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

@@ -39,7 +39,7 @@ func _create_zone_indicator() -> void:
zone_indicator.mesh = plane
var mat = StandardMaterial3D.new()
mat.albedo_color = Color(0.2, 0.2, 0.3, 0.3)
mat.albedo_color = Color(0.2, 0.2, 0.3, 0.1) # Nearly transparent (mat texture shows zones)
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
zone_indicator.material_override = mat
@@ -88,7 +88,9 @@ func _arrange_cards() -> void:
match zone_type:
Enums.ZoneType.HAND:
_arrange_hand()
Enums.ZoneType.DECK, Enums.ZoneType.DAMAGE, Enums.ZoneType.BREAK:
Enums.ZoneType.DAMAGE:
_arrange_damage()
Enums.ZoneType.DECK, Enums.ZoneType.BREAK:
_arrange_stack()
Enums.ZoneType.FIELD_FORWARDS, Enums.ZoneType.FIELD_BACKUPS:
_arrange_field()
@@ -117,12 +119,25 @@ func _arrange_hand() -> void:
Vector3(0, 0, deg_to_rad(-angle))
)
## Arrange as a stack (for deck, damage, break zone)
## Arrange as a stack (for deck, break zone)
func _arrange_stack() -> void:
for i in range(card_visuals.size()):
var card = card_visuals[i]
card.move_to(Vector3(0, i * stack_offset, 0))
## Arrange damage cards spread along Z axis (vertical column on the mat)
func _arrange_damage() -> void:
var count = card_visuals.size()
if count == 0:
return
# Spread damage cards along Z axis so they fan out visually
var spacing = min(0.5, 3.0 / max(count, 1))
var total_depth = (count - 1) * spacing
var start_z = -total_depth / 2.0
for i in range(count):
var card = card_visuals[i]
card.move_to(Vector3(0, i * stack_offset, start_z + i * spacing))
## Arrange in a row (for field zones)
func _arrange_field() -> void:
var count = card_visuals.size()
@@ -135,13 +150,14 @@ func _arrange_field() -> void:
for i in range(count):
var card = card_visuals[i]
var x = start_x + i * card_spacing
var y = i * 0.01 # Slight Y offset so cards layer properly
# Apply dull rotation if card is dull
var rot_y = 0.0
if card.card_instance and card.card_instance.is_dull():
rot_y = deg_to_rad(90)
card.move_to(Vector3(x, 0, 0), Vector3(0, rot_y, 0))
card.move_to(Vector3(x, y, 0), Vector3(0, rot_y, 0))
## Arrange in a simple row
func _arrange_row() -> void: