new features, play menu, deck builder, deck selection

This commit is contained in:
2026-01-28 20:22:09 -05:00
parent f4c7bab6b0
commit bf9aa3fa23
80 changed files with 4501 additions and 58 deletions

View File

@@ -4,12 +4,14 @@ extends Node
## Loads card definitions from JSON and provides lookup methods
const CARDS_PATH = "res://data/cards.json"
const STARTER_DECKS_PATH = "res://data/starter_decks.json"
# Loaded card data
var _cards: Dictionary = {} # id -> CardData
var _cards_by_element: Dictionary = {} # Element -> Array[CardData]
var _cards_by_type: Dictionary = {} # CardType -> Array[CardData]
var _card_textures: Dictionary = {} # id -> Texture2D
var _starter_decks: Array = [] # Array of StarterDeckData
# Signals
signal database_loaded
@@ -17,6 +19,7 @@ signal load_error(message: String)
func _ready() -> void:
_load_database()
_load_starter_decks()
func _load_database() -> void:
var file = FileAccess.open(CARDS_PATH, FileAccess.READ)
@@ -158,6 +161,137 @@ func get_cards_by_element(element: Enums.Element) -> Array:
func get_cards_by_type(card_type: Enums.CardType) -> Array:
return _cards_by_type.get(card_type, [])
## Filter cards by multiple criteria
## filters: Dictionary with optional keys:
## - name: String (substring search, case-insensitive)
## - elements: Array[Enums.Element] (OR logic - card has any of these)
## - type: Enums.CardType (-1 or omit for any)
## - cost_min: int
## - cost_max: int
## - job: String (exact match, case-insensitive)
## - category: String (exact match)
## - power_min: int
## - power_max: int
## - ex_burst_only: bool
## - set: String (card ID prefix, e.g. "1-", "2-")
func filter_cards(filters: Dictionary) -> Array[CardData]:
var results: Array[CardData] = []
for card in _cards.values():
if _matches_filters(card, filters):
results.append(card)
return results
func _matches_filters(card: CardData, filters: Dictionary) -> bool:
# Name search (case-insensitive substring)
if filters.has("name") and not filters.name.is_empty():
if not card.name.to_lower().contains(filters.name.to_lower()):
return false
# Element filter (OR logic for multi-select)
if filters.has("elements") and filters.elements.size() > 0:
var has_element = false
for elem in card.elements:
if elem in filters.elements:
has_element = true
break
if not has_element:
return false
# Type filter
if filters.has("type") and filters.type != -1:
if card.type != filters.type:
return false
# Cost filter (range)
if filters.has("cost_min") and card.cost < filters.cost_min:
return false
if filters.has("cost_max") and card.cost > filters.cost_max:
return false
# Job filter (case-insensitive)
if filters.has("job") and not filters.job.is_empty():
if card.job.to_lower() != filters.job.to_lower():
return false
# Category filter
if filters.has("category") and not filters.category.is_empty():
if card.category != filters.category:
return false
# Power range
if filters.has("power_min") and card.power < filters.power_min:
return false
if filters.has("power_max") and card.power > filters.power_max:
return false
# EX Burst filter
if filters.has("ex_burst_only") and filters.ex_burst_only:
if not card.has_ex_burst:
return false
# Set/Opus filter (card ID prefix)
if filters.has("set") and not filters.set.is_empty():
if not card.id.begins_with(filters.set):
return false
return true
## Get all unique job values from loaded cards
func get_unique_jobs() -> Array[String]:
var jobs: Dictionary = {}
for card in _cards.values():
if not card.job.is_empty():
jobs[card.job] = true
var result: Array[String] = []
for job in jobs.keys():
result.append(job)
result.sort()
return result
## Get all unique category values from loaded cards
func get_unique_categories() -> Array[String]:
var categories: Dictionary = {}
for card in _cards.values():
if not card.category.is_empty():
categories[card.category] = true
var result: Array[String] = []
for category in categories.keys():
result.append(category)
result.sort()
