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

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@@ -8,7 +8,9 @@
"Bash(snap list:*)", "Bash(snap list:*)",
"Bash(timeout 10 godot4:*)", "Bash(timeout 10 godot4:*)",
"Bash(ls:*)", "Bash(ls:*)",
"Bash(timeout 5 godot4:*)" "Bash(timeout 5 godot4:*)",
"Bash(curl:*)",
"Bash(timeout 3 godot4:*)"
] ]
} }
} }

1
.gitignore vendored Normal file
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@@ -0,0 +1 @@
/.godot/imported

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@@ -0,0 +1,3 @@
[folding]
sections_unfolded=PackedStringArray()

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@@ -19,8 +19,8 @@ dock_filesystem_split=0
dock_filesystem_display_mode=0 dock_filesystem_display_mode=0
dock_filesystem_file_sort=0 dock_filesystem_file_sort=0
dock_filesystem_file_list_display_mode=1 dock_filesystem_file_list_display_mode=1
dock_filesystem_selected_paths=PackedStringArray("res://") dock_filesystem_selected_paths=PackedStringArray("res://scripts/visual/TableCamera.gd")
dock_filesystem_uncollapsed_paths=PackedStringArray("Favorites", "res://") dock_filesystem_uncollapsed_paths=PackedStringArray("Favorites", "res://", "res://scripts/", "res://scripts/visual/")
dock_3="Scene,Import" dock_3="Scene,Import"
dock_4="FileSystem" dock_4="FileSystem"
dock_5="Inspector,Node,History" dock_5="Inspector,Node,History"
@@ -36,8 +36,8 @@ selected_bottom_panel_item=0
[ScriptEditor] [ScriptEditor]
open_scripts=["res://scripts/ui/ActionLog.gd", "res://scripts/autoload/CardDatabase.gd", "res://scripts/ui/HandDisplay.gd", "res://scripts/Main.gd", "res://scripts/ui/PauseMenu.gd", "res://scripts/visual/TableSetup.gd", "res://scripts/game/UndoSystem.gd"] open_scripts=["res://scripts/ui/ActionLog.gd", "res://scripts/autoload/CardDatabase.gd", "res://scripts/ui/HandDisplay.gd", "res://scripts/Main.gd", "res://scripts/ui/PauseMenu.gd", "res://scripts/visual/TableCamera.gd", "res://scripts/visual/TableSetup.gd", "res://scripts/game/UndoSystem.gd"]
selected_script="res://scripts/ui/ActionLog.gd" selected_script="res://scripts/visual/TableCamera.gd"
open_help=[] open_help=[]
script_split_offset=140 script_split_offset=140
list_split_offset=0 list_split_offset=0
@@ -47,3 +47,13 @@ list_split_offset=0
open_shaders=[] open_shaders=[]
split_offset=0 split_offset=0
selected_shader="" selected_shader=""
[editor_log]
log_filter_0=true
log_filter_2=true
log_filter_1=false
log_filter_3=true
log_filter_4=true
collapse=false
show_search=true

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@@ -1 +1,2 @@
res://scenes/main.tscn res://scenes/main.tscn
res://scripts/visual/TableCamera.gd

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@@ -10,7 +10,7 @@ run_reload_scripts=true
[recent_files] [recent_files]
scenes=["res://scenes/main.tscn"] scenes=["res://scenes/main.tscn"]
scripts=["res://scripts/ui/ActionLog.gd", "res://scripts/game/UndoSystem.gd", "res://scripts/ui/HandDisplay.gd", "res://scripts/ui/PauseMenu.gd", "res://scripts/visual/TableSetup.gd", "res://scripts/autoload/CardDatabase.gd", "res://scripts/Main.gd"] scripts=["res://scripts/visual/TableCamera.gd", "res://scripts/ui/ActionLog.gd", "res://scripts/game/UndoSystem.gd", "res://scripts/ui/HandDisplay.gd", "res://scripts/ui/PauseMenu.gd", "res://scripts/visual/TableSetup.gd", "res://scripts/autoload/CardDatabase.gd", "res://scripts/Main.gd"]
[linked_properties] [linked_properties]

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@@ -3,11 +3,11 @@
state={ state={
"bookmarks": PackedInt32Array(), "bookmarks": PackedInt32Array(),
"breakpoints": PackedInt32Array(), "breakpoints": PackedInt32Array(),
"column": 0, "column": 29,
"folded_lines": Array[int]([]), "folded_lines": Array[int]([]),
"h_scroll_position": 0, "h_scroll_position": 0,
"row": 75, "row": 49,
"scroll_position": 64.0, "scroll_position": 45.0,
"selection": false, "selection": false,
"syntax_highlighter": "GDScript" "syntax_highlighter": "GDScript"
} }
@@ -95,3 +95,17 @@ state={
"selection": false, "selection": false,
"syntax_highlighter": "GDScript" "syntax_highlighter": "GDScript"
} }
[res://scripts/visual/TableCamera.gd]
state={
"bookmarks": PackedInt32Array(),
"breakpoints": PackedInt32Array(),
"column": 44,
"folded_lines": Array[int]([]),
"h_scroll_position": 0,
"row": 8,
"scroll_position": 3.0,
"selection": false,
"syntax_highlighter": "GDScript"
}

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@@ -71,6 +71,12 @@ list=Array[Dictionary]([{
"language": &"GDScript", "language": &"GDScript",
"path": "res://scripts/game/Player.gd" "path": "res://scripts/game/Player.gd"
}, { }, {
"base": &"Node",
"class": &"PlaymatRenderer",
"icon": "",
"language": &"GDScript",
"path": "res://scripts/visual/PlaymatRenderer.gd"
}, {
"base": &"Camera3D", "base": &"Camera3D",
"class": &"TableCamera", "class": &"TableCamera",
"icon": "", "icon": "",

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@@ -0,0 +1,34 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://b3d41k7p505h3"
path="res://.godot/imported/FF_mat_option_1.png-4c587e83f2d49b5ff6f5af6fbfec88c4.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://FF_mat_option_1.png"
dest_files=["res://.godot/imported/FF_mat_option_1.png-4c587e83f2d49b5ff6f5af6fbfec88c4.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1

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mat_part_2.pdf Normal file

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@@ -78,9 +78,10 @@ func _setup_ui() -> void:
# We'll update position in _process or use a deferred call after container is sized # We'll update position in _process or use a deferred call after container is sized
call_deferred("_position_hand_display") call_deferred("_position_hand_display")
hand_display.card_selected.connect(_on_hand_card_selected) hand_display.card_action_requested.connect(_on_hand_card_action)
hand_display.card_hovered.connect(_on_hand_card_hovered) hand_display.card_hovered.connect(_on_hand_card_hovered)
hand_display.card_unhovered.connect(_on_hand_card_unhovered) hand_display.card_unhovered.connect(_on_hand_card_unhovered)
hand_display.card_selected.connect(_on_hand_card_selected)
# Create damage displays (positioned by 3D camera overlay later) # Create damage displays (positioned by 3D camera overlay later)
for i in range(2): for i in range(2):
@@ -92,20 +93,27 @@ func _position_hand_display() -> void:
var viewport = get_viewport() var viewport = get_viewport()
if viewport: if viewport:
var vp_size = viewport.get_visible_rect().size var vp_size = viewport.get_visible_rect().size
hand_display.position = Vector2(50, vp_size.y - 180) # Hand cards are 195x273px (triple original), positioned at y=0 in container
hand_display.size = Vector2(vp_size.x - 100, 170) var card_height = 273.0
var hand_height = card_height + 25.0 # Extra space for hover lift
# Position so card bottom is 100px above viewport bottom
var bottom_offset = 100.0
hand_display.position = Vector2(10, vp_size.y - bottom_offset - card_height)
hand_display.size = Vector2(vp_size.x - 20, hand_height)
# Connect to viewport size changed signal if not already connected
if not viewport.size_changed.is_connected(_on_viewport_resized): if not viewport.size_changed.is_connected(_on_viewport_resized):
viewport.size_changed.connect(_on_viewport_resized) viewport.size_changed.connect(_on_viewport_resized)
func _on_viewport_resized() -> void: func _on_viewport_resized() -> void:
# Reposition hand display when window resizes
var viewport = get_viewport() var viewport = get_viewport()
if viewport and hand_display: if viewport and hand_display:
var vp_size = viewport.get_visible_rect().size var vp_size = viewport.get_visible_rect().size
hand_display.position = Vector2(50, vp_size.y - 180) var card_height = 273.0 # Triple size hand cards
hand_display.size = Vector2(vp_size.x - 100, 170) var hand_height = card_height + 25.0
var bottom_offset = 100.0
hand_display.position = Vector2(10, vp_size.y - bottom_offset - card_height)
hand_display.size = Vector2(vp_size.x - 20, hand_height)
func _connect_signals() -> void: func _connect_signals() -> void:
# GameManager signals # GameManager signals
@@ -192,28 +200,38 @@ func _update_playable_highlights() -> void:
_: _:
hand_display.clear_highlights() hand_display.clear_highlights()
func _on_hand_card_selected(card: CardInstance) -> void: func _on_hand_card_action(card: CardInstance, action: String) -> void:
var input_mode = GameManager.input_mode match action:
"play":
match input_mode: # Try to play the card
GameManager.InputMode.SELECT_CARD_TO_PLAY:
GameManager.try_play_card(card) GameManager.try_play_card(card)
_sync_visuals() _sync_visuals()
_update_hand_display() _update_hand_display()
_update_cp_display() _update_cp_display()
GameManager.InputMode.SELECT_CP_SOURCE: "discard_cp":
# Discard for CP # Discard for CP
GameManager.discard_card_for_cp(card) GameManager.discard_card_for_cp(card)
_sync_visuals()
_update_hand_display() _update_hand_display()
_update_cp_display() _update_cp_display()
func _on_hand_card_hovered(card: CardInstance) -> void: "view":
# Show detailed card view
game_ui.show_card_detail(card) game_ui.show_card_detail(card)
func _on_hand_card_hovered(_card: CardInstance) -> void:
# Hand cards use the selection panel for detail view, not the GameUI hover preview
# So we intentionally do nothing here - no hover preview for hand cards
pass
func _on_hand_card_unhovered() -> void: func _on_hand_card_unhovered() -> void:
game_ui.hide_card_detail() 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
game_ui.hide_card_detail()
func _on_undo_requested() -> void: func _on_undo_requested() -> void:
if GameManager.undo_last_action(): if GameManager.undo_last_action():
_sync_visuals() _sync_visuals()

