added udp connectivity to game server
This commit is contained in:
29
Game_Client/Classes/Objects/Player.py
Normal file
29
Game_Client/Classes/Objects/Player.py
Normal file
@ -0,0 +1,29 @@
|
||||
import pygame
|
||||
|
||||
class Player:
|
||||
__hp:int
|
||||
__name:str
|
||||
__handCards:pygame.Sprite.Group
|
||||
|
||||
def __init__(self, hp:int, name:str):
|
||||
self.__hp = hp
|
||||
self.__name = name
|
||||
|
||||
def getName(self) -> str:
|
||||
return self.__name
|
||||
|
||||
def getHP(self) -> int:
|
||||
return self.__hp
|
||||
|
||||
def adjustHP(self, hp:int) -> int:
|
||||
self.__hp = self.__hp + hp
|
||||
|
||||
def getHand(self) -> pygame.Sprite.Group:
|
||||
return self.__handCards
|
||||
|
||||
def getAddToHand(self, card) -> pygame.Sprite.Group:
|
||||
return self.__handCards
|
||||
|
||||
def removeFromHand(self, pos:int) -> pygame.Sprite.Group:
|
||||
self.__handCards.remove(pos)
|
||||
return self.__handCards
|
@ -25,7 +25,7 @@ class World():
|
||||
|
||||
def buildGameWorld(self):
|
||||
# construct elements arround the playerfield
|
||||
# Todo add lifepoint label for player and enemy and make them scriptable
|
||||
# Todo add lifepoint label for player and enemy and make them scriptable move to player class
|
||||
|
||||
# presets the y position later passed down to the vector2
|
||||
eRow1Height = 85
|
||||
@ -43,15 +43,18 @@ class World():
|
||||
pNamePos = pygame.Vector2(20, pRow2Height + 195)
|
||||
pHPPos = pygame.Vector2(20, pRow2Height + 225)
|
||||
|
||||
# labeling
|
||||
self.__labels.append(Label("PlayerHP", self.__screen, "1000 / 1000", pHPPos))
|
||||
self.__labels.append(Label("PlayerName", self.__screen, "Player", pNamePos))
|
||||
self.__labels.append(Label("EnemyHP", self.__screen, "1000 / 1000", eHPPos))
|
||||
self.__labels.append(Label("EnemyName", self.__screen, "Enemy", eNamePos))
|
||||
|
||||
self.__boardFields.append(BoardField("EnemyDeck", "Enemy", "Deck", eDeckPos, "Assets/Cards/Arena/field.png"))
|
||||
self.__boardFields.append(BoardField("EnemyGraveyard", "Enemy", "Grave", eGravePos, "Assets/Cards/Arena/field.png"))
|
||||
self.__boardFields.append(BoardField("PlayerDeck", "Player", "Deck", pDeckPos, "Assets/Cards/Arena/field.png"))
|
||||
self.__boardFields.append(BoardField("PlayerGraveyard", "Player", "Grave", pGravePos, "Assets/Cards/Arena/field.png"))
|
||||
|
||||
# handle field creation
|
||||
for i in range(5):
|
||||
pMonsterPos = pygame.Vector2((self.__cardOffset + (((self.__cardWidth + 10) - 30) * i)), pRow1Height)
|
||||
pEffectPos = pygame.Vector2((self.__cardOffset + (((self.__cardWidth + 10) - 30) * i)), pRow2Height)
|
||||
@ -80,4 +83,8 @@ class World():
|
||||
return self.__cards
|
||||
|
||||
def spawnCard(self, asset:str, pos:pygame.Vector2, inputHandler:InputHandler) -> MonsterCard:
|
||||
self.__cards.add(MonsterCard(pos, asset, inputHandler))
|
||||
self.__cards.add(MonsterCard(pos, asset, inputHandler))
|
||||
|
||||
def spawnCards(self, cards:pygame.sprite.Group):
|
||||
for card in cards:
|
||||
self.__cards.append(card)
|
@ -92,7 +92,6 @@ class App:
|
||||
field.image = card.image.copy()
|
||||
card.setDragging(False)
|
||||
# card.kill()
|
||||
|
||||
elif event.type == pygame.MOUSEBUTTONUP:
|
||||
mouse_x, mouse_y = pygame.mouse.get_pos()
|
||||
mouse_pos = pygame.Vector2(mouse_x, mouse_y)
|
||||
|
Reference in New Issue
Block a user