| name | godot-genre-card-game |
| description | Expert blueprint for digital card games (CCG/Deckbuilders) including card data structures (Resource-based), deck management (draw/discard/reshuffle), turn logic, hand layout (arcing), drag-and-drop UI, effect resolution (Command pattern), and visual polish (godot-tweening, shaders). Use for CCG, deckbuilders, or tactical card games. Trigger keywords: card_game, deck_manager, card_data, hand_layout, drag_drop_cards, effect_resolution, command_pattern, draw_pile, discard_pile. |
Genre: Card Game
Expert blueprint for digital card games with data-driven design and juicy UI.
NEVER Do (Expert Anti-Patterns)
Logic & Architecture
- NEVER hardcode card logic inside UI scripts; strictly encapsulate gameplay effects in
Callable objects or Command resources pushed to a LIFO stack.
- NEVER perform board-state calculations (Power/Toughness) in
_process(); strictly use Signal-driven triggers or a centralized EffectStack resolver.
- NEVER forget LIFO Stack Resolution; strictly use
Array.push_back() and Array.pop_back() to resolve reactions from top-to-bottom.
UX & Animation
- NEVER skip Z-Index management during drag-and-drop; strictly raise the card to the front on click to prevent it sliding under other cards.
- NEVER allow instant card "teleportation" between piles; strictly use Tween animations (0.2s+) to give cards a tactile, physical feel.
- NEVER use
global_position for cards in hand; strictly position them using a Curve2D (Bezier) layout with sample_baked() for smooth, non-circular arcs.
- NEVER allow instant card "teleportation" between piles; strictly use
create_tween() and tween_property chainings (0.2s+) for juicy card-feel.
Deck & State Management
- NEVER forget to handle Empty Deck scenarios; strictly implement auto-reshuffle of the discard pile to prevent soft-locks.
- NEVER use floating point numbers for discrete card stats; strictly use
int for Costs, Attack, and Health to avoid precision drift.
- NEVER use standard Control nodes for mass tokens/battlefields; strictly use
_draw() custom drawing to bypass SceneTree overhead when rendering 100+ cards or map icons.
- NEVER rely on SceneTree order for hand logic; strictly manage logical order in an Array and update visuals via
queue_redraw().
- NEVER erase array elements during a standard
for loop; strictly iterate in reverse or use filter() to avoid indexing errors.
- NEVER forget to provide parameterless constructors in
_init(); otherwise, Resources will fail to load in the Inspector.
🛠 Expert Components (scripts/)
Original Expert Patterns
Modular Components
Core Loop
- 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.
Skill Chain
| Phase | Skills | Purpose |
|---|
| 1. Data | resources, custom-resources | Defining Card properties (Cost, Type, Effect) |
| 2. UI | control-nodes, layout-containers | Hand layout, card positioning, tooltips |
| 3. Input | drag-and-drop, state-machines | Dragging cards to targets, hovering |
| 4. Logic | command-pattern, signals | Executing card effects, turn phases |
| 5. Polish | godot-tweening, shaders | Draw animations, holographic foils |
Architecture Overview
1. Card Data (Resource-based)
Godot Resources are perfect for card data.
# 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
2. Deck Manager
Handles the piles: Draw Pile, Hand, Discard Pile, Exhaust Pile.
# 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()
3. Card Visual (UI)
The interactive node representing a card in hand.
# 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
Key Mechanics Implementation
Effect Resolution (Command Pattern)
Decouple the "playing" of a card from its "effect".
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)
Cards in hand usually form an arc. Use a math formula (Bezier or Circle) to position them based on index and total_cards.
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
Common Pitfalls
- 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).
Godot-Specific Tips
- MouseFilter: Getting drag/drop to work with overlapping UI requires careful setup of
mouse_filter (Pass vs Stop).
- Z-Index: Use
z_index or CanvasLayer to ensure the dragged card is always on top of everything else.
- Tweens: Essential! Tween position, rotation, and scale for that "juicy" Hearthstone/Slay the Spire feel.
🚀 Elite Technical Implementations (Batch 09)
1. Holographic Foil (Shader Script)
Add visual rarity and "juice" to cards using a holographic shader. This script uses iridescence based on TIME and UV coordinates to create a shifting rainbow effect.
shader_type canvas_item;
uniform float foil_speed : hint_range(0.1, 5.0) = 1.0;
uniform float foil_intensity : hint_range(0.0, 1.0) = 0.5;
void fragment() {
vec4 base_color = texture(TEXTURE, UV);
// Create shifting rainbow iridescence
vec3 holo_color = vec3(
0.5 + 0.5 * sin(TIME * foil_speed + UV.x * 10.0),
0.5 + 0.5 * sin(TIME * foil_speed + UV.y * 10.0 + 2.0),
0.5 + 0.5 * sin(TIME * foil_speed + (UV.x + UV.y) * 10.0 + 4.0)
);
// Blend with base texture alpha
COLOR = vec4(mix(base_color.rgb, holo_color, foil_intensity * base_color.a), base_color.a);
}
2. Card-History Logging (Action Tracking)
Track card actions (Played, Drawn, Discarded) for a history panel using a custom Logger. This intercepts messages tagged with [CARD] and routes them to a turn history buffer.
class_name CardHistoryLogger extends Logger
signal history_updated(entry: String)
var turn_history: Array[String] = []
func _log_message(message: String, error: bool) -> void:
if not error and message.begins_with("[CARD]"):
turn_history.append(message)
history_updated.emit(message)
# To register (in an Autoload):
# func _init(): OS.add_logger(CardHistoryLogger.new())
3. Hand-Limit Logic (Over-Draw Protection)
Encapsulate hand data and enforce a maximum size. Use signals to notify the UI when a card is successfully drawn or discarded due to being overdrawn.
class_name HandManager extends Node
signal card_drawn(card: Resource)
signal card_overdrawn(card: Resource)
@export var max_hand_size: int = 10
var _current_hand: Array[Resource] = []
func draw_card(new_card: Resource) -> void:
if _current_hand.size() >= max_hand_size:
# Hand is full; trigger overdraw
card_overdrawn.emit(new_card)
else:
_current_hand.append(new_card)
card_drawn.emit(new_card)