merged broken branches client with master branch and added first statehandling for card placement
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@@ -5,10 +5,11 @@ from Classes.Game.Cards.MonsterCard import MonsterCard
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from Classes.System.Components.Window import Window
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from Classes.System.Components.InputHandler import InputHandler
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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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from Classes.System.Network.TCPClient import TCPClient
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from Classes.Game.Events.Login import Login
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from Classes.Game.Events.PlaceCard import PlaceCard
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from Classes.Game.Player import Player
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from Classes.Game.Cards.Card import Card
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class App:
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@@ -19,7 +20,7 @@ class App:
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__myFont:pygame.font
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__world:World
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__inputHandler: InputHandler
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__networkManager: NetworkManager
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__tcpClient: TCPClient
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def __init__(self, width:int=1920, height:int=1080, title:str="default title"):
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pygame.font.init()
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@@ -27,17 +28,17 @@ class App:
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self.__window = Window(width=width, height=height, title=title)
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self.__inputHandler = InputHandler()
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# game word
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self.__world = World(self.__window.getScreen())
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try:
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self.__networkManager = NetworkManager("127.0.0.1", "54322", "54323")
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Login(self.__networkManager) # will login to the server
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self.__tcpClient = TCPClient("127.0.0.1", "54322", self.__world, self.__inputHandler)
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Login(self.__tcpClient) # will login to the server
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except Exception as e:
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print(f"failed to login due to error {e}")
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print("server connection failed or got refused")
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pass
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# game word
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self.__world = World(self.__window.getScreen())
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self.startGameLoop()
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self.onCleanup()
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@@ -46,12 +47,12 @@ class App:
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# create sprite groups
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# todo: remove these and let server handle card creation instead
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# blocker: server - client communication [WIP]
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self.__world.spawnMonsterCard("Assets/Cards/1/", pygame.Vector2(500, 1050), self.__inputHandler, Player(1000, 0, "test"))
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self.__world.spawnMonsterCard("Assets/Cards/1/", pygame.Vector2(600, 1050), self.__inputHandler, Player(1000, 0, "test"))
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self.__world.spawnMonsterCard("Assets/Cards/1/", pygame.Vector2(700, 1050), self.__inputHandler, Player(1000, 0, "test"))
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self.__world.spawnMonsterCard("Assets/Cards/1/", pygame.Vector2(800, 1050), self.__inputHandler, Player(1000, 0, "test"))
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self.__world.spawnMonsterCard("Assets/Cards/1/", pygame.Vector2(900, 1050), self.__inputHandler, Player(1000, 0, "test"))
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self.__world.spawnMonsterCard("Assets/Cards/1/", pygame.Vector2(1000, 1050), self.__inputHandler, Player(1000, 0, "test"))
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self.__world.spawnCard("Assets/Cards/1/", pygame.Vector2(500, 1050), self.__inputHandler, Player(1000, 0, "test"))
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self.__world.spawnCard("Assets/Cards/1/", pygame.Vector2(600, 1050), self.__inputHandler, Player(1000, 0, "test"))
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self.__world.spawnCard("Assets/Cards/1/", pygame.Vector2(700, 1050), self.__inputHandler, Player(1000, 0, "test"))
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self.__world.spawnCard("Assets/Cards/1/", pygame.Vector2(800, 1050), self.__inputHandler, Player(1000, 0, "test"))
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self.__world.spawnCard("Assets/Cards/1/", pygame.Vector2(900, 1050), self.__inputHandler, Player(1000, 0, "test"))
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self.__world.spawnCard("Assets/Cards/1/", pygame.Vector2(1000, 1050), self.__inputHandler, Player(1000, 0, "test"))
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while self.__running:
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self.__clock.tick(self.__FPS)
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@@ -63,6 +64,7 @@ class App:
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# updates all cards inside the cards Spritegroup at each step the gameloops does
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self.__world.getCards().update()
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self.__world.getHandCards().update()
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# draw groups
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self.__window.drawSpriteGroup(self.__world.getCards())
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@@ -88,22 +90,24 @@ class App:
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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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if card.getState() == "onHand":
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card.setDragging(True)
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selectedCard = card
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for field in self.__world.getBoardFields():
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if field.getRect().collidepoint(mouse_pos):
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if field.getSide() == "Player":
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if field.getType() == "MonsterField" and card.getType() == "MonsterCard":
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# todo: resize card so that it fits into the card field
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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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elif field.getType() == "EffectField" and card.getType() == "EffectCard" or field.getType() == "EffectField" and card.getType() == "EffectCard":
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# todo: resize card so that it fits into the card field
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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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for field in self.__world.getBoardFields():
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if field.getRect().collidepoint(mouse_pos):
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if field.getSide() == "Player":
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if field.getType() == "MonsterField" and card.getType() == "MonsterCard":
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# todo: resize card so that it fits into the card field
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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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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.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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elif self.__inputHandler.getPressed()[pygame.K_SPACE]:
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print("card spawned")
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self.__world.spawnMonsterCard("Assets/Cards/MonsterCards/testmonstercard/", self.__inputHandler.getMousePos(), self.__inputHandler)
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@@ -113,9 +117,14 @@ class App:
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if event.button == 1: # Wenn linke Maustaste losgelassen wird
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for card in self.__world.getCards():
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card.setDragging(False)
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card.setState("placed")
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# TODO: send place card event to server
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# resets the currently selected card in order to prevent it getting moved
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PlaceCard(self.__networkManager, card) # tells the server that the player placed this card
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try:
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PlaceCard(self.__tcpClient, card) # tells the server that the player placed this card
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except Exception as e:
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print(f"failed to place card on server due to error: {e}")
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if not card == None:
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card = None
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