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cards/scripts/ui/battle_gamepad.gd
team3 a11cee2e0a
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update
2026-10-10 14:30:29 +02:00

164 lines
5.0 KiB
GDScript

class_name BattleGamepad
extends RefCounted
## Gamepad-Steuerung des Kampfes: Steuerkreuz bewegt einen Zeiger über Stapel, Hand, eigene Wesen
## und Ziele, A bestätigt, B bricht ab, Start beendet den Zug, Y öffnet das Kartenmenü (im
## Gegnerzug: überspringen), X macht rückgängig. Verschmelzen: im Menü „Verschmelzen mit …“,
## dann A auf dem Partner.
var screen # BattleScreen
var active := false
var zone := "deck"
var index := 0
var targets: Array = []
func _init(s) -> void:
screen = s
func button(button: int) -> void:
active = true
if screen.game == null:
return
match button:
JOY_BUTTON_START:
if screen.my_turn() and not screen.any_overlay():
screen.end_turn()
JOY_BUTTON_B:
if screen.confirm.visible:
screen.confirm.visible = false
screen.cancel_all()
zone = "deck"
JOY_BUTTON_Y:
if screen.b_skip.visible:
screen.skip_ai = true
elif screen.menu_layer.visible:
screen.close_menu()
else:
var items := items()
if not items.is_empty() and zone in ["hand", "own"]:
var item = items[clampi(index, 0, items.size() - 1)]
if zone == "hand":
screen.open_menu(item.card, Rect2(item.position, item.size), true)
else:
screen.open_menu(item.creature, Rect2(item.slot, item.size), true)
JOY_BUTTON_X:
if screen.b_undo.visible:
screen.undo()
JOY_BUTTON_A:
confirm()
JOY_BUTTON_DPAD_LEFT:
move(-1)
JOY_BUTTON_DPAD_RIGHT:
move(1)
JOY_BUTTON_DPAD_UP, JOY_BUTTON_DPAD_DOWN:
if zone != "target":
_next_zone(1 if button == JOY_BUTTON_DPAD_DOWN else -1)
screen.refresh()
## Wechselt den Bereich und überspringt leere (eine leere Hand ist keine Station).
## step 0: beim aktuellen Bereich bleiben, falls er etwas enthält.
func _next_zone(step: int) -> void:
var order := ["deck", "hand", "own"]
var at := order.find(zone)
index = 0
if step == 0 and not items().is_empty():
return
var dir := -1 if step < 0 else 1
for i in order.size():
at = posmod(at + dir, order.size())
zone = order[at]
if not items().is_empty():
return
func items() -> Array:
match zone:
"deck":
return [screen.deck] if screen.deck.visible else []
"hand":
return screen.hand_views
"own":
return screen.own_views
"target":
return targets
return []
func move(dir: int) -> void:
var n := items().size()
if n > 0:
index = posmod(index + dir, n)
func confirm() -> void:
if screen.overlay.visible:
screen.leave()
return
if screen.confirm.visible:
return
var items := items()
if items.is_empty():
return
index = clampi(index, 0, items.size() - 1)
var item = items[index]
match zone:
"deck":
screen.on_click("deck", null)
"hand":
screen.on_click("hand", item.card)
"own":
screen.on_click("own", item.creature)
if screen.selected != null:
targets = []
for v in screen.enemy_views:
if screen.game.can_attack(screen.selected, v.creature)[0]:
targets.append(v)
for o in screen.others():
if o.alive() and screen.game.can_attack(screen.selected, o)[0]:
targets.append(screen.hero_panels[o])
zone = "target"
index = 0
"target":
if item is CreatureView:
screen.on_tile_click(item.creature)
else:
for o in screen.hero_panels:
if screen.hero_panels[o] == item:
screen.on_click("hero", o)
zone = "own"
_next_zone(0)
## Pulsierender Rahmen als Zeiger.
class Highlight extends Control:
var t := 0.0
func _process(delta: float) -> void:
t += delta
queue_redraw()
func _draw() -> void:
var a := 0.55 + 0.45 * sin(t * 6.0)
Style.border(self, Rect2(Vector2.ZERO, size), Color(Style.GOLD, a), 4, 8)
func draw_cursor() -> void:
Style.clear(screen.cursor_layer)
if not active or screen.game == null or not screen.my_turn():
return
var items := items()
if items.is_empty():
return
index = clampi(index, 0, items.size() - 1)
var item = items[index]
var r: Rect2 = Rect2(item.slot, item.size) if item is CreatureView else Rect2(item.position, item.size)
var hl := Highlight.new()
hl.position = r.position - Vector2(6, 6)
hl.size = r.size + Vector2(12, 12)
hl.mouse_filter = Control.MOUSE_FILTER_IGNORE
screen.cursor_layer.add_child(hl)