141 lines
7.0 KiB
Python
141 lines
7.0 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.TCPClient import TCPClient
|
|
from Classes.Game.Events.Login import Login
|
|
from Classes.Game.Events.PlaceCard import PlaceCard
|
|
from Classes.Game.Player import Player
|
|
from Classes.Game.Cards.Card import Card
|
|
from Classes.System.Utils.Path import PathUtil
|
|
|
|
class App:
|
|
|
|
__window:Window
|
|
__running:bool = True
|
|
__FPS = 60
|
|
__clock = pygame.time.Clock()
|
|
__myFont:pygame.font
|
|
__world:World
|
|
__inputHandler: InputHandler
|
|
__tcpClient: TCPClient
|
|
|
|
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()
|
|
self.selectedCard = None
|
|
|
|
# game word
|
|
self.__world = World(self.__window.getScreen())
|
|
|
|
try:
|
|
self.__tcpClient = TCPClient("127.0.0.1", "54322", self.__world, self.__inputHandler)
|
|
Login(self.__tcpClient) # 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
|
|
|
|
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.spawnCard(PathUtil.getAbsolutePathTo("Assets/Cards/1/"), pygame.Vector2(500, 1050), self.__inputHandler, Player(1000, 0, "test"))
|
|
# self.__world.spawnCard(PathUtil.getAbsolutePathTo("Assets/Cards/1/"), pygame.Vector2(600, 1050), self.__inputHandler, Player(1000, 0, "test"))
|
|
# self.__world.spawnCard(PathUtil.getAbsolutePathTo("Assets/Cards/1/"), pygame.Vector2(700, 1050), self.__inputHandler, Player(1000, 0, "test"))
|
|
# self.__world.spawnCard(PathUtil.getAbsolutePathTo("Assets/Cards/1/"), pygame.Vector2(800, 1050), self.__inputHandler, Player(1000, 0, "test"))
|
|
# self.__world.spawnCard(PathUtil.getAbsolutePathTo("Assets/Cards/1/"), pygame.Vector2(900, 1050), self.__inputHandler, Player(1000, 0, "test"))
|
|
# self.__world.spawnCard(PathUtil.getAbsolutePathTo("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()
|
|
self.__world.getHandCards().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
|
|
try:
|
|
for event in events:
|
|
if event.type == pygame.QUIT:
|
|
self.onCleanup()
|
|
elif self.__inputHandler.getMousePressed()[0]:
|
|
for card in self.__world.getCards():
|
|
if card.getDragable() == True:
|
|
if card.rect.collidepoint(self.__inputHandler.getMousePos()):
|
|
#self.__logger.info(f"dragging card {card}")
|
|
self.selectedCard = card
|
|
|
|
# failsafe to prevent NoneType errors
|
|
if self.selectedCard != None:
|
|
#self.__logger.info(f"working with card: {self.selectedCard}")
|
|
self.selectedCard.setDragging(True)
|
|
elif event.type == pygame.MOUSEBUTTONUP:
|
|
print("left mousebutton")
|
|
if event.button == 1:
|
|
if self.selectedCard != None:
|
|
self.selectedCard.setDragging(False)
|
|
print(self.selectedCard)
|
|
for field in self.__world.getBoardFields():
|
|
print(f"checking field {field} is field mathinc? {field.getRect().collidepoint(self.__inputHandler.getMousePos())}")
|
|
if field.getRect().collidepoint(self.__inputHandler.getMousePos()):
|
|
print(f"is position valid? {field.getSide() == 'Player' and field.getType() == self.selectedCard.getType()} ")
|
|
print(f"side {field.getSide()} fieldtype {field.getType()} card type {self.selectedCard.getType()}")
|
|
|
|
if field.getSide() == "Player" and field.getType() == self.selectedCard.getType():
|
|
print(f"found field {field}")
|
|
try:
|
|
print(f"placing card {self.selectedCard} in field {field}")
|
|
# snap card into the correct field
|
|
self.selectedCard.rect.center = field.rect.center
|
|
self.selectedCard.setDragging(False)
|
|
|
|
print(self.selectedCard)
|
|
# TODO: adapt this into the new game engine version
|
|
PlaceCard(self.__tcpClient, self.selectedCard, self.__world.getPlayer()) # tells te server that the player placed this card
|
|
self.selectedCard = None
|
|
except Exception as e:
|
|
print(f"failed to place card on server due to error: {e}")
|
|
|
|
if self.selectedCard != None:
|
|
self.selectedCard = None
|
|
else:
|
|
raise ValueError("selected card in event handler was found empty this should never happen!")
|
|
pass
|
|
except:
|
|
pass
|
|
|
|
# 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() |