added rewards for node completion

This commit is contained in:
2ManyProjects 2025-03-07 21:44:10 -06:00
parent 11aa2c458f
commit 3060273c1d
10 changed files with 639 additions and 41 deletions

View file

@ -10,6 +10,7 @@ const StockfishController = preload("res://Systems/FairyStockfish/StockfishClien
signal tile_pressed(location: String) signal tile_pressed(location: String)
signal send_location(location: String) signal send_location(location: String)
signal map_open_requested(options) signal map_open_requested(options)
signal node_completed(options)
signal turn_changed signal turn_changed
signal game_initialized signal game_initialized
@ -42,6 +43,7 @@ var darkStyle = null
var highlightStyle = null var highlightStyle = null
var cpuElo = 1500 var cpuElo = 1500
var is_initialized: bool = false var is_initialized: bool = false
var currentNode = null;
# Node references # Node references
@onready var turnIndicator: ColorRect = $TurnIndicator @onready var turnIndicator: ColorRect = $TurnIndicator
@ -101,12 +103,13 @@ func _ready() -> void:
func _on_new_game_requested(options = {}): func _on_new_game_requested(options = {}):
print("ChessGame received new_game_requested signal ", is_initialized) print("ChessGame received new_game_requested signal ", is_initialized)
turnIndicator.visible = true turnIndicator.visible = true
if options and "fen" in options: if options and "fen" in options.metadata:
currentFen = options.fen currentFen = options.metadata.fen
if "elo" in options: if "elo" in options:
cpuElo = options.elo cpuElo = options.metadata.elo
if cameraController: if cameraController:
cameraController.reset_view() cameraController.reset_view()
currentNode = options
print("ChessGame FEN ", currentFen) print("ChessGame FEN ", currentFen)
print("ChessGame DIMENSIONS ", get_board_dimensions(currentFen)) print("ChessGame DIMENSIONS ", get_board_dimensions(currentFen))
if is_initialized: if is_initialized:
@ -698,6 +701,11 @@ func updatePointsAndCapture(capturedPiece: Pawn, animate: bool = true) -> void:
if capturedPiece.name == "King": if capturedPiece.name == "King":
print("Game Over!") print("Game Over!")
emit_signal("node_completed", {
"node": currentNode,
"completed": true,
"success": true
})
gamecheckMate = true gamecheckMate = true
func animatePieceCapture(capturedPiece: Pawn) -> void: func animatePieceCapture(capturedPiece: Pawn) -> void:

