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extends PanelContainer
class_name CharacterCard
## Character Card Component
##
## Displays a single character's summary information with select/delete actions.
#region Signals
signal selected(character_id: String)
signal delete_requested(character_id: String)
#endregion
#region Node References
@onready var name_label: Label = $MarginContainer/HBoxContainer/InfoVBox/NameLabel
@onready var class_label: Label = $MarginContainer/HBoxContainer/InfoVBox/ClassLabel
@onready var level_label: Label = $MarginContainer/HBoxContainer/InfoVBox/LevelLabel
@onready var gold_label: Label = $MarginContainer/HBoxContainer/InfoVBox/GoldLabel
@onready var location_label: Label = $MarginContainer/HBoxContainer/InfoVBox/LocationLabel
@onready var select_button: Button = $MarginContainer/HBoxContainer/ActionVBox/SelectButton
@onready var delete_button: Button = $MarginContainer/HBoxContainer/ActionVBox/DeleteButton
#endregion
#region Private Variables
var _character_id: String = ""
var _character_data: Dictionary = {}
var _pending_data: Dictionary = {} # Store data if set before _ready
#endregion
#region Lifecycle
func _ready() -> void:
#_apply_style()
select_button.pressed.connect(_on_select_pressed)
delete_button.pressed.connect(_on_delete_pressed)
# Apply pending data if set before _ready
if not _pending_data.is_empty():
_apply_character_data(_pending_data)
_pending_data = {}
#endregion
#region Public Methods
func set_character_data(data: Dictionary) -> void:
"""Set character data and update display."""
if not is_node_ready():
# Store for later if called before _ready
_pending_data = data
return
_apply_character_data(data)
func _apply_character_data(data: Dictionary) -> void:
"""Actually apply the character data to UI elements."""
_character_data = data
_character_id = data.get("character_id", "")
name_label.text = data.get("name", "Unknown")
class_label.text = data.get("class_name", "Unknown Class")
level_label.text = "Level %d" % data.get("level", 1)
gold_label.text = "%d Gold" % data.get("gold", 0)
location_label.text = _format_location(data.get("current_location", ""))
func get_character_id() -> String:
return _character_id
#endregion
#region Private Methods
#func _apply_style() -> void:
#"""Apply card styling."""
#var style = StyleBoxFlat.new()
#style.bg_color = ThemeColors.BACKGROUND_CARD
#style.border_width_all = 1
#style.border_color = ThemeColors.BORDER_DEFAULT
#style.corner_radius_all = 8
#style.content_margin_left = 0
#style.content_margin_right = 0
#style.content_margin_top = 0
#style.content_margin_bottom = 0
#add_theme_stylebox_override("panel", style)
func _format_location(location_id: String) -> String:
"""Convert location_id to display name."""
if location_id.is_empty():
return "Unknown"
return location_id.replace("_", " ").capitalize()
#endregion
#region Signal Handlers
func _on_select_pressed() -> void:
selected.emit(_character_id)
func _on_delete_pressed() -> void:
delete_requested.emit(_character_id)
#endregion

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extends Control
## Character List Screen
##
## Displays user's characters and allows selection or creation.
## Fetches data from GET /api/v1/characters endpoint.
#region Signals
signal character_selected(character_id: String)
signal create_requested
#endregion
#region Node References
@onready var character_container: VBoxContainer = $VBoxContainer/CharacterScrollContainer/CharacterVBox
@onready var loading_indicator: CenterContainer = $VBoxContainer/LoadingIndicator
@onready var error_container: MarginContainer = $VBoxContainer/ErrorContainer
@onready var error_label: Label = $VBoxContainer/ErrorContainer/ErrorLabel
@onready var empty_state: CenterContainer = $EmptyState
@onready var tier_label: Label = $VBoxContainer/Header/TierLabel
@onready var create_button: Button = $VBoxContainer/ActionContainer/CreateButton
@onready var refresh_button: Button = $VBoxContainer/ActionContainer/RefreshButton
@onready var scroll_container: ScrollContainer = $VBoxContainer/CharacterScrollContainer
@onready var empty_create_button: Button = $EmptyState/VBoxContainer/CreateFirstButton
#endregion
#region Service References
@onready var http_client: Node = get_node("/root/HTTPClient")
@onready var state_manager: Node = get_node("/root/StateManager")
#endregion
#region Private Variables
var _characters: Array = []
var _is_loading: bool = false
var _tier: String = "free"
var _limit: int = 1
#endregion
#region Lifecycle
func _ready() -> void:
print("[CharacterList] Initialized")
_connect_signals()
_hide_error()
empty_state.visible = false
load_characters()
func _connect_signals() -> void:
create_button.pressed.connect(_on_create_button_pressed)
refresh_button.pressed.connect(_on_refresh_button_pressed)
empty_create_button.pressed.connect(_on_create_button_pressed)
#endregion
#region Public Methods
func load_characters() -> void:
"""Fetch characters from API."""
