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| Author | SHA1 | Date | |
|---|---|---|---|
| c584fec73b | |||
| 9111602ef8 | |||
| ad525e67e9 | |||
| 9ed12eb4e1 | |||
| 099e55a942 | |||
| 40caea1141 | |||
| 458969be87 |
18
.vscode/launch.json
vendored
Normal file
18
.vscode/launch.json
vendored
Normal file
@@ -0,0 +1,18 @@
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{
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// Use IntelliSense to learn about possible attributes.
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// Hover to view descriptions of existing attributes.
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// For more information, visit: https://go.microsoft.com/fwlink/?linkid=830387
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"version": "0.2.0",
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"configurations": [
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{
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"name": "GDScript: Launch Project",
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"type": "godot",
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"request": "launch",
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"project": "${workspaceFolder}",
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"debug_collisions": false,
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"debug_paths": false,
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"debug_navigation": false,
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"additional_options": ""
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}
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]
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}
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3
.vscode/settings.json
vendored
3
.vscode/settings.json
vendored
@@ -1,3 +0,0 @@
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{
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"godotTools.editorPath.godot4": "c:\\Program Files\\Godot\\Godot_v4.3-stable_win64.exe"
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}
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@@ -12,5 +12,9 @@ config_version=5
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config/name="dujorak"
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run/main_scene="res://src/scenes/game.tscn"
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config/features=PackedStringArray("4.3", "Forward Plus")
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config/features=PackedStringArray("4.4", "Forward Plus")
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config/icon="res://icon.svg"
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[autoload]
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Globals="*res://src/scripts/globals.gd"
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@@ -1,7 +1,7 @@
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[gd_scene load_steps=3 format=3 uid="uid://b3cyy67wp6hd0"]
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[ext_resource type="Script" path="res://src/scripts/game.gd" id="1_vl3q8"]
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[ext_resource type="Script" path="res://src/scripts/ui.gd" id="2_dljv7"]
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[ext_resource type="Script" uid="uid://dvscisoria6aj" path="res://src/scripts/game.gd" id="1_vl3q8"]
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[ext_resource type="Script" uid="uid://j8w01uew0ovu" path="res://src/scripts/ui.gd" id="2_dljv7"]
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[node name="Game" type="Node2D"]
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script = ExtResource("1_vl3q8")
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@@ -1,25 +1,19 @@
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extends Node2D
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enum Suits {HEARTS, DIAMONDS, CLUBS, SPADES}
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enum Values {SIX = 6, SEVEN, EIGHT, NINE, TEN, JACK, QUEEN, KING, ACE}
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enum GameState {SETUP, ATTACK, DEFEND, DRAW_PHASE, GAME_OVER}
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enum JokerType {DOUBLE_ATTACK, TRUMP_CHANGE, DRAW_BLOCK}
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class Player:
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var hand: Array = []
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var jokers_hand: Array = []
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var coins: int = 100
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var is_attacker: bool = false
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func add_joker_to_hand(joker_type: JokerType):
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func add_joker_to_hand(joker_type: Globals.JokerType):
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jokers_hand.append(joker_type)
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func has_jokers_in_hand() -> bool:
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return jokers_hand.size() > 0
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func remove_card(card):
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hand.erase(card)
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func has_card_value(value) -> bool:
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for card in hand:
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if card.value == value:
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@@ -28,19 +22,19 @@ class Player:
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# Game Variables
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var deck: Array = []
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var trump_suit: Suits
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var trump_suit: Globals.Suits
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var player1: Player
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var player2: Player
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var current_attacker: Player
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var current_defender: Player
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var game_phase: GameState = GameState.SETUP
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var game_phase: Globals.GameState = Globals.GameState.SETUP
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var active_jokers: Array = []
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var MAX_JOKERS: int = 3
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# Battle Variables
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var attacking_cards: Array = []
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var defending_cards: Array = []
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var table_pairs: Array = [] # [{attack: card, defend: card}]
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var table_pairs: Array = [] # [{attack: card, defend: card}]
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var can_add_attack: bool = false
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# UI Reference
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@@ -52,14 +46,14 @@ func _ready():
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current_attacker = player1
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current_defender = player2
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player1.is_attacker = true
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if ui:
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ui.card_played.connect(_on_card_played)
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ui.joker_played.connect(_on_joker_played)
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ui.booster_bought.connect(_on_booster_bought)
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ui.defend_button_pressed.connect(_on_defend_complete)
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ui.take_cards_pressed.connect(_on_take_cards)
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start_new_game()
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func start_new_game():
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@@ -68,14 +62,14 @@ func start_new_game():
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shuffle_deck()
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deal_cards()
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set_trump()
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game_phase = GameState.ATTACK