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@@ -166,7 +166,15 @@ func get_card_texture(card: CardData) -> Texture2D:
if card.image_path.is_empty(): if card.image_path.is_empty():
return null return null
var texture_path = "res://assets/cards/" + card.image_path # Try source-cards directory first (primary location for card images)
var texture_path = "res://source-cards/" + card.image_path
if ResourceLoader.exists(texture_path):
var texture = load(texture_path)
_card_textures[card.id] = texture
return texture
# Fallback to assets/cards directory
texture_path = "res://assets/cards/" + card.image_path
if ResourceLoader.exists(texture_path): if ResourceLoader.exists(texture_path):
var texture = load(texture_path) var texture = load(texture_path)
_card_textures[card.id] = texture _card_textures[card.id] = texture
@@ -175,25 +183,53 @@ func get_card_texture(card: CardData) -> Texture2D:
return null return null
## Create a list of card IDs for a deck (for testing) ## Create a list of card IDs for a deck (for testing)
func create_test_deck(_player_index: int) -> Array[String]: ## Player 0 gets Fire/Ice deck, Player 1 gets Wind/Lightning deck
func create_test_deck(player_index: int) -> Array[String]:
var deck: Array[String] = [] var deck: Array[String] = []
# Get all cards and create a 50-card deck # Define element pairs for each player
var all_cards = get_all_cards() var primary_element: Enums.Element
var secondary_element: Enums.Element
# Add 3 copies of each card until we have 50 if player_index == 0:
for card in all_cards: primary_element = Enums.Element.FIRE
if deck.size() >= 50: secondary_element = Enums.Element.ICE
break else:
# Add up to 3 copies primary_element = Enums.Element.WIND
secondary_element = Enums.Element.LIGHTNING
# Get cards by element
var primary_cards = get_cards_by_element(primary_element)
var secondary_cards = get_cards_by_element(secondary_element)
# Add 3 copies of each primary element card
for card in primary_cards:
for i in range(3): for i in range(3):
if deck.size() >= 50: if deck.size() < 50:
break
deck.append(card.id) deck.append(card.id)
# Fill remaining slots if needed # Add 3 copies of each secondary element card
while deck.size() < 50 and all_cards.size() > 0: for card in secondary_cards:
deck.append(all_cards[0].id) for i in range(3):
if deck.size() < 50:
deck.append(card.id)
# If we still need cards, add from Earth/Water
if deck.size() < 50:
var filler_element = Enums.Element.EARTH if player_index == 0 else Enums.Element.WATER
var filler_cards = get_cards_by_element(filler_element)
for card in filler_cards:
for i in range(3):
if deck.size() < 50:
deck.append(card.id)
# Final fallback: add any cards
if deck.size() < 50:
var all_cards = get_all_cards()
for card in all_cards:
for i in range(3):
if deck.size() < 50:
deck.append(card.id)
return deck return deck

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@@ -84,6 +84,7 @@ func start_new_game() -> void:
func _connect_game_signals() -> void: func _connect_game_signals() -> void:
game_state.game_ended.connect(_on_game_ended) game_state.game_ended.connect(_on_game_ended)
game_state.card_played.connect(_on_card_played) game_state.card_played.connect(_on_card_played)
game_state.summon_cast.connect(_on_summon_cast)
game_state.damage_dealt.connect(_on_damage_dealt) game_state.damage_dealt.connect(_on_damage_dealt)
game_state.forward_broken.connect(_on_forward_broken) game_state.forward_broken.connect(_on_forward_broken)
game_state.attack_declared.connect(_on_attack_declared) game_state.attack_declared.connect(_on_attack_declared)
@@ -147,14 +148,19 @@ func try_play_card(card: CardInstance) -> bool:
message.emit(play_error) message.emit(play_error)
return false return false
# Determine target zone # Handle summons differently
if card.is_summon():
return _try_cast_summon(player_index, card)
# Determine target zone for Forwards/Backups
var to_zone = Enums.ZoneType.FIELD_FORWARDS if card.is_forward() else Enums.ZoneType.FIELD_BACKUPS var to_zone = Enums.ZoneType.FIELD_FORWARDS if card.is_forward() else Enums.ZoneType.FIELD_BACKUPS
# Try to play # Try to play (returns CP spent dict)
if game_state.play_card(player_index, card): var cp_spent = game_state.play_card(player_index, card)
# Record for undo if not cp_spent.is_empty():
# Record for undo with actual CP spent
if undo_system: if undo_system:
undo_system.record_play_card(player_index, card, to_zone, {}) undo_system.record_play_card(player_index, card, to_zone, cp_spent)
message.emit("Played " + card.get_display_name()) message.emit("Played " + card.get_display_name())
return true return true
@@ -164,6 +170,18 @@ func try_play_card(card: CardInstance) -> bool:
message.emit("Failed to play " + card.get_display_name() + " (internal error)") message.emit("Failed to play " + card.get_display_name() + " (internal error)")
return false return false
## Try to cast a summon
func _try_cast_summon(player_index: int, card: CardInstance) -> bool:
if game_state.cast_summon(player_index, card):
# Note: Summons cannot be undone as they have immediate effects
message.emit("Cast " + card.get_display_name() + "!")
# TODO: Implement effect resolution system
# For now, summons just go to break zone with no effect
return true
else:
message.emit("Failed to cast " + card.get_display_name() + " (internal error)")
return false
## Check play restrictions and return error message, or empty string if playable ## Check play restrictions and return error message, or empty string if playable
func _check_play_restrictions(player: Player, card: CardInstance) -> String: func _check_play_restrictions(player: Player, card: CardInstance) -> String:
# Check if card is in hand # Check if card is in hand
@@ -175,11 +193,11 @@ func _check_play_restrictions(player: Player, card: CardInstance) -> String:
if player.field_backups.get_count() >= Player.MAX_BACKUPS: if player.field_backups.get_count() >= Player.MAX_BACKUPS:
return "Cannot play: Maximum 5 Backups allowed!" return "Cannot play: Maximum 5 Backups allowed!"
# Check unique name restriction (non-generic cards) # Check unique name restriction (non-generic cards can't share names across entire field)
if not card.card_data.is_generic: if not card.card_data.is_generic:
if card.is_forward() and player.field_forwards.has_card_with_name(card.card_data.name): if player.field_forwards.has_card_with_name(card.card_data.name):
return "Cannot play: You already have " + card.card_data.name + " on the field!" return "Cannot play: You already have " + card.card_data.name + " on the field!"
if card.is_backup() and player.field_backups.has_card_with_name(card.card_data.name): if player.field_backups.has_card_with_name(card.card_data.name):
return "Cannot play: You already have " + card.card_data.name + " on the field!" return "Cannot play: You already have " + card.card_data.name + " on the field!"
# Check Light/Dark restriction # Check Light/Dark restriction
@@ -194,6 +212,11 @@ func discard_card_for_cp(card: CardInstance) -> bool:
if not game_state or not is_game_active: if not game_state or not is_game_active:
return false return false
# Check Light/Dark restriction before attempting
if card.is_light_or_dark():
message.emit("Cannot discard Light/Dark cards for CP!")
return false
var player_index = card.owner_index var player_index = card.owner_index
var element = card.get_element() var element = card.get_element()
@@ -239,9 +262,11 @@ func _check_pending_action() -> void:
return return
if player.cp_pool.can_afford_card(selected_card.card_data): if player.cp_pool.can_afford_card(selected_card.card_data):
# Can now afford - try to play # Per FF-TCG rules: CP is generated to pay for a specific card
try_play_card(selected_card) # Auto-play when we have enough CP
clear_selection() var card_to_play = selected_card
clear_selection() # Clear first to avoid re-entry
try_play_card(card_to_play)
## Declare an attack ## Declare an attack
func declare_attack(card: CardInstance) -> bool: func declare_attack(card: CardInstance) -> bool:
@@ -356,6 +381,12 @@ func _on_card_played(card: CardInstance, _player_index: int) -> void:
"type": Enums.card_type_to_string(card.card_data.type) "type": Enums.card_type_to_string(card.card_data.type)
}) })
func _on_summon_cast(card: CardInstance, _player_index: int) -> void:
card_played.emit({
"name": card.get_display_name(),
"type": "Summon"
})
func _on_damage_dealt(player_index: int, amount: int, _cards: Array) -> void: func _on_damage_dealt(player_index: int, amount: int, _cards: Array) -> void:
var player_name = game_state.get_player(player_index).player_name var player_name = game_state.get_player(player_index).player_name
damage_dealt.emit(player_name, amount) damage_dealt.emit(player_name, amount)

