OptionButton", box(lighter(PANEL_LIGHT), 6, MUTED, 1)) t.set_stylebox("pressed", "OptionButton", box(darker(PANEL_LIGHT), 6, MUTED, 1)) t.set_stylebox("focus", "OptionButton", StyleBoxEmpty.new()) t.set_color("font_color", "OptionButton", TEXT) t.set_color("font_color", "CheckButton", TEXT) t.set_stylebox("focus", "CheckButton", StyleBoxEmpty.new()) return t # --- Knoten-Hilfen ------------------------------------------------------------- static func panel(parent: Node, rect: Rect2, bg: Color = PANEL, radius: int = 8, border_col = null, border_w: int = 0) -> Panel: var p := Panel.new() p.position = rect.position p.size = rect.size var sb := box(bg, radius, border_col, border_w) sb.shadow_color = Color(0, 0, 0, 0.35) sb.shadow_size = 6 sb.shadow_offset = Vector2(0, 3) p.add_theme_stylebox_override("panel", sb) p.mouse_filter = Control.MOUSE_FILTER_IGNORE parent.add_child(p) return p static func label(parent: Node, text: String, size: int, color: Color, rect: Rect2, align: String = "left", bold: bool = false) -> Label: var l := Label.new() l.text = text l.position = rect.position l.size = rect.size l.add_theme_font_size_override("font_size", fs(size)) l.add_theme_color_override("font_color", color) if bold: l.add_theme_font_override("font", FONT_BOLD) match align: "center": l.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER "right": l.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT l.mouse_filter = Control.MOUSE_FILTER_IGNORE parent.add_child(l) return l static func button(parent: Node, text: String, rect: Rect2, on_pressed: Callable, color = null) -> Button: var b := Button.new() b.text = text b.position = rect.position b.size = rect.size b.pressed.connect(on_pressed) if color != null: b.add_theme_stylebox_override("normal", box(color, 8, MUTED, 2)) b.add_theme_stylebox_override("hover", box(lighter(color), 8, MUTED, 2)) b.add_theme_stylebox_override("pressed", box(darker(color), 8, MUTED, 2)) juice(b) parent.add_child(b) return b ## Knöpfe federn beim Drücken kurz ein. static func juice(b: Button) -> void: b.button_down.connect(func(): if animations: b.pivot_offset = b.size / 2 b.create_tween().tween_property(b, "scale", Vector2(0.96, 0.96), 0.05)) b.button_up.connect(func(): if animations: b.pivot_offset = b.size / 2 b.create_tween().tween_property(b, "scale", Vector2.ONE, 0.12).set_trans(Tween.TRANS_BACK).set_ease(Tween.EASE_OUT)) ## Kopfzeile eines Unterbildschirms: Titel links, Zurück rechts oben. static func header(parent: Node, title: String, on_back: Callable) -> Button: label(parent, title, 34, GOLD, Rect2(40, 22, 700, 46), "left", true) return button(parent, "Zurück", Rect2(1120, 26, 120, 40), on_back) ## Kleine Kachel mit Text, etwa für Münzen und Staub. static func chip(parent: Node, text: String, rect: Rect2, color: Color = GOLD) -> Label: panel(parent, rect, darker(PANEL, 0.9), rect.size.y / 2, PANEL_LIGHT, 1) var l := label(parent, text, 17, color, rect, "center", true) l.vertical_alignment = VERTICAL_ALIGNMENT_CENTER return l ## Vertikal zentrierte Spalte (Container-Layout für Menübildschirme). static