moved card placing and keeping of cards to world class
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c71980789c
commit
39e07e4cb6
@ -1,11 +1,13 @@
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import json
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import socket
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import threading
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class Server:
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__address:str
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__port:str
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__socket:socket
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__clientThread:threading.Thread
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def __init__(self, address:str, port:str):
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self.__address = address
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@ -20,6 +22,17 @@ class Server:
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self.__socket.listen()
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print(f"server started on: {self.__address}:{self.__port}")
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# server loop forwards connection to handleConnection
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while True:
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# accept incoming connection
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# TODO: validate this connection is a valid game connection
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client_socket, client_address = self.__socket.accept()
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# create network thread for connection
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self.__clientThread = threading.Thread(target=self.handleConnection, args=(client_socket, client_address))
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self.__clientThread.start()
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# handles ticking the game loop server side converting data and passing of to the event handler
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def handleConnection(self, socket:socket, address):
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# states that a connection has been established
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@ -1,76 +1,17 @@
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import threading
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import os
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import json
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from dotenv import load_dotenv
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import dotenv
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__users:list
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# TODO: setup tcp service for authorization
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def handleConnection(self, socket:socket, address):
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# states that a connection has been established
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print(f"Connected with {address}")
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# Communication with client
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while True:
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data = socket.recv(1024)
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if not data:
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break
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# decode message for handling
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message = data.decode()
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messageJson = json.loads(message)
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if messageJson["user"] in self.__users:
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handleEvents(messageJson)
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else:
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break
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print(f"received message from {address}: {message}")
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# connection is not required anymore and gets closed
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socket.close()
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print(f"connection closed for {address}")
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def handleEvents(self, event):
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# decide which event should be performed
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if event["event"] == "login":
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pass
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elif event["event"] == "join_queue":
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# count queue
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# move start game if 2 players are in the queue
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# remove player from the queue once game starts
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pass
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elif event["event"] == "leave_queue":
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# just remove player from the queue
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pass
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elif event["event"] == "gameAction":
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# pass of to own handler function which handles game logic
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pass
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from Classes.Server import Server
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def main(self):
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load_dotenv()
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dotenv.load_dotenv()
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# retrieves host data from environment
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HOST = os.getenv("HOST")
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PORT = os.getenv("PORT")
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self.__users = []
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Server(HOST, PORT)
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# create tcp socket
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server_socket = socket.socket(socket.AF_INET, socket.SOCK_STREAM)
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# make socket bind connection info and listen for connections
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print(f"authorization server online on {HOST}:{PORT}")
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# server loop forwards connection to handleConnection
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while True:
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# accept incoming connection
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# TODO: validate this connection is a valid game connection
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client_socket, client_address = server_socket.accept()
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# create network thread for connection
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client_thread = threading.Thread(target=handleConnection, args=(client_socket, client_address))
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client_thread.start()
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if __name__ == "__main__":
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main()
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@ -12,7 +12,7 @@ class TrapCard(pygame.sprite.Sprite):
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__dragging:bool = False
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__offset:pygame.Vector2 = pygame.Vector2(0,0)
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__inputHandler: InputHandler
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__type:str = "SpellCard"
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__type:str = "TrapCard"
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image:pygame.image
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rect:pygame.rect
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@ -1,10 +1,13 @@
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import pygame
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from Classes.Objects.BoardField import BoardField
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from Classes.System.Components.Label import Label
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from Classes.Objects.Cards.MonsterCard import MonsterCard
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from Classes.System.Components.InputHandler import InputHandler
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class World():
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__boardFields:list
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__labels:list
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__cards:pygame.sprite.Group()
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__screen:pygame.surface
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__cardWidth:int = 150
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__cardHeight:int = 200
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@ -13,6 +16,7 @@ class World():
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def __init__(self, screen:pygame.surface, cardWidth:int=200, cardHeight:int=250, cardOffset:int=400):
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self.__boardFields = []
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self.__labels = []
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self.__cards = []
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self.__screen = screen
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self.__cardWidth = cardWidth
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self.__cardHeight = cardHeight
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@ -59,6 +63,7 @@ class World():
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self.__boardFields.append(BoardField("EnemyMonsterField-"+str(i), "Enemy", "MonsterField", eMonsterPos, "Assets/Cards/Arena/field.png"))
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self.__boardFields.append(BoardField("EnemySpellTrapField-"+str(i), "Enemy", "EffectField", eEffectPos, "Assets/Cards/Arena/field.png"))
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def getBoardFields(self) -> list:
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return self.__boardFields
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@ -70,3 +75,9 @@ class World():
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def getCardHeight(self) -> int:
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return self.__cardHeight
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def getCards(self) -> pygame.sprite.Group:
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return self.__cards
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def spawnCard(self, asset:str, pos:pygame.Vector2, inputHandler:InputHandler) -> MonsterCard:
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self.__cards.add(MonsterCard(pos, asset, inputHandler))
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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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