316 lines
8.2 KiB
GDScript
316 lines
8.2 KiB
GDScript
extends Node2D
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var current_player: int = 0
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var player_states := ["Circle", "Cross"]
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var won := ""
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var sequence_needed = 4
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var _sequence = []
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var enable_remove = false
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var move_allowed = true
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var zuege = 0
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var wuerfeln_erlaubt = false
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var wheel_spin_allowed = false
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var active = Theme.new()
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@onready var gui := $GUI as Node2D
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@onready var board := $Board as Board
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@onready var nextPlayer := $GUI/NextPlayer as Sprite2D
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@onready var wonPlayer := $GUI/WonPlayer as Sprite2D
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@onready var diceButton := $GUI/DiceButton as Button
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@onready var diceSprite = $GUI/DiceSprite as Sprite2D
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@onready var player1Sprite = $GUI/Player1Sprite as Sprite2D
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@onready var player2Sprite = $GUI/Player2Sprite as Sprite2D
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@onready var ereignis = $GUI/Event as Label
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@onready var sequenz = $GUI/Sequenz as Label
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@onready var schnick = $Schnick
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@onready var numbers = $Numbers as TileMap
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@onready var blindBoard = $BlindBoard as TileMap
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@onready var spinButton = $GUI/WheelSpin as Button
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@onready var luckyWheel = $LuckyWheel as Control
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# Called when the node enters the scene tree for the first time.
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func _ready():
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current_player = 0
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zuege = 0
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wuerfeln_erlaubt = false
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move_allowed = true
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wheel_spin_allowed = false
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blindBoard.visible = false
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sequence_needed = 4
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board.reset()
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won = ""
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ereignis.text = "Ereignis: "
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sequenz.text = "Steine zum gewinnen: 4"
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wonPlayer.hide()
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nextPlayer.region_rect.position.x = current_player * 300
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nextPlayer.show()
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_update_dice_sprite(0)
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board.active = true
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(_delta):
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if won == "":
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if Input.is_action_just_pressed("Click") and move_allowed:
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var grid_pos = board.gridpos_at_mouse()
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if enable_remove:
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print(grid_pos)
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board._clear_enemy_tile(grid_pos)
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enable_remove = false
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elif board.get_state(Vector2(grid_pos.x, 0)) == board.empty_state:
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var new_pos = board._calculate_drop_pos(grid_pos)
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if board.set_state(new_pos, player_states[current_player]):
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if zuege >= 1:
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move_allowed = false #Damit vor jedem Zug gewürfelt wird (Ab Runde 2)
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wuerfeln_erlaubt = true
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zuege += 1
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blindBoard.visible = false
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won = _check_win()
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if won=="":
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switch_player()
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else:
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print("Winner: ", won)
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wonPlayer.region_rect.position.x = player_states.find(won) * 300
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if won == player_states[0]:
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for tile in _sequence:
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board.set_cell(1, tile, 1, Vector2i(0, 2), 0)
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else:
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for tile in _sequence:
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board.set_cell(1, tile, 1, Vector2i(3, 2), 0)
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wonPlayer.show()
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nextPlayer.hide()
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board.active = false
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func switch_player():
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current_player = 1 - current_player
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nextPlayer.region_rect.position.x = current_player * 300
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func _on_restart_button_pressed():
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_ready()
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var _checks = [
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[Vector2i(-1,0), Vector2i(1,0)],
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[Vector2i(0,-1), Vector2i(0,1)],
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[Vector2i(-1,-1), Vector2i(1,1)],
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[Vector2i(-1,1), Vector2i(1,-1)],
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]
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func _check_win() -> String:
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for cell in board.get_used_cells(board.layer_by_name[board.state_layer]):
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var state = board.get_state(cell)
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_sequence.clear()
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for check in _checks:
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for i in range(3):
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var same = true
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for j in range(sequence_needed):
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if board.get_state(cell + check[0] * (i + j)) != state:
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same = false
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break
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_sequence.append(Vector2i(cell + check[0] * (i + j)))
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if same:
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return state
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return ""
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#Generiert die Zufallszahl von 1-6
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func _roll_dice() -> int:
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wuerfeln_erlaubt = false
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var zahl = randi() % 6 + 1
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var animation_help
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var zahl_davor
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for i in range(6):
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if animation_help == zahl_davor:
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zahl_davor = randi() % 6 + 1
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_update_dice_sprite(zahl_davor)
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animation_help = zahl_davor
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await get_tree().create_timer(0.25).timeout
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_update_dice_sprite(zahl)
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print(zahl) #Debug ausgabe, später löschen
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if zahl == 1:
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switch_to_schnick()
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if zahl == 3:
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blindBoard.visible = true
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if zahl == 6:
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board.active = false
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luckyWheel.is_spin = true
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switch_to_wheel()
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var number = randi() % 100 + 1
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_spin_the_wheel(number)
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while luckyWheel.spun == false: #damit erst nach dem drehen 3s gewartet wird
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await get_tree().create_timer(1).timeout
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await get_tree().create_timer(3.2).timeout
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luckyWheel.spun = false
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luckyWheel.hide()
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switch_to_game()
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board.active = true
