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

@ -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