Auf der Hand standen nur die Namen. Was eine Karte tut, stand allein im Tooltip - man musste jede einzeln anfahren. Jetzt ist jede Karte eine Karte: gezeichnetes Sinnbild, Name, Wirkungstext und ein Dreieck fuer Buff (gruen, hoch) oder Debuff (rot, runter). Die Sinnbilder werden zur Laufzeit gemalt, wie die Wuerfel auch - Bilddateien gibt es im Projekt nicht. Je Karte ein eigenes: Wuerfel, Kreispfeil, Auge, Wolke, Pfeile, durchgestrichener Kreis. Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
815 lines
27 KiB
GDScript
815 lines
27 KiB
GDScript
extends CanvasLayer
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## Komplettes Spiel-UI (programmatisch aufgebaut).
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signal bid_pressed(count: int, face: int)
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signal challenge_pressed
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signal booster_chosen(id: String, target: int)
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signal quit_pressed
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signal pause_changed(paused: bool)
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const ACCENT := Color(1.0, 0.82, 0.32)
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const DIM := Color(0.62, 0.64, 0.70)
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## Freie Fläche in der Tischmitte zwischen den Plätzen. Die Würfel der letzten
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## Wette werden so gross gewählt, dass sie dort hineinpassen.
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const BID_BOX := Vector2(200.0, 150.0)
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const TIMER_W := 52.0 ## Breite der Zeitanzeige in der Ansage-Leiste
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const GRUEN := Color(0.55, 0.84, 0.55) ## überzähliger Würfel beim Aufdecken
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const ROT := Color(0.94, 0.55, 0.52) ## fehlender Würfel beim Aufdecken
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var root: Control
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var players_box: VBoxContainer
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var bid_box: VBoxContainer
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var bid_name: Label
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var bid_row: HFlowContainer
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var boosts_box: VBoxContainer
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var banner_label: Label
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var count_label: Label
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var minus_btn: Button
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var plus_btn: Button
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var _count := 1
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var _count_min := 1
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var _count_max := 30
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var _bid_count := 0 ## aktuelles Gebot, 0 = noch keins
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var _bid_face := 0
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var _min_raise := 1
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var _actual := 0 ## beim Aufdecken: tatsächlich gefundene Würfel
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var face_buttons: Array[Button] = []
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var bid_btn: Button
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var challenge_btn: Button
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var action_panel: PanelContainer
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var hand_panel: PanelContainer
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var hand_box: HBoxContainer
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var boost_slot: CenterContainer
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var pause_slot: Control
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var pause_hint: Label
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var boost_panel: PanelContainer
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var boost_cards: HBoxContainer
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var boost_title: Label
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var timer_bid: Label
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var timer_boost: Label
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var target_row: HBoxContainer
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var _face := 1
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## Ein gezeichnetes Würfelbild: Augen 1-6 oder ein Fragezeichen bei unbekanntem
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## Wert. Wird überall dort benutzt, wo früher Ziffern oder Sternchen standen.
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## Gezeichnetes Sinnbild je Karte. Bilder als Dateien gibt es im Projekt nicht;
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## alles wird zur Laufzeit gemalt, so wie die Würfel auch.
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class KartenIcon extends Control:
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var id := ""
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var farbe := Color.WHITE
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func _init(karte: String, col: Color, px: float) -> void:
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id = karte
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farbe = col
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mouse_filter = Control.MOUSE_FILTER_IGNORE
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custom_minimum_size = Vector2(px, px)
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size_flags_vertical = Control.SIZE_SHRINK_CENTER
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func _draw() -> void:
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var s := minf(size.x, size.y)
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var m := size * 0.5
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match id:
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"reroll_all":
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_wuerfel(m + Vector2(-s * 0.16, -s * 0.06), s * 0.42, 5)
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_wuerfel(m + Vector2(s * 0.18, s * 0.10), s * 0.42, 2)
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"reroll_one":
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_wuerfel(m + Vector2(0, s * 0.10), s * 0.38, 3)
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_bogen(m + Vector2(0, s * 0.10), s * 0.34)
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"set_six":
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_wuerfel(m, s * 0.54, 6)
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"gain_die":
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_wuerfel(m + Vector2(-s * 0.10, 0), s * 0.46, 4)
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_plus(m + Vector2(s * 0.26, -s * 0.20), s * 0.20)
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"cancel":
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draw_arc(m, s * 0.30, 0, TAU, 32, farbe, s * 0.08)
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draw_line(m + Vector2(-s * 0.21, -s * 0.21), m + Vector2(s * 0.21, s * 0.21),
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farbe, s * 0.08)
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"peek":
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_auge(m, s)
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"bid_up":
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_pfeil(m, s * 0.52, true)
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"raise_min":
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_pfeil(m + Vector2(-s * 0.14, 0), s * 0.44, true)
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_pfeil(m + Vector2(s * 0.14, 0), s * 0.44, true)
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"enemy_lower":
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_pfeil(m, s * 0.52, false)
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"fog":
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draw_circle(m + Vector2(-s * 0.16, s * 0.06), s * 0.16, farbe)
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draw_circle(m + Vector2(s * 0.16, s * 0.06), s * 0.16, farbe)
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draw_circle(m + Vector2(0, -s * 0.06), s * 0.20, farbe)
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"gag":
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var r := Rect2(m - Vector2(s * 0.28, s * 0.16), Vector2(s * 0.56, s * 0.32))
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draw_rect(r, farbe, false, s * 0.07)
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draw_line(m + Vector2(-s * 0.28, s * 0.22), m + Vector2(s * 0.28, -s * 0.22),
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farbe, s * 0.08)
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_:
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draw_circle(m, s * 0.26, farbe)
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func _wuerfel(mitte: Vector2, kante: float, augen: int) -> void:
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var r := Rect2(mitte - Vector2(kante, kante) * 0.5, Vector2(kante, kante))
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draw_rect(r, farbe, true)
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var punkt := kante * 0.10
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var weg := kante * 0.26
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for p: Vector2 in DieIcon.PIPS[augen]:
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draw_circle(mitte + p * weg, punkt, Color(0.08, 0.09, 0.12))
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## Offener Kreisbogen mit Spitze - das Zeichen fürs Neuwerfen.