func column(parent: Node, width: float, top: float, sep: int = 12) -> VBoxContainer: var v := VBoxContainer.new() v.anchor_left = 0.5 v.anchor_right = 0.5 v.anchor_top = 0 v.anchor_bottom = 0 v.offset_left = -width / 2 v.offset_right = width / 2 v.offset_top = top v.add_theme_constant_override("separation", sep) v.mouse_filter = Control.MOUSE_FILTER_IGNORE parent.add_child(v) return v static func row(parent: Node, sep: int = 12) -> HBoxContainer: var h := HBoxContainer.new() h.add_theme_constant_override("separation", sep) h.mouse_filter = Control.MOUSE_FILTER_IGNORE parent.add_child(h) return h ## Label in einem Container. static func clabel(parent: Node, text: String, size: int, color: Color, align: String = "center", bold: bool = false, min_w: float = 0) -> Label: var l := label(parent, text, size, color, Rect2(0, 0, 0, 0), align, bold) l.size_flags_horizontal = Control.SIZE_EXPAND_FILL if min_w == 0 else Control.SIZE_FILL if min_w > 0: l.custom_minimum_size = Vector2(min_w, 0) return l ## Knopf in einem Container. static func cbutton(parent: Node, text: String, size: Vector2, on_pressed: Callable, color = null) -> Button: var b := button(parent, text, Rect2(Vector2.ZERO, size), on_pressed, color) b.custom_minimum_size = size return b static func spacer(parent: Node, h: float) -> Control: var c := Control.new() c.custom_minimum_size = Vector2(0, h) c.mouse_filter = Control.MOUSE_FILTER_IGNORE parent.add_child(c) return c ## Unsichtbare Vollbild-Ebene mit abgedunkeltem Hintergrund, die Klicks schluckt. static func overlay(parent: Node) -> Control: var o := Control.new() o.set_anchors_preset(Control.PRESET_FULL_RECT) o.visible = false var dark := ColorRect.new() dark.color = Color(0, 0, 0, 0.67) dark.set_anchors_preset(Control.PRESET_FULL_RECT) dark.mouse_filter = Control.MOUSE_FILTER_STOP o.add_child(dark) parent.add_child(o) return o ## Bestätigungsdialog (unsichtbar): Titel, Hinweis, Ja-Knopf mit Aktion und ein Abbrechen-Knopf. static func confirm(parent: Node, title: String, text: String, yes: String, on_yes: Callable, no: String = "Abbrechen", color: Color = MUTED) -> Control: var o := overlay(parent) panel(o, Rect2(340, 290, 600, 200), PANEL, 10, color, 2) label(o, title, 26, TEXT, Rect2(340, 312, 600, 40), "center", true) label(o, text, 16, MUTED, Rect2(340, 360, 600, 24), "center") button(o, yes, Rect2(380, 420, 240, 46), on_yes, Color("5a2828")) button(o, no, Rect2(660, 420, 240, 46), func(): o.visible = false) return o static func clear(node: Node) -> void: for c in node.get_children(): node.remove_child(c) c.queue_free() # --- Zeichenhilfen für _draw() --------------------------------------------------- static func text(ci: CanvasItem, s: String, size_in: int, color: Color, pos: Vector2, anchor: String = "topleft", bold: bool = false) -> void: var size := fs(size_in) var font: Font = FONT_BOLD if bold else FONT var dim := font.get_string_size(s, HORIZONTAL_ALIGNMENT_LEFT, -1, size) var x := pos.x var y := pos.y match anchor: "center": x -= dim.x / 2 y -= dim.y / 2 "midtop": x -= dim.x / 2 "topright": x -= dim.x "midleft": y -= dim.y / 2 "midright": x -= dim.x y -= dim.y / 2 "bottomleft": y -= dim.y "bottomright": x -= dim.x y -= dim.y "midbottom": x -= dim.x / 2 y -= dim.y ci.draw_string(font, Vector2(x, y + font.get_ascent(size)), s, HORIZONTAL_ALIGNMENT_LEFT, -1, size, color) ## Text mit dunklem Rand: bleibt auf jeder Farbe lesbar (Werte, Kosten). static func text_outlined(ci: CanvasItem, s: String, size_in: int, color: Color, pos: Vector2, anchor: String = "center", outline: int = 4) -> void: var size := fs(size_in) var dim := FONT_BOLD.get_string_size(s, HORIZONTAL_ALIGNMENT_LEFT, -1, size) var x := pos.x var y := pos.y match anchor: "center": x -= dim.x / 2 y -= dim.y / 2 "midtop": x -= dim.x / 2 "midleft": y -= dim.y / 2 var at := Vector2(x, y + FONT_BOLD.get_ascent(size)) ci.draw_string_outline(FONT_BOLD, at, s, HORIZONTAL_ALIGNMENT_LEFT, -1, size, outline, Color(0.05, 0.05, 0.08, 0.95)) ci.draw_string(FONT_BOLD, at, s, HORIZONTAL_ALIGNMENT_LEFT, -1, size, color) ## Schriftgröße, mit der ein Text in eine Breite passt (bis zur Mindestgröße). static func fit_size(s: String, bold: bool, size: int, max_w: float, min_size: int = 9) -> int: var font: Font = FONT_BOLD if bold else FONT while size > min_size and font.get_string_size(s, HORIZONTAL_ALIGNMENT_LEFT, -1, fs(size)).x > max_w: size -= 1 return size static func fit(s: String, bold: bool, size: int, max_w: float) -> String: var font: Font = FONT_BOLD if bold else FONT while font.get_string_size(s, HORIZONTAL_ALIGNMENT_LEFT, -1, size).x > max_w and s.length() > 3: s = s.substr(0, s.length() - 2) + "…" return s static func border(ci: CanvasItem, rect: Rect2, color: Color, width: int, radius: int) -> void: var sb := StyleBoxFlat.new() sb.draw_center = false sb.border_color = color sb.set_border_width_all(width) sb.set_corner_radius_all(radius) ci.draw_style_box(sb, rect) # --- Seltenheit als Aussehen ------------------------------------------------------ # Common matt; Rare silbern glänzender Name; Super Rare Holo-Bild (wandernder Regenbogen im # Bildkreis); Ultra Rare goldener Name und Holo-Bild; Ultimate Rare goldener Name, goldenes # Bild, glänzende Werte, Schimmer über die ganze Karte, Funkeln und schillernder Rahmen. # Rahmen und Schein tragen ab Rare die Stufenfarbe. ## Ab Rare bewegt sich der Glanz; dann zeichnet die Karte jeden Frame neu. static func rarity_animated(rar: String) -> bool: return animations and Cards.RARITIES.find(rar) >= 1 ## Farbe einer Stufe; Ultimate Rare schillert über die Zeit durch alle Farben. static func rarity_color(rar: String, seed: int = 0) -> Color: if rar == "Ultimate Rare" and animations: return Color.from_hsv(fmod(Time.get_ticks_msec() / 1000.0 * 0.12 + (seed % 97) / 97.0, 1.0), 0.55, 1.0) return Cards.RARITY_COLORS[rar] ## Rahmenfarbe einer Stufe: Common bleibt schlicht, alles darüber trägt seine Farbe. static func rarity_frame(rar: String, seed: int = 0) -> Color: return Color("3a3e4c") if rar == "Common" else rarity_color(rar, seed) ## Farbe des Kartennamens: Rare silbern, Ultra und Ultimate Rare golden, sonst weiß. static