solitaire_08.py Full Listing

solitaire_08.py
  1"""
  2Solitaire clone.
  3"""
  4import random
  5import arcade
  6
  7# Screen title and size
  8SCREEN_WIDTH = 1024
  9SCREEN_HEIGHT = 768
 10SCREEN_TITLE = "Drag and Drop Cards"
 11
 12# Constants for sizing
 13CARD_SCALE = 0.6
 14
 15# How big are the cards?
 16CARD_WIDTH = 140 * CARD_SCALE
 17CARD_HEIGHT = 190 * CARD_SCALE
 18
 19# How big is the mat we'll place the card on?
 20MAT_PERCENT_OVERSIZE = 1.25
 21MAT_HEIGHT = int(CARD_HEIGHT * MAT_PERCENT_OVERSIZE)
 22MAT_WIDTH = int(CARD_WIDTH * MAT_PERCENT_OVERSIZE)
 23
 24# How much space do we leave as a gap between the mats?
 25# Done as a percent of the mat size.
 26VERTICAL_MARGIN_PERCENT = 0.10
 27HORIZONTAL_MARGIN_PERCENT = 0.10
 28
 29# The Y of the bottom row (2 piles)
 30BOTTOM_Y = MAT_HEIGHT / 2 + MAT_HEIGHT * VERTICAL_MARGIN_PERCENT
 31
 32# The X of where to start putting things on the left side
 33START_X = MAT_WIDTH / 2 + MAT_WIDTH * HORIZONTAL_MARGIN_PERCENT
 34
 35# The Y of the top row (4 piles)
 36TOP_Y = SCREEN_HEIGHT - MAT_HEIGHT / 2 - MAT_HEIGHT * VERTICAL_MARGIN_PERCENT
 37
 38# The Y of the middle row (7 piles)
 39MIDDLE_Y = TOP_Y - MAT_HEIGHT - MAT_HEIGHT * VERTICAL_MARGIN_PERCENT
 40
 41# How far apart each pile goes
 42X_SPACING = MAT_WIDTH + MAT_WIDTH * HORIZONTAL_MARGIN_PERCENT
 43
 44# Card constants
 45CARD_VALUES = ["A", "2", "3", "4", "5", "6", "7", "8", "9", "10", "J", "Q", "K"]
 46CARD_SUITS = ["Clubs", "Hearts", "Spades", "Diamonds"]
 47
 48# If we fan out cards stacked on each other, how far apart to fan them?
 49CARD_VERTICAL_OFFSET = CARD_HEIGHT * CARD_SCALE * 0.3
 50
 51# Constants that represent "what pile is what" for the game
 52PILE_COUNT = 13
 53BOTTOM_FACE_DOWN_PILE = 0
 54BOTTOM_FACE_UP_PILE = 1
 55PLAY_PILE_1 = 2
 56PLAY_PILE_2 = 3
 57PLAY_PILE_3 = 4
 58PLAY_PILE_4 = 5
 59PLAY_PILE_5 = 6
 60PLAY_PILE_6 = 7
 61PLAY_PILE_7 = 8
 62TOP_PILE_1 = 9
 63TOP_PILE_2 = 10
 64TOP_PILE_3 = 11
 65TOP_PILE_4 = 12
 66
 67
 68class Card(arcade.Sprite):
 69    """ Card sprite """
 70
 71    def __init__(self, suit, value, scale=1):
 72        """ Card constructor """
 73
 74        # Attributes for suit and value
 75        self.suit = suit
 76        self.value = value
 77
 78        # Image to use for the sprite when face up
 79        self.image_file_name = f":resources:images/cards/card{self.suit}{self.value}.png"
 80
 81        # Call the parent
 82        super().__init__(self.image_file_name, scale, hit_box_algorithm="None")
 83
 84class MyGame(arcade.Window):
 85    """ Main application class. """
 86
 87    def __init__(self):
 88        super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
 89
 90        # Sprite list with all the cards, no matter what pile they are in.
 91        self.card_list = None
 92
 93        arcade.set_background_color(arcade.color.AMAZON)
 94
 95        # List of cards we are dragging with the mouse
 96        self.held_cards = None
 97
 98        # Original location of cards we are dragging with the mouse in case
 99        # they have to go back.
