added first event functions documented server behaviour for some events

This commit is contained in:
2024-01-05 01:51:06 +01:00
parent 0cd9857795
commit 518804051d
19 changed files with 83 additions and 5 deletions

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import os
import pygame
class BoardField(pygame.sprite.Sprite):
__fieldID:str
__name:str
__side:str
__type:str
__pos:pygame.Vector2
__size:tuple
__color:tuple = (255,255,255)
__holdsCard = None
image:pygame.image
rect:pygame.rect
def __init__(self, name:str, side:str, type:str, pos:pygame.Vector2, imagePath:str, fid:str):
pygame.sprite.Sprite.__init__(self)
self.__name = name
self.__side = side
self.__type = type
self.__pos = pos
self.__holdsCard = None
self.__fieldID = fid
# Überprüfen des Dateipfads
if not os.path.exists(imagePath):
print("Der Dateipfad zur Bilddatei ist ungültig oder die Datei existiert nicht.")
else:
# Wenn der Pfad gültig ist, versuchen Sie, das Bild zu laden
self.image = pygame.image.load(imagePath).convert_alpha()
self.rect = self.image.get_rect()
self.rect.center = self.__pos
def getName(self) -> str:
return self.__name
def getSide(self) -> str:
return self.__side
def getType(self) -> str:
return self.__type
def getPos(self) -> pygame.Vector2:
return self.__pos
def getSize(self) -> tuple:
return self.__size
def getColor(self) -> tuple:
return self.__color
def getRect(self) -> pygame.Rect:
return self.rect
def getImage(self) -> pygame.image:
return self.image
def getHoldingCard(self):
return self.__holdsCard
def setName(self, name:str) -> str:
self.__name = name
return self.__name
def setType(self,type:str) -> str:
self.__type = type
return self.__type
def setPos(self, pos:pygame.Vector2) -> pygame.Vector2:
self.pos = pos
return self.__pos
def setSize(self, size:tuple) -> tuple:
self.__size = size
return self.__size
def setColor(self, color:tuple) -> tuple:
self.__color = color
return self.__color
def setCardHolding(self, card):
self.__holdsCard = card
def getFieldID(self) -> str:
return self.__fieldID

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import json
import pygame
class Card(pygame.sprite.Sprite):
def __init__(self, pos:tuple, assetDir:str):
if assetDir == "":
return ValueError.add_note("Card: imagePath cannot be empty")

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import json
from typing import Any
import pygame
from Classes.System.Components.InputHandler import InputHandler
class MonsterCard(pygame.sprite.Sprite):
__attacks = []
__name:str
__description:str
__pos:pygame.Vector2
__dragging:bool = False
__offset:pygame.Vector2 = pygame.Vector2(0,0)
__inputHandler: InputHandler
__type:str = "MonsterCard"
image:pygame.image
rect:pygame.rect
def __init__(self, pos:pygame.Vector2, assetDir:str, inputHandler:InputHandler):
if assetDir == "":
return ValueError.add_note("Card: imagePath cannot be empty")
pygame.sprite.Sprite.__init__(self)
data = json.load(open(assetDir + "/card.json"))
self.__pos = pos
self.__name = data["name"]
self.image = pygame.image.load(assetDir + "/card.png").convert_alpha()
self.rect = self.image.get_rect()
self.dragging = False
self.offset = pygame.Vector2(0, 0) # Offset zwischen der Karte und der Mausposition
self.__inputHandler = inputHandler
self.rect.center = self.__pos
self.__description = data["description"]
self.original_size = self.image.get_size()
self.original_position = self.rect.center
for attack in data["attacks"]:
self.__attacks.append(attack)
def update(self):
if self.getDragging():
mouse_pos = self.__inputHandler.getMousePos()
self.__pos = mouse_pos
self.rect.center = self.__pos
def attacks(self):
return self.__attacks
def getName(self) -> str:
return self.__name
def getCardSprite(self) -> pygame.image:
return self.__cardSprite
def getDescription(self):
return self.__description
def getDragging(self):
return self.__dragging
def getOffset(self):
return self.__offset
def getPos(self):
return self.__pos
def getType(self):
return self.__type
def setDragging(self, dragging:bool):
self.__dragging = dragging
def setOffset(self, offset:pygame.Vector2):
self.__offset = offset
def setPos(self, pos:pygame.Vector2):
self.__pos = pos

