moved card placing and keeping of cards to world class

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

View File

@ -1,11 +1,13 @@
import json import json
import socket import socket
import threading
class Server: class Server:
__address:str __address:str
__port:str __port:str
__socket:socket __socket:socket
__clientThread:threading.Thread
def __init__(self, address:str, port:str): def __init__(self, address:str, port:str):
self.__address = address self.__address = address
@ -20,6 +22,17 @@ class Server:
self.__socket.listen() self.__socket.listen()
print(f"server started on: {self.__address}:{self.__port}") print(f"server started on: {self.__address}:{self.__port}")
# server loop forwards connection to handleConnection
while True:
# accept incoming connection
# TODO: validate this connection is a valid game connection
client_socket, client_address = self.__socket.accept()
# create network thread for connection
self.__clientThread = threading.Thread(target=self.handleConnection, args=(client_socket, client_address))
self.__clientThread.start()
# handles ticking the game loop server side converting data and passing of to the event handler # handles ticking the game loop server side converting data and passing of to the event handler
def handleConnection(self, socket:socket, address): def handleConnection(self, socket:socket, address):
# states that a connection has been established # states that a connection has been established

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@ -1,76 +1,17 @@
import threading
import os import os
import json import dotenv
from dotenv import load_dotenv
__users:list from Classes.Server import Server
# TODO: setup tcp service for authorization
def handleConnection(self, socket:socket, address):
# states that a connection has been established
print(f"Connected with {address}")
# Communication with client
while True:
data = socket.recv(1024)
if not data:
break
# decode message for handling
message = data.decode()
messageJson = json.loads(message)
if messageJson["user"] in self.__users:
handleEvents(messageJson)
else:
break
print(f"received message from {address}: {message}")
# connection is not required anymore and gets closed
socket.close()
print(f"connection closed for {address}")
def handleEvents(self, event):
# decide which event should be performed
if event["event"] == "login":
pass
elif event["event"] == "join_queue":
# count queue
# move start game if 2 players are in the queue
# remove player from the queue once game starts
pass
elif event["event"] == "leave_queue":
# just remove player from the queue
pass
elif event["event"] == "gameAction":
# pass of to own handler function which handles game logic
pass
def main(self): def main(self):
load_dotenv() dotenv.load_dotenv()
# retrieves host data from environment # retrieves host data from environment
HOST = os.getenv("HOST") HOST = os.getenv("HOST")
PORT = os.getenv("PORT") PORT = os.getenv("PORT")
self.__users = [] Server(HOST, PORT)
# create tcp socket
server_socket = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
# make socket bind connection info and listen for connections
print(f"authorization server online on {HOST}:{PORT}")
# server loop forwards connection to handleConnection
while True:
# accept incoming connection
# TODO: validate this connection is a valid game connection
client_socket, client_address = server_socket.accept()
# create network thread for connection
client_thread = threading.Thread(target=handleConnection, args=(client_socket, client_address))
client_thread.start()
if __name__ == "__main__": if __name__ == "__main__":
main() main()

