This commit is contained in:
team3
2026-09-16 12:09:33 +02:00
parent 9410d18ea5
commit 8a188c5d5c
29 changed files with 2016 additions and 564 deletions

View File

@@ -1,18 +1,19 @@
extends Node3D
## Spielszene: 3D-Arena plus Bedienoberfläche.
## Alles wird im Code aus primitiven Meshes und Controls gebaut.
## Spielszene: 3D-Arena, Kamera, Eingabe, Overlays. Die Panels sind eigene
## Klassen (TopBar, InfoColumn, PlayersPanel, ShopPanel) und melden sich
## über Signale.
const TOP_H := 46.0
const LEFT_W := 290.0 ## links: Elemente, Einheit, Rundenlog
const LEFT_W := 290.0 ## links: Elemente, Einheit, Rückblick
const RIGHT_W := 210.0 ## rechts: Spielerliste
const BOTTOM_H := 138.0
const TEXT_W := 244.0
const BOTTOM_H := 152.0
const BG := Color(0.09, 0.10, 0.13)
const PANEL_BG := Color(0.14, 0.15, 0.19)
const SLOT_BG := Color(0.20, 0.21, 0.26)
const CAM_FOV := 44.0
const CAM_PITCH := 52.0 ## Grad über der Waagerechten
const ZOOM_MIN := 0.6
const ZOOM_MAX := 1.5
const YAW_STEP := 15.0
var game := Game.new()
var board: BoardView3D
@@ -20,33 +21,28 @@ var camera: Camera3D
var ui_layer: CanvasLayer
var ui_root: Control
var hud: HudOverlay
var sfx: Sfx
var top: TopBar
var info: InfoColumn
var players: PlayersPanel
var shop: ShopPanel
var combat_speed := 1.0
var started := false
var paused := false
var scout: PlayerState = null ## Spieler, dessen Brett gerade angesehen wird
# Kopfzeile
var lbl_round: Label
var lbl_gold: Label
var lbl_hp: Label
var lbl_slots: Label
var lbl_streak: Label
var lbl_phase: Label
var btn_ready: Button
var btn_speed: Button
# Panels
var players_box: VBoxContainer
var traits_box: VBoxContainer
var info_box: VBoxContainer
var log_box: VBoxContainer
var shop_row: HBoxContainer
var lbl_fodder: Label
var btn_reroll: Button
var lbl_hint: Label
# Kamera: Einpassung plus Nutzeranteil
var _cam_center := Vector3.ZERO
var _cam_dir := Vector3.ZERO
var _cam_dist := 20.0
var cam_zoom := 1.0
var cam_yaw := 0.0
# Auswahl und Ziehen
var sel_slot := {}
var drag_src := {}
var drag_avatar: Avatar = null
var drag_moved := false
# Element-Auswahl
var picker: PopupPanel
@@ -55,7 +51,7 @@ var picker_title: Label
var picker_sub: Label
var picker_cb: Callable
var overlay: Control
var overlay: Control ## Start-, Pause- oder Endbildschirm
func _ready() -> void:
@@ -66,54 +62,93 @@ func _ready() -> void:
hud.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
hud.board = board
ui_layer.add_child(hud)
sfx = Sfx.new()
add_child(sfx)
hud.sfx = sfx
ui_root = Control.new()
ui_root.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
ui_root.mouse_filter = Control.MOUSE_FILTER_IGNORE
ui_layer.add_child(ui_root)
_build_top()
_build_left()
_build_right()
_build_bottom()
_build_panels()
_build_picker()
game.start()
board.game = game
_refresh()
_show_start()
set_process(true)
func _process(delta: float) -> void:
if game.phase == Game.Phase.COMBAT:
if not started or paused:
return
if game.phase == Game.Phase.PLANNING:
if game.tick_planning(delta):
_cancel_drag()
sel_slot = {}
picker.hide()
sfx.play("runde")
_refresh()
else:
top.refresh_timer(game)
elif game.phase == Game.Phase.COMBAT:
var before := game.phase
game.update_combat(delta * combat_speed)
_refresh_header()
top.refresh(game, combat_speed)
if game.phase != before:
_after_combat()
_refresh()
func _after_combat() -> void:
match game.human_last_result:
1: sfx.play("sieg")
-1: sfx.play("niederlage")
_: sfx.play("runde")
# --- Eingabe -----------------------------------------------------------------
func _unhandled_input(event: InputEvent) -> void:
if not started or paused:
if event is InputEventKey and event.pressed and event.keycode == KEY_P and started:
_toggle_pause()
return
if event is InputEventMouseMotion:
if event.button_mask & MOUSE_BUTTON_MASK_MIDDLE:
cam_yaw += event.relative.x * 0.3
_apply_camera()
return
_on_mouse_move(event.position)
return
if event is InputEventMouseButton:
if event.button_index == MOUSE_BUTTON_LEFT:
if event.pressed:
_begin_drag(event.position)
else:
_end_drag(event.position)
return
