ChessBuilder/Systems/Game/DeckManagerScreen.gd

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GDScript

extends Control
class_name DeckManagerScreen
signal back_pressed
# Node references
@onready var deck_grid = $MainContainer/GridContainer
@onready var bank_container = $MainContainer/BankContainer/ScrollContainer/VBoxContainer
@onready var back_button = $BackButton
# Default deck size (can be overridden via options)
var max_deck_size = 40
var deck_manager = null
var bank_cards = [] # Cards available but not in deck
# The current deck
var current_deck = []
func _ready():
# Connect back button
if back_button:
back_button.connect("pressed", Callable(self, "_on_back_button_pressed"))
# Find the DeckManager instance
deck_manager = get_node_or_null("/root/Board").deckManager
func initialize(options = null):
# Process options if provided
if options:
if options.has("max_deck_size") and options.max_deck_size is int:
max_deck_size = options.max_deck_size
# Load cards from deck and bank
load_cards()
# Set up the grid with empty card containers
setup_deck_grid()
# Populate the bank with available cards
populate_bank()
func load_cards():
if deck_manager:
# Clone the deck to work with
current_deck = deck_manager.deck.duplicate()
# For testing, we'll create a bank of all card types
# In a real implementation, you'd get this from a saved player state
bank_cards = create_card_bank()
else:
# Fallback with empty collections if deck manager not found
current_deck = []
bank_cards = []
print("Warning: DeckManager not found")
func create_card_bank():
# This is a placeholder - in a real implementation you'd load this from saved state
var bank = []
# Add some sample cards
bank.append(HopscotchCard.new())
bank.append(FieryCapeCard.new())
bank.append(FieryTrailCard.new())
bank.append(ExplosiveBootsCard.new())
bank.append(DoubleTimeCard.new())
bank.append(DrunkDrivingCard.new())
bank.append(SupernovaCard.new())
# Add some duplicates for testing
for i in range(3):
bank.append(HopscotchCard.new())
bank.append(FieryCapeCard.new())
return bank
func setup_deck_grid():
# Clear existing children
for child in deck_grid.get_children():
child.queue_free()
# Calculate grid dimensions
var rows = 4 # You might want to make this responsive or configurable
var cols = max_deck_size / rows
deck_grid.columns = cols
# Create card slots
for i in range(max_deck_size):
var card_slot = preload("res://card_slot.tscn").instantiate()
deck_grid.add_child(card_slot)
# Connect signals
card_slot.connect("card_selected", Callable(self, "_on_deck_card_selected"))
# Set card if available
if i < current_deck.size():
card_slot.set_card(current_deck[i])
else:
card_slot.clear()
func populate_bank():
# Clear existing children
for child in bank_container.get_children():
child.queue_free()
# Add each bank card to the list
for card in bank_cards:
var card_item = preload("res://card_bank_item.tscn").instantiate()
bank_container.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 = current_deck.find(card)
if index >= 0:
current_deck.remove_at(index)
# Add to bank
bank_cards.append(card)
# Update UI
card_slot.clear()
populate_bank()
func _on_bank_card_selected(card_item, card):
# Find first empty slot in deck
var empty_slot_index = -1
for i in range(deck_grid.get_child_count()):
var slot = deck_grid.get_child(i)
if !slot.has_card():
empty_slot_index = i
break
if empty_slot_index >= 0 and current_deck.size() < max_deck_size:
# Remove from bank
var bank_index = bank_cards.find(card)
if bank_index >= 0:
bank_cards.remove_at(bank_index)
# Add to deck
current_deck.append(card)
# Update UI
deck_grid.get_child(empty_slot_index).set_card(card)
populate_bank()
func save_deck():
if deck_manager:
# Save the current deck to the deck manager
deck_manager.deck = current_deck.duplicate()
# If we implement persistence, we'd save the bank state as well
print("Deck saved with ", current_deck.size(), " cards")
func _on_back_button_pressed():
# Save changes before returning
save_deck()
# Emit signal to go back
emit_signal("back_pressed")
# Hide this screen
visible = false