func rarity_name_color(rar: String) -> Color: match rar: "Rare": return Cards.RARITY_COLORS["Rare"] "Ultra Rare", "Ultimate Rare": return Cards.RARITY_COLORS["Ultra Rare"] return TEXT ## Der Name glänzt bei Rare (silbern), Ultra und Ultimate Rare (golden). static func rarity_name_shiny(rar: String) -> bool: return rar in ["Rare", "Ultra Rare", "Ultimate Rare"] ## Ultimate Rare: auch Kosten, Angriff und Leben glänzen. static func rarity_stats_shiny(rar: String) -> bool: return rar == "Ultimate Rare" ## Ultimate Rare zeigt das Bild als Relief (Licht- und Schattenkante). static func rarity_relief(rar: String) -> bool: return rar == "Ultimate Rare" ## Kartenname links in rect, immer eine Zeile, nie abgeschnitten: die Schrift schrumpft bis ## drei Punkte unter die Vorgabe, danach wird der Text schmaler gezeichnet (wie bei langen ## Yu-Gi-Oh-Namen). static func card_name(ci: CanvasItem, s: String, size_in: int, rar: String, rect: Rect2, seed: int) -> void: var fsize := fit_size(s, true, size_in, rect.size.x, maxi(8, size_in - 3)) var w := FONT_BOLD.get_string_size(s, HORIZONTAL_ALIGNMENT_LEFT, -1, fs(fsize)).x var squeeze := minf(1.0, rect.size.x / maxf(w, 1.0)) var y := rect.position.y + (rect.size.y - FONT_BOLD.get_height(fs(fsize))) / 2 ci.draw_set_transform(Vector2(rect.position.x, y), 0.0, Vector2(squeeze, 1.0)) if rarity_name_shiny(rar): shiny_text(ci, s, fsize, rarity_name_color(rar), Vector2.ZERO, "topleft", seed) else: text(ci, s, fsize, rarity_name_color(rar), Vector2.ZERO, "topleft", true) ci.draw_set_transform(Vector2.ZERO) ## Metallisch glänzender fetter Text: dunkler Schatten, Grundfarbe, darüber Buchstabe für ## Buchstabe ein heller Streifen, der mit Animation über den Text läuft. static func shiny_text(ci: CanvasItem, s: String, size_in: int, color: Color, pos: Vector2, anchor: String, seed: int) -> void: var size := fs(size_in) var dim := FONT_BOLD.get_string_size(s, HORIZONTAL_ALIGNMENT_LEFT, -1, size) var x := pos.x var y := pos.y match anchor: "center": x -= dim.x / 2 y -= dim.y / 2 "midtop": x -= dim.x / 2 "midleft": y -= dim.y / 2 var phase := (seed % 100) / 100.0 if animations: phase = fmod(Time.get_ticks_msec() / 1800.0 + phase, 1.0) var at := Vector2(x, y + FONT_BOLD.get_ascent(size)) ci.draw_string(FONT_BOLD, at + Vector2(1, 1), s, HORIZONTAL_ALIGNMENT_LEFT, -1, size, Color(0, 0, 0, 0.55)) var cx := x for i in s.length(): var ch := s[i] var w := FONT_BOLD.get_string_size(ch, HORIZONTAL_ALIGNMENT_LEFT, -1, size).x var d := absf(fmod((cx + w / 2 - x) / maxf(dim.x, 1.0) - phase * 1.6 + 0.3 + 2.0, 1.0) - 0.5) * 2.0 # 0 am Streifen var k := clampf(1.0 - d * 2.4, 0.0, 1.0) ci.draw_string(FONT_BOLD, Vector2(cx, at.y), ch, HORIZONTAL_ALIGNMENT_LEFT, -1, size, color.lerp(Color.WHITE, 0.1 + 0.75 * k)) cx += w ## Glanz wie auf einer Folienkarte, auf clip beschnitten. lvl 2 und 3: Holo, ein wandernder ## Regenbogenschimmer; lvl 4: goldene Bänder. static func sheen(ci: CanvasItem, clip: PackedVector2Array, bounds: Rect2, seed: int, gold: bool = false) -> void: var phase := (seed % 100) / 100.0 if animations: phase = fmod(Time.get_ticks_msec() / 2500.0 + phase, 1.0) var layers := [] for i in 4: var col := Color(1.0, 0.86, 0.45, 0.2 - i * 0.03) if gold else Color.from_hsv(fmod(phase + i * 0.17, 1.0), 0.6, 1.0, 0.16) layers.append([1.0 - i * 0.22, col]) _sheen_bands(ci, clip, bounds, phase, layers) ## Ultimate Rare: schwacher schillernder Schimmer über die ganze Karte. static func card_sheen(ci: CanvasItem, rect: Rect2, rar: String, seed: int) -> void: if rar != "Ultimate Rare": return var phase := (seed % 100) / 100.0 if animations: phase = fmod(Time.get_ticks_msec() / 2500.0 + phase, 1.0) var soft := [] for i in 3: soft.append([1.0 - i * 0.3, Color.from_hsv(fmod(phase + 0.5 + i * 0.2, 1.0), 0.5, 1.0, 0.07)]) _sheen_bands(ci, rect_poly(rect), rect, fmod(phase + 0.5, 1.0), soft) static func rect_poly(rect: Rect2) -> PackedVector2Array: return PackedVector2Array([rect.position, Vector2(rect.end.x, rect.position.y), rect.end, Vector2(rect.position.x, rect.end.y)]) static func circle_poly(c: Vector2, r: float, steps: int = 40) -> PackedVector2Array: var pts := PackedVector2Array() for i in steps: var a := TAU * i / steps pts.append(c + Vector2(cos(a), sin(a)) * r) return pts ## Rechteck mit runden Ecken als Polygon (für Beschnitt). static func rounded_poly(rect: Rect2, radius: float) -> PackedVector2Array: var pts := PackedVector2Array() var r := minf(radius, minf(rect.size.x, rect.size.y) / 2) var corners := [[rect.end - Vector2(r, r), 0.0], [Vector2(rect.position.x + r, rect.end.y - r), PI / 2], [rect.position + Vector2(r, r), PI], [Vector2(rect.end.x - r, rect.position.y + r), PI * 1.5]] for corner in corners: for k in 7: var a: float = corner[1] + PI / 2 * k / 6 pts.append(corner[0] + Vector2(cos(a), sin(a)) * r) return pts ## Schräge Streifen über bounds, auf clip beschnitten. layers: [Breitenanteil, Farbe]. static func _sheen_bands(ci: CanvasItem, clip: PackedVector2Array, bounds: Rect2, phase: float, layers: Array) -> void: var w := bounds.size.x * 0.34 var k := bounds.size.y * 0.75 # Schräge var x0 := bounds.position.x - w + (bounds.size.x + w + k) * phase for layer in layers: var lw: float = w * layer[0] var lx := x0 + (w - lw) / 2 var band := PackedVector2Array([Vector2(lx, bounds.position.y), Vector2(lx + lw, bounds.position.y), Vector2(lx + lw - k, bounds.end.y), Vector2(lx - k, bounds.end.y)]) for poly in Geometry2D.intersect_polygons(band, clip): if poly.size() >= 3 and _area(poly) > 2.0: # Splitter am Rand lassen sich nicht zeichnen ci.draw_colored_polygon(poly, layer[1]) static func _area(poly: PackedVector2Array) -> float: var a := 0.0 for i in poly.size(): var p := poly[i] var q := poly[(i + 1) % poly.size()] a += p.x * q.y - q.x * p.y return absf(a) / 2.0 ## Funkeln bei Ultimate Rare: kleine Sterne, die aufblitzen und vergehen; ganz zum Schluss zeichnen. static func rarity_sparkle(ci: CanvasItem, rect: Rect2, rar: String, seed: int) -> void: if rar != "Ultimate Rare": return var t := Time.get_ticks_msec() / 1000.0 for i in 9: var h := absi(hash(Vector2i(seed, i))) var p := rect.position + Vector2(8 + (h % 1000) / 1000.0 * (rect.size.x - 16), 8 + ((h / 1000) % 1000) / 1000.0 * (rect.size.y - 16)) 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 if tw < 0.15: continue var s := 2.0 + 4.0 * tw var col := Color(1, 1, 1, 0.3 + 0.65 * tw) ci.draw_line(p - Vector2(s, 0), p + Vector2(s, 0), col, 1.4) ci.draw_line(p - Vector2(0, s), p + Vector2(0, s), col, 1.4) ci.draw_circle(p, 1.3, col) ## Weicher Schein um eine Karte höherer Stufe; vor dem Hintergrund zeichnen. static func glow(ci: CanvasItem, rect: Rect2, color: Color, radius: int = 8, spread: int = 8) -> void: var sb := StyleBoxFlat.new() sb.bg_color = Color(0, 0, 0, 0) sb.set_corner_radius_all(radius) sb.shadow_color = Color(color, 0.6) sb.shadow_size = spread ci.draw_style_box(sb, rect) ## Hintergrund in den Farben der Elemente: ein Element füllt die Karte, verschmolzene Wesen ## tragen je Element einen senkrechten Streifen. static func fill_elements(ci: CanvasItem, rect: Rect2, elements: Array, radius: int = 8) -> void: ci.draw_style_box(box(Cards.ELEMENT_COLORS[elements[0]], radius), rect) if elements.size() < 2: return var clip := rounded_poly(rect, radius) var w := rect.size.x / elements.size() for i in range(1, elements.size()): var strip := Rect2(rect.position.x + w * i, rect.position.y, w, rect.size.y) for poly in Geometry2D.intersect_polygons(rect_poly(strip), clip): if poly.size() >= 3: ci.draw_colored_polygon(poly, Cards.ELEMENT_COLORS[elements[i]]) ci.draw_line(strip.position + Vector2(0, 2), Vector2(strip.position.x, strip.end.y - 2), Color(0.05, 0.05, 0.08, 0.5), 1.5) # --- Kartenteile ------------------------------------------------------ ## Bild der Karte: dunkler Kreis mit Ring in der Elementfarbe, darin das Symbol der Bildkarte ## (bei Verschmelzungen die des stärkeren Elternteils). Ab Super Rare glänzt der Kreis (Holo), ## bei Ultimate Rare golden und als Relief. static func picture(ci: CanvasItem, card, c: Vector2, r: float, rar: String, seed: int) -> void: var src = card.art_card() var ring := lighter(Cards.ELEMENT_COLORS[src.elements[0]], 0.3) ci.draw_circle(c, r + 3, Color(0.05, 0.05, 0.08, 0.8)) ci.draw_circle(c, r, Color(0.09, 0.09, 0.13, 0.9)) glyph(ci, src, c, r * 1.3, 0.95, rarity_relief(rar)) var lvl := Cards.RARITIES.find(rar) if lvl >= 2: sheen(ci, circle_poly(c, r), Rect2(c - Vector2(r, r), Vector2(r * 2, r * 2)), seed, lvl >= 4) ci.draw_arc(c, r + 1.5, 0, TAU, 48, Color(1.0, 0.86, 0.45) if lvl >= 4 else ring, 3.0, true) ## Kostenkristall: sechseckig, blau, Zahl in der Mitte; shiny: goldene, glänzende Zahl. static func cost_crystal(ci: CanvasItem, c: Vector2, r: float, cost: int, font: int, shiny: bool = false) -> void: var pts := PackedVector2Array() var outer := PackedVector2Array() for i in 6: var a := -PI / 2 + i * PI / 3 pts.append(c + Vector2(cos(a), sin(a)) * r) outer.append(c + Vector2(cos(a), sin(a)) * (r + 2)) ci.draw_colored_polygon(outer, Color(1.0, 0.86, 0.45) if shiny else Color("14141c")) ci.draw_colored_polygon(pts, MANA) var shine := PackedVector2Array([pts[5], pts[0], c + Vector2(0, -r * 0.1), c + Vector2(-r * 0.55, r * 