first commit

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2025-06-22 22:25:05 +02:00
parent 76aabf592d
commit 865132c253
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# Normalize EOL for all files that Git considers text files.
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# Godot 4+ specific ignores
.godot/
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; Engine configuration file.
; It's best edited using the editor UI and not directly,
; since the parameters that go here are not all obvious.
;
; Format:
; [section] ; section goes between []
; param=value ; assign values to parameters
config_version=5
[application]
config/name="dujorak"
run/main_scene="res://src/scenes/game.tscn"
config/features=PackedStringArray("4.3", "Forward Plus")
config/icon="res://icon.svg"

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[gd_scene load_steps=3 format=3 uid="uid://b3cyy67wp6hd0"]
[ext_resource type="Script" path="res://src/scripts/game.gd" id="1_vl3q8"]
[ext_resource type="Script" path="res://src/scripts/ui.gd" id="2_dljv7"]
[node name="Game" type="Node2D"]
script = ExtResource("1_vl3q8")
[node name="UI" type="Control" parent="."]
layout_mode = 3
anchors_preset = 0
offset_right = 40.0
offset_bottom = 40.0
script = ExtResource("2_dljv7")

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extends Node2D
enum Suits {HEARTS, DIAMONDS, CLUBS, SPADES}
enum Values {SIX = 6, SEVEN, EIGHT, NINE, TEN, JACK, QUEEN, KING, ACE}
enum GameState {SETUP, ATTACK, DEFEND, DRAW_PHASE, GAME_OVER}
enum JokerType {DOUBLE_ATTACK, TRUMP_CHANGE, DRAW_BLOCK}
class Player:
var hand: Array = []
var jokers_hand: Array = []
var coins: int = 100
var is_attacker: bool = false
func add_joker_to_hand(joker_type: JokerType):
jokers_hand.append(joker_type)
func has_jokers_in_hand() -> bool:
return jokers_hand.size() > 0
func remove_card(card):
hand.erase(card)
func has_card_value(value) -> bool:
for card in hand:
if card.value == value:
return true
return false
# Game Variables
var deck: Array = []
var trump_suit: Suits
var player1: Player
var player2: Player
var current_attacker: Player
var current_defender: Player
var game_phase: GameState = GameState.SETUP
var active_jokers: Array = []
var MAX_JOKERS: int = 3
# Battle Variables
var attacking_cards: Array = []
var defending_cards: Array = []
var table_pairs: Array = [] # [{attack: card, defend: card}]
var can_add_attack: bool = false
# UI Reference
@onready var ui = $UI
func _ready():
player1 = Player.new()
player2 = Player.new()
current_attacker = player1
current_defender = player2
player1.is_attacker = true
if ui:
ui.card_played.connect(_on_card_played)
ui.joker_played.connect(_on_joker_played)
ui.booster_bought.connect(_on_booster_bought)
ui.defend_button_pressed.connect(_on_defend_complete)
ui.take_cards_pressed.connect(_on_take_cards)
start_new_game()
func start_new_game():
create_deck()
setup_initial_jokers()
shuffle_deck()
deal_cards()
set_trump()
game_phase = GameState.ATTACK
update_ui()
print("Spiel gestartet! ", current_attacker, " greift an")
func create_deck():
deck.clear()
for suit in [Suits.HEARTS, Suits.DIAMONDS, Suits.CLUBS, Suits.SPADES]:
for value in [Values.SIX, Values.SEVEN, Values.EIGHT, Values.NINE, Values.TEN, Values.JACK, Values.QUEEN, Values.KING, Values.ACE]:
deck.append({"suit": suit, "value": value, "is_joker": false})
func setup_initial_jokers():
pass
func shuffle_deck():
deck.shuffle()
func deal_cards():
for i in range(6):
if deck.size() > 0:
var card = deck.pop_back()
if card.is_joker:
player1.add_joker_to_hand(card.joker_type)
else:
player1.hand.append(card)
if deck.size() > 0:
var card = deck.pop_back()
if card.is_joker:
player2.add_joker_to_hand(card.joker_type)
else:
player2.hand.append(card)
func set_trump():
if deck.size() > 0:
var trump_card = deck[0]
if not trump_card.is_joker:
trump_suit = trump_card.suit
# MAIN GAME LOGIC
func _on_card_played(card):
match game_phase:
GameState.ATTACK:
handle_attack(card)
GameState.DEFEND:
handle_defense(card)
func handle_attack(card):
# Prüfen ob Angriff erlaubt
if not can_attack_with_card(card):
print("Angriff mit dieser Karte nicht möglich!")
