Files
cards/scripts/ui/booster_screen.gd
Team3 f0a8f18de8
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update
2026-09-28 19:44:30 +02:00

156 lines
5.4 KiB
GDScript

class_name BoosterScreen
extends Control
const CARD_W := 200
const CARD_H := 280
var app
var cards: Array = [] # {"card", "rarity", "upgraded", "dust"} je Karte
var revealed := {}
var coins_label: Label
var msg_label: Label
var b_buy: Button
var b_all: Button
var slots: Control
var fx_layer: Control
var fresh := {} # gerade aufgedeckt: wird umgedreht
class CardBack extends Control:
signal clicked
func _init(sz: Vector2) -> void:
size = sz
custom_minimum_size = sz
mouse_filter = Control.MOUSE_FILTER_STOP
focus_mode = Control.FOCUS_ALL
focus_entered.connect(queue_redraw)
focus_exited.connect(queue_redraw)
func _gui_input(event: InputEvent) -> void:
if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
accept_event()
clicked.emit()
elif has_focus() and event.is_action_pressed("ui_accept"):
accept_event()
clicked.emit()
func _draw() -> void:
var rect := Rect2(Vector2.ZERO, size)
draw_style_box(Style.box(Color("3c285a"), 8, Style.GOLD, 5 if has_focus() else 3), rect)
Style.border(self, rect.grow(-15), Color("5a3c82"), 2, 6)
Style.text(self, "?", 48, Style.GOLD, size / 2, "center", true)
func slot_rect(i: int) -> Rect2:
var gap := 20
var x0 := (1280 - Profile.BOOSTER_SIZE * CARD_W - (Profile.BOOSTER_SIZE - 1) * gap) / 2
return Rect2(x0 + i * (CARD_W + gap), 230, CARD_W, CARD_H)
func _ready() -> void:
Style.header(self, "Booster", func(): app.show_screen(MenuScreen.new()))
coins_label = Style.chip(self, "", Rect2(860, 26, 240, 38))
fx_layer = Control.new()
fx_layer.mouse_filter = Control.MOUSE_FILTER_IGNORE
add_child(fx_layer)
slots = Control.new()
slots.mouse_filter = Control.MOUSE_FILTER_IGNORE
add_child(slots)
msg_label = Style.label(self, "", 17, Style.RED, Rect2(0, 640, 1280, 22), "center")
b_buy = Style.button(self, "Booster kaufen (%d Münzen)" % Profile.BOOSTER_COST, Rect2(370, 690, 330, 52), buy, Color("5a4628"))
b_buy.add_theme_font_size_override("font_size", 20)
b_all = Style.button(self, "Alle aufdecken", Rect2(720, 690, 200, 52), reveal_all)
refresh()
func _input(event: InputEvent) -> void:
if event is InputEventKey and event.pressed and event.keycode == KEY_ESCAPE:
app.show_screen(MenuScreen.new())
func buy() -> void:
var p: Profile = app.profile
var got: Array = p.open_booster()
if got.is_empty():
msg_label.text = "Nicht genug Münzen"
msg_label.add_theme_color_override("font_color", Style.RED)
return
app.save()
app.sfx.play("play")
cards = got
revealed = {}
msg_label.text = ""
refresh()
func reveal(i: int) -> void:
revealed[i] = true
fresh = {i: 0.0}
app.sfx.play("combo" if cards[i].rarity != "gewöhnlich" else "click")
refresh()
func reveal_all() -> void:
fresh = {}
var k := 0
for i in Profile.BOOSTER_SIZE:
if not revealed.has(i):
fresh[i] = k * 0.12
k += 1
revealed[i] = true
app.sfx.play("play")
refresh()
## Umdrehen: die Karte wächst aus der Mitte; seltene Stufen blitzen in ihrer Farbe auf.
func flip(v: CardView, delay: float, rarity: String) -> void:
if not Style.animations:
return
v.scale.x = 0.0
var tw := create_tween()
tw.tween_interval(delay)
tw.tween_property(v, "scale:x", 1.0, 0.18).set_trans(Tween.TRANS_BACK).set_ease(Tween.EASE_OUT)
if rarity == "gewöhnlich":
return
var burst := Style.panel(fx_layer, Rect2(v.position, v.size).grow(6), Color(Cards.RARITY_COLORS[rarity], 0.6), 12)
burst.pivot_offset = burst.size / 2
burst.modulate.a = 0.0
var bt := create_tween()
bt.tween_interval(delay + 0.1)
bt.tween_property(burst, "modulate:a", 1.0, 0.05)
bt.parallel().tween_property(burst, "scale", Vector2(1.25, 1.25), 0.45).set_trans(Tween.TRANS_QUAD).set_ease(Tween.EASE_OUT)
bt.tween_property(burst, "modulate:a", 0.0, 0.3)
bt.tween_callback(burst.queue_free)
func refresh() -> void:
var p: Profile = app.profile
coins_label.text = "Münzen: %d" % p.coins
b_buy.disabled = p.coins < Profile.BOOSTER_COST
b_all.disabled = cards.is_empty() or revealed.size() >= Profile.BOOSTER_SIZE
Style.clear(slots)
for i in Profile.BOOSTER_SIZE:
var r := slot_rect(i)
if cards.is_empty():
Style.panel(slots, r, Style.PANEL, 8, Style.PANEL_LIGHT, 2)
elif revealed.has(i):
var res: Dictionary = cards[i]
var c: Cards.Card = res.card
var v := CardView.new(c, r.size, false, res.rarity)
v.position = r.position
slots.add_child(v)
if fresh.has(i):
flip(v, fresh[i], res.rarity)
Style.label(slots, tr(res.rarity), 16, Cards.RARITY_COLORS[res.rarity], Rect2(r.position.x, r.end.y + 8, r.size.x, 24), "center", true)
if res.upgraded:
Style.label(slots, "Aufgewertet", 16, Style.GREEN, Rect2(r.position.x, r.end.y + 32, r.size.x, 24), "center", true)
else:
Style.label(slots, "+%d Staub" % res.dust, 14, Style.MUTED, Rect2(r.position.x, r.end.y + 32, r.size.x, 24), "center")
else:
var back := CardBack.new(r.size)
back.position = r.position
back.clicked.connect(reveal.bind(i))
slots.add_child(back)
fresh = {}