View File

@@ -14,9 +14,9 @@ func clear() -> void:
for element in Enums.Element.values(): for element in Enums.Element.values():
_cp[element] = 0 _cp[element] = 0
## Add CP of a specific element ## Add CP of a specific element (floor at 0 to prevent negative)
func add_cp(element: Enums.Element, amount: int) -> void: func add_cp(element: Enums.Element, amount: int) -> void:
_cp[element] = _cp.get(element, 0) + amount _cp[element] = max(0, _cp.get(element, 0) + amount)
## Get CP of a specific element ## Get CP of a specific element
func get_cp(element: Enums.Element) -> int: func get_cp(element: Enums.Element) -> int:
@@ -29,6 +29,14 @@ func get_total_cp() -> int:
total += _cp[element] total += _cp[element]
return total return total
## Get total CP of non-Light/Dark elements
func get_non_light_dark_cp() -> int:
var total = 0
for element in _cp:
if not Enums.is_light_or_dark(element):
total += _cp[element]
return total
## Check if we can afford a card cost ## Check if we can afford a card cost
func can_afford_card(card_data: CardDatabase.CardData) -> bool: func can_afford_card(card_data: CardDatabase.CardData) -> bool:
if not card_data: if not card_data:
@@ -37,14 +45,19 @@ func can_afford_card(card_data: CardDatabase.CardData) -> bool:
var cost = card_data.cost var cost = card_data.cost
var elements = card_data.elements var elements = card_data.elements
# For Light/Dark cards, just need total CP # Check if this is a Light/Dark card
var is_light_dark = false var is_light_dark = false
for element in elements: for element in elements:
if Enums.is_light_or_dark(element): if Enums.is_light_or_dark(element):
is_light_dark = true is_light_dark = true
break break
# For Light/Dark cards: need at least 1 CP of any non-Light/Dark element
# (Light/Dark cards can be paid with any combination of CP, but you need
# at least 1 CP from a regular element - can't pay entirely with L/D CP)
if is_light_dark: if is_light_dark:
if get_non_light_dark_cp() < 1:
return false
return get_total_cp() >= cost return get_total_cp() >= cost
# For multi-element cards, need at least 1 CP of each element # For multi-element cards, need at least 1 CP of each element
@@ -63,19 +76,39 @@ func can_afford_card(card_data: CardDatabase.CardData) -> bool:
return get_total_cp() >= cost return get_total_cp() >= cost
## Spend CP to pay a card cost ## Spend CP to pay a card cost
## Returns true if successful, false if cannot afford ## Returns dictionary of CP spent by element, or empty dict if cannot afford
func spend_for_card(card_data: CardDatabase.CardData) -> bool: func spend_for_card(card_data: CardDatabase.CardData) -> Dictionary:
if not can_afford_card(card_data): if not can_afford_card(card_data):
return false return {}
var cost = card_data.cost var cost = card_data.cost
var elements = card_data.elements var elements = card_data.elements
var remaining = cost var remaining = cost
var spent_cp: Dictionary = {} # Track what we spent
var max_iterations = cost + 10 # Safety limit to prevent infinite loops
var iterations = 0
# Check if this is a Light/Dark card
var is_light_dark = false
for element in elements:
if Enums.is_light_or_dark(element):
is_light_dark = true
break
# For Light/Dark cards: spend 1 non-Light/Dark CP first (required)
if is_light_dark:
for element in _cp:
if not Enums.is_light_or_dark(element) and _cp[element] > 0:
_cp[element] -= 1
spent_cp[element] = spent_cp.get(element, 0) + 1
remaining -= 1
break
# For multi-element, spend 1 of each required element first # For multi-element, spend 1 of each required element first
if elements.size() > 1: elif elements.size() > 1:
for element in elements: for element in elements:
_cp[element] -= 1 _cp[element] -= 1
spent_cp[element] = spent_cp.get(element, 0) + 1
remaining -= 1 remaining -= 1
# For single element (non-Light/Dark), spend at least 1 of that element # For single element (non-Light/Dark), spend at least 1 of that element
@@ -83,22 +116,42 @@ func spend_for_card(card_data: CardDatabase.CardData) -> bool:
var element = elements[0] var element = elements[0]
if not Enums.is_light_or_dark(element): if not Enums.is_light_or_dark(element):
_cp[element] -= 1 _cp[element] -= 1
spent_cp[element] = spent_cp.get(element, 0) + 1
remaining -= 1 remaining -= 1
# Spend remaining from any element # Spend remaining from any element (prefer non-Light/Dark first)
while remaining > 0: while remaining > 0 and iterations < max_iterations:
var spent = false iterations += 1
var did_spend = false
# First try non-Light/Dark elements
for element in _cp:
if not Enums.is_light_or_dark(element) and _cp[element] > 0:
_cp[element] -= 1
spent_cp[element] = spent_cp.get(element, 0) + 1
remaining -= 1
did_spend = true
break
# Then try Light/Dark elements if needed
if not did_spend:
for element in _cp: for element in _cp:
if _cp[element] > 0: if _cp[element] > 0:
_cp[element] -= 1 _cp[element] -= 1
spent_cp[element] = spent_cp.get(element, 0) + 1
remaining -= 1 remaining -= 1
spent = true did_spend = true
break break
if not spent:
push_error("Failed to spend remaining CP")
return false
return true if not did_spend:
push_error("Failed to spend remaining CP")
return {}
if remaining > 0:
push_error("CP spending exceeded maximum iterations")
return {}
return spent_cp
## Check if we can afford an ability cost ## Check if we can afford an ability cost
func can_afford_ability(cost: CardDatabase.CostData) -> bool: func can_afford_ability(cost: CardDatabase.CostData) -> bool:
@@ -131,30 +184,30 @@ func spend_for_ability(cost: CardDatabase.CostData) -> bool:
if not can_afford_ability(cost): if not can_afford_ability(cost):
return false return false
# Spend element-specific CP # Spend element-specific CP (use add_cp with negative to ensure floor at 0)
if cost.fire > 0: if cost.fire > 0:
_cp[Enums.Element.FIRE] -= cost.fire add_cp(Enums.Element.FIRE, -cost.fire)
if cost.ice > 0: if cost.ice > 0:
_cp[Enums.Element.ICE] -= cost.ice add_cp(Enums.Element.ICE, -cost.ice)
if cost.wind > 0: if cost.wind > 0:
_cp[Enums.Element.WIND] -= cost.wind add_cp(Enums.Element.WIND, -cost.wind)
if cost.lightning > 0: if cost.lightning > 0:
_cp[Enums.Element.LIGHTNING] -= cost.lightning add_cp(Enums.Element.LIGHTNING, -cost.lightning)
if cost.water > 0: if cost.water > 0:
_cp[Enums.Element.WATER] -= cost.water add_cp(Enums.Element.WATER, -cost.water)
if cost.earth > 0: if cost.earth > 0:
_cp[Enums.Element.EARTH] -= cost.earth add_cp(Enums.Element.EARTH, -cost.earth)
if cost.light > 0: if cost.light > 0:
_cp[Enums.Element.LIGHT] -= cost.light add_cp(Enums.Element.LIGHT, -cost.light)
if cost.dark > 0: if cost.dark > 0:
_cp[Enums.Element.DARK] -= cost.dark add_cp(Enums.Element.DARK, -cost.dark)
# Spend generic from any element # Spend generic from any element
var generic_remaining = cost.generic var generic_remaining = cost.generic
while generic_remaining > 0: while generic_remaining > 0:
for element in _cp: for element in _cp:
if _cp[element] > 0: if _cp[element] > 0:
_cp[element] -= 1 add_cp(element, -1)
generic_remaining -= 1 generic_remaining -= 1
break break

