86 lines
2.4 KiB
GDScript
86 lines
2.4 KiB
GDScript
class_name PlayerHand
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extends Node3D
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## Distance cards will be apart when there is a small amount of them
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var card_distance_max: float = 0.18
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## Distance cards will be apart when there is a large amount of them
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var card_distance_min: float = 0.09
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## How many test cards to add
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@export_range(0, 20) var test_card_count: int = 0
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@export var card_scene: PackedScene
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@export_range(0, 20, 0.1, "radians_as_degrees") var card_angle: float
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var _selected_card: PlayingCard = null
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signal card_selected(card_id: int)
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signal card_played(card_id: int)
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#func _ready() -> void:
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#_arrange_cards()
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#var test_array: Array[int]
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#for i in range(10):
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#test_array.append(randi_range(0, 59))
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#
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#add_cards(test_array, "")
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func add_card(card: PlayingCard) -> void:
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self.add_child(card)
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_arrange_cards()
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func add_cards(card_ids: Array[int], client_id: String) -> void:
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card_ids.sort()
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for card_id in card_ids:
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var card: PlayingCard = card_scene.instantiate()
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if true: # if client_id == ...
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card.card_clicked.connect(_on_card_clicked)
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card.setup_card_details(card_id)
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add_card(card)
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await get_tree().create_timer(0.16).timeout
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func remove_card(card: PlayingCard) -> void:
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self.remove_child(card)
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card.queue_free()
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_arrange_cards()
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func _arrange_cards() -> void:
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var cards = self.get_children()
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# Only arrange cards if there are any!
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if cards.size() > 0:
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var card_distance: float = _get_card_distance(cards.size() - 1)
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print(card_distance)
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var desired_width: float = (card_distance * (cards.size() - 1))
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var card_position = -desired_width / 2.0
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for card in cards:
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card.move_to(card_position)
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card_position += card_distance
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card.rotation.y = card_angle
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func _get_card_distance(card_count: int) -> float:
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return card_distance_min + ((card_distance_max - card_distance_min) * (1.0 - (float(card_count) / 19.0)))
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func _on_card_clicked(playing_card: PlayingCard) -> void:
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if _selected_card:
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_selected_card.unselect()
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if _selected_card == playing_card:
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_selected_card = null
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else:
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_selected_card = playing_card
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playing_card.select()
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if _selected_card:
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card_selected.emit(_selected_card.card_details.card_id)
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else:
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card_selected.emit(-1)
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func _on_play_card_button_pressed() -> void:
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if not _selected_card:
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return
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card_played.emit(_selected_card.card_details.card_id)
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remove_card(_selected_card)
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#_selected_card.unselect()
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_selected_card = null
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card_selected.emit(-1)
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