View file

@ -249,7 +249,7 @@ func generate_node_data(node):
Utils.RoomType.NORMAL: Utils.RoomType.NORMAL:
data.metadata = generate_chess_data(data) data.metadata = generate_chess_data(data)
Utils.RoomType.BOSS: Utils.RoomType.BOSS:
data.metadata = generate_chess_data(data) data.metadata = generate_boss_data(data)
Utils.RoomType.FINAL: Utils.RoomType.FINAL:
data.metadata = { "is_escape": true} data.metadata = { "is_escape": true}
Utils.RoomType.SHOP: Utils.RoomType.SHOP:
@ -260,36 +260,77 @@ func generate_node_data(node):
data.metadata = {} data.metadata = {}
return data return data
func generate_shop_data(node):
func generate_boss_data(node):
# level_unit_distribution
# current_max_level
var rng = float(node.level) / int(current_max_level)
# (current_value, min_value, max_value, min_index, max_index)
var index = map_to_array_index(node.level, 2, current_max_level - 2, 1, level_unit_distribution.size() - 1);
var unit_string = level_unit_distribution[index]
var pawn_string = ""
for x in unit_string.length():
pawn_string += "p"
var height = 6;
# "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR"
var fen = "";
if node.level > 7 and node.level <= 10:
height = node.level
elif node.level > 10:
height = 10
for x in height - 2:
if x == 0:
fen += unit_string + "/"
elif x == 1:
fen += pawn_string + "/"
# elif x == height - 3:
# for y in unit_string.length() - 1:
# fen += "*"
# fen += "1/"
else:
fen += str(unit_string.length()) + "/"
fen += pawn_string.to_upper() + "/" + unit_string.to_upper()
var fen_ending = " w KQkq - 0 1"
# print("generate_chess_data ", fen + fen_ending)
return { return {
"is_escape": node.metadata.is_escape if node.metadata.has("is_escape") else false, "is_escape": node.metadata.is_escape if node.metadata.has("is_escape") else false,
"gold": 1000, "fen": fen + fen_ending,
"cards": generate_shop_cards(), "game_type": "chess",
"win_condition": Utils.WinCondition.King,
"reward": {
"gold": 50 * node.level,
"cards": [],
"selection": generate_shop_cards(3),
"selection_limit": 2
},
"elo": node.elo,
} }
func generate_shop_cards():
func generate_shop_data(node):
var num_shop_cards = min(randi_range(5, 7), Utils.CardTypes.size())
return {
"is_escape": node.metadata.is_escape if node.metadata.has("is_escape") else false,
"cards": generate_shop_cards(num_shop_cards),
}
func generate_shop_cards(num_shop_cards):
var shop_cards = [] var shop_cards = []
var all_cards = [] var all_cards = []
var card_classes = [
HopscotchCard,
FieryCapeCard,
FieryTrailCard,
ExplosiveBootsCard,
DoubleTimeCard,
DrunkDrivingCard,
SupernovaCard
]
for card_class in card_classes: for card_class in Utils.CardTypes:
var card = card_class.new() var card = card_class.new()
all_cards.append(card) all_cards.append(card)
all_cards.shuffle() all_cards.shuffle()
var num_shop_cards = min(randi_range(5, 7), all_cards.size())
for i in range(num_shop_cards): for i in range(num_shop_cards):
shop_cards.append(all_cards[i % card_classes.size()]) shop_cards.append(all_cards[i % Utils.CardTypes.size()])
return shop_cards return shop_cards
@ -349,6 +390,9 @@ func generate_chess_data(node):
"game_type": "chess", "game_type": "chess",
"win_condition": Utils.WinCondition.King, "win_condition": Utils.WinCondition.King,
"elo": node.elo, "elo": node.elo,
"reward": {
"gold": 50 * node.level
}
} }

