for now removed card class from hirarchy and added possibillity to render sprites on screen
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@@ -1,6 +1,7 @@
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import pygame
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from pygame.locals import *
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from Classes.Objects.Cards.MonsterCard import MonsterCard
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from Classes.System.Window import Window
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from Classes.System.InputHandler import InputHandler
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@@ -9,35 +10,41 @@ class App:
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__window:Window
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__running:bool = True
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__player = pygame.Rect((300,250, 50,50))
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# __player = pygame.Rect((300,250, 50,50))
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__FPS = 60
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__speed = 5
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__clock = pygame.time.Clock()
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def __init__(self, width:int=800, height:int=600, title:str="default title"):
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def __init__(self, width:int=1280, height:int=720, title:str="default title"):
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self.__window = Window(width=width, height=height, title=title)
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self.startGameLoop()
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self.onCleanup()
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def startGameLoop(self):
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# create sprite groups
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cards = pygame.sprite.Group()
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testMonsterCard = MonsterCard((500,500), "Assets/Cards/MonsterCards/testmonstercard/")
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cards.add(testMonsterCard)
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while self.__running:
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self.__clock.tick(self.__FPS)
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#temporary refresh
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self.__window.getScreen().fill((0,0,0))
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pygame.draw.rect(self.__window.getScreen(), (255,0,0), self.__player)
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self.__player.move_ip((InputHandler.getInputAxis()[0]*self.__speed),(InputHandler.getInputAxis()[1]*self.__speed))
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# update sprite groups
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cards.update()
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# draw groups
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self.__window.drawSpriteGroup(cards)
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# event handler
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self.handleEvent(pygame.event.get())
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# emits update to the game
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pygame.display.update()
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# handles incoming eventqueue
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# handles incoming event queue
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def handleEvent(self, events):
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for event in events:
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if event.type == pygame.QUIT:
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