762 lines
26 KiB
GDScript
762 lines
26 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 exact_pressed
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signal rematch_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(150.0, 108.0)
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const TIMER_W := 52.0 ## Breite der Zeitanzeige in der Ansage-Leiste
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const INFO_W := 280.0 ## Textbreite im Erklärfeld beim Überfahren
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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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const Icons = preload("res://scripts/icons.gd")
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## Vorrat, Topf, Erklärung, Verlauf, Protokoll - ausgelagert nach hud_panels.gd.
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var panels := preload("res://scripts/hud_panels.gd").new(self)
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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 _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 exact_btn: Button
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var verlauf_box: VBoxContainer
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var _verlauf_sig := "" ## Abbild des Gebotsverlaufs, gegen unnötigen Neuaufbau
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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 over_slot: Control
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var over_title: Label
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var over_again: Button
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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 turn_label: Label
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var info_panel: PanelContainer
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var info_name: Label
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var info_desc: Label
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var info_stark: Label
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var wurf_slot: CenterContainer
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var wurf_label: Label
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var log_box: VBoxContainer
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var _log_sig := ""
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## Auf dem Handy gibt es kein Überfahren: der erste Tipp zeigt die Erklärung,
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## der zweite wirft. Am Rechner bleibt alles beim Klick.
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var _touch := DisplayServer.is_touchscreen_available()
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var _tipp_id := "" ## Münze, deren Erklärung nach dem ersten Tipp offen ist
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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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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 _letzter_wurf := 0 ## Nummer des zuletzt gezeigten Münzwurfs
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var _info_ctrl: Control ## worauf die Maus gerade liegt
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var _zug_box := StyleBoxFlat.new() ## Hinterlegung der Zeile, die dran ist
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var _leer_box := StyleBoxEmpty.new()
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var _hand_sig := "" ## Abbild des Vorrats, gegen unnötigen Neuaufbau
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var _mitte_sig := "" ## dasselbe für die Liste der gelegten Münzen
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var _wurf_tween: Tween
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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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_zug_box.bg_color = Color(0.30, 0.24, 0.07, 0.85)
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_zug_box.set_corner_radius_all(6)
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_zug_box.border_color = ACCENT
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_zug_box.set_border_width_all(1)
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_zug_box.set_content_margin_all(5)
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_leer_box.set_content_margin_all(5)
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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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var rechts := VBoxContainer.new()
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rechts.add_theme_constant_override("separation", 10)
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pl.add_child(rechts)
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players_box = VBoxContainer.new()
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players_box.add_theme_constant_override("separation", 6)
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rechts.add_child(players_box)
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# Der Gebotsverlauf der Runde. Bluffs liest man daran, wer wie schnell
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# hochgegangen ist - nicht am letzten Gebot allein.
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verlauf_box = VBoxContainer.new()
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verlauf_box.add_theme_constant_override("separation", 2)
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rechts.add_child(verlauf_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("", 21, 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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# --- Wer ist dran: direkt über der Ansageleiste, wo der Blick ohnehin liegt
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turn_label = _label("", 19, ACCENT)
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turn_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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turn_label.mouse_filter = Control.MOUSE_FILTER_IGNORE
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_place(turn_label, 0, 1, 1, 1, 16, -146, -16, -114)
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root.add_child(turn_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 := Icons.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)
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av.add_child(bid_btn)
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challenge_btn = Button.new()
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challenge_btn.text = "Anfechten"
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challenge_btn.custom_minimum_size = Vector2(120, 42)
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challenge_btn.pressed.connect(_on_challenge)
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av.add_child(challenge_btn)
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exact_btn = Button.new()
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exact_btn.text = "Genau"
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exact_btn.tooltip_text = "Die Ansage trifft exakt. Stimmt es, verlieren alle anderen einen Würfel."
