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# Face down image
52FACE_DOWN_IMAGE = ":resources:images/cards/cardBack_red2.png"
53
54# Constants that represent "what pile is what" for the game
55PILE_COUNT = 13
56BOTTOM_FACE_DOWN_PILE = 0
57BOTTOM_FACE_UP_PILE = 1
58PLAY_PILE_1 = 2
59PLAY_PILE_2 = 3
60PLAY_PILE_3 = 4
61PLAY_PILE_4 = 5
62PLAY_PILE_5 = 6
63PLAY_PILE_6 = 7
64PLAY_PILE_7 = 8
65TOP_PILE_1 = 9
66TOP_PILE_2 = 10
67TOP_PILE_3 = 11
68TOP_PILE_4 = 12
69
70
71class Card(arcade.Sprite):
72 """ Card sprite """
73
74 def __init__(self, suit, value, scale=1):
75 """ Card constructor """
76
77 # Attributes for suit and value
78 self.suit = suit
79 self.value = value
80
81 # Image to use for the sprite when face up
82 self.image_file_name = f":resources:images/cards/card{self.suit}{self.value}.png"
83 self.is_face_up = False
84 super().__init__(FACE_DOWN_IMAGE, scale, hit_box_algorithm="None")
85
86 def face_down(self):
87 """ Turn card face-down """
88 self.texture = arcade.load_texture(FACE_DOWN_IMAGE)
89 self.is_face_up = False
90
91 def face_up(self):
92 """ Turn card face-up """
93 self.texture = arcade.load_texture(self.image_file_name)
94 self.is_face_up = True
95
96 @property
97 def is_face_down(self):
98 """ Is this card face down? """
99 return not self.is_face_up
100
101
102class MyGame(arcade.Window):
103 """ Main application class. """
104
105 def __init__(self):
106 super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
107
108 # Sprite list with all the cards, no matter what pile they are in.
109 self.card_list = None
110
111 arcade.set_background_color(arcade.color.AMAZON)
112
113 # List of cards we are dragging with the mouse
114 self.held_cards = None
115
116 # Original location of cards we are dragging with the mouse in case
117 # they have to go back.
118 self.held_cards_original_position = None
119
120 # Sprite list with all the mats tha cards lay on.
121 self.pile_mat_list = None
122
123 # Create a list of lists, each holds a pile of cards.
124 self.piles = None
125
126 def setup(self):
127 """ Set up the game here. Call this function to restart the game. """
128
129 # List of cards we are dragging with the mouse
130 self.held_cards = []
131
132 # Original location of cards we are dragging with the mouse in case
133 # they have to go back.
134 self.held_cards_original_position = []
135
136 # --- Create the mats the cards go on.
137
138 # Sprite list with all the mats tha cards lay on.
139 self.pile_mat_list: arcade.SpriteList = arcade.SpriteList()
140
141 # Create the mats for the bottom face down and face up piles
142 pile = arcade.SpriteSolidColor(MAT_WIDTH, MAT_HEIGHT, arcade.csscolor.DARK_OLIVE_GREEN)
143 pile.position = START_X, BOTTOM_Y
144 self.pile_mat_list.append(pile)
145
146 pile = arcade.SpriteSolidColor(MAT_WIDTH, MAT_HEIGHT, arcade.csscolor.DARK_OLIVE_GREEN)
147 pile.position = START_X + X_SPACING, BOTTOM_Y
148 self.pile_mat_list.append(pile)
149
150 # Create the seven middle piles
151 for i in range(7):
152 pile = arcade.SpriteSolidColor(MAT_WIDTH, MAT_HEIGHT, arcade.csscolor.DARK_OLIVE_GREEN)
153 pile.position = START_X + i * X_SPACING, MIDDLE_Y
154 self.pile_mat_list.append(pile)
155
156 # Create the top "play" piles
157 for i in range(4):
158 pile = arcade.SpriteSolidColor(MAT_WIDTH, MAT_HEIGHT, arcade.csscolor.DARK_OLIVE_GREEN)
159 pile.position = START_X + i * X_SPACING, TOP_Y
160 self.pile_mat_list.append(pile)
161
162 # --- Create, shuffle, and deal the cards
163
164 # Sprite list with all the cards, no matter what pile they are in.
165 self.card_list = arcade.SpriteList()
166
167 # Create every card
168 for card_suit in CARD_SUITS:
169 for card_value in CARD_VALUES:
170 card = Card(card_suit, card_value, CARD_SCALE)
171 card.position = START_X, BOTTOM_Y
172 self.card_list.append(card)
173
174 # Shuffle the cards
175 for pos1 in range(len(self.card_list)):
176 pos2 = random.randrange(len(self.card_list))
177 self.card_list[pos1], self.card_list[pos2] = self.card_list[pos2], self.card_list[pos1]
178
179 # Create a list of lists, each holds a pile of cards.
