layout, card, and design camera fixes

This commit is contained in:
2026-01-26 19:18:27 -05:00
parent cbe55820e9
commit 7ce6560225
14 changed files with 523 additions and 54 deletions

View File

@@ -123,6 +123,9 @@ func _connect_signals() -> void:
GameManager.phase_changed.connect(_on_phase_changed)
GameManager.damage_dealt.connect(_on_damage_dealt)
# Field card action signal (deferred to ensure game_ui is ready)
call_deferred("_connect_field_card_signals")
func _start_game() -> void:
GameManager.start_new_game()
# Force an update of visuals after a frame to ensure everything is ready
@@ -137,6 +140,11 @@ func _on_game_started() -> void:
_sync_visuals()
_update_hand_display()
# Set initial camera to first player's perspective
if GameManager.game_state and table_setup:
var player_index = GameManager.game_state.turn_manager.current_player_index
table_setup.switch_camera_to_player(player_index)
func _on_game_ended(winner_name: String) -> void:
game_ui.show_message(winner_name + " wins the game!")
@@ -145,9 +153,16 @@ func _on_turn_changed(_player_name: String, _turn_number: int) -> void:
_update_hand_display()
_update_cp_display()
# Rotate camera to face the current player's mat
if GameManager.game_state and table_setup:
var player_index = GameManager.game_state.turn_manager.current_player_index
table_setup.switch_camera_to_player(player_index)
func _on_phase_changed(_phase_name: String) -> void:
_update_playable_highlights()
_update_cp_display()
# Refresh hand after draw phase completes (hand updates on entering main phase)
_update_hand_display()
func _on_damage_dealt(player_name: String, _amount: int) -> void:
# Find player index
@@ -229,7 +244,9 @@ func _on_hand_card_unhovered() -> void:
game_ui.hide_card_detail()
func _on_hand_card_selected(_card: CardInstance) -> void:
# Selection panel is now visible - ensure any stale hover preview is hidden
# Close field card panel if open
game_ui.hide_field_card_selection()
# Ensure any stale hover preview is hidden
game_ui.hide_card_detail()
func _on_undo_requested() -> void:
@@ -248,32 +265,49 @@ func _on_undo_available_changed(available: bool) -> void:
func _on_table_card_clicked(card: CardInstance, zone_type: Enums.ZoneType, player_index: int) -> void:
var input_mode = GameManager.input_mode
# Handle special input modes first (these take priority)
match input_mode:
GameManager.InputMode.SELECT_CP_SOURCE:
# Check if it's a backup we can dull
if zone_type == Enums.ZoneType.FIELD_BACKUPS:
if player_index == GameManager.game_state.turn_manager.current_player_index:
GameManager.dull_backup_for_cp(card)
_sync_visuals()
_update_cp_display()
return
GameManager.InputMode.SELECT_ATTACKER:
# Select attacker
if zone_type == Enums.ZoneType.FIELD_FORWARDS:
if player_index == GameManager.game_state.turn_manager.current_player_index:
GameManager.declare_attack(card)
_sync_visuals()
return
GameManager.InputMode.SELECT_BLOCKER:
# Select blocker
if zone_type == Enums.ZoneType.FIELD_FORWARDS:
var opponent_index = 1 - GameManager.game_state.turn_manager.current_player_index
if player_index == opponent_index:
GameManager.declare_block(card)
_sync_visuals()
return
# Show card detail on any click
game_ui.show_card_detail(card)
# Close hand selection panel if open
hand_display.deselect()
# Show field card selection panel with card image and actions
game_ui.show_field_card_selection(card, zone_type, player_index)
func _connect_field_card_signals() -> void:
if game_ui:
game_ui.field_card_action_requested.connect(_on_field_card_action)
func _on_field_card_action(card: CardInstance, zone_type: Enums.ZoneType, player_index: int, action: String) -> void:
match action:
"dull_cp":
GameManager.dull_backup_for_cp(card)
_sync_visuals()
_update_cp_display()
"attack":
GameManager.declare_attack(card)
_sync_visuals()
func _input(event: InputEvent) -> void:
# Keyboard shortcuts
@@ -301,3 +335,4 @@ func _input(event: InputEvent) -> void:
GameManager.clear_selection()
table_setup.clear_all_highlights()
hand_display.clear_highlights()
game_ui.hide_field_card_selection()

