195 lines
8.9 KiB
GDScript
195 lines
8.9 KiB
GDScript
class_name CardView
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extends Control
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## Zeichnet eine Karte (Hand, Sammlung, Booster, Vorschau).
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## Aufbau wie bei Hearthstone: Kostenkristall oben links, Bild, Namensband, Eigenschaften als
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## Symbole, Angriff und Leben als Kreise unten. Das erste Element färbt den Hintergrund, weitere
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## Elemente zeigt ein Medaillon als Tortenstücke hinter dem Bild; die Seltenheit steckt in Name,
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## Rahmen, Glanz und Edelstein (siehe Style). Sehr flache Karten zeigen nur das Nötigste.
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signal clicked(view: CardView)
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signal pressed(view: CardView, pos: Vector2) # nur mit drag_enabled: der Kampf macht daraus Klick oder Ziehen
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signal hover(card: Cards.Card, entered: bool)
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var card: Cards.Card
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var border = null # Color oder null (dann Rahmen der Seltenheitsstufe)
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var rarity := "Common" # nur Optik
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var dim := false
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var bonus := 0 # Vorschau im Kampf: Elementbonus, den die Karte offen gelegt bekäme
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var lift := false # hebt sich beim Zeigen an (Hand)
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var drag_enabled := false # Hand im Kampf: Drücken meldet pressed statt clicked
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var hold := 0.0 # Fortschritt des Verschmelzens, wenn eine Karte darüber gehalten wird (0..1)
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## focusable: per Gamepad oder Tab anwählbar (Sammlung, Booster); A bzw. Enter wirkt wie ein Klick.
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func _init(c: Cards.Card, sz: Vector2, focusable: bool = false, rar: String = "Common") -> void:
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card = c
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rarity = rar
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set_process(Style.rarity_animated(rarity)) # bewegter Glanz
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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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mouse_filter = Control.MOUSE_FILTER_STOP
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mouse_entered.connect(func():
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hover.emit(card, true)
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_lift(true))
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mouse_exited.connect(func():
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hover.emit(card, false)
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_lift(false))
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if focusable:
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focus_mode = Control.FOCUS_ALL
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focus_entered.connect(func():
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hover.emit(card, true)
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queue_redraw())
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focus_exited.connect(func():
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hover.emit(card, false)
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queue_redraw())
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func _lift(up: bool) -> void:
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if not lift or not Style.animations:
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return
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z_index = 1 if up else 0
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create_tween().tween_property(self, "scale", Vector2(1.07, 1.07) if up else Vector2.ONE, 0.1).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_OUT)
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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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if drag_enabled:
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pressed.emit(self, event.global_position)
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else:
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clicked.emit(self)
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elif has_focus() and event.is_action_pressed("ui_accept"):
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accept_event()
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clicked.emit(self)
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func _draw() -> void:
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var rect := Rect2(Vector2.ZERO, size)
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var seed := hash(card.id)
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var frame: Color = border if border != null else Style.rarity_frame(rarity, seed)
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if rarity != "Common":
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Style.glow(self, rect, Style.rarity_color(rarity, seed), 8, 8 if size.x >= 180 else 6)
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Style.fill_elements(self, rect, card.elements, 8)
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if size.y < 90:
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_draw_compact(rect, frame, seed)
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else:
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_draw_full(rect, frame, seed)
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if dim:
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draw_rect(rect, Color(0, 0, 0, 0.47))
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if has_focus():
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Style.border(self, rect, Style.GOLD, 4, 8)
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if hold > 0.0:
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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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## Volle Karte: Sammlung, Booster, Vorschau.
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func _draw_full(rect: Rect2, frame: Color, seed: int) -> void:
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var big := size.x >= 180
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var mid := size.x >= 140
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var f_name := 17 if big else (14 if mid else 11)
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var f_text := 13 if big else (11 if mid else 10)
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var f_stat := 20 if big else (17 if mid else 14)
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var r_cost := 17.0 if big else (14.0 if mid else 12.0)
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var r_stat := 18.0 if big else (15.0 if mid else 12.0)
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var icon := 11.0 if big else (9.0 if mid else 7.0)
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# Bild: das Elementsymbol füllt den oberen Teil
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var band_top: float = size.y * 0.36
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var gc := Vector2(size.x / 2, band_top * 0.56)
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var gs := minf(size.x * 0.62, band_top * 0.95)
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if card.is_combo():
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Style.element_medallion(self, gc, gs * 0.6, card.elements)
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Style.glyph(self, card, gc, gs, 0.4, Style.rarity_relief(rarity))
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Style.rarity_sheen(self, rect, rarity, seed, Rect2(0, 0, size.x, band_top))
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# Namensband über die volle Breite
