godot-genre-card-game
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ChineseGenre: Card Game
游戏类型:卡牌游戏
Expert blueprint for digital card games with data-driven design and juicy UI.
采用数据驱动设计与精美UI的数字卡牌游戏专家蓝图。
NEVER Do
绝对不要做的事
- NEVER hardcode card effects in card scripts — Use Command pattern or effect_script Resource. Enables designers to create cards without code.
- NEVER use global_position for hand layout — Hand cards should use local positions relative to hand container. global_position breaks with camera movement.
- NEVER forget to shuffle discard into draw pile — When draw_pile is empty, reshuffle discard_pile. Otherwise game soft-locks.
- NEVER skip z_index management — Dragged cards must have highest z_index. Use or set
move_to_front().z_index = 999 - NEVER use instant card movements — Cards without tween animations feel terrible. Even 0.2s tweens massively improve feel.
- 绝对不要在卡牌脚本中硬编码卡牌效果 — 使用Command pattern或effect_script Resource。让设计师无需编写代码即可创建卡牌。
- 绝对不要使用global_position进行手牌布局 — 手牌应使用相对于手牌容器的本地位置。global_position会在相机移动时失效。
- 绝对不要忘记将弃牌堆洗入抽牌堆 — 当抽牌堆为空时,重洗弃牌堆。否则游戏会陷入软锁状态。
- 绝对不要跳过z_index管理 — 被拖动的卡牌必须拥有最高的z_index。使用或设置
move_to_front()。z_index = 999 - 绝对不要使用即时卡牌移动 — 没有补间动画的卡牌体验极差。即使是0.2秒的补间也能大幅提升手感。
Available Scripts
可用脚本
MANDATORY: Read the appropriate script before implementing the corresponding pattern.
强制要求:在实现对应模式前,请阅读相应脚本。
card_effect_resolution.gd
card_effect_resolution.gd
FILO stack for card effect resolution. Enables reaction/counter cards (last-in resolves first), visual pass for animations, and polymorphic effect dispatch.
先进后出(FILO)栈用于卡牌效果解析。支持反应/反击卡牌(最后进入的先解析)、动画视觉过渡以及多态效果分发。
Core Loop
核心循环
- Draw: Player draws cards from a deck into their hand.
- Evaluate: Player assesses board state, mana/energy, and card options.
- Play: Player plays cards to trigger effects (damage, buff, summon).
- Resolve: Effects occur immediately or go onto a stack.
- Discard/End: Unused cards are discarded (roguelike) or kept (TCG), turn ends.
- 抽卡:玩家从卡组中抽牌加入手牌。
- 评估:玩家评估场上状态、 mana/能量以及卡牌选项。
- 出牌:玩家打出卡牌以触发效果(伤害、增益、召唤)。
- 解析:效果立即生效或进入栈中等待处理。
- 弃牌/结束回合:未使用的卡牌被弃置(roguelike类)或保留(TCG类),回合结束。
Skill Chain
技能链
| Phase | Skills | Purpose |
|---|---|---|
| 1. Data | | Defining Card properties (Cost, Type, Effect) |
| 2. UI | | Hand layout, card positioning, tooltips |
| 3. Input | | Dragging cards to targets, hovering |
| 4. Logic | | Executing card effects, turn phases |
| 5. Polish | | Draw animations, holographic foils |
| 阶段 | 技能 | 用途 |
|---|---|---|
| 1. 数据 | | 定义卡牌属性(费用、类型、效果) |
| 2. UI | | 手牌布局、卡牌定位、提示框 |
| 3. 输入 | | 将卡牌拖动到目标、悬停交互 |
| 4. 逻辑 | | 执行卡牌效果、回合阶段管理 |
| 5. 优化 | | 抽卡动画、全息箔纸效果 |
Architecture Overview
架构概述
1. Card Data (Resource-based)
1. 卡牌数据(基于Resource)
Godot Resources are perfect for card data.
gdscript
undefinedGodot Resources是存储卡牌数据的理想选择。
gdscript
undefinedcard_data.gd
card_data.gd
extends Resource
class_name CardData
enum Type { ATTACK, SKILL, POWER }
enum Target { ENEMY, SELF, ALL_ENEMIES }
@export var id: String
@export var name: String
@export_multiline var description: String
@export var cost: int
@export var type: Type
@export var target_type: Target
@export var icon: Texture2D
@export var effect_script: Script # Custom logic per card
undefinedextends Resource
class_name CardData
enum Type { ATTACK, SKILL, POWER }
enum Target { ENEMY, SELF, ALL_ENEMIES }
@export var id: String
@export var name: String
@export_multiline var description: String
@export var cost: int
@export var type: Type
@export var target_type: Target
@export var icon: Texture2D
@export var effect_script: Script # Custom logic per card
undefined2. Deck Manager
2. 卡组管理器
Handles the piles: Draw Pile, Hand, Discard Pile, Exhaust Pile.
