stripped game specific logic from engine started working on engine approach
This commit is contained in:
parent
57621537c4
commit
f82d0145dd
@ -1,85 +0,0 @@
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import os
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import pygame
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class BoardField(pygame.sprite.Sprite):
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__fieldID:str
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__name:str
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__side:str
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__type:str
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__pos:pygame.Vector2
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__size:tuple
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__color:tuple = (255,255,255)
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__holdsCard = None
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image:pygame.image
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rect:pygame.rect
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def __init__(self, name:str, side:str, type:str, pos:pygame.Vector2, imagePath:str, fid:str):
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pygame.sprite.Sprite.__init__(self)
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self.__name = name
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self.__side = side
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self.__type = type
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self.__pos = pos
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self.__holdsCard = None
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self.__fieldID = fid
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# Überprüfen des Dateipfads
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if not os.path.exists(imagePath):
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print("Der Dateipfad zur Bilddatei ist ungültig oder die Datei existiert nicht.")
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else:
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# Wenn der Pfad gültig ist, versuchen Sie, das Bild zu laden
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self.image = pygame.image.load(imagePath).convert_alpha()
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self.rect = self.image.get_rect()
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self.rect.center = self.__pos
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def getName(self) -> str:
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return self.__name
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def getSide(self) -> str:
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return self.__side
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def getType(self) -> str:
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return self.__type
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def getPos(self) -> pygame.Vector2:
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return self.__pos
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def getSize(self) -> tuple:
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return self.__size
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def getColor(self) -> tuple:
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return self.__color
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def getRect(self) -> pygame.Rect:
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return self.rect
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def getImage(self) -> pygame.image:
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return self.image
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def getHoldingCard(self):
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return self.__holdsCard
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def setName(self, name:str) -> str:
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self.__name = name
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return self.__name
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def setType(self,type:str) -> str:
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self.__type = type
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return self.__type
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def setPos(self, pos:pygame.Vector2) -> pygame.Vector2:
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self.pos = pos
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return self.__pos
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def setSize(self, size:tuple) -> tuple:
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self.__size = size
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return self.__size
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def setColor(self, color:tuple) -> tuple:
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self.__color = color
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return self.__color
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def setCardHolding(self, card):
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self.__holdsCard = card
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def getFieldID(self) -> str:
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return self.__fieldID
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@ -1,110 +0,0 @@
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import json
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import pygame
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from Classes.System.Components.InputHandler import InputHandler
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from Classes.Game.Player import Player
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class Card(pygame.sprite.Sprite):
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__name:str
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__id:int
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__description:str
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__attacks = []
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__type:str = "Monster"
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__pos:pygame.Vector2
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__dragging:bool = False
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__offset:pygame.Vector2 = pygame.Vector2(0,0)
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__inputHandler: InputHandler
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__owner:Player
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__state:str
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__dragable:bool = True
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image:pygame.image
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rect:pygame.rect
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def __init__(self, pos: pygame.Vector2, assetDir: str, inputHandler: InputHandler, owner: Player, dragable:bool=True):
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if assetDir == "":
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raise ValueError("Card: imagePath cannot be empty")
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pygame.sprite.Sprite.__init__(self)
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with open(assetDir + "/card.json", 'r') as file:
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data = json.load(file)
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self.__owner = owner
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self.__id = int(data["id"])
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self.__pos = pos
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self.__name = data["name"]
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self.__type = data.get("type")
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self.image = pygame.image.load(assetDir + "/card.png").convert_alpha()
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self.rect = self.image.get_rect()
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self.__inputHandler = inputHandler
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self.rect.center = self.__pos
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self.__description = data["description"]
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self.original_size = self.image.get_size()
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self.original_position = self.rect.center
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self.__state = "onHand"
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self.__type = "Monster"
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self.__attacks = []
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for attack in data.get("attacks", []):
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self.__attacks.append(attack)
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def update(self):
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if self.__dragging:
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if self.__dragable:
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mouse_pos = self.__inputHandler.getMousePos()