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var band_h: float = Style.fs(f_name) + 10
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var band := Rect2(0, band_top, size.x, band_h)
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draw_rect(band, Color(0.05, 0.05, 0.08, 0.82))
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var nf := Style.fit_size(card.title(), true, f_name, size.x - 12)
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Style.text(self, Style.fit(card.title(), true, Style.fs(nf), size.x - 12), nf, Style.rarity_name_color(rarity, seed), Vector2(size.x / 2, band.get_center().y), "center", true)
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var y := band.end.y + 4
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# Kombo eines verschmolzenen Wesens
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if card.is_combo():
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Style.text(self, tr(card.combo()), f_text, Color("e6e6e6"), Vector2(size.x / 2, y), "midtop")
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y += Style.fs(f_text) + 4
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# Schlüsselwörter als Symbole, auf großen Karten mit Wort
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var kws: Array[String] = []
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for k in Cards.KEYWORDS:
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if k in card.keywords:
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kws.append(k)
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if not kws.is_empty():
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var with_words := big
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var widths: Array[float] = []
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var total := 0.0
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for k in kws:
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var w: float = icon * 2 + 6 + (Style.FONT.get_string_size(tr(k), HORIZONTAL_ALIGNMENT_LEFT, -1, Style.fs(f_text)).x + 8 if with_words else 0)
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widths.append(w)
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total += w + 6
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if with_words and total > size.x - 12:
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with_words = false
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total = kws.size() * (icon * 2 + 12)
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var x := (size.x - total + 6) / 2
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for i in kws.size():
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var k := kws[i]
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Style.keyword_icon(self, k, Vector2(x + icon, y + icon + 2), icon)
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if with_words:
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Style.text(self, tr(k), f_text, Style.TEXT, Vector2(x + icon * 2 + 6, y + icon + 2), "midleft")
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x += widths[i] + 6
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else:
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x += icon * 2 + 12
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y += icon * 2 + 8
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# Effekttext: so hoch wie nötig, endet über den Wertkreisen
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var box := Rect2()
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var fx := card.text()
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var box_bottom: float = size.y - r_stat * 2 - 4
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if fx != "" and box_bottom - y > Style.fs(f_text) + 6:
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var tsize := Style.fs(f_text)
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var needed: float = Style.FONT.get_multiline_string_size(fx, HORIZONTAL_ALIGNMENT_LEFT, size.x - 20, tsize).y + 8
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var box_top: float = maxf(y, y + (box_bottom - y - needed) / 2)
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box = Rect2(6, box_top, size.x - 12, box_bottom - box_top)
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draw_rect(box, Color(0.06, 0.06, 0.09, 0.72))
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var ty := box.position.y + 4
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var max_lines := maxi(1, int((box.end.y - ty - 2) / Style.FONT.get_height(tsize)))
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draw_multiline_string(Style.FONT, Vector2(box.position.x + 4, ty + Style.FONT.get_ascent(tsize)),
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fx, HORIZONTAL_ALIGNMENT_LEFT, box.size.x - 8, tsize, max_lines, Style.TEXT)
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# Werte springen aus den unteren Ecken, dazwischen der Edelstein
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Style.stat_circle(self, Vector2(r_stat - 2, size.y - r_stat + 2), r_stat, str(card.attack), Style.AMBER, f_stat)
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Style.stat_circle(self, Vector2(size.x - r_stat + 2, size.y - r_stat + 2), r_stat, str(card.health), Style.LIFE, f_stat)
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if bonus > 0:
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Style.text_outlined(self, "+%d" % bonus, f_text, Style.GREEN, Vector2(r_stat * 2 + 4, size.y - r_stat + 2), "midleft", 3)
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Style.rarity_gem(self, rarity, Vector2(size.x / 2, size.y - r_stat + 1), 8 if big else 6, seed)
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Style.border(self, rect, frame, 3 if big else 2, 8)
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Style.cost_crystal(self, Vector2(r_cost + 2, r_cost + 2), r_cost, card.cost, f_stat)
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Style.rarity_sparkle(self, rect, rarity, seed, box)
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## Flache Handkachel: Kosten, Name, Symbole, Werte.
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func _draw_compact(rect: Rect2, frame: Color, seed: int) -> void:
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Style.rarity_sheen(self, rect, rarity, seed)
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Style.border(self, rect, frame, 2, 8)
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Style.cost_crystal(self, Vector2(13, 13), 11, card.cost, 13)
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var name_w: float = size.x - 30 - (12 if rarity != "Common" else 0)
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var nf := Style.fit_size(card.title(), true, 12, name_w)
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Style.text(self, Style.fit(card.title(), true, Style.fs(nf), name_w), nf, Style.TEXT, Vector2(28, 13), "midleft", true)
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Style.rarity_gem(self, rarity, Vector2(size.x - 9, 13), 5, seed)
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var kws: Array[String] = []
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for k in Cards.KEYWORDS:
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if k in card.keywords:
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kws.append(k)
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var x := size.x / 2 - (kws.size() * 18 - 4) / 2.0
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for k in kws:
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Style.keyword_icon(self, k, Vector2(x + 6, size.y - 13), 6)
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x += 18
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Style.stat_circle(self, Vector2(11, size.y - 11), 10, str(card.attack), Style.AMBER, 12)
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Style.stat_circle(self, Vector2(size.x - 11, size.y - 11), 10, str(card.health), Style.LIFE, 12)
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if bonus > 0:
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Style.text_outlined(self, "+%d" % bonus, 10, Style.GREEN, Vector2(4, size.y - 29), "midleft", 3)
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Style.rarity_sparkle(self, rect, rarity, seed)
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