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init python:
def start_duel(opppent_deck, after_enemy = None, rules = None, duel_player_deck = None):
global standard_rules
global playerdeck
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if rules is None:
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rules = standard_rules
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if duel_player_deck is None:
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duel_player_deck = playerdeck
backside_list = []
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for i in range(0, rules[0]):
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backside_list.append(True)
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for i in range(rules[0], len(opppent_deck)):
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backside_list.append(False)
## Setup Deck ##
player_deck = []
for card in duel_player_deck:
card.playercard = True
player_deck.append(card.clone())
enemy_deck = []
for card in opppent_deck:
card.playercard = False
enemy_deck.append(card.clone())
# Display rules
game_rules_list = convert_rules(rules, player_deck)
if len(game_rules_list) > 0:
renpy.choice_for_skipping()
renpy.show_screen("rules_display", game_rules_list)
renpy.pause()
renpy.hide_screen("rules_display")
## Clean the table from last fight ##
reset_table_cards()
## Random check to see who start ##
coin_flip = renpy.random.randint(0,1)
if coin_flip == 0:
enemy_turn(enemy_deck, backside_list, rules[2], rules[3])
## Game Loop ##
response_card = ""
while not(response_card == "win" or response_card == "loss"):
response_card = cardgame(enemy_deck, player_deck, backside_list, rules[2], rules[3])
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if response_card == "AfterEnemy" and after_enemy is not None:
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after_enemy()
elif response_card == "Close":
return "Close"
elif response_card == "draw" and rules[1]:
for list_elm in table_cards:
for elm in list_elm:
if elm.playercard:
player_deck.append(elm)
else:
enemy_deck.append(elm)
backside_list = []
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for i in range(0, rules[0]):
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backside_list.append(True)
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for i in range(rules[0], len(opppent_deck)):
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backside_list.append(False)
reset_table_cards()
elif response_card == "draw":
break
return response_card
def cardgame(enemy_deck, player_deck, shown_backside, reverse, dobelt_number):
global selectcard
global selectenemycard
global table_cards
renpy.hide_screen("main_room_menu")
renpy.show_screen("card_battle", player_deck, enemy_deck, shown_backside)
renpy.music.stop("weather") #Stop playing weather SFX
_return = ui.interact()
if _return in player_deck:
selectcard = player_deck.index(_return)
return "NewTurn"
elif _return in enemy_deck:
selectenemycard = enemy_deck.index(_return)
return "NewTurn"
elif _return == "Close":
selectcard = -1
selectenemycard = -1
renpy.hide_screen("card_battle")
return _return
elif _return == "unselect":
selectcard = -1
selectenemycard = -1
return "NewTurn"
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elif _return == "skip_win":
renpy.show_screen("card_end_message", "You win!")
renpy.sound.play("sounds/card_win.ogg")
renpy.pause(3.0) # Pause before end
renpy.hide_screen("card_end_message")
renpy.hide_screen("card_battle")
renpy.transition(dissolve)
return "win"
elif _return == "skip_lost":
renpy.show_screen("card_end_message", "You lost...")
renpy.pause(3.0) # Pause before end
renpy.hide_screen("card_end_message")
renpy.hide_screen("card_battle")
renpy.transition(dissolve)
return "lost"
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else:
if not selectcard == -1:
renpy.sound.play("sounds/card.ogg")
y = int(math.floor(int(_return)/3))
x = int(_return)-(y*3)
table_cards[x][y] = player_deck[selectcard]
table_cards[x][y].playercard = True
del player_deck[selectcard]
selectcard = -1
selectenemycard = -1
update_table(x,y,reverse, dobelt_number)
renpy.pause(0.7) # Autoplay enemy card
if (len(player_deck) == 0 or len(enemy_deck) == 0):
response_card = check_winner(player_deck)
if response_card == "win":
renpy.show_screen("card_end_message", "You win!")
