init game files

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2026-01-24 16:29:11 -05:00
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class_name ZoneVisual
extends Node3D
## ZoneVisual - Visual representation of a card zone
signal card_clicked(card_visual: CardVisual)
# Zone configuration
@export var zone_type: Enums.ZoneType = Enums.ZoneType.HAND
@export var player_index: int = 0
# Layout settings
@export var card_spacing: float = 0.7
@export var stack_offset: float = 0.02 # Vertical offset for stacked cards
@export var max_visible_cards: int = 10
@export var fan_angle: float = 5.0 # Degrees for hand fan
# Position settings
@export var zone_position: Vector3 = Vector3.ZERO
@export var zone_rotation: float = 0.0 # Y rotation in degrees
# Card visuals in this zone
var card_visuals: Array[CardVisual] = []
# Zone indicator (optional visual for empty zones)
var zone_indicator: MeshInstance3D = null
func _ready() -> void:
position = zone_position
rotation.y = deg_to_rad(zone_rotation)
_create_zone_indicator()
func _create_zone_indicator() -> void:
zone_indicator = MeshInstance3D.new()
add_child(zone_indicator)
var plane = PlaneMesh.new()
plane.size = Vector2(CardVisual.CARD_WIDTH * 1.1, CardVisual.CARD_HEIGHT * 1.1)
zone_indicator.mesh = plane
var mat = StandardMaterial3D.new()
mat.albedo_color = Color(0.2, 0.2, 0.3, 0.3)
mat.transparency = BaseMaterial3D.TRANSPARENCY_ALPHA
zone_indicator.material_override = mat
zone_indicator.rotation.x = deg_to_rad(-90) # Lay flat
zone_indicator.visible = true
## Add a card to this zone
func add_card(card_instance: CardInstance) -> CardVisual:
var card_visual = CardVisual.new()
add_child(card_visual)
card_visual.setup(card_instance)
# Connect signals
card_visual.clicked.connect(_on_card_clicked)
card_visuals.append(card_visual)
_arrange_cards()
return card_visual
## Remove a card from this zone
func remove_card(card_visual: CardVisual) -> void:
var index = card_visuals.find(card_visual)
if index >= 0:
card_visuals.remove_at(index)
card_visual.queue_free()
_arrange_cards()
## Remove card by instance
func remove_card_instance(card_instance: CardInstance) -> CardVisual:
for card_visual in card_visuals:
if card_visual.card_instance == card_instance:
remove_card(card_visual)
return card_visual
return null
## Find card visual by instance
func find_card_visual(card_instance: CardInstance) -> CardVisual:
for card_visual in card_visuals:
if card_visual.card_instance == card_instance:
return card_visual
return null
## Arrange cards based on zone type
func _arrange_cards() -> void:
match zone_type:
Enums.ZoneType.HAND:
_arrange_hand()
Enums.ZoneType.DECK, Enums.ZoneType.DAMAGE, Enums.ZoneType.BREAK:
_arrange_stack()
Enums.ZoneType.FIELD_FORWARDS, Enums.ZoneType.FIELD_BACKUPS:
_arrange_field()
_:
_arrange_row()
# Update zone indicator visibility
zone_indicator.visible = card_visuals.size() == 0
## Arrange as a fan (for hand)
func _arrange_hand() -> void:
var count = card_visuals.size()
if count == 0:
return
var total_width = (count - 1) * card_spacing
var start_x = -total_width / 2
for i in range(count):
var card = card_visuals[i]
var x = start_x + i * card_spacing
var angle = (i - (count - 1) / 2.0) * fan_angle
card.move_to(
Vector3(x, i * 0.01, 0), # Slight y offset for overlap
Vector3(0, 0, deg_to_rad(-angle))
)
## Arrange as a stack (for deck, damage, break zone)
func _arrange_stack() -> void:
for i in range(card_visuals.size()):
var card = card_visuals[i]
card.move_to(Vector3(0, i * stack_offset, 0))
## Arrange in a row (for field zones)
func _arrange_field() -> void:
var count = card_visuals.size()
if count == 0:
return
var total_width = (count - 1) * card_spacing
var start_x = -total_width / 2
for i in range(count):
var card = card_visuals[i]
var x = start_x + i * card_spacing
# Apply dull rotation if card is dull
var rot_y = 0.0
if card.card_instance and card.card_instance.is_dull():
rot_y = deg_to_rad(90)
card.move_to(Vector3(x, 0, 0), Vector3(0, rot_y, 0))
## Arrange in a simple row
func _arrange_row() -> void:
var count = card_visuals.size()
if count == 0:
return
var total_width = (count - 1) * card_spacing
var start_x = -total_width / 2
for i in range(count):
var card = card_visuals[i]
card.move_to(Vector3(start_x + i * card_spacing, 0, 0))
## Clear all cards
func clear() -> void:
for card_visual in card_visuals:
card_visual.queue_free()
card_visuals.clear()
zone_indicator.visible = true
## Get card count
func get_card_count() -> int:
return card_visuals.size()
## Highlight all cards that can be interacted with
func highlight_interactive(predicate: Callable) -> void:
for card_visual in card_visuals:
var can_interact = predicate.call(card_visual.card_instance)
card_visual.set_highlighted(can_interact)
## Clear all highlights
func clear_highlights() -> void:
for card_visual in card_visuals:
card_visual.set_highlighted(false)
card_visual.set_selected(false)
## Card click handler
func _on_card_clicked(card_visual: CardVisual) -> void:
card_clicked.emit(card_visual)