View File

@@ -5,6 +5,7 @@ extends CanvasLayer
signal end_phase_pressed
signal pass_priority_pressed
signal field_card_action_requested(card: CardInstance, zone_type: Enums.ZoneType, player_index: int, action: String)
# UI Components
var turn_panel: PanelContainer
@@ -28,6 +29,19 @@ var detail_power_label: Label
var detail_element_label: Label
var detail_ability_label: Label
# Field card selection panel
var field_card_panel: Panel
var field_card_image_container: Control
var field_card_action_menu: VBoxContainer
var selected_field_card: CardInstance = null
var selected_field_zone: Enums.ZoneType = Enums.ZoneType.HAND
var selected_field_player: int = -1
# Field card panel sizes (match hand selection panel)
const FIELD_CARD_WIDTH: float = 405.0
const FIELD_CARD_HEIGHT: float = 567.0
const FIELD_MENU_WIDTH: float = 180.0
# Buttons
var end_phase_button: Button
var pass_button: Button
@@ -204,6 +218,9 @@ func _create_ui() -> void:
detail_ability_label.custom_minimum_size.x = 180
detail_vbox.add_child(detail_ability_label)
# === FIELD CARD SELECTION PANEL (centered on screen) ===
_create_field_card_panel(root)
# Message timer
message_timer = Timer.new()
add_child(message_timer)
@@ -347,3 +364,233 @@ func hide_card_detail() -> void:
func update_button_states(can_end_phase: bool, can_pass: bool) -> void:
end_phase_button.disabled = not can_end_phase
pass_button.disabled = not can_pass
## Create field card selection panel
func _create_field_card_panel(root: Control) -> void:
field_card_panel = Panel.new()
field_card_panel.visible = false
field_card_panel.mouse_filter = Control.MOUSE_FILTER_STOP
field_card_panel.z_index = 200
var style = StyleBoxFlat.new()
style.bg_color = Color(0.08, 0.08, 0.12, 0.95)
style.border_color = Color(0.5, 0.4, 0.2)
style.set_border_width_all(2)
style.set_corner_radius_all(6)
style.content_margin_left = 15
style.content_margin_right = 15
style.content_margin_top = 15
style.content_margin_bottom = 15
field_card_panel.add_theme_stylebox_override("panel", style)
root.add_child(field_card_panel)
var hbox = HBoxContainer.new()
hbox.set_anchors_preset(Control.PRESET_FULL_RECT)
hbox.add_theme_constant_override("separation", 20)
field_card_panel.add_child(hbox)
# Card image
field_card_image_container = Control.new()
field_card_image_container.custom_minimum_size = Vector2(FIELD_CARD_WIDTH, FIELD_CARD_HEIGHT)
field_card_image_container.clip_contents = false
hbox.add_child(field_card_image_container)
# Action menu
field_card_action_menu = VBoxContainer.new()
field_card_action_menu.custom_minimum_size = Vector2(FIELD_MENU_WIDTH, FIELD_CARD_HEIGHT)
field_card_action_menu.add_theme_constant_override("separation", 10)
hbox.add_child(field_card_action_menu)
var panel_width = 15 + FIELD_CARD_WIDTH + 20 + FIELD_MENU_WIDTH + 15
var panel_height = 15 + FIELD_CARD_HEIGHT + 15
field_card_panel.custom_minimum_size = Vector2(panel_width, panel_height)
field_card_panel.size = Vector2(panel_width, panel_height)
## Show field card selection panel with context-sensitive actions
func show_field_card_selection(card: CardInstance, zone_type: Enums.ZoneType, player_index: int) -> void:
if not card or not card.card_data:
return
selected_field_card = card
selected_field_zone = zone_type
selected_field_player = player_index
# Clear previous content
for child in field_card_image_container.get_children():
child.queue_free()
for child in field_card_action_menu.get_children():
child.queue_free()
# Card image
var texture = CardDatabase.get_card_texture(card.card_data)
if texture:
var tex_rect = TextureRect.new()
tex_rect.texture = texture
tex_rect.set_anchors_preset(Control.PRESET_FULL_RECT)
tex_rect.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
tex_rect.stretch_mode = TextureRect.STRETCH_SCALE
tex_rect.mouse_filter = Control.MOUSE_FILTER_IGNORE
field_card_image_container.add_child(tex_rect)
else:
var color_rect = ColorRect.new()
color_rect.set_anchors_preset(Control.PRESET_FULL_RECT)
color_rect.color = Enums.get_element_color(card.card_data.get_primary_element()).lightened(0.4)
field_card_image_container.add_child(color_rect)
# Context-sensitive action buttons
var is_current_player = GameManager.game_state and player_index == GameManager.game_state.turn_manager.current_player_index
var phase = GameManager.get_current_phase() if GameManager.game_state else Enums.TurnPhase.ACTIVE
if is_current_player:
match zone_type:
Enums.ZoneType.FIELD_BACKUPS:
if not card.is_dull() and (phase == Enums.TurnPhase.MAIN_1 or phase == Enums.TurnPhase.MAIN_2):
_add_field_action_button("Dull for CP", "dull_cp")
Enums.ZoneType.FIELD_FORWARDS:
if card.can_attack() and phase == Enums.TurnPhase.ATTACK:
_add_field_action_button("Attack", "attack")
# Always show card info
_add_field_card_info(card)
_add_field_action_button("Close", "cancel")
