pyFloatingBridge/cards.py

538 lines
18 KiB
Python

"""
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 threading
import random
from enum import Enum
CLEARCOLOUR = (0, 99, 0)
# 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,
}
BID_SYMBOLS = {"c": 100, "d": 200, "h": 300, "s": 400, "n": 500}
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,
backimage_data=None, parent=None, angle=0):
super().__init__()
self.x = x
self.y = y
self.width = width
self.height = height
self.angle = angle
self.value = value
self.hidden = hidden
self.parent = parent
self.original_image = None
self.original_backimage = None
self.image = None
self.backimage = None
self.rect = None
self.add_image(image_data, backimage_data)
self._layer = 0
def add_image(self, image, backimage=None):
if image:
self.original_image = image
self.original_image = pygame.transform.scale(self.original_image, (self.width, self.height))
self.image = pygame.transform.rotate(self.original_image, self.angle)
self.rect = self.image.get_rect()
if backimage:
self.original_backimage = backimage
self.original_backimage = pygame.transform.scale(self.original_backimage, (self.width, self.height))
self.backimage = pygame.transform.rotate(self.original_backimage, self.angle)
def set_angle(self, angle):
if self.original_image:
self.image = pygame.transform.rotate(self.original_image, angle)
if self.original_backimage:
self.backimage = pygame.transform.rotate(self.original_backimage, angle)
self.angle = angle
self.rect = self.image.get_rect()
def get_pos(self):
return self.x, self.y
def set_pos(self, x, y):
self.x = x
self.y = y
self.rect.x = x
self.rect.y = 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, selectable=False,
flip=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.flip = flip
self.draw_from_last = draw_from_last
self.sort_order = sort_order
self.selectable = selectable
self.selected_card = -1
self.prev_selected = [-1, -1, -1]
self.cards = []
self.line_width = 5
if self.is_horizontal():
self.background = pygame.Surface((self.length, self.width))
self.background.fill(CLEARCOLOUR)
pygame.draw.rect(self.background, (255, 255, 255), self.background.get_rect(), self.line_width)
self.background = self.background.convert()
self.background.set_colorkey(CLEARCOLOUR)
self.deck_surface = self.background.copy()
self.rect = pygame.rect.Rect(x, y, length, width)
else:
self.background = pygame.Surface((self.width, self.length))
self.background.fill(CLEARCOLOUR)
pygame.draw.rect(self.background, (255, 255, 255), self.background.get_rect(), self.line_width)
self.background = self.background.convert()
self.background.set_colorkey(CLEARCOLOUR)
self.deck_surface = self.background.copy()
self.rect = pygame.rect.Rect(x, y, width, length)
self._layer = 1
def set_selectable(self, state):
self.selectable = state
def add_card(self, card, position=0):
# TODO: Add a function to add additional cards, to optimise number of recalculations
card.parent = self
if self.vert_orientation:
card.set_angle(90)
else:
card.set_angle(0)
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):
"""
Calculate the card positions, given the spacing.
If there is too many cards for the given spacing, the spacing is adjusted to fit.
:return: None
"""
number_of_cards = len(self.cards)
if number_of_cards > 0:
total_card_length = self.cards[0].width + self.default_spacing * (number_of_cards - 1)
if total_card_length <= self.length - 2 * self.line_width:
start_point = (self.length - total_card_length) / 2
spacing = self.default_spacing
else:
start_point = self.line_width
spacing = (self.length - self.cards[0].width - 2*self.line_width)/(number_of_cards-1)
for (i, card) in enumerate(self.cards):
x = start_point + spacing * i
y = (self.width - self.cards[0].height) / 2
if self.is_horizontal():
card.set_pos(x, y)
else:
card.set_pos(y, x)
self.update_deck_display()
def update_deck_display(self):
"""
Blits the cards onto the deck surface. Called when the deck is modified.
:return: None
"""
self.deck_surface.fill(CLEARCOLOUR)
self.deck_surface.blit(self.background, (0, 0))
if not self.is_empty():
cards_to_draw = self.cards
if self.draw_from_last:
cards_to_draw = reversed(cards_to_draw)
for i, card in enumerate(cards_to_draw):
selected = (i == self.selected_card)
image_to_draw = card.image
if self.deck_reveal == DeckReveal.HIDE_ALL:
image_to_draw = card.backimage
if self.flip:
image_to_draw = pygame.transform.flip(image_to_draw, self.vert_orientation,
not self.vert_orientation)
self.deck_surface.blit(image_to_draw, (card.x - selected * card.x * 0.5 *
(-1)**self.flip * self.vert_orientation,
card.y - selected * card.y * 0.5 *
(-1)**self.flip * (not self.vert_orientation)))
def remove_card(self, pos=-1):
"""
Remove a card from the deck.
Check first if the card is in deck to get the position
:param pos: Position of the card to be removed
:return: Card
"""
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 remove_selected_card(self):
if self.selected_card >= 0:
card = self.remove_card(self.selected_card)
self.deselect_card()
return card
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
def record_selected_history(self):
self.prev_selected = self.prev_selected[1:]
self.prev_selected.append(self.selected_card)
def deselect_card(self):
self.selected_card = -1
self.record_selected_history()
self.update_deck_display()
def get_selected_card(self, pos, double_clicking=False):
"""
Get the selected card based on the mouse pos, offset to give the relative position in the deck.