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game_phase = Globals.GameState.ATTACK
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update_ui()
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print("Spiel gestartet! ", current_attacker, " greift an")
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func create_deck():
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deck.clear()
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for suit in [Suits.HEARTS, Suits.DIAMONDS, Suits.CLUBS, Suits.SPADES]:
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for value in [Values.SIX, Values.SEVEN, Values.EIGHT, Values.NINE, Values.TEN, Values.JACK, Values.QUEEN, Values.KING, Values.ACE]:
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for suit in [Globals.Suits.HEARTS, Globals.Suits.DIAMONDS, Globals.Suits.CLUBS, Globals.Suits.SPADES]:
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for value in [Globals.Values.SIX, Globals.Values.SEVEN, Globals.Values.EIGHT, Globals.Values.NINE, Globals.Values.TEN, Globals.Values.JACK, Globals.Values.QUEEN, Globals.Values.KING, Globals.Values.ACE]:
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deck.append({"suit": suit, "value": value, "is_joker": false})
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func setup_initial_jokers():
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@@ -92,7 +86,7 @@ func deal_cards():
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player1.add_joker_to_hand(card.joker_type)
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else:
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player1.hand.append(card)
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if deck.size() > 0:
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var card = deck.pop_back()
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if card.is_joker:
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@@ -109,9 +103,9 @@ func set_trump():
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# MAIN GAME LOGIC
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func _on_card_played(card):
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match game_phase:
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GameState.ATTACK:
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Globals.GameState.ATTACK:
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handle_attack(card)
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GameState.DEFEND:
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Globals.GameState.DEFEND:
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handle_defense(card)
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func handle_attack(card):
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@@ -119,35 +113,35 @@ func handle_attack(card):
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if not can_attack_with_card(card):
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print("Angriff mit dieser Karte nicht möglich!")
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return
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# Karte vom Angreifer entfernen
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current_attacker.remove_card(card)
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attacking_cards.append(card)
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print("Angriff mit: ", card)
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# Wechsel zu Verteidigung
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game_phase = GameState.DEFEND
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game_phase = Globals.GameState.DEFEND
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update_ui()
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func handle_defense(card):
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if attacking_cards.size() == 0:
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print("Nichts zu verteidigen!")
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return
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var attack_card = attacking_cards[-1] # Letzte Angriffskarte
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var attack_card = attacking_cards[-1] # Letzte Angriffskarte
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if can_beat_card(attack_card, card):
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# Erfolgreiche Verteidigung
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current_defender.remove_card(card)
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defending_cards.append(card)
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# Paar erstellen
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table_pairs.append({"attack": attack_card, "defend": card})
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attacking_cards.pop_back()
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print("Verteidigt: ", attack_card, " mit ", card)
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# Prüfen ob weitere Angriffe möglich
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can_add_attack = true
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check_round_end()
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@@ -158,26 +152,26 @@ func can_attack_with_card(card) -> bool:
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# Erster Angriff: Jede Karte erlaubt
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if attacking_cards.size() == 0 and table_pairs.size() == 0:
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return true
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# Weitere Angriffe: Nur Werte die schon auf dem Tisch liegen
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var table_values = []
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var table_Globals = []
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for pair in table_pairs:
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table_values.append(pair.attack.value)
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table_values.append(pair.defend.value)
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table_Globals.Values.append(pair.attack.value)
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table_Globals.Values.append(pair.defend.value)
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for attack in attacking_cards:
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table_values.append(attack.value)
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return card.value in table_values
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table_Globals.Values.append(attack.value)
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return card.value in table_Globals.Values
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func can_beat_card(attacking_card, defending_card) -> bool:
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# Trump schlägt alles außer höheren Trump
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if defending_card.suit == trump_suit and attacking_card.suit != trump_suit:
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return true
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# Gleiche Farbe: höherer Wert gewinnt
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if attacking_card.suit == defending_card.suit:
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return defending_card.value > attacking_card.value
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return false
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func check_round_end():
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@@ -185,7 +179,7 @@ func check_round_end():
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if attacking_cards.size() == 0:
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if can_add_attack and current_attacker.hand.size() > 0:
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# Angreifer kann weitere Karten spielen
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game_phase = GameState.ATTACK
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game_phase = Globals.GameState.ATTACK
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print("Weitere Angriffe möglich")
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else:
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# Runde erfolgreich verteidigt
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@@ -196,36 +190,36 @@ func check_round_end():
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func end_round_defended():
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print("Runde erfolgreich verteidigt!")