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exact_btn.custom_minimum_size = Vector2(96, 42)
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exact_btn.pressed.connect(_on_exact)
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av.add_child(exact_btn)
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timer_bid = _label("", 18, DIM)
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timer_bid.custom_minimum_size = Vector2(TIMER_W, 0)
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timer_bid.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
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timer_bid.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
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av.add_child(timer_bid)
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# --- Münzvorrat unten links, über der Ansageleiste
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hand_panel = _panel()
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_place(hand_panel, 0, 1, 0, 1, 16, -300, 16, -124)
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root.add_child(hand_panel)
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var hv := VBoxContainer.new()
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hv.add_theme_constant_override("separation", 4)
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hand_panel.add_child(hv)
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hv.add_child(_label("Münzen", 13, DIM))
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hand_box = HBoxContainer.new()
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hand_box.add_theme_constant_override("separation", 6)
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hv.add_child(hand_box)
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hand_panel.visible = false
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# --- Booster-Overlay
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# --- Wurfansage, links unter dem Topf. Die Münze selbst fällt in 3D auf
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# den Tisch; hier steht nur, wer was geworfen hat und wie es fiel.
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wurf_slot = _slot(0, 0, 0, 0, 16, 100, 336, 200)
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wurf_slot.visible = false
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wurf_label = _label("", 16, ACCENT)
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wurf_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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wurf_label.mouse_filter = Control.MOUSE_FILTER_IGNORE
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wurf_slot.add_child(wurf_label)
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# --- Protokoll unten rechts: was der Topf tut, wer geht, wer zurückkommt.
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var lp := _panel()
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# Am unteren Rand verankert und nach oben wachsend - so gross wie der Text.
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_place(lp, 1, 1, 1, 1, -376, -124, -16, -124)
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lp.grow_horizontal = Control.GROW_DIRECTION_BEGIN
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lp.grow_vertical = Control.GROW_DIRECTION_BEGIN
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root.add_child(lp)
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log_box = VBoxContainer.new()
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log_box.add_theme_constant_override("separation", 2)
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lp.add_child(log_box)
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# --- Erklärung beim Überfahren. Ein eigenes Feld statt Tooltip: das kommt
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# sofort und verschwindet nicht, wenn die Runde weiterläuft.
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info_panel = _panel(Color(0.05, 0.06, 0.09, 0.97))
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info_panel.visible = false
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info_panel.mouse_filter = Control.MOUSE_FILTER_IGNORE
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root.add_child(info_panel)
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var iv := VBoxContainer.new()
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iv.add_theme_constant_override("separation", 4)
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info_panel.add_child(iv)
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info_name = _label("", 16, ACCENT)
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iv.add_child(info_name)
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info_desc = _label("", 14, Color(0.82, 0.84, 0.90))
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info_desc.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
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info_desc.custom_minimum_size = Vector2(INFO_W, 0)
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iv.add_child(info_desc)
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info_stark = _label("", 14, ACCENT)
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info_stark.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
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info_stark.custom_minimum_size = Vector2(INFO_W, 0)
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iv.add_child(info_stark)
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boost_slot = _slot(0, 0, 1, 1, 0, 0, 0, 0)
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boost_slot.visible = false
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boost_panel = _panel(Color(0.05, 0.06, 0.09, 0.97))
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boost_slot.add_child(boost_panel)
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var bvv := VBoxContainer.new()
