A framework which comes with prepared scenes and classes to kickstart your card game, as well as a powerful scripting engine to use to provide full rules enforcement.
To improve on #53 I should probably figure out a workaround to make Pile have higher priority for card drops, than Hand, when a card's Area2D collides with both, as it's the natural way people expect (to target the hand, they usually move the card to the middle position).
I cannot move the Hand node higher in the node hierarchy, as that would cause the card-draw animation to show the card be picked from the bottom of the pile. This is because I first change parents, then execute the animations, so the relative z_index of the two CardContainer nodes matters.
I am thinking just have the CardDrop logic prioritize cfc.piles over cfc.hands
To improve on #53 I should probably figure out a workaround to make Pile have higher priority for card drops, than Hand, when a card's Area2D collides with both, as it's the natural way people expect (to target the hand, they usually move the card to the middle position).
I cannot move the Hand node higher in the node hierarchy, as that would cause the card-draw animation to show the card be picked from the bottom of the pile. This is because I first change parents, then execute the animations, so the relative z_index of the two CardContainer nodes matters.
I am thinking just have the CardDrop logic prioritize cfc.piles over cfc.hands