added first event functions documented server behaviour for some events
This commit is contained in:
86
Game_Client/Classes/Game/BoardField.py
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86
Game_Client/Classes/Game/BoardField.py
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import os
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import pygame
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class BoardField(pygame.sprite.Sprite):
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__fieldID:str
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__name:str
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__side:str
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__type:str
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__pos:pygame.Vector2
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__size:tuple
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__color:tuple = (255,255,255)
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__holdsCard = None
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image:pygame.image
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rect:pygame.rect
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def __init__(self, name:str, side:str, type:str, pos:pygame.Vector2, imagePath:str, fid:str):
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pygame.sprite.Sprite.__init__(self)
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self.__name = name
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self.__side = side
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self.__type = type
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self.__pos = pos
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self.__holdsCard = None
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self.__fieldID = fid
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# Überprüfen des Dateipfads
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if not os.path.exists(imagePath):
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print("Der Dateipfad zur Bilddatei ist ungültig oder die Datei existiert nicht.")
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else:
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# Wenn der Pfad gültig ist, versuchen Sie, das Bild zu laden
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self.image = pygame.image.load(imagePath).convert_alpha()
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self.rect = self.image.get_rect()
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self.rect.center = self.__pos
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def getName(self) -> str:
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return self.__name
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def getSide(self) -> str:
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return self.__side
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def getType(self) -> str:
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return self.__type
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def getPos(self) -> pygame.Vector2:
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return self.__pos
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def getSize(self) -> tuple:
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return self.__size
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def getColor(self) -> tuple:
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return self.__color
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def getRect(self) -> pygame.Rect:
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return self.rect
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def getImage(self) -> pygame.image:
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return self.image
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def getHoldingCard(self):
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return self.__holdsCard
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def setName(self, name:str) -> str:
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self.__name = name
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return self.__name
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def setType(self,type:str) -> str:
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self.__type = type
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return self.__type
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def setPos(self, pos:pygame.Vector2) -> pygame.Vector2:
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self.pos = pos
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return self.__pos
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def setSize(self, size:tuple) -> tuple:
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self.__size = size
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return self.__size
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def setColor(self, color:tuple) -> tuple:
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self.__color = color
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return self.__color
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def setCardHolding(self, card):
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self.__holdsCard = card
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def getFieldID(self) -> str:
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return self.__fieldID
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14
Game_Client/Classes/Game/Cards/Card.py
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14
Game_Client/Classes/Game/Cards/Card.py
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import json
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import pygame
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class Card(pygame.sprite.Sprite):
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def __init__(self, pos:tuple, assetDir:str):
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if assetDir == "":
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return ValueError.add_note("Card: imagePath cannot be empty")
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79
Game_Client/Classes/Game/Cards/MonsterCard.py
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79
Game_Client/Classes/Game/Cards/MonsterCard.py
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import json
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from typing import Any
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import pygame
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from Classes.System.Components.InputHandler import InputHandler
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class MonsterCard(pygame.sprite.Sprite):
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__attacks = []
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__name:str
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__description:str
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__pos:pygame.Vector2
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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 = "MonsterCard"
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image:pygame.image
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rect:pygame.rect
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def __init__(self, pos:pygame.Vector2, assetDir:str, inputHandler:InputHandler):
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if assetDir == "":
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return ValueError.add_note("Card: imagePath cannot be empty")
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pygame.sprite.Sprite.__init__(self)
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data = json.load(open(assetDir + "/card.json"))
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self.__pos = pos
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self.__name = data["name"]
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self.image = pygame.image.load(assetDir + "/card.png").convert_alpha()
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self.rect = self.image.get_rect()
