extends Node2D @onready var card_manager = $CardManager @onready var deck = $CardManager/deck @onready var player_1_hand = $CardManager/Player1Hand @onready var player_1_pile = $CardManager/Player1PlayPile @onready var player_2_hand = $CardManager/Player2Hand @onready var player_2_pile = $CardManager/Player2PlayPile @onready var player_3_hand = $CardManager/Player3Hand @onready var player_3_pile = $CardManager/Player3PlayPile @onready var player_4_hand = $CardManager/Player4Hand @onready var player_4_pile = $CardManager/Player4PlayPile @onready var trumpbuttons = $ButtonsTrumpSelect @onready var first_player = $CardManager/Player1PlayPile var trump : String signal dealt func _ready(): trumpbuttons.trump.connect(define_trump.bind()) setup_game() func setup_game(): # Create a deck of cards create_standard_deck() deck._held_cards.shuffle() # Deal initial hand const DEAL_PAUSE = 0.45 var deal_r: int =1 while true: deal_cards_to_hand(3, player_1_hand) await get_tree().create_timer(DEAL_PAUSE).timeout deal_cards_to_hand(3, player_2_hand) await get_tree().create_timer(DEAL_PAUSE).timeout deal_cards_to_hand(3, player_3_hand) await get_tree().create_timer(DEAL_PAUSE).timeout deal_cards_to_hand(3, player_4_hand) if deal_r == 3: dealt.emit() break else: await get_tree().create_timer(DEAL_PAUSE).timeout deal_r += 1 await get_tree().create_timer(DEAL_PAUSE).timeout trumpbuttons.visible = true func define_trump(suit : String): trump = suit turn(first_player) func turn(first): first.play_check() await first.played first.enable_drop_zone = false func create_standard_deck(): var suits = ["Club", "Diamond", "Heart", "Spade"] var values = ["A", "6", "7", "8", "9", "10", "B", "Q", "K"] for suit in suits: for value in values: var card_name = "%s_%s" % [suit, value] var card = card_manager.card_factory.create_card(card_name, deck) deck.add_card(card) func deal_cards_to_hand(count: int, player): for i in count: if deck.get_card_count() > 0: var card = deck.get_top_cards(1).front() player.move_cards([card])