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func _bogen(mitte: Vector2, r: float) -> void:
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draw_arc(mitte, r, PI * 0.85, TAU * 0.92, 28, farbe, maxf(1.5, r * 0.20))
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var spitze := mitte + Vector2(cos(TAU * 0.92), sin(TAU * 0.92)) * r
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draw_colored_polygon([spitze + Vector2(-r * 0.30, -r * 0.10),
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spitze + Vector2(r * 0.24, -r * 0.16), spitze + Vector2(r * 0.02, r * 0.28)], farbe)
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func _plus(mitte: Vector2, r: float) -> void:
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draw_rect(Rect2(mitte - Vector2(r, r * 0.28), Vector2(r * 2, r * 0.56)), farbe, true)
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draw_rect(Rect2(mitte - Vector2(r * 0.28, r), Vector2(r * 0.56, r * 2)), farbe, true)
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## Der Schaft sitzt hinter der Spitze, sonst überlagern sich beide zu
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## einem Klecks.
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func _pfeil(mitte: Vector2, h: float, hoch: bool) -> void:
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var d := -1.0 if hoch else 1.0
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var schaft_y: float = mitte.y - d * h * 0.48
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var oben: float = minf(mitte.y, schaft_y)
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draw_rect(Rect2(Vector2(mitte.x - h * 0.13, oben),
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Vector2(h * 0.26, absf(mitte.y - schaft_y))), farbe, true)
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draw_colored_polygon([mitte + Vector2(0, d * h * 0.50),
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mitte + Vector2(-h * 0.34, d * h * 0.02),
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mitte + Vector2(h * 0.34, d * h * 0.02)], farbe)
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func _auge(mitte: Vector2, s: float) -> void:
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var punkte := PackedVector2Array()
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for i in 17:
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var t := -1.0 + 2.0 * i / 16.0
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punkte.append(mitte + Vector2(t * s * 0.34, -sqrt(maxf(0.0, 1.0 - t * t)) * s * 0.20))
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for i in 17:
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var t := 1.0 - 2.0 * i / 16.0
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punkte.append(mitte + Vector2(t * s * 0.34, sqrt(maxf(0.0, 1.0 - t * t)) * s * 0.20))
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draw_polyline(punkte, farbe, s * 0.05, true)
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draw_circle(mitte, s * 0.11, farbe)
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## Kleines Zeichen für Buff oder Debuff: Dreieck hoch oder runter.
