ChessBuilder/Systems/Game/DeckManagerScreen.gd

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4.4 KiB
GDScript

extends Control
class_name DeckManagerScreen
signal back_pressed
# Node references
@onready var deckGrid = $MainContainer/GridScrollContainer/GridContainer
@onready var bankContainer = $MainContainer/BankContainer/ScrollContainer/VBoxContainer
@onready var backButton = $BackButton
# Default deck size (can be overridden via options)
var maxDeckSize = 35
var deckManager = null
var bankCards = [] # Cards available but not in deck
# The current deck
var currentDeck = []
func _ready():
# Connect back button
if backButton:
backButton.connect("pressed", Callable(self, "_on_backButton_pressed"))
func initialize(options = null):
# Process options if provided
if options:
if options.has("maxDeckSize") and options.maxDeckSize is int:
maxDeckSize = options.maxDeckSize
# Find the DeckManager instance
var board = get_node_or_null("/root/Board") as ChessGame
if board and "deckManager" in board:
deckManager = board.deckManager
print("Found deck manager:", deckManager)
# if(!deckManager.deck):
# deckManager.initializeStartingDeck()
else:
print("DeckManager not found on Board node")
print("DECK MANAGER")
# Load cards from deck and bank
loadCards()
# Set up the grid with empty card containers
setupDeckGrid()
# Populate the bank with available cards
populateBank()
func loadCards():
if deckManager:
# Clone the deck to work with
currentDeck = deckManager.deck.duplicate()
bankCards = deckManager.bank.duplicate()
else:
# Fallback with empty collections if deck manager not found
currentDeck = []
bankCards = []
print("Warning: DeckManager not found")
func setupDeckGrid():
# Clear existing children
for child in deckGrid.get_children():
child.queue_free()
# Calculate grid dimensions
var cols = 7 #check screen to deteremine
var rows = maxDeckSize / cols
deckGrid.columns = cols
# Create card slots
for i in range(maxDeckSize):
var card_slot = preload("res://card_slot.tscn").instantiate()
deckGrid.add_child(card_slot)
# Connect signals
card_slot.connect("card_selected", Callable(self, "_on_deck_card_selected"))
# Set card if available
if i < currentDeck.size():
card_slot.set_card(currentDeck[i])
else:
card_slot.clear()
func populateBank():
# Clear existing children
for child in bankContainer.get_children():
child.queue_free()
# Add each bank card to the list
for card in bankCards:
var card_item = preload("res://card_bank_item.tscn").instantiate()
bankContainer.add_child(card_item)
card_item.set_card(card)
card_item.connect("card_selected", Callable(self, "_on_bank_card_selected"))
func _on_deck_card_selected(card_slot, card):
if card:
# Remove card from deck
var index = currentDeck.find(card)
if index >= 0:
currentDeck.remove_at(index)
# Add to bank
bankCards.append(card)
# Update UI
card_slot.clear()
populateBank()
func _on_bank_card_selected(card_item, card):
print("_on_bank_card_selected")
# Find first empty slot in deck
var empty_slot_index = -1
for i in range(deckGrid.get_child_count()):
var slot = deckGrid.get_child(i)
if !slot.has_card():
empty_slot_index = i
break
if empty_slot_index >= 0 and currentDeck.size() < maxDeckSize:
# Remove from bank
var bank_index = bankCards.find(card)
if bank_index >= 0:
bankCards.remove_at(bank_index)
# Add to deck
currentDeck.append(card)
# Update UI
deckGrid.get_child(empty_slot_index).set_card(card)
populateBank()
func saveDeck():
if deckManager:
# Save the current deck to the deck manager
deckManager.deck = currentDeck.duplicate()
deckManager.bank = bankCards.duplicate()
print("Deck saved with ", currentDeck.size(), " cards")
func _on_backButton_pressed():
# Save changes before returning
saveDeck()
# Emit signal to go back
emit_signal("back_pressed")
# Hide this screen
visible = false