100        self.held_cards_original_position = None
101
102        # Sprite list with all the mats tha cards lay on.
103        self.pile_mat_list = None
104
105        # Create a list of lists, each holds a pile of cards.
106        self.piles = None
107
108    def setup(self):
109        """ Set up the game here. Call this function to restart the game. """
110
111        # List of cards we are dragging with the mouse
112        self.held_cards = []
113
114        # Original location of cards we are dragging with the mouse in case
115        # they have to go back.
116        self.held_cards_original_position = []
117
118        # ---  Create the mats the cards go on.
119
120        # Sprite list with all the mats tha cards lay on.
121        self.pile_mat_list: arcade.SpriteList = arcade.SpriteList()
122
123        # Create the mats for the bottom face down and face up piles
124        pile = arcade.SpriteSolidColor(MAT_WIDTH, MAT_HEIGHT, arcade.csscolor.DARK_OLIVE_GREEN)
125        pile.position = START_X, BOTTOM_Y
126        self.pile_mat_list.append(pile)
127
128        pile = arcade.SpriteSolidColor(MAT_WIDTH, MAT_HEIGHT, arcade.csscolor.DARK_OLIVE_GREEN)
129        pile.position = START_X + X_SPACING, BOTTOM_Y
130        self.pile_mat_list.append(pile)
131
132        # Create the seven middle piles
133        for i in range(7):
134            pile = arcade.SpriteSolidColor(MAT_WIDTH, MAT_HEIGHT, arcade.csscolor.DARK_OLIVE_GREEN)
135            pile.position = START_X + i * X_SPACING, MIDDLE_Y
136            self.pile_mat_list.append(pile)
137
138        # Create the top "play" piles
139        for i in range(4):
140            pile = arcade.SpriteSolidColor(MAT_WIDTH, MAT_HEIGHT, arcade.csscolor.DARK_OLIVE_GREEN)
141            pile.position = START_X + i * X_SPACING, TOP_Y
142            self.pile_mat_list.append(pile)
143
144        # --- Create, shuffle, and deal the cards
145
146        # Sprite list with all the cards, no matter what pile they are in.
147        self.card_list = arcade.SpriteList()
148
149        # Create every card
150        for card_suit in CARD_SUITS:
151            for card_value in CARD_VALUES:
152                card = Card(card_suit, card_value, CARD_SCALE)
153                card.position = START_X, BOTTOM_Y
154                self.card_list.append(card)
155
156        # Shuffle the cards
157        for pos1 in range(len(self.card_list)):
158            pos2 = random.randrange(len(self.card_list))
159            self.card_list[pos1], self.card_list[pos2] = self.card_list[pos2], self.card_list[pos1]
160
161        # Create a list of lists, each holds a pile of cards.
162        self.piles = [[] for _ in range(PILE_COUNT)]
163
164        # Put all the cards in the bottom face-down pile
165        for card in self.card_list:
166            self.piles[BOTTOM_FACE_DOWN_PILE].append(card)
167
168    def on_draw(self):
169        """ Render the screen. """
170        # Clear the screen
171        arcade.start_render()
172
173        # Draw the mats the cards go on to
174        self.pile_mat_list.draw()
175
176        # Draw the cards
177        self.card_list.draw()
178
179    def pull_to_top(self, card):
180        """ Pull card to top of rendering order (last to render, looks on-top) """
181        # Find the index of the card
182        index = self.card_list.index(card)
183        # Loop and pull all the other cards down towards the zero end
184        for i in range(index, len(self.card_list) - 1):
185            self.card_list[i] = self.card_list[i + 1]
186        # Put this card at the right-side/top/size of list
187        self.card_list[len(self.card_list) - 1] = card
188
189    def on_mouse_press(self, x, y, button, key_modifiers):
190        """ Called when the user presses a mouse button. """
191
192        # Get list of cards we've clicked on
193        cards = arcade.get_sprites_at_point((x, y), self.card_list)
194
195        # Have we clicked on a card?