View File

@@ -6,6 +6,7 @@ extends RefCounted
signal game_started signal game_started
signal game_ended(winner_index: int) signal game_ended(winner_index: int)
signal card_played(card: CardInstance, player_index: int) signal card_played(card: CardInstance, player_index: int)
signal summon_cast(card: CardInstance, player_index: int)
signal card_moved(card: CardInstance, from_zone: Enums.ZoneType, to_zone: Enums.ZoneType) signal card_moved(card: CardInstance, from_zone: Enums.ZoneType, to_zone: Enums.ZoneType)
signal damage_dealt(player_index: int, amount: int, cards: Array[CardInstance]) signal damage_dealt(player_index: int, amount: int, cards: Array[CardInstance])
signal forward_broken(card: CardInstance) signal forward_broken(card: CardInstance)
@@ -106,7 +107,31 @@ func end_main_phase() -> void:
turn_manager.advance_phase() turn_manager.advance_phase()
## Play a card from hand ## Play a card from hand
func play_card(player_index: int, card: CardInstance) -> bool: ## Returns dictionary of CP spent, or empty dict on failure
func play_card(player_index: int, card: CardInstance) -> Dictionary:
if not game_active:
return {}
if player_index != turn_manager.current_player_index:
return {}
if not turn_manager.is_main_phase():
return {}
var player = players[player_index]
# Validate and play (returns CP spent dict)
var cp_spent = player.play_card(card)
if not cp_spent.is_empty():
card_played.emit(card, player_index)
card_moved.emit(card, Enums.ZoneType.HAND,
Enums.ZoneType.FIELD_FORWARDS if card.is_forward() else Enums.ZoneType.FIELD_BACKUPS)
return cp_spent
return {}
## Cast a summon from hand
func cast_summon(player_index: int, card: CardInstance) -> bool:
if not game_active: if not game_active:
return false return false
@@ -118,11 +143,15 @@ func play_card(player_index: int, card: CardInstance) -> bool:
var player = players[player_index] var player = players[player_index]
# Validate and play # Cast the summon (pays cost, removes from hand)
if player.play_card(card): var cast_card = player.cast_summon(card)
card_played.emit(card, player_index) if cast_card:
card_moved.emit(card, Enums.ZoneType.HAND, # Emit signal for effect resolution (TODO: implement effect system)
Enums.ZoneType.FIELD_FORWARDS if card.is_forward() else Enums.ZoneType.FIELD_BACKUPS) summon_cast.emit(cast_card, player_index)
# Move to break zone after casting
player.break_zone.add_card(cast_card)
card_moved.emit(cast_card, Enums.ZoneType.HAND, Enums.ZoneType.BREAK)
return true return true
return false return false
@@ -168,6 +197,10 @@ func declare_attack(attacker: CardInstance) -> bool:
if not turn_manager.is_attack_phase(): if not turn_manager.is_attack_phase():
return false return false
# Must be in DECLARATION step to declare attack
if turn_manager.attack_step != Enums.AttackStep.DECLARATION:
return false
var player = get_current_player() var player = get_current_player()
if not player.field_forwards.has_card(attacker): if not player.field_forwards.has_card(attacker):
@@ -181,7 +214,14 @@ func declare_attack(attacker: CardInstance) -> bool:
attacker.dull() attacker.dull()
attacker.attacked_this_turn = true attacker.attacked_this_turn = true
turn_manager.set_attacker(attacker)
# Update attack step (now returns bool for validation)
if not turn_manager.set_attacker(attacker):
# Rollback dull if state transition failed
if not attacker.has_brave():
attacker.activate()
attacker.attacked_this_turn = false
return false
attack_declared.emit(attacker) attack_declared.emit(attacker)
return true return true
@@ -203,7 +243,10 @@ func declare_block(blocker: CardInstance) -> bool:
if not blocker.can_block(): if not blocker.can_block():
return false return false
turn_manager.set_blocker(blocker) # Update attack step (now returns bool for validation)
if not turn_manager.set_blocker(blocker):
return false
if blocker: if blocker:
block_declared.emit(blocker) block_declared.emit(blocker)
@@ -220,10 +263,22 @@ func resolve_combat() -> void:
var attacker = turn_manager.current_attacker var attacker = turn_manager.current_attacker
var blocker = turn_manager.current_blocker var blocker = turn_manager.current_blocker
var player = get_current_player()
# Validate attacker is still on field (could have been broken by ability)
if not attacker or not player.field_forwards.has_card(attacker):
turn_manager.complete_attack()
return
if blocker == null: if blocker == null:
# Unblocked - deal 1 damage to opponent # Unblocked - deal 1 damage to opponent
_deal_damage_to_player(1 - turn_manager.current_player_index, 1) _deal_damage_to_player(1 - turn_manager.current_player_index, 1)
else:
# Validate blocker is still on field
var opponent = get_opponent()
if not opponent.field_forwards.has_card(blocker):
# Blocker was removed - attack goes through as unblocked
_deal_damage_to_player(1 - turn_manager.current_player_index, 1)
else: else:
# Blocked - exchange damage # Blocked - exchange damage
var attacker_power = attacker.get_power() var attacker_power = attacker.get_power()

View File

@@ -130,34 +130,36 @@ func dull_backup_for_cp(card: CardInstance) -> bool:
return true return true
## Play a card from hand to field ## Play a card from hand to field
func play_card(card: CardInstance) -> bool: ## Returns dictionary of CP spent, or empty dict on failure
func play_card(card: CardInstance) -> Dictionary:
if not hand.has_card(card): if not hand.has_card(card):
return false return {}
# Check if we can afford it # Check if we can afford it
if not cp_pool.can_afford_card(card.card_data): if not cp_pool.can_afford_card(card.card_data):
return false return {}
# Check field restrictions # Check field restrictions
if card.is_backup(): if card.is_backup():
if field_backups.get_count() >= MAX_BACKUPS: if field_backups.get_count() >= MAX_BACKUPS:
return false return {}
# Check unique name restriction # Check unique name restriction (non-generic cards can't share names across entire field)
if not card.card_data.is_generic: if not card.card_data.is_generic:
if card.is_forward() and field_forwards.has_card_with_name(card.card_data.name): if field_forwards.has_card_with_name(card.card_data.name):
return false return {}
if card.is_backup() and field_backups.has_card_with_name(card.card_data.name): if field_backups.has_card_with_name(card.card_data.name):
return false return {}
# Check Light/Dark restriction # Check Light/Dark restriction
if card.is_light_or_dark(): if card.is_light_or_dark():
if field_forwards.has_light_or_dark() or field_backups.has_light_or_dark(): if field_forwards.has_light_or_dark() or field_backups.has_light_or_dark():
return false return {}
# Pay the cost # Pay the cost (returns dict of spent CP, empty if failed)
if not cp_pool.spend_for_card(card.card_data): var spent = cp_pool.spend_for_card(card.card_data)
return false if spent.is_empty():
return {}
# Move to field # Move to field
hand.remove_card(card) hand.remove_card(card)
@@ -171,7 +173,29 @@ func play_card(card: CardInstance) -> bool:
card.entered_field() card.entered_field()
return true return spent
## Cast a summon from hand (pays cost, removes from hand, returns card for effect resolution)
func cast_summon(card: CardInstance) -> CardInstance:
if not hand.has_card(card):
return null
if not card.is_summon():
return null
# Check if we can afford it
if not cp_pool.can_afford_card(card.card_data):
return null
# Pay the cost (returns dict of spent CP, empty if failed)
var spent = cp_pool.spend_for_card(card.card_data)
if spent.is_empty():
return null
# Remove from hand - card will be moved to break zone after effect resolves
hand.remove_card(card)
return card
## Break a card (move from field to break zone) ## Break a card (move from field to break zone)
func break_card(card: CardInstance) -> bool: func break_card(card: CardInstance) -> bool:

View File

@@ -96,36 +96,53 @@ func is_attack_phase() -> bool:
## Get cards drawn this turn (2 normally, 1 on first turn for first player) ## Get cards drawn this turn (2 normally, 1 on first turn for first player)
func get_draw_count() -> int: func get_draw_count() -> int:
if is_first_turn and current_player_index == 0: if is_first_turn:
return 1 return 1
return 2 return 2
## Attack phase state management ## Attack phase state management
## Start attack declaration ## Start attack declaration (only valid from PREPARATION)
func start_attack_declaration() -> void: func start_attack_declaration() -> bool:
if attack_step != Enums.AttackStep.PREPARATION:
return false
attack_step = Enums.AttackStep.DECLARATION attack_step = Enums.AttackStep.DECLARATION
return true
## Set the attacking forward ## Set the attacking forward (only valid from DECLARATION)
func set_attacker(attacker: CardInstance) -> void: func set_attacker(attacker: CardInstance) -> bool:
if attack_step != Enums.AttackStep.DECLARATION:
return false
if attacker == null:
return false
current_attacker = attacker current_attacker = attacker
attack_step = Enums.AttackStep.BLOCK_DECLARATION attack_step = Enums.AttackStep.BLOCK_DECLARATION
return true
## Set the blocking forward (or null for no block) ## Set the blocking forward (or null for no block) - only valid from BLOCK_DECLARATION
func set_blocker(blocker: CardInstance) -> void: func set_blocker(blocker: CardInstance) -> bool:
current_blocker = blocker if attack_step != Enums.AttackStep.BLOCK_DECLARATION:
return false
current_blocker = blocker # null is valid (no block)
attack_step = Enums.AttackStep.DAMAGE_RESOLUTION attack_step = Enums.AttackStep.DAMAGE_RESOLUTION
return true
## Complete the current attack ## Complete the current attack (only valid from DAMAGE_RESOLUTION)
func complete_attack() -> void: func complete_attack() -> bool:
if attack_step != Enums.AttackStep.DAMAGE_RESOLUTION:
return false
current_attacker = null current_attacker = null
current_blocker = null current_blocker = null
attack_step = Enums.AttackStep.DECLARATION attack_step = Enums.AttackStep.DECLARATION
return true
## End the attack phase (no more attacks) ## End the attack phase (no more attacks) - only valid from DECLARATION
func end_attack_phase() -> void: func end_attack_phase() -> bool:
if attack_step != Enums.AttackStep.DECLARATION and attack_step != Enums.AttackStep.PREPARATION:
return false
_reset_attack_state() _reset_attack_state()
advance_phase() advance_phase()
return true
## Get current phase as string ## Get current phase as string
func get_phase_string() -> String: func get_phase_string() -> String:

View File

@@ -23,6 +23,7 @@ class UndoAction:
# Additional data depending on action type # Additional data depending on action type
var cp_element: Enums.Element = Enums.Element.FIRE var cp_element: Enums.Element = Enums.Element.FIRE
var cp_amount: int = 0 var cp_amount: int = 0
var cp_spent: Dictionary = {} # Tracks CP spent by element for proper refund
var previous_card_state: Enums.CardState = Enums.CardState.ACTIVE var previous_card_state: Enums.CardState = Enums.CardState.ACTIVE
var from_zone: Enums.ZoneType = Enums.ZoneType.HAND var from_zone: Enums.ZoneType = Enums.ZoneType.HAND
var to_zone: Enums.ZoneType = Enums.ZoneType.FIELD_FORWARDS var to_zone: Enums.ZoneType = Enums.ZoneType.FIELD_FORWARDS
@@ -69,13 +70,14 @@ func record_dull_backup_for_cp(player_index: int, card: CardInstance, element: E
undo_available_changed.emit(true) undo_available_changed.emit(true)
## Record playing a card ## Record playing a card
func record_play_card(player_index: int, card: CardInstance, to_zone: Enums.ZoneType, _cp_spent: Dictionary) -> void: func record_play_card(player_index: int, card: CardInstance, to_zone: Enums.ZoneType, cp_spent: Dictionary) -> void:
var action = UndoAction.new() var action = UndoAction.new()
action.type = ActionType.PLAY_CARD action.type = ActionType.PLAY_CARD
action.player_index = player_index action.player_index = player_index
action.card = card action.card = card
action.from_zone = Enums.ZoneType.HAND action.from_zone = Enums.ZoneType.HAND
action.to_zone = to_zone action.to_zone = to_zone
action.cp_spent = cp_spent # Store actual CP spent for proper refund
action.description = "Play " + card.get_display_name() action.description = "Play " + card.get_display_name()
last_action = action last_action = action
@@ -177,12 +179,16 @@ func _undo_play_card(action: UndoAction) -> bool:
card.state = Enums.CardState.ACTIVE card.state = Enums.CardState.ACTIVE
card.turns_on_field = 0 card.turns_on_field = 0
# Refund the CP (we don't track exact CP spent, so this is simplified) # Refund the actual CP spent (by element)
# In a full implementation, we'd track what CP was spent if action.cp_spent.is_empty():
# For now, we'll add back CP equal to the card cost # Fallback: refund card cost as primary element (legacy behavior)
var cost = card.card_data.cost var cost = card.card_data.cost
var element = card.get_element() var element = card.get_element()
player.cp_pool.add_cp(element, cost) player.cp_pool.add_cp(element, cost)
else:
# Refund each element's CP properly
for element in action.cp_spent:
player.cp_pool.add_cp(element, action.cp_spent[element])
return true return true

View File

@@ -17,10 +17,11 @@ func _init(type: Enums.ZoneType, owner: int = -1) -> void:
owner_index = owner owner_index = owner
## Add a card to this zone ## Add a card to this zone
func add_card(card: CardInstance, at_top: bool = true) -> void: ## Returns true if successful, false if card was already in zone
func add_card(card: CardInstance, at_top: bool = true) -> bool:
if card in _cards: if card in _cards:
push_warning("Card already in zone: " + str(card)) push_warning("Card already in zone: " + str(card))
return return false
card.zone_type = zone_type card.zone_type = zone_type
@@ -30,6 +31,7 @@ func add_card(card: CardInstance, at_top: bool = true) -> void:
_cards.insert(0, card) _cards.insert(0, card)
on_card_added.call(card) on_card_added.call(card)
return true
## Remove a card from this zone ## Remove a card from this zone
func remove_card(card: CardInstance) -> bool: func remove_card(card: CardInstance) -> bool:
@@ -142,11 +144,11 @@ func find_cards_by_element(element: Enums.Element) -> Array[CardInstance]:
found.append(card) found.append(card)
return found return found
## Check if zone has a card with specific name (non-generic check) ## Check if zone has a card with specific name
## Note: The non-generic check should be on the card being played, not the field card
func has_card_with_name(card_name: String) -> bool: func has_card_with_name(card_name: String) -> bool:
for card in _cards: for card in _cards:
if card.card_data and card.card_data.name == card_name: if card.card_data and card.card_data.name == card_name:
if not card.card_data.is_generic:
return true return true
return false return false

