frame-of-mind/src/logic-scenes/card_burner/card_burner.gd

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GDScript3
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class_name CardBurner extends CenterContainer
var has_stage = false:
set(focus):
if not focus == has_stage:
if focus:
process_mode = Node.PROCESS_MODE_INHERIT
self.show()
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self.mouse_filter = Control.MOUSE_FILTER_PASS
Input.mouse_mode = Input.MOUSE_MODE_HIDDEN
else:
self.mouse_filter = Control.MOUSE_FILTER_IGNORE
self.hide()
process_mode = Node.PROCESS_MODE_DISABLED
has_stage = focus
func _ready():
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Scenes.sign_up_for_sequence(burn_cards, Scenes.id.TRANSITION, 1)
%SkipButton.pressed.connect(card_burned.emit)
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func burn_cards(_id, _repeat):
var random_card_names: Array = State.active_save_game.board_state["randoms"]
for card_name in random_card_names:
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if card_name.begins_with("p"):
random_card_names.erase(card_name)
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var random_cards: Array = HardCards.get_cards_by_name_array(random_card_names)["cards"]
random_cards.shuffle()
for ancor:Control in [%Ancor1, %Ancor2, %Ancor3, %Ancor4]:
if random_cards.size() > 0:
ancor.get_child(0).queue_free()
var new_child: Card = random_cards.pop_front()
ancor.add_child(new_child)
new_child.owner = self
new_child.has_burned.connect(card_burned.emit)
await card_burned
$AnimationPlayer.play("vanish")
await $AnimationPlayer.animation_finished
Scenes.continue_sequence(self)
signal card_burned
func handle_hover(to_handle: Area2D):
if to_handle is Card:
if to_handle.burn_state == Card.burned.NOT:
to_handle.burn_state = Card.burned.SINGED
func handle_mouse_button(event: InputEventMouseButton, card: Card):
if event.button_index == MOUSE_BUTTON_MASK_LEFT and event.is_pressed() and not event.is_echo():
card.burn_state = Card.burned.BURNING