View File

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

View File

@ -1,10 +1,13 @@
import pygame import pygame
from Classes.Objects.BoardField import BoardField from Classes.Objects.BoardField import BoardField
from Classes.System.Components.Label import Label from Classes.System.Components.Label import Label
from Classes.Objects.Cards.MonsterCard import MonsterCard
from Classes.System.Components.InputHandler import InputHandler
class World(): class World():
__boardFields:list __boardFields:list
__labels:list __labels:list
__cards:pygame.sprite.Group()
__screen:pygame.surface __screen:pygame.surface
__cardWidth:int = 150 __cardWidth:int = 150
__cardHeight:int = 200 __cardHeight:int = 200
@ -13,6 +16,7 @@ class World():
def __init__(self, screen:pygame.surface, cardWidth:int=200, cardHeight:int=250, cardOffset:int=400): def __init__(self, screen:pygame.surface, cardWidth:int=200, cardHeight:int=250, cardOffset:int=400):
self.__boardFields = [] self.__boardFields = []
self.__labels = [] self.__labels = []
self.__cards = []
self.__screen = screen self.__screen = screen
self.__cardWidth = cardWidth self.__cardWidth = cardWidth
self.__cardHeight = cardHeight 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("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")) self.__boardFields.append(BoardField("EnemySpellTrapField-"+str(i), "Enemy", "EffectField", eEffectPos, "Assets/Cards/Arena/field.png"))
def getBoardFields(self) -> list: def getBoardFields(self) -> list:
return self.__boardFields return self.__boardFields
@ -70,3 +75,9 @@ class World():
def getCardHeight(self) -> int: 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): def startGameLoop(self):
# create sprite groups # create sprite groups
self.cards = pygame.sprite.Group() # todo: remove these and let server handle card creation instead
# blocker: server - client communication
# ui trial assets self.__world.spawnCard("Assets/Cards/MonsterCards/testmonstercard/", (pygame.Vector2(500, 1050), self.__inputHandler))
testMonsterCard = MonsterCard(pygame.Vector2(500, 1050), "Assets/Cards/MonsterCards/testmonstercard/", self.__inputHandler) self.__world.spawnCard("Assets/Cards/MonsterCards/testmonstercard/", (pygame.Vector2(600, 1050), self.__inputHandler))
testMonsterCard1 = MonsterCard(pygame.Vector2(600, 1050), "Assets/Cards/MonsterCards/testmonstercard/", self.__inputHandler) self.__world.spawnCard("Assets/Cards/MonsterCards/testmonstercard/", (pygame.Vector2(700, 1050), self.__inputHandler))
testMonsterCard2 = MonsterCard(pygame.Vector2(700, 1050), "Assets/Cards/MonsterCards/testmonstercard/", self.__inputHandler) self.__world.spawnCard("Assets/Cards/MonsterCards/testmonstercard/", (pygame.Vector2(800, 1050), self.__inputHandler))
testMonsterCard3 = MonsterCard(pygame.Vector2(800, 1050), "Assets/Cards/MonsterCards/testmonstercard/", self.__inputHandler) self.__world.spawnCard("Assets/Cards/MonsterCards/testmonstercard/", (pygame.Vector2(900, 1050), self.__inputHandler))
testMonsterCard4 = MonsterCard(pygame.Vector2(900, 1050), "Assets/Cards/MonsterCards/testmonstercard/", self.__inputHandler) self.__world.spawnCard("Assets/Cards/MonsterCards/testmonstercard/", (pygame.Vector2(1000, 1050), 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)
while self.__running: while self.__running:
self.__clock.tick(self.__FPS) self.__clock.tick(self.__FPS)
@ -56,7 +49,7 @@ class App:
self.__window.drawWorld(self.__world) self.__window.drawWorld(self.__world)
# updates all cards inside the cards Spritegroup at each step the gameloops does # updates all cards inside the cards Spritegroup at each step the gameloops does
self.cards.update() self.__world.getCards().update()
# draw groups # draw groups
self.__window.drawSpriteGroup(self.cards) self.__window.drawSpriteGroup(self.cards)
@ -77,7 +70,7 @@ class App:
elif pygame.mouse.get_pressed()[0]: # Wenn linke Maustaste gedrückt wird elif pygame.mouse.get_pressed()[0]: # Wenn linke Maustaste gedrückt wird
mouse_x, mouse_y = pygame.mouse.get_pos() mouse_x, mouse_y = pygame.mouse.get_pos()
mouse_pos = pygame.Vector2(mouse_x, mouse_y) 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: if card.rect.collidepoint(mouse_pos) and selectedCard == None:
card.setDragging(True) card.setDragging(True)
selectedCard = card selectedCard = card
@ -92,14 +85,21 @@ class App:
field.image = card.image.copy() field.image = card.image.copy()
card.setDragging(False) card.setDragging(False)
# card.kill() # 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: elif event.type == pygame.MOUSEBUTTONUP:
mouse_x, mouse_y = pygame.mouse.get_pos() mouse_x, mouse_y = pygame.mouse.get_pos()
mouse_pos = pygame.Vector2(mouse_x, mouse_y) mouse_pos = pygame.Vector2(mouse_x, mouse_y)
if event.button == 1: # Wenn linke Maustaste losgelassen wird if event.button == 1: # Wenn linke Maustaste losgelassen wird
for card in self.cards: for card in self.__world.getCards():
card.setDragging(False) card.setDragging(False)
# TODO: send server command
if not card == None: if not card == None:
card = None card = None