return
# Karte vom Angreifer entfernen
current_attacker.remove_card(card)
attacking_cards.append(card)
print("Angriff mit: ", card)
# Wechsel zu Verteidigung
game_phase = GameState.DEFEND
update_ui()
func handle_defense(card):
if attacking_cards.size() == 0:
print("Nichts zu verteidigen!")
return
var attack_card = attacking_cards[-1] # Letzte Angriffskarte
if can_beat_card(attack_card, card):
# Erfolgreiche Verteidigung
current_defender.remove_card(card)
defending_cards.append(card)
# Paar erstellen
table_pairs.append({"attack": attack_card, "defend": card})
attacking_cards.pop_back()
print("Verteidigt: ", attack_card, " mit ", card)
# Prüfen ob weitere Angriffe möglich
can_add_attack = true
check_round_end()
else:
print("Karte kann nicht verteidigen!")
func can_attack_with_card(card) -> bool:
# Erster Angriff: Jede Karte erlaubt
if attacking_cards.size() == 0 and table_pairs.size() == 0:
return true
# Weitere Angriffe: Nur Werte die schon auf dem Tisch liegen
var table_values = []
for pair in table_pairs:
table_values.append(pair.attack.value)
table_values.append(pair.defend.value)
for attack in attacking_cards:
table_values.append(attack.value)
return card.value in table_values
func can_beat_card(attacking_card, defending_card) -> bool:
# Trump schlägt alles außer höheren Trump
if defending_card.suit == trump_suit and attacking_card.suit != trump_suit:
return true
# Gleiche Farbe: höherer Wert gewinnt
if attacking_card.suit == defending_card.suit:
return defending_card.value > attacking_card.value
return false
func check_round_end():
# Alle Angriffe verteidigt
if attacking_cards.size() == 0:
if can_add_attack and current_attacker.hand.size() > 0:
# Angreifer kann weitere Karten spielen
game_phase = GameState.ATTACK
print("Weitere Angriffe möglich")
else:
# Runde erfolgreich verteidigt
end_round_defended()
else:
# Warten auf weitere Verteidigung
print("Warte auf Verteidigung...")
func end_round_defended():
print("Runde erfolgreich verteidigt!")
# Karten vom Tisch entfernen
table_pairs.clear()
attacking_cards.clear()
defending_cards.clear()
can_add_attack = false
# Rollen tauschen: Verteidiger wird Angreifer
swap_roles()
# Karten nachziehen
draw_phase()
func end_round_taken():
print("Verteidiger nimmt alle Karten!")
# Alle Karten an Verteidiger geben
for pair in table_pairs:
current_defender.hand.append(pair.attack)
current_defender.hand.append(pair.defend)
for card in attacking_cards:
current_defender.hand.append(card)
# Aufräumen
table_pairs.clear()
attacking_cards.clear()
defending_cards.clear()
can_add_attack = false
# Angreifer bleibt Angreifer (Verteidiger nimmt)
# Karten nachziehen
draw_phase()
func swap_roles():
var temp = current_attacker
current_attacker = current_defender
current_defender = temp
current_attacker.is_attacker = true
current_defender.is_attacker = false
print("Rollen getauscht: ", current_attacker, " greift an")
func draw_phase():
game_phase = GameState.DRAW_PHASE
# Angreifer zieht zuerst auf 6 Karten
draw_cards_to_six(current_attacker)
# Dann Verteidiger
draw_cards_to_six(current_defender)
# Spielende prüfen
if check_game_end():
return
# Nächste Runde starten
game_phase = GameState.ATTACK
update_ui()
func draw_cards_to_six(player: Player):
while player.hand.size() < 6 and deck.size() > 0:
var card = deck.pop_back()
if card.is_joker:
player.add_joker_to_hand(card.joker_type)
# UI: Joker-Dialog anzeigen
show_joker_dialog(player, card.joker_type)
else:
player.hand.append(card)
func show_joker_dialog(player: Player, joker_type: JokerType):
if player == player1: # Nur für menschlichen Spieler
ui.show_joker_choice(joker_type)
func _on_joker_choice(play_immediately: bool, joker_type: JokerType):
if play_immediately:
play_joker_to_field(player1, joker_type)
# Sonst bleibt Joker auf der Hand (Risiko!)
# UI Event Handlers
func _on_defend_complete():
if game_phase == GameState.DEFEND:
# Verteidiger gibt auf, nimmt alle Karten
end_round_taken()
func _on_take_cards():
if game_phase == GameState.DEFEND:
end_round_taken()
func _on_joker_played(joker_type):
if play_joker_to_field(player1, joker_type):
update_ui()
func _on_booster_bought():
var booster = buy_booster(player1)
for item in booster:
if item.type == "joker":
player1.add_joker_to_hand(item.joker_type)
elif item.type == "coins":
player1.coins += item.amount
update_ui()
# Game End Logic
func check_game_end() -> bool:
if deck.size() == 0:
# Kein Deck mehr, prüfe wer keine Karten hat
if player1.hand.size() == 0:
if player1.has_jokers_in_hand():
print("Spieler 1 verliert - Joker auf der Hand!")