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class ArtIcon extends Control:
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var buff := true
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func _init(ist_buff: bool, px: float) -> void:
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buff = ist_buff
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mouse_filter = Control.MOUSE_FILTER_IGNORE
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custom_minimum_size = Vector2(px, px)
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size_flags_vertical = Control.SIZE_SHRINK_CENTER
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func _draw() -> void:
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var s := minf(size.x, size.y)
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var m := size * 0.5
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var col := Color(0.5, 0.9, 0.6) if buff else Color(0.95, 0.5, 0.5)
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var d := -1.0 if buff else 1.0
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draw_colored_polygon([m + Vector2(0, d * s * 0.34),
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m + Vector2(-s * 0.34, -d * s * 0.24), m + Vector2(s * 0.34, -d * s * 0.24)], col)
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class DieIcon extends Control:
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const PIPS := {
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1: [Vector2(0, 0)],
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2: [Vector2(-1, -1), Vector2(1, 1)],
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3: [Vector2(-1, -1), Vector2(0, 0), Vector2(1, 1)],
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4: [Vector2(-1, -1), Vector2(-1, 1), Vector2(1, -1), Vector2(1, 1)],
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5: [Vector2(-1, -1), Vector2(-1, 1), Vector2(0, 0), Vector2(1, -1), Vector2(1, 1)],
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6: [Vector2(-1, -1), Vector2(-1, 0), Vector2(-1, 1),
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Vector2(1, -1), Vector2(1, 0), Vector2(1, 1)],
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}
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var value := 0
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var _box := StyleBoxFlat.new()
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func _init(v: int, px: float = 0.0, bg := Color.TRANSPARENT) -> void:
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value = v
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mouse_filter = Control.MOUSE_FILTER_IGNORE
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if px > 0.0:
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custom_minimum_size = Vector2(px, px)
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# sonst zieht der Container das Symbol in die Höhe und es wird unrund
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size_flags_vertical = Control.SIZE_SHRINK_CENTER
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if bg.a > 0.0:
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_box.bg_color = bg
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else:
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_box.bg_color = Color(0.93, 0.92, 0.88) if v > 0 else Color(0.26, 0.28, 0.34)
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_box.set_corner_radius_all(4)
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_box.border_color = Color(0, 0, 0, 0.35)
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_box.set_border_width_all(1)
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func _draw() -> void:
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# Immer im grössten Quadrat zeichnen, das in die Fläche passt.
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var s := minf(size.x, size.y)
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var mid := size * 0.5
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draw_style_box(_box, Rect2(mid - Vector2(s, s) * 0.5, Vector2(s, s)))
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if value <= 0:
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var f := get_theme_default_font()
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var fs := int(s * 0.66)
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var w := f.get_string_size("?", HORIZONTAL_ALIGNMENT_LEFT, -1, fs).x
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draw_string(f, Vector2(mid.x - w * 0.5, mid.y + fs * 0.35), "?",
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HORIZONTAL_ALIGNMENT_LEFT, -1, fs, Color(0.85, 0.88, 0.94))
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return
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for p: Vector2 in PIPS[value]:
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draw_circle(mid + p * (s * 0.24), s * 0.105, Color(0.09, 0.08, 0.1))
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var _deadline := 0.0 ## lokaler Zeitstempel, 0 = keine Frist
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var _phase := ""
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var _my_turn := false
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var _pending_boost := ""
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var _my_values: Array = []
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var _my_seat := 0
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func _ready() -> void:
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layer = 1
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process_mode = Node.PROCESS_MODE_ALWAYS
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root = Control.new()
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root.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
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root.mouse_filter = Control.MOUSE_FILTER_IGNORE
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add_child(root)
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_build()
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func _panel(col := Color(0.06, 0.07, 0.10, 0.86)) -> PanelContainer:
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var p := PanelContainer.new()
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var sb := StyleBoxFlat.new()
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sb.bg_color = col
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sb.set_corner_radius_all(8)
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sb.set_content_margin_all(10)
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sb.border_color = Color(1, 1, 1, 0.10)
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sb.set_border_width_all(1)
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p.add_theme_stylebox_override("panel", sb)
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return p
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func _label(text: String, size: int, col := Color.WHITE) -> Label:
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var l := Label.new()
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l.text = text
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l.add_theme_font_size_override("font_size", size)
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l.add_theme_color_override("font_color", col)
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return l
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func _place(c: Control, al: float, at: float, ar: float, ab: float,
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ol: float, ot: float, orr: float, ob: float) -> void:
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c.anchor_left = al
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c.anchor_top = at
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c.anchor_right = ar
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c.anchor_bottom = ab
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c.offset_left = ol
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c.offset_top = ot
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c.offset_right = orr
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c.offset_bottom = ob
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func _slot(al: float, at: float, ar: float, ab: float,
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ol: float, ot: float, orr: float, ob: float) -> CenterContainer:
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var cc := CenterContainer.new()
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cc.mouse_filter = Control.MOUSE_FILTER_IGNORE
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_place(cc, al, at, ar, ab, ol, ot, orr, ob)
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root.add_child(cc)
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return cc
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func _build() -> void:
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# --- Spielerliste oben rechts
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var pl := _panel()
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_place(pl, 1, 0, 1, 0, -16, 16, -16, 16)
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pl.grow_horizontal = Control.GROW_DIRECTION_BEGIN
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root.add_child(pl)
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players_box = VBoxContainer.new()
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players_box.add_theme_constant_override("separation", 6)
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pl.add_child(players_box)
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# --- Aktive Booster oben links, Breite richtet sich nach dem Inhalt
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var bo := _panel()
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_place(bo, 0, 0, 0, 0, 16, 16, 16, 16)
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root.add_child(bo)
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boosts_box = VBoxContainer.new()
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boosts_box.add_theme_constant_override("separation", 3)
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bo.add_child(boosts_box)
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# --- Letzte Wette in der Tischmitte, als so viele Würfel wie angesagt
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var bid_slot := _slot(0, 0, 1, 1, 0, 0, 0, 0)
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bid_box = VBoxContainer.new()
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bid_box.add_theme_constant_override("separation", 8)
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bid_slot.add_child(bid_box)
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bid_name = _label("", 30, ACCENT)
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bid_name.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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# Auf die freie Mitte begrenzen, sonst läuft der Text über die Nachbarplätze.
