129 lines
6.1 KiB
Python

import pygame
from pygame.locals import *
from Classes.Game.Cards.MonsterCard import MonsterCard
from Classes.System.Components.Window import Window
from Classes.System.Components.InputHandler import InputHandler
from Classes.Game.World import World
from Classes.System.Network.NetworkManager import NetworkManager
from Classes.Game.Events.Login import Login
from Classes.Game.Events.PlaceCard import PlaceCard
from Classes.Game.Player import Player
class App:
__window:Window
__running:bool = True
__FPS = 60
__clock = pygame.time.Clock()
__myFont:pygame.font
__world:World
__inputHandler: InputHandler
__networkManager: NetworkManager
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()
try:
self.__networkManager = NetworkManager("127.0.0.1", "54322", "54323")
Login(self.__networkManager) # will login to the server
except Exception as e:
print(f"failed to login due to error {e}")
print("server connection failed or got refused")
pass
# 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 [WIP]
self.__world.spawnMonsterCard("Assets/Cards/1/", pygame.Vector2(500, 1050), self.__inputHandler, Player(1000, 0, "test"))
self.__world.spawnMonsterCard("Assets/Cards/1/", pygame.Vector2(600, 1050), self.__inputHandler, Player(1000, 0, "test"))
self.__world.spawnMonsterCard("Assets/Cards/1/", pygame.Vector2(700, 1050), self.__inputHandler, Player(1000, 0, "test"))
self.__world.spawnMonsterCard("Assets/Cards/1/", pygame.Vector2(800, 1050), self.__inputHandler, Player(1000, 0, "test"))
self.__world.spawnMonsterCard("Assets/Cards/1/", pygame.Vector2(900, 1050), self.__inputHandler, Player(1000, 0, "test"))
self.__world.spawnMonsterCard("Assets/Cards/1/", pygame.Vector2(1000, 1050), self.__inputHandler, Player(1000, 0, "test"))
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.__world.getCards())
self.__window.drawSpriteGroup(self.__world.getHandCards())
# 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
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.rect.center = field.rect.center
field.image = card.image.copy()
card.setDragging(False)
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.rect.center = field.rect.center
field.image = card.image.copy()
card.setDragging(False)
elif self.__inputHandler.getPressed()[pygame.K_SPACE]:
print("card spawned")
self.__world.spawnMonsterCard("Assets/Cards/MonsterCards/testmonstercard/", self.__inputHandler.getMousePos(), self.__inputHandler)
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 place card event to server
# resets the currently selected card in order to prevent it getting moved
PlaceCard(self.__networkManager, card) # tells the server that the player placed this card
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()