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self.__pos = mouse_pos
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self.rect.center = self.__pos
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def attacks(self):
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return self.__attacks
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def getName(self) -> str:
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return self.__name
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def getCardSprite(self) -> pygame.image:
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return self.__cardSprite
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def getDescription(self):
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return self.__description
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def getDragging(self):
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return self.__dragging
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def getDragable(self):
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return self.__dragable
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def getOffset(self):
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return self.__offset
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def getPos(self) -> pygame.Vector2:
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return self.__pos
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def getX(self) -> int:
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return self.__pos.x
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def getY(self) -> int:
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return self.__pos.y
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def getType(self):
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return self.__type
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def getID(self) -> int:
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return self.__id
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def getOwner(self) -> Player:
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return self.__owner
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def getState(self) -> str:
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return self.__state
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def setDragging(self, dragging:bool):
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self.__dragging = dragging
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def setOffset(self, offset:pygame.Vector2):
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self.__offset = offset
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def setPos(self, pos:pygame.Vector2):
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self.__pos = pos
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def setState(self, state:str):
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self.__state = state
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@ -1,88 +0,0 @@
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import json
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import pygame
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from Classes.System.Components.InputHandler import InputHandler
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from Classes.Game.Player import Player
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class MonsterCard(pygame.sprite.Sprite):
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__name:str
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__id:int
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__description:str
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__attacks = []
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__type:str = "Monster"
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__pos:pygame.Vector2
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__dragging:bool = False
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__offset:pygame.Vector2 = pygame.Vector2(0,0)
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__inputHandler: InputHandler
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__owner:Player
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image:pygame.image
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rect:pygame.rect
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def __init__(self, pos:pygame.Vector2, assetDir:str, inputHandler:InputHandler, owner:Player):
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if assetDir == "":
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return ValueError.add_note("Card: imagePath cannot be empty")
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pygame.sprite.Sprite.__init__(self)
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data = json.load(open(assetDir + "/card.json"))
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self.__owner = owner
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self.__id = int(data["id"])
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self.__pos = pos
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self.__name = data["name"]
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self.image = pygame.image.load(assetDir + "/card.png").convert_alpha()
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self.rect = self.image.get_rect()
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self.dragging = False
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self.offset = pygame.Vector2(0, 0) # Offset zwischen der Karte und der Mausposition
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self.__inputHandler = inputHandler
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self.rect.center = self.__pos
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self.__description = data["description"]
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self.original_size = self.image.get_size()
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self.original_position = self.rect.center
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for attack in data["attacks"]:
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self.__attacks.append(attack)
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def update(self):
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if self.__dragging:
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mouse_pos = self.__inputHandler.getMousePos()
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self.__pos = mouse_pos
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self.rect.center = self.__pos
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def attacks(self):
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return self.__attacks
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def getName(self) -> str:
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return self.__name
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def getCardSprite(self) -> pygame.image:
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return self.__cardSprite
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def getDescription(self):
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return self.__description
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def getDragging(self):
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return self.__dragging
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def getOffset(self):
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return self.__offset
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def getPos(self):
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return self.__pos
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def getType(self):
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return self.__type
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def getID(self) -> int:
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return self.__id
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def getOwner(self) -> Player:
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return self.__owner
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def setDragging(self, dragging:bool):
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self.__dragging = dragging
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def setOffset(self, offset:pygame.Vector2):
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self.__offset = offset
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def setPos(self, pos:pygame.Vector2):
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self.__pos = pos
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import json
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from typing import Any
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import pygame
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from Classes.System.Components.InputHandler import InputHandler
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class SpellCard(pygame.sprite.Sprite):
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__name:str
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__description:str
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__pos:pygame.Vector2
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__dragging:bool = False