if event.button_index == MOUSE_BUTTON_RIGHT and event.pressed:
_on_right_click(event.position)
return
match event.button_index:
MOUSE_BUTTON_LEFT:
if event.pressed:
_begin_drag(event.position)
else:
_end_drag(event.position)
MOUSE_BUTTON_RIGHT:
if event.pressed:
_on_right_click(event.position)
MOUSE_BUTTON_WHEEL_UP:
if event.pressed:
_zoom(-0.1)
MOUSE_BUTTON_WHEEL_DOWN:
if event.pressed:
_zoom(0.1)
return
if not (event is InputEventKey and event.pressed and not event.echo):
return
match event.keycode:
KEY_D:
_on_reroll()
KEY_SPACE, KEY_F:
_on_ready()
KEY_D: _on_reroll()
KEY_X: _on_buy_xp()
KEY_F: _on_lock()
KEY_SPACE: _on_ready()
KEY_P: _toggle_pause()
KEY_Q: _rotate(-YAW_STEP)
KEY_E: _rotate(YAW_STEP)
KEY_ESCAPE:
_cancel_drag()
sel_slot = {}
@@ -125,10 +160,8 @@ func _on_mouse_move(pos: Vector2) -> void:
board.hover_slot = slot
if drag_avatar != null:
board.drag_world = _drag_point(pos, slot)
drag_moved = true
## Hebt einen Avatar an, wenn unter dem Zeiger einer liegt.
func _begin_drag(pos: Vector2) -> void:
if game.phase != Game.Phase.PLANNING:
return
@@ -140,11 +173,9 @@ func _begin_drag(pos: Vector2) -> void:
return
drag_src = slot
drag_avatar = a
drag_moved = false
board.drag_active = true
board.drag_avatar_id = a.id
board.drag_world = _drag_point(pos, slot)
# Während des Ziehens zeigt das Info-Panel den Avatar in der Hand.
sel_slot = slot
_refresh()
@@ -156,18 +187,19 @@ func _end_drag(pos: Vector2) -> void:
var src := drag_src
_cancel_drag()
if dst.is_empty() or BoardView3D._same_slot(src, dst):
# Kein Weg zurückgelegt: das war eine Auswahl.
sel_slot = src
_refresh()
return
if dst["kind"] == "board" and not board.is_own_half(BoardView3D.from_board(dst["hex"])):
_refresh()
return
if not game.human.move_slot(src, dst, game.round_no):
if not game.human.move_slot(src, dst):
if dst["kind"] == "board":
_hint("Kaderplätze voll (%d)." % game.human.team_slots(game.round_no))
shop.hint("Kaderplätze voll (%d). XP kaufen für mehr." % game.human.team_slots())
sfx.play("fehler")
else:
sel_slot = dst
sfx.play("setzen")
_refresh()
@@ -186,9 +218,10 @@ func _on_right_click(pos: Vector2) -> void:
if slot.is_empty():
return
if slot["kind"] == "bench":
game.human.sell_bench(slot["index"], game.pool)
else:
game.human.unplace(slot["hex"])
if game.human.sell_bench(slot["index"], game.pool):
sfx.play("verkauf")
elif game.human.unplace(slot["hex"]):
sfx.play("setzen")
sel_slot = {}
_refresh()
@@ -201,82 +234,7 @@ func _avatar_at(slot: Dictionary):
return game.human.board.get(slot["hex"])
# --- Aufbau ----------------------------------------------------------------
func _add_panel(pos: Vector2, sz: Vector2) -> VBoxContainer:
var p := UiKit.panel(PANEL_BG)
p.position = pos
p.size = sz
ui_root.add_child(p)
var v := VBoxContainer.new()
v.add_theme_constant_override("separation", 4)
p.add_child(v)
return v
func _build_top() -> void:
var bar := ColorRect.new()
bar.color = PANEL_BG
bar.position = Vector2.ZERO
bar.size = Vector2(1600, TOP_H)
bar.mouse_filter = Control.MOUSE_FILTER_IGNORE
ui_root.add_child(bar)
var h := HBoxContainer.new()
h.position = Vector2(14, 9)
h.size = Vector2(1570, 30)
h.add_theme_constant_override("separation", 22)
ui_root.add_child(h)
lbl_round = UiKit.label("Runde 1", 18)
lbl_phase = UiKit.label("Planung", 16, Color(0.7, 0.85, 1.0))
lbl_hp = UiKit.label("Leben 100", 16, Color(0.5, 0.9, 0.55))
lbl_gold = UiKit.label("Gold 4", 16, Color(1.0, 0.85, 0.35))
lbl_slots = UiKit.label("Kader 0/3", 16)
lbl_streak = UiKit.label("Serie 0", 16, Color(0.85, 0.7, 1.0))
for l in [lbl_round, lbl_phase, lbl_hp, lbl_gold, lbl_slots, lbl_streak]:
h.add_child(l)
var spacer := Control.new()
spacer.custom_minimum_size = Vector2(360, 0)
h.add_child(spacer)
btn_speed = UiKit.button("Tempo 1x", Color(0.25, 0.28, 0.36))
btn_speed.custom_minimum_size = Vector2(96, 28)
btn_speed.pressed.connect(_on_speed)
h.add_child(btn_speed)
btn_ready = UiKit.button("Kampf starten [Leer]", Color(0.24, 0.52, 0.34))
btn_ready.custom_minimum_size = Vector2(190, 28)
btn_ready.pressed.connect(_on_ready)
h.add_child(btn_ready)