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import json
from typing import Any
import pygame
from Classes.System.Components.InputHandler import InputHandler
class SpellCard(pygame.sprite.Sprite):
__name:str
__description:str
__pos:pygame.Vector2
__dragging:bool = False
__offset:pygame.Vector2 = pygame.Vector2(0,0)
__inputHandler: InputHandler
__type:str = "SpellCard"
image:pygame.image
rect:pygame.rect
def __init__(self, pos:pygame.Vector2, assetDir:str, inputHandler:InputHandler):
if assetDir == "":
return ValueError.add_note("Card: imagePath cannot be empty")
pygame.sprite.Sprite.__init__(self)
data = json.load(open(assetDir + "/card.json"))
self.__pos = pos
self.__name = data["name"]
self.image = pygame.image.load(assetDir + "/card.png").convert_alpha()
self.rect = self.image.get_rect()
self.dragging = False
self.offset = pygame.Vector2(0, 0) # Offset zwischen der Karte und der Mausposition
self.__inputHandler = inputHandler
self.rect.center = self.__pos
self.__description = data["description"]
self.original_size = self.image.get_size()
self.original_position = self.rect.center
def update(self):
if self.getDragging():
mouse_pos = self.__inputHandler.getMousePos()
self.__pos = mouse_pos
self.rect.center = self.__pos
def getName(self) -> str:
return self.__name
def getCardSprite(self) -> pygame.image:
return self.__cardSprite
def getDescription(self):
return self.__description
def getDragging(self):
return self.__dragging
def getOffset(self):
return self.__offset
def getPos(self):
return self.__pos
def getType(self):
return self.__type
def setDragging(self, dragging:bool):
self.__dragging = dragging
def setOffset(self, offset:pygame.Vector2):
self.__offset = offset
def setPos(self, pos:pygame.Vector2):
self.__pos = pos

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import json
from typing import Any
import pygame
from Classes.System.Components.InputHandler import InputHandler
class TrapCard(pygame.sprite.Sprite):
__name:str
__description:str
__pos:pygame.Vector2
__dragging:bool = False
__offset:pygame.Vector2 = pygame.Vector2(0,0)
__inputHandler: InputHandler
__type:str = "TrapCard"
image:pygame.image
rect:pygame.rect
def __init__(self, pos:pygame.Vector2, assetDir:str, inputHandler:InputHandler):
if assetDir == "":
return ValueError.add_note("Card: imagePath cannot be empty")
pygame.sprite.Sprite.__init__(self)
data = json.load(open(assetDir + "/card.json"))
self.__pos = pos
self.__name = data["name"]
self.__inputHandler = inputHandler
self.__description = data["description"]
self.original_size = self.image.get_size()
self.original_position = self.rect.center
self.offset = pygame.Vector2(0, 0) # Offset zwischen der Karte und der Mausposition
self.rect = self.image.get_rect()
self.rect.center = self.__pos
self.image = pygame.image.load(assetDir + "/card.png").convert_alpha()
self.__dragging = False
def update(self):
if self.getDragging():
mouse_pos = self.__inputHandler.getMousePos()
self.__pos = mouse_pos
self.rect.center = self.__pos
def getName(self) -> str:
return self.__name
def getCardSprite(self) -> pygame.image:
return self.__cardSprite
def getDescription(self):
return self.__description
def getDragging(self):
return self.__dragging
def getOffset(self):
return self.__offset
def getPos(self):
return self.__pos
def getType(self):
return self.__type
def setDragging(self, dragging:bool):
self.__dragging = dragging
def setOffset(self, offset:pygame.Vector2):
self.__offset = offset
def setPos(self, pos:pygame.Vector2):
self.__pos = pos

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import pygame
from Classes.System.Network.NetworkManager import NetworkManager
from Classes.Game.World import World
# event the client sends to let the server know it logged in
def Login(networkManager:NetworkManager):
payload = {
"event":"login",
"username": "player"
}
networkManager.tcp.send(payload)
# server response for login event
def LoginResponse(networkManager:NetworkManager, gameWorld: World):
# todo: get labels from world
# todo: get name for enemy
# todo: adjust enemy name label
pass

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from Classes.Game.Cards.Card import Card
from Classes.Game.World import World
from Classes.System.Network.NetworkManager import NetworkManager
# the event the client sends to the server when it places a card
def PlaceCard(networkManager: NetworkManager, card:Card):
# todo: send card information to the server
# todo: required info is:
# - position
# - field type (used for validating what field the card is played in will be compared on server side)
# - card id (server will do the rest to fetch card info)
pass
# the event send from the server to display a card on the field
def CardPlaced(world:World):
pass

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import pygame
class Player:
__id:int
__hp:int
__name:str
__handCards:pygame.Sprite.Group
def __init__(self, hp:int, name:str):
self.__hp = hp
self.__name = name
def setID(self, id:int):
self.__id = id
def getID(self) -> int:
return self.__id
def getName(self) -> str:
return self.__name
def getHP(self) -> int:
return self.__hp
def adjustHP(self, hp:int) -> int:
self.__hp = self.__hp + hp
def getHand(self) -> pygame.Sprite.Group:
return self.__handCards
def AddToHand(self, card) -> pygame.Sprite.Group:
self.__handCards.add(card)
return self.__handCards
def removeFromHand(self, pos:int) -> pygame.Sprite.Group:
self.__handCards.remove(pos)
return self.__handCards

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import pygame
from Classes.Game.BoardField import BoardField
from Classes.System.Components.Label import Label
from Classes.Game.Cards.MonsterCard import MonsterCard
from Classes.System.Components.InputHandler import InputHandler
class World():
__boardFields:list
__labels:list
__cards:pygame.sprite.Group()
__screen:pygame.surface
__cardWidth:int = 150
__cardHeight:int = 200
__cardOffset:int = 400
def __init__(self, screen:pygame.surface, cardWidth:int=200, cardHeight:int=250, cardOffset:int=400):
self.__boardFields = []
self.__labels = []
self.__cards = []
self.__screen = screen
self.__cardWidth = cardWidth
self.__cardHeight = cardHeight
self.__cardOffset = cardOffset
self.buildGameWorld()
def buildGameWorld(self):
# construct elements arround the playerfield
# Todo add lifepoint label for player and enemy and make them scriptable move to player class
# presets the y position later passed down to the vector2
eRow1Height = 85
eRow2Height = (self.__cardHeight + 45)
pRow1Height = ((2 * self.__cardHeight) + 75)
pRow2Height = ((2 * self.__cardHeight) + self.__cardHeight + 30)
eDeckPos = pygame.Vector2((self.__cardOffset + ((self.__cardWidth + 10) * 0)), eRow1Height)
eGravePos = pygame.Vector2((self.__cardOffset + ((self.__cardWidth + 10) * 0)), eRow2Height)
eNamePos = pygame.Vector2(15, 45)
eHPPos = pygame.Vector2(15, 75)
pGravePos = pygame.Vector2((self.__cardOffset + (((self.__cardWidth + 10) - 30 ) * 5)), pRow1Height)
pDeckPos = pygame.Vector2((self.__cardOffset + (((self.__cardWidth + 10) - 30 ) * 5)), pRow2Height)
pNamePos = pygame.Vector2(20, pRow2Height + 195)
pHPPos = pygame.Vector2(20, pRow2Height + 225)
# labeling
self.__labels.append(Label("PlayerHP", self.__screen, "1000 / 1000", pHPPos))
self.__labels.append(Label("PlayerName", self.__screen, "Player", pNamePos))
self.__labels.append(Label("EnemyHP", self.__screen, "1000 / 1000", eHPPos))
self.__labels.append(Label("EnemyName", self.__screen, "Enemy", eNamePos))
self.__boardFields.append(BoardField("EnemyDeck", "Enemy", "Deck", eDeckPos, "Assets/Cards/Arena/field.png"))
self.__boardFields.append(BoardField("EnemyGraveyard", "Enemy", "Grave", eGravePos, "Assets/Cards/Arena/field.png"))
self.__boardFields.append(BoardField("PlayerDeck", "Player", "Deck", pDeckPos, "Assets/Cards/Arena/field.png"))
self.__boardFields.append(BoardField("PlayerGraveyard", "Player", "Grave", pGravePos, "Assets/Cards/Arena/field.png"))
# handle field creation
for i in range(5):
pMonsterPos = pygame.Vector2((self.__cardOffset + (((self.__cardWidth + 10) - 30) * i)), pRow1Height)
pEffectPos = pygame.Vector2((self.__cardOffset + (((self.__cardWidth + 10) - 30) * i)), pRow2Height)
eMonsterPos = pygame.Vector2((self.__cardOffset + (((self.__cardWidth + 10) - 30) * (i+1)), eRow1Height))
eEffectPos = pygame.Vector2((self.__cardOffset + (((self.__cardWidth + 10) - 30) * (i+1))), eRow2Height)
self.__boardFields.append(BoardField("PlayerMonsterField-"+str(i), "Player", "MonsterField", pMonsterPos, "Assets/Cards/Arena/field.png", "pm"+str(id)))
self.__boardFields.append(BoardField("PlayerEffectField-"+str(i), "Player", "EffectField", pEffectPos, "Assets/Cards/Arena/field.png", "pe"+str(id)))
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)