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| """
Solitaire clone.
"""
import random
import arcade
import arcade.gui
game_over = False
# Screen title and size
SCREEN_WIDTH = 1024
SCREEN_HEIGHT = 768
SCREEN_TITLE = "MushRoom"
# Constants for sizing
CARD_SCALE = 0.65
# 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 = 10
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
PLAY_PILE_8 = 9
class Player:
def __init__(self, TireCarte, SeeOwnGame,SeeEnemyGame,JetteCarte,scale=1):
self.TireCarte = TireCarte
self.SeeOwnGame = SeeOwnGame
self.SeeEnemyGame = SeeEnemyGame
self.JetteCarte = JetteCarte
def change_attribute(self, TireCarte=None, SeeOwnGame=None,SeeEnemyGame=None,JetteCarte=None):
if TireCarte!=None:
self.TireCarte = TireCarte
if SeeOwnGame != None:
self.SeeOwnGame = SeeOwnGame
if SeeEnemyGame!=None:
self.SeeEnemyGame = SeeEnemyGame
if JetteCarte!=None:
self.JetteCarte = JetteCarte
player1= Player(0,0,0,0)
player2= Player(0,0,0,0)
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. """
# List Of Power
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
#Display sprite
self.player = arcade.Sprite('assets/player1.png')
self.player.center_x = 790
self.player.center_y = 200
self.mummy = arcade.Sprite('assets/player2.png')
self.mummy.center_x = 790
self.mummy.center_y = 560
#Track turn
self.turn = 1
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, SCREEN_HEIGHT/2
self.pile_mat_list.append(pile)
pile = arcade.SpriteSolidColor(MAT_WIDTH, MAT_HEIGHT, arcade.csscolor.DARK_OLIVE_GREEN)
pile.position = START_X + X_SPACING, SCREEN_HEIGHT/2
self.pile_mat_list.append(pile)
# Create the eight middle piles
for i in range(8):
pile = arcade.SpriteSolidColor(MAT_WIDTH, MAT_HEIGHT, arcade.csscolor.DARK_OLIVE_GREEN)
if i==0:
pile.position = START_X + SCREEN_WIDTH / 4 + 1 * X_SPACING, CARD_WIDTH
if i==1:
pile.position = START_X + SCREEN_WIDTH / 4 + 2 * X_SPACING, CARD_WIDTH
if i==2:
pile.position = START_X + SCREEN_WIDTH / 4 + 1 * X_SPACING, CARD_WIDTH *2.8
if i==3:
pile.position = START_X + SCREEN_WIDTH / 4 + 2 * X_SPACING, CARD_WIDTH*2.8
if i == 4:
pile.position = START_X + SCREEN_WIDTH / 4 + 1 * X_SPACING, SCREEN_HEIGHT - CARD_WIDTH
if i == 5:
pile.position = START_X + SCREEN_WIDTH / 4 + 2 * X_SPACING, SCREEN_HEIGHT - CARD_WIDTH
if i == 6:
pile.position = START_X + SCREEN_WIDTH / 4 + 1 * X_SPACING, SCREEN_HEIGHT - CARD_WIDTH*2.8
if i == 7:
pile.position = START_X + SCREEN_WIDTH / 4 + 2 * X_SPACING, SCREEN_HEIGHT - CARD_WIDTH*2.8
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, SCREEN_HEIGHT/2
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[pos1], self.card_list[pos2] = self.card_list[pos2], self.card_list[pos1]
# 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(2, 10):
# Deal proper number of cards for that pile
# 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)
#Track turn
self.turn = 1
def on_update(self, delta_time):
#called auto every 60fps to update objects
self.player.draw()
self.mummy.draw()
def on_draw(self, player1=None,player2=None):
# called auto every 60fps to update objects
""" Render the screen. """
# Clear the screen
arcade.start_render()
#Setup les 2 premiers tours
if self.turn == 1:
player1 = Player(0, 0, 0, 0)
player2 = Player(0, 0, 0, 0)
Player.change_attribute(player1,1,2,0,0)
Player.change_attribute(player2,0,0,0,0)
elif self.turn == 2:
Player.change_attribute(player2,1,2,0,0)
elif self.turn % 2 == 0 and self.turn>2:
Player.change_attribute(player2,1,2,0,0)
else:
Player.change_attribute(player1,1,2,0,0)
# Draw the mats the cards go on to
self.pile_mat_list.draw()
# Draw the cards
self.card_list.draw()
#Draw Player
self.player.draw()
self.mummy.draw()
# Draw our turn on the screen, scrolling it with the viewport
if self.turn % 2 == 0:
turn_text = f"Turn: {self.turn}"
TireCarte_text = f"TireCarte: {player2.TireCarte}"
SeeOwnGame_text = f"SeeOwngame: {player2.SeeOwnGame}"
SeeEnemyGame_text = f"SeeEnemy: {player2.SeeEnemyGame}"
