working updates

This commit is contained in:
2026-01-26 16:14:57 -05:00
parent b1e99fa952
commit c8228f200d
8055 changed files with 142307 additions and 867 deletions

View File

@@ -340,6 +340,7 @@ func show_card_detail(card: CardInstance) -> void:
## Hide card detail panel
func hide_card_detail() -> void:
print("DEBUG: GameUI.hide_card_detail() called")
card_detail_panel.visible = false
## Update button states based on game phase

View File

@@ -2,32 +2,146 @@ class_name HandDisplay
extends Control
## HandDisplay - Shows the current player's hand in a fan layout
## Click a card to select it and show action menu
signal card_selected(card_instance: CardInstance)
signal card_action_requested(card_instance: CardInstance, action: String)
signal card_hovered(card_instance: CardInstance)
signal card_unhovered
signal card_selected(card_instance: CardInstance) # Emitted when selection panel opens
# Hand card visuals
var hand_cards: Array[Control] = []
var card_instances: Array[CardInstance] = []
# Layout settings
const CARD_WIDTH: float = 100.0
const CARD_HEIGHT: float = 140.0
const CARD_OVERLAP: float = 70.0
const FAN_ANGLE: float = 2.0 # Degrees per card from center
const HOVER_LIFT: float = 25.0
# Layout settings - FF-TCG card ratio is approximately 63:88
const CARD_WIDTH: float = 195.0 # Hand cards (triple the original 65)
const CARD_HEIGHT: float = 273.0 # Matches ~63:88 ratio (triple the original 91)
const CARD_OVERLAP: float = 100.0 # Increased overlap for larger cards
const FAN_ANGLE: float = 1.0 # Degrees per card from center
const HOVER_LIFT: float = 15.0
# Current hover state
# Selected card display settings (double the original 180x252)
const SELECTED_CARD_WIDTH: float = 405.0
const SELECTED_CARD_HEIGHT: float = 567.0
const MENU_WIDTH: float = 180.0
# Current state
var hovered_card_index: int = -1
var selected_card_index: int = -1
var selected_card_panel: Panel = null
var card_image_container: Control = null
var action_menu: VBoxContainer = null
# Debug visualization (set to true to see positioning markers)
const DEBUG_MARKERS: bool = false
var debug_container_outline: ColorRect = null
func _ready() -> void:
mouse_filter = Control.MOUSE_FILTER_IGNORE
# Connect to resized signal to re-layout when size changes
clip_contents = false # Allow cards to extend beyond container bounds
resized.connect(_on_resized)
_create_selection_ui()
if DEBUG_MARKERS:
_create_debug_markers()
func _create_selection_ui() -> void:
# Create the selected card display panel using HBoxContainer for reliable layout
selected_card_panel = Panel.new()
selected_card_panel.visible = false
selected_card_panel.mouse_filter = Control.MOUSE_FILTER_STOP
selected_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)
# Add padding via content margins
style.content_margin_left = 15
style.content_margin_right = 15
style.content_margin_top = 15
style.content_margin_bottom = 15
selected_card_panel.add_theme_stylebox_override("panel", style)
add_child(selected_card_panel)
# Use HBoxContainer inside the panel for horizontal layout
var hbox = HBoxContainer.new()
hbox.set_anchors_preset(Control.PRESET_FULL_RECT)
hbox.add_theme_constant_override("separation", 20) # Gap between card and menu
selected_card_panel.add_child(hbox)
# Card image container with fixed size
card_image_container = Control.new()
card_image_container.custom_minimum_size = Vector2(SELECTED_CARD_WIDTH, SELECTED_CARD_HEIGHT)
card_image_container.name = "CardContainer"
card_image_container.clip_contents = false
hbox.add_child(card_image_container)
# Action menu - VBoxContainer for vertical button layout
action_menu = VBoxContainer.new()
action_menu.custom_minimum_size = Vector2(MENU_WIDTH, SELECTED_CARD_HEIGHT)
action_menu.add_theme_constant_override("separation", 10)
