tic-tac-toe/scripts/control.gd

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GDScript3
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extends Control
# Spieler-Definitionen
const PLAYER_X = "X"
const PLAYER_O = "O"
const EMPTY = ""
var current_player = PLAYER_X
var game_over = false
# Referenzen zu den Nodes
@onready var board_grid = $Board
@onready var status_label = $StatusLabel
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@onready var win_line = $WinLine
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# Mapping von Numpad-Aktionen zu den Array-Indizes (0 bis 8)
var numpad_mapping = {
"pad_7": 0, "pad_8": 1, "pad_9": 2,
"pad_4": 3, "pad_5": 4, "pad_6": 5,
"pad_1": 6, "pad_2": 7, "pad_3": 8
}
var buttons = []
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# --- NEU: Beide Textur-Referenzen geladen ---
var circle_texture = load("res://res/Dornenkrone.png") # Textur für O
var cross_texture = load("res://res/Rankenkreuz.png") # Textur für X (Hier Pfad anpassen!)
# --------------------------------------------
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var win_conditions = [
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[0, 1, 2], [3, 4, 5], [6, 7, 8],
[0, 3, 6], [1, 4, 7], [2, 5, 8],
[0, 4, 8], [2, 4, 6]
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]
func _ready():
board_grid.custom_minimum_size = Vector2(500, 500)
buttons = board_grid.get_children()
win_line.clear_points()
for i in range(buttons.size()):
buttons[i].size_flags_horizontal = Control.SIZE_EXPAND_FILL
buttons[i].size_flags_vertical = Control.SIZE_EXPAND_FILL
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# Buttons komplett leeren (kein störender Text mehr)
buttons[i].text = EMPTY
# Finde die TextureRect-Node im Button und leere sie für den Start
var piece_texture = buttons[i].get_node("PieceTexture")
piece_texture.texture = null
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buttons[i].pressed.connect(_on_button_pressed.bind(i))
update_status_label()
func _input(event):
if game_over:
return
for action in numpad_mapping.keys():
if event.is_action_pressed(action):
var index = numpad_mapping[action]
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var piece_texture = buttons[index].get_node("PieceTexture")
if piece_texture.texture == null:
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make_move(index)
func _on_button_pressed(index):
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var piece_texture = buttons[index].get_node("PieceTexture")
if game_over or piece_texture.texture != null:
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return
make_move(index)
func make_move(index):
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var piece_texture = buttons[index].get_node("PieceTexture")
# Weist jetzt je nach Spieler die korrekte Bild-Textur zu
if current_player == PLAYER_O:
piece_texture.texture = circle_texture
else:
piece_texture.texture = cross_texture
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var winning_combo = check_win()
if winning_combo != null:
status_label.text = "Spieler " + current_player + " hat gewonnen!"
game_over = true
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animate_win_line(winning_combo)
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elif check_draw():
status_label.text = "Unentschieden!"
game_over = true
else:
current_player = PLAYER_O if current_player == PLAYER_X else PLAYER_X
update_status_label()
func update_status_label():
status_label.text = "Spieler " + current_player + " ist am Zug."
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# Prüft den Gewinn vollautomatisch über die gesetzten Texturen
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func check_win():
for cond in win_conditions:
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var p0 = buttons[cond[0]].get_node("PieceTexture").texture
var p1 = buttons[cond[1]].get_node("PieceTexture").texture
var p2 = buttons[cond[2]].get_node("PieceTexture").texture
if current_player == PLAYER_O:
if p0 == circle_texture and p1 == circle_texture and p2 == circle_texture:
return cond
else:
if p0 == cross_texture and p1 == cross_texture and p2 == cross_texture:
return cond
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return null
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# Prüft auf Unentschieden: Wenn alle Felder eine Textur haben, ist das Feld voll
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func check_draw() -> bool:
for button in buttons:
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var piece_texture = button.get_node("PieceTexture")
if piece_texture.texture == null:
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return false
return true
func get_button_center(button: Button) -> Vector2:
return button.global_position + (button.size / 2)
func animate_win_line(combo: Array):
var start_pos = get_button_center(buttons[combo[0]])
var end_pos = get_button_center(buttons[combo[2]])
var direction = (end_pos - start_pos).normalized()
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var padding = 40.0
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var extended_start = start_pos - (direction * padding)
var extended_end = end_pos + (direction * padding)
win_line.clear_points()
win_line.add_point(extended_start)
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win_line.add_point(extended_start)
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var tween = create_tween()
tween.tween_method(
func(pos): win_line.set_point_position(1, pos),
extended_start,
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extended_end,
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0.4
).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_OUT)