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# Karten vom Tisch entfernen
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table_pairs.clear()
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attacking_cards.clear()
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defending_cards.clear()
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can_add_attack = false
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# Rollen tauschen: Verteidiger wird Angreifer
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swap_roles()
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# Karten nachziehen
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draw_phase()
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func end_round_taken():
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print("Verteidiger nimmt alle Karten!")
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# Alle Karten an Verteidiger geben
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for pair in table_pairs:
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current_defender.hand.append(pair.attack)
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current_defender.hand.append(pair.defend)
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for card in attacking_cards:
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current_defender.hand.append(card)
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# Aufräumen
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table_pairs.clear()
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attacking_cards.clear()
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defending_cards.clear()
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can_add_attack = false
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# Angreifer bleibt Angreifer (Verteidiger nimmt)
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# Karten nachziehen
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draw_phase()
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@@ -234,27 +228,27 @@ func swap_roles():
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var temp = current_attacker
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current_attacker = current_defender
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current_defender = temp
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current_attacker.is_attacker = true
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current_defender.is_attacker = false
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print("Rollen getauscht: ", current_attacker, " greift an")
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func draw_phase():
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game_phase = GameState.DRAW_PHASE
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game_phase = Globals.GameState.DRAW_PHASE
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# Angreifer zieht zuerst auf 6 Karten
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draw_cards_to_six(current_attacker)
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# Dann Verteidiger
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draw_cards_to_six(current_defender)
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# Spielende prüfen
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if check_game_end():
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return
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# Nächste Runde starten
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game_phase = GameState.ATTACK
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game_phase = Globals.GameState.ATTACK
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update_ui()
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func draw_cards_to_six(player: Player):
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@@ -267,23 +261,23 @@ func draw_cards_to_six(player: Player):
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else:
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player.hand.append(card)
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func show_joker_dialog(player: Player, joker_type: JokerType):
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if player == player1: # Nur für menschlichen Spieler
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func show_joker_dialog(player: Player, joker_type: Globals.JokerType):
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if player == player1: # Nur für menschlichen Spieler
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ui.show_joker_choice(joker_type)
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func _on_joker_choice(play_immediately: bool, joker_type: JokerType):
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func _on_joker_choice(play_immediately: bool, joker_type: Globals.JokerType):
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if play_immediately:
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play_joker_to_field(player1, joker_type)
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# Sonst bleibt Joker auf der Hand (Risiko!)
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# UI Event Handlers
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func _on_defend_complete():
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if game_phase == GameState.DEFEND:
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if game_phase == Globals.GameState.DEFEND:
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# Verteidiger gibt auf, nimmt alle Karten
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end_round_taken()
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func _on_take_cards():
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if game_phase == GameState.DEFEND:
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if game_phase == Globals.GameState.DEFEND:
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end_round_taken()
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func _on_joker_played(joker_type):
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@@ -306,31 +300,31 @@ func check_game_end() -> bool:
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if player1.hand.size() == 0:
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if player1.has_jokers_in_hand():
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print("Spieler 1 verliert - Joker auf der Hand!")
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game_phase = GameState.GAME_OVER
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game_phase = Globals.GameState.GAME_OVER
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return true
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else:
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print("Spieler 1 gewinnt!")
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game_phase = GameState.GAME_OVER
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game_phase = Globals.GameState.GAME_OVER
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return true
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if player2.hand.size() == 0:
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if player2.has_jokers_in_hand():
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print("Spieler 2 verliert - Joker auf der Hand!")
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game_phase = GameState.GAME_OVER
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game_phase = Globals.GameState.GAME_OVER
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return true
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else:
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print("Spieler 2 gewinnt!")
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game_phase = GameState.GAME_OVER
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game_phase = Globals.GameState.GAME_OVER
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return true
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return false
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# Joker System
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func play_joker_to_field(player: Player, joker_type: JokerType) -> bool:
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func play_joker_to_field(player: Player, joker_type: Globals.JokerType) -> bool:
|
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if active_jokers.size() >= MAX_JOKERS:
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print("Maximale Joker-Anzahl erreicht!")
