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
 84class MyGame(arcade.Window):
 85    """ Main application class. """
 86
 87    def __init__(self):
 88        super().__init__(SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_TITLE)
 89
 90        # Sprite list with all the cards, no matter what pile they are in.
 91        self.card_list = None
 92
 93        arcade.set_background_color(arcade.color.AMAZON)
 94
 95        # List of cards we are dragging with the mouse
 96        self.held_cards = None
 97
 98        # Original location of cards we are dragging with the mouse in case
 99        # they have to go back.
100        self.held_cards_original_position = None
101
102        # Sprite list with all the mats tha cards lay on.
103        self.pile_mat_list = None
104
105        # Create a list of lists, each holds a pile of cards.
106        self.piles = None
107
108    def setup(self):
109        """ Set up the game here. Call this function to restart the game. """
110
111        # List of cards we are dragging with the mouse
112        self.held_cards = []
113
114        # Original location of cards we are dragging with the mouse in case
115        # they have to go back.
116        self.held_cards_original_position = []
117
118        # ---  Create the mats the cards go on.
119
120        # Sprite list with all the mats tha cards lay on.
121        self.pile_mat_list: arcade.SpriteList = arcade.SpriteList()
122
123        # Create the mats for the bottom face down and face up piles
124        pile = arcade.SpriteSolidColor(MAT_WIDTH, MAT_HEIGHT, arcade.csscolor.DARK_OLIVE_GREEN)
125        pile.position = START_X, BOTTOM_Y
126        self.pile_mat_list.append(pile)
127
128        pile = arcade.SpriteSolidColor(MAT_WIDTH, MAT_HEIGHT, arcade.csscolor.DARK_OLIVE_GREEN)
129        pile.position = START_X + X_SPACING, BOTTOM_Y
130        self.pile_mat_list.append(pile)
131
132        # Create the seven middle piles
133        for i in range(7):
134            pile = arcade.SpriteSolidColor(MAT_WIDTH, MAT_HEIGHT, arcade.csscolor.DARK_OLIVE_GREEN)
135            pile.position = START_X + i * X_SPACING, MIDDLE_Y
136            self.pile_mat_list.append(pile)
137
138        # Create the top "play" piles
139        for i in range(4):
140            pile = arcade.SpriteSolidColor(MAT_WIDTH, MAT_HEIGHT, arcade.csscolor.DARK_OLIVE_GREEN)
141            pile.position = START_X + i * X_SPACING, TOP_Y
142            self.pile_mat_list.append(pile)
143
144        # --- Create, shuffle, and deal the cards
145
146        # Sprite list with all the cards, no matter what pile they are in.
147        self.card_list = arcade.SpriteList()
148
149        # Create every card
150        for card_suit in CARD_SUITS:
151            for card_value in CARD_VALUES:
152                card = Card(card_suit, card_value, CARD_SCALE)
153                card.position = START_X, BOTTOM_Y
154                self.card_list.append(card)
155
156        # Shuffle the cards
157        for pos1 in range(len(self.card_list)):
158            pos2 = random.randrange(len(self.card_list))
159            self.card_list[pos1], self.card_list[pos2] = self.card_list[pos2], self.card_list[pos1]
160
161        # Create a list of lists, each holds a pile of cards.
162        self.piles = [[] for _ in range(PILE_COUNT)]
163
164        # Put all the cards in the bottom face-down pile
165        for card in self.card_list:
166            self.piles[BOTTOM_FACE_DOWN_PILE].append(card)
167
168        # - Pull from that pile into the middle piles, all face-down
169        # Loop for each pile
170        for pile_no in range(PLAY_PILE_1, PLAY_PILE_7 + 1):
171            # Deal proper number of cards for that pile
172            for j in range(pile_no - PLAY_PILE_1 + 1):
173                # Pop the card off the deck we are dealing from
174                card = self.piles[BOTTOM_FACE_DOWN_PILE].pop()
175                # Put in the proper pile
176                self.piles[pile_no].append(card)
177                # Move card to same position as pile we just put it in
178                card.position = self.pile_mat_list[pile_no].position
179                # Put on top in draw order
180                self.pull_to_top(card)
181
182    def on_draw(self):
183        """ Render the screen. """
184        # Clear the screen
185        arcade.start_render()
186
187        # Draw the mats the cards go on to
188        self.pile_mat_list.draw()
189
190        # Draw the cards
191        self.card_list.draw()
192
193    def pull_to_top(self, card):
194        """ Pull card to top of rendering order (last to render, looks on-top) """
195        # Find the index of the card
196        index = self.card_list.index(card)
197        # Loop and pull all the other cards down towards the zero end
198        for i in range(index, len(self.card_list) - 1):
199            self.card_list[i] = self.card_list[i + 1]
200        # Put this card at the right-side/top/size of list
201        self.card_list[len(self.card_list) - 1] = card
202
203    def on_mouse_press(self, x, y, button, key_modifiers):
204        """ Called when the user presses a mouse button. """
205
206        # Get list of cards we've clicked on
207        cards = arcade.get_sprites_at_point((x, y), self.card_list)
208
209        # Have we clicked on a card?