# Position same as hand selection panel: centered horizontally, above hand area
var viewport = get_viewport()
if viewport:
var vp_size = viewport.get_visible_rect().size
var panel_w = field_card_panel.size.x
var panel_h = field_card_panel.size.y
# Center horizontally on screen
var panel_x = (vp_size.x - panel_w) / 2.0
# Position above the hand area (hand cards are ~373px from bottom)
# Match hand panel: bottom of panel sits ~20px above hand cards
var hand_top_y = vp_size.y - 100.0 - 273.0 # Same calc as Main._position_hand_display
var panel_y = hand_top_y - panel_h - 20.0
# Clamp to stay on screen (don't go above top bar)
if panel_y < 90.0:
panel_y = 90.0
field_card_panel.position = Vector2(panel_x, panel_y)
# Hide the old detail panel
card_detail_panel.visible = false
field_card_panel.visible = true
## Add card info labels to the action menu
func _add_field_card_info(card: CardInstance) -> void:
var data = card.card_data
# Card name header
var name_label = Label.new()
name_label.text = data.name
name_label.add_theme_font_size_override("font_size", 16)
name_label.add_theme_color_override("font_color", Color(0.9, 0.85, 0.7))
field_card_action_menu.add_child(name_label)
# Type / Element / Cost
var info_label = Label.new()
var type_str = Enums.card_type_to_string(data.type)
var elem_strs = []
for elem in data.elements:
elem_strs.append(Enums.element_to_string(elem))
info_label.text = type_str + " | " + "/".join(elem_strs) + " | Cost: " + str(data.cost)
info_label.add_theme_font_size_override("font_size", 12)
info_label.autowrap_mode = TextServer.AUTOWRAP_WORD
field_card_action_menu.add_child(info_label)
# Power (if applicable)
if data.type == Enums.CardType.FORWARD or data.power > 0:
var power_label = Label.new()
power_label.text = "Power: " + str(card.get_power())
power_label.add_theme_font_size_override("font_size", 12)
field_card_action_menu.add_child(power_label)
# State
var state_label = Label.new()
state_label.text = "Status: " + ("Dull" if card.is_dull() else "Active")
state_label.add_theme_font_size_override("font_size", 12)
field_card_action_menu.add_child(state_label)
# Separator before abilities
var sep = HSeparator.new()
field_card_action_menu.add_child(sep)
# Abilities
if data.abilities.size() > 0:
for ability in data.abilities:
var ability_label = Label.new()
var type_prefix = ""
match ability.type:
Enums.AbilityType.FIELD: type_prefix = "[Field] "
Enums.AbilityType.AUTO: type_prefix = "[Auto] "
Enums.AbilityType.ACTION: type_prefix = "[Action] "
Enums.AbilityType.SPECIAL: type_prefix = "[Special] "
ability_label.text = type_prefix + ability.effect
ability_label.add_theme_font_size_override("font_size", 11)
ability_label.autowrap_mode = TextServer.AUTOWRAP_WORD
ability_label.custom_minimum_size.x = FIELD_MENU_WIDTH - 10
field_card_action_menu.add_child(ability_label)
else:
var no_ability = Label.new()
no_ability.text = "No abilities"
no_ability.add_theme_font_size_override("font_size", 11)
field_card_action_menu.add_child(no_ability)
var sep2 = HSeparator.new()
field_card_action_menu.add_child(sep2)
## Add a styled action button to the field card panel
func _add_field_action_button(text: String, action: String) -> void:
var button = Button.new()
button.text = text
button.custom_minimum_size = Vector2(FIELD_MENU_WIDTH - 10, 40)
var style_normal = StyleBoxFlat.new()
style_normal.bg_color = Color(0.25, 0.25, 0.3)
style_normal.border_color = Color(0.5, 0.5, 0.6)
style_normal.set_border_width_all(1)
style_normal.set_corner_radius_all(5)
style_normal.content_margin_top = 8
style_normal.content_margin_bottom = 8
button.add_theme_stylebox_override("normal", style_normal)
var style_hover = StyleBoxFlat.new()
style_hover.bg_color = Color(0.35, 0.35, 0.45)
style_hover.border_color = Color(0.7, 0.6, 0.3)
style_hover.set_border_width_all(2)
style_hover.set_corner_radius_all(5)
style_hover.content_margin_top = 8
style_hover.content_margin_bottom = 8
button.add_theme_stylebox_override("hover", style_hover)
var style_pressed = StyleBoxFlat.new()
style_pressed.bg_color = Color(0.2, 0.2, 0.25)
style_pressed.border_color = Color(0.7, 0.6, 0.3)
style_pressed.set_border_width_all(2)
style_pressed.set_corner_radius_all(5)
style_pressed.content_margin_top = 8
style_pressed.content_margin_bottom = 8
button.add_theme_stylebox_override("pressed", style_pressed)
button.add_theme_font_size_override("font_size", 14)
button.pressed.connect(_on_field_action_pressed.bind(action))
field_card_action_menu.add_child(button)
func _on_field_action_pressed(action: String) -> void:
if action == "cancel":
hide_field_card_selection()
return
if selected_field_card:
field_card_action_requested.emit(selected_field_card, selected_field_zone, selected_field_player, action)
hide_field_card_selection()
## Hide field card selection panel
func hide_field_card_selection() -> void:
field_card_panel.visible = false
selected_field_card = null

