Files
jass-learner/scripts/schematic_setup.gd
T

278 lines
8.3 KiB
GDScript

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 team_1_stiche = $CardManager/Team1Stiche
@onready var team_2_stiche = $CardManager/Team2Stiche
@onready var trumpbuttons = $ButtonsTrumpSelect
@onready var first_player = $CardManager/Player1PlayPile
var trump : String
var rounds_played: int
signal dealt
func _ready():
trumpbuttons.trump.connect(define_trump.bind())
player_1_pile.enable_drop_zone = false
player_1_pile.sensor_visibility = false
setup_game()
func setup_game():
# Create a deck of cards
create_standard_deck()
deck._held_cards.shuffle()
player_1_hand.allow_movement = true
player_2_hand.allow_movement = true
player_3_hand.allow_movement = true
player_4_hand.allow_movement = true
# Deal initial hand
const DEAL_PAUSE = 0.5
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):
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
get_turn_winner()
func count_points():
print("end of round")
func get_turn_winner():
var cards = {
1: {"value": int(player_1_pile.get_top_cards(1)[0].card_info.value), "suit": player_1_pile.get_top_cards(1)[0].card_info.suit},
2: {"value": int(player_2_pile.get_top_cards(1)[0].card_info.value), "suit": player_2_pile.get_top_cards(1)[0].card_info.suit},
3: {"value": int(player_3_pile.get_top_cards(1)[0].card_info.value), "suit": player_3_pile.get_top_cards(1)[0].card_info.suit},
4: {"value": int(player_4_pile.get_top_cards(1)[0].card_info.value), "suit": player_4_pile.get_top_cards(1)[0].card_info.suit}
}
print(trump)
if trump != "Top" and trump != "Down":
print("pass")
for card in cards:
if trump == cards[card]["suit"]:
match cards[card]["value"]:
11:
cards[card]["value"] += 40
9:
cards[card]["value"] += 30
_:
cards[card]["value"] += 14
print(cards[card]["value"])
elif trump == "Down":
for card in cards:
cards[card]["value"] = cards[card]["value"] * (-1)
print(cards[card]["value"])
var played_suit = first_player.get_top_cards(1)[0].card_info.suit
var highest_card: int
var highest_value: int
for i in cards:
var card = cards[i]
if card["suit"] == played_suit and card["value"] > highest_value:
highest_value = card["value"]
highest_card = i
match highest_card:
1:
first_player = player_1_pile
move_to_stiche(1)
2:
first_player = player_2_pile
move_to_stiche(2)
3:
first_player = player_3_pile
move_to_stiche(1)
4:
first_player = player_4_pile
move_to_stiche(2)
func move_to_stiche(team: int):
if team == 1:
team_1_stiche.move_cards(player_1_pile.get_top_cards(1))
team_1_stiche.move_cards(player_2_pile.get_top_cards(1))
team_1_stiche.move_cards(player_3_pile.get_top_cards(1))
team_1_stiche.move_cards(player_4_pile.get_top_cards(1))
else:
team_2_stiche.move_cards(player_1_pile.get_top_cards(1))
team_2_stiche.move_cards(player_2_pile.get_top_cards(1))
team_2_stiche.move_cards(player_3_pile.get_top_cards(1))
team_2_stiche.move_cards(player_4_pile.get_top_cards(1))
turn(first_player)
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])