hbox.add_child(action_menu)
# Set panel size based on contents (padding + card + gap + menu + padding)
var panel_width = 15 + SELECTED_CARD_WIDTH + 20 + MENU_WIDTH + 15
var panel_height = 15 + SELECTED_CARD_HEIGHT + 15
selected_card_panel.custom_minimum_size = Vector2(panel_width, panel_height)
selected_card_panel.size = Vector2(panel_width, panel_height)
func _create_debug_markers() -> void:
# Create a visible outline around the hand container bounds
# RED = hand container area
debug_container_outline = ColorRect.new()
debug_container_outline.color = Color(1, 0, 0, 0.3) # Semi-transparent red
debug_container_outline.mouse_filter = Control.MOUSE_FILTER_IGNORE
debug_container_outline.z_index = -1 # Behind cards
add_child(debug_container_outline)
# GREEN line = where card bottoms should be (base_y + CARD_HEIGHT = 0 + 91 = 91)
var card_bottom_line = ColorRect.new()
card_bottom_line.color = Color(0, 1, 0, 0.8) # Bright green
card_bottom_line.position = Vector2(0, CARD_HEIGHT) # y = 91
card_bottom_line.size = Vector2(2000, 3) # Thin horizontal line
card_bottom_line.mouse_filter = Control.MOUSE_FILTER_IGNORE
card_bottom_line.z_index = 300
add_child(card_bottom_line)
# BLUE line = where card tops should be (base_y = 0)
var card_top_line = ColorRect.new()
card_top_line.color = Color(0, 0, 1, 0.8) # Bright blue
card_top_line.position = Vector2(0, 0)
card_top_line.size = Vector2(2000, 3)
card_top_line.mouse_filter = Control.MOUSE_FILTER_IGNORE
card_top_line.z_index = 300
add_child(card_top_line)
# Print positioning info
call_deferred("_print_debug_info")
func _print_debug_info() -> void:
var viewport = get_viewport()
var vp_size = viewport.get_visible_rect().size if viewport else Vector2.ZERO
print("=== HAND DISPLAY DEBUG ===")
print("Viewport size: ", vp_size)
print("HandDisplay global_position: ", global_position)
print("HandDisplay size: ", size)
print("Card base_y in container: 0")
print("Card height: ", CARD_HEIGHT)
print("Card global top: ", global_position.y)
print("Card global bottom: ", global_position.y + CARD_HEIGHT)
print("Distance from viewport bottom: ", vp_size.y - (global_position.y + CARD_HEIGHT))
print("=== END DEBUG ===")
func _on_resized() -> void:
_layout_cards()
if DEBUG_MARKERS and debug_container_outline:
# Update debug outline to match container size
debug_container_outline.position = Vector2.ZERO
debug_container_outline.size = size
call_deferred("_print_debug_info")
## Update hand display with cards
func update_hand(cards: Array) -> void:
@@ -37,6 +151,9 @@ func update_hand(cards: Array) -> void:
hand_cards.clear()
card_instances.clear()
# Deselect any selected card
_deselect_card()
# Store card instances
for card in cards:
if card is CardInstance:
@@ -56,85 +173,56 @@ func _create_card_visuals() -> void:
hand_cards.append(card_ui)
func _create_card_ui(card: CardInstance, index: int) -> Control:
# Use Panel for better input handling
var container = Panel.new()
container.custom_minimum_size = Vector2(CARD_WIDTH, CARD_HEIGHT)
container.size = Vector2(CARD_WIDTH, CARD_HEIGHT)
container.mouse_filter = Control.MOUSE_FILTER_STOP
# Style the panel with element color
var style = StyleBoxFlat.new()
style.bg_color = _get_element_color(card.card_data.get_primary_element())
style.border_color = Color.BLACK
style.set_border_width_all(2)
style.bg_color = Color.TRANSPARENT
style.border_color = Color(0.2, 0.2, 0.2)
style.set_border_width_all(1)
style.set_corner_radius_all(4)
container.add_theme_stylebox_override("panel", style)
# Card background (keep for highlighting)
var bg = ColorRect.new()
bg.size = Vector2(CARD_WIDTH, CARD_HEIGHT)
bg.color = _get_element_color(card.card_data.get_primary_element())
bg.mouse_filter = Control.MOUSE_FILTER_IGNORE # Let parent handle input
container.add_child(bg)
