ChessBuilder/Systems/Game/Lobby/LobbyShopScreen.gd

388 lines
No EOL
12 KiB
GDScript

extends Control
class_name LobbyShopScreen
signal back_pressed
signal card_unlocked(card, token_cost)
signal hand_size_increased
# Node references
@onready var card_carousel = $MainContainer/CardCarouselContainer/CardCarousel
@onready var token_label = $TopBar/TokenContainer/TokenLabel
@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
@onready var hand_size_label = $HandSizeContainer/HandSizeLabel
@onready var hand_size_cost_label = $HandSizeContainer/CostLabel
@onready var increase_hand_size_button = $HandSizeContainer/IncreaseButton
var available_cards = []
var player_tokens = 0
var selected_card = null
var selected_index = 0
var carousel_page = 0
var cards_per_page = 3
var card_instance_map = {}
var hovering_card_index = -1
var mouse_over_any_card = false
var game: ChessGame
var player: Player
var card_costs = {
Card.Rank.RANK_0: 15, # Most expensive (one-time use)
Card.Rank.RANK_1: 10, # Expensive (once per match)
Card.Rank.RANK_2: 5, # Medium (multiple uses)
Card.Rank.RANK_3: 3 # Cheapest (basic cards)
}
var fibonacci = [0, 1, 1, 2, 3, 5, 8, 13, 21, 34, 55, 89, 144]
func _ready():
if back_button:
back_button.connect("pressed", Callable(self, "_on_back_button_pressed"))
if buy_button:
buy_button.connect("pressed", Callable(self, "_on_buy_button_pressed"))
if increase_hand_size_button:
increase_hand_size_button.connect("pressed", Callable(self, "_on_increase_hand_size_pressed"))
if left_button:
left_button.pressed.connect(_on_left_button_pressed)
if right_button:
right_button.pressed.connect(_on_right_button_pressed)
# Initialize with empty shop
if card_preview:
card_preview.visible = false
update_token_display()
update_buy_button()
update_navigation_buttons()
update_hand_size_display()
func initialize(options = null):
carousel_page = 0
selected_index = 0
game = get_node_or_null("/root/Board") as ChessGame
if game and "player" in game:
player = game.player
player_tokens = player.tokens
# Generate shop cards if not provided
if available_cards.is_empty() and game and "deckManager" in game:
var deck_manager = game.deckManager
available_cards = generate_shop_cards(deck_manager)
# Update display
update_token_display()
update_hand_size_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 token_cost = get_card_cost(card)
card_visual.set_price(token_cost)
card_visual.set_string("tokens")
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 cost = get_card_cost(selected_card)
buy_button.text = "BUY (" + str(cost) + " tokens)"
buy_button.disabled = cost > player_tokens
func get_card_cost(card):
if not card:
return 0
if card.rank in card_costs:
return card_costs[card.rank]
return 10
func update_token_display():
if token_label:
token_label.text = str(player_tokens) + " TOKENS"
func update_hand_size_display():
if not player or not hand_size_label or not hand_size_cost_label:
return
hand_size_label.text = "HAND SIZE: " + str(player.hand_size)
# Calculate cost using Fibonacci sequence
var fib_index = max(player.hand_size - 2, 1) + 2 # Start at index 2 (which is 1)
if fib_index >= fibonacci.size():
fib_index = fibonacci.size() - 1
var cost = fibonacci[fib_index]
hand_size_cost_label.text = "Cost: " + str(cost) + " tokens"
if increase_hand_size_button:
increase_hand_size_button.disabled = cost > player_tokens
func purchase_selected_card():
if not selected_card or not player:
return false
var cost = get_card_cost(selected_card)
if player_tokens < cost:
print("Not enough tokens")
return false
player_tokens -= cost
player.tokens = player_tokens
var purchased_card = selected_card.duplicate()
available_cards.remove_at(selected_index)
emit_signal("card_unlocked", purchased_card, cost)
update_token_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
func increase_hand_size():
if not player:
return false
# Calculate cost using Fibonacci sequence
var fib_index = max(player.hand_size - 2, 1) + 2
if fib_index >= fibonacci.size():
fib_index = fibonacci.size() - 1
var cost = fibonacci[fib_index]
if player_tokens < cost:
print("Not enough tokens for hand size increase")
return false
if player.hand_size >= player.MAX_HAND_SIZE:
print("Hand reached max size")
return false
player_tokens -= cost
player.tokens = player_tokens
player.set_hand_size(player.hand_size + 1)
update_token_display()
update_hand_size_display()
update_buy_button()
emit_signal("hand_size_increased")
return true
# Signal handlers
func _on_back_button_pressed():
emit_signal("back_pressed")
visible = false
func _on_buy_button_pressed():
purchase_selected_card()
func _on_increase_hand_size_pressed():
increase_hand_size()
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
# Notification
func _notification(what):
if what == NOTIFICATION_VISIBILITY_CHANGED:
_on_visibility_changed(visible)
func _on_visibility_changed(is_visible):
print("LobbyShop visibility changed to: ", is_visible)
if is_visible:
update_token_display()
update_hand_size_display()
update_buy_button()
else:
print("LobbyShop is now invisible")
emit_signal("lobby_shop_visibility_changed", is_visible)