ChessBuilder/Systems/Game/Shop/ShopScreen.gd
2025-03-14 00:51:53 -05:00

344 lines
11 KiB
GDScript

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 = Utils.CardPrices
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
else:
var board = get_node_or_null("/root/Board") as ChessGame
player_gold = board.player.get_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)
# 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