tcg/player_side.gd
2025-01-26 07:15:58 +07:00

151 lines
4.7 KiB
GDScript

extends Control
signal play_card(card: Card)
signal rps_move(move: String)
@export var player_id: int
@export var deck: Container
@export var energy_label: Label
@export var skip_card_prefab: PackedScene
@export var support_red_card_prefab: PackedScene
@export var support_green_card_prefab: PackedScene
@export var monster_card_prefab: PackedScene
@onready var monster_card_ui := $"MonsterCard"
@onready var support1_green := $"Support1GreenCard"
@onready var support2_green := $"Support2GreenCard"
@onready var support2_red := $"Support2RedCard"
@onready var incoming_damage_label := $"IncomingDamageLabel"
var match_manager: MatchManager
var show_buttons: bool
var signal_connected: bool
var selected_card: Control
func attach(match_manager: MatchManager, show_buttons: bool = true):
self.show_buttons = show_buttons
self.match_manager = match_manager
if !signal_connected:
match_manager.state_transitioned.connect(_on_update)
signal_connected = true
func _ready():
monster_card_ui.visible = false
support1_green.visible = false
support2_green.visible = false
support2_red.visible = false
for child in deck.get_children():
child.queue_free()
func _on_update(transition):
selected_card = null
for child in deck.get_children():
child.queue_free()
var player: MatchPlayer = match_manager.players.get(player_id) as MatchPlayer
if not player:
return
energy_label.text = "Energy: " + str(player.energy)
if match_manager.players[player.id].active_support_cards.size() > 0:
support1_green.visible = true
support1_green.card = match_manager.players[player.id].active_support_cards[0]
else:
support1_green.visible = false
if match_manager.players[player.id].active_support_cards.size() > 1:
var card: SupportCard = match_manager.players[player.id].active_support_cards[1]
if card.type == "green":
support2_green.visible = true
support2_green.card = card
else:
support2_red.visible = true
support2_red.card = card
else:
support2_green.visible = false
support2_red.visible = false
var monster = player.monster
if monster:
monster_card_ui.visible = true
monster_card_ui.show_monster(monster)
incoming_damage_label.text = "Incoming Damage: " + str(monster.health_delta)
else:
monster_card_ui.visible = false
if match_manager.phase in [Match.Phase.SUMMON, Match.Phase.SUPPORT_1, Match.Phase.SUPPORT_2]:
if (
match_manager.phase != Match.Phase.SUMMON && show_buttons
) or (
match_manager.phase == Match.Phase.SUMMON and player.monster and player.monster.health > 0 && show_buttons
):
var skip_btn:CardBase = skip_card_prefab.instantiate()
skip_btn.left_clicked.connect(func ():
_pop_this_card(skip_btn)
play_card.emit(null))
deck.add_child(skip_btn)
for card: Card in player.hand:
#if match_manager.phase == Match.Phase.SUMMON and card is not MonsterCard:
#continue
#if (match_manager.phase == Match.Phase.SUPPORT_1 or match_manager.phase == Match.Phase.SUPPORT_2) and card is not SupportCard:
#continue
#if match_manager.phase == Match.Phase.SUPPORT_1 and card.type == "red":
#continue
if !show_buttons :
continue
var is_disabled = (
card is MonsterCard and match_manager.phase != Match.Phase.SUMMON
) or (
card is SupportCard and match_manager.phase != Match.Phase.SUPPORT_1 and match_manager.phase != Match.Phase.SUPPORT_2
) or (
card is SupportCard and card.type == "red" and match_manager.phase != Match.Phase.SUPPORT_2
) or (
card is MonsterCard and match_manager.phase == Match.Phase.SUMMON and player.monster and player.monster.health > 0
)
var btn: CardBase = null
if card is MonsterCard:
var monster_card:MonsterCardUI = monster_card_prefab.instantiate()
monster_card.show_monster(MatchMonster.new(card, card.base_health, 0))
if !is_disabled:
monster_card.left_clicked.connect(func ():
_pop_this_card(monster_card)
play_card.emit(card))
deck.add_child(monster_card)
elif card is SupportCard and card.type == "red":
btn = support_red_card_prefab.instantiate()
btn.card = card
deck.add_child(btn)
else:
btn = support_green_card_prefab.instantiate()
btn.card = card
deck.add_child(btn)
if btn and !is_disabled:
btn.left_clicked.connect(func ():
_pop_this_card(btn)
play_card.emit(card))
if match_manager.phase == Match.Phase.RPS:
for move in ["rock", "paper", "scissors"]:
if !show_buttons:
continue
var btn = Button.new()
btn.text = move
btn.button_up.connect(func (): rps_move.emit(move))
deck.add_child(btn)
func _pop_this_card(control: Control):
if selected_card:
selected_card.size_flags_vertical = Control.SIZE_SHRINK_END
control.size_flags_vertical = Control.SIZE_SHRINK_BEGIN
selected_card = control