View File

@@ -9,45 +9,66 @@ extends Camera3D
@export var camera_height_offset: float = -4.0 # Offset to look slightly above center
# Smooth movement
@export var smooth_speed: float = 5.0
@export var smooth_speed: float = 3.0
var target_position: Vector3 = Vector3.ZERO
var target_look_at: Vector3 = Vector3.ZERO
var is_animating: bool = false
# Current player side (0 = positive Z, 1 = negative Z)
var current_player: int = 0
func _ready() -> void:
_setup_isometric_view()
_setup_for_player(0, false)
func _setup_isometric_view() -> void:
func _setup_for_player(player_index: int, animate: bool = true) -> void:
# Set perspective projection
projection = PROJECTION_PERSPECTIVE
fov = 50.0
# Calculate position - camera is positioned behind Player 1's side
var angle_rad = deg_to_rad(camera_angle)
current_player = player_index
# Height based on angle
var angle_rad = deg_to_rad(camera_angle)
var height = camera_distance * sin(angle_rad)
# Distance along Z axis (positive Z is toward Player 1)
var z_offset = camera_distance * cos(angle_rad)
# Position camera behind Player 1 (positive Z), looking toward center/opponent
position = Vector3(0, height, z_offset)
# Flip Z direction based on player
var side = 1 if player_index == 0 else -1
var new_position = Vector3(0, height, z_offset * side)
# Look at center of table
look_at(Vector3(0, camera_height_offset, 0), Vector3.UP)
target_look_at = Vector3(0, camera_height_offset, 0)
target_position = position
if animate:
target_position = new_position
is_animating = true
else:
position = new_position
target_position = new_position
look_at(target_look_at, Vector3.UP)
is_animating = false
func _process(delta: float) -> void:
# Smooth camera movement if needed
if position.distance_to(target_position) > 0.01:
if is_animating:
position = position.lerp(target_position, smooth_speed * delta)
look_at(Vector3(0, camera_height_offset, 0), Vector3.UP)
look_at(target_look_at, Vector3.UP)
if position.distance_to(target_position) < 0.05:
position = target_position
look_at(target_look_at, Vector3.UP)
is_animating = false
## Switch camera to view from a player's perspective
func switch_to_player(player_index: int) -> void:
if player_index != current_player:
_setup_for_player(player_index, true)
## Set camera to look at a specific point
func focus_on(point: Vector3) -> void:
var angle_rad = deg_to_rad(camera_angle)
var side = 1 if current_player == 0 else -1
target_position = point + Vector3(0, camera_distance * sin(angle_rad),
camera_distance * cos(angle_rad))
camera_distance * cos(angle_rad) * side)
is_animating = true
## Reset to default position
func reset_position() -> void:
_setup_isometric_view()
_setup_for_player(current_player, false)