## Linke Spalte: Elemente, gewählte Einheit und Rundenlog, scrollbar.
func _build_left() -> void:
var w := LEFT_W - 16.0
var h := 900.0 - TOP_H - BOTTOM_H - 20.0
var p := UiKit.panel(PANEL_BG)
p.position = Vector2(8, TOP_H + 8)
p.size = Vector2(w, h)
p.clip_contents = true
ui_root.add_child(p)
var sc := ScrollContainer.new()
sc.horizontal_scroll_mode = ScrollContainer.SCROLL_MODE_DISABLED
p.add_child(sc)
var col := VBoxContainer.new()
col.add_theme_constant_override("separation", 10)
col.size_flags_horizontal = Control.SIZE_EXPAND_FILL
sc.add_child(col)
traits_box = VBoxContainer.new()
info_box = VBoxContainer.new()
log_box = VBoxContainer.new()
for b in [traits_box, info_box, log_box]:
b.add_theme_constant_override("separation", 3)
b.size_flags_horizontal = Control.SIZE_EXPAND_FILL
col.add_child(b)
col.add_child(HSeparator.new())
# --- Welt und Kamera ---------------------------------------------------------
func _build_world() -> void:
var we := WorldEnvironment.new()
@@ -314,7 +272,6 @@ func _build_world() -> void:
## Legt die Kamera so, dass das Spielfeld genau in die freie Bildmitte passt.
## Links, rechts und unten liegen Bedienpanels darüber.
func _fit_camera() -> void:
var vp := Vector2(get_viewport().get_visible_rect().size)
var target := Rect2(LEFT_W + 16.0, TOP_H + 16.0,
@@ -341,10 +298,26 @@ func _fit_camera() -> void:
if absf(kx) < 0.001 or absf(kz) < 0.001:
break
center += Vector3(err.x / kx, 0.0, err.y / kz)
if err.length() < 1.0 and absf(1.0 - maxf(r.size.x / target.size.x,
r.size.y / target.size.y)) < 0.01:
break
camera.look_at_from_position(center + dir * dist, center, Vector3.UP)
_cam_center = center
_cam_dir = dir
_cam_dist = dist
_apply_camera()
## Nutzeranteil: Zoom und Drehung um die Brettmitte.
func _apply_camera() -> void:
var dir := _cam_dir.rotated(Vector3.UP, deg_to_rad(cam_yaw))
camera.look_at_from_position(_cam_center + dir * _cam_dist * cam_zoom, _cam_center, Vector3.UP)
func _zoom(delta: float) -> void:
cam_zoom = clampf(cam_zoom + delta, ZOOM_MIN, ZOOM_MAX)
_apply_camera()
func _rotate(deg: float) -> void:
cam_yaw = fmod(cam_yaw + deg, 360.0)
_apply_camera()
func _project_rect(points: Array) -> Rect2:
@@ -359,7 +332,6 @@ func _project_rect(points: Array) -> Rect2:
return Rect2(lo, hi - lo)
## Punkt auf der Feldebene unter einer Bildschirmposition, oder null.
func _ground_point(screen_pos: Vector2):
if camera == null:
return null
@@ -373,7 +345,6 @@ func _ground_point(screen_pos: Vector2):
return board.to_local(from + dir * t)