if _is_loading:
return
print("[CharacterList] Loading characters...")
_set_loading(true)
_hide_error()
http_client.http_get(
"/api/v1/characters",
_on_characters_loaded,
_on_characters_error
)
func refresh() -> void:
"""Refresh character list."""
load_characters()
#endregion
#region Private Methods
func _set_loading(loading: bool) -> void:
_is_loading = loading
loading_indicator.visible = loading
scroll_container.visible = not loading
refresh_button.disabled = loading
func _show_error(message: String) -> void:
error_label.text = message
error_container.visible = true
func _hide_error() -> void:
error_container.visible = false
func _update_ui() -> void:
# Update tier info
tier_label.text = "%s: %d/%d" % [_tier.capitalize(), _characters.size(), _limit]
# Enable/disable create button based on limit
create_button.disabled = _characters.size() >= _limit
# Show empty state or character list
if _characters.is_empty():
empty_state.visible = true
scroll_container.visible = false
else:
empty_state.visible = false
scroll_container.visible = true
func _populate_character_list() -> void:
# Clear existing cards
for child in character_container.get_children():
child.queue_free()
# Create card for each character
var card_scene = preload("res://scenes/character/character_card.tscn")
for char_data in _characters:
var card = card_scene.instantiate()
card.set_character_data(char_data)
card.selected.connect(_on_character_card_selected)
card.delete_requested.connect(_on_character_delete_requested)
character_container.add_child(card)
print("[CharacterList] Populated %d character cards" % _characters.size())
#endregion
#region Signal Handlers
func _on_characters_loaded(response: APIResponse) -> void:
_set_loading(false)
if not response.is_success():
_on_characters_error(response)
return
var result = response.result
_characters = result.get("characters", [])
_tier = result.get("tier", "free")
_limit = result.get("limit", 1)
print("[CharacterList] Loaded %d characters (tier=%s, limit=%d)" % [_characters.size(), _tier, _limit])
_populate_character_list()
_update_ui()
func _on_characters_error(response: APIResponse) -> void:
_set_loading(false)
var message = response.get_error_message()
if message.is_empty():
message = "Failed to load characters"
if response.status == 401:
print("[CharacterList] Session expired, redirecting to login")
get_tree().change_scene_to_file("res://scenes/auth/login.tscn")
return
print("[CharacterList] Error: %s (status=%d)" % [message, response.status])
_show_error(message)
func _on_character_card_selected(character_id: String) -> void:
print("[CharacterList] Character selected: %s" % character_id)
state_manager.select_character(character_id)
character_selected.emit(character_id)
# TODO: Navigate to main game scene
# get_tree().change_scene_to_file("res://scenes/game/main_game.tscn")
func _on_character_delete_requested(character_id: String) -> void:
print("[CharacterList] Delete requested for: %s" % character_id)
# TODO: Show confirmation dialog, then call DELETE endpoint
# For now, directly delete
_delete_character(character_id)
func _delete_character(character_id: String) -> void:
"""Delete a character via API."""
http_client.http_delete(
"/api/v1/characters/%s" % character_id,
func(response: APIResponse):
if response.is_success():
print("[CharacterList] Character deleted: %s" % character_id)
load_characters() # Refresh list
else:
_show_error(response.get_error_message()),
func(response: APIResponse):
_show_error(response.get_error_message())
)
func _on_create_button_pressed() -> void:
print("[CharacterList] Create button pressed")
create_requested.emit()
# TODO: Navigate to character creation wizard
# get_tree().change_scene_to_file("res://scenes/character/character_create.tscn")
func _on_refresh_button_pressed() -> void:
print("[CharacterList] Refresh button pressed")
refresh()
#endregion

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