moved card placing and keeping of cards to world class

This commit is contained in:
2023-12-17 20:38:39 +01:00
parent c71980789c
commit 39e07e4cb6
5 changed files with 50 additions and 85 deletions

View File

@ -12,7 +12,7 @@ class TrapCard(pygame.sprite.Sprite):
__dragging:bool = False
__offset:pygame.Vector2 = pygame.Vector2(0,0)
__inputHandler: InputHandler
__type:str = "SpellCard"
__type:str = "TrapCard"
image:pygame.image
rect:pygame.rect

View File

@ -1,10 +1,13 @@
import pygame
from Classes.Objects.BoardField import BoardField
from Classes.System.Components.Label import Label
from Classes.Objects.Cards.MonsterCard import MonsterCard
from Classes.System.Components.InputHandler import InputHandler
class World():
__boardFields:list
__labels:list
__cards:pygame.sprite.Group()
__screen:pygame.surface
__cardWidth:int = 150
__cardHeight:int = 200
@ -13,6 +16,7 @@ class World():
def __init__(self, screen:pygame.surface, cardWidth:int=200, cardHeight:int=250, cardOffset:int=400):
self.__boardFields = []
self.__labels = []
self.__cards = []
self.__screen = screen
self.__cardWidth = cardWidth
self.__cardHeight = cardHeight
@ -59,6 +63,7 @@ class World():
self.__boardFields.append(BoardField("EnemyMonsterField-"+str(i), "Enemy", "MonsterField", eMonsterPos, "Assets/Cards/Arena/field.png"))
self.__boardFields.append(BoardField("EnemySpellTrapField-"+str(i), "Enemy", "EffectField", eEffectPos, "Assets/Cards/Arena/field.png"))
def getBoardFields(self) -> list:
return self.__boardFields
@ -69,4 +74,10 @@ class World():
return self.__cardWidth
def getCardHeight(self) -> int:
return self.__cardHeight
return self.__cardHeight
def getCards(self) -> pygame.sprite.Group:
return self.__cards
def spawnCard(self, asset:str, pos:pygame.Vector2, inputHandler:InputHandler) -> MonsterCard:
self.__cards.add(MonsterCard(pos, asset, inputHandler))

View File

@ -31,21 +31,14 @@ class App:
def startGameLoop(self):
# create sprite groups
self.cards = pygame.sprite.Group()
# ui trial assets
testMonsterCard = MonsterCard(pygame.Vector2(500, 1050), "Assets/Cards/MonsterCards/testmonstercard/", self.__inputHandler)
testMonsterCard1 = MonsterCard(pygame.Vector2(600, 1050), "Assets/Cards/MonsterCards/testmonstercard/", self.__inputHandler)
testMonsterCard2 = MonsterCard(pygame.Vector2(700, 1050), "Assets/Cards/MonsterCards/testmonstercard/", self.__inputHandler)
testMonsterCard3 = MonsterCard(pygame.Vector2(800, 1050), "Assets/Cards/MonsterCards/testmonstercard/", self.__inputHandler)
testMonsterCard4 = MonsterCard(pygame.Vector2(900, 1050), "Assets/Cards/MonsterCards/testmonstercard/", self.__inputHandler)
testMonsterCard5 = MonsterCard(pygame.Vector2(1000, 1050), "Assets/Cards/MonsterCards/testmonstercard/", self.__inputHandler)
self.cards.add(testMonsterCard)
self.cards.add(testMonsterCard1)
self.cards.add(testMonsterCard2)
self.cards.add(testMonsterCard3)
self.cards.add(testMonsterCard4)
self.cards.add(testMonsterCard5)
# todo: remove these and let server handle card creation instead
# blocker: server - client communication
self.__world.spawnCard("Assets/Cards/MonsterCards/testmonstercard/", (pygame.Vector2(500, 1050), self.__inputHandler))
self.__world.spawnCard("Assets/Cards/MonsterCards/testmonstercard/", (pygame.Vector2(600, 1050), self.__inputHandler))
self.__world.spawnCard("Assets/Cards/MonsterCards/testmonstercard/", (pygame.Vector2(700, 1050), self.__inputHandler))
self.__world.spawnCard("Assets/Cards/MonsterCards/testmonstercard/", (pygame.Vector2(800, 1050), self.__inputHandler))
self.__world.spawnCard("Assets/Cards/MonsterCards/testmonstercard/", (pygame.Vector2(900, 1050), self.__inputHandler))
self.__world.spawnCard("Assets/Cards/MonsterCards/testmonstercard/", (pygame.Vector2(1000, 1050), self.__inputHandler))
while self.__running:
self.__clock.tick(self.__FPS)
@ -56,7 +49,7 @@ class App:
self.__window.drawWorld(self.__world)
# updates all cards inside the cards Spritegroup at each step the gameloops does
self.cards.update()
self.__world.getCards().update()
# draw groups
self.__window.drawSpriteGroup(self.cards)
@ -77,7 +70,7 @@ class App:
elif pygame.mouse.get_pressed()[0]: # Wenn linke Maustaste gedrückt wird
mouse_x, mouse_y = pygame.mouse.get_pos()
mouse_pos = pygame.Vector2(mouse_x, mouse_y)
for card in self.cards:
for card in self.__world.getCards():
if card.rect.collidepoint(mouse_pos) and selectedCard == None:
card.setDragging(True)
selectedCard = card
@ -92,14 +85,21 @@ class App:
field.image = card.image.copy()
card.setDragging(False)
# card.kill()
elif field.getType() == "EffectField" and card.getType() == "SpellCard" or field.getType() == "EffectField" and card.getType() == "TrapCard":
# todo: resize card so that it fits into the card field
# card.image = pygame.transform.scale(card.image, (field.getSize()[0] - 10, field.getSize()[1] - 10))
card.rect.center = field.rect.center
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)
if event.button == 1: # Wenn linke Maustaste losgelassen wird
for card in self.cards:
for card in self.__world.getCards():
card.setDragging(False)
# TODO: send server command
if not card == None:
card = None