View file

@ -6,8 +6,10 @@ const VERSION_FILE_PATH = "res://Game.json"
# signal new_game_requested # signal new_game_requested
signal new_game_requested(options) signal new_game_requested(options)
signal shop_open_requested(options) signal shop_open_requested(options)
signal reward_open_requested(options)
signal deckmanager_open_requested(options) signal deckmanager_open_requested(options)
signal map_open_requested(options) signal map_open_requested(options)
signal node_completed(options)
signal shop_closed signal shop_closed
signal card_purchased(card, price) signal card_purchased(card, price)
@onready var newGameButton = $HBoxContainer/VBoxContainer/MenuOptions/NewGameText @onready var newGameButton = $HBoxContainer/VBoxContainer/MenuOptions/NewGameText
@ -21,6 +23,8 @@ signal card_purchased(card, price)
@onready var mapScreen = get_node("/root/Board/MapScreen") @onready var mapScreen = get_node("/root/Board/MapScreen")
@onready var stateMachine = get_node("/root/Board/StateMachine") @onready var stateMachine = get_node("/root/Board/StateMachine")
@onready var shopScreen = get_node("/root/Board/ShopScreen") @onready var shopScreen = get_node("/root/Board/ShopScreen")
@onready var rewardScreen = get_node("/root/Board/RewardScreen")
@onready var game = get_node_or_null("/root/Board") as ChessGame
# back up if game isn't loaded yet? # back up if game isn't loaded yet?
var player_gold = 10 var player_gold = 10
var back_to_map = false var back_to_map = false
@ -36,10 +40,11 @@ func _ready():
gameMenuScreen.connect("deckmanager_open_requested", Callable(self, "_on_deckmanager_open_requested")) gameMenuScreen.connect("deckmanager_open_requested", Callable(self, "_on_deckmanager_open_requested"))
gameMenuScreen.connect("map_open_requested", Callable(self, "_on_map_open_requested")) gameMenuScreen.connect("map_open_requested", Callable(self, "_on_map_open_requested"))
gameMenuScreen.connect("new_game_requested", Callable(self, "_on_start_game_pressed")) gameMenuScreen.connect("new_game_requested", Callable(self, "_on_start_game_pressed"))
gameMenuScreen.connect("reward_open_requested", Callable(self, "_on_reward_open_requested"))
gameMenuScreen.visible = false gameMenuScreen.visible = false
else: else:
connect("map_open_requested", Callable(self, "_on_map_open_requested")) connect("map_open_requested", Callable(self, "_on_map_open_requested"))
game.connect("node_completed", Callable(self, "_on_node_completed"))
if deckManagerScreen: if deckManagerScreen:
deckManagerScreen.connect("back_pressed", Callable(self, "_on_deck_manager_back_pressed")) deckManagerScreen.connect("back_pressed", Callable(self, "_on_deck_manager_back_pressed"))
deckManagerScreen.visible = false deckManagerScreen.visible = false
@ -54,6 +59,10 @@ func _ready():
shopScreen.connect("back_pressed", Callable(self, "_on_shop_back_pressed")) shopScreen.connect("back_pressed", Callable(self, "_on_shop_back_pressed"))
shopScreen.connect("card_purchased", Callable(self, "_on_shop_card_purchased")) shopScreen.connect("card_purchased", Callable(self, "_on_shop_card_purchased"))
shopScreen.visible = false shopScreen.visible = false
if rewardScreen:
rewardScreen.connect("back_pressed", Callable(self, "_on_reward_back_pressed"))
rewardScreen.connect("card_purchased", Callable(self, "_on_reward_card"))
rewardScreen.visible = false
load_version() load_version()
@ -125,8 +134,6 @@ func _on_shop_open_requested(options):
if options == null: if options == null:
options = {} options = {}
var game = get_node_or_null("/root/Board") as ChessGame
if "gold" in options: if "gold" in options:
if game and "gold" in game: if game and "gold" in game:
@ -139,7 +146,6 @@ func _on_shop_open_requested(options):
emit_signal("shop_open_requested", options) emit_signal("shop_open_requested", options)
func _on_shop_back_pressed(): func _on_shop_back_pressed():
var game = get_node_or_null("/root/Board") as ChessGame
if shopScreen: if shopScreen:
shopScreen.visible = false shopScreen.visible = false
if game and "gold" in game: if game and "gold" in game:
@ -156,7 +162,6 @@ func _on_shop_back_pressed():
emit_signal("shop_closed") emit_signal("shop_closed")
func _on_shop_card_purchased(card, price): func _on_shop_card_purchased(card, price):
var game = get_node_or_null("/root/Board") as ChessGame
if game and "gold" in game: if game and "gold" in game:
game.gold -= price game.gold -= price
else: else:
@ -165,12 +170,55 @@ func _on_shop_card_purchased(card, price):
emit_signal("card_purchased", card, price) emit_signal("card_purchased", card, price)
# Add the card to the player's bank # Add the card to the player's bank
var board = get_node_or_null("/root/Board") as ChessGame if game and "deckManager" in game:
if board and "deckManager" in board: var deck_manager = game.deckManager
var deck_manager = board.deckManager
deck_manager.bank.append(card) deck_manager.bank.append(card)
print("Added purchased card to bank:", card.cardName) print("Added purchased card to bank:", card.cardName)
func _on_reward_open_requested(options):
print("Reward requested with options:", options)
if shopScreen:
shopScreen.visible = false
if options == null:
options = {}
if "gold" in options:
if game and "gold" in game:
options["gold"] = game.gold
else:
options["gold"] = player_gold
if rewardScreen:
rewardScreen.visible = true
rewardScreen.initialize(options)
emit_signal("reward_open_requested", options)
func _on_reward_back_pressed():
if rewardScreen:
rewardScreen.visible = false
if not back_to_map and gameMenuScreen:
gameMenuScreen.visible = true
if back_to_map:
mapScreen.visible = true
# Emit signal that shop was closed
emit_signal("reward_closed")
func _on_reward_card(card, price):
# Forward the signal
emit_signal("card_purchased", card, price)
# Add the card to the player's bank
if game and "deckManager" in game:
var deck_manager = game.deckManager
deck_manager.bank.append(card)
print("Added reward card to bank:", card.cardName)
func _on_deckmanager_open_requested_from_map(options): func _on_deckmanager_open_requested_from_map(options):
print("Deck Manager requested with options:", options) print("Deck Manager requested with options:", options)
@ -241,9 +289,45 @@ func _on_map_node_selected(node_data):
if mapScreen: if mapScreen:
mapScreen.visible = false mapScreen.visible = false
back_to_map = true back_to_map = true
_on_start_game_pressed(node_data.metadata) _on_start_game_pressed(node_data)
# Implement logic for map node selection elif node_data.type == Utils.RoomType.BOSS:
# For example, start a battle based on the node type if gameMenuScreen:
gameMenuScreen.visible = false
if deckManagerScreen:
deckManagerScreen.visible = false
if mapScreen:
mapScreen.visible = false
back_to_map = true
_on_start_game_pressed(node_data)
func _on_node_completed(options):
var node_data = options.node
var completed = options.completed
var success = options.success
if success:
_on_reward_open_requested(node_data.metadata)
print("**********************************")
print("**********************************")
print("**********************************")
print("**********************************")
print("**************MATCH***************")
print("**************OVER****************")
print("**********************************")
print("**********************************")
print("**********************************")
print("**********************************")
else:
print("**********************************")
print("**********************************")
print("**********************************")
print("**********************************")
print("**************GAME****************")
print("**************OVER****************")
print("**********************************")
print("**********************************")
print("**********************************")
print("**********************************")
# Public method to show the menu # Public method to show the menu
func show_menu(): func show_menu():