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return false
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|
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|
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if joker_type in player.jokers_hand:
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player.jokers_hand.erase(joker_type)
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active_jokers.append(joker_type)
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@@ -339,15 +333,15 @@ func play_joker_to_field(player: Player, joker_type: JokerType) -> bool:
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return true
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return false
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func apply_joker_effect(joker_type: JokerType):
|
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func apply_joker_effect(joker_type: Globals.JokerType):
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match joker_type:
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JokerType.TRUMP_CHANGE:
|
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Globals.JokerType.TRUMP_CHANGE:
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print("Trump-Wechsel verfügbar!")
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# UI für Trump-Auswahl
|
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JokerType.DOUBLE_ATTACK:
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Globals.JokerType.DOUBLE_ATTACK:
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print("Doppel-Angriff möglich!")
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# Ermöglicht 2 Karten gleichzeitig
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JokerType.DRAW_BLOCK:
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Globals.JokerType.DRAW_BLOCK:
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print("Zieh-Block aktiv!")
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# Gegner kann nicht ziehen
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@@ -355,15 +349,15 @@ func buy_booster(player: Player, cost: int = 50) -> Array:
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if player.coins >= cost:
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player.coins -= cost
|
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var booster_content = []
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|
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|
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for i in range(3):
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if randf() < 0.3:
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var joker_types = [JokerType.DOUBLE_ATTACK, JokerType.TRUMP_CHANGE, JokerType.DRAW_BLOCK]
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var joker_types = [Globals.JokerType.DOUBLE_ATTACK, Globals.JokerType.TRUMP_CHANGE, Globals.JokerType.DRAW_BLOCK]
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var random_joker = joker_types[randi() % joker_types.size()]
|
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booster_content.append({"type": "joker", "joker_type": random_joker})
|
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else:
|
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booster_content.append({"type": "coins", "amount": randi() % 20 + 10})
|
||||
|
||||
|
||||
return booster_content
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||||
return []
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||||
|
||||
@@ -375,15 +369,15 @@ func update_ui():
|
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ui.update_coins(player1.coins)
|
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ui.update_table(table_pairs, attacking_cards)
|
||||
ui.update_game_state(game_phase, current_attacker == player1)
|
||||
|
||||
if deck.size() > 0:
|
||||
|
||||
if deck.is_empty():
|
||||
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()
|
||||
if game_phase == Globals.GameState.DEFEND:
|
||||
_on_take_cards()
|
||||
|
||||
1
src/scripts/game.gd.uid
Normal file
1
src/scripts/game.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://dvscisoria6aj
|
||||
6
src/scripts/globals.gd
Normal file
6
src/scripts/globals.gd
Normal file
@@ -0,0 +1,6 @@
|
||||
extends Node
|
||||
|
||||
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}
|
||||
1
src/scripts/globals.gd.uid
Normal file
1
src/scripts/globals.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://cp7yt3d324xiv
|
||||
@@ -26,7 +26,7 @@ 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():
|
||||
@@ -34,64 +34,64 @@ func setup_ui():
|
||||
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()
|
||||
@@ -100,12 +100,12 @@ func setup_joker_area(parent):
|
||||
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)
|
||||
@@ -113,18 +113,18 @@ func setup_table_area(parent):
|
||||
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)
|
||||
|
||||
@@ -133,23 +133,23 @@ func setup_action_buttons():
|
||||
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)
|
||||
@@ -158,11 +158,11 @@ func setup_controls(parent):
|
||||
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)
|
||||
|
||||
@@ -171,7 +171,7 @@ 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
|
||||
@@ -179,35 +179,35 @@ func create_card_ui(card, clickable: bool = true) -> Control:
|
||||
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
|
||||
@@ -216,7 +216,7 @@ func create_joker_slot() -> Control:
|
||||
style.border_width_bottom = 2
|
||||
style.border_color = Color.WHITE
|
||||
slot.add_theme_stylebox_override("panel", style)
|
||||
|
||||
|
||||
return slot
|
||||
|
||||
# Update Functions
|
||||
@@ -224,7 +224,7 @@ 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)
|
||||
@@ -234,7 +234,7 @@ 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()
|
||||
@@ -245,23 +245,23 @@ 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
|
||||
@@ -273,13 +273,13 @@ func update_table(table_pairs: Array, attacking_cards: Array):
|
||||
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])
|
||||
@@ -329,23 +329,23 @@ func update_game_state(state, is_player_turn: bool):
|
||||
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()
|
||||
|
||||
1
src/scripts/ui.gd.uid
Normal file
1
src/scripts/ui.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://j8w01uew0ovu
|
||||
Reference in New Issue
Block a user