added old code, fixed it (mostly), merged some new code to the old code, made it mostly runnable

This commit is contained in:
2024-01-21 23:03:24 +01:00
parent d6ba33874d
commit 5daffa8a8e
192 changed files with 2373 additions and 44 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
from Classes.System.Components.InputHandler import InputHandler
from Classes.Game.Player import Player
class Card(pygame.sprite.Sprite):
__name:str
__id:int
__description:str
__attacks = []
__type:str = "Monster"
__pos:pygame.Vector2
__dragging:bool = False
__offset:pygame.Vector2 = pygame.Vector2(0,0)
__inputHandler: InputHandler
__owner:Player
__state:str
image:pygame.image
rect:pygame.rect
def __init__(self, pos: pygame.Vector2, assetDir: str, inputHandler: InputHandler, owner: Player):
if assetDir == "":
raise ValueError("Card: imagePath cannot be empty")
pygame.sprite.Sprite.__init__(self)
with open(assetDir + "/card.json", 'r') as file:
data = json.load(file)
self.__owner = owner
self.__id = int(data["id"])
self.__pos = pos
self.__name = data["name"]
self.__type = data.get("type")
self.image = pygame.image.load(assetDir + "/card.png").convert_alpha()
self.rect = self.image.get_rect()
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
self.__state = "onHand"
self.__type = "Monster"
self.__attacks = []
for attack in data.get("attacks", []):
self.__attacks.append(attack)
def update(self):
if self.__dragging:
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) -> pygame.Vector2:
return self.__pos
def getX(self) -> int:
return self.__pos.x
def getY(self) -> int:
return self.__pos.y
def getType(self):
return self.__type
def getID(self) -> int:
return self.__id
def getOwner(self) -> Player:
return self.__owner
def getState(self) -> str:
return self.__state
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
def setState(self, state:str):
self.__state = state

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import json
import pygame
from Classes.System.Components.InputHandler import InputHandler
from Classes.Game.Player import Player
class MonsterCard(pygame.sprite.Sprite):
__name:str
__id:int
__description:str
__attacks = []
__type:str = "Monster"
__pos:pygame.Vector2
__dragging:bool = False
__offset:pygame.Vector2 = pygame.Vector2(0,0)
__inputHandler: InputHandler
__owner:Player
image:pygame.image
rect:pygame.rect
def __init__(self, pos:pygame.Vector2, assetDir:str, inputHandler:InputHandler, owner:Player):
if assetDir == "":
return ValueError.add_note("Card: imagePath cannot be empty")
pygame.sprite.Sprite.__init__(self)
data = json.load(open(assetDir + "/card.json"))
self.__owner = owner
self.__id = int(data["id"])
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.__dragging:
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 getID(self) -> int:
return self.__id
def getOwner(self) -> Player:
return self.__owner
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 = "Effect"
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 = "Effect"
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.Game.World import World
from Classes.Game.Cards.Card import Card
from Classes.Game.Player import Player
from Classes.System.Components.InputHandler import InputHandler
# send from the server to tell the player the game starts
# gives the client its and the opponents stats (not cards!!)
def GameStart(world: World, handCards:list, inputHandler:InputHandler, owner:Player, opponent:Player):
index:int = 0
world.setEnemy(opponent)
for card in handCards:
world.AddToPlayerHand(Card(pygame.Vector2(500 + (index + 100), 1050), f"Assets/Cards/{card}/", inputHandler, owner))

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import json
import pygame
from Classes.Game.World import World
from Classes.Game.Player import Player
# event the client sends to let the server know it logged in
def Login(tcpClient):
payload = {
"event":"login",
"username": "player",
"deck": [1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1]
}
tcpClient.send(payload)
# server response for login event
def LoginResponse(message:dict, world:World):
print("LoginResponse called")
# checks if the response on the login request is successfull
if message["status"] != "success":
print("login failed")
else:
print("receiving login confirmation from server")
world.setPlayer(Player(0,0,message["name"], message["id"]))