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bid_name.custom_minimum_size = Vector2(BID_BOX.x, 0)
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bid_name.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
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bid_box.add_child(bid_name)
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bid_row = HFlowContainer.new()
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bid_row.alignment = FlowContainer.ALIGNMENT_CENTER
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bid_row.custom_minimum_size = Vector2(BID_BOX.x, 0)
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bid_row.add_theme_constant_override("h_separation", 5)
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bid_row.add_theme_constant_override("v_separation", 5)
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bid_box.add_child(bid_row)
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# --- Banner oben, im freien Band zwischen den beiden Seitenpanels
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banner_label = _label("", 28, ACCENT)
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banner_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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banner_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
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banner_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
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banner_label.mouse_filter = Control.MOUSE_FILTER_IGNORE
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var edge := 240.0
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_place(banner_label, 0, 0, 1, 0, edge, 20, -edge, 150)
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root.add_child(banner_label)
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# --- Ansage: kompakte Leiste unten in der Mitte
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action_panel = _panel()
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_slot(0, 1, 1, 1, 16, -110, -16, -16).add_child(action_panel)
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var av := HBoxContainer.new()
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av.add_theme_constant_override("separation", 16)
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action_panel.add_child(av)
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# Gegenstück zur Zeitanzeige am rechten Ende, damit die Leiste symmetrisch
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# bleibt, auch wenn dort gerade keine Zeit läuft.
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var spacer := Control.new()
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spacer.custom_minimum_size = Vector2(TIMER_W, 0)
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spacer.mouse_filter = Control.MOUSE_FILTER_IGNORE
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av.add_child(spacer)
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av.add_child(_label("Anzahl", 15))
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minus_btn = Button.new()
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minus_btn.text = "−"
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minus_btn.custom_minimum_size = Vector2(42, 42)
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minus_btn.pressed.connect(_step_count.bind(-1))
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av.add_child(minus_btn)
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count_label = _label("1", 22)
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count_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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count_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
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count_label.custom_minimum_size = Vector2(38, 0)
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av.add_child(count_label)
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plus_btn = Button.new()
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plus_btn.text = "+"
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plus_btn.custom_minimum_size = Vector2(42, 42)
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plus_btn.pressed.connect(_step_count.bind(1))
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av.add_child(plus_btn)
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var frow := HBoxContainer.new()
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frow.add_theme_constant_override("separation", 4)
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av.add_child(frow)
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# Die Auswahl hebt sich sonst kaum vom unbenutzten Knopf ab.
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var gewaehlt := StyleBoxFlat.new()
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gewaehlt.bg_color = Color(0.32, 0.26, 0.08)
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gewaehlt.set_corner_radius_all(6)
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gewaehlt.border_color = ACCENT
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gewaehlt.set_border_width_all(2)
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for f in range(1, 7):
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var b := Button.new()
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b.toggle_mode = true
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b.custom_minimum_size = Vector2(42, 42)
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b.add_theme_stylebox_override("pressed", gewaehlt)
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b.add_theme_stylebox_override("hover_pressed", gewaehlt)