0.15)]) ci.draw_colored_polygon(shine, Color(1, 1, 1, 0.22)) _stat_text(ci, str(cost), font, Color.WHITE, c, shiny) ## Wertkreis (Angriff gelb, Leben blau) mit Zahl; shiny: goldener Ring, glänzende Zahl. static func stat_circle(ci: CanvasItem, c: Vector2, r: float, value: String, color: Color, font: int, text_col: Color = Color.WHITE, shiny: bool = false) -> void: ci.draw_circle(c, r + 2, Color(1.0, 0.86, 0.45) if shiny else Color("14141c")) ci.draw_circle(c, r, color) ci.draw_circle(c + Vector2(-r * 0.25, -r * 0.3), r * 0.45, Color(1, 1, 1, 0.16)) _stat_text(ci, value, font, text_col, c, shiny) static func _stat_text(ci: CanvasItem, s: String, font: int, col: Color, c: Vector2, shiny: bool) -> void: if shiny and col == Color.WHITE: var size := fs(font) var dim := FONT_BOLD.get_string_size(s, HORIZONTAL_ALIGNMENT_LEFT, -1, size) ci.draw_string_outline(FONT_BOLD, c - dim / 2 + Vector2(0, FONT_BOLD.get_ascent(size)), s, HORIZONTAL_ALIGNMENT_LEFT, -1, size, 3, Color(0.05, 0.05, 0.08, 0.95)) shiny_text(ci, s, font, Color(1.0, 0.86, 0.45), c, "center", int(c.x + c.y)) else: text_outlined(ci, s, font, col, c, "center", 3) ## Eigenschaft als Symbol auf dunklem Kreis: Spott Ausrufezeichen, Flink Doppelpfeil, ## Regeneration Kreuz, Doppelschlag gekreuzte Klingen. static func keyword_icon(ci: CanvasItem, kw: String, c: Vector2, r: float, col: Color = Color("f2f2f6")) -> void: ci.draw_circle(c, r + 3, Color(0.05, 0.05, 0.08, 0.7)) var w := maxf(1.5, r * 0.22) match kw: "Spott": ci.draw_line(c + Vector2(0, -r * 0.7), c + Vector2(0, r * 0.2), col, w * 1.6) ci.draw_circle(c + Vector2(0, r * 0.6), w * 0.95, col) "Regeneration": ci.draw_line(c + Vector2(0, -r * 0.7), c + Vector2(0, r * 0.7), col, w * 1.5) ci.draw_line(c + Vector2(-r * 0.7, 0), c + Vector2(r * 0.7, 0), col, w * 1.5) "Flink": for i in 2: var x := c.x - r * 0.55 + i * r * 0.55 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) "Doppelschlag": ci.draw_line(c + Vector2(-r * 0.65, r * 0.65), c + Vector2(r * 0.6, -r * 0.6), col, w) ci.draw_line(c + Vector2(r * 0.65, r * 0.65), c + Vector2(-r * 0.6, -r * 0.6), col, w) ci.draw_line(c + Vector2(-r * 0.7, r * 0.35), c + Vector2(-r * 0.35, r * 0.7), col, w) ci.draw_line(c + Vector2(r * 0.7, r * 0.35), c + Vector2(r * 0.35, r * 0.7), col, w) # --- Kartensymbole (prozedural, je Element) -------------------------- ## relief: Schatten- und Lichtkante unter dem Symbol (Ultimate Rare). static func glyph(ci: CanvasItem, card, center: Vector2, size: float, alpha: float = 0.95, relief: bool = false) -> void: if relief: ci.draw_set_transform(Vector2(2, 2)) _glyph_plain(ci, card, center, size, Color(0, 0, 0, alpha * 0.6)) ci.draw_set_transform(Vector2(-1, -1)) _glyph_plain(ci, card, center, size, Color(1, 1, 1, alpha * 0.5)) ci.draw_set_transform(Vector2.ZERO) _glyph_plain(ci, card, center, size, Color(0, 0, 0, 0), alpha) ## Symbol in einer festen Farbe (Relief) oder, bei durchsichtigem tint, in Elementfarben. static func _glyph_plain(ci: CanvasItem, card, center: Vector2, size: float, tint: Color, alpha: float = 0.95) -> void: var variant := absi(hash(card.id)) % 