128 lines
3.9 KiB
GDScript3
128 lines
3.9 KiB
GDScript3
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extends Control
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# Spieler-Definitionen
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const PLAYER_X = "X"
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const PLAYER_O = "O"
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const EMPTY = ""
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var current_player = PLAYER_X
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var game_over = false
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# Referenzen zu den Nodes
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@onready var board_grid = $Board
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@onready var status_label = $StatusLabel
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@onready var win_line = $WinLine # Die neue Line2D Node
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# Mapping von Numpad-Aktionen zu den Array-Indizes (0 bis 8)
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var numpad_mapping = {
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"pad_7": 0, "pad_8": 1, "pad_9": 2,
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"pad_4": 3, "pad_5": 4, "pad_6": 5,
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"pad_1": 6, "pad_2": 7, "pad_3": 8
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}
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var buttons = []
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# Gewinnkombinationen global definieren, da wir sie auch für die Linie brauchen
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var win_conditions = [
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[0, 1, 2], [3, 4, 5], [6, 7, 8], # Horizontal (0=oben, 1=mitte, 2=unten)
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[0, 3, 6], [1, 4, 7], [2, 5, 8], # Vertikal (3=links, 4=mitte, 5=rechts)
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[0, 4, 8], [2, 4, 6] # Diagonal (6=Hauptdiagonale, 7=Nebendiagonale)
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]
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func _ready():
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board_grid.custom_minimum_size = Vector2(500, 500)
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buttons = board_grid.get_children()
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# Gewinnlinie am Anfang unsichtbar machen
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win_line.clear_points()
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for i in range(buttons.size()):
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buttons[i].text = EMPTY
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buttons[i].size_flags_horizontal = Control.SIZE_EXPAND_FILL
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buttons[i].size_flags_vertical = Control.SIZE_EXPAND_FILL
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buttons[i].add_theme_font_size_override("font_size", 64)
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buttons[i].pressed.connect(_on_button_pressed.bind(i))
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update_status_label()
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func _input(event):
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if game_over:
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return
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for action in numpad_mapping.keys():
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if event.is_action_pressed(action):
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var index = numpad_mapping[action]
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if buttons[index].text == EMPTY:
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make_move(index)
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func _on_button_pressed(index):
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if game_over or buttons[index].text != EMPTY:
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return
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make_move(index)
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func make_move(index):
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buttons[index].text = current_player
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var winning_combo = check_win()
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if winning_combo != null:
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status_label.text = "Spieler " + current_player + " hat gewonnen!"
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game_over = true
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animate_win_line(winning_combo) # Hier starten wir die Animation
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elif check_draw():
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status_label.text = "Unentschieden!"
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game_over = true
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else:
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current_player = PLAYER_O if current_player == PLAYER_X else PLAYER_X
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update_status_label()
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func update_status_label():
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status_label.text = "Spieler " + current_player + " ist am Zug."
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# Gibt nun die Gewinn-Kombination zurück, wenn jemand gewinnt
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func check_win():
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for cond in win_conditions:
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if buttons[cond[0]].text == current_player and \
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buttons[cond[1]].text == current_player and \
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buttons[cond[2]].text == current_player:
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return cond # Gibt das Array der 3 Buttons zurück (z.B. [0, 1, 2])
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return null
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func check_draw() -> bool:
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for button in buttons:
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if button.text == EMPTY:
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return false
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return true
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# Berechnet die Mitte eines Buttons basierend auf seiner globalen Position
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func get_button_center(button: Button) -> Vector2:
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return button.global_position + (button.size / 2)
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# Animiert den Strich von Button 1 zu Button 3 und geht über die Ränder hinaus
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func animate_win_line(combo: Array):
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var start_pos = get_button_center(buttons[combo[0]])
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var end_pos = get_button_center(buttons[combo[2]])
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# 1. Richtung zwischen den beiden Punkten berechnen (Normalisierter Vektor)
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var direction = (end_pos - start_pos).normalized()
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# 2. Festlegen, wie viele Pixel der Strich links und rechts überstehen soll
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var padding = 40.0
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# 3. Start- und Endpunkt nach außen verschieben
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var extended_start = start_pos - (direction * padding)
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var extended_end = end_pos + (direction * padding)
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# Initialisiere die Punkte der Linie am neuen, erweiterten Startpunkt
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win_line.clear_points()
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win_line.add_point(extended_start)
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win_line.add_point(extended_start) # Der zweite Punkt startet hier und wandert
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# Erstelle den Tween für die flüssige Animation
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var tween = create_tween()
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tween.tween_method(
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func(pos): win_line.set_point_position(1, pos),
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extended_start,
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extended_end, # Wandert bis zum erweiterten Endpunkt
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0.4
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).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_OUT)
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