344 lines
11 KiB
GDScript
344 lines
11 KiB
GDScript
extends Control
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class_name ShopScreen
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signal back_pressed
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signal card_purchased(card, price)
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# Node references
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@onready var card_carousel = $MainContainer/CardCarouselContainer/CardCarousel
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@onready var gold_label = $TopBar/GoldContainer/GoldLabel
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@onready var buy_button = $BuyButton
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@onready var back_button = $BackButton
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@onready var card_preview = $CardPreviewPanel
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@onready var left_button = $MainContainer/CardCarouselContainer/LeftButton
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@onready var right_button = $MainContainer/CardCarouselContainer/RightButton
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# Shop data
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var available_cards = [] # Cards available in the shop
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var player_gold = 1000
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var selected_card = null
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var selected_index = 0
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var is_escape = false # Is this shop an escape option
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var carousel_page = 0
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var cards_per_page = 3
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var card_instance_map = {}
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var hovering_card_index = -1
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var mouse_over_any_card = false
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# Card prices by rank
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var card_prices = Utils.CardPrices
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func _ready():
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if back_button:
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if back_button.is_connected("pressed", Callable(self, "_on_back_button_pressed")):
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back_button.disconnect("pressed", Callable(self, "_on_back_button_pressed"))
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back_button.connect("pressed", Callable(self, "_on_back_button_pressed"))
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if buy_button:
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if buy_button.is_connected("pressed", Callable(self, "_on_buy_button_pressed")):
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buy_button.disconnect("pressed", Callable(self, "_on_buy_button_pressed"))
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buy_button.connect("pressed", Callable(self, "_on_buy_button_pressed"))
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# Use direct connection for navigation buttons
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# This doesnt work for some reason use input below
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if left_button:
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if left_button.is_connected("pressed", Callable(self, "_on_left_button_pressed")):
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left_button.disconnect("pressed", Callable(self, "_on_left_button_pressed"))
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left_button.pressed.connect(_on_left_button_pressed)
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if right_button:
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if right_button.is_connected("pressed", Callable(self, "_on_right_button_pressed")):
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right_button.disconnect("pressed", Callable(self, "_on_right_button_pressed"))
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right_button.pressed.connect(_on_right_button_pressed)
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# Initialize with empty shop
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if card_preview:
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card_preview.visible = false
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update_gold_display()
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update_buy_button()
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update_navigation_buttons()
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func initialize(options = null):
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carousel_page = 0
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selected_index = 0
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# Process options if provided
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if options:
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if options.has("gold") and options.gold is int:
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player_gold = options.gold
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else:
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var board = get_node_or_null("/root/Board") as ChessGame
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player_gold = board.player.get_gold()
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if options.has("cards") and options.cards is Array:
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available_cards = options.cards.duplicate()
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if options.has("is_escape") and options.is_escape is bool:
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is_escape = options.is_escape
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# Apply escape markup (higher prices)
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if is_escape:
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for rank in card_prices:
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card_prices[rank] = int(card_prices[rank] * 1.5)
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# if available_cards.is_empty():
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# var board = get_node_or_null("/root/Board") as ChessGame
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# if board and "deckManager" in board:
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# var deck_manager = board.deckManager
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# available_cards = generate_shop_cards(deck_manager)
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# Update display
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update_gold_display()
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populate_carousel()
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update_navigation_buttons()
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if not available_cards.is_empty():
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select_card(0) # Select the first card by default
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func generate_shop_cards(deck_manager):
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var shop_cards = []
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var all_cards = []
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var card_classes = [
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HopscotchCard,
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FieryCapeCard,
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FieryTrailCard,
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ExplosiveBootsCard,
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DoubleTimeCard,
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DrunkDrivingCard,
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SupernovaCard
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]
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for card_class in card_classes:
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var card = card_class.new()
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all_cards.append(card)
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all_cards.shuffle()
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var num_shop_cards = min(randi_range(5, 7), all_cards.size())
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for i in range(num_shop_cards):
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shop_cards.append(all_cards[i % card_classes.size()])
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return shop_cards
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func populate_carousel():
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if card_carousel:
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for child in card_carousel.get_children():
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child.queue_free()
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card_instance_map.clear()
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var start_index = carousel_page * cards_per_page
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var end_index = min(start_index + cards_per_page, available_cards.size())
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card_carousel.add_theme_constant_override("separation", 20)
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for i in range(start_index, end_index):
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var card = available_cards[i]
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var card_visual = preload("res://card_visual.tscn").instantiate()
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card_carousel.add_child(card_visual)
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card_visual.set_card(card)
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var price = get_card_price(card)
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card_visual.set_price(price)
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var instance_id = card_visual.get_instance_id()
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card_instance_map[instance_id] = {
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"card_index": i,
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"card": card
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}
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update_navigation_buttons()
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func update_navigation_buttons():
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if left_button:
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left_button.disabled = (carousel_page <= 0)
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if right_button:
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var max_page = ceil(float(available_cards.size()) / cards_per_page) - 1
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right_button.disabled = (carousel_page >= max_page or available_cards.size() <= cards_per_page)
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func select_card(index):
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if index < 0 or index >= available_cards.size():
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return
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var page_for_index = int(index / cards_per_page)
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if page_for_index != carousel_page:
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carousel_page = page_for_index
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populate_carousel()
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selected_index = index
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selected_card = available_cards[index]
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var visual_index = index % cards_per_page
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for i in range(card_carousel.get_child_count()):
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var card_visual = card_carousel.get_child(i)
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card_visual.set_selected(i == visual_index)
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if card_preview and selected_card:
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card_preview.preview_card(selected_card)
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card_preview.visible = true
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update_buy_button()
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func update_buy_button():
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if not buy_button or not selected_card:
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return
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var price = get_card_price(selected_card)
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buy_button.text = "BUY (" + str(price) + " gold)"
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buy_button.disabled = price > player_gold
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func get_card_price(card):
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if not card:
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return 0
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if card.rank in card_prices:
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return card_prices[card.rank]
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return 50
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func update_gold_display():
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if gold_label:
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gold_label.text = str(player_gold) + " GOLD"
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func purchase_selected_card():
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if not selected_card:
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return false
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var price = get_card_price(selected_card)
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if player_gold < price:
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# Show not enough gold message
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print("Not enough gold")
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return false
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player_gold -= price
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var purchased_card = selected_card.duplicate()
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var old_page = carousel_page
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available_cards.remove_at(selected_index)
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emit_signal("card_purchased", purchased_card, price)
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update_gold_display()
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var max_page = max(0, ceil(float(available_cards.size()) / cards_per_page) - 1)
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if carousel_page > max_page:
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carousel_page = max_page
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populate_carousel()
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if not available_cards.is_empty():
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var new_index = min(selected_index, available_cards.size() - 1)
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select_card(new_index)
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else:
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selected_card = null
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selected_index = -1
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if card_preview:
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card_preview.hide_preview()
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buy_button.disabled = true
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update_buy_button()
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return true
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# Signal handlers
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func _on_back_button_pressed():
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emit_signal("back_pressed")
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visible = false
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func _on_buy_button_pressed():
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purchase_selected_card()
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func _input(event):
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if event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
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# Check if click is within buttons
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if left_button and left_button.get_global_rect().has_point(event.position) and not left_button.disabled:
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# print("Left button clicked via _input")
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_on_left_button_pressed()
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get_viewport().set_input_as_handled()
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elif right_button and right_button.get_global_rect().has_point(event.position) and not right_button.disabled:
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# print("Right button clicked via _input")
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_on_right_button_pressed()
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get_viewport().set_input_as_handled()
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func _on_left_button_pressed():
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if carousel_page > 0:
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carousel_page -= 1
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var new_index = carousel_page * cards_per_page
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populate_carousel()
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select_card(new_index)
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func _on_right_button_pressed():
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var max_page = ceil(float(available_cards.size()) / cards_per_page) - 1
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if carousel_page < max_page:
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carousel_page += 1
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var new_index = carousel_page * cards_per_page
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populate_carousel()
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select_card(new_index)
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func _on_card_visual_pressed(index):
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select_card(index)
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func _on_card_visual_hover(card, index):
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if card_preview and card:
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card_preview.preview_card(card)
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card_preview.visible = true
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select_card(index)
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func _on_card_visual_exit():
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if card_preview and selected_card:
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card_preview.preview_card(selected_card)
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elif card_preview:
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card_preview.hide_preview()
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func _process(delta):
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if not visible:
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return
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var mouse_pos = get_viewport().get_mouse_position()
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# Reset tracking
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var old_hovering_index = hovering_card_index
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hovering_card_index = -1
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mouse_over_any_card = false
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var mouse_clicked = Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT)
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for i in range(card_carousel.get_child_count()):
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var card_visual = card_carousel.get_child(i)
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var card_rect = card_visual.get_global_rect()
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if card_rect.has_point(mouse_pos) and mouse_clicked:
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# Get data from instance map
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var instance_id = card_visual.get_instance_id()
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if card_instance_map.has(instance_id):
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var data = card_instance_map[instance_id]
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hovering_card_index = data.card_index
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mouse_over_any_card = true
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# If we just started hovering this card
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if old_hovering_index != hovering_card_index:
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_on_card_visual_hover(data.card, data.card_index)
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# Also trigger the card's own hover effect
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card_visual._on_mouse_entered()
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break
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# If we were hovering a card before but not now, trigger exit
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if old_hovering_index != -1 and hovering_card_index == -1:
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_on_card_visual_exit()
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# Find the previously hovered card by index
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for i in range(card_carousel.get_child_count()):
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var card_visual = card_carousel.get_child(i)
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var instance_id = card_visual.get_instance_id()
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if card_instance_map.has(instance_id) and card_instance_map[instance_id].card_index == old_hovering_index:
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card_visual._on_mouse_exited()
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break
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