Compare commits
5 Commits
9ed12eb4e1
...
feature/3d
| Author | SHA1 | Date | |
|---|---|---|---|
| 796d7e3385 | |||
| 43a40f7134 | |||
| c584fec73b | |||
| 9111602ef8 | |||
| ad525e67e9 |
28
.gitignore
vendored
28
.gitignore
vendored
@@ -1,3 +1,31 @@
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# Godot 4+ specific ignores
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# Godot 4+ specific ignores
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.godot/
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.godot/
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/android/
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/android/
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.temp
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||||||
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.nomedia
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.TMP
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*~libgit*
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exported_binarys
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|
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# Godot-specific ignores
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||||||
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.import/
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export.cfg
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export_credentials.cfg
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export_presets.cfg
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# Imported translations (automatically generated from CSV files)
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*.translation
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||||||
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# Mono-specific ignores
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||||||
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.mono/
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|
data_*/
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mono_crash.*.json
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mono_crash.*.json
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|
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# Blender temp files
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*.blend[1-9]*
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*.blend~
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# Draw.IO temp files
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*.bkp
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@@ -14,3 +14,7 @@ config/name="dujorak"
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run/main_scene="res://src/scenes/game.tscn"
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run/main_scene="res://src/scenes/game.tscn"
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config/features=PackedStringArray("4.4", "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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config/icon="res://icon.svg"
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[autoload]
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Globals="*res://src/scripts/globals.gd"
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BIN
src/assets/card2.png
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BIN
src/assets/card2.png
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After Width: | Height: | Size: 3.3 KiB |
BIN
src/assets/card2_bump.png
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BIN
src/assets/card2_bump.png
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After Width: | Height: | Size: 3.3 KiB |
BIN
src/assets/card2_emissiv_power.png
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BIN
src/assets/card2_emissiv_power.png
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|
After Width: | Height: | Size: 3.3 KiB |
916
src/assets/card_atlas.pdn
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916
src/assets/card_atlas.pdn
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File diff suppressed because one or more lines are too long
BIN
src/assets/card_atlas_sprites.png
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BIN
src/assets/card_atlas_sprites.png
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After Width: | Height: | Size: 378 KiB |
34
src/assets/card_atlas_sprites.png.import
Normal file
34
src/assets/card_atlas_sprites.png.import
Normal file
@@ -0,0 +1,34 @@
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|
[remap]
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|
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://dpahjbok4tj31"
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|
path="res://.godot/imported/card_atlas_sprites.png-999525584d336e8b1ecafef7f7df1d0a.ctex"
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|
metadata={
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|
"vram_texture": false
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|
}
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|
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|
[deps]
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|
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|
source_file="res://src/assets/card_atlas_sprites.png"
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|
dest_files=["res://.godot/imported/card_atlas_sprites.png-999525584d336e8b1ecafef7f7df1d0a.ctex"]
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|
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[params]
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||||||
|
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compress/mode=0
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|
compress/high_quality=false
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compress/lossy_quality=0.7
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|
compress/hdr_compression=1
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|
compress/normal_map=0
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|
compress/channel_pack=0
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|
mipmaps/generate=false
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|
mipmaps/limit=-1
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|
roughness/mode=0
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|
roughness/src_normal=""
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|
process/fix_alpha_border=true
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|
process/premult_alpha=false
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|
process/normal_map_invert_y=false
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|
process/hdr_as_srgb=false
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|
process/hdr_clamp_exposure=false
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|
process/size_limit=0
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|
detect_3d/compress_to=1
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BIN
src/assets/cards.blend
Normal file
BIN
src/assets/cards.blend
Normal file
Binary file not shown.