## Position des gezogenen Avatars: auf Feldhöhe, damit er nicht schwebt.
func _drag_point(screen_pos: Vector2, fallback: Dictionary) -> Vector3:
var hit = _ground_point(screen_pos)
if hit == null:
@@ -381,7 +352,6 @@ func _drag_point(screen_pos: Vector2, fallback: Dictionary) -> Vector3:
return Vector3(hit.x, 0.0, hit.z)
## Feld oder Bankplatz unter einer Bildschirmposition.
func _pick_slot(screen_pos: Vector2) -> Dictionary:
var hit = _ground_point(screen_pos)
if hit == null:
@@ -389,45 +359,35 @@ func _pick_slot(screen_pos: Vector2) -> Dictionary:
return board.slot_at_world(hit)
## Rechte Spalte: die acht Spieler mit Leben und Serie.
func _build_right() -> void:
players_box = _add_panel(Vector2(1600.0 - RIGHT_W + 8.0, TOP_H + 8),
Vector2(RIGHT_W - 16, 900 - TOP_H - BOTTOM_H - 20))
players_box.add_child(UiKit.label("Spieler", 16, Color(0.75, 0.8, 0.95)))
# --- Panels ------------------------------------------------------------------
func _build_panels() -> void:
var vp := Vector2(1600, 900)
top = TopBar.new()
top.build(vp.x, TOP_H)
top.ready_pressed.connect(_on_ready)
top.xp_pressed.connect(_on_buy_xp)
top.speed_pressed.connect(_on_speed)
top.pause_pressed.connect(_toggle_pause)
ui_root.add_child(top)
func _build_bottom() -> void:
var y := 900.0 - BOTTOM_H
var p := UiKit.panel(PANEL_BG)
p.position = Vector2(8, y)
p.size = Vector2(1584, BOTTOM_H - 10)
ui_root.add_child(p)
var v := VBoxContainer.new()
v.add_theme_constant_override("separation", 6)
p.add_child(v)
var col_h := vp.y - TOP_H - BOTTOM_H - 20.0
info = InfoColumn.new()
info.build(8.0, TOP_H + 8.0, LEFT_W - 16.0, col_h)
info.upgrade_pressed.connect(_on_upgrade)
ui_root.add_child(info)
var head := HBoxContainer.new()
head.add_theme_constant_override("separation", 16)
v.add_child(head)
head.add_child(UiKit.label("Shop", 13, Color(0.7, 0.72, 0.8)))
btn_reroll = UiKit.button("Neu würfeln %d Gold [D]" % Data.REROLL_COST, Color(0.30, 0.32, 0.44))
btn_reroll.custom_minimum_size = Vector2(200, 26)
btn_reroll.pressed.connect(_on_reroll)
head.add_child(btn_reroll)
lbl_fodder = UiKit.label("", 13, Color(0.7, 0.72, 0.8))
head.add_child(lbl_fodder)
lbl_hint = UiKit.label("", 13, Color(0.95, 0.85, 0.45))
head.add_child(lbl_hint)
var spacer := Control.new()
spacer.size_flags_horizontal = Control.SIZE_EXPAND_FILL
head.add_child(spacer)
head.add_child(UiKit.label(
"Avatare zwischen Bank und Feld ziehen · Rechtsklick: verkaufen bzw. zurück",
13, Color(0.6, 0.62, 0.7)))
players = PlayersPanel.new()
players.build(vp.x - RIGHT_W + 8.0, TOP_H + 8.0, RIGHT_W - 16.0, col_h)
players.scout_requested.connect(_on_scout)
ui_root.add_child(players)
shop_row = HBoxContainer.new()
shop_row.add_theme_constant_override("separation", 8)
v.add_child(shop_row)
shop = ShopPanel.new()
shop.build(8.0, vp.y - BOTTOM_H, vp.x - 16.0, BOTTOM_H - 10.0)
shop.buy_requested.connect(_on_buy)
shop.reroll_pressed.connect(_on_reroll)
shop.lock_pressed.connect(_on_lock)
ui_root.add_child(shop)
func _build_picker() -> void:
@@ -478,32 +438,56 @@ func _open_picker(title: String, options: Array, cb: Callable, previews: Array =
picker.popup_centered()
# --- Aktionen --------------------------------------------------------------
# --- Aktionen ----------------------------------------------------------------
func _on_ready() -> void:
if game.phase == Game.Phase.PLANNING:
_cancel_drag()
sel_slot = {}
picker.hide()
game.start_combat()
sfx.play("runde")
_refresh()
elif game.phase == Game.Phase.COMBAT:
game.skip_combat()
_after_combat()
_refresh()
func _on_speed() -> void:
combat_speed = 1.0 if combat_speed >= 4.0 else combat_speed * 2.0
btn_speed.text = "Tempo %dx" % int(combat_speed)
top.refresh(game, combat_speed)
func _on_buy_xp() -> void:
if game.phase != Game.Phase.PLANNING:
return
var before := game.human.level
if game.human.buy_xp():
sfx.play("level" if game.human.level > before else "kauf")
else:
shop.hint("Nicht genug Gold für XP." if game.human.level < Data.MAX_LEVEL else "Maximales Level.")