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b.pressed.connect(_on_face.bind(f))
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var ic := DieIcon.new(f)
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ic.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
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ic.offset_left = 7
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ic.offset_top = 7
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ic.offset_right = -7
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ic.offset_bottom = -7
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b.add_child(ic)
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frow.add_child(b)
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face_buttons.append(b)
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face_buttons[0].button_pressed = true
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bid_btn = Button.new()
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bid_btn.text = "Ansagen"
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bid_btn.custom_minimum_size = Vector2(120, 42)
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bid_btn.pressed.connect(_on_bid)
|
||
av.add_child(bid_btn)
|
||
|
||
challenge_btn = Button.new()
|
||
challenge_btn.text = "Anfechten"
|
||
challenge_btn.custom_minimum_size = Vector2(120, 42)
|
||
challenge_btn.pressed.connect(_on_challenge)
|
||
av.add_child(challenge_btn)
|
||
|
||
timer_bid = _label("", 18, DIM)
|
||
timer_bid.custom_minimum_size = Vector2(TIMER_W, 0)
|
||
timer_bid.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
|
||
timer_bid.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
|
||
av.add_child(timer_bid)
|
||
|
||
# --- Handkarten unten links, über der Ansageleiste
|
||
hand_panel = _panel()
|
||
_place(hand_panel, 0, 1, 0, 1, 16, -300, 16, -124)
|
||
root.add_child(hand_panel)
|
||
var hv := VBoxContainer.new()
|
||
hv.add_theme_constant_override("separation", 4)
|
||
hand_panel.add_child(hv)
|
||
hv.add_child(_label("Karten", 13, DIM))
|
||
hand_box = HBoxContainer.new()
|
||
hand_box.add_theme_constant_override("separation", 6)
|
||
hv.add_child(hand_box)
|
||
hand_panel.visible = false
|
||
|
||
# --- Booster-Overlay
|
||
boost_slot = _slot(0, 0, 1, 1, 0, 0, 0, 0)
|
||
boost_slot.visible = false
|
||
boost_panel = _panel(Color(0.05, 0.06, 0.09, 0.97))
|
||
boost_slot.add_child(boost_panel)
|
||
var bvv := VBoxContainer.new()
|
||
bvv.add_theme_constant_override("separation", 12)
|
||
boost_panel.add_child(bvv)
|
||
boost_title = _label("Wähle einen Booster", 24, ACCENT)
|
||
boost_title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
|
||
bvv.add_child(boost_title)
|
||
timer_boost = _label("", 16, DIM)
|
||
timer_boost.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
|
||
bvv.add_child(timer_boost)
|
||
boost_cards = HBoxContainer.new()
|
||
boost_cards.add_theme_constant_override("separation", 12)
|
||
bvv.add_child(boost_cards)
|
||
target_row = HBoxContainer.new()
|
||
target_row.alignment = BoxContainer.ALIGNMENT_CENTER
|
||
target_row.add_theme_constant_override("separation", 6)
|
||
target_row.visible = false
|
||
bvv.add_child(target_row)
|
||
|
||
# --- Pausenmenü (Esc)
|
||
pause_slot = Control.new()
|
||
pause_slot.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
|
||
pause_slot.visible = false
|
||
root.add_child(pause_slot)
|
||
var dim := ColorRect.new()
|
||
dim.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
|
||
dim.color = Color(0, 0, 0, 0.55)
|
||
pause_slot.add_child(dim)
|
||
var pc := CenterContainer.new()
|
||
pc.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
|
||
pause_slot.add_child(pc)
|
||
var pp := _panel(Color(0.05, 0.06, 0.09, 0.98))
|
||
pc.add_child(pp)
|
||
var pv := VBoxContainer.new()
|
||
pv.custom_minimum_size = Vector2(280, 0)
|
||
pv.add_theme_constant_override("separation", 10)
|
||
pp.add_child(pv)
|
||
var pt := _label("Pause", 26, ACCENT)
|
||
pt.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
|
||
pv.add_child(pt)
|
||
pause_hint = _label("", 13, DIM)
|
||
pause_hint.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
|
||
pv.add_child(pause_hint)
|
||
var resume := Button.new()
|
||
resume.text = "Fortsetzen"
|
||
resume.custom_minimum_size = Vector2(0, 42)
|
||
resume.pressed.connect(_set_paused.bind(false))
|
||
pv.add_child(resume)
|
||
var leave := Button.new()
|
||
leave.text = "Verlassen"
|
||
leave.custom_minimum_size = Vector2(0, 42)
|
||
leave.pressed.connect(_on_quit)
|
||
pv.add_child(leave)
|
||
|
||
|
||
func _on_quit() -> void:
|
||
quit_pressed.emit()
|
||
|
||
|
||
## Ein Gebot muss höher sein als das vorige. Bei gleicher Anzahl geht das nur
|
||
## über eine höhere Augenzahl - die kleineren werden deshalb ausgeblendet.
|
||
func _face_allowed(f: int) -> bool:
|
||
if _bid_count <= 0 or _count >= _bid_count + _min_raise:
|
||
return true
|
||
if _min_raise > 1:
|
||
return false
|
||
return _count == _bid_count and f > _bid_face
|
||
|
||
|
||
func _refresh_faces() -> void:
|
||
var first_ok := 0
|
||
for i in face_buttons.size():
|
||
var ok := _my_turn and _face_allowed(i + 1)
|
||
face_buttons[i].disabled = not ok
|
||
face_buttons[i].modulate = Color(1, 1, 1, 1.0 if ok else 0.3)
|
||
if ok and first_ok == 0:
|
||
first_ok = i + 1
|
||
# Steht die gewählte Augenzahl nicht mehr zur Wahl, auf die kleinste mögliche
|
||
if _my_turn and first_ok > 0 and not _face_allowed(_face):
|
||
_on_face(first_ok)
|
||
|
||
|
||
## Beim Drankommen auf das kleinstmögliche Gebot stellen - von dort aus ist es
|
||
## am wenigsten Klickarbeit bis zur gewünschten Ansage.
|
||
func _lowest_bid() -> void:
|
||
if _bid_count <= 0:
|
||
_set_count(1)
|
||
_on_face(1)
|
||
elif _min_raise == 1 and _bid_face < 6:
|
||
# Gleiche Anzahl reicht, wenn die Augenzahl steigt.
|
||
_set_count(_bid_count)
|
||
_on_face(_bid_face + 1)
|
||
else:
|
||
_set_count(_bid_count + _min_raise)
|
||
_on_face(1)
|
||
|
||
|
||
func _step_count(delta: int) -> void:
|
||
_set_count(_count + delta)
|
||
|
||
|
||
func _set_count(v: int) -> void:
|
||
_count = clampi(v, _count_min, _count_max)
|
||
count_label.text = str(_count)
|
||
minus_btn.disabled = not _my_turn or _count <= _count_min
|
||
plus_btn.disabled = not _my_turn or _count >= _count_max
|
||
_refresh_faces()
|
||
|
||
|
||
func _on_bid() -> void:
|
||
bid_pressed.emit(_count, _face)
|
||
|
||
|
||
func _on_challenge() -> void:
|
||
challenge_pressed.emit()
|
||
|
||
|
||
func _unhandled_key_input(event: InputEvent) -> void:
|
||
if event is InputEventKey and event.pressed and not event.echo \
|
||
and event.keycode == KEY_ESCAPE:
|
||
_set_paused(not pause_slot.visible)
|
||
get_viewport().set_input_as_handled()
|
||
|
||
|
||
func _set_paused(on: bool) -> void:
|
||
pause_slot.visible = on
|
||
if on:
|
||
pause_hint.text = "Die Runde läuft weiter." if multiplayer.get_peers().size() > 0 \
|
||
else "Das Spiel ist angehalten."
|
||
pause_changed.emit(on)
|
||
|
||
|
||
## queue_free() nimmt den Knoten erst am Frameende aus dem Baum - bis dahin
|
||
## lägen alte und neue Einträge nebeneinander im Container.
|
||
func _clear(box: Node) -> void:
|
||
for c in box.get_children():
|
||
box.remove_child(c)
|
||
c.queue_free()
|
||
|
||
|
||
func _on_face(f: int) -> void:
|
||
_face = f
|
||
for i in face_buttons.size():
|
||
face_buttons[i].button_pressed = (i + 1 == f)
|
||
|
||
|
||
# ---------------------------------------------------------------- Updates
|
||
|
||
func update_state(st: Dictionary, my_seat: int) -> void:
|
||
_my_seat = my_seat
|
||
_my_values = st.values
|
||
_phase = st.phase
|
||
_actual = int(st.get("actual", 0))
|
||
var left := float(st.get("time_left", 0.0))
|
||
_deadline = 0.0 if left <= 0.0 else Time.get_ticks_msec() / 1000.0 + left
|
||
|
||
_clear(players_box)
|
||
for i in st.seats.size():
|
||
var s: Dictionary = st.seats[i]
|
||
var turn: bool = st.phase == "bid" and i == st.turn
|
||
var col := ACCENT if turn else (Color.WHITE if s.alive else DIM)
|
||
var entry := VBoxContainer.new()
|
||
entry.add_theme_constant_override("separation", 2)
|
||
players_box.add_child(entry)
|
||
var nm := _label(("▸ " if turn else "") + _short(String(s.name)) + (" (KI)" if s.ai else ""), 14, col)
|
||
nm.clip_text = true
|
||
nm.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS
|
||
entry.add_child(nm)
|
||
if not s.alive:
|
||
entry.add_child(_label(" ausgeschieden", 13, DIM))
|
||
continue
|
||
var row := HBoxContainer.new()
|
||
row.add_theme_constant_override("separation", 4)
|
||
entry.add_child(row)
|
||
for v: int in _seat_dice(st, i, my_seat):
|
||
row.add_child(DieIcon.new(v, 21.0))
|
||
|
||
_clear(bid_row)
|
||
if st.bid.is_empty():
|
||
bid_name.text = "Kein Gebot"
|
||
bid_name.add_theme_color_override("font_color", Color(1, 1, 1, 0.5))
|
||
else:
|
||
bid_name.text = String(st.seats[st.bid.seat].name)
|
||
bid_name.add_theme_color_override("font_color", ACCENT)
