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