_refresh()
func _on_reroll() -> void:
if game.phase != Game.Phase.PLANNING:
return
game.human.reroll(game.pool, game.rand)
if game.human.reroll(game.pool, game.rand):
sfx.play("wuerfeln")
_refresh()
func _on_buy(index: int) -> void:
func _on_lock() -> void:
if game.phase != Game.Phase.PLANNING:
return
game.human.shop_locked = not game.human.shop_locked
sfx.play("setzen")
_refresh()
## Kauf. `quick` (Rechtsklick) nimmt bei Neutral die zuletzt gewählte Spezialisierung.
func _on_buy(index: int, quick: bool) -> void:
if game.phase != Game.Phase.PLANNING:
return
var p := game.human
@@ -513,26 +497,32 @@ func _on_buy(index: int) -> void:
if entry.sold:
return
if p.free_bench_slot() < 0:
_hint("Bank ist voll. Erst etwas verkaufen.")
shop.hint("Bank ist voll. Erst etwas verkaufen.")
return
if p.gold < entry.price():
return
if entry.element >= 0:
if not p.buy(index, game.pool, entry.element):
_hint("Kauf nicht möglich (Vorrat leer).")
var direct := entry.element
if direct < 0 and quick and p.last_element >= 0 and game.pool.element_left[p.last_element] > 0:
direct = p.last_element
if direct >= 0:
if p.buy(index, game.pool, direct):
sfx.play("kauf")
else:
shop.hint("Kauf nicht möglich (Vorrat leer).")
_refresh()
return
# Neutraler Avatar: Spezialisierung schon beim Kauf wählen.
var free: Array[int] = []
for e in Data.ELEMENT_COUNT:
if game.pool.element_left[e] > 0:
free.append(e)
if free.is_empty():
_hint("Kein Element mehr im Vorrat.")
shop.hint("Kein Element mehr im Vorrat.")
return
_open_picker("Spezialisierung wählen", free, func(e):
if not game.human.buy(index, game.pool, e):
_hint("Kauf nicht möglich (Vorrat leer).")
if game.human.buy(index, game.pool, e):
sfx.play("kauf")
else:
shop.hint("Kauf nicht möglich (Vorrat leer).")
_refresh())
@@ -547,7 +537,8 @@ func _on_upgrade() -> void:
for e in options:
previews.append("+ " + _element_effect(e) + " (halbe Stärke)")
_open_picker("Zweite/dritte Spezialisierung", options, func(e):
game.human.upgrade(hex, e, game.pool)
if game.human.upgrade(hex, e, game.pool):
sfx.play("aufwerten")
_refresh(), previews,
"Fähigkeit wird zu: " + _star_effect(a.role, a.star + 1))
@@ -555,17 +546,11 @@ func _on_upgrade() -> void:
func _star_effect(role: int, star: int) -> String:
match role:
Data.Role.TANK:
if star == 2:
return "Schild und spottet 3 Gegner"
return "Schild, Spott und 25% Reflexion"
return "Schild und spottet 3 Gegner" if star == 2 else "Schild, Spott und 25% Reflexion"
Data.Role.DPS:
if star == 2:
return "Ziel plus Splash auf Nachbarn"
return "Ziel plus Fläche im Radius 2"
return "Ziel plus Splash auf Nachbarn" if star == 2 else "Ziel plus Fläche im Radius 2"
_:
if star == 2:
return "heilt 3 Verbündete"
return "heilt alle und schildet sie"
return "heilt 3 Verbündete" if star == 2 else "heilt alle und schildet sie"
func _element_effect(element: int) -> String:
@@ -578,253 +563,115 @@ func _element_effect(element: int) -> String:
_: return "Verlangsamung"
