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 CRIMSON := Color("d64545") # 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) return label(parent, text, 17, color, rect, "center", true) ## 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 ------------------------------------------------------ ## Ab episch 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) >= 2 ## Farbe einer Stufe; mythisch schillert über die Zeit durch alle Farben. static func rarity_color(rar: String, seed: int = 0) -> Color: if rar == "mythisch" 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: gewöhnlich bleibt schlicht, alles darüber trägt seine Farbe. static func rarity_frame(rar: String, seed: int = 0) -> Color: return Color("3a3e4c") if rar == "gewöhnlich" else rarity_color(rar, seed) ## Lichtstreifen wie auf einer Folienkarte: selten steht er, ab episch wandert er über die Karte. static func rarity_sheen(ci: CanvasItem, rect: Rect2, rar: String, seed: int) -> void: var lvl := Cards.RARITIES.find(rar) if lvl < 1: return var phase := (seed % 100) / 100.0 if lvl >= 2 and animations: phase = fmod(Time.get_ticks_msec() / 2500.0 + phase, 1.0) var frame := PackedVector2Array([rect.position, Vector2(rect.end.x, rect.position.y), rect.end, Vector2(rect.position.x, rect.end.y)]) var w := rect.size.x * 0.34 var k := rect.size.y * 0.75 # Schräge var x0 := rect.position.x - w + (rect.size.x + w + k) * phase for layer in [[1.0, 0.07], [0.55, 0.09], [0.22, 0.13]]: var lw: float = w * layer[0] var lx := x0 + (w - lw) / 2 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)]) for poly in Geometry2D.intersect_polygons(band, frame): ci.draw_colored_polygon(poly, Color(1, 1, 1, layer[1])) ## Funkeln ab legendär: kleine Sterne, die aufblitzen und vergehen; ganz zum Schluss zeichnen. ## avoid: Bereich, der frei bleibt (der Kartentext). static func rarity_sparkle(ci: CanvasItem, rect: Rect2, rar: String, seed: int, avoid: Rect2 = Rect2()) -> void: var lvl := Cards.RARITIES.find(rar) if lvl < 3: return var t := Time.get_ticks_msec() / 1000.0 var n := 5 if lvl == 3 else 9 for i in n: 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 or avoid.has_point(p): 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) ## Edelstein in der Farbe der Stufe (ab selten). static func rarity_gem(ci: CanvasItem, rar: String, c: Vector2, s: float, seed: int = 0) -> void: if rar == "gewöhnlich": return var col := rarity_color(rar, seed) var diamond := func(h: float, k: Color) -> void: 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) diamond.call(s + 2, Color("14141c")) diamond.call(s, col) 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)) ## Hintergrund in Elementfarbe; ein verschmolzenes Wesen zeigt seine Elemente als Streifen. static func fill_elements(ci: CanvasItem, rect: Rect2, elements: Array, radius: int = 8) -> void: if elements.size() == 1: ci.draw_style_box(box(Cards.ELEMENT_COLORS[elements[0]], radius), rect) return var n := elements.size() var w := rect.size.x / n for i in n: var sb := StyleBoxFlat.new() sb.bg_color = Cards.ELEMENT_COLORS[elements[i]] if i == 0: sb.corner_radius_top_left = radius sb.corner_radius_bottom_left = radius if i == n - 1: sb.corner_radius_top_right = radius sb.corner_radius_bottom_right = radius ci.draw_style_box(sb, Rect2(rect.position + Vector2(floorf(i * w), 0), Vector2(ceilf(w), rect.size.y))) # --- Kartenteile ------------------------------------------------------ ## Kostenkristall: sechseckig, blau, Zahl in der Mitte. static func cost_crystal(ci: CanvasItem, c: Vector2, r: float, cost: int, font: int) -> 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("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)) text_outlined(ci, str(cost), font, Color.WHITE, c, "center", 3) ## Wertkreis (Angriff gelb, Leben rot) mit Zahl. static func stat_circle(ci: CanvasItem, c: Vector2, r: float, value: String, color: Color, font: int) -> void: ci.draw_circle(c, r + 2, 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)) text_outlined(ci, value, font, Color.WHITE, c, "center", 3) ## Schlüsselwort als Symbol auf dunklem Kreis: Wächter Mauer, Schild Schild, Flink Doppelpfeil, ## 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: "Wächter": ci.draw_rect(Rect2(c + Vector2(-r * 0.75, -r * 0.15), Vector2(r * 1.5, r * 0.85)), col) for i in 3: ci.draw_rect(Rect2(c + Vector2(-r * 0.75 + i * r * 0.6, -r * 0.6), Vector2(r * 0.3, r * 0.5)), col) "Schild": 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), c + Vector2(0, r * 0.8), c + Vector2(-r * 0.7, r * 0.05)]) ci.draw_colored_polygon(pts, col) 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) "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) -------------------------- static func glyph(ci: CanvasItem, card, center: Vector2, size: float, 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 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 _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)) 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)