View file

@ -77,9 +77,15 @@ func set_card(card):
update_selected_state() update_selected_state()
func hide_price():
if price_label:
price_label.visible = false
func set_price(new_price): func set_price(new_price):
price = new_price price = new_price
if price_label: if price_label:
price_label.visible = true
price_label.text = str(price) + " gold" price_label.text = str(price) + " gold"
func set_selected(selected): func set_selected(selected):

View file

@ -0,0 +1,301 @@
extends Control
class_name RewardScreen
signal back_pressed
signal card_purchased(card, price)
# Node references
@onready var card_carousel = $MainContainer/CardCarouselContainer/CardCarousel
@onready var gold_label = $TopBar/GoldContainer/GoldLabel
@onready var select_button = $SelectButton
@onready var back_button = $BackButton
@onready var card_preview = $CardPreviewPanel
@onready var left_button = $MainContainer/CardCarouselContainer/LeftButton
@onready var right_button = $MainContainer/CardCarouselContainer/RightButton
@onready var screen_title = $TopBar/TitleLabel
# reward data
var available_cards = [] # Cards available in the shop
var player_gold = 1000
var selected_card = null
var selected_index = 0
var is_escape = false # Is this reward event an escape option
var carousel_page = 0
var cards_per_page = 3
var card_selection_counter = 0
var card_selection_limit = 1
var card_instance_map = {}
var hovering_card_index = -1
var mouse_over_any_card = false
var deckManager: DeckManager
func _ready():
if back_button:
if back_button.is_connected("pressed", Callable(self, "_on_back_button_pressed")):
back_button.disconnect("pressed", Callable(self, "_on_back_button_pressed"))
back_button.connect("pressed", Callable(self, "_on_back_button_pressed"))
if select_button:
if select_button.is_connected("pressed", Callable(self, "_on_select_button_pressed")):
select_button.disconnect("pressed", Callable(self, "_on_select_button_pressed"))
select_button.connect("pressed", Callable(self, "_on_select_button_pressed"))
# Use direct connection for navigation buttons
# This doesnt work for some reason use input below
if left_button:
if left_button.is_connected("pressed", Callable(self, "_on_left_button_pressed")):
left_button.disconnect("pressed", Callable(self, "_on_left_button_pressed"))
left_button.pressed.connect(_on_left_button_pressed)
if right_button:
if right_button.is_connected("pressed", Callable(self, "_on_right_button_pressed")):
right_button.disconnect("pressed", Callable(self, "_on_right_button_pressed"))
right_button.pressed.connect(_on_right_button_pressed)
# Initialize with empty shop
if card_preview:
card_preview.visible = false
update_gold_display()
update_select_button()
update_navigation_buttons()
func initialize(options = null):
print("RewardScreen ", options)
carousel_page = 0
selected_index = 0
var board = get_node_or_null("/root/Board") as ChessGame
if board and "deckManager" in board:
deckManager = board.deckManager
# Process options if provided
if options:
if options.has("gold") and options.gold is int:
player_gold = options.gold
if options.has("reward") and options.reward.has("selection") and options.reward.selection is Array:
available_cards = options.reward.selection.duplicate()
if options.has("is_escape") and options.is_escape is bool:
is_escape = options.is_escape
if options.has("reward") and options.reward.has("gold") and options.reward.gold is int:
board.gold += options.reward.gold
player_gold = board.gold
if options.has("reward") and options.reward.has("selection_limit") and options.reward.selection_limit is int:
card_selection_limit = options.reward.selection_limit
screen_title.text = "Select Reward (" + str(options.reward.selection_limit) + ")"
select_button.visible = true
else:
screen_title.text = "Reward :" + str(options.reward.gold) + " gold"
select_button.visible = false
card_selection_counter = 0
player_gold = board.gold
# Update display
update_gold_display()
populate_carousel()
update_navigation_buttons()
if not available_cards.is_empty():
select_card(0)
func populate_carousel():
if card_carousel:
for child in card_carousel.get_children():
child.queue_free()
card_instance_map.clear()
var start_index = carousel_page * cards_per_page
var end_index = min(start_index + cards_per_page, available_cards.size())
card_carousel.add_theme_constant_override("separation", 20)
for i in range(start_index, end_index):
var card = available_cards[i]
var card_visual = preload("res://card_visual.tscn").instantiate()
card_carousel.add_child(card_visual)
card_visual.set_card(card)
card_visual.hide_price()