## Gewähltes Board-Feld, oder (-1,-1) wenn nichts oder ein Bankplatz gewählt ist.
func _on_scout(p: PlayerState) -> void:
scout = null if (p == game.human or p == scout) else p
board.scout_player = scout
_refresh()
func selected_board_hex() -> Vector2i:
if sel_slot.is_empty() or sel_slot["kind"] != "board":
return Vector2i(-1, -1)
return sel_slot["hex"]
func _hint(text: String) -> void:
lbl_hint.text = text
get_tree().create_timer(2.5).timeout.connect(func():
if is_instance_valid(lbl_hint) and lbl_hint.text == text:
lbl_hint.text = "")
# --- Anzeige ---------------------------------------------------------------
# --- Anzeige -----------------------------------------------------------------
func _refresh() -> void:
_refresh_header()
_refresh_players()
_refresh_traits()
_refresh_info()
_refresh_log()
_refresh_fodder()
_refresh_shop()
top.refresh(game, combat_speed)
players.refresh(game, scout)
info.refresh(game, _avatar_at(sel_slot), selected_board_hex())
shop.refresh(game)
board.selected_slot = sel_slot
if game.phase == Game.Phase.GAMEOVER:
_show_gameover()
func _refresh_header() -> void:
var p := game.human
lbl_round.text = "Runde %d" % game.round_no
lbl_hp.text = "Leben %d" % p.hp
var interest := Data.interest(p.gold)
lbl_gold.text = "Gold %d (+%d Zins)" % [p.gold, interest] if interest > 0 else "Gold %d" % p.gold
lbl_slots.text = "Kader %d/%d" % [p.board.size(), p.team_slots(game.round_no)]
var s := p.streak
lbl_streak.text = "Serie %s%d (+%d Gold)" % ["+" if s > 0 else "", s, Data.streak_gold(s)]
match game.phase:
Game.Phase.PLANNING:
lbl_phase.text = "Planung"
btn_ready.text = "Kampf starten [Leer]"
btn_ready.disabled = false
Game.Phase.COMBAT:
var opp := game.human_opponent()
lbl_phase.text = "Kampf gegen %s" % (opp.pname if opp else "?")
btn_ready.text = "Kampf überspringen"
btn_ready.disabled = false
_:
lbl_phase.text = "Spiel vorbei"
btn_ready.disabled = true
# --- Overlays: Start, Pause, Ende --------------------------------------------
## Label für das rechte Panel: bricht um und bleibt in der Panelbreite.
func _wrapped(text: String, size: int, col: Color) -> Label:
var l := UiKit.label(text, size, col)
l.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
l.custom_minimum_size = Vector2(TEXT_W, 0)
l.size_flags_horizontal = Control.SIZE_FILL
return l
func _clear(box: Node, keep: int = 0) -> void:
var kids := box.get_children()
for i in range(keep, kids.size()):
box.remove_child(kids[i])
kids[i].queue_free()
func _refresh_players() -> void:
_clear(players_box, 1)
for p in game.ranking():
var row := VBoxContainer.new()
row.add_theme_constant_override("separation", 1)
var top := HBoxContainer.new()
var col := Color(0.9, 0.9, 0.95) if p.alive else Color(0.5, 0.5, 0.55)
if p == game.human:
col = Color(0.6, 0.9, 1.0)
var nm := UiKit.label(p.pname, 14, col)
nm.custom_minimum_size = Vector2(88, 0)
top.add_child(nm)
top.add_child(UiKit.label("%d" % p.hp, 14, col))
if p.streak != 0:
top.add_child(UiKit.label(" Serie %s%d" % ["+" if p.streak > 0 else "", p.streak], 12,
Color(0.85, 0.7, 1.0)))
row.add_child(top)
var bar := ColorRect.new()
bar.color = Color(0.12, 0.13, 0.16)
bar.custom_minimum_size = Vector2(RIGHT_W - 32, 6)
var fill := ColorRect.new()
fill.color = Color(0.35, 0.8, 0.45) if p.alive else Color(0.4, 0.4, 0.45)
fill.size = Vector2((RIGHT_W - 32) * (float(p.hp) / float(Data.START_HP)), 6)
fill.position = Vector2.ZERO
bar.add_child(fill)
row.add_child(bar)
players_box.add_child(row)
var opp := game.human_opponent()
if opp != null and game.phase == Game.Phase.COMBAT:
players_box.add_child(UiKit.label("\nGegner: " + opp.pname, 13, Color(1.0, 0.6, 0.6)))
func _refresh_traits() -> void:
_clear(traits_box)
traits_box.add_child(UiKit.label("Elemente im Team", 15, Color(0.75, 0.8, 0.95)))