game_phase = GameState.GAME_OVER
return true
else:
print("Spieler 1 gewinnt!")
game_phase = GameState.GAME_OVER
return true
if player2.hand.size() == 0:
if player2.has_jokers_in_hand():
print("Spieler 2 verliert - Joker auf der Hand!")
game_phase = GameState.GAME_OVER
return true
else:
print("Spieler 2 gewinnt!")
game_phase = GameState.GAME_OVER
return true
return false
# Joker System
func play_joker_to_field(player: Player, joker_type: JokerType) -> bool:
if active_jokers.size() >= MAX_JOKERS:
print("Maximale Joker-Anzahl erreicht!")
return false
if joker_type in player.jokers_hand:
player.jokers_hand.erase(joker_type)
active_jokers.append(joker_type)
print("Joker aktiviert: ", joker_type)
apply_joker_effect(joker_type)
return true
return false
func apply_joker_effect(joker_type: JokerType):
match joker_type:
JokerType.TRUMP_CHANGE:
print("Trump-Wechsel verfügbar!")
# UI für Trump-Auswahl
JokerType.DOUBLE_ATTACK:
print("Doppel-Angriff möglich!")
# Ermöglicht 2 Karten gleichzeitig
JokerType.DRAW_BLOCK:
print("Zieh-Block aktiv!")
# Gegner kann nicht ziehen
func buy_booster(player: Player, cost: int = 50) -> Array:
if player.coins >= cost:
player.coins -= cost
var booster_content = []
for i in range(3):
if randf() < 0.3:
var joker_types = [JokerType.DOUBLE_ATTACK, JokerType.TRUMP_CHANGE, JokerType.DRAW_BLOCK]
var random_joker = joker_types[randi() % joker_types.size()]
booster_content.append({"type": "joker", "joker_type": random_joker})
else:
booster_content.append({"type": "coins", "amount": randi() % 20 + 10})
return booster_content
return []
func update_ui():
if ui:
ui.update_player_hand(player1.hand)
ui.update_opponent_hand(player2.hand.size())
ui.update_joker_slots(active_jokers)
ui.update_coins(player1.coins)
ui.update_table(table_pairs, attacking_cards)
ui.update_game_state(game_phase, current_attacker == player1)
if deck.size() > 0:
ui.update_trump(deck[0])
# Input for testing
func _input(event):
if event.is_action_pressed("ui_accept"):
_on_booster_bought()
if event.is_action_pressed("ui_cancel"):
if game_phase == GameState.DEFEND:
_on_take_cards()

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extends Control
# Signals
signal card_played(card)
signal joker_played(joker_type)
signal booster_bought
signal defend_button_pressed
signal take_cards_pressed
# UI Components
var player_hand_container: HBoxContainer
var opponent_hand_container: HBoxContainer
var table_area: GridContainer
var trump_display: Control
var joker_slots_container: HBoxContainer
var coins_label: Label
var deck_display: Control
var game_state_label: Label
var action_buttons: HBoxContainer
# Card Settings
var card_size: Vector2 = Vector2(80, 120)
var card_atlas: Texture2D
func _ready():
# Load card atlas if exists
if FileAccess.file_exists("res://src/assets/card_atlas.png"):
card_atlas = load("res://src/assets/card_atlas.png")
setup_ui()
func setup_ui():
# Main layout
var main_vbox = VBoxContainer.new()
add_child(main_vbox)
main_vbox.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
# Game state info
game_state_label = Label.new()
game_state_label.text = "Spiel wird geladen..."
