102 lines
3.2 KiB
GDScript
102 lines
3.2 KiB
GDScript
extends Control
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@export var player: NodePath
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@export var world: NodePath
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@export var hand_size = 3
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@export var drawpile: Array = [
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preload("res://Cards/FirewallCard.tscn").instantiate(),
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# preload("res://Cards/FirewallCard.tscn").instantiate(),
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preload("res://Cards/CursorGunCard.tscn").instantiate(),
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# preload("res://Cards/CursorGunCard.tscn").instantiate(),
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preload("res://Cards/DashCard.tscn").instantiate(),
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# preload("res://Cards/DashCard.tscn").instantiate(),
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preload("res://Cards/MineCard.tscn").instantiate(),
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# preload("res://Cards/MineCard.tscn").instantiate(),
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#preload("res://Cards/ShieldCard.tscn").instantiate(),
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#preload("res://Cards/ShieldCard.tscn").instantiate(),
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#preload("res://Cards/OverclockCard.tscn").instantiate(),
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#preload("res://Cards/OverclockCard.tscn").instantiate(),
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]
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var active_card_index = 0
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var discard_pile = [];
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func _ready() -> void:
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drawpile.shuffle();
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for i in range(hand_size - get_cards().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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play_card()
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if Input.is_action_just_pressed("cycle_card_left"):
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cycle_card(-1);
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elif Input.is_action_just_pressed("cycle_card_right"):
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cycle_card(1);
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func play_card():
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var slots = $HBoxContainer.get_children()
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if active_card_index >= 0 and active_card_index < slots.size():
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var card = slots[active_card_index].get_node("Card")
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card.activate(get_node(world), get_node(player));
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if card.get_ammo() <= 0:
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discard(false);
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func discard(do_ability = true):
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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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if do_ability:
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card.discard(get_node(world), get_node(player))
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discard_pile.append(card)
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card.get_parent().remove_child(card)
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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 get_cards().size() > 0:
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active_card_index = (active_card_index + index_shift) % get_cards().size();
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else:
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draw_card();
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func draw_card():
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var held_card_count = get_cards().size()
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if held_card_count == 0:
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shuffle_deck();
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if drawpile.size() > 0 and held_card_count < hand_size:
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for i in range(hand_size - held_card_count):
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var card = drawpile.pop_back();
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if active_card_index == -1:
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active_card_index = 0;
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var empty_slots = get_card_container().get_children().filter(func(slot): return not slot.has_method("get_node") or slot.get_node_or_null("Card") == null)
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if empty_slots.size() > 0:
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empty_slots[0].add_child(card)
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else:
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var first_filled_slot_index = -1
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var slots = get_card_container().get_children()
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for i in range(slots.size()):
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if slots[i].has_method("get_node") and slots[i].get_node_or_null("Card") != null:
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first_filled_slot_index = i
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break
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active_card_index = first_filled_slot_index
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# TODO: Reboot mechanics
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func shuffle_deck():
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drawpile.append_array(discard_pile)
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discard_pile.clear();
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drawpile.shuffle();
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active_card_index = 0;
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func get_cards() -> Array:
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return get_card_container().get_children().map(func(c): return c.get_node_or_null("Card")).filter(func(c): return c != null)
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func get_card_container():
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return $HBoxContainer
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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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