solitaire_07.py Full Listing#

solitaire_07.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
 84
 85class MyGame(arcade.Window):
 86    """ Main application class. """
 87
 88    def __init__(self):
 89        super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
 90
 91        # Sprite list with all the cards, no matter what pile they are in.
 92        self.card_list = None
 93
 94        self.background_color = arcade.color.AMAZON
 95
 96        # List of cards we are dragging with the mouse
 97        self.held_cards = None
 98
 99        # Original location of cards we are dragging with the mouse in case
100        # they have to go back.
101        self.held_cards_original_position = None
102
103        # Sprite list with all the mats tha cards lay on.
104        self.pile_mat_list = None
105
106        # Create a list of lists, each holds a pile of cards.
107        self.piles = None
108
109    def setup(self):
110        """ Set up the game here. Call this function to restart the game. """
111
112        # List of cards we are dragging with the mouse
113        self.held_cards = []
114
115        # Original location of cards we are dragging with the mouse in case
116        # they have to go back.
117        self.held_cards_original_position = []
118
119        # ---  Create the mats the cards go on.
120
121        # Sprite list with all the mats tha cards lay on.
122        self.pile_mat_list: arcade.SpriteList = arcade.SpriteList()
123
124        # Create the mats for the bottom face down and face up piles
125        pile = arcade.SpriteSolidColor(MAT_WIDTH, MAT_HEIGHT, arcade.csscolor.DARK_OLIVE_GREEN)
126        pile.position = START_X, BOTTOM_Y
127        self.pile_mat_list.append(pile)
128
129        pile = arcade.SpriteSolidColor(MAT_WIDTH, MAT_HEIGHT, arcade.csscolor.DARK_OLIVE_GREEN)
130        pile.position = START_X + X_SPACING, BOTTOM_Y
131        self.pile_mat_list.append(pile)
132
133        # Create the seven middle piles
134        for i in range(7):
135            pile = arcade.SpriteSolidColor(MAT_WIDTH, MAT_HEIGHT, arcade.csscolor.DARK_OLIVE_GREEN)
136            pile.position = START_X + i * X_SPACING, MIDDLE_Y
137            self.pile_mat_list.append(pile)
138
139        # Create the top "play" piles
140        for i in range(4):
141            pile = arcade.SpriteSolidColor(MAT_WIDTH, MAT_HEIGHT, arcade.csscolor.DARK_OLIVE_GREEN)
142            pile.position = START_X + i * X_SPACING, TOP_Y
143            self.pile_mat_list.append(pile)
144
145        # --- Create, shuffle, and deal the cards
146
147        # Sprite list with all the cards, no matter what pile they are in.
148        self.card_list = arcade.SpriteList()
149
150        # Create every card
151        for card_suit in CARD_SUITS:
152            for card_value in CARD_VALUES:
153                card = Card(card_suit, card_value, CARD_SCALE)
154                card.position = START_X, BOTTOM_Y
155                self.card_list.append(card)
156
157        # Shuffle the cards
158        for pos1 in range(len(self.card_list)):
159            pos2 = random.randrange(len(self.card_list))
160            self.card_list.swap(pos1, pos2)
161
162        # Create a list of lists, each holds a pile of cards.
163        self.piles = [[] for _ in range(PILE_COUNT)]
164
165        # Put all the cards in the bottom face-down pile
166        for card in self.card_list:
167            self.piles[BOTTOM_FACE_DOWN_PILE].append(card)
168
169    def on_draw(self):
170        """ Render the screen. """
171        # Clear the screen
172        self.clear()
173
174        # Draw the mats the cards go on to
175        self.pile_mat_list.draw()
176
177        # Draw the cards
178        self.card_list.draw()
179
180    def pull_to_top(self, card: arcade.Sprite):
181        """ Pull card to top of rendering order (last to render, looks on-top) """
182
183        # Remove, and append to the end
184        self.card_list.remove(card)
185        self.card_list.append(card)
186
187    def on_mouse_press(self, x, y, button, key_modifiers):
188        """ Called when the user presses a mouse button. """
189
190        # Get list of cards we've clicked on
191        cards = arcade.get_sprites_at_point((x, y), self.card_list)
192
193        # Have we clicked on a card?
