151 lines
7.0 KiB
GDScript
151 lines
7.0 KiB
GDScript
class_name CreatureView
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extends Control
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## Zeichnet ein Wesen auf dem Feld. Bleibt über Zustandsänderungen bestehen (für Animationen).
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signal pressed(view: CreatureView, pos: Vector2) # linke Maustaste gedrückt; der Kampf macht daraus Klick oder Ziehen
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signal hover(card: Cards.Card, entered: bool)
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var creature: Game.Creature
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var border = null
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var width := 2
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var flash := false # kurz rot: wurde gerade angegriffen
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var slot: Vector2 # Zielposition im Raster
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var busy := false # wird gerade animiert (kein Neupositionieren)
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var matchup := 0 # Elementvorteil des gewählten Angreifers gegen dieses fremde Wesen (+1/-1); die Werte zeigen dann, was ihn erwartet
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var attack_shift := 0 # eigener Angreifer: Elementvorteil gegen das Ziel unter der Maus
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var doomed := false # stirbt bei dem Angriff, der gerade unter der Maus liegt
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var secret := false # verdecktes fremdes Wesen: nur der Rücken ist zu sehen
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var hold := 0.0 # Fortschritt des Verschmelzens, wenn eine Karte darüber gehalten wird (0..1)
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func _init(cr: Game.Creature, sz: Vector2, b = null, w: int = 2) -> void:
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creature = cr
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border = b
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width = w
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custom_minimum_size = sz
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size = sz
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pivot_offset = sz / 2
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set_process(Style.rarity_animated(rarity())) # bewegter Glanz
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mouse_filter = Control.MOUSE_FILTER_STOP
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mouse_entered.connect(func(): hover.emit(creature.card, true))
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mouse_exited.connect(func(): hover.emit(creature.card, false))
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func _process(_delta: float) -> void:
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queue_redraw()
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func _gui_input(event: InputEvent) -> void:
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if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
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accept_event()
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pressed.emit(self, event.global_position)
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func rarity() -> String:
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var owner = creature.owner()
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return creature.card.rarity_in(owner.looks if owner != null else {})
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func _draw() -> void:
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var rect := Rect2(Vector2.ZERO, size)
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if secret:
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_draw_back(rect)
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_draw_hold()
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return
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var small := size.x < 100
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var rar := rarity()
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var seed := hash(creature.card.id) + creature.uid
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if rar != "Common":
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Style.glow(self, rect, Style.rarity_color(rar, seed), 6, 6)
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Style.fill_elements(self, rect, creature.card.elements, 6)
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var gc := Vector2(size.x / 2, size.y * 0.5)
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if creature.card.is_combo():
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Style.element_medallion(self, gc, size.x * 0.42, creature.card.elements)
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Style.glyph(self, creature.card, gc, size.x * 0.75, 0.3, Style.rarity_relief(rar))
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Style.rarity_sheen(self, rect, rar, seed, rect)
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var bcol: Color = border if border != null else Style.rarity_frame(rar, seed)
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if flash:
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bcol = Style.RED
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Style.border(self, rect, bcol, 4 if flash else width, 6)
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var fs := 11 if small else 13
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var name_w: float = size.x - 6
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var nf := Style.fit_size(creature.card.title(), true, fs, name_w)
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draw_rect(Rect2(2, 2, size.x - 4, Style.fs(fs) + 8), Color(0.05, 0.05, 0.08, 0.7))
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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)
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# Elementbonus als ein Abzeichen rechts unter dem Namen; die Symbole rücken dafür nach links
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var badge := ""
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var bw := 0.0
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if creature.aura != 0:
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badge = "+%d/+%d" % [creature.aura, creature.aura] if creature.aura > 0 else "−%d/−%d" % [-creature.aura, -creature.aura]
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bw = Style.FONT_BOLD.get_string_size(badge, HORIZONTAL_ALIGNMENT_LEFT, -1, Style.fs(10)).x + 8