3 var col := lighter(Cards.ELEMENT_COLORS[card.elements[0]], 0.38) col.a = alpha if tint.a > 0: col = tint var elems: Array = card.elements if elems.size() == 1: _element_glyph(ci, elems[0], center, size, variant, col) return # Verschmolzen: die ersten beiden Elemente nebeneinander, ab dem dritten ein Ring _element_glyph(ci, elems[0], center + Vector2(-size * 0.28, 0), size * 0.62, variant, col) var col2 := lighter(Cards.ELEMENT_COLORS[elems[1]], 0.38) col2.a = alpha if tint.a > 0: col2 = tint _element_glyph(ci, elems[1], center + Vector2(size * 0.28, 0), size * 0.62, variant, col2) if elems.size() >= 3: ci.draw_arc(center, size * 0.72, 0, TAU, 40, Color(col, 0.5), 2) static func _element_glyph(ci: CanvasItem, element: String, c: Vector2, size: float, variant: int, col: Color) -> void: var h := size / 2 match element: "Feuer": var n := 1 + variant for i in n: var off := Vector2((i - (n - 1) / 2.0) * size * 0.32, 0) var s := 1.0 if i == n / 2 else 0.7 _flame(ci, c + off, h * s, col) "Wasser": for i in 2 + variant % 2: var y := c.y + (i - 0.5) * size * 0.3 for k in 3: var x := c.x - size * 0.4 + k * size * 0.4 ci.draw_arc(Vector2(x, y), size * 0.2, PI, TAU, 12, col, maxf(2, size * 0.09)) "Erde": var n := 1 + variant for i in n: var off := (i - (n - 1) / 2.0) * size * 0.4 var s := 1.0 if i == n / 2 else 0.65 var pts := PackedVector2Array([c + Vector2(off - h * s, h * 0.7), c + Vector2(off, -h * s), c + Vector2(off + h * s, h * 0.7)]) ci.draw_colored_polygon(pts, col) ci.draw_line(c + Vector2(-h, h * 0.7), c + Vector2(h, h * 0.7), col, maxf(2, size * 0.08)) "Luft": for i in 2 + variant: var r := h * (1.0 - i * 0.28) ci.draw_arc(c + Vector2(i * size * 0.06, 0), r, PI * 0.2 + i * 0.4, PI * 1.5 + i * 0.4, 20, col, maxf(2, size * 0.09)) _: # Neutral: ein schlichter Schild var w := h * 0.8 var pts := PackedVector2Array([c + Vector2(-w, -h * 0.8), c + Vector2(w, -h * 0.8), c + Vector2(w, h * 0.1), c + Vector2(0, h), c + Vector2(-w, h * 0.1)]) ci.draw_polyline(pts + PackedVector2Array([pts[0]]), col, maxf(2, size * 0.09)) ci.draw_line(c + Vector2(0, -h * 0.5), c + Vector2(0, h * 0.6), col, maxf(2, size * 0.07)) static func _flame(ci: CanvasItem, c: Vector2, h: float, col: Color) -> void: var w := h * 0.75 var pts := PackedVector2Array([ c + Vector2(0, -h), c + Vector2(w * 0.55, -h * 0.25), c + Vector2(w * 0.4, h * 0.45), c + Vector2(0, h), c + Vector2(-w * 0.4, h * 0.45), c + Vector2(-w * 0.55, -h * 0.25)]) ci.draw_colored_polygon(pts, col) var inner := PackedVector2Array([ 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)]) ci.draw_colored_polygon(inner, Color(1.0, 0.9, 0.5, 0.75 * col.a)) ## Dezenter Hintergrund: Farbverlauf und schräge Linien. class Backdrop extends Control: func _draw() -> void: var sz := size draw_rect(Rect2(Vector2.ZERO, sz), Style.BG) var c := Vector2(sz.x * 0.5, sz.y * 0.35) for i in range(8, 0, -1): var r := sz.x * 0.09 * i draw_circle(c, r, Color(0.16, 0.18, 0.26, 0.05)) for k in range(-20, 40): var x := k * 80.0 draw_line(Vector2(x, 0), Vector2(x + sz.y * 0.6, sz.y), Color(1, 1, 1, 0.012), 1.0)