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return zahl
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#Funktion um Knopf und Methode zu verbinden
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func _on_dice_button_pressed():
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if wuerfeln_erlaubt:
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move_allowed = true
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_roll_dice()
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#Sucht sich für die entsprechende Augenzahl
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#die X und Y-Koordinaten in der Tilemap
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func _update_dice_sprite(result :int):
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diceSprite.region_rect.position.x = _get_dice_pos_x(result)
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diceSprite.region_rect.position.y = _get_dice_pos_y(result)
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#X-Koordinaten der Augenzahlen in der Tilemap
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func _get_dice_pos_x(result: int) -> int:
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match result:
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1: return 8
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2: return 108
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3: return 208
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4: return 308
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5: return 108
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6: return 208
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return 208
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#Y-Koordinaten in der Tilemap
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func _get_dice_pos_y(result: int) -> int:
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match result:
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1: return 308
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2: return 308
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3: return 308
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4: return 308
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5: return 410
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6: return 410
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return 410
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#Nach dem Glücksradereignis wird die Siegesbedingung auf 5 gewinnt geändert
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func _five_wins() -> void:
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print("5 Gewinnt aktiv") #Debug
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sequence_needed = 5
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#Nach dem Glücksradereignis tauschen die Spieler die Symbole
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func _change_symbols():
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print("tausch") #debug
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current_player = 1 - current_player
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nextPlayer.region_rect.position.x = current_player * 300
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var tempX = player1Sprite.region_rect.position.x
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var tempY = player1Sprite.region_rect.position.y
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player1Sprite.region_rect.position.x = player2Sprite.region_rect.position.x
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player1Sprite.region_rect.position.y = player2Sprite.region_rect.position.y
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player2Sprite.region_rect.position.x = tempX
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player2Sprite.region_rect.position.y = tempY
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#Nach dem Glücksradereignis gewinnt der Spieler sofort
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func _instant_win():
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won = player_states[current_player]
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print("Winner: ", won)
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wonPlayer.region_rect.position.x = player_states.find(won) * 300
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wonPlayer.show()
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nextPlayer.hide()
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board.active = false
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func _instant_loose():
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current_player = 1 - current_player
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won = player_states[current_player]
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print("Winner: ", won)
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wonPlayer.region_rect.position.x = player_states.find(won) * 300
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wonPlayer.show()
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nextPlayer.hide()
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board.active = false
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#Zum Testen der Events
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func _on_test_pressed():
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get_tree().change_scene_to_file("res://lucky_wheel.tscn")
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func _spin_the_wheel(result: int) -> void:
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wheel_spin_allowed = false
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move_allowed = true
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ereignis.text = "Ereignis: "
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if result <= 3:
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ereignis.text += "Instant win!"
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_instant_win()
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elif result <= 6:
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ereignis.text += "Instant loose!"
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_instant_loose()
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elif result <= 15:
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await get_tree().create_timer(6).timeout
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enable_remove = true
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ereignis.text += "Du darfst einen Stein entfernen!"
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elif result <= 30:
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ereignis.text += "Symboltausch!"
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_change_symbols()
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elif result <= 45:
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if sequence_needed == 5:
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print("lol")
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_spin_the_wheel(randi() % 100 + 1)
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else:
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ereignis.text += "Ab jetzt gilt 5 - Gewinnt!"
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sequenz.text = "Steine zum gewinnen: 5"
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_five_wins()
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elif result <= 65:
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var zeile_zum_loeschen = randi() % 6 + 1
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ereignis.text += "Zeile " + str(zeile_zum_loeschen) + " wird entfernt!"
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await get_tree().create_timer(6).timeout
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board.delete_column(zeile_zum_loeschen)
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elif result <= 85:
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var spalte_zum_loeschen = randi() % 6 + 1
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ereignis.text += "Spalte " + str(spalte_zum_loeschen) + " wird entfernt!"
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await get_tree().create_timer(6).timeout
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board.delete_row(spalte_zum_loeschen)
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elif result <= 100:
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ereignis.text += str(result)
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print("größer als 85")#Debug
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#Am Glücksrad drehen
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func _on_spin_the_wheel_pressed():
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if wheel_spin_allowed:
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var zahl = randi() % 100 + 1
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_spin_the_wheel(zahl)
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func hide_schnick():
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schnick.hide()
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move_allowed = true
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func switch_to_schnick():
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move_allowed = false
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board.hide()
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numbers.hide()
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gui.hide()
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schnick.show()
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func switch_to_wheel():
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move_allowed = false
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gui.hide()
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numbers.hide()
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board.hide()
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luckyWheel.show()
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func switch_to_game():
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move_allowed = true
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gui.show()
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numbers.show()
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board.show()
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func _on_gewonnen_pressed():
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hide_schnick()
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switch_to_game()
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func _on_verloren_pressed():
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switch_player()
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hide_schnick()
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switch_to_game()
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