import view import pygame import table class GameScreen(view.PygView): def __init__(self, *args, autoplay=False, view_all_cards=False, terminal=False, **kwargs): super().__init__(*args, **kwargs) self.table = table.Table(0, 0, self.width, self.height, (0, 32, 0), autoplay=autoplay, view_all_cards=view_all_cards, terminal=terminal) self.table.update_table.connect(self.draw_table) self.draw_table() self.running = False def draw_table(self, **kwargs): # TODO: optimise this by only redrawing the parts that changes self.screen.blit(self.background, (0, 0)) self.screen.blit(self.table.background, self.table.get_pos()) for player in self.table.players: self.screen.blit(player.deck_surface, player.get_pos()) for playerzone in self.table.players_playzone: self.screen.blit(playerzone.deck_surface, playerzone.get_pos()) for i, announcer_line in enumerate(self.table.announcer_line): self.screen.blit(announcer_line, (self.table.announcer_x, self.table.announcer_y+self.table.announcer_height*i/3)) for i, player_stats in enumerate(self.table.player_stats): for j, stats_line in enumerate(player_stats): self.screen.blit(stats_line, (self.table.player_stats_x[i], self.table.player_stats_y[i]+self.table.stats_height*j/3)) for element in self.table.UI_elements: if element.visible: self.screen.blit(element.background, element.get_pos()) pygame.display.flip() def run(self): self.running = True while self.running: all_events = pygame.event.get() for event in all_events: if event.type == pygame.QUIT: self.running = False elif event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: self.running = False if event.key == pygame.K_p: if not self.table.ongoing: self.table.ongoing = True self.table.process_UI(event) if self.table.ongoing: self.table.continue_game(all_events) pygame.quit()