return result
## Get all unique set/opus prefixes from card IDs
func get_card_sets() -> Array[String]:
var sets: Dictionary = {}
for card in _cards.values():
# Extract prefix before first dash (e.g., "1" from "1-001H")
var dash_pos = card.id.find("-")
if dash_pos > 0:
var prefix = card.id.substr(0, dash_pos)
sets[prefix] = true
var result: Array[String] = []
for set_id in sets.keys():
result.append(set_id)
# Sort numerically if possible
result.sort_custom(func(a, b):
var a_num = a.to_int() if a.is_valid_int() else 9999
var b_num = b.to_int() if b.is_valid_int() else 9999
return a_num < b_num
)
return result
## Get card count
func get_card_count() -> int:
return _cards.size()
## Get or load a card texture
func get_card_texture(card: CardData) -> Texture2D:
if card.id in _card_textures:
@@ -234,8 +368,82 @@ func create_test_deck(player_index: int) -> Array[String]:
return deck
## Starter Deck Methods
func _load_starter_decks() -> void:
var file = FileAccess.open(STARTER_DECKS_PATH, FileAccess.READ)
if not file:
push_warning("Failed to open starter decks: " + STARTER_DECKS_PATH)
return
var json_text = file.get_as_text()
file.close()
var json = JSON.new()
var error = json.parse(json_text)
if error != OK:
push_error("Failed to parse starter decks JSON: " + json.get_error_message())
return
var data = json.get_data()
if not data.has("starter_decks"):
push_error("Starter decks file missing 'starter_decks' array")
return
for deck_data in data["starter_decks"]:
var deck = StarterDeckData.new()
deck.id = deck_data.get("id", "")
deck.name = deck_data.get("name", "")
deck.opus = deck_data.get("opus", "")
deck.description = deck_data.get("description", "")
deck.elements = deck_data.get("elements", [])
deck.cards = deck_data.get("cards", [])
deck.image = deck_data.get("image", "")
_starter_decks.append(deck)
print("CardDatabase: Loaded ", _starter_decks.size(), " starter decks")
## Get all starter decks
func get_starter_decks() -> Array:
return _starter_decks
## Get a starter deck by ID
func get_starter_deck(deck_id: String) -> StarterDeckData:
for deck in _starter_decks:
if deck.id == deck_id:
return deck
return null
## Get a random starter deck
func get_random_starter_deck() -> StarterDeckData:
if _starter_decks.is_empty():
return null
return _starter_decks[randi() % _starter_decks.size()]
## Data Classes
class StarterDeckData:
var id: String = ""
var name: String = ""
var opus: String = ""
var description: String = ""
var elements: Array = [] # Array of element name strings
var cards: Array = [] # Array of card IDs
var image: String = "" # Path to box art image
func get_texture() -> Texture2D:
if image.is_empty():
return null
var texture_path = "res://assets/ui/" + image
if ResourceLoader.exists(texture_path):
return load(texture_path)
return null
class CardData:
var id: String = ""
var name: String = ""

View File

@@ -52,7 +52,9 @@ func _on_database_loaded() -> void:
print("GameManager: Ready")
## Start a new game
func start_new_game() -> void:
## deck1 and deck2 are optional arrays of card IDs
## If empty, test decks will be created
func start_new_game(deck1: Array = [], deck2: Array = []) -> void:
if not is_initialized:
push_error("GameManager not initialized")
return
@@ -68,12 +70,24 @@ func start_new_game() -> void:
# Connect signals
_connect_game_signals()
# Create test decks
var deck1 = CardDatabase.create_test_deck(0)
var deck2 = CardDatabase.create_test_deck(1)
# Use provided decks or create test decks
var player1_deck: Array[String] = []
var player2_deck: Array[String] = []
if deck1.is_empty():
player1_deck = CardDatabase.create_test_deck(0)
else:
for card_id in deck1:
player1_deck.append(card_id)
if deck2.is_empty():
player2_deck = CardDatabase.create_test_deck(1)
else:
for card_id in deck2:
player2_deck.append(card_id)
# Setup and start
game_state.setup_game(deck1, deck2)
game_state.setup_game(player1_deck, player2_deck)
game_state.start_game()
is_game_active = true