View File

@@ -25,16 +25,17 @@ const MAT_MARGIN: float = 0.3 # Gap between mats and from table center
# Player 1 sits at +Z looking toward -Z
# Player's left = +X, Player's right = -X
const ZONE_POSITIONS = {
"damage": Vector3(7.0, 0.1, 1.5), # Front-left (player's left)
"deck": Vector3(-7.0, 0.1, 4.0), # Back-right (player's right, behind backups)
"break": Vector3(-7.0, 0.1, 1.5), # Front-right (player's right, front row)
"forwards": Vector3(0.0, 0.1, 2.0), # Center, front row
"backups": Vector3(0.0, 0.1, 5.0), # Center, back row
"damage": Vector3(-7.3, 0.1, 2.1), # Left column, top (forwards row)
"deck": Vector3(7.3, 0.1, 2.0), # Right column, top (forwards row)
"break": Vector3(7.3, 0.1, 5.4), # Right column, centered in break zone box
"forwards": Vector3(0.0, 0.1, 1.9), # Center, front row (near table center)
"backups": Vector3(0.0, 0.1, 4.5), # Center, back row (pulled forward to stay visible above hand)
"hand": Vector3(0.0, 0.5, 7.5) # Not used on table (2D overlay)
}
# Background texture path
const BACKGROUND_TEXTURE_PATH: String = "res://assets/table/background_1.png"
const CARD_BACK_TEXTURE_PATH: String = "res://assets/cards/card_back.png"
# Components
var table_mesh: MeshInstance3D
@@ -195,27 +196,47 @@ func _create_zones() -> void:
player_zones[player_idx]["break"] = break_zone
func _create_deck_indicators() -> void:
# Create simple card-back boxes for deck representation
var card_back_texture = load(CARD_BACK_TEXTURE_PATH)
for player_idx in range(2):
var flip = 1 if player_idx == 0 else -1
var pos = ZONE_POSITIONS["deck"] * Vector3(flip, 1, flip)
# Card back mesh (simple colored box)
# Deck stack (thin box for thickness)
var deck_mesh = MeshInstance3D.new()
add_child(deck_mesh)
var box = BoxMesh.new()
box.size = Vector3(1.26, 0.3, 1.76) # Card size with thickness for deck
box.size = Vector3(1.6, 0.3, 2.2)
deck_mesh.mesh = box
var mat = StandardMaterial3D.new()
mat.albedo_color = Color(0.15, 0.1, 0.3) # Dark blue for card back
deck_mesh.material_override = mat
var side_mat = StandardMaterial3D.new()
side_mat.albedo_color = Color(0.08, 0.06, 0.12) # Dark edges
deck_mesh.material_override = side_mat
deck_mesh.position = pos + Vector3(0, 0.15, 0) # Raise above table
deck_mesh.position = pos + Vector3(0, 0.15, 0)
deck_indicators[player_idx] = deck_mesh
# Card back face on top of the deck
var top_card = MeshInstance3D.new()
add_child(top_card)
var plane = PlaneMesh.new()
plane.size = Vector2(1.6, 2.2)
top_card.mesh = plane
var top_mat = StandardMaterial3D.new()
if card_back_texture:
top_mat.albedo_texture = card_back_texture
else:
top_mat.albedo_color = Color(0.15, 0.1, 0.3)
top_card.material_override = top_mat
top_card.position = pos + Vector3(0, 0.31, 0)
if player_idx == 1:
top_card.rotation.y = deg_to_rad(180)
# Card count label
var label = Label3D.new()
add_child(label)
@@ -224,13 +245,13 @@ func _create_deck_indicators() -> void:
label.position = pos + Vector3(0, 0.35, 0)
label.rotation.x = deg_to_rad(-90) # Face up
if player_idx == 1:
label.rotation.z = deg_to_rad(180) # Flip for opponent
label.rotation.z = deg_to_rad(180)
deck_count_labels[player_idx] = label
func _create_zone(zone_type: Enums.ZoneType, player_idx: int, pos: Vector3, rot: float) -> ZoneVisual:
var zone = ZoneVisual.new()
add_child(zone)
# Set properties BEFORE add_child so _ready() uses the correct values
zone.zone_type = zone_type
zone.player_index = player_idx
zone.zone_position = pos
@@ -243,6 +264,7 @@ func _create_zone(zone_type: Enums.ZoneType, player_idx: int, pos: Vector3, rot:
Enums.ZoneType.DAMAGE, Enums.ZoneType.BREAK:
zone.stack_offset = 0.02
add_child(zone)
zone.card_clicked.connect(_on_zone_card_clicked.bind(zone_type, player_idx))
return zone
@@ -333,3 +355,8 @@ func clear_all_highlights() -> void:
var zone = player_zones[player_idx][zone_name]
if zone:
zone.clear_highlights()
## Switch camera to a player's perspective
func switch_camera_to_player(player_index: int) -> void:
if camera:
camera.switch_to_player(player_index)