194        if len(cards) > 0:
195
196            # Might be a stack of cards, get the top one
197            primary_card = cards[-1]
198
199            # All other cases, grab the face-up card we are clicking on
200            self.held_cards = [primary_card]
201            # Save the position
202            self.held_cards_original_position = [self.held_cards[0].position]
203            # Put on top in drawing order
204            self.pull_to_top(self.held_cards[0])
205
206    def remove_card_from_pile(self, card):
207        """ Remove card from whatever pile it was in. """
208        for pile in self.piles:
209            if card in pile:
210                pile.remove(card)
211                break
212
213    def get_pile_for_card(self, card):
214        """ What pile is this card in? """
215        for index, pile in enumerate(self.piles):
216            if card in pile:
217                return index
218
219    def move_card_to_new_pile(self, card, pile_index):
220        """ Move the card to a new pile """
221        self.remove_card_from_pile(card)
222        self.piles[pile_index].append(card)
223
224    def on_mouse_release(self, x: float, y: float, button: int,
225                         modifiers: int):
226        """ Called when the user presses a mouse button. """
227
228        # If we don't have any cards, who cares
229        if len(self.held_cards) == 0:
230            return
231
232        # Find the closest pile, in case we are in contact with more than one
233        pile, distance = arcade.get_closest_sprite(self.held_cards[0], self.pile_mat_list)
234        reset_position = True
235
236        # See if we are in contact with the closest pile
237        if arcade.check_for_collision(self.held_cards[0], pile):
238
239            # What pile is it?
240            pile_index = self.pile_mat_list.index(pile)
241
242            #  Is it the same pile we came from?
243            if pile_index == self.get_pile_for_card(self.held_cards[0]):
244                # If so, who cares. We'll just reset our position.
245                pass
246
247            # Is it on a middle play pile?
248            elif PLAY_PILE_1 <= pile_index <= PLAY_PILE_7:
249                # Are there already cards there?
250                if len(self.piles[pile_index]) > 0:
251                    # Move cards to proper position
252                    top_card = self.piles[pile_index][-1]
253                    for i, dropped_card in enumerate(self.held_cards):
254                        dropped_card.position = top_card.center_x, \
255                                                top_card.center_y - CARD_VERTICAL_OFFSET * (i + 1)
256                else:
257                    # Are there no cards in the middle play pile?
258                    for i, dropped_card in enumerate(self.held_cards):
259                        # Move cards to proper position
260                        dropped_card.position = pile.center_x, \
261                                                pile.center_y - CARD_VERTICAL_OFFSET * i
262
263                for card in self.held_cards:
264                    # Cards are in the right position, but we need to move them to the right list
265                    self.move_card_to_new_pile(card, pile_index)
266
267                # Success, don't reset position of cards
268                reset_position = False
269
270            # Release on top play pile? And only one card held?
271            elif TOP_PILE_1 <= pile_index <= TOP_PILE_4 and len(self.held_cards) == 1:
272                # Move position of card to pile
273                self.held_cards[0].position = pile.position
274                # Move card to card list
275                for card in self.held_cards:
276                    self.move_card_to_new_pile(card, pile_index)
277
278                reset_position = False
279
280        if reset_position:
281            # Where-ever we were dropped, it wasn't valid. Reset the each card's position
282            # to its original spot.
283            for pile_index, card in enumerate(self.held_cards):
284                card.position = self.held_cards_original_position[pile_index]
285
286        # We are no longer holding cards
287        self.held_cards = []
288
289    def on_mouse_motion(self, x: float, y: float, dx: float, dy: float):
290        """ User moves mouse """
291
292        # If we are holding cards, move them with the mouse
293        for card in self.held_cards:
294            card.center_x += dx
295            card.center_y += dy
296
297
298def main():
299    """ Main function """
300    window = MyGame()
301    window.setup()
302    arcade.run()
303
304
305if __name__ == "__main__":
306    main()