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import pygame
from Classes.Game.World import World
from Classes.System.Components.InputHandler import InputHandler
from Classes.Game.Cards.Card import Card
# the event the client sends to the server when it places a card
def PlaceCard(tcpClient, card:Card, player):
# 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)
payload = {
"event":"placecard",
"card": card.getID(),
"type": card.getType(),
"user": player.getID(),
"x": card.getX(),
"y": card.getY(),
}
tcpClient.send(payload)
# the event send from the server to display a card on the field
def CardPlaced(world:World, card:int, type:str, owner:str, pos:pygame.Vector2, inputHandler:InputHandler):
# todo: make this work with all cardtypes
world.spawnCard(f"Assets/Cards/{card}/", pos, inputHandler, owner)
def MovedCard(world:World, card:int, type:str, owner:str, oldPos:pygame.Vector2, newPos:pygame.Vector2, inputHandler:InputHandler):
pass

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import pygame
class Player:
__id:int
__hp:int
__mana:int
__name:str
__handCards:pygame.sprite.Group
def __init__(self, hp:int, mana:int, name:str, id:int=0):
self.__hp = hp
self.__mana = mana
self.__name = name
self.__id = id
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 getMana(self) -> int:
return self.__mana
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
def setMana(self, mana:int):
self.__mana = mana

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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.Game.Cards.SpellCard import SpellCard
from Classes.Game.Cards.TrapCard import TrapCard
from Classes.System.Components.InputHandler import InputHandler
from Classes.Game.Player import Player
from Classes.Game.Cards.Card import Card
from Classes.System.Utils.Path import PathUtil
class World():
__boardFields:list
player:Player
enemy:Player
__labels:list
__cards:pygame.sprite.Group()
__PlayerHandCards: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 = pygame.sprite.Group()
self.__PlayerHandCards = pygame.sprite.Group()
self.__screen = screen
self.__cardWidth = cardWidth
self.__cardHeight = cardHeight
self.__cardOffset = cardOffset
self.player = None
self.enemy = None
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)
pManaPos = pygame.Vector2(20, pRow2Height + 255)
# labeling
self.__labels.append(Label("PlayerHP", self.__screen, "1000 / 1000", pHPPos))
self.__labels.append(Label("PlayerName", self.__screen, "Player", pNamePos))
self.__labels.append(Label("PlayerName", self.__screen, "0", pManaPos))
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, PathUtil.getAbsolutePathTo("Assets/Cards/0/field.png"), "e-deck"))
self.__boardFields.append(BoardField("EnemyGraveyard", "Enemy", "Grave", eGravePos, PathUtil.getAbsolutePathTo("Assets/Cards/0/field.png"), "e-grave"))
self.__boardFields.append(BoardField("PlayerDeck", "Player", "Deck", pDeckPos, PathUtil.getAbsolutePathTo("Assets/Cards/0/field.png"), "P-deck"))
self.__boardFields.append(BoardField("PlayerGraveyard", "Player", "Grave", pGravePos, PathUtil.getAbsolutePathTo("Assets/Cards/0/field.png"), "p-grave"))
# 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", "Monster", pMonsterPos, PathUtil.getAbsolutePathTo("Assets/Cards/0/field.png"), "pm"+str(id)))
self.__boardFields.append(BoardField("PlayerEffectField-"+str(i), "Player", "Effect", pEffectPos, PathUtil.getAbsolutePathTo("Assets/Cards/0/field.png"), "pe"+str(id)))
self.__boardFields.append(BoardField("EnemyMonsterField-"+str(i), "Enemy", "Monster", eMonsterPos, PathUtil.getAbsolutePathTo("Assets/Cards/0/field.png"), "em"+str(id)))
self.__boardFields.append(BoardField("EnemySpellTrapField-"+str(i), "Enemy", "Effect", eEffectPos, PathUtil.getAbsolutePathTo("Assets/Cards/0/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 getHandCards(self) -> pygame.sprite.Group:
return self.__PlayerHandCards
def getPlayer(self) -> Player:
return self.__player
def getEnemy(self) -> Player:
return self.__enemy
def setPlayer(self, player:Player):
for label in self.__labels:
if label.getName() == "PlayerName":
label.setText(player.getName())
self.player = player
def setEnemy(self, player:Player):
for label in self.__labels:
if label.getName() == "EnemyName":
label.setText(player.getName())
self.enemy = player
def spawnCard(self, asset:str, pos:pygame.Vector2, inputHandler:InputHandler, owner:Player) -> Card:
card = Card(pos, asset, inputHandler, owner)
self.__cards.add(card)
return card
def spawnCards(self, cards:pygame.sprite.Group):
for card in cards:
self.__cards.add(card)
def AddToPlayerHand(self, Card:Card):
self.__PlayerHandCards.add(Card)

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