View File

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

View File

@@ -2,32 +2,146 @@ class_name HandDisplay
extends Control extends Control
## HandDisplay - Shows the current player's hand in a fan layout ## 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_hovered(card_instance: CardInstance)
signal card_unhovered signal card_unhovered
signal card_selected(card_instance: CardInstance) # Emitted when selection panel opens
# Hand card visuals # Hand card visuals
var hand_cards: Array[Control] = [] var hand_cards: Array[Control] = []
var card_instances: Array[CardInstance] = [] var card_instances: Array[CardInstance] = []
# Layout settings # Layout settings - FF-TCG card ratio is approximately 63:88
const CARD_WIDTH: float = 100.0 const CARD_WIDTH: float = 195.0 # Hand cards (triple the original 65)
const CARD_HEIGHT: float = 140.0 const CARD_HEIGHT: float = 273.0 # Matches ~63:88 ratio (triple the original 91)
const CARD_OVERLAP: float = 70.0 const CARD_OVERLAP: float = 100.0 # Increased overlap for larger cards
const FAN_ANGLE: float = 2.0 # Degrees per card from center const FAN_ANGLE: float = 1.0 # Degrees per card from center
const HOVER_LIFT: float = 25.0 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 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: func _ready() -> void:
mouse_filter = Control.MOUSE_FILTER_IGNORE 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) 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: func _on_resized() -> void:
_layout_cards() _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 ## Update hand display with cards
func update_hand(cards: Array) -> void: func update_hand(cards: Array) -> void:
@@ -37,6 +151,9 @@ func update_hand(cards: Array) -> void:
hand_cards.clear() hand_cards.clear()
card_instances.clear() card_instances.clear()
# Deselect any selected card
_deselect_card()
# Store card instances # Store card instances
for card in cards: for card in cards:
if card is CardInstance: if card is CardInstance:
@@ -56,85 +173,56 @@ func _create_card_visuals() -> void:
hand_cards.append(card_ui) hand_cards.append(card_ui)
func _create_card_ui(card: CardInstance, index: int) -> Control: func _create_card_ui(card: CardInstance, index: int) -> Control:
# Use Panel for better input handling
var container = Panel.new() var container = Panel.new()
container.custom_minimum_size = Vector2(CARD_WIDTH, CARD_HEIGHT) container.custom_minimum_size = Vector2(CARD_WIDTH, CARD_HEIGHT)
container.size = Vector2(CARD_WIDTH, CARD_HEIGHT) container.size = Vector2(CARD_WIDTH, CARD_HEIGHT)
container.mouse_filter = Control.MOUSE_FILTER_STOP container.mouse_filter = Control.MOUSE_FILTER_STOP
# Style the panel with element color
var style = StyleBoxFlat.new() var style = StyleBoxFlat.new()
style.bg_color = _get_element_color(card.card_data.get_primary_element()) style.bg_color = Color.TRANSPARENT
style.border_color = Color.BLACK style.border_color = Color(0.2, 0.2, 0.2)
style.set_border_width_all(2) style.set_border_width_all(1)
style.set_corner_radius_all(4)
container.add_theme_stylebox_override("panel", style) container.add_theme_stylebox_override("panel", style)
# Card background (keep for highlighting) 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
container.add_child(tex_rect)
else:
# Fallback: colored background with card info
var bg = ColorRect.new() var bg = ColorRect.new()
bg.size = Vector2(CARD_WIDTH, CARD_HEIGHT) bg.set_anchors_preset(Control.PRESET_FULL_RECT)
bg.color = _get_element_color(card.card_data.get_primary_element()) bg.color = _get_element_color(card.card_data.get_primary_element())
bg.mouse_filter = Control.MOUSE_FILTER_IGNORE # Let parent handle input bg.mouse_filter = Control.MOUSE_FILTER_IGNORE
container.add_child(bg) container.add_child(bg)
# Card name
var name_label = Label.new() var name_label = Label.new()
name_label.text = card.card_data.name name_label.text = card.card_data.name
name_label.position = Vector2(5, 5) name_label.position = Vector2(5, 5)
name_label.size = Vector2(CARD_WIDTH - 10, 50) name_label.size = Vector2(CARD_WIDTH - 10, 40)
name_label.add_theme_font_size_override("font_size", 11) name_label.add_theme_font_size_override("font_size", 10)
name_label.add_theme_color_override("font_color", Color.BLACK) name_label.add_theme_color_override("font_color", Color.BLACK)
name_label.autowrap_mode = TextServer.AUTOWRAP_WORD name_label.autowrap_mode = TextServer.AUTOWRAP_WORD
name_label.mouse_filter = Control.MOUSE_FILTER_IGNORE name_label.mouse_filter = Control.MOUSE_FILTER_IGNORE
container.add_child(name_label) container.add_child(name_label)
# 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 cost_label = Label.new() var cost_label = Label.new()
cost_label.text = str(card.card_data.cost) cost_label.text = str(card.card_data.cost)
cost_label.position = Vector2(CARD_WIDTH - 32, 4) cost_label.position = Vector2(CARD_WIDTH - 25, 5)
cost_label.size = Vector2(28, 28) cost_label.size = Vector2(20, 20)
cost_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER cost_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
cost_label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER cost_label.add_theme_font_size_override("font_size", 14)
cost_label.add_theme_font_size_override("font_size", 16)
cost_label.add_theme_color_override("font_color", Color.WHITE) cost_label.add_theme_color_override("font_color", Color.WHITE)
cost_label.mouse_filter = Control.MOUSE_FILTER_IGNORE cost_label.mouse_filter = Control.MOUSE_FILTER_IGNORE
container.add_child(cost_label) 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.gui_input.connect(_on_card_gui_input.bind(index))
container.mouse_entered.connect(_on_card_mouse_entered.bind(index)) container.mouse_entered.connect(_on_card_mouse_entered.bind(index))
container.mouse_exited.connect(_on_card_mouse_exited.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: func _get_element_color(element: Enums.Element) -> Color:
var color = Enums.get_element_color(element) var color = Enums.get_element_color(element)
# Lighten for card background
return color.lightened(0.4) return color.lightened(0.4)
func _layout_cards() -> void: func _layout_cards() -> void:
@@ -151,34 +238,36 @@ func _layout_cards() -> void:
if card_count == 0: if card_count == 0:
return return
# Get actual display width - use size if available, otherwise viewport
var display_width = size.x var display_width = size.x
if display_width <= 0: if display_width <= 0:
var viewport = get_viewport() var viewport = get_viewport()
if 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: 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 total_width = CARD_WIDTH + (card_count - 1) * CARD_OVERLAP
var start_x = (display_width - total_width) / 2.0 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): for i in range(card_count):
var card_ui = hand_cards[i] var card_ui = hand_cards[i]
# X position with overlap
var x = start_x + i * CARD_OVERLAP var x = start_x + i * CARD_OVERLAP
var y = base_y
# Y position (near top of container, with hover lift) # Lift hovered card slightly
var y = 10.0 if i == hovered_card_index and selected_card_index == -1:
if i == hovered_card_index: y -= HOVER_LIFT # Lift by 15px
y -= HOVER_LIFT
# 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 center_offset = i - (card_count - 1) / 2.0
var angle = center_offset * FAN_ANGLE 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 is InputEventMouseButton:
if event.button_index == MOUSE_BUTTON_LEFT and event.pressed: if event.button_index == MOUSE_BUTTON_LEFT and event.pressed:
if index >= 0 and index < card_instances.size(): 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: func _on_card_mouse_entered(index: int) -> void:
hovered_card_index = index hovered_card_index = index
_layout_cards() _layout_cards()
if index >= 0 and index < card_instances.size(): # Hover signal is no longer used for GameUI preview (selection panel shows card instead)
card_hovered.emit(card_instances[index]) # Keep the signal for potential future use but don't emit it
pass
func _on_card_mouse_exited(index: int) -> void: func _on_card_mouse_exited(index: int) -> void:
if hovered_card_index == index: if hovered_card_index == index:
@@ -206,31 +299,186 @@ func _on_card_mouse_exited(index: int) -> void:
_layout_cards() _layout_cards()
card_unhovered.emit() 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 ## Highlight playable cards
func highlight_playable(predicate: Callable) -> void: func highlight_playable(predicate: Callable) -> void:
for i in range(hand_cards.size()): for i in range(hand_cards.size()):
var card_ui = hand_cards[i] var card_ui = hand_cards[i]
var card = card_instances[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 first_child is TextureRect:
if bg:
if predicate.call(card): if predicate.call(card):
# Add glow effect - brighter first_child.modulate = Color(1.2, 1.2, 1.2)
bg.color = _get_element_color(card.card_data.get_primary_element()).lightened(0.2)
else: else:
# Dim non-playable first_child.modulate = Color(0.5, 0.5, 0.5)
bg.color = _get_element_color(card.card_data.get_primary_element()).darkened(0.4) 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 ## Clear all highlights
func clear_highlights() -> void: func clear_highlights() -> void:
for i in range(hand_cards.size()): for i in range(hand_cards.size()):
var card_ui = hand_cards[i] var card_ui = hand_cards[i]
var card = card_instances[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 first_child is TextureRect:
if bg: first_child.modulate = Color.WHITE
bg.color = _get_element_color(card.card_data.get_primary_element()) elif first_child is ColorRect:
first_child.color = _get_element_color(card.card_data.get_primary_element())
func _notification(what: int) -> void: func _notification(what: int) -> void:
if what == NOTIFICATION_RESIZED: if what == NOTIFICATION_RESIZED:
_layout_cards() _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()

View File

@@ -7,9 +7,9 @@ signal clicked(card_visual: CardVisual)
signal hovered(card_visual: CardVisual) signal hovered(card_visual: CardVisual)
signal unhovered(card_visual: CardVisual) signal unhovered(card_visual: CardVisual)
# Card dimensions (standard card ratio ~2.5:3.5) # Card dimensions (doubled for readability, standard card ratio ~2.5:3.5)
const CARD_WIDTH: float = 0.63 const CARD_WIDTH: float = 1.26
const CARD_HEIGHT: float = 0.88 const CARD_HEIGHT: float = 1.76
const CARD_THICKNESS: float = 0.02 const CARD_THICKNESS: float = 0.02
# Associated card instance # Associated card instance
@@ -23,8 +23,10 @@ var is_hovered: bool = false
# Animation # Animation
var target_position: Vector3 = Vector3.ZERO var target_position: Vector3 = Vector3.ZERO
var target_rotation: Vector3 = Vector3.ZERO var target_rotation: Vector3 = Vector3.ZERO
var base_position: Vector3 = Vector3.ZERO # Position set by zone arrangement (before hover offset)
var move_speed: float = 10.0 var move_speed: float = 10.0
var is_animating: bool = false var is_animating: bool = false
const HOVER_LIFT: float = 0.15
# Components # Components
var mesh_instance: MeshInstance3D var mesh_instance: MeshInstance3D
@@ -46,14 +48,21 @@ func _create_card_mesh() -> void:
mesh_instance = MeshInstance3D.new() mesh_instance = MeshInstance3D.new()
add_child(mesh_instance) add_child(mesh_instance)
# Create box mesh for card # Create a quad mesh for the card face (more appropriate for card textures)
var box = BoxMesh.new() var quad = QuadMesh.new()
box.size = Vector3(CARD_WIDTH, CARD_THICKNESS, CARD_HEIGHT) quad.size = Vector2(CARD_WIDTH, CARD_HEIGHT)
mesh_instance.mesh = box mesh_instance.mesh = quad
# Rotate to lay flat on table (facing up)
mesh_instance.rotation_degrees.x = -90
# Slight offset up so it's above the table
mesh_instance.position.y = CARD_THICKNESS / 2
# Create material # Create material
material = StandardMaterial3D.new() material = StandardMaterial3D.new()
material.albedo_color = Color.WHITE material.albedo_color = Color.WHITE
material.cull_mode = BaseMaterial3D.CULL_DISABLED # Show both sides
mesh_instance.material_override = material mesh_instance.material_override = material
func _setup_collision() -> void: func _setup_collision() -> void:
@@ -99,8 +108,10 @@ func _load_card_texture() -> void:
var texture = CardDatabase.get_card_texture(card_instance.card_data) var texture = CardDatabase.get_card_texture(card_instance.card_data)
if texture: if texture:
material.albedo_texture = texture material.albedo_texture = texture
material.albedo_color = Color.WHITE # Reset to white so texture shows properly
else: else:
# Use element color as fallback # Use element color as fallback when no texture
material.albedo_texture = null
var element_color = Enums.element_to_color(card_instance.get_element()) var element_color = Enums.element_to_color(card_instance.get_element())
material.albedo_color = element_color material.albedo_color = element_color
@@ -109,18 +120,22 @@ func _update_visual_state() -> void:
if not material: if not material:
return return
var color = normal_color # Only apply color tints if we don't have a texture, or for highlight/dull effects
var has_texture = material.albedo_texture != null
var base_color = Color.WHITE if has_texture else normal_color
if is_selected: if is_selected:
color = selected_color # Slight green tint for selection
base_color = base_color * Color(0.9, 1.1, 0.9)
elif is_highlighted: elif is_highlighted:
color = highlight_color # Slight yellow tint for highlight
base_color = base_color * Color(1.1, 1.1, 0.9)
# Apply dull tint # Apply dull tint (darkening)
if card_instance and card_instance.is_dull(): if card_instance and card_instance.is_dull():
color = color * dull_tint base_color = base_color * dull_tint
material.albedo_color = color material.albedo_color = base_color
## Set card as highlighted ## Set card as highlighted
func set_highlighted(highlighted: bool) -> void: func set_highlighted(highlighted: bool) -> void:
@@ -134,12 +149,16 @@ func set_selected(selected: bool) -> void:
## Move card to position with animation ## Move card to position with animation
func move_to(pos: Vector3, rot: Vector3 = Vector3.ZERO) -> void: func move_to(pos: Vector3, rot: Vector3 = Vector3.ZERO) -> void:
base_position = pos
target_position = pos target_position = pos
if is_hovered:
target_position.y = pos.y + HOVER_LIFT
target_rotation = rot target_rotation = rot
is_animating = true is_animating = true
## Move card instantly ## Move card instantly
func set_position_instant(pos: Vector3, rot: Vector3 = Vector3.ZERO) -> void: func set_position_instant(pos: Vector3, rot: Vector3 = Vector3.ZERO) -> void:
base_position = pos
position = pos position = pos
rotation = rot rotation = rot
target_position = pos target_position = pos
@@ -163,17 +182,15 @@ func _on_input_event(_camera: Node, event: InputEvent, _position: Vector3, _norm
func _on_mouse_entered() -> void: func _on_mouse_entered() -> void:
is_hovered = true is_hovered = true
hovered.emit(self) hovered.emit(self)
# Slight raise on hover # Raise card above base position on hover
if not is_animating: target_position.y = base_position.y + HOVER_LIFT
target_position.y = position.y + 0.1
is_animating = true is_animating = true
func _on_mouse_exited() -> void: func _on_mouse_exited() -> void:
is_hovered = false is_hovered = false
unhovered.emit(self) unhovered.emit(self)
# Return to normal height # Return to base height
if not is_animating and card_instance: target_position.y = base_position.y
target_position.y = position.y - 0.1
is_animating = true is_animating = true
## Get display info for UI ## Get display info for UI