|
||
# Beim Aufdecken bleibt die Ansage stehen, wie sie war: die angesagten
|
||
# Würfel normal, die fehlenden davon rot. Gab es mehr als angesagt,
|
||
# kommen die überzähligen grün dahinter.
|
||
var faerben: bool = st.phase == "reveal"
|
||
var angesagt := int(st.bid.count)
|
||
var gezeigt := maxi(angesagt, _actual) if faerben else angesagt
|
||
var px := _fit_dice(gezeigt)
|
||
for i in gezeigt:
|
||
var bg := Color.TRANSPARENT
|
||
if faerben:
|
||
if i >= angesagt:
|
||
bg = GRUEN
|
||
elif i >= _actual:
|
||
bg = ROT
|
||
bid_row.add_child(DieIcon.new(int(st.bid.face), px, bg))
|
||
|
||
_zeichne_hand(st)
|
||
|
||
_clear(boosts_box)
|
||
var boosts: Array = st.get("boosts", [])
|
||
var any := false
|
||
for i in mini(boosts.size(), st.seats.size()):
|
||
if String(boosts[i]) == "":
|
||
continue
|
||
any = true
|
||
var b: Dictionary = BoosterDB.get_booster(String(boosts[i]))
|
||
var line := HBoxContainer.new()
|
||
line.add_theme_constant_override("separation", 5)
|
||
boosts_box.add_child(line)
|
||
line.add_child(_label(_short(String(st.seats[i].name)) + ":", 14,
|
||
ACCENT if i == my_seat else Color(0.78, 0.80, 0.86)))
|
||
var kind := Color(0.5, 0.9, 0.6) if b.kind == BoosterDB.Kind.BUFF else Color(0.95, 0.5, 0.5)
|
||
line.add_child(_label(String(b.get("name", "")), 14, kind))
|
||
if int(st.min_raise) > 1:
|
||
boosts_box.add_child(_label("Störfeuer: mind. %d erhöhen" % st.min_raise, 14, ACCENT))
|
||
any = true
|
||
if st.must_bid:
|
||
boosts_box.add_child(_label("Maulkorb: du musst bieten", 14, ACCENT))
|
||
any = true
|
||
if not any:
|
||
boosts_box.add_child(_label("Keine Karte gespielt", 14, DIM))
|
||
|
||
banner_label.text = st.banner
|
||
|
||
var my_turn: bool = st.phase == "bid" and st.turn == my_seat and st.seats[my_seat].alive
|
||
var kam_dran := my_turn and not _my_turn
|
||
_my_turn = my_turn
|
||
action_panel.modulate = Color(1, 1, 1, 1.0 if my_turn else 0.45)
|
||
bid_btn.disabled = not my_turn
|
||
_count_max = maxi(1, int(st.total))
|
||
_min_raise = maxi(1, int(st.min_raise))
|
||
_bid_count = 0 if st.bid.is_empty() else int(st.bid.count)
|
||
_bid_face = 0 if st.bid.is_empty() else int(st.bid.face)
|
||
# Ein Maulkorb sperrt das Anfechten - ausser es gäbe gar kein gültiges
|
||
# Gebot mehr, dann bliebe sonst kein einziger Knopf übrig.
|
||
var gebot_moeglich: bool = _bid_count + _min_raise <= _count_max \
|
||
or (_min_raise == 1 and _bid_face < 6)
|
||
challenge_btn.disabled = not my_turn or st.bid.is_empty() \
|
||
or (st.must_bid and gebot_moeglich)
|
||
var low := 1
|
||
if _bid_count > 0:
|
||
low = _bid_count + (_min_raise if _min_raise > 1 else 0)
|
||
_count_min = clampi(low, 1, _count_max)
|
||
_set_count(_count)
|
||
if kam_dran:
|
||
_lowest_bid()
|
||
|
||
if st.phase != "boost":
|
||
boost_slot.visible = false
|
||
|
||
|
||
## Läuft die Restzeit herunter, solange eine Eingabe von dir erwartet wird.
|
||
## Nach Ablauf entscheidet der Host automatisch.
|
||
func _process(_delta: float) -> void:
|
||
if pause_slot != null and pause_slot.visible:
|
||
return
|
||
var wants_boost := boost_slot != null and boost_slot.visible
|
||
var wants_bid := _my_turn and _phase == "bid"
|
||
if _deadline <= 0.0 or not (wants_boost or wants_bid):
|
||
timer_bid.text = ""
|
||
timer_boost.text = ""
|
||
return
|
||
var left := maxf(0.0, _deadline - Time.get_ticks_msec() / 1000.0)
|
||
var text := "%d s" % ceili(left)
|
||
var col := Color(0.95, 0.45, 0.4) if left <= 10.0 else DIM
|
||
timer_bid.text = text if wants_bid else ""
|
||
timer_bid.add_theme_color_override("font_color", col)
|
||
# Läuft die Ansagezeit ab, während die Würfelauswahl offen steht, wird
|
||
# automatisch angesagt - die Karte bleibt dann ungespielt auf der Hand.
|
||
timer_boost.text = "Noch %s bis zur Ansage" % text if wants_boost else ""
|
||
timer_boost.add_theme_color_override("font_color", col)
|
||
|
||
|
||
## Eigene Würfel sind bekannt, gegnerische nicht - ausser sie wurden gespäht
|
||
## oder es wird gerade aufgedeckt.
|
||
## Lange Namen kürzen, damit die Panels nicht in die Breite laufen.
|
||
func _short(name: String) -> String:
|
||
return name if name.length() <= 12 else name.substr(0, 11) + "…"
|
||
|
||
|
||
## Grösste Würfelgrösse, bei der `n` Würfel noch in die freie Mitte passen.
|
||
func _fit_dice(n: int) -> float:
|
||
const GAP := 4.0
|
||
for px: float in [34.0, 30.0, 26.0, 22.0, 18.0, 15.0, 12.0]:
|
||
var per_row := maxi(1, int((BID_BOX.x + GAP) / (px + GAP)))
|
||
var rows := ceili(float(n) / per_row)
|
||
if rows * (px + GAP) - GAP <= BID_BOX.y:
|
||
return px
|
||
return 12.0
|
||
|
||
|
||
func _seat_dice(st: Dictionary, seat: int, my_seat: int) -> Array:
|
||
if seat == my_seat:
|
||
return st.values
|
||
var open: Array = st.get("open", [])
|
||
if seat < open.size() and not open[seat].is_empty():
|
||
return open[seat]
|
||
var out: Array = []
|
||
for _k in int(st.seats[seat].count):
|
||
out.append(-1)
|
||
var peek: Dictionary = st.peek
|
||
if peek.has(seat):
|
||
var idx := int(peek[seat][0])
|
||
if idx >= 0 and idx < out.size():
|
||
out[idx] = int(peek[seat][1])
|
||
return out
|
||
|
||
|
||
func set_banner(text: String) -> void:
|
||
banner_label.text = text
|
||
|
||
|
||
# ---------------------------------------------------------------- Booster
|
||
|
||
## Die Hand liegt offen unten links. Ein Klick spielt die Karte sofort;
|
||
## nur Karten mit eigenem Ziel fragen noch nach dem Würfel.
|
||
func _zeichne_hand(st: Dictionary) -> void:
|
||
if hand_box == null:
|
||
return
|
||
var karten: Array = st.get("hand", [])
|
||
hand_panel.visible = not karten.is_empty()
|
||
_clear(hand_box)
|
||
var spielbar: bool = st.phase == "bid"
|
||
for id: String in karten:
|
||
var b: Dictionary = BoosterDB.get_booster(id)
|
||
if b.is_empty():
|
||
continue
|
||
var buff: bool = b.kind == BoosterDB.Kind.BUFF
|
||
var col := Color(0.5, 0.9, 0.6) if buff else Color(0.95, 0.5, 0.5)
|
||
|
||
var btn := Button.new()
|
||
btn.custom_minimum_size = Vector2(168, 132)
|
||
btn.tooltip_text = String(b.desc)
|
||
btn.disabled = not spielbar
|
||
btn.pressed.connect(_pick.bind(id))
|
||
hand_box.add_child(btn)
|
||
|
||
var v := VBoxContainer.new()
|
||
v.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
|
||
v.offset_left = 9
|
||
v.offset_top = 7
|
||
v.offset_right = -9
|
||
v.offset_bottom = -7
|
||
v.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||
v.add_theme_constant_override("separation", 2)
|
||
btn.add_child(v)
|
||
|
||
var kopf := HBoxContainer.new()
|
||
kopf.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||
v.add_child(kopf)
|
||
kopf.add_child(KartenIcon.new(id, col, 34.0))
|
||
var luecke := Control.new()
|
||
luecke.size_flags_horizontal = Control.SIZE_EXPAND_FILL
|
||
luecke.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||
kopf.add_child(luecke)
|
||
kopf.add_child(ArtIcon.new(buff, 16.0))
|
||
|
||
var name_l := _label(String(b.name), 15, col)
|
||
name_l.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||
v.add_child(name_l)
|
||
var d := _label(String(b.desc), 11, Color(0.78, 0.80, 0.86))
|
||
d.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
|
||
d.mouse_filter = Control.MOUSE_FILTER_IGNORE
|
||
d.size_flags_vertical = Control.SIZE_EXPAND_FILL
|
||
v.add_child(d)
|
||
|
||
|
||
func _pick(id: String) -> void:
|
||
if not BoosterDB.needs_target(id) or _my_values.is_empty():
|
||
booster_chosen.emit(id, 0)
|
||
boost_slot.visible = false
|
||
return
|
||
_pending_boost = id
|
||
boost_title.text = "%s - welchen Würfel?" % BoosterDB.get_booster(id).name
|
||
_clear(boost_cards)
|
||
_clear(target_row)
|
||
boost_slot.visible = true
|
||
for i in _my_values.size():
|
||
var b := Button.new()
|
||
b.custom_minimum_size = Vector2(56, 56)
|
||
b.pressed.connect(_pick_target.bind(i))
|
||
var ic := DieIcon.new(int(_my_values[i]))
|
||
ic.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
|
||
ic.offset_left = 10
|
||
ic.offset_top = 10
|
||
ic.offset_right = -10
|
||
ic.offset_bottom = -10
|
||
b.add_child(ic)
|
||
target_row.add_child(b)
|
||
target_row.visible = true
|
||
|
||
|
||
func _pick_target(idx: int) -> void:
|
||
booster_chosen.emit(_pending_boost, idx)
|
||
boost_slot.visible = false
|
||
target_row.visible = false
|