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bvv.add_theme_constant_override("separation", 12)
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boost_panel.add_child(bvv)
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boost_title = _label("Wähle eine Münze", 24, ACCENT)
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boost_title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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bvv.add_child(boost_title)
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timer_boost = _label("", 16, DIM)
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timer_boost.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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bvv.add_child(timer_boost)
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boost_cards = HBoxContainer.new()
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boost_cards.add_theme_constant_override("separation", 12)
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bvv.add_child(boost_cards)
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target_row = HBoxContainer.new()
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target_row.alignment = BoxContainer.ALIGNMENT_CENTER
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target_row.add_theme_constant_override("separation", 6)
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target_row.visible = false
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bvv.add_child(target_row)
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# --- Pausenmenü (Esc)
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pause_slot = Control.new()
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pause_slot.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
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pause_slot.visible = false
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root.add_child(pause_slot)
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var dim := ColorRect.new()
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dim.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
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dim.color = Color(0, 0, 0, 0.55)
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pause_slot.add_child(dim)
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var pc := CenterContainer.new()
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pc.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
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pause_slot.add_child(pc)
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var pp := _panel(Color(0.05, 0.06, 0.09, 0.98))
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pc.add_child(pp)
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var pv := VBoxContainer.new()
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pv.custom_minimum_size = Vector2(280, 0)
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pv.add_theme_constant_override("separation", 10)
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pp.add_child(pv)
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var pt := _label("Pause", 26, ACCENT)
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pt.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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pv.add_child(pt)
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pause_hint = _label("", 13, DIM)
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pause_hint.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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pv.add_child(pause_hint)
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var resume := Button.new()
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resume.text = "Fortsetzen"
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resume.custom_minimum_size = Vector2(0, 42)
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resume.pressed.connect(_set_paused.bind(false))
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pv.add_child(resume)
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var leave := Button.new()
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leave.text = "Verlassen"
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leave.custom_minimum_size = Vector2(0, 42)
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leave.pressed.connect(_on_quit)
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pv.add_child(leave)
|
||
|
||
# --- Spielende: wer gewonnen hat, und wie es weitergeht
|
||
over_slot = Control.new()
|
||
over_slot.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
|
||
over_slot.visible = false
|
||
root.add_child(over_slot)
|
||
var oc := CenterContainer.new()
|
||
oc.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
|
||
over_slot.add_child(oc)
|
||
var op := _panel(Color(0.05, 0.06, 0.09, 0.98))
|
||
oc.add_child(op)
|
||
var ov := VBoxContainer.new()
|
||
ov.custom_minimum_size = Vector2(300, 0)
|
||
ov.add_theme_constant_override("separation", 10)
|
||
op.add_child(ov)
|
||
over_title = _label("", 26, ACCENT)
|
||
over_title.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
|
||
ov.add_child(over_title)
|
||
over_again = Button.new()
|
||
over_again.text = "Nochmal"
|
||
over_again.custom_minimum_size = Vector2(0, 42)
|
||
over_again.pressed.connect(func() -> void: rematch_pressed.emit())
|
||
ov.add_child(over_again)
|
||
var menue := Button.new()
|
||
menue.text = "Zum Menü"
|
||
menue.custom_minimum_size = Vector2(0, 42)
|
||
menue.pressed.connect(_on_quit)
|
||
ov.add_child(menue)
|
||
|
||
|
||
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:
|
||
return true
|
||
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 _bid_face < 6:
|
||
# Gleiche Anzahl reicht, wenn die Augenzahl steigt.
|
||
_set_count(_bid_count)
|
||
_on_face(_bid_face + 1)
|
||
else:
|
||
_set_count(_bid_count + 1)
|
||
_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 _on_exact() -> void:
|
||
exact_pressed.emit()
