import pygame from pygame.locals import * from Classes.Objects.Cards.MonsterCard import MonsterCard from Classes.System.Components.Window import Window from Classes.System.Components.InputHandler import InputHandler from Classes.Objects.World import World class App: __window:Window __running:bool = True __FPS = 60 __clock = pygame.time.Clock() __myFont:pygame.font __world:World __inputHandler: InputHandler def __init__(self, width:int=1920, height:int=1080, title:str="default title"): pygame.font.init() self.__myFont = pygame.font.SysFont('Comic Sans MS', 30) self.__window = Window(width=width, height=height, title=title) self.__inputHandler = InputHandler() # game word self.__world = World(self.__window.getScreen()) self.startGameLoop() self.onCleanup() def startGameLoop(self): # create sprite groups # todo: remove these and let server handle card creation instead # blocker: server - client communication self.__world.spawnCard("Assets/Cards/MonsterCards/testmonstercard/", (pygame.Vector2(500, 1050), self.__inputHandler)) self.__world.spawnCard("Assets/Cards/MonsterCards/testmonstercard/", (pygame.Vector2(600, 1050), self.__inputHandler)) self.__world.spawnCard("Assets/Cards/MonsterCards/testmonstercard/", (pygame.Vector2(700, 1050), self.__inputHandler)) self.__world.spawnCard("Assets/Cards/MonsterCards/testmonstercard/", (pygame.Vector2(800, 1050), self.__inputHandler)) self.__world.spawnCard("Assets/Cards/MonsterCards/testmonstercard/", (pygame.Vector2(900, 1050), self.__inputHandler)) self.__world.spawnCard("Assets/Cards/MonsterCards/testmonstercard/", (pygame.Vector2(1000, 1050), self.__inputHandler)) while self.__running: self.__clock.tick(self.__FPS) self.__window.getScreen().fill((0,0,0)) # render world self.__window.drawWorld(self.__world) # updates all cards inside the cards Spritegroup at each step the gameloops does self.__world.getCards().update() # draw groups self.__window.drawSpriteGroup(self.cards) # event handler self.handleEvent(pygame.event.get()) # emits update to the game pygame.display.update() # handles incoming event queue def handleEvent(self, events): # TODO: fix bug that stacks cards when dragging them around selectedCard = None for event in events: if event.type == pygame.QUIT: self.onCleanup() elif pygame.mouse.get_pressed()[0]: # Wenn linke Maustaste gedrückt wird mouse_x, mouse_y = pygame.mouse.get_pos() mouse_pos = pygame.Vector2(mouse_x, mouse_y) for card in self.__world.getCards(): if card.rect.collidepoint(mouse_pos) and selectedCard == None: card.setDragging(True) selectedCard = card # card.setOffset(mouse_pos - card.getPos()) for field in self.__world.getBoardFields(): if field.getRect().collidepoint(mouse_pos): if field.getSide() == "Player": if field.getType() == "MonsterField" and card.getType() == "MonsterCard": # todo: resize card so that it fits into the card field # card.image = pygame.transform.scale(card.image, (field.getSize()[0] - 10, field.getSize()[1] - 10)) card.rect.center = field.rect.center field.image = card.image.copy() card.setDragging(False) # card.kill() elif field.getType() == "EffectField" and card.getType() == "SpellCard" or field.getType() == "EffectField" and card.getType() == "TrapCard": # todo: resize card so that it fits into the card field # card.image = pygame.transform.scale(card.image, (field.getSize()[0] - 10, field.getSize()[1] - 10)) card.rect.center = field.rect.center field.image = card.image.copy() card.setDragging(False) # card.kill() elif event.type == pygame.MOUSEBUTTONUP: mouse_x, mouse_y = pygame.mouse.get_pos() mouse_pos = pygame.Vector2(mouse_x, mouse_y) if event.button == 1: # Wenn linke Maustaste losgelassen wird for card in self.__world.getCards(): card.setDragging(False) # TODO: send server command if not card == None: card = None # sets the running state for the gameloop def setRunning(self, running:bool): self.__running = running # ensures the gameloop stops running and the pygame instance is stopped properly def onCleanup(self): self.__running = False pygame.quit()