init game files

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2026-01-24 16:29:11 -05:00
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scripts/ui/HandDisplay.gd Normal file
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class_name HandDisplay
extends Control
## HandDisplay - Shows the current player's hand in a fan layout
signal card_selected(card_instance: CardInstance)
signal card_hovered(card_instance: CardInstance)
signal card_unhovered
# 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
# Current hover state
var hovered_card_index: int = -1
func _ready() -> void:
mouse_filter = Control.MOUSE_FILTER_IGNORE
# Connect to resized signal to re-layout when size changes
resized.connect(_on_resized)
func _on_resized() -> void:
_layout_cards()
## Update hand display with cards
func update_hand(cards: Array) -> void:
# Clear existing
for card_ui in hand_cards:
card_ui.queue_free()
hand_cards.clear()
card_instances.clear()
# Store card instances
for card in cards:
if card is CardInstance:
card_instances.append(card)
# Create card UI elements
_create_card_visuals()
# Defer layout to ensure size is set
call_deferred("_layout_cards")
func _create_card_visuals() -> void:
for i in range(card_instances.size()):
var card = card_instances[i]
var card_ui = _create_card_ui(card, i)
add_child(card_ui)
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)
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)
# 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)
# 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()
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)
# 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))
return container
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:
var card_count = hand_cards.size()
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
if display_width <= 0:
display_width = 1820 # Fallback
# 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
for i in range(card_count):
var card_ui = hand_cards[i]
# X position with overlap
var x = start_x + i * CARD_OVERLAP
# Y position (near top of container, with hover lift)
var y = 10.0
if i == hovered_card_index:
y -= HOVER_LIFT
# Rotation based on position in fan
var center_offset = i - (card_count - 1) / 2.0
var angle = center_offset * FAN_ANGLE
card_ui.position = Vector2(x, y)
card_ui.rotation = deg_to_rad(angle)
card_ui.z_index = i
if i == hovered_card_index:
card_ui.z_index = 100
func _on_card_gui_input(event: InputEvent, index: int) -> void:
if event is InputEventMouseButton:
if event.button_index == MOUSE_BUTTON_LEFT and event.pressed:
print("HandDisplay: Card clicked, index=", index)
if index >= 0 and index < card_instances.size():
print("HandDisplay: Emitting card_selected for ", card_instances[index].card_data.name)
card_selected.emit(card_instances[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])
func _on_card_mouse_exited(index: int) -> void:
if hovered_card_index == index:
hovered_card_index = -1
_layout_cards()
card_unhovered.emit()
## 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 bg = card_ui.get_child(0) as ColorRect
if bg:
if predicate.call(card):
# Add glow effect - brighter
bg.color = _get_element_color(card.card_data.get_primary_element()).lightened(0.2)
else:
# Dim non-playable
bg.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 bg = card_ui.get_child(0) as ColorRect
if bg:
bg.color = _get_element_color(card.card_data.get_primary_element())
func _notification(what: int) -> void:
if what == NOTIFICATION_RESIZED:
_layout_cards()