extends Control var card_store = {} var cards var card_radius = 1500 func _ready(): load_card_store() #redraw_all_cards() arrange_cards() pass func _process(_delta): if $Energy: $Energy.text = str(game.energy) func load_card_store(): var cards_json = JSON.parse(helpers.read_file("res://resources/cards.json")).result for card in cards_json: card_store[card["id"]] = card func draw_rand_card(): var deck = [] for card in cards: deck.push_back(card) # We want a lot of commit and checkout cards! for _i in range(5): deck.push_back(cards[0]) deck.push_back(cards[1]) var card = deck[randi() % deck.size()] draw_card(card) func draw_card(card): var new_card = preload("res://scenes/card.tscn").instance() new_card.id = card["id"] new_card.command = card["command"] new_card.description = card["description"] new_card.energy = 0 #card.energy new_card.position = Vector2(rect_size.x, rect_size.y*2) add_child(new_card) arrange_cards() func draw(ids): for card in get_tree().get_nodes_in_group("cards"): card.queue_free() for id in ids: draw_card(card_store[id]) arrange_cards() func arrange_cards(): var t = Timer.new() t.wait_time = 0.05 add_child(t) t.start() yield(t, "timeout") var amount_cards = get_tree().get_nodes_in_group("cards").size() var total_angle = min(35, 45.0/7*amount_cards) var angle_between_cards = 0 if amount_cards > 1: angle_between_cards = total_angle / (amount_cards-1) else: total_angle = 0 var current_angle = -total_angle/2 for card in get_tree().get_nodes_in_group("cards"): var target_position = Vector2(rect_size.x/2, rect_size.y + card_radius) var target_rotation = current_angle var translation_vec = Vector2(0,-card_radius).rotated(current_angle/180.0*PI) target_position += translation_vec current_angle += angle_between_cards card._home_position = target_position card._home_rotation = target_rotation var tween = Tween.new() tween.interpolate_property(card, "position", card.position, target_position, 0.5, Tween.TRANS_CUBIC, Tween.EASE_IN_OUT) tween.interpolate_property(card, "rotation_degrees", card.rotation_degrees, target_rotation, 0.5, Tween.TRANS_CUBIC, Tween.EASE_IN_OUT) add_child(tween) tween.start() func redraw_all_cards(): game.energy = 5 for card in get_tree().get_nodes_in_group("cards"): card.queue_free() for card in card_store: draw_card(card_store[card]) arrange_cards() func add_card(command): draw_card({"command": command, "description": "", "arg_number": 0, "energy": 0})