var texture = CardDatabase.get_card_texture(card.card_data)
# Card name
var name_label = Label.new()
name_label.text = card.card_data.name
name_label.position = Vector2(5, 5)
name_label.size = Vector2(CARD_WIDTH - 10, 50)
name_label.add_theme_font_size_override("font_size", 11)
name_label.add_theme_color_override("font_color", Color.BLACK)
name_label.autowrap_mode = TextServer.AUTOWRAP_WORD
name_label.mouse_filter = Control.MOUSE_FILTER_IGNORE
container.add_child(name_label)
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
container.add_child(tex_rect)
else:
# Fallback: colored background with card info
var bg = ColorRect.new()
bg.set_anchors_preset(Control.PRESET_FULL_RECT)
bg.color = _get_element_color(card.card_data.get_primary_element())
bg.mouse_filter = Control.MOUSE_FILTER_IGNORE
container.add_child(bg)
# Cost indicator (top right)
var cost_bg = ColorRect.new()
cost_bg.size = Vector2(28, 28)
cost_bg.position = Vector2(CARD_WIDTH - 32, 4)
cost_bg.color = Color(0.2, 0.2, 0.2)
cost_bg.mouse_filter = Control.MOUSE_FILTER_IGNORE
container.add_child(cost_bg)
var name_label = Label.new()
name_label.text = card.card_data.name
name_label.position = Vector2(5, 5)
name_label.size = Vector2(CARD_WIDTH - 10, 40)
name_label.add_theme_font_size_override("font_size", 10)
name_label.add_theme_color_override("font_color", Color.BLACK)
name_label.autowrap_mode = TextServer.AUTOWRAP_WORD
name_label.mouse_filter = Control.MOUSE_FILTER_IGNORE
container.add_child(name_label)
var cost_label = Label.new()
cost_label.text = str(card.card_data.cost)
cost_label.position = Vector2(CARD_WIDTH - 32, 4)
cost_label.size = Vector2(28, 28)
cost_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
cost_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
cost_label.add_theme_font_size_override("font_size", 16)
cost_label.add_theme_color_override("font_color", Color.WHITE)
cost_label.mouse_filter = Control.MOUSE_FILTER_IGNORE
container.add_child(cost_label)
var cost_label = Label.new()
cost_label.text = str(card.card_data.cost)
cost_label.position = Vector2(CARD_WIDTH - 25, 5)
cost_label.size = Vector2(20, 20)
cost_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
cost_label.add_theme_font_size_override("font_size", 14)
cost_label.add_theme_color_override("font_color", Color.WHITE)
cost_label.mouse_filter = Control.MOUSE_FILTER_IGNORE
container.add_child(cost_label)
# Type indicator (bottom left)
var type_label = Label.new()
type_label.text = Enums.card_type_to_string(card.card_data.type)
type_label.position = Vector2(5, CARD_HEIGHT - 22)
type_label.add_theme_font_size_override("font_size", 10)
type_label.add_theme_color_override("font_color", Color.BLACK)
type_label.mouse_filter = Control.MOUSE_FILTER_IGNORE
container.add_child(type_label)
# Power for forwards (bottom right)
if card.card_data.type == Enums.CardType.FORWARD:
var power_bg = ColorRect.new()
power_bg.size = Vector2(45, 20)
power_bg.position = Vector2(CARD_WIDTH - 50, CARD_HEIGHT - 24)
power_bg.color = Color(0.3, 0.1, 0.1, 0.8)
power_bg.mouse_filter = Control.MOUSE_FILTER_IGNORE
container.add_child(power_bg)
var power_label = Label.new()
power_label.text = str(card.card_data.power)
power_label.position = Vector2(CARD_WIDTH - 50, CARD_HEIGHT - 24)
power_label.size = Vector2(45, 20)
power_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
power_label.add_theme_font_size_override("font_size", 12)
power_label.add_theme_color_override("font_color", Color.WHITE)
power_label.mouse_filter = Control.MOUSE_FILTER_IGNORE
container.add_child(power_label)
# Connect signals
container.gui_input.connect(_on_card_gui_input.bind(index))
container.mouse_entered.connect(_on_card_mouse_entered.bind(index))
container.mouse_exited.connect(_on_card_mouse_exited.bind(index))