var counts := game.human.trait_counts()
var any := false
for e in Data.ELEMENT_COUNT:
var c: int = counts.get(e, 0)
if c == 0:
continue
any = true
var tier := Data.trait_tier(e, c)
var col: Color = Data.ELEMENT_COLORS[e]
var row := HBoxContainer.new()
var dot := ColorRect.new()
dot.color = col if tier > 0 else col.darkened(0.55)
dot.custom_minimum_size = Vector2(12, 12)
row.add_child(dot)
var txt := " %s %d" % [Data.ELEMENT_NAMES[e], c]
if tier > 0:
txt += " - " + Data.ELEMENT_TRAITS[e]["desc"][tier - 1]
else:
txt += " (ab 2 aktiv)"
var el := UiKit.label(txt, 13, Color(0.9, 0.9, 0.95) if tier > 0 else Color(0.55, 0.55, 0.6))
el.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
el.custom_minimum_size = Vector2(TEXT_W - 20.0, 0)
row.add_child(el)
traits_box.add_child(row)
if not any:
traits_box.add_child(_wrapped("Noch nichts aufgestellt.", 13, Color(0.55, 0.55, 0.6)))
traits_box.add_child(UiKit.label("\nKombinationen", 15, Color(0.75, 0.8, 0.95)))
var active := game.human.active_combos()
var keys := []
for c in active:
keys.append(c["key"])
for c in Data.COMBO_TRAITS:
var on: bool = keys.has(c["key"])
var t := "%s (%s+%s): %s" % [c["name"], Data.ELEMENT_NAMES[c["a"]],
Data.ELEMENT_NAMES[c["b"]], c["desc"]]
traits_box.add_child(_wrapped(t, 12, Color(0.6, 0.95, 0.7) if on else Color(0.45, 0.45, 0.5)))
func _refresh_info() -> void:
_clear(info_box)
info_box.add_child(UiKit.label("Einheit", 15, Color(0.75, 0.8, 0.95)))
var p := game.human
var a: Avatar = _selected_avatar()
if a == null:
info_box.add_child(_wrapped("Einheit auf dem Feld oder der Bank anklicken.", 13,
Color(0.55, 0.55, 0.6)))
return
var s := a.base_stats()
info_box.add_child(_wrapped("%s %d-Star" % [a.display_name(), a.star], 14, a.color()))
info_box.add_child(_wrapped("Leben %d Angriff %d Rüstung %d%%\nTempo %.2f Reichweite %d"
% [int(s["hp"]), int(s["atk"]), int(s["armor"] * 100.0), s["aspd"], s["range"]], 12,
Color(0.9, 0.9, 0.95)))
info_box.add_child(_wrapped(a.ability_text(), 12, Color(0.8, 0.85, 1.0)))
var hex := selected_board_hex()
if hex.x < 0:
info_box.add_child(_wrapped("Zum Aufwerten aufs Feld ziehen.", 12,
Color(0.85, 0.85, 0.9)))
return
var cost := a.upgrade_cost()
if cost.is_empty():
info_box.add_child(_wrapped("Maximale Stufe.", 12, Color(1.0, 0.85, 0.35)))
return
var missing := p.upgrade_missing(hex)
var need := []
for e in cost:
need.append("%dx %s" % [cost[e], Data.ELEMENT_NAMES[e]])
info_box.add_child(_wrapped("Aufwerten braucht: " + ", ".join(need), 12,
Color(0.85, 0.85, 0.9)))
if missing.is_empty():
var b := UiKit.button("Aufwerten", Color(0.28, 0.55, 0.36))
b.custom_minimum_size = Vector2(140, 26)
b.pressed.connect(_on_upgrade)
info_box.add_child(b)
else:
var miss := []
for e in missing:
miss.append("%dx %s" % [missing[e], Data.ELEMENT_NAMES[e]])
info_box.add_child(_wrapped("Es fehlt: " + ", ".join(miss), 12, Color(0.95, 0.6, 0.5)))
func _selected_avatar():
return _avatar_at(sel_slot)
func _refresh_log() -> void:
_clear(log_box)
log_box.add_child(UiKit.label("Letzte Runde", 15, Color(0.75, 0.8, 0.95)))
if game.last_round_log.is_empty():
log_box.add_child(UiKit.label("-", 12, Color(0.55, 0.55, 0.6)))
for line in game.last_round_log:
log_box.add_child(_wrapped(line, 12, Color(0.8, 0.8, 0.86)))
func _refresh_fodder() -> void:
var fodder := game.human.fodder_counts()
var parts := []
for e in fodder:
parts.append("%dx %s" % [fodder[e], Data.ELEMENT_NAMES[e]])
lbl_fodder.text = "Futter auf der Bank: " + (", ".join(parts) if parts else "-")
func _refresh_shop() -> void:
_clear(shop_row)
var p := game.human
for i in p.shop.size():
var e: ShopEntry = p.shop[i]
var col := e.color()
var txt := "verkauft"
var b: Button
if e.sold:
b = UiKit.button(txt, SLOT_BG.darkened(0.3))