renpy.sound.play("sounds/card_win.ogg") #Fanfare
elif response_card == "draw":
renpy.show_screen("card_end_message", "Draw")
else:
renpy.show_screen("card_end_message", "You lost...")
renpy.pause(3.0) # Pause before end
renpy.hide_screen("card_end_message")
renpy.hide_screen("card_battle")
renpy.transition(dissolve)
return response_card
enemy_turn(enemy_deck, shown_backside, reverse, dobelt_number)
renpy.sound.play("sounds/card.ogg")
if (len(player_deck) == 0 or len(enemy_deck) == 0):
response_card = check_winner(player_deck)
if response_card == "win":
renpy.show_screen("card_end_message", "You win!")
renpy.sound.play("sounds/card_win.ogg")
elif response_card == "draw":
renpy.show_screen("card_end_message", "Draw")
else:
renpy.show_screen("card_end_message", "You lost...")
renpy.pause(3.0) # Pause before end
renpy.hide_screen("card_end_message")
renpy.hide_screen("card_battle")
renpy.transition(dissolve)
return response_card
return "AfterEnemy"
else:
return "NewTurn"
def enemy_turn(enemy_deck, shown_backside, reverse, dobelt_number):
global table_cards
high_score = 0
high_score_card = None
high_score_pos = (0,0)
#Fix for not finding a card
tuple_my = enemy_deck[0].get_ai_score(table_cards, reverse, dobelt_number)
high_score = tuple_my[0]
high_score_pos = tuple_my[1]
high_score_card = enemy_deck[0]
for card in enemy_deck:
tuple_my = card.get_ai_score(table_cards, reverse, dobelt_number)
if tuple_my[0] > high_score:
high_score = tuple_my[0]
high_score_pos = tuple_my[1]
high_score_card = card
x = high_score_pos[0]
y = high_score_pos[1]
del shown_backside[enemy_deck.index(high_score_card)]
del enemy_deck[enemy_deck.index(high_score_card)]
table_cards[x][y] = high_score_card
table_cards[x][y].playercard = False
update_table(x,y, reverse, dobelt_number)
return
def convert_rules(rules, player_deck):
rules_list = []
if rules[0] > 0:
rules_list.append(card_rule_hidden)
if rules[1]:
rules_list.append(card_rule_death)
if rules[2]:
rules_list.append(card_rule_reverse)
if rules[3]:
rules_list.append(card_rule_double)
is_random_deck = True
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for x in range(len(player_deck)):
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is_random_deck = is_random_deck and (player_deck[x].title is playerdeck[x].title)
if not is_random_deck:
rules_list.append(card_rule_random)
return rules_list
def advance_tier(tier):
global geniecard_level
renpy.show_screen("blktone")
renpy.show_screen("advance_deck")
renpy.transition(Dissolve(0.3))
renpy.pause(1.0)
renpy.play("sounds/magic4.ogg")
renpy.transition(Fade(0.2, 0.0, 0.8, color='#fff'))
