112 lines
5.4 KiB
Python
112 lines
5.4 KiB
Python
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.Components.Window import Window
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from Classes.System.Components.InputHandler import InputHandler
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from Classes.Objects.World import World
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class App:
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__window:Window
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__running:bool = True
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__FPS = 60
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__clock = pygame.time.Clock()
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__myFont:pygame.font
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__world:World
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__inputHandler: InputHandler
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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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self.__myFont = pygame.font.SysFont('Comic Sans MS', 30)
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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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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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# todo: remove these and let server handle card creation instead
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# blocker: server - client communication
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self.__world.spawnCard("Assets/Cards/MonsterCards/testmonstercard/", (pygame.Vector2(500, 1050), self.__inputHandler))
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self.__world.spawnCard("Assets/Cards/MonsterCards/testmonstercard/", (pygame.Vector2(600, 1050), self.__inputHandler))
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self.__world.spawnCard("Assets/Cards/MonsterCards/testmonstercard/", (pygame.Vector2(700, 1050), self.__inputHandler))
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self.__world.spawnCard("Assets/Cards/MonsterCards/testmonstercard/", (pygame.Vector2(800, 1050), self.__inputHandler))
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self.__world.spawnCard("Assets/Cards/MonsterCards/testmonstercard/", (pygame.Vector2(900, 1050), self.__inputHandler))
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self.__world.spawnCard("Assets/Cards/MonsterCards/testmonstercard/", (pygame.Vector2(1000, 1050), self.__inputHandler))
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while self.__running:
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self.__clock.tick(self.__FPS)
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self.__window.getScreen().fill((0,0,0))
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# render world
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self.__window.drawWorld(self.__world)
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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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# draw groups
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self.__window.drawSpriteGroup(self.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 event queue
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def handleEvent(self, events):
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# TODO: fix bug that stacks cards when dragging them around
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selectedCard = None
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for event in events:
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if event.type == pygame.QUIT:
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self.onCleanup()
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elif pygame.mouse.get_pressed()[0]: # Wenn linke Maustaste gedrückt wird
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mouse_x, mouse_y = pygame.mouse.get_pos()
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mouse_pos = pygame.Vector2(mouse_x, mouse_y)
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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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# card.setOffset(mouse_pos - card.getPos())
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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.image = pygame.transform.scale(card.image, (field.getSize()[0] - 10, field.getSize()[1] - 10))
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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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# card.kill()
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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.image = pygame.transform.scale(card.image, (field.getSize()[0] - 10, field.getSize()[1] - 10))
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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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# card.kill()
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elif event.type == pygame.MOUSEBUTTONUP:
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mouse_x, mouse_y = pygame.mouse.get_pos()
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mouse_pos = pygame.Vector2(mouse_x, mouse_y)
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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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# TODO: send server command
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if not card == None:
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card = None
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# sets the running state for the gameloop
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def setRunning(self, running:bool):
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self.__running = running
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# ensures the gameloop stops running and the pygame instance is stopped properly
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def onCleanup(self):
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self.__running = False
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pygame.quit() |