var instance_id = card_visual.get_instance_id()
card_instance_map[instance_id] = {
"card_index": i,
"card": card
}
update_navigation_buttons()
func update_navigation_buttons():
if left_button:
left_button.disabled = (carousel_page <= 0)
if right_button:
var max_page = ceil(float(available_cards.size()) / cards_per_page) - 1
right_button.disabled = (carousel_page >= max_page or available_cards.size() <= cards_per_page)
func select_card(index):
if index < 0 or index >= available_cards.size():
return
var page_for_index = int(index / cards_per_page)
if page_for_index != carousel_page:
carousel_page = page_for_index
populate_carousel()
selected_index = index
selected_card = available_cards[index]
var visual_index = index % cards_per_page
for i in range(card_carousel.get_child_count()):
var card_visual = card_carousel.get_child(i)
card_visual.set_selected(i == visual_index)
if card_preview and selected_card:
card_preview.preview_card(selected_card)
card_preview.visible = true
update_select_button()
func update_select_button():
if not select_button or not selected_card:
return
if card_selection_counter >= card_selection_limit:
select_button.disabled = true
func update_gold_display():
if gold_label:
gold_label.text = str(player_gold) + " GOLD"
func get_selected_card():
if not selected_card:
return false
var purchased_card = selected_card.duplicate()
var old_page = carousel_page
available_cards.remove_at(selected_index)
emit_signal("card_purchased", purchased_card, 0)
card_selection_counter += 1
var max_page = max(0, ceil(float(available_cards.size()) / cards_per_page) - 1)
if carousel_page > max_page:
carousel_page = max_page
populate_carousel()
if not available_cards.is_empty():
var new_index = min(selected_index, available_cards.size() - 1)
select_card(new_index)
else:
selected_card = null
selected_index = -1
if card_preview:
card_preview.hide_preview()
select_button.disabled = true
update_select_button()
return true
# Signal handlers
func _on_back_button_pressed():
emit_signal("back_pressed")
visible = false
func _on_select_button_pressed():
get_selected_card()
func _input(event):
if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
# Check if click is within buttons
if left_button and left_button.get_global_rect().has_point(event.position) and not left_button.disabled:
# print("Left button clicked via _input")
_on_left_button_pressed()
get_viewport().set_input_as_handled()
elif right_button and right_button.get_global_rect().has_point(event.position) and not right_button.disabled:
# print("Right button clicked via _input")
_on_right_button_pressed()
get_viewport().set_input_as_handled()
func _on_left_button_pressed():
if carousel_page > 0:
carousel_page -= 1
var new_index = carousel_page * cards_per_page
populate_carousel()
select_card(new_index)
func _on_right_button_pressed():
var max_page = ceil(float(available_cards.size()) / cards_per_page) - 1
if carousel_page < max_page:
carousel_page += 1
var new_index = carousel_page * cards_per_page
populate_carousel()
select_card(new_index)
func _on_card_visual_pressed(index):
select_card(index)
func _on_card_visual_hover(card, index):
if card_preview and card:
card_preview.preview_card(card)
card_preview.visible = true
select_card(index)
func _on_card_visual_exit():
if card_preview and selected_card:
card_preview.preview_card(selected_card)
elif card_preview:
card_preview.hide_preview()
func _process(delta):
if not visible:
return
var mouse_pos = get_viewport().get_mouse_position()
# Reset tracking
var old_hovering_index = hovering_card_index
hovering_card_index = -1
mouse_over_any_card = false
var mouse_clicked = Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT)
for i in range(card_carousel.get_child_count()):
var card_visual = card_carousel.get_child(i)
var card_rect = card_visual.get_global_rect()
if card_rect.has_point(mouse_pos) and mouse_clicked:
# Get data from instance map
var instance_id = card_visual.get_instance_id()
if card_instance_map.has(instance_id):
var data = card_instance_map[instance_id]
hovering_card_index = data.card_index
mouse_over_any_card = true
if old_hovering_index != hovering_card_index:
_on_card_visual_hover(data.card, data.card_index)
card_visual._on_mouse_entered()
break
if old_hovering_index != -1 and hovering_card_index == -1:
_on_card_visual_exit()
for i in range(card_carousel.get_child_count()):
var card_visual = card_carousel.get_child(i)
var instance_id = card_visual.get_instance_id()
if card_instance_map.has(instance_id) and card_instance_map[instance_id].card_index == old_hovering_index:
card_visual._on_mouse_exited()
break