196        if len(cards) > 0:
197
198            # Might be a stack of cards, get the top one
199            primary_card = cards[-1]
200            # Figure out what pile the card is in
201            pile_index = self.get_pile_for_card(primary_card)
202
203            # All other cases, grab the face-up card we are clicking on
204            self.held_cards = [primary_card]
205            # Save the position
206            self.held_cards_original_position = [self.held_cards[0].position]
207            # Put on top in drawing order
208            self.pull_to_top(self.held_cards[0])
209
210            # Is this a stack of cards? If so, grab the other cards too
211            card_index = self.piles[pile_index].index(primary_card)
212            for i in range(card_index + 1, len(self.piles[pile_index])):
213                card = self.piles[pile_index][i]
214                self.held_cards.append(card)
215                self.held_cards_original_position.append(card.position)
216                self.pull_to_top(card)
217
218    def remove_card_from_pile(self, card):
219        """ Remove card from whatever pile it was in. """
220        for pile in self.piles:
221            if card in pile:
222                pile.remove(card)
223                break
224
225    def get_pile_for_card(self, card):
226        """ What pile is this card in? """
227        for index, pile in enumerate(self.piles):
228            if card in pile:
229                return index
230
231    def move_card_to_new_pile(self, card, pile_index):
232        """ Move the card to a new pile """
233        self.remove_card_from_pile(card)
234        self.piles[pile_index].append(card)
235
236    def on_mouse_release(self, x: float, y: float, button: int,
237                         modifiers: int):
238        """ Called when the user presses a mouse button. """
239
240        # If we don't have any cards, who cares
241        if len(self.held_cards) == 0:
242            return
243
244        # Find the closest pile, in case we are in contact with more than one
245        pile, distance = arcade.get_closest_sprite(self.held_cards[0], self.pile_mat_list)
246        reset_position = True
247
248        # See if we are in contact with the closest pile
249        if arcade.check_for_collision(self.held_cards[0], pile):
250
251            # What pile is it?
252            pile_index = self.pile_mat_list.index(pile)
253
254            #  Is it the same pile we came from?
255            if pile_index == self.get_pile_for_card(self.held_cards[0]):
256                # If so, who cares. We'll just reset our position.
257                pass
258
259            # Is it on a middle play pile?
260            elif PLAY_PILE_1 <= pile_index <= PLAY_PILE_7:
261                # Are there already cards there?
262                if len(self.piles[pile_index]) > 0:
263                    # Move cards to proper position
264                    top_card = self.piles[pile_index][-1]
265                    for i, dropped_card in enumerate(self.held_cards):
266                        dropped_card.position = top_card.center_x, \
267                                                top_card.center_y - CARD_VERTICAL_OFFSET * (i + 1)
268                else:
269                    # Are there no cards in the middle play pile?
270                    for i, dropped_card in enumerate(self.held_cards):
271                        # Move cards to proper position
272                        dropped_card.position = pile.center_x, \
273                                                pile.center_y - CARD_VERTICAL_OFFSET * i
274
275                for card in self.held_cards:
276                    # Cards are in the right position, but we need to move them to the right list
277                    self.move_card_to_new_pile(card, pile_index)
278
279                # Success, don't reset position of cards
280                reset_position = False
281
282            # Release on top play pile? And only one card held?
283            elif TOP_PILE_1 <= pile_index <= TOP_PILE_4 and len(self.held_cards) == 1:
284                # Move position of card to pile
285                self.held_cards[0].position = pile.position
286                # Move card to card list
287                for card in self.held_cards:
288                    self.move_card_to_new_pile(card, pile_index)
289
290                reset_position = False
291
292        if reset_position:
293            # Where-ever we were dropped, it wasn't valid. Reset the each card's position
294            # to its original spot.
295            for pile_index, card in enumerate(self.held_cards):
296                card.position = self.held_cards_original_position[pile_index]
297
298        # We are no longer holding cards
299        self.held_cards = []
300
301    def on_mouse_motion(self, x: float, y: float, dx: float, dy: float):
302        """ User moves mouse """
303
304        # If we are holding cards, move them with the mouse
305        for card in self.held_cards:
306            card.center_x += dx
307            card.center_y += dy
308
309
310def main():
311    """ Main method """
312    window = MyGame()
313    window.setup()
314    arcade.run()
315
316
317if __name__ == "__main__":
318    main()