|
||
|
||
|
||
## Tastatur: Esc Pause, 1-6 Augenzahl, +/- Anzahl, Enter Ansagen,
|
||
## A Anfechten, G Genau. Die Knöpfe entscheiden, was gerade erlaubt ist -
|
||
## eine Taste drückt nur, was auch klickbar wäre.
|
||
func _unhandled_key_input(event: InputEvent) -> void:
|
||
if not (event is InputEventKey and event.pressed and not event.echo):
|
||
return
|
||
var k: Key = event.keycode
|
||
if k == KEY_ESCAPE:
|
||
_set_paused(not pause_slot.visible)
|
||
elif k >= KEY_1 and k <= KEY_6:
|
||
var f := int(k - KEY_1) + 1
|
||
if _my_turn and _face_allowed(f):
|
||
_on_face(f)
|
||
elif k == KEY_PLUS or k == KEY_KP_ADD or k == KEY_UP:
|
||
if not plus_btn.disabled:
|
||
_step_count(1)
|
||
elif k == KEY_MINUS or k == KEY_KP_SUBTRACT or k == KEY_DOWN:
|
||
if not minus_btn.disabled:
|
||
_step_count(-1)
|
||
elif k == KEY_ENTER or k == KEY_KP_ENTER:
|
||
if not bid_btn.disabled:
|
||
_on_bid()
|
||
elif k == KEY_A:
|
||
if not challenge_btn.disabled:
|
||
_on_challenge()
|
||
elif k == KEY_G:
|
||
if not exact_btn.disabled:
|
||
_on_exact()
|
||
else:
|
||
return
|
||
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)
|
||
# Wer dran ist, bekommt eine hinterlegte Zeile. Ein Pfeil und etwas
|
||
# Farbe gehen in der Liste unter.
|
||
var zeile := PanelContainer.new()
|
||
zeile.add_theme_stylebox_override("panel", _zug_box if turn else _leer_box)
|
||
players_box.add_child(zeile)
|
||
var entry := VBoxContainer.new()
|
||
entry.add_theme_constant_override("separation", 2)
|
||
zeile.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(Icons.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" and _actual >= 0
|
||
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(Icons.DieIcon.new(int(st.bid.face), px, bg))
|
||
|
||
panels._zeichne_hand(st)
|
||
panels._zeichne_mitte(st, my_seat)
|
||
panels._zeichne_verlauf(st, my_seat)
|
||
panels._zeichne_log(st)
|
||
|
||
# Am Ende steht der Sieger im Endbildschirm; das Banner darüber wäre doppelt.
|
||
banner_label.text = "" if st.phase == "over" else st.banner
|
||
if st.phase == "over" and not over_slot.visible:
|
||
over_title.text = String(st.banner)
|
||
# Nochmal: solo immer, im Netz nur für den Raumbesitzer - der Server
|
||
# setzt den Raum dann für alle neu auf.
|
||
over_again.visible = Net.room_code == Net.SOLO or Net.is_owner
|
||
over_slot.visible = true
|
||
|
||
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
|
||
if st.phase == "bid" and int(st.turn) < st.seats.size():
|
||
var wer := "%s ist dran" % _short(String(st.seats[st.turn].name))
|
||
if my_turn:
|
||
turn_label.text = "Du bist dran"
|
||
elif not st.seats[my_seat].alive:
|
||
turn_label.text = "Du bist raus · " + wer
|
||
else:
|
||
turn_label.text = wer
|
||
turn_label.add_theme_color_override("font_color", ACCENT if my_turn else DIM)
|
||
else:
|
||
turn_label.text = ""
|
||
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))
|
||
_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 + 1 <= _count_max or _bid_face < 6
|
||
challenge_btn.disabled = not my_turn or st.bid.is_empty() \
|
||
or (st.must_bid and gebot_moeglich)
|
||
exact_btn.disabled = challenge_btn.disabled
|
||
_count_min = clampi(maxi(1, _bid_count), 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 Münze bleibt dann ungeworfen liegen.
|
||
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
|
||
for paar: Array in peek.get(seat, []):
|
||
var idx := int(paar[0])
|
||
if idx >= 0 and idx < out.size():
|
||
out[idx] = int(paar[1])
|
||
return out
|
||
|
||
|
||
func set_banner(text: String) -> void:
|
||
banner_label.text = text
|
||
|
||
|
||
# ---------------------------------------------------------------- Booster
|
||
|
||
|
||
func _pick(id: String) -> void:
|
||
# Handy: erster Tipp öffnet nur die Erklärung (die kommt über den
|
||
# nachgeahmten Mauszeiger von selbst), der zweite wirft wirklich.
|
||
if _touch and _tipp_id != id:
|
||
_tipp_id = id
|
||
return
|
||
_tipp_id = ""
|
||
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 := Icons.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
|