@@ -143,7 +231,6 @@ func _create_card_ui(card: CardInstance, index: int) -> Control:
func _get_element_color(element: Enums.Element) -> Color:
var color = Enums.get_element_color(element)
# Lighten for card background
return color.lightened(0.4)
func _layout_cards() -> void:
@@ -151,34 +238,36 @@ func _layout_cards() -> void:
if card_count == 0:
return
# Get actual display width - use size if available, otherwise viewport
var display_width = size.x
if display_width <= 0:
var viewport = get_viewport()
if viewport:
display_width = viewport.get_visible_rect().size.x - 100 # Leave margins
display_width = viewport.get_visible_rect().size.x - 100
if display_width <= 0:
display_width = 1820 # Fallback
display_width = 1820
# Calculate total width needed
var total_width = CARD_WIDTH + (card_count - 1) * CARD_OVERLAP
var start_x = (display_width - total_width) / 2.0
# Position each card
# Base Y position - cards at y=0 in container, hover lifts them up (negative y)
var base_y = 0.0
for i in range(card_count):
var card_ui = hand_cards[i]
# X position with overlap
var x = start_x + i * CARD_OVERLAP
var y = base_y
# Y position (near top of container, with hover lift)
var y = 10.0
if i == hovered_card_index:
y -= HOVER_LIFT
# Lift hovered card slightly
if i == hovered_card_index and selected_card_index == -1:
y -= HOVER_LIFT # Lift by 15px
# Dim selected card in hand
if i == selected_card_index:
card_ui.modulate = Color(0.5, 0.5, 0.5, 0.7)
else:
card_ui.modulate = Color.WHITE
# Rotation based on position in fan
var center_offset = i - (card_count - 1) / 2.0
var angle = center_offset * FAN_ANGLE
@@ -192,13 +281,17 @@ func _on_card_gui_input(event: InputEvent, index: int) -> void:
if event is InputEventMouseButton:
if event.button_index == MOUSE_BUTTON_LEFT and event.pressed:
if index >= 0 and index < card_instances.size():
card_selected.emit(card_instances[index])
if selected_card_index == index:
_deselect_card()
else:
_select_card(index)
func _on_card_mouse_entered(index: int) -> void:
hovered_card_index = index
_layout_cards()
if index >= 0 and index < card_instances.size():
card_hovered.emit(card_instances[index])
# Hover signal is no longer used for GameUI preview (selection panel shows card instead)
# Keep the signal for potential future use but don't emit it
pass
func _on_card_mouse_exited(index: int) -> void:
if hovered_card_index == index:
@@ -206,31 +299,186 @@ func _on_card_mouse_exited(index: int) -> void:
_layout_cards()
card_unhovered.emit()
func _select_card(index: int) -> void:
if index < 0 or index >= card_instances.size():
return
selected_card_index = index
var card = card_instances[index]
# Emit selection signal first (so Main.gd can hide hover preview)
card_selected.emit(card)
# Also emit unhovered to ensure hover state is cleared
card_unhovered.emit()
# Clear previous card image from the card container
for child in card_image_container.get_children():
child.queue_free()
# Clear action menu buttons
for child in action_menu.get_children():
child.queue_free()
# Add card image to the card container
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
card_image_container.add_child(tex_rect)
else:
# Fallback colored rect for cards without images
var color_rect = ColorRect.new()
color_rect.set_anchors_preset(Control.PRESET_FULL_RECT)
color_rect.color = _get_element_color(card.card_data.get_primary_element())
card_image_container.add_child(color_rect)
var name_label = Label.new()
name_label.text = card.card_data.name
name_label.position = Vector2(5, 10)
name_label.size = Vector2(SELECTED_CARD_WIDTH - 10, 50)
name_label.add_theme_font_size_override("font_size", 16)
name_label.add_theme_color_override("font_color", Color.BLACK)
name_label.autowrap_mode = TextServer.AUTOWRAP_WORD