View file

@ -0,0 +1 @@
uid://ccy6bx6kiejjy

View file

@ -71,6 +71,9 @@ func initialize(options = null):
if options: if options:
if options.has("gold") and options.gold is int: if options.has("gold") and options.gold is int:
player_gold = options.gold player_gold = options.gold
else:
var board = get_node_or_null("/root/Board") as ChessGame
player_gold = board.gold
if options.has("cards") and options.cards is Array: if options.has("cards") and options.cards is Array:
available_cards = options.cards.duplicate() available_cards = options.cards.duplicate()
if options.has("is_escape") and options.is_escape is bool: if options.has("is_escape") and options.is_escape is bool:
@ -79,13 +82,12 @@ func initialize(options = null):
if is_escape: if is_escape:
for rank in card_prices: for rank in card_prices:
card_prices[rank] = int(card_prices[rank] * 1.5) card_prices[rank] = int(card_prices[rank] * 1.5)
# Find the DeckManager instance if cards not provided in options # if available_cards.is_empty():
if available_cards.is_empty(): # var board = get_node_or_null("/root/Board") as ChessGame
var board = get_node_or_null("/root/Board") as ChessGame # if board and "deckManager" in board:
if board and "deckManager" in board: # var deck_manager = board.deckManager
var deck_manager = board.deckManager # available_cards = generate_shop_cards(deck_manager)
available_cards = generate_shop_cards(deck_manager)
# Update display # Update display
update_gold_display() update_gold_display()

View file

@ -72,4 +72,16 @@ enum WinCondition{
King, King,
Clear, Clear,
Tile, Tile,
} }
static var CardTypes = [
HopscotchCard,
FieryCapeCard,
FieryTrailCard,
ExplosiveBootsCard,
DoubleTimeCard,
DrunkDrivingCard,
SupernovaCard
]

View file

@ -1,4 +1,4 @@
[gd_scene load_steps=31 format=3 uid="uid://d0qyk6v20uief"] [gd_scene load_steps=32 format=3 uid="uid://d0qyk6v20uief"]
[ext_resource type="Script" uid="uid://cbcu68o863pfp" path="res://Systems/Game/ChessGame.gd" id="1_fkb2r"] [ext_resource type="Script" uid="uid://cbcu68o863pfp" path="res://Systems/Game/ChessGame.gd" id="1_fkb2r"]
[ext_resource type="Script" uid="uid://d2bfw6edgkhfa" path="res://Systems/StateMachine/GameStates/WhiteTurn.gd" id="3_276ip"] [ext_resource type="Script" uid="uid://d2bfw6edgkhfa" path="res://Systems/StateMachine/GameStates/WhiteTurn.gd" id="3_276ip"]
@ -30,6 +30,7 @@
[ext_resource type="PackedScene" uid="uid://c7uqbcxdjoais" path="res://deck_manager_screen.tscn" id="28_4nyv8"] [ext_resource type="PackedScene" uid="uid://c7uqbcxdjoais" path="res://deck_manager_screen.tscn" id="28_4nyv8"]
[ext_resource type="PackedScene" uid="uid://dxiw67f3rrwue" path="res://map_screen.tscn" id="29_y7cv2"] [ext_resource type="PackedScene" uid="uid://dxiw67f3rrwue" path="res://map_screen.tscn" id="29_y7cv2"]
[ext_resource type="PackedScene" uid="uid://djw7jhwtnycxq" path="res://shop_screen.tscn" id="30_5rfmq"] [ext_resource type="PackedScene" uid="uid://djw7jhwtnycxq" path="res://shop_screen.tscn" id="30_5rfmq"]
[ext_resource type="PackedScene" uid="uid://tmrvgfwodpno" path="res://reward_screen.tscn" id="31_d2oob"]
[node name="Board" type="Control"] [node name="Board" type="Control"]
layout_mode = 3 layout_mode = 3
@ -404,3 +405,7 @@ clip_contents = true
custom_minimum_size = Vector2(800, 600) custom_minimum_size = Vector2(800, 600)
layout_mode = 3 layout_mode = 3
anchors_preset = 0 anchors_preset = 0
[node name="RewardScreen" parent="." instance=ExtResource("31_d2oob")]
visible = false
layout_mode = 1

