stripped game specific logic from engine started working on engine approach
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@ -1,15 +1,9 @@
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import pygame
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from pygame.locals import *
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from Classes.Game.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.Game.World import World
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from Classes.System.Network.TCPClient import TCPClient
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from Classes.Game.Events.Login import Login
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from Classes.Game.Events.PlaceCard import PlaceCard
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from Classes.Game.Player import Player
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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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class App:
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@ -19,7 +13,6 @@ class App:
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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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__tcpClient: TCPClient
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@ -30,32 +23,11 @@ class App:
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self.__inputHandler = InputHandler()
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self.selectedCard = None
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# game word
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self.__world = World(self.__window.getScreen())
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try:
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self.__tcpClient = TCPClient("127.0.0.1", "54322", self.__world, self.__inputHandler)
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Login(self.__tcpClient) # will login to the server
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except Exception as e:
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print(f"failed to login due to error {e}")
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print("server connection failed or got refused")
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pass
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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 [WIP]
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# self.__world.spawnCard(PathUtil.getAbsolutePathTo("Assets/Cards/1/"), pygame.Vector2(500, 1050), self.__inputHandler, Player(1000, 0, "test"))
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# self.__world.spawnCard(PathUtil.getAbsolutePathTo("Assets/Cards/1/"), pygame.Vector2(600, 1050), self.__inputHandler, Player(1000, 0, "test"))
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# self.__world.spawnCard(PathUtil.getAbsolutePathTo("Assets/Cards/1/"), pygame.Vector2(700, 1050), self.__inputHandler, Player(1000, 0, "test"))
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# self.__world.spawnCard(PathUtil.getAbsolutePathTo("Assets/Cards/1/"), pygame.Vector2(800, 1050), self.__inputHandler, Player(1000, 0, "test"))
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# self.__world.spawnCard(PathUtil.getAbsolutePathTo("Assets/Cards/1/"), pygame.Vector2(900, 1050), self.__inputHandler, Player(1000, 0, "test"))
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# self.__world.spawnCard(PathUtil.getAbsolutePathTo("Assets/Cards/1/"), pygame.Vector2(1000, 1050), self.__inputHandler, Player(1000, 0, "test"))
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while self.__running:
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self.__clock.tick(self.__FPS)
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@ -64,14 +36,6 @@ class App:
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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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self.__world.getHandCards().update()
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# draw groups
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self.__window.drawSpriteGroup(self.__world.getCards())
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self.__window.drawSpriteGroup(self.__world.getHandCards())
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# event handler
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self.handleEvent(pygame.event.get())
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@ -85,49 +49,6 @@ class App:
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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 self.__inputHandler.getMousePressed()[0]:
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for card in self.__world.getCards():
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if card.getDragable() == True:
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if card.rect.collidepoint(self.__inputHandler.getMousePos()):
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#self.__logger.info(f"dragging card {card}")
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self.selectedCard = card
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# failsafe to prevent NoneType errors
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if self.selectedCard != None:
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#self.__logger.info(f"working with card: {self.selectedCard}")
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self.selectedCard.setDragging(True)
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elif event.type == pygame.MOUSEBUTTONUP:
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print("left mousebutton")
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if event.button == 1:
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if self.selectedCard != None:
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self.selectedCard.setDragging(False)
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print(self.selectedCard)
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for field in self.__world.getBoardFields():
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print(f"checking field {field} is field mathinc? {field.getRect().collidepoint(self.__inputHandler.getMousePos())}")
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if field.getRect().collidepoint(self.__inputHandler.getMousePos()):
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print(f"is position valid? {field.getSide() == 'Player' and field.getType() == self.selectedCard.getType()} ")
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print(f"side {field.getSide()} fieldtype {field.getType()} card type {self.selectedCard.getType()}")
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if field.getSide() == "Player" and field.getType() == self.selectedCard.getType():
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print(f"found field {field}")
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try:
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print(f"placing card {self.selectedCard} in field {field}")
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# snap card into the correct field
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self.selectedCard.rect.center = field.rect.center
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self.selectedCard.setDragging(False)
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print(self.selectedCard)
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# TODO: adapt this into the new game engine version
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PlaceCard(self.__tcpClient, self.selectedCard, self.__world.getPlayer()) # tells te server that the player placed this card
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self.selectedCard = None
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except Exception as e:
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print(f"failed to place card on server due to error: {e}")
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if self.selectedCard != None:
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self.selectedCard = None
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else:
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raise ValueError("selected card in event handler was found empty this should never happen!")
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pass
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except:
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pass
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@ -2,40 +2,10 @@ import socket
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import pygame
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from Classes.Game.Events.PlaceCard import CardPlaced
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from Classes.System.Components.InputHandler import InputHandler
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from Classes.Game.World import World
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from Classes.Game.Events.GameStart import GameStart
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from Classes.Game.Player import Player
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from Classes.Game.Events.Login import LoginResponse
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class TCPEventHandler:
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def __init__(self, socket:socket):
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self.tcp_socket = socket
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def handleEvents(self, message, inputHandler:InputHandler, world:World):
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print(message)
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if message["event"] == "loginresponse":
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LoginResponse(message, world)
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pass
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elif message["event"] == "startgame":
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print(world.player)
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# world.player.setMana(message["player"]["mana"])
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# world.player.setHp(message["player"]["hp"])
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GameStart(world, message["player"]["hand"], inputHandler, world.getPlayer(), Player(message["enemy"]["hp"],0,message["enemy"]["name"], message["enemy"]["id"]))
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pass
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elif message["event"] == "placecard":
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CardPlaced(world, message["card"], message["type"], message["owner"], pygame.Vector2(int(message["x"]), int(message["y"]), inputHandler))
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pass
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elif message["event"] == "MoveCard":
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pass
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elif message["event"] == "RemoveCard":
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pass
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elif message["event"] == "AttackCard":
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pass
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elif message["event"] == "AttackPlayer":
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pass
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elif message["event"] == "ActivateEffectCard":
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pass
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elif message["event"] == "ActivateMonsterCard":
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pass
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def handleEvents(self, message, inputHandler:InputHandler):
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pass
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