""" This module contains the Card class and the Deck class Card contains the information of a playing card Deck is used as a Card container """ import pygame import view import os import random from enum import Enum # LUT for mapping int to cards symbols CARDS_SYMBOLS = {14: "A", 2: "2", 3: "3", 4: "4", 5: "5", 6: "6", 7: "7", 8: "8", 9: "9", 10: "10", 11: "J", 12: "Q", 13: "K", 100: "Clubs", 200: "Diamonds", 300: "Hearts", 400: "Spades", 500: "No Trump", } INPUT_SYMBOLS = {"c": 100, "d": 200, "h": 300, "s": 400, "n":500, "a": 14, "2": 2, "3": 3, "4": 4, "5": 5, "6": 6, "7": 7, "8": 8, "9": 9, "10": 10, "j": 11, "q": 12, "k": 13, } class DeckReveal(Enum): SHOW_ALL = 1 HIDE_ALL = 2 ANY = 3 class DeckSort(Enum): ASCENDING = 1 DESCENDING = 2 NOSORT = 3 class Card(pygame.sprite.Sprite): def __init__(self, x, y, width, height, value, hidden=False, image_data=None, parent=None): super().__init__() self.x = x self.y = y self.width = width self.height = height self.value = value self.hidden = hidden self.parent = parent if image_data: self.image = image_data self.image = pygame.transform.scale(self.image, (self.width, self.height)) # Display Value for Debug Purposes #myfont = pygame.font.SysFont("None", 16) #mytext = myfont.render(str(self.value), True, (0, 0, 0)) #mytext = mytext.convert_alpha() #self.image.blit(mytext, (0, 0)) self._layer = 0 def get_pos(self): return self.x, self.y def suit(self): return get_card_suit(self.value) def number(self): return get_card_number(self.value) def value_info(self): return self.suit(), self.number() class Deck(): def __init__(self, x, y, length, width, spacing, deck_reveal=DeckReveal.SHOW_ALL, sort_order=DeckSort.ASCENDING, vert_orientation=False, draw_from_last=False): super().__init__() self.x = x self.y = y self.length = length self.width = width self.default_spacing = spacing self.deck_reveal = deck_reveal self.vert_orientation = vert_orientation self.draw_from_last = draw_from_last self.sort_order = sort_order self.cards = [] if self.is_horizontal(): self.background = pygame.Surface((self.length, self.width)) self.background.fill((0, 255, 0)) pygame.draw.rect(self.background, (255, 255, 255), self.background.get_rect(), 5) self.background = self.background.convert() self.background.set_colorkey((0, 255, 0)) self.deck_surface = self.background.copy() else: self.background = pygame.Surface((self.width, self.length)) self.background.fill((0, 255, 0)) pygame.draw.rect(self.background, (255, 255, 255), self.background.get_rect(), 5) self.background = self.background.convert() self.background.set_colorkey((0, 255, 0)) self.deck_surface = self.background.copy() self._layer = 1 def add_card(self, card, position=0): # TODO: Add a function to add additional cards, to optimise number of recalculations card.parent = self number_of_cards = len(self.cards) if number_of_cards == 0: self.cards.append(card) else: if self.sort_order == DeckSort.NOSORT: self.cards.insert(position, card) else: if self.sort_order == DeckSort.DESCENDING: self.cards.reverse() if card.value < self.cards[0].value: self.cards.insert(0, card) elif card.value > self.cards[-1].value: self.cards.append(card) else: lo = 0 hi = number_of_cards while abs(lo-hi) != 1: pos = (lo + hi) // 2 if card.value > self.cards[pos].value: lo = pos else: hi = pos self.cards.insert(hi, card) if self.sort_order == DeckSort.DESCENDING: self.cards.reverse() self.set_card_positions() def set_card_positions(self): # TODO: Fix vertical card positioning number_of_cards = len(self.cards) if number_of_cards > 0: if self.is_horizontal(): total_card_length = self.cards[0].width + self.default_spacing * (number_of_cards-1) if total_card_length <= self.length: start_point = (self.length - total_card_length)/2 for (i, card) in enumerate(self.cards): card.x = start_point + self.default_spacing * i card.y = (self.width - self.cards[0].height) / 2 else: # TODO: make sure that deck length is always longer than card width adjusted_spacing = (self.length - self.cards[0].width)/(number_of_cards-1) start_point = 0 for (i, card) in enumerate(self.cards): card.x = start_point + adjusted_spacing * i card.y = (self.width - self.cards[0].height) / 2 else: total_card_length = self.cards[0].height + self.default_spacing * (number_of_cards-1) if total_card_length <= self.length: start_point = (self.length - total_card_length)/2 for (i, card) in enumerate(self.cards): card.y = start_point + self.default_spacing * (i-1) card.x = (self.width - self.cards[0].width) / 2 else: adjusted_spacing = (self.length - self.cards[0].height)/(number_of_cards-1) start_point = 0 for (i, card) in enumerate(self.cards): card.y = start_point + adjusted_spacing * i card.x = (self.width - self.cards[0].width)/ 2 self.update_deck_display() def update_deck_display(self): self.deck_surface.fill((0, 255, 0)) self.deck_surface.blit(self.background, (0, 0)) if not self.is_empty(): if self.draw_from_last: for