b.disabled = true
else:
var note: String = "Element wählen" if e.element < 0 \
else "noch %d im Vorrat" % game.pool.element_left[e.element]
b = UiKit.button("%s\n%d Gold\n%s" % [e.label(), e.price(), note], col, UiKit.ink(col))
b.disabled = p.gold < e.price() or game.phase != Game.Phase.PLANNING
b.pressed.connect(_on_buy.bind(i))
b.custom_minimum_size = Vector2(196, 74)
shop_row.add_child(b)
var mine := []
for el in game.human.shop_elements(game.pool):
mine.append("%s %d" % [Data.ELEMENT_NAMES[el], game.pool.element_left[el]])
shop_row.add_child(UiKit.label(" Dein Shop zeigt Neutral\n und deine Elemente:\n %s"
% [", ".join(mine) if mine else "noch keine aufgestellt"], 12,
Color(0.7, 0.72, 0.8)))
func _show_gameover() -> void:
func _overlay_box(title: String) -> VBoxContainer:
if overlay != null:
return
overlay.queue_free()
overlay = ColorRect.new()
overlay.color = Color(0, 0, 0, 0.72)
overlay.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
ui_root.add_child(overlay)
var v := VBoxContainer.new()
v.position = Vector2(620, 320)
v.add_theme_constant_override("separation", 10)
v.position = Vector2(600, 280)
v.custom_minimum_size = Vector2(400, 0)
v.add_theme_constant_override("separation", 12)
overlay.add_child(v)
v.add_child(UiKit.label(title, 32))
return v
func _close_overlay() -> void:
if overlay != null:
overlay.queue_free()
overlay = null
func _volume_row() -> HBoxContainer:
var h := HBoxContainer.new()
h.add_theme_constant_override("separation", 10)
h.add_child(UiKit.label("Lautstärke", 14))
var sl := HSlider.new()
sl.min_value = 0.0
sl.max_value = 1.0
sl.step = 0.05
sl.value = 0.8
sl.custom_minimum_size = Vector2(220, 20)
sl.focus_mode = Control.FOCUS_NONE
sl.value_changed.connect(func(v): sfx.set_volume(v))
h.add_child(sl)
return h
func _show_start() -> void:
var v := _overlay_box("Elements Autochess")
v.add_child(UiKit.label("8 Spieler, 100 Leben, Elemente als Traits. Basis wie TFT.", 15,
Color(0.8, 0.85, 0.95)))
v.add_child(UiKit.label(
"Ziehen: Bank ↔ Feld · Rechtsklick: verkaufen · D würfeln · F einfrieren · X Level\nQ/E drehen · Mausrad zoomen · P Pause · Leertaste Kampf",
13, Color(0.7, 0.72, 0.8)))
v.add_child(_volume_row())
var b := UiKit.button("Spiel starten", Color(0.28, 0.5, 0.36))
b.custom_minimum_size = Vector2(200, 38)
b.pressed.connect(_start_game)
v.add_child(b)
func _start_game() -> void:
started = true
paused = false
_close_overlay()
sfx.play("runde")
func _toggle_pause() -> void:
if not started or game.phase == Game.Phase.GAMEOVER:
return
paused = not paused
if paused:
_cancel_drag()
picker.hide()
var v := _overlay_box("Pause")
v.add_child(_volume_row())
var b := UiKit.button("Weiter [P]", Color(0.28, 0.5, 0.36))
b.custom_minimum_size = Vector2(200, 36)
b.pressed.connect(_toggle_pause)
v.add_child(b)
else:
_close_overlay()
func _show_gameover() -> void:
if overlay != null and overlay.has_meta("gameover"):
return
var v := _overlay_box("Spiel vorbei")
overlay.set_meta("gameover", true)
var alive := game.alive_players()
var win: String = alive[0].pname if not alive.is_empty() else "-"
v.add_child(UiKit.label("Spiel vorbei", 32))
v.add_child(UiKit.label("Sieger: %s" % win, 20, Color(1.0, 0.85, 0.35)))
var place := game.human.placement if game.human.placement > 0 else 1
v.add_child(UiKit.label("Dein Platz: %d von 8" % place, 18,
@@ -832,12 +679,15 @@ func _show_gameover() -> void:
var b := UiKit.button("Neues Spiel", Color(0.28, 0.5, 0.36))
b.custom_minimum_size = Vector2(180, 36)
b.pressed.connect(func():
overlay.queue_free()
overlay = null
_close_overlay()
game = Game.new()
game.start()
board.game = game
board.scout_player = null
scout = null
_cancel_drag()
sel_slot = {}
started = true
paused = false
_refresh())
v.add_child(b)