Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01QPgKvy5W9WRNFHjkm5QsHx
96 lines
4.3 KiB
GDScript
96 lines
4.3 KiB
GDScript
class_name CampaignScreen
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extends Control
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var app
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var chapter := 1
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var perk_box: OptionButton
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func _ready() -> void:
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var p: Profile = app.profile
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chapter = 2 if p.campaign_stage >= Campaign.STAGES.size() else 1
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build()
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func build() -> void:
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Style.clear(self)
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var p: Profile = app.profile
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var col := Style.column(self, 1000, 16, 5)
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Style.clabel(col, "Kampagne", 34, Style.GOLD, "center", true)
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var tabs := Style.row(col, 10)
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tabs.alignment = BoxContainer.ALIGNMENT_CENTER
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var b1 := Style.cbutton(tabs, "Kapitel 1", Vector2(160, 36), func(): set_chapter(1), Color("285a3c") if chapter == 1 else null)
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var b2 := Style.cbutton(tabs, "Kapitel 2", Vector2(160, 36), func(): set_chapter(2), Color("285a3c") if chapter == 2 else null)
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b2.disabled = p.campaign_stage < Campaign.STAGES.size()
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if p.perk_unlocked():
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var pr := Style.row(tabs, 8)
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Style.clabel(pr, "Dein Merkmal:", 15, Style.MUTED, "right", false, 110)
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perk_box = OptionButton.new()
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perk_box.custom_minimum_size = Vector2(300, 36)
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perk_box.add_item("keins")
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var keys: Array = Game.PERKS.keys()
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for k in keys:
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perk_box.add_item(Game.PERKS[k])
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perk_box.select(keys.find(p.perk) + 1 if p.perk != "" else 0)
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perk_box.item_selected.connect(func(i: int):
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p.perk = "" if i == 0 else keys[i - 1]
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app.save())
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pr.add_child(perk_box)
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Style.clabel(col, "Zehn Magier je Kapitel. Jede Stufe bringt mehr Gegner an den Tisch. Bosse haben Merkmale (★)." if chapter == 1
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else "Die Magier kehren mit zwei Merkmalen und größerem Gefolge zurück.", 14, Style.MUTED)
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var offset := 0 if chapter == 1 else Campaign.STAGES.size()
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for k in Campaign.STAGES.size():
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var i := offset + k
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var st := Campaign.stage(i)
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var done := i < p.campaign_stage
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var next := i == p.campaign_stage
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var panel := PanelContainer.new()
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panel.add_theme_stylebox_override("panel", Style.box(Style.PANEL if not done else Style.darker(Style.PANEL, 0.8), 6,
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Style.GOLD if next else null, 2 if next else 0))
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col.add_child(panel)
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var r := Style.row(panel, 10)
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r.custom_minimum_size = Vector2(0, 50)
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Style.clabel(r, str(i + 1), 18, Style.GOLD if next else Style.MUTED, "center", true, 36)
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Style.clabel(r, "%s · %s" % [st.name, st.title], 16, Style.TEXT if not done else Style.MUTED, "left", true, 290)
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var dots := Control.new()
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dots.custom_minimum_size = Vector2(50, 0)
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dots.mouse_filter = Control.MOUSE_FILTER_IGNORE
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var elems: Array = st.elements
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dots.draw.connect(func():
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for m in elems.size():
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dots.draw_circle(Vector2(10 + m * 18, dots.size.y / 2), 7, Cards.ELEMENT_COLORS[elems[m]]))
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r.add_child(dots)
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var extra: int = mini(st.extra, Game.MAX_OPPONENTS - 1)
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var table: String = "Duell" if extra == 0 else "%d am Tisch" % (extra + 2)
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var perks_text: String = ", ".join(st.perks.map(func(pk): return Game.PERKS[pk]))
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Style.clabel(r, "%s · %d Münzen\n★ %s" % [table, st.reward, perks_text], 12, Style.MUTED, "left", false, 360)
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if done:
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Style.clabel(r, "abgeschlossen", 13, Style.GREEN, "right", false, 100)
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Style.cbutton(r, "Wiederholen", Vector2(130, 36), _start.bind(i))
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elif next:
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Style.clabel(r, "", 13, Style.GREEN, "right", false, 100)
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Style.cbutton(r, "Kämpfen", Vector2(130, 36), _start.bind(i), Color("285a3c"))
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else:
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Style.clabel(r, "", 13, Style.GREEN, "right", false, 100)
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var b := Style.cbutton(r, "Gesperrt", Vector2(130, 36), func(): pass)
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b.disabled = true
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if p.campaign_stage >= Campaign.total():
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Style.clabel(col, "Beide Kapitel abgeschlossen. Der Archimagier ist endgültig besiegt!", 16, Style.GREEN, "center", true)
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var br := Style.row(col)
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br.alignment = BoxContainer.ALIGNMENT_CENTER
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Style.cbutton(br, "Zurück", Vector2(160, 40), func(): app.show_screen(MenuScreen.new()))
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func set_chapter(c: int) -> void:
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chapter = c
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build()
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func _start(stage: int) -> void:
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app.show_screen(BattleScreen.new(0, stage))
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func _input(event: InputEvent) -> void:
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if event is InputEventKey and event.pressed and event.keycode == KEY_ESCAPE:
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app.show_screen(MenuScreen.new())
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