card in reversed(self.cards): self.deck_surface.blit(card.image, (card.x, card.y)) else: for card in self.cards: self.deck_surface.blit(card.image, (card.x, card.y)) def remove_card(self, pos=-1): if not self.is_empty(): if pos < 0: card = self.cards.pop() else: card = self.cards.pop(pos) self.set_card_positions() return card return None def is_horizontal(self): return not self.vert_orientation def is_empty(self): return len(self.cards) == 0 def get_pos(self): return self.x, self.y def get_deck_values(self): values = [] for card in self.cards: values.append(card.value) return values def check_card_in(self, value): card_values = self.get_deck_values() if value in card_values: return True, card_values.index(value) return False, -1 class SpriteSheet(object): def __init__(self, filename): try: self.sheet = pygame.image.load(filename).convert() except pygame.error: print('Unable to load spritesheet image:', filename) raise Exception("Cannot load image") # Load a specific image from a specific rectangle def image_at(self, rectangle, colorkey=None): "Loads image from x,y,x+offset,y+offset" rect = pygame.Rect(rectangle) image = pygame.Surface(rect.size).convert() image.blit(self.sheet, (0, 0), rect) if colorkey is not None: if colorkey is -1: colorkey = image.get_at((0, 0)) image.set_colorkey(colorkey, pygame.RLEACCEL) return image # Load a whole bunch of images and return them as a list def images_at(self, rects, colorkey = None): "Loads multiple images, supply a list of coordinates" return [self.image_at(rect, colorkey) for rect in rects] # Load a whole strip of images def load_strip(self, rect, image_count, colorkey = None): "Loads a strip of images and returns them as a list" tups = [(rect[0]+rect[2]*x, rect[1], rect[2], rect[3]) for x in range(image_count)] return self.images_at(tups, colorkey) class PlayerDeck(Deck): # TODO: Maybe merge with Regular Deck def get_selected_card(self, pos): # TODO: convert pos to card num, deselect if no card is clicked or out of range # TODO: check if card num is selected, set selected, otherwise use it (by removing) pass DATA_FOLDER = "data" def prepare_playing_cards(display_w, display_h): """ Create the 52 playing cards. Should be called only once. :param int display_w: Card width :param int display_h: Card Height :return: The list of 52 Cards :rtype: List of """ #try: # try to load images from the harddisk # card_img = pygame.image.load(os.path.join(DATA_FOLDER, 'diamond.jpg')) #except: # raise Exception("Cannot load image") # print error message and exit program card_sprites = SpriteSheet(os.path.join(DATA_FOLDER, 'card_spritesheet_2.png')) all_cards = [] offset = 4 spacing = 7 width = 118 height = 174 suits_position = [2, 1, 0, 3] for i in range(4): y = suits_position[i] * (height+spacing) + offset for j in range(13): x = offset + (width+spacing)*j card_img = card_sprites.image_at((x, y, width, height)) all_cards.append(Card(0, 0, display_w, display_h, (i+1)*100 + j+2, image_data=card_img)) return all_cards def card_check(value): return 1 <= get_card_suit(value) <= 4 \ and 2 <= get_card_number(value) <= 14 def get_card_suit(value): return value // 100 def get_card_number(value): return value % 100 def get_card_string(value): suit = get_card_suit(value) * 100 num = get_card_number(value) return CARDS_SYMBOLS[num] + ' ' + CARDS_SYMBOLS[suit] def get_suit_string(value): return CARDS_SYMBOLS[value*100] def convert_input_string(string): try: return INPUT_SYMBOLS[string[0:-1]] + INPUT_SYMBOLS[string[-1]] except KeyError: return -1 def convert_bid_string(string): try: return int(string[0])*10 + INPUT_SYMBOLS[string[1]]//100 except KeyError: return -1 except ValueError: return -1 class test_screen(view.PygView): def __init__(self, *args, **kwargs): super().__init__(*args, **kwargs) all_cards = prepare_playing_cards(50, 75) self.test_deck = Deck(100, 100, 200, 100, 25) self.test_deck.add_card(all_cards[0]) self.test_deck.add_card(all_cards[13]) self.test_deck.add_card(all_cards[35]) self.test_deck.add_card(all_cards[51]) def draw_function(self): #self.screen.blit(self.test_card.image, self.test_card.get_pos()) self.screen.blit(self.test_deck.deck_surface, self.test_deck.get_pos()) def run(self): running = True while running: for event in pygame.event.get(): if event.type == pygame.QUIT: running = False elif event.type == pygame.KEYDOWN: if event.key == pygame.K_ESCAPE: running = False if event.key == pygame.K_r: card = self.test_deck.remove_card() del card print('remove cards') if event.key == pygame.K_a: self.test_deck.add_card(Card(50, 0, 50, 75, random.randint(1, 500), image_data=self.card_img)) print('remove cards') pass milliseconds = self.clock.tick(self.fps) #self.playtime += milliseconds / 1000.0 self.draw_function() pygame.display.flip() self.screen.blit(self.background, (0, 0)) pygame.quit() if __name__ == '__main__': test_view = test_screen(640, 400, clear_colour=(0, 0, 0)) test_view.run()