solitaire_05.py Full Listing#
solitaire_05.py#
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 | """
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
# The Y of the top row (4 piles)
TOP_Y = SCREEN_HEIGHT - MAT_HEIGHT / 2 - MAT_HEIGHT * VERTICAL_MARGIN_PERCENT
# The Y of the middle row (7 piles)
MIDDLE_Y = TOP_Y - MAT_HEIGHT - MAT_HEIGHT * VERTICAL_MARGIN_PERCENT
# How far apart each pile goes
X_SPACING = MAT_WIDTH + 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
# Sprite list with all the mats tha cards lay on.
self.pile_mat_list = 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 = []
# --- Create the mats the cards go on.
# Sprite list with all the mats tha cards lay on.
self.pile_mat_list: arcade.SpriteList = arcade.SpriteList()
# Create the mats for the bottom face down and face up piles
pile = arcade.SpriteSolidColor(MAT_WIDTH, MAT_HEIGHT, arcade.csscolor.DARK_OLIVE_GREEN)
pile.position = START_X, BOTTOM_Y
self.pile_mat_list.append(pile)
pile = arcade.SpriteSolidColor(MAT_WIDTH, MAT_HEIGHT, arcade.csscolor.DARK_OLIVE_GREEN)
pile.position = START_X + X_SPACING, BOTTOM_Y
self.pile_mat_list.append(pile)
# Create the seven middle piles
for i in range(7):
pile = arcade.SpriteSolidColor(MAT_WIDTH, MAT_HEIGHT, arcade.csscolor.DARK_OLIVE_GREEN)
pile.position = START_X + i * X_SPACING, MIDDLE_Y
self.pile_mat_list.append(pile)
# Create the top "play" piles
for i in range(4):
pile = arcade.SpriteSolidColor(MAT_WIDTH, MAT_HEIGHT, arcade.csscolor.DARK_OLIVE_GREEN)
pile.position = START_X + i * X_SPACING, TOP_Y
self.pile_mat_list.append(pile)
# 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
self.clear()
# Draw the mats the cards go on to
self.pile_mat_list.draw()
# Draw the cards
self.card_list.draw()
def pull_to_top(self, card):
""" Pull card to top of rendering order (last to render, looks on-top) """
# Find the index of the card
index = self.card_list.index(card)
# Loop and pull all the other cards down towards the zero end
for i in range(index, len(self.card_list) - 1):
self.card_list[i] = self.card_list[i + 1]
# Put this card at the right-side/top/size of list
self.card_list[len(self.card_list) - 1] = 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
# Find the closest pile, in case we are in contact with more than one
pile, distance = arcade.get_closest_sprite(self.held_cards[0], self.pile_mat_list)
reset_position = True
# See if we are in contact with the closest pile
if arcade.check_for_collision(self.held_cards[0], pile):
# For each held card, move it to the pile we dropped on
for i, dropped_card in enumerate(self.held_cards):
# Move cards to proper position
dropped_card.position = pile.center_x, pile.center_y
# Success, don't reset position of cards
reset_position = False
# Release on top play pile? And only one card held?
if reset_position:
# Where-ever we were dropped, it wasn't valid. Reset the each card's position
# to its original spot.
for pile_index, card in enumerate(self.held_cards):
card.position = self.held_cards_original_position[pile_index]
# 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()
|