fixed card reset

This commit is contained in:
2ManyProjects 2025-03-07 22:15:46 -06:00
parent 3060273c1d
commit 8e23e34a66
6 changed files with 14 additions and 5 deletions

View file

@ -25,7 +25,8 @@ var stored_game_state = null
func _init(): func _init():
remaining_turns = duration remaining_turns = duration
# print(id) # print(id)
func reset():
remaining_turns = duration
func can_attach_to_piece(piece: Pawn) -> bool: func can_attach_to_piece(piece: Pawn) -> bool:
# print(unitWhitelist, " | ", piece.name , " | ", unitWhitelist.has(piece.name)) # print(unitWhitelist, " | ", piece.name , " | ", unitWhitelist.has(piece.name))
if unitWhitelist.is_empty(): if unitWhitelist.is_empty():

View file

@ -105,7 +105,7 @@ func _on_card_clicked(event: InputEvent, card: Card):
func _on_card_mouse_entered(card: Card): func _on_card_mouse_entered(card: Card):
# Show card preview when hovering # Show card preview when hovering
print("_on_card_mouse_entered") # print("_on_card_mouse_entered")
currently_hovered_card = card currently_hovered_card = card
hoveredPreview.preview_card(card) hoveredPreview.preview_card(card)
hoveredPreview.visible = true hoveredPreview.visible = true

View file

@ -12,6 +12,10 @@ func _init():
unitWhitelist = ["Pawn", "Knight", "King"] unitWhitelist = ["Pawn", "Knight", "King"]
remaining_turns = duration remaining_turns = duration
func reset():
remaining_turns = duration
valid = false
func apply_effect(target_piece = null, board_flow = null, game_state = null): func apply_effect(target_piece = null, board_flow = null, game_state = null):
attached_piece = target_piece attached_piece = target_piece
stored_board_flow = board_flow stored_board_flow = board_flow

View file

@ -13,6 +13,10 @@ func _init():
unitWhitelist = ["King"] unitWhitelist = ["King"]
remaining_turns = duration remaining_turns = duration
func reset():
remaining_turns = duration
valid = false
func apply_effect(target_piece = null, board_flow = null, game_state = null): func apply_effect(target_piece = null, board_flow = null, game_state = null):
attached_piece = target_piece attached_piece = target_piece
stored_board_flow = board_flow stored_board_flow = board_flow

View file

@ -171,7 +171,7 @@ func updateCardDurations():
if card.remaining_turns <= 0: if card.remaining_turns <= 0:
expired_cards.append(piece_id) expired_cards.append(piece_id)
card.reset()
match card.rank: match card.rank:
Card.Rank.RANK_0: Card.Rank.RANK_0:
print("Rank 3 Burned permanently") print("Rank 3 Burned permanently")

View file

@ -1,6 +1,6 @@
extends "res://Systems/StateMachine/ChessGameState.gd" extends "res://Systems/StateMachine/ChessGameState.gd"
const ATTACHMENT_PHASE_DURATION = 5 # Duration in seconds const ATTACHMENT_PHASE_DURATION = 15 # Duration in seconds
var timer: Timer var timer: Timer
var tile_pressed_connection: Signal var tile_pressed_connection: Signal
@ -56,7 +56,7 @@ func handleTilePressed(location: String) -> void:
if isCorrectColor and selectedCard.can_attach_to_piece(piece) and \ if isCorrectColor and selectedCard.can_attach_to_piece(piece) and \
!game.deckManager.attached_cards.has(piece.get_instance_id()): !game.deckManager.attached_cards.has(piece.get_instance_id()):
if game.deckManager.playCard(selectedCard, piece, game.boardContainer, game): if game.deckManager.playCard(selectedCard, piece, game.boardContainer, game):
# print("Successfully attached card ", selectedCard.cardName, " to ", piece.name, " at ", location) print("Successfully attached card ", selectedCard.cardName, " to ", piece.name, " at ", location)
piece.on_card_effect_changed() piece.on_card_effect_changed()
if game.deckManager.hand.is_empty(): if game.deckManager.hand.is_empty():
complete_attachment_phase() complete_attachment_phase()