sorry I broke I shit again lol
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@@ -2,17 +2,17 @@ extends Control
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@export var player: NodePath
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@export var world: NodePath
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@export const drawpile: Array[PackedScene] = [
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@export var drawpile: Array[PackedScene] = [
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preload("res://Cards/FirewallCard.tscn"),
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preload("res://Cards/FirewallCard.tscn"),
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preload("res://Cards/CursorGunCard.tscn"),
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preload("res://Cards/CursorGunCard.tscn"),
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preload("res://Cards/DashCard.tscn"),
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preload("res://Cards/DashCard.tscn"),
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preload("res://Cards/ShieldCard.tscn"),
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preload("res://Cards/ShieldCard.tscn"),
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preload("res://Cards/OverclockCard.tscn"),
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preload("res://Cards/OverclockCard.tscn"),
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#preload("res://Cards/ShieldCard.tscn"),
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#preload("res://Cards/ShieldCard.tscn"),
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#preload("res://Cards/OverclockCard.tscn"),
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#preload("res://Cards/OverclockCard.tscn"),
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]
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var active_card_index = 0
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@@ -23,11 +23,8 @@ func _ready() -> void:
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for card in drawpile:
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card.instantiate()
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drawpile.shuffle();
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for i in range(get_node(player).hand_size):
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draw_card()
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var actual_dash_card = dash_card_scene.instantiate()
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$HBoxContainer/Slot1.add_child(actual_dash_card)
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#for i in range(get_node(player).hand_size):
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#draw_card()
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func _process(delta):
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if Input.is_action_pressed("play_card"):
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@@ -44,7 +41,7 @@ func play_card():
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card.activate(get_node(world), get_node(player));
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print(active_card_index)
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func discard(self):
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func discard():
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var cards = get_cards();
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if active_card_index >= 0 and active_card_index < cards.size():
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var card = cards[active_card_index]
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@@ -53,14 +50,15 @@ func discard(self):
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discard_pile.append(card)
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get_card_container().remove_child(card)
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active_card_index = min(active_card_index, hand.size() - 1);
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#active_card_index = min(active_card_index, hand.size() - 1);
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draw_card();
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func cycle_card(index_shift):
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if hand.size() > 0:
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active_card_index = (active_card_index + index_shift) % hand.size();
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else:
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draw_card();
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#if hand.size() > 0:
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#active_card_index = (active_card_index + index_shift) % hand.size();
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#else:
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#draw_card();
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pass
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func draw_card():
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if drawpile.size() == 0:
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@@ -81,8 +79,8 @@ func shuffle_deck():
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func get_cards() -> Array:
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return get_card_container().get_children()
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func get_card_container() -> Array:
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return $MarginContainer/HBoxContainer
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func get_card_container():
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return $HBoxContainer
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func get_active_card() -> Card:
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return get_cards().get(active_card_index)
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func get_active_card():
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return get_cards().get(active_card_index).get_node("Card")
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