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self.dragging = False
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self.offset = pygame.Vector2(0, 0) # Offset zwischen der Karte und der Mausposition
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self.__inputHandler = inputHandler
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self.rect.center = self.__pos
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self.__description = data["description"]
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self.original_size = self.image.get_size()
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self.original_position = self.rect.center
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for attack in data["attacks"]:
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self.__attacks.append(attack)
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def update(self):
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if self.getDragging():
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mouse_pos = self.__inputHandler.getMousePos()
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self.__pos = mouse_pos
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self.rect.center = self.__pos
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def attacks(self):
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return self.__attacks
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def getName(self) -> str:
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return self.__name
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def getCardSprite(self) -> pygame.image:
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return self.__cardSprite
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def getDescription(self):
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return self.__description
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def getDragging(self):
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return self.__dragging
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def getOffset(self):
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return self.__offset
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def getPos(self):
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return self.__pos
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def getType(self):
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return self.__type
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def setDragging(self, dragging:bool):
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self.__dragging = dragging
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def setOffset(self, offset:pygame.Vector2):
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self.__offset = offset
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def setPos(self, pos:pygame.Vector2):
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self.__pos = pos
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72
Game_Client/Classes/Game/Cards/SpellCard.py
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72
Game_Client/Classes/Game/Cards/SpellCard.py
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import json
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from typing import Any
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import pygame
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from Classes.System.Components.InputHandler import InputHandler
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class SpellCard(pygame.sprite.Sprite):
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__name:str
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__description:str
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__pos:pygame.Vector2
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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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image:pygame.image
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rect:pygame.rect
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def __init__(self, pos:pygame.Vector2, assetDir:str, inputHandler:InputHandler):
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if assetDir == "":
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return ValueError.add_note("Card: imagePath cannot be empty")
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pygame.sprite.Sprite.__init__(self)
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data = json.load(open(assetDir + "/card.json"))
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self.__pos = pos
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self.__name = data["name"]
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self.image = pygame.image.load(assetDir + "/card.png").convert_alpha()
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self.rect = self.image.get_rect()
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self.dragging = False
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self.offset = pygame.Vector2(0, 0) # Offset zwischen der Karte und der Mausposition
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self.__inputHandler = inputHandler
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self.rect.center = self.__pos
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self.__description = data["description"]
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self.original_size = self.image.get_size()
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self.original_position = self.rect.center
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def update(self):
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if self.getDragging():
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mouse_pos = self.__inputHandler.getMousePos()
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self.__pos = mouse_pos
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self.rect.center = self.__pos
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def getName(self) -> str:
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return self.__name
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def getCardSprite(self) -> pygame.image:
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return self.__cardSprite
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def getDescription(self):
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return self.__description
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def getDragging(self):
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return self.__dragging
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def getOffset(self):
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return self.__offset
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def getPos(self):
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return self.__pos
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def getType(self):
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return self.__type
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def setDragging(self, dragging:bool):
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self.__dragging = dragging
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def setOffset(self, offset:pygame.Vector2):
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self.__offset = offset
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def setPos(self, pos:pygame.Vector2):
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self.__pos = pos
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72
Game_Client/Classes/Game/Cards/TrapCard.py
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72
Game_Client/Classes/Game/Cards/TrapCard.py
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import json
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from typing import Any
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import pygame
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from Classes.System.Components.InputHandler import InputHandler
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class TrapCard(pygame.sprite.Sprite):