game_state_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
main_vbox.add_child(game_state_label)
# Top area (Opponent + Jokers)
var top_hbox = HBoxContainer.new()
main_vbox.add_child(top_hbox)
setup_opponent_area(top_hbox)
setup_joker_area(top_hbox)
# Middle area (Table + Trump)
var middle_hbox = HBoxContainer.new()
main_vbox.add_child(middle_hbox)
setup_table_area(middle_hbox)
setup_trump_area(middle_hbox)
# Action buttons
action_buttons = HBoxContainer.new()
action_buttons.alignment = BoxContainer.ALIGNMENT_CENTER
main_vbox.add_child(action_buttons)
setup_action_buttons()
# Bottom area (Player hand + Controls)
var bottom_vbox = VBoxContainer.new()
main_vbox.add_child(bottom_vbox)
setup_controls(bottom_vbox)
setup_player_area(bottom_vbox)
func setup_opponent_area(parent):
var area = VBoxContainer.new()
parent.add_child(area)
var label = Label.new()
label.text = "Gegner"
area.add_child(label)
opponent_hand_container = HBoxContainer.new()
area.add_child(opponent_hand_container)
func setup_joker_area(parent):
var area = VBoxContainer.new()
parent.add_child(area)
var label = Label.new()
label.text = "Joker (0/3)"
label.name = "JokerLabel"
area.add_child(label)
joker_slots_container = HBoxContainer.new()
area.add_child(joker_slots_container)
# Create 3 joker slots
for i in range(3):
var slot = create_joker_slot()
joker_slots_container.add_child(slot)
func setup_table_area(parent):
var table_container = VBoxContainer.new()
parent.add_child(table_container)
var label = Label.new()
label.text = "Spielfeld"
label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
table_container.add_child(label)
table_area = GridContainer.new()
table_area.columns = 4 # Angriff/Verteidigung Paare
table_container.add_child(table_area)
func setup_trump_area(parent):
var area = VBoxContainer.new()
parent.add_child(area)
var label = Label.new()
label.text = "Trump"
area.add_child(label)
trump_display = create_card_back()
area.add_child(trump_display)
var deck_label = Label.new()
deck_label.text = "Deck"
area.add_child(deck_label)
deck_display = create_card_back()
area.add_child(deck_display)
func setup_action_buttons():
var defend_btn = Button.new()
defend_btn.text = "Verteidigung beenden"
defend_btn.pressed.connect(_on_defend_button_pressed)
action_buttons.add_child(defend_btn)
var take_btn = Button.new()
take_btn.text = "Karten nehmen"
take_btn.pressed.connect(_on_take_cards_pressed)
action_buttons.add_child(take_btn)
# Initially hidden
action_buttons.visible = false
func setup_controls(parent):
var controls = HBoxContainer.new()
parent.add_child(controls)
coins_label = Label.new()
coins_label.text = "Münzen: 100"
controls.add_child(coins_label)
var booster_btn = Button.new()
booster_btn.text = "Booster kaufen (50)"
booster_btn.pressed.connect(_on_booster_button_pressed)
controls.add_child(booster_btn)
func setup_player_area(parent):
var area = VBoxContainer.new()
parent.add_child(area)
var label = Label.new()
label.text = "Deine Karten"
area.add_child(label)
player_hand_container = HBoxContainer.new()
area.add_child(player_hand_container)
# Card Creation Functions
func create_card_ui(card, clickable: bool = true) -> Control:
var card_button = Button.new()
card_button.custom_minimum_size = card_size
card_button.disabled = not clickable
if card.is_joker:
card_button.text = "JOKER\n" + str(card.joker_type)
card_button.modulate = Color.GOLD
else:
var suit_symbols = ["", "", "", ""]
var suit_text = suit_symbols[card.suit]
card_button.text = str(card.value) + "\n" + suit_text
# Color coding
if card.suit in [0, 1]: # Hearts, Diamonds
card_button.modulate = Color.RED
else: # Clubs, Spades
card_button.modulate = Color.BLACK
if clickable:
card_button.pressed.connect(_on_card_clicked.bind(card))
return card_button
func create_card_back() -> Control:
var card_back = ColorRect.new()
card_back.color = Color.BLUE
card_back.custom_minimum_size = card_size
var label = Label.new()
label.text = "🂠"
label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
card_back.add_child(label)
return card_back
func create_joker_slot() -> Control:
var slot = Panel.new()
slot.custom_minimum_size = card_size * 0.7
var style = StyleBoxFlat.new()
style.bg_color = Color.GRAY
style.border_width_left = 2
style.border_width_right = 2
style.border_width_top = 2
style.border_width_bottom = 2
style.border_color = Color.WHITE