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__offset:pygame.Vector2 = pygame.Vector2(0,0)
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__inputHandler: InputHandler
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__type:str = "Effect"
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image:pygame.image
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rect:pygame.rect
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def __init__(self, pos:pygame.Vector2, assetDir:str, inputHandler:InputHandler):
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if assetDir == "":
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return ValueError.add_note("Card: imagePath cannot be empty")
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pygame.sprite.Sprite.__init__(self)
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data = json.load(open(assetDir + "/card.json"))
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self.__pos = pos
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self.__name = data["name"]
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self.image = pygame.image.load(assetDir + "/card.png").convert_alpha()
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self.rect = self.image.get_rect()
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self.dragging = False
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self.offset = pygame.Vector2(0, 0) # Offset zwischen der Karte und der Mausposition
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self.__inputHandler = inputHandler
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self.rect.center = self.__pos
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self.__description = data["description"]
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self.original_size = self.image.get_size()
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self.original_position = self.rect.center
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def update(self):
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if self.getDragging():
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mouse_pos = self.__inputHandler.getMousePos()
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self.__pos = mouse_pos
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self.rect.center = self.__pos
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def getName(self) -> str:
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return self.__name
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def getCardSprite(self) -> pygame.image:
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return self.__cardSprite
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def getDescription(self):
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return self.__description
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def getDragging(self):
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return self.__dragging
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def getOffset(self):
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return self.__offset
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def getPos(self):
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return self.__pos
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def getType(self):
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return self.__type
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def setDragging(self, dragging:bool):
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self.__dragging = dragging
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def setOffset(self, offset:pygame.Vector2):
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self.__offset = offset
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def setPos(self, pos:pygame.Vector2):
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self.__pos = pos
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import json
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from typing import Any
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import pygame
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from Classes.System.Components.InputHandler import InputHandler
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class TrapCard(pygame.sprite.Sprite):
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__name:str
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__description:str
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__pos:pygame.Vector2
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__dragging:bool = False
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__offset:pygame.Vector2 = pygame.Vector2(0,0)
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__inputHandler: InputHandler
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__type:str = "Effect"
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image:pygame.image
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rect:pygame.rect
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def __init__(self, pos:pygame.Vector2, assetDir:str, inputHandler:InputHandler):
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if assetDir == "":
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return ValueError.add_note("Card: imagePath cannot be empty")
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pygame.sprite.Sprite.__init__(self)
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data = json.load(open(assetDir + "/card.json"))
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self.__pos = pos
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self.__name = data["name"]
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self.__inputHandler = inputHandler
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self.__description = data["description"]
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self.original_size = self.image.get_size()
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self.original_position = self.rect.center
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self.offset = pygame.Vector2(0, 0) # Offset zwischen der Karte und der Mausposition
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self.rect = self.image.get_rect()
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self.rect.center = self.__pos
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self.image = pygame.image.load(assetDir + "/card.png").convert_alpha()
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self.__dragging = False
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def update(self):
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if self.getDragging():
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mouse_pos = self.__inputHandler.getMousePos()
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self.__pos = mouse_pos
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self.rect.center = self.__pos
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def getName(self) -> str:
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return self.__name
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def getCardSprite(self) -> pygame.image:
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return self.__cardSprite
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def getDescription(self):
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return self.__description
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def getDragging(self):
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return self.__dragging
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def getOffset(self):
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return self.__offset
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def getPos(self):
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return self.__pos
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def getType(self):
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return self.__type
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def setDragging(self, dragging:bool):
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self.__dragging = dragging
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def setOffset(self, offset:pygame.Vector2):
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self.__offset = offset
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def setPos(self, pos:pygame.Vector2):
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self.__pos = pos
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@ -1,17 +0,0 @@
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import pygame
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from Classes.Game.World import World
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from Classes.Game.Cards.Card import Card
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from Classes.Game.Player import Player
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from Classes.System.Components.InputHandler import InputHandler
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from Classes.System.Utils.Path import PathUtil
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# send from the server to tell the player the game starts
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# gives the client its and the opponents stats (not cards!!)