geniecard_level = tier
# Change card image for each respective card.
for card in cards_dynamic:
card.imagepath = card.imagepath.split("_v")[0] + "_v{}.webp".format(geniecard_level)
renpy.show_screen("advance_deck")
renpy.pause()
renpy.hide_screen("blktone")
renpy.hide_screen("advance_deck")
renpy.transition(Dissolve(0.3))
return
screen card_battle(l_playerdeck, l_enemydeck, shown_cards):
zorder 13
imagebutton idle "images/cardgame/card_table.webp" action Return("unselect")
#fix card error when you select the last card
if not selectenemycard < len(l_enemydeck):
$ selectenemycard = -1
imagemap:
ground "images/cardgame/card_table.webp"
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for y in range(0,3):
for x in range(0,3):
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if table_cards[x][y] is None:
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hotspot (353+124*x, 25+184*y, 125, 182) clicked Return(str(x+y*3))
else:
use cardrender(table_cards[x][y], 353+124*x, 25+184*y, cardzoom=0.375, animated=True)
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for i in range(0, len(l_playerdeck)):
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if not selectcard == i:
use cardrender(l_playerdeck[i], 18,17+80*i, True)
if not selectcard == -1:
use cardrender(l_playerdeck[selectcard], 54,17+80*selectcard)
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for i in range(0, len(l_enemydeck)):
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if not selectenemycard == i:
use cardrender(l_enemydeck[i], 898,17+80*i, True, backside=shown_cards[i])
if not selectenemycard == -1:
use cardrender(l_enemydeck[selectenemycard], 860,17+80*selectenemycard, backside= shown_cards[selectenemycard])
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if config.developer:
vbox:
textbutton "Dev skip (win)" action Return("skip_win")
textbutton "Dev skip (lose)" action Return("skip_lost")
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use close_button
transform cardrender_move(xpos_card, ypos_card, start_xy):
on start, show:
pos start_xy
linear 0.2 xpos absolute(xpos_card) ypos absolute(ypos_card)
transform cardrender(pos, zoom):
pos pos
zoom zoom
screen cardrender(card, xpos_card, ypos_card, interact=False, return_value=None, cardzoom=0.5, color=None, backside=False, animated=False):
zorder 14
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if return_value is None:
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$ return_value = card
$ img = card.get_image(backside=backside)
$ img_border = card.get_border()
fixed:
xysize card.sizes
at cardrender((xpos_card, ypos_card), cardzoom)
imagebutton:
style "empty"
if not color is True and (color is False or (card.copies < 0)):
idle gray_tint(img)
hover gray_tint(image_hover(img))
foreground gray_tint(img_border)
else:
idle img
hover image_hover(img)
foreground img_border
if interact:
action Return(return_value)
if not backside:
text str(card.topvalue) style "cardrender_text" pos (160, 35)
text str(card.bottomvalue) style "cardrender_text" pos (160, 445)
text str(card.leftvalue) style "cardrender_text" pos (35, 240)
text str(card.rightvalue) style "cardrender_text" pos (285, 240)
#Total Value
text str(card.get_totalvalue()) style "cardrender_text" pos (60, 57)
style cardrender_text:
color "#ffffff"
anchor (0.5, 0.5)
size 26
screen start_deck():
zorder 26
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for i in range(len(unlocked_cards)):
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use cardrender(unlocked_cards[i],40+125*i,200, interact=False, cardzoom=0.375)
screen advance_deck():
tag advance_deck
zorder 26
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for i in range(len(cards_dynamic)):
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use cardrender(cards_dynamic[i],40+125*i,200, interact=False, cardzoom=0.375)
text "Tier [geniecard_level]" size 32 color "#fff" ypos 100 xalign 0.5 outlines [ (2, "#000", 0, 0) ]
use ctc
screen card_end_message(message):
zorder 15
text "{color=#FFF}{size=+40}[message]{/size}{/color}" xpos 540 ypos 300 xalign 0.5 yalign 0.5 outlines [ (5, "#000", 0, 0) ]
screen rules_display(game_rules_list):
tag rules
zorder 16
add "interface/bld.webp" at fade_show_hide(0.15)
vbox:
ypos 40
spacing 20
xalign 0.5
xsize 640
text "{color=#ffffff}Custom rules{/color}"size 32 xalign 0.5
text "{color=#ffffff}This game uses some extra rules, it is recommended if it's your first time playing to read the description for the active rules.{/color}" xalign 0.5
frame:
xalign 0.5
background "#7c716a"
vbox:
spacing 5
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for i in range(len(game_rules_list)):
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hbox:
add game_rules_list[i].icon
text game_rules_list[i].name yalign 0.5
frame:
background "#625954"
xfill True
text game_rules_list[i].description yalign 0.5 size 12
add "images/cardgame/spacer.webp"
label start_duel(opppent_deck, after_enemy = None, rules = None, duel_player_deck = None):
$ duel_response = start_duel(opppent_deck, after_enemy, rules, duel_player_deck)
call weather_sound
return