extends Control class_name ShopScreen 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 buy_button = $BuyButton @onready var back_button = $BackButton @onready var card_preview = $CardPreviewPanel @onready var left_button = $MainContainer/CardCarouselContainer/LeftButton @onready var right_button = $MainContainer/CardCarouselContainer/RightButton # Shop 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 shop an escape option var carousel_page = 0 var cards_per_page = 3 var card_instance_map = {} var hovering_card_index = -1 var mouse_over_any_card = false # Card prices by rank var card_prices = { Card.Rank.RANK_0: 200, # Legendary (Rank 0) Card.Rank.RANK_1: 100, # Rare (Rank 1) Card.Rank.RANK_2: 50, # Uncommon (Rank 2) Card.Rank.RANK_3: 25 # Common (Rank 3) } 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 buy_button: if buy_button.is_connected("pressed", Callable(self, "_on_buy_button_pressed")): buy_button.disconnect("pressed", Callable(self, "_on_buy_button_pressed")) buy_button.connect("pressed", Callable(self, "_on_buy_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_buy_button() update_navigation_buttons() func initialize(options = null): carousel_page = 0 selected_index = 0 # Process options if provided if options: if options.has("gold") and options.gold is int: player_gold = options.gold if options.has("cards") and options.cards is Array: available_cards = options.cards.duplicate() if options.has("is_escape") and options.is_escape is bool: is_escape = options.is_escape # Apply escape markup (higher prices) if is_escape: for rank in card_prices: card_prices[rank] = int(card_prices[rank] * 1.5) # Find the DeckManager instance if cards not provided in options if available_cards.is_empty(): var board = get_node_or_null("/root/Board") as ChessGame if board and "deckManager" in board: var deck_manager = board.deckManager available_cards = generate_shop_cards(deck_manager) # Update display update_gold_display() populate_carousel() update_navigation_buttons() if not available_cards.is_empty(): select_card(0) # Select the first card by default func generate_shop_cards(deck_manager): var shop_cards = [] var all_cards = [] var card_classes = [ HopscotchCard, FieryCapeCard, FieryTrailCard, ExplosiveBootsCard, DoubleTimeCard, DrunkDrivingCard, SupernovaCard ] for card_class in card_classes: var card = card_class.new() all_cards.append(card) all_cards.shuffle() var num_shop_cards = min(randi_range(5, 7), all_cards.size()) for i in range(num_shop_cards): shop_cards.append(all_cards[i % card_classes.size()]) return shop_cards 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) var price = get_card_price(card) card_visual.set_price(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_buy_button() func update_buy_button(): if not buy_button or not selected_card: return var price = get_card_price(selected_card) buy_button.text = "BUY (" + str(price) + " gold)" buy_button.disabled = price > player_gold func get_card_price(card): if not card: return 0 if card.rank in card_prices: return card_prices[card.rank] return 50 func update_gold_display(): if gold_label: gold_label.text = str(player_gold) + " GOLD" func purchase_selected_card(): if not selected_card: return false var price = get_card_price(selected_card) if player_gold < price: # Show not enough gold message print("Not enough gold") return false player_gold -= price var purchased_card = selected_card.duplicate() var old_page = carousel_page available_cards.remove_at(selected_index) emit_signal("card_purchased", purchased_card, price) update_gold_display() 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() buy_button.disabled = true update_buy_button() return true # Signal handlers func _on_back_button_pressed(): emit_signal("back_pressed") visible = false func _on_buy_button_pressed(): purchase_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 we just started hovering this card if old_hovering_index != hovering_card_index: _on_card_visual_hover(data.card, data.card_index) # Also trigger the card's own hover effect card_visual._on_mouse_entered() break # If we were hovering a card before but not now, trigger exit if old_hovering_index != -1 and hovering_card_index == -1: _on_card_visual_exit() # Find the previously hovered card by index 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