chore: turn code refactored to clean up mess

This commit is contained in:
Aspergerli
2026-04-23 11:46:42 +02:00
parent d45b1b3617
commit e3e60845d6
+33 -129
View File
@@ -15,8 +15,7 @@ extends Node2D
@onready var trumpbuttons = $ButtonsTrumpSelect
@onready var first_player = $CardManager/Player1PlayPile
var trump : String
var rounds_played: int
var rounds_played : int
signal dealt
func _ready():
@@ -62,140 +61,45 @@ func setup_game():
func define_trump(suit : String):
trump = suit
turn(first_player)
play_round()
func turn(first):
func play_round():
var player = first_player
rounds_played += 1
if rounds_played == 10:
count_points()
return
first.sensor_visibility = true
first.enable_drop_zone = true
first._redraw_drop_zone()
await first.played
first.enable_drop_zone = false
first._redraw_drop_zone()
match first:
player_1_pile:
await get_tree().create_timer(0.2).timeout
player_1_hand.enable_drop_zone = false
player_2_pile.sensor_visibility = true
player_2_pile.enable_drop_zone = true
player_2_pile._redraw_drop_zone()
await player_2_pile.played
player_2_pile.enable_drop_zone = false
player_2_pile._redraw_drop_zone()
await get_tree().create_timer(0.2).timeout
player_2_hand.allow_movement = false
player_3_pile.sensor_visibility = true
player_3_pile.enable_drop_zone = true
player_3_pile._redraw_drop_zone()
await player_3_pile.played
player_3_pile.enable_drop_zone = false
player_3_pile._redraw_drop_zone()
await get_tree().create_timer(0.2).timeout
player_3_hand.allow_movement = false
player_4_pile.sensor_visibility = true
player_4_pile.enable_drop_zone = true
player_4_pile._redraw_drop_zone()
await player_4_pile.played
player_4_pile.enable_drop_zone = false
player_4_pile._redraw_drop_zone()
await get_tree().create_timer(0.2).timeout
player_4_hand.allow_movement = false
player_2_pile:
player_2_hand.allow_movement = false
player_3_pile.sensor_visibility = true
player_3_pile.enable_drop_zone = true
player_3_pile._redraw_drop_zone()
await player_3_pile.played
player_3_pile.enable_drop_zone = false
player_3_pile._redraw_drop_zone()
player_3_hand.allow_movement = false
player_4_pile.sensor_visibility = true
player_4_pile.enable_drop_zone = true
player_4_pile._redraw_drop_zone()
await player_4_pile.played
player_4_pile.enable_drop_zone = false
player_4_pile._redraw_drop_zone()
player_4_hand.allow_movement = false
player_1_pile.sensor_visibility = true
player_1_pile.enable_drop_zone = true
player_1_pile._redraw_drop_zone()
await player_1_pile.played
player_1_pile.enable_drop_zone = false
player_1_pile._redraw_drop_zone()
player_1_hand.allow_movement = false
player_3_pile:
player_3_hand.allow_movement = false
player_4_pile.sensor_visibility = true
player_4_pile.enable_drop_zone = true
player_4_pile._redraw_drop_zone()
await player_4_pile.played
player_4_pile.enable_drop_zone = false
player_4_pile._redraw_drop_zone()
player_4_hand.allow_movement = false
player_1_pile.sensor_visibility = true
player_1_pile.enable_drop_zone = true
player_1_pile._redraw_drop_zone()
await player_1_pile.played
player_1_pile.enable_drop_zone = false
player_1_pile._redraw_drop_zone()
player_1_hand.allow_movement = false
player_2_pile.sensor_visibility = true
player_2_pile.enable_drop_zone = true
player_2_pile._redraw_drop_zone()
await player_2_pile.played
player_2_pile.enable_drop_zone = false
player_2_pile._redraw_drop_zone()
player_2_hand.allow_movement = false
player_4_pile:
player_4_hand.allow_movement = false
player_1_pile.sensor_visibility = true
player_1_pile.enable_drop_zone = true
player_1_pile._redraw_drop_zone()
await player_1_pile.played
player_1_pile.enable_drop_zone = false
player_1_pile._redraw_drop_zone()
player_1_hand.allow_movement = false
player_2_pile.sensor_visibility = true
player_2_pile.enable_drop_zone = true
player_2_pile._redraw_drop_zone()
await player_2_pile.played
player_2_pile.enable_drop_zone = false
player_2_pile._redraw_drop_zone()
player_2_hand.allow_movement = false
player_3_pile.sensor_visibility = true
player_3_pile.enable_drop_zone = true
player_3_pile._redraw_drop_zone()
await player_3_pile.played
player_3_pile.enable_drop_zone = false
player_3_pile._redraw_drop_zone()
player_3_hand.allow_movement = false
var n : int = 1
while true:
await turn(player)
if n == 4:
break
match player:
player_1_pile:
player = player_2_pile
player_2_pile:
player = player_3_pile
player_3_pile:
player = player_4_pile
player_4_pile:
player = player_1_pile
n += 1
get_turn_winner()
play_round()
func turn(player):
player.sensor_visibility = true
player.enable_drop_zone = true
player._redraw_drop_zone()
await player.played
player.enable_drop_zone = false
player._redraw_drop_zone()
func count_points():
for i in team_1_stiche._held_cards:
match i.card_info["value"]:
pass
print("end of round")
@@ -229,7 +133,7 @@ func get_turn_winner():
var highest_value: int
for i in cards:
var card = cards[i]
if card["suit"] == played_suit and card["value"] > highest_value or card["suit"] == trump:
if card["suit"] == played_suit and card["value"] > highest_value or card["suit"] == trump and card["value"] > highest_value:
highest_value = card["value"]
highest_card = i