3
src/scenes/card.tscn
Normal file
3
src/scenes/card.tscn
Normal file
@@ -0,0 +1,3 @@
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|
[gd_scene format=3 uid="uid://kah10l7jtv2p"]
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[node name="Card" type="Node3D"]
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@@ -1,17 +1,11 @@
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extends Node2D
|
extends Node2D
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|
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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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|
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class Player:
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class Player:
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var hand: Array = []
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var hand: Array = []
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var jokers_hand: Array = []
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var jokers_hand: Array = []
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var coins: int = 100
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var coins: int = 100
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var is_attacker: bool = false
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var is_attacker: bool = false
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|
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func add_joker_to_hand(joker_type: JokerType):
|
func add_joker_to_hand(joker_type: Globals.JokerType):
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jokers_hand.append(joker_type)
|
jokers_hand.append(joker_type)
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|
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func has_jokers_in_hand() -> bool:
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func has_jokers_in_hand() -> bool:
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@@ -28,19 +22,19 @@ class Player:
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|
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# Game Variables
|
# Game Variables
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var deck: Array = []
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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
|
var player1: Player
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var player2: Player
|
var player2: Player
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var current_attacker: Player
|
var current_attacker: Player
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var current_defender: Player
|
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 = []
|
var active_jokers: Array = []
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var MAX_JOKERS: int = 3
|
var MAX_JOKERS: int = 3
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|
|
||||||
# Battle Variables
|
# Battle Variables
|
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var attacking_cards: Array = []
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var attacking_cards: Array = []
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var defending_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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var can_add_attack: bool = false
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|
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# UI Reference
|
# UI Reference
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@@ -68,14 +62,14 @@ func start_new_game():
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shuffle_deck()
|
shuffle_deck()
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deal_cards()
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deal_cards()
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set_trump()
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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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update_ui()
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print("Spiel gestartet! ", current_attacker, " greift an")
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print("Spiel gestartet! ", current_attacker, " greift an")
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func create_deck():
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func create_deck():
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deck.clear()
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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 suit in [Globals.Suits.HEARTS, Globals.Suits.DIAMONDS, Globals.Suits.CLUBS, Globals.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]:
|
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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deck.append({"suit": suit, "value": value, "is_joker": false})
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|
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func setup_initial_jokers():
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func setup_initial_jokers():
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@@ -109,9 +103,9 @@ func set_trump():
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# MAIN GAME LOGIC
|
# MAIN GAME LOGIC
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func _on_card_played(card):
|
func _on_card_played(card):
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match game_phase:
|
match game_phase:
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GameState.ATTACK:
|
Globals.GameState.ATTACK:
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handle_attack(card)
|
handle_attack(card)
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GameState.DEFEND:
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Globals.GameState.DEFEND:
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handle_defense(card)
|
handle_defense(card)
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||||||
|
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func handle_attack(card):
|
func handle_attack(card):
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@@ -127,7 +121,7 @@ func handle_attack(card):
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print("Angriff mit: ", card)
|
print("Angriff mit: ", card)
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|
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# Wechsel zu Verteidigung
|
# 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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update_ui()
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|
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||||||
func handle_defense(card):
|
func handle_defense(card):
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@@ -135,7 +129,7 @@ func handle_defense(card):
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print("Nichts zu verteidigen!")
|
print("Nichts zu verteidigen!")
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return
|
return
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|
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var attack_card = attacking_cards[-1] # Letzte Angriffskarte
|