slot.add_theme_stylebox_override("panel", style)
return slot
# Update Functions
func update_player_hand(cards: Array):
# Clear existing cards
for child in player_hand_container.get_children():
child.queue_free()
# Add new cards
for card in cards:
var card_ui = create_card_ui(card, true)
player_hand_container.add_child(card_ui)
func update_opponent_hand(card_count: int):
# Clear existing cards
for child in opponent_hand_container.get_children():
child.queue_free()
# Add card backs
for i in range(card_count):
var card_back = create_card_back()
card_back.custom_minimum_size = card_size * 0.8
opponent_hand_container.add_child(card_back)
func update_table(table_pairs: Array, attacking_cards: Array):
# Clear existing table
for child in table_area.get_children():
child.queue_free()
# Show completed pairs
for pair in table_pairs:
var attack_card = create_card_ui(pair.attack, false)
attack_card.modulate = Color.ORANGE # Angriff
table_area.add_child(attack_card)
var defend_card = create_card_ui(pair.defend, false)
defend_card.modulate = Color.GREEN # Verteidigung
table_area.add_child(defend_card)
# Show undefended attacks
for card in attacking_cards:
var attack_card = create_card_ui(card, false)
attack_card.modulate = Color.RED # Unverteidigt
table_area.add_child(attack_card)
# Empty slot for defense
var empty_slot = Panel.new()
empty_slot.custom_minimum_size = card_size
var style = StyleBoxFlat.new()
style.bg_color = Color.DARK_GRAY
empty_slot.add_theme_stylebox_override("panel", style)
table_area.add_child(empty_slot)
func update_joker_slots(active_jokers: Array):
var label = joker_slots_container.get_parent().get_node("JokerLabel")
label.text = "Joker (" + str(active_jokers.size()) + "/3)"
# Update slots
for i in range(3):
var slot = joker_slots_container.get_child(i)
if i < active_jokers.size():
slot.modulate = Color.GREEN
# Add joker label
var joker_label = Label.new()
joker_label.text = str(active_jokers[i])
joker_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
joker_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
slot.add_child(joker_label)
else:
slot.modulate = Color.WHITE
func update_coins(amount: int):
coins_label.text = "Münzen: " + str(amount)
func update_trump(trump_card):
if trump_card and trump_display:
# Replace with actual card
trump_display.queue_free()
trump_display = create_card_ui(trump_card, false)
trump_display.modulate = Color.YELLOW
trump_display.get_parent().add_child(trump_display)
func update_game_state(state, is_player_turn: bool):
match state:
0: # GameState.SETUP
game_state_label.text = "Spiel wird vorbereitet..."
action_buttons.visible = false
1: # GameState.ATTACK
if is_player_turn:
game_state_label.text = "Du bist am Zug - Wähle eine Angriffskarte"
else:
game_state_label.text = "Gegner greift an..."
action_buttons.visible = false
2: # GameState.DEFEND
if is_player_turn:
game_state_label.text = "Gegner greift an - Verteidige oder nimm die Karten"
action_buttons.visible = true
else:
game_state_label.text = "Du greifst an - Gegner verteidigt..."
action_buttons.visible = false
3: # GameState.DRAW_PHASE
game_state_label.text = "Karten werden nachgezogen..."
action_buttons.visible = false
4: # GameState.GAME_OVER
game_state_label.text = "Spiel beendet!"
action_buttons.visible = false
# Joker Dialog
func show_joker_choice(joker_type):
var dialog = AcceptDialog.new()
dialog.title = "Joker gezogen!"
var vbox = VBoxContainer.new()
var info_label = Label.new()
info_label.text = "Du hast einen " + str(joker_type) + " Joker gezogen!"
vbox.add_child(info_label)
var play_btn = Button.new()
play_btn.text = "Sofort spielen"
play_btn.pressed.connect(_on_joker_play_immediate.bind(joker_type, dialog))
vbox.add_child(play_btn)
var keep_btn = Button.new()
keep_btn.text = "Behalten (Risiko!)"
keep_btn.pressed.connect(_on_joker_keep.bind(dialog))
vbox.add_child(keep_btn)
dialog.add_child(vbox)
add_child(dialog)
dialog.popup_centered()
func _on_joker_play_immediate(joker_type, dialog):
joker_played.emit(joker_type)
dialog.queue_free()
func _on_joker_keep(dialog):
print("Joker behalten - Vorsicht!")
dialog.queue_free()
# Event Handlers
func _on_card_clicked(card):
card_played.emit(card)
func _on_booster_button_pressed():
booster_bought.emit()
func _on_defend_button_pressed():
defend_button_pressed.emit()
func _on_take_cards_pressed():
take_cards_pressed.emit()