class_name CreatureView extends Control ## Zeichnet ein Wesen auf dem Feld. Bleibt über Zustandsänderungen bestehen (für Animationen). signal pressed(view: CreatureView, pos: Vector2) # linke Maustaste gedrückt; der Kampf macht daraus Klick oder Ziehen signal hover(card: Cards.Card, entered: bool) var creature: Game.Creature var border = null var width := 2 var flash := false # kurz rot: wurde gerade angegriffen var slot: Vector2 # Zielposition im Raster var busy := false # wird gerade animiert (kein Neupositionieren) var matchup := 0 # Elementvorteil des gewählten Angreifers gegen dieses Wesen (+1/-1) var secret := false # verdecktes fremdes Wesen: nur der Rücken ist zu sehen var hold := 0.0 # Fortschritt des Verschmelzens, wenn eine Karte darüber gehalten wird (0..1) func _init(cr: Game.Creature, sz: Vector2, b = null, w: int = 2) -> void: creature = cr border = b width = w custom_minimum_size = sz size = sz pivot_offset = sz / 2 set_process(Style.rarity_animated(rarity())) # bewegter Glanz mouse_filter = Control.MOUSE_FILTER_STOP mouse_entered.connect(func(): hover.emit(creature.card, true)) mouse_exited.connect(func(): hover.emit(creature.card, false)) func _process(_delta: float) -> void: queue_redraw() func _gui_input(event: InputEvent) -> void: if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT: accept_event() pressed.emit(self, event.global_position) func rarity() -> String: var owner = creature.owner() return creature.card.rarity_in(owner.looks if owner != null else {}) func _draw() -> void: var rect := Rect2(Vector2.ZERO, size) if secret: _draw_back(rect) _draw_hold() return var small := size.x < 100 var rar := rarity() var seed := hash(creature.card.id) + creature.uid if rar != "Common": Style.glow(self, rect, Style.rarity_color(rar, seed), 6, 6) Style.fill_elements(self, rect, creature.card.elements, 6) var gc := Vector2(size.x / 2, size.y * 0.5) if creature.card.is_combo(): Style.element_medallion(self, gc, size.x * 0.42, creature.card.elements) Style.glyph(self, creature.card, gc, size.x * 0.75, 0.3, Style.rarity_relief(rar)) Style.rarity_sheen(self, rect, rar, seed, rect) var bcol: Color = border if border != null else Style.rarity_frame(rar, seed) if flash: bcol = Style.RED Style.border(self, rect, bcol, 4 if flash else width, 6) var fs := 11 if small else 13 var name_w: float = size.x - (30 if matchup != 0 else 6) # Platz für den Vorteilskreis oben rechts var nf := Style.fit_size(creature.card.title(), true, fs, name_w) draw_rect(Rect2(2, 2, size.x - 4, Style.fs(fs) + 8), Color(0.05, 0.05, 0.08, 0.7)) Style.text(self, Style.fit(creature.card.title(), true, Style.fs(nf), name_w), nf, Style.rarity_name_color(rar, seed), Vector2(3 + name_w / 2, 6), "midtop", true) # Eigenschaften als Symbole: gekaufte weiß, die vom Elementpaar in der Elementfarbe var icon := 7.0 if small else 9.0 var kws := creature.keywords() var x := size.x / 2 - (kws.size() * (icon * 2 + 6) - 6) / 2.0 var y := Style.fs(fs) + 14 + icon for k in kws: var col := Color("f2f2f6") if not (k in creature.card.keywords): for e in creature.card.elements: if Cards.ELEMENT_KEYWORD.get(e, "") == k: col = Style.lighter(Cards.ELEMENT_COLORS[e], 0.45) Style.keyword_icon(self, k, Vector2(x + icon, y), icon, col) x += icon * 2 + 6 _draw_stats(15 if small else 17, 10 if small else 12, 12.0 if small else 14.0) Style.rarity_gem(self, rar, Vector2(size.x / 2, size.y - 9), 5, seed) if creature.hidden: draw_rect(rect, Color(0.05, 0.05, 0.1, 0.55)) Style.text_outlined(self, tr("verdeckt"), 12, Style.TEXT, Vector2(size.x / 2, size.y / 2), "center", 3) Style.rarity_sparkle(self, rect, rar, seed) _draw_hold() ## Ring, der sich füllt, solange eine Karte zum Verschmelzen darüber gehalten wird. func _draw_hold() -> void: if hold <= 0.0: return var c := size / 2 var r := minf(size.x, size.y) * 0.3 draw_circle(c, r + 6, Color(0, 0, 0, 0.55)) draw_arc(c, r, -PI / 2, -PI / 2 + TAU * hold, 40, Style.GOLD, 5.0, true) ## Verdecktes fremdes Wesen: ein Kartenrücken. func _draw_back(rect: Rect2) -> void: var bcol: Color = border if border != null else Style.GOLD if flash: bcol = Style.RED draw_style_box(Style.box(Color("3c285a"), 6, bcol, 4 if flash else maxi(width, 2)), rect) Style.border(self, rect.grow(-10), Color("5a3c82"), 2, 6) Style.text(self, "?", 36, Style.GOLD, size / 2, "center", true) if matchup != 0: pass # unbekanntes Element: kein Vorteil anzeigen ## Angriff (grün, wenn der Elementbonus ihn hebt), Leben, Elementvorteil des Angreifers. func _draw_stats(f: int, f_small: int, r: float) -> void: var extra := creature.power() - creature.attack var atk_col := Style.GREEN if extra > 0 else (Style.RED if extra < 0 else Style.AMBER) Style.stat_circle(self, Vector2(r - 1, size.y - r + 1), r, str(creature.power()), atk_col, f) if extra != 0: Style.text_outlined(self, ("+%d" % extra) if extra > 0 else ("−%d" % -extra), f_small, Style.GREEN if extra > 0 else Style.RED, Vector2(r * 2 + 3, size.y - r + 1), "midleft", 3) var hp_col := Style.CRIMSON if creature.health < creature.max_health else Color("b84a4a") Style.stat_circle(self, Vector2(size.x - r + 1, size.y - r + 1), r, str(creature.health), hp_col, f) if matchup != 0: var c := Vector2(size.x - 12, 12) draw_circle(c, 11, Color("14141c")) Style.text(self, ("+%d" % matchup) if matchup > 0 else ("−%d" % -matchup), f_small + 1, Style.GREEN if matchup > 0 else Style.RED, c, "center", true)