arcade.draw_text(turn_text, 130, 80,
arcade.csscolor.WHITE, 18)
arcade.draw_text(TireCarte_text, 130, 120,
arcade.csscolor.WHITE, 18)
arcade.draw_text(SeeOwnGame_text, 130, 140,
arcade.csscolor.WHITE, 18)
arcade.draw_text(SeeEnemyGame_text, 130, 160,
arcade.csscolor.WHITE, 18)
else:
turn_text = f"Turn: {self.turn}"
TireCarte_text = f"TireCarte: {player1.TireCarte}"
SeeOwnGame_text = f"SeeOwngame: {player1.SeeOwnGame}"
SeeEnemyGame_text = f"SeeEnemy: {player1.SeeEnemyGame}"
arcade.draw_text(turn_text, 130, 600,
arcade.csscolor.WHITE, 18)
arcade.draw_text(TireCarte_text, 130, 640,
arcade.csscolor.WHITE, 18)
arcade.draw_text(SeeOwnGame_text, 130, 660,
arcade.csscolor.WHITE, 18)
arcade.draw_text(SeeEnemyGame_text, 130, 680,
arcade.csscolor.WHITE, 18)
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_key_press(self, symbol: int, modifiers: int):
""" User presses key """
if symbol == arcade.key.R:
# Restart
self.setup()
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]
# Figure out what pile the card is in
pile_index = self.get_pile_for_card(primary_card)
# Check turn and use power
if pile_index == BOTTOM_FACE_DOWN_PILE:
if self.turn % 2 == 0:
if self.player2.TireCarte:
# Flip three cards
for i in range(1):
# If we ran out of cards, stop
if len(self.piles[BOTTOM_FACE_DOWN_PILE]) == 0:
break
# Get top card
card = self.piles[BOTTOM_FACE_DOWN_PILE][-1]
# Flip face up
card.face_up()
# Move card position to bottom-right face up pile
card.position = self.pile_mat_list[BOTTOM_FACE_UP_PILE].position
# Remove card from face down pile
self.piles[BOTTOM_FACE_DOWN_PILE].remove(card)
# Move card to face up list
self.piles[BOTTOM_FACE_UP_PILE].append(card)
# Put on top draw-order wise
self.pull_to_top(card)
self.player2.TireCarte -=1
elif 1<pile_index<6:
if self.turn % 2 == 0:
if player2.SeeOwnGame:
if primary_card.is_face_down:
primary_card.face_up()
x=player2.SeeOwnGame -1
Player.change_attribute(player2,None,x,None,None)
else:
if player1.SeeOwnGame:
if primary_card.is_face_down:
primary_card.face_up()
x = player1.SeeOwnGame - 1
Player.change_attribute(player1,None, x,None,None )
player1.SeeOwnGame-=1
elif 5< pile_index:
if self.turn % 2 == 0:
if self.player2.SeeEnemyGame:
if primary_card.is_face_down:
primary_card.face_up()
self.player2.SeeEnemyGame -= 1
else:
if self.player1.SeeEnemyGame:
if primary_card.is_face_down:
primary_card.face_up()
self.player1.SeeEnemyGame -= 1
else:
# Click on a mat instead of a card?
mats = arcade.get_sprites_at_point((x, y), self.pile_mat_list)
if len(mats) > 0:
mat = mats[0]
mat_index = self.pile_mat_list.index(mat)
# Is it our turned over flip mat? and no cards on it?
if mat_index == BOTTOM_FACE_DOWN_PILE and len(self.piles[BOTTOM_FACE_DOWN_PILE]) == 0:
# Flip the deck back over so we can restart
temp_list = self.piles[BOTTOM_FACE_UP_PILE].copy()
for card in reversed(temp_list):
card.face_down()
self.piles[BOTTOM_FACE_UP_PILE].remove(card)
self.piles[BOTTOM_FACE_DOWN_PILE].append(card)
card.position = self.pile_mat_list[BOTTOM_FACE_DOWN_PILE].position
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. """
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]
# Figure out what pile the card is in
pile_index = self.get_pile_for_card(primary_card)
if 1<pile_index<9:
if primary_card.is_face_up:
# Is the card face down? In one of those middle 7 piles? Then flip up
primary_card.face_down()
# If we don't have any cards, who cares
if len(self.held_cards) == 0:
pass
# We are no longer holding cards
self.held_cards = []
if self.turn % 2 ==0:
print(self.player1)
if self.player2(0, 0, 0, 0):
self.turn+=1
else:
print(player1.SeeOwnGame + player1.SeeEnemyGame+player1.TireCarte+player1.JetteCarte)
if player1.SeeOwnGame + player1.SeeEnemyGame+player1.TireCarte+player1.JetteCarte ==0:
self.turn+=1
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 method """
window = MyGame()
window.setup()
arcade.run()
if __name__ == "__main__":
main() |
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