The selected card position is stored in the deck
:param pos: Absolute position of the mouse
:return: bool: whether the card selected is the same as before
"""
if self.selectable:
double_select = False
relative_pos_x = pos[0] - self.x
relative_pos_y = pos[1] - self.y
mouse_pos = (relative_pos_x, relative_pos_y)
self.selected_card = -1
if not self.draw_from_last:
for i, card in enumerate(reversed(self.cards)):
if card.rect.collidepoint(mouse_pos):
self.selected_card = len(self.cards) - 1 - i
break
else:
for i, card in enumerate(self.cards):
if card.rect.collidepoint(mouse_pos):
self.selected_card = i
break
if self.prev_selected[-1] == self.selected_card:
if not double_clicking:
self.selected_card = -1
self.record_selected_history()
self.update_deck_display()
selected_history = [sel for sel in self.prev_selected if sel >= 0]
return (len(selected_history) == 2 and self.prev_selected.count(self.selected_card) == 2
and self.selected_card >= 0) and double_clicking
return False
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+width,y+height
:param rectangle: tuple: (x, y, width, height)
:param colorkey: tuple (R,G,B), the transparency colour
:return: the image
"""
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
def images_at(self, rects, colorkey = None):
"""
Loads multiple images, supply a list of coordinates
:param rects:
:param colorkey:
:return:
"""
return [self.image_at(rect, colorkey) for rect in rects]
def load_strip(self, rect, image_count, colorkey = None):
"""
Loads a strip of images and returns them as a list
:param rect:
:param image_count:
:param colorkey:
:return:
"""
tups = [(rect[0]+rect[2]*x, rect[1], rect[2], rect[3])
for x in range(image_count)]
return self.images_at(tups, colorkey)
DATA_FOLDER = "resource"
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 <Cards>
"""
card_sprites = SpriteSheet(os.path.join(DATA_FOLDER, 'card_spritesheet.png'))
all_cards = []
offset = 0
spacing = 0
width = 71
height = 96
suits_position = [2, 3, 1, 0]
card_backimg = card_sprites.image_at((offset + (width+spacing)*9, 5*(height+spacing) + offset, width, height))
for i in range(4):
y = suits_position[i] * (height+spacing) + offset
for j in range(13):
if j < 12:
x = offset + (width+spacing)*(j+1)
else:
x = offset
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, backimage_data=card_backimg))
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):
string = string.lower()
try:
if string[0:-1].isalnum() and string[-1].isalpha():
return INPUT_SYMBOLS[string[0:-1]] + INPUT_SYMBOLS[string[-1]]
return -1
except KeyError:
return -1
def convert_bid_string(string):
string = string.lower()
try:
if len(string)>1 and string[0].isdecimal() and string[1].isalpha():
return int(string[0])*10 + BID_SYMBOLS[string[1]]//100
return -1
except KeyError:
return -1
class TestScreen(view.PygView):
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
all_cards = prepare_playing_cards(50, 75)
self.test_card = all_cards[15]
self.test_decks = []
self.test_decks.append(Deck(100, 100, 200, 100, 25, selectable=True))
self.test_decks.append(Deck(500, 100, 200, 100, 25, selectable=True, vert_orientation=True))
self.test_decks[0].add_card(all_cards[0])
self.test_decks[0].add_card(all_cards[13])
self.test_decks[0].add_card(all_cards[35])
self.test_decks[0].add_card(all_cards[51])
self.test_decks[1].add_card(all_cards[20])
self.test_decks[1].add_card(all_cards[21])
self.test_decks[1].add_card(all_cards[5])
self.test_decks[1].add_card(all_cards[14])
self.left_mouse_down = False
self.double_clicking = False
self.double_click_event = pygame.USEREVENT + 1
def draw_function(self):
self.screen.blit(self.test_card.image, self.test_card.get_pos())
for deck in self.test_decks:
self.screen.blit(deck.deck_surface, 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
mouse_clicks = event.type == pygame.MOUSEBUTTONDOWN
if self.left_mouse_down and not mouse_clicks:
print('mouse click')
mouse_pos = pygame.mouse.get_pos()
for deck in self.test_decks:
if deck.rect.collidepoint(mouse_pos):
reselect = deck.get_selected_card(mouse_pos, self.double_clicking)
print('a', reselect)
if self.double_clicking:
pygame.time.set_timer(self.double_click_event, 0)
print('Double clicked')
if reselect:
deck.remove_selected_card()
self.double_clicking = False
else:
self.double_clicking = True
pygame.time.set_timer(self.double_click_event, 200)
if event.type == self.double_click_event:
pygame.time.set_timer(self.double_click_event, 0)
self.double_clicking = False
print('double click disabled')
self.left_mouse_down = mouse_clicks
self.draw_function()
pygame.display.flip()
self.screen.blit(self.background, (0, 0))
pygame.quit()
if __name__ == '__main__':
test_view = TestScreen(640, 400, clear_colour=(0, 0, 0))
test_view.run()