135
reward_screen.tscn Normal file
View file

@ -0,0 +1,135 @@
[gd_scene load_steps=5 format=3 uid="uid://tmrvgfwodpno"]
[ext_resource type="Script" uid="uid://ccy6bx6kiejjy" path="res://Systems/Game/Shop/RewardScreen.gd" id="1_c5sfe"]
[ext_resource type="PackedScene" uid="uid://xxxxxxxx" path="res://card_preview_panel.tscn" id="2_1dq2e"]
[ext_resource type="Script" uid="uid://bfjmon81nckns" path="res://Systems/Game/GameMenuButton.gd" id="3_2qq52"]
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_jk2fb"]
bg_color = Color(0.14902, 0.14902, 0.2, 1)
corner_radius_top_left = 5
corner_radius_top_right = 5
corner_radius_bottom_right = 5
corner_radius_bottom_left = 5
[node name="RewardScreen" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_c5sfe")
[node name="Background" type="ColorRect" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
color = Color(0.08, 0.08, 0.12, 1)
[node name="TopBar" type="HBoxContainer" parent="."]
layout_mode = 1
anchors_preset = 10
anchor_right = 1.0
offset_top = 20.0
offset_bottom = 80.0
grow_horizontal = 2
[node name="TitleLabel" type="Label" parent="TopBar"]
layout_mode = 2
size_flags_horizontal = 3
theme_override_font_sizes/font_size = 36
text = "Select Reward"
horizontal_alignment = 1
[node name="GoldContainer" type="HBoxContainer" parent="TopBar"]
layout_mode = 2
size_flags_horizontal = 3
alignment = 2
[node name="GoldLabel" type="Label" parent="TopBar/GoldContainer"]
layout_mode = 2
theme_override_font_sizes/font_size = 24
text = "100 GOLD"
[node name="Spacer" type="Control" parent="TopBar/GoldContainer"]
custom_minimum_size = Vector2(20, 0)
layout_mode = 2
[node name="CardPreviewPanel" parent="." instance=ExtResource("2_1dq2e")]
layout_mode = 1
anchors_preset = 4
anchor_top = 0.5
anchor_right = 0.0
anchor_bottom = 0.5
offset_left = 20.0
offset_top = -200.0
offset_right = 320.0
offset_bottom = 200.0
grow_horizontal = 1
[node name="MainContainer" type="VBoxContainer" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
offset_left = 340.0
offset_top = 100.0
offset_right = -20.0
offset_bottom = -100.0
grow_horizontal = 2
grow_vertical = 2
[node name="CardCarouselContainer" type="HBoxContainer" parent="MainContainer"]
layout_mode = 2
size_flags_vertical = 3
alignment = 1
[node name="LeftButton" type="Button" parent="MainContainer/CardCarouselContainer"]
custom_minimum_size = Vector2(40, 0)
layout_mode = 2
size_flags_vertical = 4
theme_override_font_sizes/font_size = 24
text = "←"
[node name="CardCarousel" type="HBoxContainer" parent="MainContainer/CardCarouselContainer"]
layout_mode = 2
size_flags_horizontal = 3
size_flags_vertical = 3
theme_override_constants/separation = 20
alignment = 1
[node name="RightButton" type="Button" parent="MainContainer/CardCarouselContainer"]
custom_minimum_size = Vector2(40, 0)
layout_mode = 2
size_flags_vertical = 4
theme_override_font_sizes/font_size = 24
text = "→"
[node name="BackButton" type="RichTextLabel" parent="."]
custom_minimum_size = Vector2(100, 40)
layout_mode = 2
offset_top = 578.0
offset_right = 100.0
offset_bottom = 618.0
size_flags_horizontal = 0
size_flags_vertical = 4
text = "BACK"
horizontal_alignment = 1
vertical_alignment = 2
script = ExtResource("3_2qq52")
[node name="SelectButton" type="Button" parent="."]
custom_minimum_size = Vector2(200, 50)
layout_mode = 2
offset_left = 952.0
offset_top = 573.0
offset_right = 1152.0
offset_bottom = 623.0
size_flags_horizontal = 8
size_flags_vertical = 4
theme_override_font_sizes/font_size = 18
theme_override_styles/normal = SubResource("StyleBoxFlat_jk2fb")
text = "Select"