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def GameStart(world: World, handCards:list, inputHandler:InputHandler, owner:Player):
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index:int = 0
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for card in handCards:
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#world.AddToPlayerHand(Card(pygame.Vector2(500 + (index * 100), 1050), PathUtil.getAbsolutePathTo(f"Assets/Cards/{card}/"), inputHandler, Player(1000, 0, "test"), dragable=True))
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world.spawnCard(PathUtil.getAbsolutePathTo(f"Assets/Cards/{card}"), pygame.Vector2(500 + (index * 100), 1050), inputHandler, world.getPlayer())
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index=index+1
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import json
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import pygame
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from Classes.Game.World import World
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from Classes.Game.Player import Player
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# event the client sends to let the server know it logged in
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def Login(tcpClient):
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payload = {
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"event":"login",
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"username": "player",
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"deck": [1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1,1]
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}
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tcpClient.send(payload)
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# server response for login event
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def LoginResponse(message:dict, world:World):
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print("LoginResponse called")
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# checks if the response on the login request is successfull
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if message["status"] != "success":
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print("login failed")
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else:
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print("receiving login confirmation from server")
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world.setPlayer(Player(0,0,message["name"], message["id"]))
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import pygame
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from Classes.Game.World import World
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from Classes.System.Components.InputHandler import InputHandler
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from Classes.Game.Cards.Card import Card
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from Classes.System.Utils.Path import PathUtil
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# the event the client sends to the server when it places a card
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def PlaceCard(tcpClient, card:Card, player):
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# todo: send card information to the server
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# todo: required info is:
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# - position
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# - field type (used for validating what field the card is played in will be compared on server side)
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# - card id (server will do the rest to fetch card info)
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payload = {
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"event":"placecard",
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"card": card.getID(),
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"type": card.getType(),
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"user": player.getID(),
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"x": card.getX(),
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"y": card.getY(),
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}
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tcpClient.send(payload)
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# the event send from the server to display a card on the field
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def CardPlaced(world:World, card:int, owner:str, pos:pygame.Vector2, inputHandler:InputHandler):
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# todo: make this work with all cardtypes
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print("placing enemy card")
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world.spawnEnemyCard(PathUtil.getAbsolutePathTo(f"Assets/Cards/{card}"), pos, inputHandler, owner)
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def MovedCard(world:World, card:int, type:str, owner:str, oldPos:pygame.Vector2, newPos:pygame.Vector2, inputHandler:InputHandler):
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pass
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@ -1,46 +0,0 @@
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import pygame
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class Player:
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__id:int
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__hp:int
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__mana:int
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__name:str
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__handCards:pygame.sprite.Group
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|
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def __init__(self, hp:int, mana:int, name:str, id:int=0):
|
||||
self.__hp = hp
|
||||
self.__mana = mana
|
||||
self.__name = name
|
||||
self.__id = id
|
||||
|
||||
def setID(self, id:int):
|
||||
self.__id = id
|
||||
|
||||
def getID(self) -> int:
|
||||
return self.__id
|
||||
|
||||
def getName(self) -> str:
|
||||
return self.__name
|
||||
|
||||
def getHP(self) -> int:
|
||||
return self.__hp
|
||||
|
||||
def getMana(self) -> int:
|
||||
return self.__mana
|
||||
|
||||
def adjustHP(self, hp:int) -> int:
|
||||
self.__hp = self.__hp + hp
|
||||
|
||||
def getHand(self) -> pygame.sprite.Group:
|
||||
return self.__handCards
|
||||
|
||||
def AddToHand(self, card) -> pygame.sprite.Group:
|
||||
self.__handCards.add(card)
|
||||
return self.__handCards
|
||||
|
||||
def removeFromHand(self, pos:int) -> pygame.sprite.Group:
|
||||
self.__handCards.remove(pos)
|
||||
return self.__handCards
|
||||
|
||||
def setMana(self, mana:int):
|
||||
self.__mana = mana
|
@ -1,137 +0,0 @@
|
||||
import pygame
|
||||
from Classes.Game.BoardField import BoardField
|
||||
from Classes.System.Components.Label import Label
|
||||
from Classes.Game.Cards.MonsterCard import MonsterCard
|
||||
from Classes.Game.Cards.SpellCard import SpellCard
|
||||
from Classes.Game.Cards.TrapCard import TrapCard
|
||||
from Classes.System.Components.InputHandler import InputHandler
|
||||
from Classes.Game.Player import Player
|
||||
from Classes.Game.Cards.Card import Card
|
||||
from Classes.System.Utils.Path import PathUtil
|
||||
|
||||
class World():
|
||||
__boardFields:list
|
||||
player:Player
|
||||
enemy:Player
|
||||
__labels:list
|
||||
__cards:pygame.sprite.Group()
|
||||
__PlayerHandCards:pygame.sprite.Group()
|
||||
screen:pygame.surface
|
||||
__cardWidth:int = 150
|
||||
__cardHeight:int = 200
|
||||
__cardOffset:int = 400
|
||||
|
||||
def __init__(self, screen:pygame.surface, cardWidth:int=200, cardHeight:int=250, cardOffset:int=400):
|
||||
self.__boardFields = []
|
||||
self.__labels = []
