Implement basic CardContainer
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@ -11,10 +11,20 @@ var map_position : Vector2 = Vector2.ZERO
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onready var target_position : Vector2 = position
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onready var target_position : Vector2 = position
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var moving : bool = false
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var moving : bool = false
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var cards = [] setget ,get_cards
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func get_cards():
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for child in get_children():
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if "Card" in child.name:
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cards.append(child)
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return cards
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func level_change(new_level):
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func level_change(new_level):
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# when leveing up restore health
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# when leveing up restore health
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health = base_max_health * pow(level, 1.5)
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health = base_max_health * pow(level, 1.5)
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level = new_level
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func _physics_process(delta):
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func _physics_process(delta):
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@ -27,11 +37,13 @@ func _physics_process(delta):
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#TODO: Replace with tween magic
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#TODO: Replace with tween magic
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position += (target_position - position)/2.5
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position += (target_position - position)/2.5
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func take_damage(damage):
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func take_damage(damage):
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health -= damage
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health -= damage
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if health <= 0:
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if health <= 0:
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die()
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die()
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func die():
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func die():
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#Animation here
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#Animation here
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queue_free()
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queue_free()
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@ -1,106 +1,24 @@
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extends Control
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extends Control
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signal return_dice(dice_number)
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const card_view_scene = preload("res://UI/CardView.tscn")
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signal do_movement(movement_range)
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signal do_damage(damage, damage_range)
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signal do_effect(effect, effect_range)
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const card = preload("res://UI/Card.tscn")
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var character : Character = Character.new() setget update_cards_shown
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const card_db_string = "res://Assets/CardDB/%s.tres"
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var card_views = []
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var selected : bool = false
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func update_cards_shown(new_character = null):
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var hovering_card = null
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var current_cards = []
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# allow the update card shown function to work with and without setget
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if new_character != null:
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character = new_character
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var currently_holding_dice = null
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# remove the old cards
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for card_view in card_views:
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yield(card_view.card_view_remove(), "completed")
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# add cards the new cards from the character
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func emit_return_dice(dice_number):
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for card in character.cards:
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emit_signal("return_dice", dice_number)
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var new_card_view = card_view_scene.instance()
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func emit_do_movement(movement_range):
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new_card_view.card = card
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emit_signal("do_movement", movement_range)
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$Margin/HBox.add_child(new_card_view)
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func emit_do_damage(damage, damage_range):
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card_views.append(new_card_view)
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emit_signal("do_damage", damage, damage_range)
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func emit_do_effect(effect, effect_range):
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emit_signal("do_effect", effect, effect_range)
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func set_currently_holding_dice(dice_number : int):
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currently_holding_dice = dice_number
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func remove_card(card):
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var card_index = current_cards.find(card)
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current_cards.remove(card_index)
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func _physics_process(delta):
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# no keyboard input if not selected
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if not selected:
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hovering_card = null
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return
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# if selected card is null, add a value
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if not hovering_card:
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hovering_card = 0
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# move the selection forward or backward the list depending on input
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if (Input.is_action_just_pressed("ui_down") or
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Input.is_action_just_pressed("ui_right")):
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current_cards[hovering_card].hovering_dice = null
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hovering_card += 1
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if hovering_card >= len(current_cards):
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hovering_card = 0
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if (Input.is_action_just_pressed("ui_up") or
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Input.is_action_just_pressed("ui_left")):
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current_cards[hovering_card].hovering_dice = null
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hovering_card -= 1
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if hovering_card < 0:
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hovering_card = len(current_cards) -1
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# show the dice over the card if hovering
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current_cards[hovering_card].hovering_dice = currently_holding_dice
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#if the enter key is pressed, input the dice into the card
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if Input.is_action_just_pressed("ui_accept"):
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current_cards[hovering_card].hovering_dice = null
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current_cards[hovering_card].dice_inputted(currently_holding_dice)
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hovering_card = 0
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selected = false
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func draw_card(specific_card : String = ""):
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# make a new card instance and add it to the grid container
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var new_card = card.instance()
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# check if a specific card data exists
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var card_data_check = File.new()
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var card_data_exists : bool = card_data_check.file_exists(card_db_string % specific_card)
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# if a specifc card choosen, make new card that type
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if card_data_exists:
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new_card.card_info = load(card_db_string % specific_card)
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else: #no card choosen, pick default
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new_card.card_info = load(card_db_string % "Default")
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$Margin/HBox.add_child(new_card)
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# connect new_card.x signal to self.x
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new_card.connect("return_dice", self, "emit_return_dice")
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new_card.connect("do_movement", self, "emit_do_movement")
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new_card.connect("do_damage", self, "emit_do_damage")
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new_card.connect("do_effect", self, "emit_do_effect")
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# connect the signal remove card signal
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new_card.connect("card_removed", self, "remove_card")
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# add the current card to the list of card
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current_cards.append(new_card)
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