View File

@@ -0,0 +1,189 @@
class_name PlaymatRenderer
extends Node
## PlaymatRenderer - Generates a clean programmatic play mat texture using SubViewport
## Layout matches FF-TCG official play mat zones:
## Left: Damage Zone (top) / Turn Structure (bottom)
## Center: Field (Forwards top, Backups bottom)
## Right: Deck (top) / Break Zone (bottom)
const MAT_TEXTURE_WIDTH: int = 2048
const MAT_TEXTURE_HEIGHT: int = 1024
# Color scheme - dark green felt table look
const BG_COLOR := Color(0.12, 0.15, 0.12)
const ZONE_BORDER_COLOR := Color(0.35, 0.40, 0.30)
const ZONE_FILL_COLOR := Color(0.14, 0.18, 0.14)
const LABEL_COLOR := Color(0.45, 0.50, 0.40)
const FIELD_LINE_COLOR := Color(0.20, 0.25, 0.20)
const TURN_TEXT_COLOR := Color(0.35, 0.40, 0.30)
# Zone regions as pixel rects in the texture
# Left column: ~17% width
const DAMAGE_RECT := Rect2(30, 30, 320, 460)
const TURN_REF_RECT := Rect2(30, 520, 320, 474)
# Center: ~66% width
const FIELD_RECT := Rect2(380, 30, 1290, 964)
# Right column: ~17% width
const DECK_RECT := Rect2(1700, 30, 318, 440)
const BREAK_RECT := Rect2(1700, 500, 318, 494)
# Border thickness
const BORDER_WIDTH: int = 3
func render() -> ImageTexture:
var viewport = SubViewport.new()
viewport.size = Vector2i(MAT_TEXTURE_WIDTH, MAT_TEXTURE_HEIGHT)
viewport.render_target_update_mode = SubViewport.UPDATE_ONCE
viewport.transparent_bg = false
# Background
var bg = ColorRect.new()
bg.color = BG_COLOR
bg.position = Vector2.ZERO
bg.size = Vector2(MAT_TEXTURE_WIDTH, MAT_TEXTURE_HEIGHT)
viewport.add_child(bg)
# Draw zone rectangles with borders and labels
_draw_zone(viewport, DAMAGE_RECT, "DAMAGE ZONE")
_draw_zone(viewport, DECK_RECT, "DECK")
_draw_zone(viewport, BREAK_RECT, "BREAK ZONE")
_draw_zone(viewport, FIELD_RECT, "FIELD")
# Divider line in Field (separating Forwards from Backups)
var divider_y = FIELD_RECT.position.y + FIELD_RECT.size.y * 0.48
_draw_dashed_line(viewport, Vector2(FIELD_RECT.position.x + 20, divider_y),
Vector2(FIELD_RECT.position.x + FIELD_RECT.size.x - 20, divider_y))
# Forwards / Backups sub-labels
_draw_label(viewport, "FORWARDS",
Vector2(FIELD_RECT.position.x + FIELD_RECT.size.x / 2, FIELD_RECT.position.y + FIELD_RECT.size.y * 0.22), 32)
_draw_label(viewport, "BACKUPS",
Vector2(FIELD_RECT.position.x + FIELD_RECT.size.x / 2, FIELD_RECT.position.y + FIELD_RECT.size.y * 0.74), 32)
# Turn structure reference (decorative)
_draw_turn_structure(viewport)
# Add outer border around entire mat
_draw_border_rect(viewport, Rect2(5, 5, MAT_TEXTURE_WIDTH - 10, MAT_TEXTURE_HEIGHT - 10), ZONE_BORDER_COLOR, 2)
add_child(viewport)
# Wait for the viewport to render
await RenderingServer.frame_post_draw
# Grab the rendered image
var image = viewport.get_texture().get_image()
var texture = ImageTexture.create_from_image(image)
# Clean up
viewport.queue_free()
return texture
func _draw_zone(viewport: SubViewport, rect: Rect2, label_text: String) -> void:
# Zone fill
var fill = ColorRect.new()
fill.color = ZONE_FILL_COLOR
fill.position = rect.position
fill.size = rect.size
viewport.add_child(fill)
# Zone border (4 thin ColorRects forming a rectangle)
_draw_border_rect(viewport, rect, ZONE_BORDER_COLOR, BORDER_WIDTH)
# Zone label centered at top of zone
_draw_label(viewport, label_text,
Vector2(rect.position.x + rect.size.x / 2, rect.position.y + 30), 28)
func _draw_border_rect(viewport: SubViewport, rect: Rect2, color: Color, width: int) -> void:
# Top edge
var top = ColorRect.new()
top.color = color
top.position = rect.position
top.size = Vector2(rect.size.x, width)
viewport.add_child(top)
# Bottom edge
var bottom = ColorRect.new()
bottom.color = color
bottom.position = Vector2(rect.position.x, rect.position.y + rect.size.y - width)
bottom.size = Vector2(rect.size.x, width)
viewport.add_child(bottom)
# Left edge
var left = ColorRect.new()
left.color = color
left.position = rect.position
left.size = Vector2(width, rect.size.y)
viewport.add_child(left)
# Right edge
var right = ColorRect.new()
right.color = color
right.position = Vector2(rect.position.x + rect.size.x - width, rect.position.y)
right.size = Vector2(width, rect.size.y)
viewport.add_child(right)
func _draw_label(viewport: SubViewport, text: String, center_pos: Vector2, font_size: int) -> void:
var label = Label.new()
label.text = text
label.add_theme_font_size_override("font_size", font_size)
label.add_theme_color_override("font_color", LABEL_COLOR)
label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
# Size the label wide enough and position so center_pos is the center
var label_width = text.length() * font_size * 0.7
var label_height = font_size * 1.5
label.position = Vector2(center_pos.x - label_width / 2, center_pos.y - label_height / 2)
label.size = Vector2(label_width, label_height)
viewport.add_child(label)
func _draw_dashed_line(viewport: SubViewport, from: Vector2, to: Vector2) -> void:
var dash_length = 20.0
var gap_length = 15.0
var direction = (to - from).normalized()
var total_length = from.distance_to(to)
var current = 0.0
while current < total_length:
var dash_end = min(current + dash_length, total_length)
var start_pos = from + direction * current
var end_pos = from + direction * dash_end
var dash = ColorRect.new()
dash.color = FIELD_LINE_COLOR
dash.position = start_pos
dash.size = Vector2(dash_end - current, 2)
viewport.add_child(dash)
current = dash_end + gap_length
func _draw_turn_structure(viewport: SubViewport) -> void:
var phases = [
"Turn Structure",
"",
"1. Active Phase",
"2. Draw Phase",
"3. Main Phase 1",
"4. Attack Phase",
"5. Main Phase 2",
"6. End Phase",
]
var start_y = TURN_REF_RECT.position.y + 20
var x = TURN_REF_RECT.position.x + 15
for i in range(phases.size()):
var text = phases[i]
if text == "":
continue
var label = Label.new()
label.text = text
var font_size = 20 if i == 0 else 16
label.add_theme_font_size_override("font_size", font_size)
label.add_theme_color_override("font_color", TURN_TEXT_COLOR)
label.position = Vector2(x, start_y + i * 28)
label.size = Vector2(TURN_REF_RECT.size.x - 30, 28)
viewport.add_child(label)