name_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
card_image_container.add_child(name_label)
# Add action buttons (right side via action_menu VBoxContainer)
_add_action_button("Play Card", "play")
_add_action_button("Discard for CP", "discard_cp")
_add_action_button("View Details", "view")
_add_action_button("Cancel", "cancel")
# Position the panel centered above the hand
var viewport = get_viewport()
if viewport:
var vp_size = viewport.get_visible_rect().size
# Center horizontally relative to screen
var panel_x = (vp_size.x - selected_card_panel.size.x) / 2.0 - global_position.x
# Position above hand container
var panel_y = -selected_card_panel.size.y - 20
# Clamp to stay on screen
var global_y = global_position.y + panel_y
if global_y < 90:
panel_y = 90 - global_position.y
var global_x = global_position.x + panel_x
if global_x < 10:
panel_x = 10 - global_position.x
if global_x + selected_card_panel.size.x > vp_size.x - 10:
panel_x = vp_size.x - 10 - selected_card_panel.size.x - global_position.x
selected_card_panel.position = Vector2(panel_x, panel_y)
selected_card_panel.visible = true
_layout_cards()
func _add_action_button(text: String, action: String) -> void:
var button = Button.new()
button.text = text
button.custom_minimum_size = Vector2(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_action_pressed.bind(action))
action_menu.add_child(button)
func _on_action_pressed(action: String) -> void:
if selected_card_index < 0 or selected_card_index >= card_instances.size():
_deselect_card()
return
var card = card_instances[selected_card_index]
if action == "cancel":
_deselect_card()
else:
card_action_requested.emit(card, action)
if action != "view":
_deselect_card()
func _deselect_card() -> void:
selected_card_index = -1
selected_card_panel.visible = false
_layout_cards()
## Public method to deselect (called from Main when action completes)
func deselect() -> void:
_deselect_card()
## Check if a card is currently selected
func has_selection() -> bool:
return selected_card_index >= 0
## Highlight playable cards
func highlight_playable(predicate: Callable) -> void:
for i in range(hand_cards.size()):
var card_ui = hand_cards[i]
var card = card_instances[i]
var first_child = card_ui.get_child(0) if card_ui.get_child_count() > 0 else null
var bg = card_ui.get_child(0) as ColorRect
if bg:
if first_child is TextureRect:
if predicate.call(card):
# Add glow effect - brighter
bg.color = _get_element_color(card.card_data.get_primary_element()).lightened(0.2)
first_child.modulate = Color(1.2, 1.2, 1.2)
else:
# Dim non-playable
bg.color = _get_element_color(card.card_data.get_primary_element()).darkened(0.4)
first_child.modulate = Color(0.5, 0.5, 0.5)
elif first_child is ColorRect:
if predicate.call(card):
first_child.color = _get_element_color(card.card_data.get_primary_element()).lightened(0.2)
else:
first_child.color = _get_element_color(card.card_data.get_primary_element()).darkened(0.4)
## Clear all highlights
func clear_highlights() -> void:
for i in range(hand_cards.size()):
var card_ui = hand_cards[i]
var card = card_instances[i]
var first_child = card_ui.get_child(0) if card_ui.get_child_count() > 0 else null
var bg = card_ui.get_child(0) as ColorRect
if bg:
bg.color = _get_element_color(card.card_data.get_primary_element())
if first_child is TextureRect:
first_child.modulate = Color.WHITE
elif first_child is ColorRect:
first_child.color = _get_element_color(card.card_data.get_primary_element())
func _notification(what: int) -> void:
if what == NOTIFICATION_RESIZED:
_layout_cards()
func _input(event: InputEvent) -> void:
# Close selection on Escape
if event is InputEventKey and event.pressed and event.keycode == KEY_ESCAPE:
if selected_card_index >= 0:
_deselect_card()
get_viewport().set_input_as_handled()