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156 | """
Solitaire clone.
"""
import arcade
# Screen title and size
SCREEN_WIDTH = 1024
SCREEN_HEIGHT = 768
SCREEN_TITLE = "Drag and Drop Cards"
# Constants for sizing
CARD_SCALE = 0.6
# How big are the cards?
CARD_WIDTH = 140 * CARD_SCALE
CARD_HEIGHT = 190 * CARD_SCALE
# How big is the mat we'll place the card on?
MAT_PERCENT_OVERSIZE = 1.25
MAT_HEIGHT = int(CARD_HEIGHT * MAT_PERCENT_OVERSIZE)
MAT_WIDTH = int(CARD_WIDTH * MAT_PERCENT_OVERSIZE)
# How much space do we leave as a gap between the mats?
# Done as a percent of the mat size.
VERTICAL_MARGIN_PERCENT = 0.10
HORIZONTAL_MARGIN_PERCENT = 0.10
# The Y of the bottom row (2 piles)
BOTTOM_Y = MAT_HEIGHT / 2 + MAT_HEIGHT * VERTICAL_MARGIN_PERCENT
# The X of where to start putting things on the left side
START_X = MAT_WIDTH / 2 + MAT_WIDTH * HORIZONTAL_MARGIN_PERCENT
# Card constants
CARD_VALUES = ["A", "2", "3", "4", "5", "6", "7", "8", "9", "10", "J", "Q", "K"]
CARD_SUITS = ["Clubs", "Hearts", "Spades", "Diamonds"]
class Card(arcade.Sprite):
""" Card sprite """
def __init__(self, suit, value, scale=1):
""" Card constructor """
# Attributes for suit and value
self.suit = suit
self.value = value
# Image to use for the sprite when face up
self.image_file_name = f":resources:images/cards/card{self.suit}{self.value}.png"
# Call the parent
super().__init__(self.image_file_name, scale, hit_box_algorithm="None")
class MyGame(arcade.Window):
""" Main application class. """
def __init__(self):
super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
# Sprite list with all the cards, no matter what pile they are in.
self.card_list = None
arcade.set_background_color(arcade.color.AMAZON)
# List of cards we are dragging with the mouse
self.held_cards = None
# Original location of cards we are dragging with the mouse in case
# they have to go back.
self.held_cards_original_position = None
def setup(self):
""" Set up the game here. Call this function to restart the game. """
# List of cards we are dragging with the mouse
self.held_cards = []
# Original location of cards we are dragging with the mouse in case
# they have to go back.
self.held_cards_original_position = []
# Sprite list with all the cards, no matter what pile they are in.
self.card_list = arcade.SpriteList()
# Create every card
for card_suit in CARD_SUITS:
for card_value in CARD_VALUES:
card = Card(card_suit, card_value, CARD_SCALE)
card.position = START_X, BOTTOM_Y
self.card_list.append(card)
def on_draw(self):
""" Render the screen. """
# Clear the screen
arcade.start_render()
# Draw the cards
self.card_list.draw()
def pull_to_top(self, card: arcade.Sprite):
""" Pull card to top of rendering order (last to render, looks on-top) """
# Remove, and append to the end
self.card_list.remove(card)
self.card_list.append(card)
def on_mouse_press(self, x, y, button, key_modifiers):
""" Called when the user presses a mouse button. """
# Get list of cards we've clicked on
cards = arcade.get_sprites_at_point((x, y), self.card_list)
# Have we clicked on a card?
if len(cards) > 0:
# Might be a stack of cards, get the top one
primary_card = cards[-1]
# All other cases, grab the face-up card we are clicking on
self.held_cards = [primary_card]
# Save the position
self.held_cards_original_position = [self.held_cards[0].position]
# Put on top in drawing order
self.pull_to_top(self.held_cards[0])
def on_mouse_release(self, x: float, y: float, button: int,
modifiers: int):
""" Called when the user presses a mouse button. """
# If we don't have any cards, who cares
if len(self.held_cards) == 0:
return
# We are no longer holding cards
self.held_cards = []
def on_mouse_motion(self, x: float, y: float, dx: float, dy: float):
""" User moves mouse """
# If we are holding cards, move them with the mouse
for card in self.held_cards:
card.center_x += dx
card.center_y += dy
def main():
""" Main function """
window = MyGame()
window.setup()
arcade.run()
if __name__ == "__main__":
main()
|