var attack_card = attacking_cards[-1] # Letzte Angriffskarte
|
||||||
|
|
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if can_beat_card(attack_card, card):
|
if can_beat_card(attack_card, card):
|
||||||
# Erfolgreiche Verteidigung
|
# Erfolgreiche Verteidigung
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@@ -160,14 +154,14 @@ func can_attack_with_card(card) -> bool:
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return true
|
return true
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||||||
|
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||||||
# Weitere Angriffe: Nur Werte die schon auf dem Tisch liegen
|
# Weitere Angriffe: Nur Werte die schon auf dem Tisch liegen
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var table_values = []
|
var table_Globals = []
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for pair in table_pairs:
|
for pair in table_pairs:
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table_values.append(pair.attack.value)
|
table_Globals.Values.append(pair.attack.value)
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table_values.append(pair.defend.value)
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table_Globals.Values.append(pair.defend.value)
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for attack in attacking_cards:
|
for attack in attacking_cards:
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table_values.append(attack.value)
|
table_Globals.Values.append(attack.value)
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|
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return card.value in table_values
|
return card.value in table_Globals.Values
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|
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func can_beat_card(attacking_card, defending_card) -> bool:
|
func can_beat_card(attacking_card, defending_card) -> bool:
|
||||||
# Trump schlägt alles außer höheren Trump
|
# Trump schlägt alles außer höheren Trump
|
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@@ -185,7 +179,7 @@ func check_round_end():
|
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if attacking_cards.size() == 0:
|
if attacking_cards.size() == 0:
|
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if can_add_attack and current_attacker.hand.size() > 0:
|
if can_add_attack and current_attacker.hand.size() > 0:
|
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# Angreifer kann weitere Karten spielen
|
# Angreifer kann weitere Karten spielen
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game_phase = GameState.ATTACK
|
game_phase = Globals.GameState.ATTACK
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print("Weitere Angriffe möglich")
|
print("Weitere Angriffe möglich")
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else:
|
else:
|
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# Runde erfolgreich verteidigt
|
# Runde erfolgreich verteidigt
|
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@@ -241,7 +235,7 @@ func swap_roles():
|
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print("Rollen getauscht: ", current_attacker, " greift an")
|
print("Rollen getauscht: ", current_attacker, " greift an")
|
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|
|
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func draw_phase():
|
func draw_phase():
|
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game_phase = GameState.DRAW_PHASE
|
game_phase = Globals.GameState.DRAW_PHASE
|
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|
|
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# Angreifer zieht zuerst auf 6 Karten
|
# Angreifer zieht zuerst auf 6 Karten
|
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draw_cards_to_six(current_attacker)
|
draw_cards_to_six(current_attacker)
|
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@@ -254,7 +248,7 @@ func draw_phase():
|
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return
|
return
|
||||||
|
|
||||||
# Nächste Runde starten
|
# Nächste Runde starten
|
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game_phase = GameState.ATTACK
|
game_phase = Globals.GameState.ATTACK
|
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update_ui()
|
update_ui()
|
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|
|
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func draw_cards_to_six(player: Player):
|
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:
|
else:
|
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player.hand.append(card)
|
player.hand.append(card)
|
||||||
|
|
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func show_joker_dialog(player: Player, joker_type: JokerType):
|
func show_joker_dialog(player: Player, joker_type: Globals.JokerType):
|
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if player == player1: # Nur für menschlichen Spieler
|
if player == player1: # Nur für menschlichen Spieler
|
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ui.show_joker_choice(joker_type)
|
ui.show_joker_choice(joker_type)
|
||||||
|
|
||||||
func _on_joker_choice(play_immediately: bool, joker_type: JokerType):
|
func _on_joker_choice(play_immediately: bool, joker_type: Globals.JokerType):
|
||||||
if play_immediately:
|
if play_immediately:
|
||||||
play_joker_to_field(player1, joker_type)
|
play_joker_to_field(player1, joker_type)
|
||||||
# Sonst bleibt Joker auf der Hand (Risiko!)
|
# Sonst bleibt Joker auf der Hand (Risiko!)
|
||||||
|
|
||||||
# UI Event Handlers
|
# UI Event Handlers
|
||||||
func _on_defend_complete():
|
func _on_defend_complete():
|
||||||
if game_phase == GameState.DEFEND:
|
if game_phase == Globals.GameState.DEFEND:
|
||||||
# Verteidiger gibt auf, nimmt alle Karten
|
# Verteidiger gibt auf, nimmt alle Karten
|
||||||
end_round_taken()
|
end_round_taken()
|
||||||
|
|
||||||
func _on_take_cards():
|
func _on_take_cards():
|
||||||
if game_phase == GameState.DEFEND:
|
if game_phase == Globals.GameState.DEFEND:
|
||||||
end_round_taken()
|
end_round_taken()
|
||||||
|
|
||||||
func _on_joker_played(joker_type):
|
func _on_joker_played(joker_type):
|
||||||
@@ -306,27 +300,27 @@ func check_game_end() -> bool:
|
|||||||
if player1.hand.size() == 0:
|
if player1.hand.size() == 0:
|
||||||
if player1.has_jokers_in_hand():
|
if player1.has_jokers_in_hand():
|
||||||
print("Spieler 1 verliert - Joker auf der Hand!")
|
print("Spieler 1 verliert - Joker auf der Hand!")
|
||||||
game_phase = GameState.GAME_OVER
|
game_phase = Globals.GameState.GAME_OVER
|
||||||
return true
|
return true
|
||||||
else:
|
else:
|
||||||
print("Spieler 1 gewinnt!")
|
print("Spieler 1 gewinnt!")
|
||||||
game_phase = GameState.GAME_OVER
|
game_phase = Globals.GameState.GAME_OVER
|
||||||
return true
|
return true
|
||||||
|
|
||||||
if player2.hand.size() == 0:
|
if player2.hand.size() == 0:
|
||||||
if player2.has_jokers_in_hand():
|
if player2.has_jokers_in_hand():
|
||||||
print("Spieler 2 verliert - Joker auf der Hand!")
|
print("Spieler 2 verliert - Joker auf der Hand!")
|
||||||
game_phase = GameState.GAME_OVER
|
game_phase = Globals.GameState.GAME_OVER
|
||||||
return true
|
return true
|
||||||
else:
|
else:
|
||||||
print("Spieler 2 gewinnt!")