|
||||
self.__cards = pygame.sprite.Group()
|
||||
self.__PlayerHandCards = pygame.sprite.Group()
|
||||
self.__screen = screen
|
||||
self.__cardWidth = cardWidth
|
||||
self.__cardHeight = cardHeight
|
||||
self.__cardOffset = cardOffset
|
||||
self.player = None
|
||||
self.enemy = None
|
||||
self.buildGameWorld()
|
||||
|
||||
def buildGameWorld(self):
|
||||
# construct elements arround the playerfield
|
||||
|
||||
# presets the y position later passed down to the vector2
|
||||
eRow1Height = 85
|
||||
eRow2Height = (self.__cardHeight + 45)
|
||||
pRow1Height = ((2 * self.__cardHeight) + 75)
|
||||
pRow2Height = ((2 * self.__cardHeight) + self.__cardHeight + 30)
|
||||
|
||||
eDeckPos = pygame.Vector2((self.__cardOffset + ((self.__cardWidth + 10) * 0)), eRow1Height)
|
||||
eGravePos = pygame.Vector2((self.__cardOffset + ((self.__cardWidth + 10) * 0)), eRow2Height)
|
||||
eNamePos = pygame.Vector2(15, 45)
|
||||
eHPPos = pygame.Vector2(15, 75)
|
||||
|
||||
pGravePos = pygame.Vector2((self.__cardOffset + (((self.__cardWidth + 10) - 30 ) * 5)), pRow1Height)
|
||||
pDeckPos = pygame.Vector2((self.__cardOffset + (((self.__cardWidth + 10) - 30 ) * 5)), pRow2Height)
|
||||
pNamePos = pygame.Vector2(20, pRow2Height + 195)
|
||||
pHPPos = pygame.Vector2(20, pRow2Height + 225)
|
||||
pManaPos = pygame.Vector2(20, pRow2Height + 255)
|
||||
|
||||
# labeling
|
||||
self.__labels.append(Label("PlayerHP", self.__screen, "1000 / 1000", pHPPos))
|
||||
self.__labels.append(Label("PlayerName", self.__screen, "Not Connected", pNamePos))
|
||||
self.__labels.append(Label("PlayerName", self.__screen, "0", pManaPos))
|
||||
self.__labels.append(Label("EnemyHP", self.__screen, "1000 / 1000", eHPPos))
|
||||
self.__labels.append(Label("EnemyName", self.__screen, "Not Connected", eNamePos))
|
||||
|
||||
self.__boardFields.append(BoardField("EnemyDeck", "Enemy", "Deck", eDeckPos, PathUtil.getAbsolutePathTo("Assets/Cards/0/field.png"), "e-deck"))
|
||||
self.__boardFields.append(BoardField("EnemyGraveyard", "Enemy", "Grave", eGravePos, PathUtil.getAbsolutePathTo("Assets/Cards/0/field.png"), "e-grave"))
|
||||
self.__boardFields.append(BoardField("PlayerDeck", "Player", "Deck", pDeckPos, PathUtil.getAbsolutePathTo("Assets/Cards/0/field.png"), "P-deck"))
|
||||
self.__boardFields.append(BoardField("PlayerGraveyard", "Player", "Grave", pGravePos, PathUtil.getAbsolutePathTo("Assets/Cards/0/field.png"), "p-grave"))
|
||||
|
||||
# handle field creation
|
||||
for i in range(5):
|
||||
pMonsterPos = pygame.Vector2((self.__cardOffset + (((self.__cardWidth + 10) - 30) * i)), pRow1Height)
|
||||
pEffectPos = pygame.Vector2((self.__cardOffset + (((self.__cardWidth + 10) - 30) * i)), pRow2Height)
|
||||
eMonsterPos = pygame.Vector2((self.__cardOffset + (((self.__cardWidth + 10) - 30) * (i+1)), eRow1Height))
|
||||
eEffectPos = pygame.Vector2((self.__cardOffset + (((self.__cardWidth + 10) - 30) * (i+1))), eRow2Height)
|
||||
|
||||
self.__boardFields.append(BoardField("PlayerMonsterField-"+str(i), "Player", "Monster", pMonsterPos, PathUtil.getAbsolutePathTo("Assets/Cards/0/field.png"), "pm"+str(id)))
|
||||
self.__boardFields.append(BoardField("PlayerEffectField-"+str(i), "Player", "Effect", pEffectPos, PathUtil.getAbsolutePathTo("Assets/Cards/0/field.png"), "pe"+str(id)))
|
||||
self.__boardFields.append(BoardField("EnemyMonsterField-"+str(i), "Enemy", "Monster", eMonsterPos, PathUtil.getAbsolutePathTo("Assets/Cards/0/field.png"), "em"+str(id)))
|
||||
self.__boardFields.append(BoardField("EnemySpellTrapField-"+str(i), "Enemy", "Effect", eEffectPos, PathUtil.getAbsolutePathTo("Assets/Cards/0/field.png"), "ee"+str(id)))
|
||||
|
||||
def getBoardFields(self) -> list:
|
||||
return self.__boardFields
|
||||
|
||||
def getLabels(self) -> list:
|
||||
return self.__labels
|
||||
|
||||
def getCardWidth(self) -> int:
|
||||
return self.__cardWidth
|
||||
|
||||
def getCardHeight(self) -> int:
|
||||