gdscript
undefined处理各种牌堆:抽牌堆、手牌、弃牌堆、耗尽堆。
gdscript
undefineddeck_manager.gd
deck_manager.gd
var draw_pile: Array[CardData] = []
var hand: Array[CardData] = []
var discard_pile: Array[CardData] = []
func draw_cards(amount: int) -> void:
for i in amount:
if draw_pile.is_empty():
reshuffle_discard()
if draw_pile.is_empty():
break # No cards left
var card = draw_pile.pop_back()
hand.append(card)
card_drawn.emit(card)func reshuffle_discard() -> void:
draw_pile.append_array(discard_pile)
discard_pile.clear()
draw_pile.shuffle()
undefinedvar draw_pile: Array[CardData] = []
var hand: Array[CardData] = []
var discard_pile: Array[CardData] = []
func draw_cards(amount: int) -> void:
for i in amount:
if draw_pile.is_empty():
reshuffle_discard()
if draw_pile.is_empty():
break # No cards left
var card = draw_pile.pop_back()
hand.append(card)
card_drawn.emit(card)func reshuffle_discard() -> void:
draw_pile.append_array(discard_pile)
discard_pile.clear()
draw_pile.shuffle()
undefined3. Card Visual (UI)
3. 卡牌视觉(UI)
The interactive node representing a card in hand.
gdscript
undefined代表手牌中卡牌的交互节点。
gdscript
undefinedcard_ui.gd
card_ui.gd
extends Control
var card_data: CardData
var start_pos: Vector2
var is_dragging: bool = false
func _gui_input(event: InputEvent) -> void:
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT:
if event.pressed:
start_drag()
else:
end_drag()
func _process(delta: float) -> void:
if is_dragging:
global_position = get_global_mouse_position() - size / 2
else:
# Hover effect or return to hand position
pass
undefinedextends Control
var card_data: CardData
var start_pos: Vector2
var is_dragging: bool = false
func _gui_input(event: InputEvent) -> void:
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT:
if event.pressed:
start_drag()
else:
end_drag()
func _process(delta: float) -> void:
if is_dragging:
global_position = get_global_mouse_position() - size / 2
else:
# Hover effect or return to hand position
pass
undefinedKey Mechanics Implementation
核心机制实现
Effect Resolution (Command Pattern)
效果解析(Command Pattern)
Decouple the "playing" of a card from its "effect".
gdscript
func play_card(card: CardData, target: Node) -> void:
if current_energy < card.cost:
show_error("Not enough energy")
return
current_energy -= card.cost
# Execute effect
var effect = card.effect_script.new()
effect.execute(target)
move_to_discard(card)将“出牌”与“效果”解耦。
gdscript
func play_card(card: CardData, target: Node) -> void:
if current_energy < card.cost:
show_error("Not enough energy")
return
current_energy -= card.cost
# Execute effect
var effect = card.effect_script.new()
effect.execute(target)
move_to_discard(card)Hand Layout (Arching)
手牌布局(弧形)
Cards in hand usually form an arc. Use a math formula (Bezier or Circle) to position them based on and .
indextotal_cardsgdscript
func update_hand_visuals() -> void:
var center_x = screen_width / 2
var radius = 1000.0
var angle_step = 5.0
for i in hand_visuals.size():
var card = hand_visuals[i]
var angle = deg_to_rad((i - hand_visuals.size() / 2.0) * angle_step)
var target_pos = Vector2(
center_x + sin(angle) * radius,
screen_height + cos(angle) * radius
)
card.target_rotation = angle
card.target_position = target_pos手牌通常排列成弧形。使用数学公式(贝塞尔曲线或圆形)根据和定位卡牌。
indextotal_cardsgdscript
func update_hand_visuals() -> void:
var center_x = screen_width / 2
var radius = 1000.0
var angle_step = 5.0
for i in hand_visuals.size():
var card = hand_visuals[i]
var angle = deg_to_rad((i - hand_visuals.size() / 2.0) * angle_step)
var target_pos = Vector2(
center_x + sin(angle) * radius,
screen_height + cos(angle) * radius
)
card.target_rotation = angle
card.target_position = target_posCommon Pitfalls
常见陷阱
- Complexity Overload: Too many keywords. Fix: Stick to 3-5 core keywords (e.g., Taunt, Poison, Shield) and expand slowly.
- Unreadable Text: Tiny fonts on cards. Fix: Use icons for common stats (Damage, Block) and keep text short.
- Animation Lock: Waiting for slow animations to finish before playing the next card. Fix: Allow queueing actions or keep animations snappy (< 0.3s).
- 复杂度过载:过多关键词。解决方法:坚持3-5个核心关键词(如嘲讽、中毒、护盾),再逐步扩展。
- 文本可读性差:卡牌上的字体过小。解决方法:为常见属性(伤害、格挡)使用图标,保持文本简短。
- 动画锁定:等待缓慢动画完成才能打出下一张牌。解决方法:允许排队操作或保持动画简洁(< 0.3秒)。
Godot-Specific Tips
Godot专属小贴士
- MouseFilter: Getting drag/drop to work with overlapping UI requires careful setup of (Pass vs Stop).
mouse_filter - Z-Index: Use or
z_indexto ensure the dragged card is always on top of everything else.CanvasLayer - Tweens: Essential! Tween position, rotation, and scale for that "juicy" Hearthstone/Slay the Spire feel.
- MouseFilter:要让重叠UI上的拖放功能正常工作,需要仔细设置(Pass vs Stop)。
mouse_filter - Z-Index:使用或
z_index确保被拖动的卡牌始终位于所有元素之上。CanvasLayer - Tweens:必不可少!对位置、旋转和缩放应用补间,营造《炉石传说》/《杀戮尖塔》那样的“丝滑”手感。
Reference
参考资料
- Master Skill: godot-master
- 大师技能:godot-master