View File

@@ -4,9 +4,9 @@ extends Camera3D
## TableCamera - Isometric camera for the game table ## TableCamera - Isometric camera for the game table
# Camera settings # Camera settings
@export var camera_distance: float = 18.0 @export var camera_distance: float = 17.0
@export var camera_angle: float = 55.0 # Degrees from horizontal (higher = more top-down) @export var camera_angle: float = 55.0 # Degrees from horizontal (higher = more top-down)
@export var camera_height_offset: float = 0.0 # Offset to look slightly above center @export var camera_height_offset: float = -4.0 # Offset to look slightly above center
# Smooth movement # Smooth movement
@export var smooth_speed: float = 5.0 @export var smooth_speed: float = 5.0

View File

@@ -1,7 +1,7 @@
class_name TableSetup class_name TableSetup
extends Node3D extends Node3D
## TableSetup - Sets up the 3D game table with all zones ## TableSetup - Sets up the 3D game table with two play mats and all zones
signal card_clicked(card_instance: CardInstance, zone_type: Enums.ZoneType, player_index: int) signal card_clicked(card_instance: CardInstance, zone_type: Enums.ZoneType, player_index: int)
@@ -12,32 +12,42 @@ var player_zones: Array[Dictionary] = [{}, {}]
var deck_indicators: Array[MeshInstance3D] = [null, null] var deck_indicators: Array[MeshInstance3D] = [null, null]
var deck_count_labels: Array[Label3D] = [null, null] var deck_count_labels: Array[Label3D] = [null, null]
# Table dimensions # Table dimensions (scaled up for card readability)
const TABLE_WIDTH: float = 16.0 const TABLE_WIDTH: float = 20.0
const TABLE_DEPTH: float = 12.0 const TABLE_DEPTH: float = 16.0
# Zone positions (relative to table center) # Play mat dimensions (each player gets one)
const MAT_WIDTH: float = 18.0
const MAT_DEPTH: float = 7.0
const MAT_MARGIN: float = 0.3 # Gap between mats and from table center
# Zone positions (relative to table center, for Player 1)
# Player 1 sits at +Z looking toward -Z
# Player's left = +X, Player's right = -X
const ZONE_POSITIONS = { const ZONE_POSITIONS = {
"deck": Vector3(5.5, 0.1, 3.5), "damage": Vector3(7.0, 0.1, 1.5), # Front-left (player's left)
"damage": Vector3(3.5, 0.1, 3.5), "deck": Vector3(-7.0, 0.1, 1.5), # Front-right (player's right)
"backups": Vector3(0.0, 0.1, 3.5), "break": Vector3(-7.0, 0.1, 4.0), # Right side, behind deck
"break": Vector3(-3.5, 0.1, 3.5), "forwards": Vector3(0.0, 0.1, 2.0), # Center, front row
"forwards": Vector3(0.0, 0.1, 1.5), "backups": Vector3(0.0, 0.1, 5.0), # Center, back row
"hand": Vector3(0.0, 0.5, 5.5) "hand": Vector3(0.0, 0.5, 7.5) # Not used on table (2D overlay)
} }
# Components # Components
var table_mesh: MeshInstance3D var table_mesh: MeshInstance3D
var player_mat_meshes: Array[MeshInstance3D] = [null, null]
var camera: TableCamera var camera: TableCamera
func _ready() -> void: func _ready() -> void:
_create_table() _create_table_base()
_create_camera() _create_camera()
_create_lighting() _create_lighting()
_create_zones() _create_zones()
_create_deck_indicators() _create_deck_indicators()
_generate_mats()
func _create_table() -> void: func _create_table_base() -> void:
# Base table surface (dark, slightly larger than mats)
table_mesh = MeshInstance3D.new() table_mesh = MeshInstance3D.new()
add_child(table_mesh) add_child(table_mesh)
@@ -45,18 +55,41 @@ func _create_table() -> void:
plane.size = Vector2(TABLE_WIDTH, TABLE_DEPTH) plane.size = Vector2(TABLE_WIDTH, TABLE_DEPTH)
table_mesh.mesh = plane table_mesh.mesh = plane
# Create table material
var mat = StandardMaterial3D.new() var mat = StandardMaterial3D.new()
mat.albedo_color = Color(0.15, 0.2, 0.15) # Dark green felt mat.albedo_color = Color(0.08, 0.10, 0.08) # Very dark green base
# Try to load playmat texture
if ResourceLoader.exists("res://assets/table/playmat.webp"):
var texture = load("res://assets/table/playmat.webp")
if texture:
mat.albedo_texture = texture
table_mesh.material_override = mat table_mesh.material_override = mat
# PlaneMesh in Godot 4 is already horizontal (facing up), no rotation needed
func _create_player_mat(player_idx: int, texture: ImageTexture) -> void:
var mat_mesh = MeshInstance3D.new()
add_child(mat_mesh)
var plane = PlaneMesh.new()
plane.size = Vector2(MAT_WIDTH, MAT_DEPTH)
mat_mesh.mesh = plane
var mat = StandardMaterial3D.new()
mat.albedo_texture = texture
mat_mesh.material_override = mat
# Position each mat on its half of the table
var mat_center_z = MAT_DEPTH / 2.0 + MAT_MARGIN
if player_idx == 0:
mat_mesh.position = Vector3(0, 0.01, mat_center_z) # Player 1: positive Z
else:
mat_mesh.position = Vector3(0, 0.01, -mat_center_z) # Player 2: negative Z
mat_mesh.rotation.y = deg_to_rad(180) # Rotate 180 so labels face Player 2
player_mat_meshes[player_idx] = mat_mesh
func _generate_mats() -> void:
var renderer = PlaymatRenderer.new()
add_child(renderer)
var texture = await renderer.render()
renderer.queue_free()
# Apply texture to both player mats
_create_player_mat(0, texture)
_create_player_mat(1, texture)
func _create_camera() -> void: func _create_camera() -> void:
camera = TableCamera.new() camera = TableCamera.new()
@@ -128,7 +161,7 @@ func _create_deck_indicators() -> void:
add_child(deck_mesh) add_child(deck_mesh)
var box = BoxMesh.new() var box = BoxMesh.new()
box.size = Vector3(0.63, 0.3, 0.88) # Card size with thickness for deck box.size = Vector3(1.26, 0.3, 1.76) # Card size with thickness for deck
deck_mesh.mesh = box deck_mesh.mesh = box
var mat = StandardMaterial3D.new() var mat = StandardMaterial3D.new()
@@ -162,7 +195,7 @@ func _create_zone(zone_type: Enums.ZoneType, player_idx: int, pos: Vector3, rot:
# Configure based on zone type # Configure based on zone type
match zone_type: match zone_type:
Enums.ZoneType.FIELD_FORWARDS, Enums.ZoneType.FIELD_BACKUPS: Enums.ZoneType.FIELD_FORWARDS, Enums.ZoneType.FIELD_BACKUPS:
zone.card_spacing = 0.8 zone.card_spacing = 1.5
Enums.ZoneType.DAMAGE, Enums.ZoneType.BREAK: Enums.ZoneType.DAMAGE, Enums.ZoneType.BREAK:
zone.stack_offset = 0.02 zone.stack_offset = 0.02

View File

@@ -39,7 +39,7 @@ func _create_zone_indicator() -> void:
zone_indicator.mesh = plane zone_indicator.mesh = plane
var mat = StandardMaterial3D.new() 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 mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
zone_indicator.material_override = mat zone_indicator.material_override = mat
@@ -88,7 +88,9 @@ func _arrange_cards() -> void:
match zone_type: match zone_type:
Enums.ZoneType.HAND: Enums.ZoneType.HAND:
_arrange_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() _arrange_stack()
Enums.ZoneType.FIELD_FORWARDS, Enums.ZoneType.FIELD_BACKUPS: Enums.ZoneType.FIELD_FORWARDS, Enums.ZoneType.FIELD_BACKUPS:
_arrange_field() _arrange_field()
@@ -117,12 +119,25 @@ func _arrange_hand() -> void:
Vector3(0, 0, deg_to_rad(-angle)) 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: func _arrange_stack() -> void:
for i in range(card_visuals.size()): for i in range(card_visuals.size()):
var card = card_visuals[i] var card = card_visuals[i]
card.move_to(Vector3(0, i * stack_offset, 0)) 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) ## Arrange in a row (for field zones)
func _arrange_field() -> void: func _arrange_field() -> void:
var count = card_visuals.size() var count = card_visuals.size()
@@ -135,13 +150,14 @@ func _arrange_field() -> void:
for i in range(count): for i in range(count):
var card = card_visuals[i] var card = card_visuals[i]
var x = start_x + i * card_spacing 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 # Apply dull rotation if card is dull
var rot_y = 0.0 var rot_y = 0.0
if card.card_instance and card.card_instance.is_dull(): if card.card_instance and card.card_instance.is_dull():
rot_y = deg_to_rad(90) 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 ## Arrange in a simple row
func _arrange_row() -> void: func _arrange_row() -> void:

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