|
print("Spieler 2 gewinnt!")
|
||||||
game_phase = GameState.GAME_OVER
|
game_phase = Globals.GameState.GAME_OVER
|
||||||
return true
|
return true
|
||||||
|
|
||||||
return false
|
return false
|
||||||
|
|
||||||
# Joker System
|
# Joker System
|
||||||
func play_joker_to_field(player: Player, joker_type: JokerType) -> bool:
|
func play_joker_to_field(player: Player, joker_type: Globals.JokerType) -> bool:
|
||||||
if active_jokers.size() >= MAX_JOKERS:
|
if active_jokers.size() >= MAX_JOKERS:
|
||||||
print("Maximale Joker-Anzahl erreicht!")
|
print("Maximale Joker-Anzahl erreicht!")
|
||||||
return false
|
return false
|
||||||
@@ -339,15 +333,15 @@ func play_joker_to_field(player: Player, joker_type: JokerType) -> bool:
|
|||||||
return true
|
return true
|
||||||
return false
|
return false
|
||||||
|
|
||||||
func apply_joker_effect(joker_type: JokerType):
|
func apply_joker_effect(joker_type: Globals.JokerType):
|
||||||
match joker_type:
|
match joker_type:
|
||||||
JokerType.TRUMP_CHANGE:
|
Globals.JokerType.TRUMP_CHANGE:
|
||||||
print("Trump-Wechsel verfügbar!")
|
print("Trump-Wechsel verfügbar!")
|
||||||
# UI für Trump-Auswahl
|
# UI für Trump-Auswahl
|
||||||
JokerType.DOUBLE_ATTACK:
|
Globals.JokerType.DOUBLE_ATTACK:
|
||||||
print("Doppel-Angriff möglich!")
|
print("Doppel-Angriff möglich!")
|
||||||
# Ermöglicht 2 Karten gleichzeitig
|
# Ermöglicht 2 Karten gleichzeitig
|
||||||
JokerType.DRAW_BLOCK:
|
Globals.JokerType.DRAW_BLOCK:
|
||||||
print("Zieh-Block aktiv!")
|
print("Zieh-Block aktiv!")
|
||||||
# Gegner kann nicht ziehen
|
# Gegner kann nicht ziehen
|
||||||
|
|
||||||
@@ -358,7 +352,7 @@ func buy_booster(player: Player, cost: int = 50) -> Array:
|
|||||||
|
|
||||||
for i in range(3):
|
for i in range(3):
|
||||||
if randf() < 0.3:
|
if randf() < 0.3:
|
||||||
var joker_types = [JokerType.DOUBLE_ATTACK, JokerType.TRUMP_CHANGE, JokerType.DRAW_BLOCK]
|
var joker_types = [Globals.JokerType.DOUBLE_ATTACK, Globals.JokerType.TRUMP_CHANGE, Globals.JokerType.DRAW_BLOCK]
|
||||||
var random_joker = joker_types[randi() % joker_types.size()]
|
var random_joker = joker_types[randi() % joker_types.size()]
|
||||||
booster_content.append({"type": "joker", "joker_type": random_joker})
|
booster_content.append({"type": "joker", "joker_type": random_joker})
|
||||||
else:
|
else:
|
||||||
@@ -376,7 +370,7 @@ func update_ui():
|
|||||||
ui.update_table(table_pairs, attacking_cards)
|
ui.update_table(table_pairs, attacking_cards)
|
||||||
ui.update_game_state(game_phase, current_attacker == player1)
|
ui.update_game_state(game_phase, current_attacker == player1)
|
||||||
|
|
||||||
if deck.size() > 0:
|
if deck.is_empty():
|
||||||
ui.update_trump(deck[0])
|
ui.update_trump(deck[0])
|
||||||
|
|
||||||
# Input for testing
|
# Input for testing
|
||||||
@@ -385,5 +379,5 @@ func _input(event):
|
|||||||
_on_booster_bought()
|
_on_booster_bought()
|
||||||
|
|
||||||
if event.is_action_pressed("ui_cancel"):
|
if event.is_action_pressed("ui_cancel"):
|
||||||
if game_phase == GameState.DEFEND:
|
if game_phase == Globals.GameState.DEFEND:
|
||||||
_on_take_cards()
|
_on_take_cards()
|
||||||
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
|
||||||
Reference in New Issue
Block a user