return self.__cardHeight
|
||||
|
||||
def getCards(self) -> pygame.sprite.Group:
|
||||
return self.__cards
|
||||
|
||||
def getHandCards(self) -> pygame.sprite.Group:
|
||||
return self.__PlayerHandCards
|
||||
|
||||
def getPlayer(self) -> Player:
|
||||
return self.player
|
||||
|
||||
def getEnemy(self) -> Player:
|
||||
return self.__enemy
|
||||
|
||||
def setPlayer(self, player:Player):
|
||||
print(f"setting player {player}")
|
||||
self.player = player
|
||||
for label in self.__labels:
|
||||
if label.getName() == "PlayerName":
|
||||
label.setText(player.getName())
|
||||
|
||||
def setEnemy(self, player:Player):
|
||||
self.enemy = player
|
||||
for label in self.__labels:
|
||||
if label.getName() == "EnemyName":
|
||||
label.setText(player.getName())
|
||||
|
||||
def spawnCard(self, asset:str, pos:pygame.Vector2, inputHandler:InputHandler, owner:Player) -> Card:
|
||||
card = Card(pos, asset, inputHandler, owner)
|
||||
self.__cards.add(card)
|
||||
return card
|
||||
|
||||
def spawnEnemyCard(self, asset:str, pos:pygame.Vector2, inputHandler:InputHandler, owner:str) -> Card:
|
||||
pos.y = (self.__cardHeight + 45)
|
||||
|
||||
card = Card(pos, asset, inputHandler, self.enemy, dragable=False)
|
||||
self.__cards.add(card)
|
||||
|
||||
print(f"new card collection {self.__cards}")
|
||||
return card
|
||||
|
||||
def spawnCards(self, cards:pygame.sprite.Group):
|
||||
for card in cards:
|
||||
self.__cards.add(card)
|
||||
|
||||
def AddToPlayerHand(self, Card:Card):
|
||||
self.__PlayerHandCards.add(Card)
|
@ -1,15 +1,9 @@
|
||||
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:
|
||||
@ -19,7 +13,6 @@ class App:
|
||||
__FPS = 60
|
||||
__clock = pygame.time.Clock()
|
||||
__myFont:pygame.font
|
||||
__world:World
|
||||
__inputHandler: InputHandler
|
||||
__tcpClient: TCPClient
|
||||
|
||||
@ -30,32 +23,11 @@ class App:
|
||||
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)
|
||||
|
||||
@ -64,14 +36,6 @@ class App:
|
||||
# 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())
|
||||
|
||||
@ -85,49 +49,6 @@ class App:
|
||||
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
|
||||
|
||||
|
@ -2,40 +2,10 @@ import socket
|
||||
|
||||
import pygame
|
||||
|
||||
from Classes.Game.Events.PlaceCard import CardPlaced
|
||||
from Classes.System.Components.InputHandler import InputHandler
|
||||
from Classes.Game.World import World
|
||||
from Classes.Game.Events.GameStart import GameStart
|
||||
from Classes.Game.Player import Player
|
||||
from Classes.Game.Events.Login import LoginResponse
|
||||
|
||||
class TCPEventHandler:
|
||||
def __init__(self, socket:socket):
|
||||
self.tcp_socket = socket
|
||||
|
||||
def handleEvents(self, message, inputHandler:InputHandler, world:World):
|
||||
print(message)
|
||||
if message["event"] == "loginresponse":
|
||||
LoginResponse(message, world)
|
||||
pass
|
||||
elif message["event"] == "startgame":
|
||||
print(world.player)
|
||||
# world.player.setMana(message["player"]["mana"])
|
||||
# world.player.setHp(message["player"]["hp"])
|
||||
GameStart(world, message["player"]["hand"], inputHandler, world.getPlayer(), Player(message["enemy"]["hp"],0,message["enemy"]["name"], message["enemy"]["id"]))
|
||||
pass
|
||||
elif message["event"] == "placecard":
|
||||
CardPlaced(world, message["card"], message["type"], message["owner"], pygame.Vector2(int(message["x"]), int(message["y"]), inputHandler))
|
||||
pass
|
||||
elif message["event"] == "MoveCard":
|
||||
pass
|
||||
elif message["event"] == "RemoveCard":
|
||||
pass
|
||||
elif message["event"] == "AttackCard":
|
||||
pass
|
||||
elif message["event"] == "AttackPlayer":
|
||||
pass
|
||||
elif message["event"] == "ActivateEffectCard":
|
||||
pass
|
||||
elif message["event"] == "ActivateMonsterCard":
|
||||
pass
|
||||
def handleEvents(self, message, inputHandler:InputHandler):
|
||||
pass
|
Loading…
x
Reference in New Issue
Block a user