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var by := Style.fs(fs) + 13
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draw_rect(Rect2(size.x - bw - 4, by, bw, 16), Color(0.05, 0.05, 0.08, 0.75))
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Style.text(self, badge, 10, Style.GREEN if creature.aura > 0 else Style.RED, Vector2(size.x - 4 - bw / 2, by + 8), "center", true)
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# Eigenschaften als Symbole: gekaufte weiß, die vom Elementpaar in der Elementfarbe
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var icon := 7.0 if small else 9.0
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var kws := creature.keywords()
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var avail := size.x - (bw + 8 if badge != "" else 0.0)
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var x := avail / 2 - (kws.size() * (icon * 2 + 6) - 6) / 2.0
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var y := Style.fs(fs) + 14 + icon
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for k in kws:
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var col := Color("f2f2f6")
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if not (k in creature.card.keywords):
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for e in creature.card.elements:
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if Cards.ELEMENT_KEYWORD.get(e, "") == k:
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col = Style.lighter(Cards.ELEMENT_COLORS[e], 0.45)
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Style.keyword_icon(self, k, Vector2(x + icon, y), icon, col)
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x += icon * 2 + 6
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_draw_stats(15 if small else 17, 12.0 if small else 14.0)
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Style.rarity_gem(self, rar, Vector2(size.x / 2, size.y - 9), 5, seed)
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if creature.hidden:
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draw_rect(rect, Color(0.05, 0.05, 0.1, 0.55))
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Style.text_outlined(self, tr("verdeckt"), 12, Style.TEXT, Vector2(size.x / 2, size.y / 2), "center", 3)
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if doomed:
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draw_rect(Rect2(0, size.y * 0.5 - 12, size.x, 24), Color(0.05, 0.02, 0.02, 0.8))
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Style.text_outlined(self, tr("stirbt"), 14, Style.RED, Vector2(size.x / 2, size.y * 0.5), "center", 3)
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Style.rarity_sparkle(self, rect, rar, seed)
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_draw_hold()
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## Ring, der sich füllt, solange eine Karte zum Verschmelzen darüber gehalten wird.
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func _draw_hold() -> void:
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if hold <= 0.0:
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return
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var c := size / 2
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var r := minf(size.x, size.y) * 0.3
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draw_circle(c, r + 6, Color(0, 0, 0, 0.55))
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draw_arc(c, r, -PI / 2, -PI / 2 + TAU * hold, 40, Style.GOLD, 5.0, true)
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## Verdecktes fremdes Wesen: ein Kartenrücken.
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func _draw_back(rect: Rect2) -> void:
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var bcol: Color = border if border != null else Style.GOLD
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if flash:
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bcol = Style.RED
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draw_style_box(Style.box(Color("3c285a"), 6, bcol, 4 if flash else maxi(width, 2)), rect)
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Style.border(self, rect.grow(-10), Color("5a3c82"), 2, 6)
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Style.text(self, "?", 36, Style.GOLD, size / 2, "center", true)
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## Angriff und Leben für den Angriff, der gerade vorbereitet wird. Fremdes Wesen bei gewähltem
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## Angreifer: sein Konter gegen ihn (im Nachteil 1 weniger, wer 0 Angriff hat, kontert gar nicht),
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## das Leben bleibt echt. Eigener Angreifer über einem Ziel: sein Angriff mit Elementvorteil.
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func shown_stats() -> Array:
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if matchup != 0:
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var atk := 0 if creature.power() <= 0 else maxi(0, creature.power() - matchup)
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return [atk, creature.health]
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if attack_shift != 0:
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return [maxi(0, creature.power() + attack_shift), creature.health]
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return [creature.power(), creature.health]
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## Angriff gelb, Leben blau; die Zahl wird grün, wenn sie für den aktuellen Angriff steigt, rot, wenn sie sinkt.
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func _draw_stats(f: int, r: float) -> void:
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var shown := shown_stats()
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var atk: int = shown[0]
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var hp: int = shown[1]
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var atk_text := Style.GREEN if atk > creature.power() else (Style.RED if atk < creature.power() else Color.WHITE)
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var hp_text := Style.GREEN if hp > creature.health else (Style.RED if hp < creature.health else Color.WHITE)
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Style.stat_circle(self, Vector2(r - 1, size.y - r + 1), r, str(atk), Style.AMBER, f, atk_text)
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Style.stat_circle(self, Vector2(size.x - r + 1, size.y - r + 1), r, str(hp), Style.LIFE, f, hp_text)
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