pyFloatingBridge/cards.py

386 lines
13 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 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 <Cards>
"""
#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()