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__name:str
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__description:str
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__pos:pygame.Vector2
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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 = "TrapCard"
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image:pygame.image
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rect:pygame.rect
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def __init__(self, pos:pygame.Vector2, assetDir:str, inputHandler:InputHandler):
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if assetDir == "":
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return ValueError.add_note("Card: imagePath cannot be empty")
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pygame.sprite.Sprite.__init__(self)
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data = json.load(open(assetDir + "/card.json"))
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self.__pos = pos
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self.__name = data["name"]
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self.__inputHandler = inputHandler
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self.__description = data["description"]
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self.original_size = self.image.get_size()
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self.original_position = self.rect.center
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self.offset = pygame.Vector2(0, 0) # Offset zwischen der Karte und der Mausposition
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self.rect = self.image.get_rect()
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self.rect.center = self.__pos
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self.image = pygame.image.load(assetDir + "/card.png").convert_alpha()
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self.__dragging = False
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def update(self):
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if self.getDragging():
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mouse_pos = self.__inputHandler.getMousePos()
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self.__pos = mouse_pos
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self.rect.center = self.__pos
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def getName(self) -> str:
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return self.__name
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def getCardSprite(self) -> pygame.image:
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return self.__cardSprite
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def getDescription(self):
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return self.__description
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def getDragging(self):
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return self.__dragging
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def getOffset(self):
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return self.__offset
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def getPos(self):
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return self.__pos
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def getType(self):
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return self.__type
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def setDragging(self, dragging:bool):
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self.__dragging = dragging
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def setOffset(self, offset:pygame.Vector2):
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self.__offset = offset
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def setPos(self, pos:pygame.Vector2):
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self.__pos = pos
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20
Game_Client/Classes/Game/Events/Login.py
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20
Game_Client/Classes/Game/Events/Login.py
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import pygame
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from Classes.System.Network.NetworkManager import NetworkManager
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from Classes.Game.World import World
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# event the client sends to let the server know it logged in
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def Login(networkManager:NetworkManager):
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payload = {
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"event":"login",
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"username": "player"
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}
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networkManager.tcp.send(payload)
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# server response for login event
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def LoginResponse(networkManager:NetworkManager, gameWorld: World):
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# todo: get labels from world
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# todo: get name for enemy
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# todo: adjust enemy name label
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pass
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17
Game_Client/Classes/Game/Events/PlaceCard.py
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17
Game_Client/Classes/Game/Events/PlaceCard.py
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from Classes.Game.Cards.Card import Card
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from Classes.Game.World import World
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from Classes.System.Network.NetworkManager import NetworkManager
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# the event the client sends to the server when it places a card
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def PlaceCard(networkManager: NetworkManager, card:Card):
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# todo: send card information to the server
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# todo: required info is:
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# - position
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# - field type (used for validating what field the card is played in will be compared on server side)
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# - card id (server will do the rest to fetch card info)
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pass
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# the event send from the server to display a card on the field
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def CardPlaced(world:World):
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pass
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37
Game_Client/Classes/Game/Player.py
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37
Game_Client/Classes/Game/Player.py
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@ -0,0 +1,37 @@
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import pygame
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class Player:
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__id:int
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__hp:int
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__name:str
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__handCards:pygame.Sprite.Group
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def __init__(self, hp:int, name:str):
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self.__hp = hp
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self.__name = name
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def setID(self, id:int):
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self.__id = id
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def getID(self) -> int:
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return self.__id
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def getName(self) -> str:
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return self.__name
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def getHP(self) -> int:
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return self.__hp
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def adjustHP(self, hp:int) -> int:
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self.__hp = self.__hp + hp
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def getHand(self) -> pygame.Sprite.Group:
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return self.__handCards
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def AddToHand(self, card) -> pygame.Sprite.Group:
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self.__handCards.add(card)
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return self.__handCards
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def removeFromHand(self, pos:int) -> pygame.Sprite.Group:
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self.__handCards.remove(pos)
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return self.__handCards
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89
Game_Client/Classes/Game/World.py
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89
Game_Client/Classes/Game/World.py
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@ -0,0 +1,89 @@
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import pygame
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from Classes.Game.BoardField import BoardField
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from Classes.System.Components.Label import Label
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from Classes.Game.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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__cardOffset:int = 400
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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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self.__cardOffset = cardOffset
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self.buildGameWorld()
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def buildGameWorld(self):
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# construct elements arround the playerfield
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# Todo add lifepoint label for player and enemy and make them scriptable move to player class
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# presets the y position later passed down to the vector2
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eRow1Height = 85
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eRow2Height = (self.__cardHeight + 45)
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pRow1Height = ((2 * self.__cardHeight) + 75)
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pRow2Height = ((2 * self.__cardHeight) + self.__cardHeight + 30)
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eDeckPos = pygame.Vector2((self.__cardOffset + ((self.__cardWidth + 10) * 0)), eRow1Height)
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eGravePos = pygame.Vector2((self.__cardOffset + ((self.__cardWidth + 10) * 0)), eRow2Height)
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eNamePos = pygame.Vector2(15, 45)
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eHPPos = pygame.Vector2(15, 75)
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pGravePos = pygame.Vector2((self.__cardOffset + (((self.__cardWidth + 10) - 30 ) * 5)), pRow1Height)
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pDeckPos = pygame.Vector2((self.__cardOffset + (((self.__cardWidth + 10) - 30 ) * 5)), pRow2Height)
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pNamePos = pygame.Vector2(20, pRow2Height + 195)
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pHPPos = pygame.Vector2(20, pRow2Height + 225)
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# labeling
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self.__labels.append(Label("PlayerHP", self.__screen, "1000 / 1000", pHPPos))
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self.__labels.append(Label("PlayerName", self.__screen, "Player", pNamePos))
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self.__labels.append(Label("EnemyHP", self.__screen, "1000 / 1000", eHPPos))
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self.__labels.append(Label("EnemyName", self.__screen, "Enemy", eNamePos))
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self.__boardFields.append(BoardField("EnemyDeck", "Enemy", "Deck", eDeckPos, "Assets/Cards/Arena/field.png"))
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self.__boardFields.append(BoardField("EnemyGraveyard", "Enemy", "Grave", eGravePos, "Assets/Cards/Arena/field.png"))
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self.__boardFields.append(BoardField("PlayerDeck", "Player", "Deck", pDeckPos, "Assets/Cards/Arena/field.png"))
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self.__boardFields.append(BoardField("PlayerGraveyard", "Player", "Grave", pGravePos, "Assets/Cards/Arena/field.png"))
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# handle field creation
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for i in range(5):
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pMonsterPos = pygame.Vector2((self.__cardOffset + (((self.__cardWidth + 10) - 30) * i)), pRow1Height)
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pEffectPos = pygame.Vector2((self.__cardOffset + (((self.__cardWidth + 10) - 30) * i)), pRow2Height)
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eMonsterPos = pygame.Vector2((self.__cardOffset + (((self.__cardWidth + 10) - 30) * (i+1)), eRow1Height))
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eEffectPos = pygame.Vector2((self.__cardOffset + (((self.__cardWidth + 10) - 30) * (i+1))), eRow2Height)
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self.__boardFields.append(BoardField("PlayerMonsterField-"+str(i), "Player", "MonsterField", pMonsterPos, "Assets/Cards/Arena/field.png", "pm"+str(id)))
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self.__boardFields.append(BoardField("PlayerEffectField-"+str(i), "Player", "EffectField", pEffectPos, "Assets/Cards/Arena/field.png", "pe"+str(id)))
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self.__boardFields.append(BoardField("EnemyMonsterField-"+str(i), "Enemy", "MonsterField", eMonsterPos, "Assets/Cards/Arena/field.png", "em"+str(id)))
|
||||
self.__boardFields.append(BoardField("EnemySpellTrapField-"+str(i), "Enemy", "EffectField", eEffectPos, "Assets/Cards/Arena/field.png", "ee"+str(id)))
|
||||
|
||||
def getBoardFields(self) -> list:
|
||||
return self.__boardFields
|
||||
|
||||
def getLabels(self) -> list:
|
||||
return self.__labels
|
||||
|
||||
def getCardWidth(self) -> int:
|
||||
return self.__cardWidth
|
||||
|
||||
def getCardHeight(self) -> int:
|
||||
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))
|
||||
|
||||
def spawnCards(self, cards:pygame.sprite.Group):
|
||||
for card in cards:
|
||||
self.__cards.append(card)
|
BIN
Game_Client/Classes/Game/__pycache__/BoardField.cpython-311.pyc
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Game_Client/Classes/Game/__pycache__/BoardField.cpython-311.pyc
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BIN
Game_Client/Classes/Game/__pycache__/BoardField.cpython-312.pyc
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BIN
Game_Client/Classes/Game/__pycache__/BoardField.cpython-312.pyc
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BIN
Game_Client/Classes/Game/__pycache__/World.cpython-311.pyc
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BIN
Game_Client/Classes/Game/__pycache__/World.cpython-311.pyc
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BIN
Game_Client/Classes/Game/__pycache__/World.cpython-312.pyc
Normal file
BIN
Game_Client/Classes/Game/__pycache__/World.cpython-312.pyc
Normal file
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Reference in New Issue
Block a user