210        if len(cards) > 0:
211
212            # Might be a stack of cards, get the top one
213            primary_card = cards[-1]
214            # Figure out what pile the card is in
215            pile_index = self.get_pile_for_card(primary_card)
216
217            # All other cases, grab the face-up card we are clicking on
218            self.held_cards = [primary_card]
219            # Save the position
220            self.held_cards_original_position = [self.held_cards[0].position]
221            # Put on top in drawing order
222            self.pull_to_top(self.held_cards[0])
223
224            # Is this a stack of cards? If so, grab the other cards too
225            card_index = self.piles[pile_index].index(primary_card)
226            for i in range(card_index + 1, len(self.piles[pile_index])):
227                card = self.piles[pile_index][i]
228                self.held_cards.append(card)
229                self.held_cards_original_position.append(card.position)
230                self.pull_to_top(card)
231
232    def remove_card_from_pile(self, card):
233        """ Remove card from whatever pile it was in. """
234        for pile in self.piles:
235            if card in pile:
236                pile.remove(card)
237                break
238
239    def get_pile_for_card(self, card):
240        """ What pile is this card in? """
241        for index, pile in enumerate(self.piles):
242            if card in pile:
243                return index
244
245    def move_card_to_new_pile(self, card, pile_index):
246        """ Move the card to a new pile """
247        self.remove_card_from_pile(card)
248        self.piles[pile_index].append(card)
249
250    def on_mouse_release(self, x: float, y: float, button: int,
251                         modifiers: int):
252        """ Called when the user presses a mouse button. """
253
254        # If we don't have any cards, who cares
255        if len(self.held_cards) == 0:
256            return
257
258        # Find the closest pile, in case we are in contact with more than one
259        pile, distance = arcade.get_closest_sprite(self.held_cards[0], self.pile_mat_list)
260        reset_position = True
261
262        # See if we are in contact with the closest pile
263        if arcade.check_for_collision(self.held_cards[0], pile):
264
265            # What pile is it?
266            pile_index = self.pile_mat_list.index(pile)
267
268            #  Is it the same pile we came from?
269            if pile_index == self.get_pile_for_card(self.held_cards[0]):
270                # If so, who cares. We'll just reset our position.
271                pass
272
273            # Is it on a middle play pile?
274            elif PLAY_PILE_1 <= pile_index <= PLAY_PILE_7:
275                # Are there already cards there?
276                if len(self.piles[pile_index]) > 0:
277                    # Move cards to proper position
278                    top_card = self.piles[pile_index][-1]
279                    for i, dropped_card in enumerate(self.held_cards):
280                        dropped_card.position = top_card.center_x, \
281                                                top_card.center_y - CARD_VERTICAL_OFFSET * (i + 1)
282                else:
283                    # Are there no cards in the middle play pile?
284                    for i, dropped_card in enumerate(self.held_cards):
285                        # Move cards to proper position
286                        dropped_card.position = pile.center_x, \
287                                                pile.center_y - CARD_VERTICAL_OFFSET * i
288
289                for card in self.held_cards:
290                    # Cards are in the right position, but we need to move them to the right list
291                    self.move_card_to_new_pile(card, pile_index)
292
293                # Success, don't reset position of cards
294                reset_position = False
295
296            # Release on top play pile? And only one card held?
297            elif TOP_PILE_1 <= pile_index <= TOP_PILE_4 and len(self.held_cards) == 1:
298                # Move position of card to pile
299                self.held_cards[0].position = pile.position
300                # Move card to card list
301                for card in self.held_cards:
302                    self.move_card_to_new_pile(card, pile_index)
303
304                reset_position = False
305
306        if reset_position:
307            # Where-ever we were dropped, it wasn't valid. Reset the each card's position
308            # to its original spot.
309            for pile_index, card in enumerate(self.held_cards):
310                card.position = self.held_cards_original_position[pile_index]
311
312        # We are no longer holding cards
313        self.held_cards = []
314
315    def on_mouse_motion(self, x: float, y: float, dx: float, dy: float):
316        """ User moves mouse """
317
318        # If we are holding cards, move them with the mouse
319        for card in self.held_cards:
320            card.center_x += dx
321            card.center_y += dy
322
323
324def main():
325    """ Main method """
326    window = MyGame()
327    window.setup()
328    arcade.run()
329
330
331if __name__ == "__main__":
332    main()