extends Node2D @onready var card_manager = $CardManager @onready var deck = $CardManager/deck @onready var player_1_hand = $CardManager/Player1Hand @onready var player_2_hand = $CardManager/Player2Hand @onready var player_3_hand = $CardManager/Player3Hand @onready var player_4_hand = $CardManager/Player4Hand signal dealt func _ready(): setup_game() func setup_game(): # Create a deck of cards create_standard_deck() deck._held_cards.shuffle() # Deal initial hand var deal_r: int =1 while true: deal_cards_to_hand(3, player_1_hand) await get_tree().create_timer(0.5).timeout deal_cards_to_hand(3, player_2_hand) await get_tree().create_timer(0.5).timeout deal_cards_to_hand(3, player_3_hand) await get_tree().create_timer(0.5).timeout deal_cards_to_hand(3, player_4_hand) if deal_r == 3: dealt.emit() break else: await get_tree().create_timer(0.5).timeout deal_r += 1 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])