solitaire_09.py Full Listing
solitaire_09.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 # - Pull from that pile into the middle piles, all face-down
170 # Loop for each pile
171 for pile_no in range(PLAY_PILE_1, PLAY_PILE_7 + 1):
172 # Deal proper number of cards for that pile
173 for j in range(pile_no - PLAY_PILE_1 + 1):
174 # Pop the card off the deck we are dealing from
175 card = self.piles[BOTTOM_FACE_DOWN_PILE].pop()
176 # Put in the proper pile
177 self.piles[pile_no].append(card)
178 # Move card to same position as pile we just put it in
179 card.position = self.pile_mat_list[pile_no].position
180 # Put on top in draw order
181 self.pull_to_top(card)
182
183 def on_draw(self):
184 """ Render the screen. """
185 # Clear the screen
186 self.clear()
187
188 # Draw the mats the cards go on to
189 self.pile_mat_list.draw()
190
191 # Draw the cards
192 self.card_list.draw()
193
194 def pull_to_top(self, card: arcade.Sprite):
195 """ Pull card to top of rendering order (last to render, looks on-top) """
196
197 # Remove, and append to the end
198 self.card_list.remove(card)
199 self.card_list.append(card)
200
201 def on_mouse_press(self, x, y, button, key_modifiers):
202 """ Called when the user presses a mouse button. """
203
204 # Get list of cards we've clicked on
205 cards = arcade.get_sprites_at_point((x, y), self.card_list)
206
207 # Have we clicked on a card?
208 if len(cards) > 0:
209
210 # Might be a stack of cards, get the top one
211 primary_card = cards[-1]
212 # Figure out what pile the card is in
213 pile_index = self.get_pile_for_card(primary_card)
214
215 # All other cases, grab the face-up card we are clicking on
216 self.held_cards = [primary_card]
217 # Save the position
218 self.held_cards_original_position = [self.held_cards[0].position]
219 # Put on top in drawing order
220 self.pull_to_top(self.held_cards[0])
221
222 # Is this a stack of cards? If so, grab the other cards too
223 card_index = self.piles[pile_index].index(primary_card)
224 for i in range(card_index + 1, len(self.piles[pile_index])):
225 card = self.piles[pile_index][i]
226 self.held_cards.append(card)
227 self.held_cards_original_position.append(card.position)
228 self.pull_to_top(card)
229
230 def remove_card_from_pile(self, card):
231 """ Remove card from whatever pile it was in. """
232 for pile in self.piles:
233 if card in pile:
234 pile.remove(card)
235 break
236
237 def get_pile_for_card(self, card):
238 """ What pile is this card in? """
239 for index, pile in enumerate(self.piles):
240 if card in pile:
241 return index
242
243 def move_card_to_new_pile(self, card, pile_index):
244 """ Move the card to a new pile """
245 self.remove_card_from_pile(card)
246 self.piles[pile_index].append(card)
247
248 def on_mouse_release(self, x: float, y: float, button: int,
249 modifiers: int):
250 """ Called when the user presses a mouse button. """
251
252 # If we don't have any cards, who cares
253 if len(self.held_cards) == 0:
254 return
255
256 # Find the closest pile, in case we are in contact with more than one
257 pile, distance = arcade.get_closest_sprite(self.held_cards[0], self.pile_mat_list)
258 reset_position = True
259
260 # See if we are in contact with the closest pile
261 if arcade.check_for_collision(self.held_cards[0], pile):
262
263 # What pile is it?
264 pile_index = self.pile_mat_list.index(pile)
265
266 # Is it the same pile we came from?
267 if pile_index == self.get_pile_for_card(self.held_cards[0]):
268 # If so, who cares. We'll just reset our position.
269 pass
270
271 # Is it on a middle play pile?
272 elif PLAY_PILE_1 <= pile_index <= PLAY_PILE_7:
273 # Are there already cards there?
274 if len(self.piles[pile_index]) > 0:
275 # Move cards to proper position
276 top_card = self.piles[pile_index][-1]
277 for i, dropped_card in enumerate(self.held_cards):
278 dropped_card.position = top_card.center_x, \
279 top_card.center_y - CARD_VERTICAL_OFFSET * (i + 1)
280 else:
281 # Are there no cards in the middle play pile?
282 for i, dropped_card in enumerate(self.held_cards):
283 # Move cards to proper position
284 dropped_card.position = pile.center_x, \
285 pile.center_y - CARD_VERTICAL_OFFSET * i
286
287 for card in self.held_cards:
288 # Cards are in the right position, but we need to move them to the right list
289 self.move_card_to_new_pile(card, pile_index)
290
291 # Success, don't reset position of cards
292 reset_position = False
293
294 # Release on top play pile? And only one card held?
295 elif TOP_PILE_1 <= pile_index <= TOP_PILE_4 and len(self.held_cards) == 1:
296 # Move position of card to pile
297 self.held_cards[0].position = pile.position
298 # Move card to card list
299 for card in self.held_cards:
300 self.move_card_to_new_pile(card, pile_index)
301
302 reset_position = False
303
304 if reset_position:
305 # Where-ever we were dropped, it wasn't valid. Reset the each card's position
306 # to its original spot.
307 for pile_index, card in enumerate(self.held_cards):
308 card.position = self.held_cards_original_position[pile_index]
309
310 # We are no longer holding cards
311 self.held_cards = []
312
313 def on_mouse_motion(self, x: float, y: float, dx: float, dy: float):
314 """ User moves mouse """
315
316 # If we are holding cards, move them with the mouse
317 for card in self.held_cards:
318 card.center_x += dx
319 card.center_y += dy
320
321
322def main():
323 """ Main function """
324 window = MyGame()
325 window.setup()
326 arcade.run()
327
328
329if __name__ == "__main__":
330 main()