180 self.piles = [[] for _ in range(PILE_COUNT)]
181
182 # Put all the cards in the bottom face-down pile
183 for card in self.card_list:
184 self.piles[BOTTOM_FACE_DOWN_PILE].append(card)
185
186 # - Pull from that pile into the middle piles, all face-down
187 # Loop for each pile
188 for pile_no in range(PLAY_PILE_1, PLAY_PILE_7 + 1):
189 # Deal proper number of cards for that pile
190 for j in range(pile_no - PLAY_PILE_1 + 1):
191 # Pop the card off the deck we are dealing from
192 card = self.piles[BOTTOM_FACE_DOWN_PILE].pop()
193 # Put in the proper pile
194 self.piles[pile_no].append(card)
195 # Move card to same position as pile we just put it in
196 card.position = self.pile_mat_list[pile_no].position
197 # Put on top in draw order
198 self.pull_to_top(card)
199
200 # Flip up the top cards
201 for i in range(PLAY_PILE_1, PLAY_PILE_7 + 1):
202 self.piles[i][-1].face_up()
203
204 def on_draw(self):
205 """ Render the screen. """
206 # Clear the screen
207 arcade.start_render()
208
209 # Draw the mats the cards go on to
210 self.pile_mat_list.draw()
211
212 # Draw the cards
213 self.card_list.draw()
214
215 def pull_to_top(self, card):
216 """ Pull card to top of rendering order (last to render, looks on-top) """
217 # Find the index of the card
218 index = self.card_list.index(card)
219 # Loop and pull all the other cards down towards the zero end
220 for i in range(index, len(self.card_list) - 1):
221 self.card_list[i] = self.card_list[i + 1]
222 # Put this card at the right-side/top/size of list
223 self.card_list[len(self.card_list) - 1] = card
224
225 def on_mouse_press(self, x, y, button, key_modifiers):
226 """ Called when the user presses a mouse button. """
227
228 # Get list of cards we've clicked on
229 cards = arcade.get_sprites_at_point((x, y), self.card_list)
230
231 # Have we clicked on a card?
232 if len(cards) > 0:
233
234 # Might be a stack of cards, get the top one
235 primary_card = cards[-1]
236 # Figure out what pile the card is in
237 pile_index = self.get_pile_for_card(primary_card)
238
239 if primary_card.is_face_down:
240 # Is the card face down? In one of those middle 7 piles? Then flip up
241 primary_card.face_up()
242 else:
243 # All other cases, grab the face-up card we are clicking on
244 self.held_cards = [primary_card]
245 # Save the position
246 self.held_cards_original_position = [self.held_cards[0].position]
247 # Put on top in drawing order
248 self.pull_to_top(self.held_cards[0])
249
250 # Is this a stack of cards? If so, grab the other cards too
251 card_index = self.piles[pile_index].index(primary_card)
252 for i in range(card_index + 1, len(self.piles[pile_index])):
253 card = self.piles[pile_index][i]
254 self.held_cards.append(card)
255 self.held_cards_original_position.append(card.position)
256 self.pull_to_top(card)
257
258 def remove_card_from_pile(self, card):
259 """ Remove card from whatever pile it was in. """
260 for pile in self.piles:
261 if card in pile:
262 pile.remove(card)
263 break
264
265 def get_pile_for_card(self, card):
266 """ What pile is this card in? """
267 for index, pile in enumerate(self.piles):
268 if card in pile:
269 return index
270
271 def move_card_to_new_pile(self, card, pile_index):
272 """ Move the card to a new pile """
273 self.remove_card_from_pile(card)
274 self.piles[pile_index].append(card)
275
276 def on_mouse_release(self, x: float, y: float, button: int,
277 modifiers: int):
278 """ Called when the user presses a mouse button. """
279
280 # If we don't have any cards, who cares
281 if len(self.held_cards) == 0:
282 return
283
284 # Find the closest pile, in case we are in contact with more than one
285 pile, distance = arcade.get_closest_sprite(self.held_cards[0], self.pile_mat_list)
286 reset_position = True
287
288 # See if we are in contact with the closest pile
289 if arcade.check_for_collision(self.held_cards[0], pile):
290
291 # What pile is it?
292 pile_index = self.pile_mat_list.index(pile)
293
294 # Is it the same pile we came from?
295 if pile_index == self.get_pile_for_card(self.held_cards[0]):
296 # If so, who cares. We'll just reset our position.
297 pass
298
299 # Is it on a middle play pile?
300 elif PLAY_PILE_1 <= pile_index <= PLAY_PILE_7:
301 # Are there already cards there?
302 if len(self.piles[pile_index]) > 0:
303 # Move cards to proper position
304 top_card = self.piles[pile_index][-1]
305 for i, dropped_card in enumerate(self.held_cards):
306 dropped_card.position = top_card.center_x, \
307 top_card.center_y - CARD_VERTICAL_OFFSET * (i + 1)
308 else:
309 # Are there no cards in the middle play pile?
310 for i, dropped_card in enumerate(self.held_cards):
311 # Move cards to proper position
312 dropped_card.position = pile.center_x, \
313 pile.center_y - CARD_VERTICAL_OFFSET * i
314
315 for card in self.held_cards:
316 # Cards are in the right position, but we need to move them to the right list
317 self.move_card_to_new_pile(card, pile_index)
318
319 # Success, don't reset position of cards
320 reset_position = False
321
322 # Release on top play pile? And only one card held?
323 elif TOP_PILE_1 <= pile_index <= TOP_PILE_4 and len(self.held_cards) == 1:
324 # Move position of card to pile
325 self.held_cards[0].position = pile.position
326 # Move card to card list
327 for card in self.held_cards:
328 self.move_card_to_new_pile(card, pile_index)
329
330 reset_position = False
331
332 if reset_position:
333 # Where-ever we were dropped, it wasn't valid. Reset the each card's position
334 # to its original spot.
335 for pile_index, card in enumerate(self.held_cards):
336 card.position = self.held_cards_original_position[pile_index]
337
338 # We are no longer holding cards
339 self.held_cards = []
340
341 def on_mouse_motion(self, x: float, y: float, dx: float, dy: float):
342 """ User moves mouse """
343
344 # If we are holding cards, move them with the mouse
345 for card in self.held_cards:
346 card.center_x += dx
347 card.center_y += dy
348
349
350def main():
351 """ Main method """
352 window = MyGame()
353 window.setup()
354 arcade.run()
355
356
357if __name__ == "__main__":
358 main()