solitaire_10.py Full Listing#
solitaire_10.py#
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Solitaire clone.
"""
import random
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"]
# If we fan out cards stacked on each other, how far apart to fan them?
CARD_VERTICAL_OFFSET = CARD_HEIGHT * CARD_SCALE * 0.3
# Face down image
FACE_DOWN_IMAGE = ":resources:images/cards/cardBack_red2.png"
# Constants that represent "what pile is what" for the game
PILE_COUNT = 13
BOTTOM_FACE_DOWN_PILE = 0
BOTTOM_FACE_UP_PILE = 1
PLAY_PILE_1 = 2
PLAY_PILE_2 = 3
PLAY_PILE_3 = 4
PLAY_PILE_4 = 5
PLAY_PILE_5 = 6
PLAY_PILE_6 = 7
PLAY_PILE_7 = 8
TOP_PILE_1 = 9
TOP_PILE_2 = 10
TOP_PILE_3 = 11
TOP_PILE_4 = 12
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"
self.is_face_up = False
super().__init__(FACE_DOWN_IMAGE, scale, hit_box_algorithm="None")
def face_down(self):
""" Turn card face-down """
self.texture = arcade.load_texture(FACE_DOWN_IMAGE)
self.is_face_up = False
def face_up(self):
""" Turn card face-up """
self.texture = arcade.load_texture(self.image_file_name)
self.is_face_up = True
@property
def is_face_down(self):
""" Is this card face down? """
return not self.is_face_up
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
# Create a list of lists, each holds a pile of cards.
self.piles = 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)
# --- Create, shuffle, and deal the cards
# 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)
# Shuffle the cards
for pos1 in range(len(self.card_list)):
pos2 = random.randrange(len(self.card_list))
self.card_list.swap(pos1, pos2)
# Create a list of lists, each holds a pile of cards.
self.piles = [[] for _ in range(PILE_COUNT)]
# Put all the cards in the bottom face-down pile
for card in self.card_list:
self.piles[BOTTOM_FACE_DOWN_PILE].append(card)
# - Pull from that pile into the middle piles, all face-down
# Loop for each pile
for pile_no in range(PLAY_PILE_1, PLAY_PILE_7 + 1):
# Deal proper number of cards for that pile
for j in range(pile_no - PLAY_PILE_1 + 1):
# Pop the card off the deck we are dealing from
card = self.piles[BOTTOM_FACE_DOWN_PILE].pop()
# Put in the proper pile
self.piles[pile_no].append(card)
# Move card to same position as pile we just put it in
card.position = self.pile_mat_list[pile_no].position
# Put on top in draw order
self.pull_to_top(card)
# Flip up the top cards
for i in range(PLAY_PILE_1, PLAY_PILE_7 + 1):
self.piles[i][-1].face_up()
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: 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]
assert isinstance(primary_card, Card)
# Figure out what pile the card is in
pile_index = self.get_pile_for_card(primary_card)
if primary_card.is_face_down:
# Is the card face down? In one of those middle 7 piles? Then flip up
primary_card.face_up()
else:
# 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])
# Is this a stack of cards? If so, grab the other cards too
card_index = self.piles[pile_index].index(primary_card)
for i in range(card_index + 1, len(self.piles[pile_index])):
card = self.piles[pile_index][i]
self.held_cards.append(card)
self.held_cards_original_position.append(card.position)
self.pull_to_top(card)
def remove_card_from_pile(self, card):
""" Remove card from whatever pile it was in. """
for pile in self.piles:
if card in pile:
pile.remove(card)
break
def get_pile_for_card(self, card):
""" What pile is this card in? """
for index, pile in enumerate(self.piles):
if card in pile:
return index
def move_card_to_new_pile(self, card, pile_index):
""" Move the card to a new pile """
self.remove_card_from_pile(card)
self.piles[pile_index].append(card)
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):
# What pile is it?
pile_index = self.pile_mat_list.index(pile)
# Is it the same pile we came from?
if pile_index == self.get_pile_for_card(self.held_cards[0]):
# If so, who cares. We'll just reset our position.
pass
# Is it on a middle play pile?
elif PLAY_PILE_1 <= pile_index <= PLAY_PILE_7:
# Are there already cards there?
if len(self.piles[pile_index]) > 0:
# Move cards to proper position
top_card = self.piles[pile_index][-1]
for i, dropped_card in enumerate(self.held_cards):
dropped_card.position = top_card.center_x, \
top_card.center_y - CARD_VERTICAL_OFFSET * (i + 1)
else:
# Are there no cards in the middle play pile?
for i, dropped_card in enumerate(self.held_cards):
# Move cards to proper position
dropped_card.position = pile.center_x, \
pile.center_y - CARD_VERTICAL_OFFSET * i
for card in self.held_cards:
# Cards are in the right position, but we need to move them to the right list
self.move_card_to_new_pile(card, pile_index)
# Success, don't reset position of cards
reset_position = False
# Release on top play pile? And only one card held?
elif TOP_PILE_1 <= pile_index <= TOP_PILE_4 and len(self.held_cards) == 1:
# Move position of card to pile
self.held_cards[0].position = pile.position
# Move card to card list
for card in self.held_cards:
self.move_card_to_new_pile(card, pile_index)
reset_position = False
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()
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