pyFloatingBridge/players.py

770 lines
32 KiB
Python

import pygame
import cards
import view
import random
import copy
import time
import pprint
from signalslot import Signal
from ai_comp import ai
from enum import Enum
NUM_OF_PLAYERS = 4
STARTING_HAND = 13
HIGHEST_CARD = 414
LOWEST_CARD = 102
VIEW_TRANSPARENT = False # Make the text box not transparent
class GameState(Enum):
DEALING = 0
POINT_CHECK = 1
BIDDING = 2
PLAYING = 3
ENDING = 4
class PlayerRole(Enum):
UNKNOWN = 0
ATTACKER = 1
DEFENDER = 2
class Table:
"""
A Table is the place where all actions takes place. It is essentially a FSM, doing different
routines at each state. It needs to keep track of the score, roles, the rules, etc. It needs
to ask each player for decisions and respond to them accordingly. The table will also need
to inform any decision to the Main Screen so that it can update the screen to reflect that
change through the use of callbacks (Signal and Slot). This call should be minimised by making
all the changes before calling to update the screen in one go.
FSM cycles
---
Preloop - Prepare the cards once
- Initiate Players and connect them to the Table
1. Shuffle and Deal out cards to Players.
2a. Detect weak hands and ask for reshuffle.
2b. Return to (1) if any reshuffle occurs, otherwise proceed.
3. Bidding round. Randomly pick a starting player, in clockwise manner
ask for a bid until it is valid.
3b. Proceed only if 3 consecutive skips are detected.
3c. Ask the winner of the bid a card not in their hand.
3d. Set up the player roles, trump suit, rounds to win for both side
3e. Play the game. Start with bid winner if NO TRUMP, otherwise
Starting next to the bid winner.
4a. With the first player, ask for any card, excluding trump suits if trump
is not broken
4b. With subsequent players, ask for cards that follow the suit of the first player
, include trump suit if trump is broken. Ask for any card if the player cannot
follow suit.
4c. Once all 4 players has made valid plays, announce results, update scoring. Announce
player roles if the partner card is played. Break trump if trump is played.
4d. Repeat 4 until 13 rounds are made. Maybe add early win if confirmed one side wins
5. Ask for a new game. Go back to 1 if true.
All played cards go into a hidden discard pile.
"""
update_table = Signal()
def __init__(self, x, y, width, height, clear_colour, autoplay=False, view_all_cards=False):
# TODO: Reduce the amount of update_table call
self.x = x
self.y = y
self.width = width
self.height = height
self.table_font = pygame.font.SysFont("None", 25)
self.player_font = pygame.font.SysFont("None", 25)
# For gameplay
self.game_state = GameState.DEALING
self.current_round = 0
self.passes = 0
self.current_player = 0
self.first_player = False # This is for bidding purposes
self.players = []
self.players_playzone = []
# Table status will be made known to the player by reference
self.table_status = {'played cards': [0, 0, 0, 0], 'leading player': 0, 'trump suit': 1,
'trump broken': False, 'round history': [], 'bid': 0, 'partner': 0,
'partner reveal': False, 'defender': {'target': 0, 'wins': 0},
'attacker': {'target': 0, 'wins': 0}}
# Prepare the surfaces for displaying
self.background = pygame.Surface((self.width, self.height))
self.background.fill(clear_colour)
self.background = self.background.convert()
# TODO: Update the drawing of the table?
# Prepare the card with dimensions
w_deck = min(self.height, self.width) * 0.18
l_deck = min(self.width, self.height) * 0.7
# This is not a deck as it will never be drawn
self.discard_deck = cards.prepare_playing_cards(int(w_deck*0.7), int(w_deck*0.9))
game_margins = 5
# Players' deck positioning
playerx = ((self.width - l_deck)//2,
game_margins,
(self.width - l_deck)//2,
self.width - w_deck - game_margins)
playery = (self.height - w_deck - game_margins,
(self.height - l_deck)//2,
game_margins,
(self.height - l_deck)//2)
h_spacing = 20
v_spacing = 25
# Middle playfield for announcer and player playing deck positioning
playfield_margins = 5
margins_with_w_deck = w_deck + playfield_margins + game_margins
playfield_x = margins_with_w_deck
playfield_y = margins_with_w_deck
playfield_width = self.width - margins_with_w_deck * 2
playfield_height = self.height - margins_with_w_deck * 2
playdeckx = (playfield_x + (playfield_width - w_deck) / 2,
playfield_x,
playfield_x + (playfield_width - w_deck) / 2,
playfield_x + playfield_width - w_deck)
playdecky = (playfield_y + playfield_height - w_deck,
playfield_y + (playfield_height - w_deck) / 2,
playfield_y,
playfield_y + (playfield_height - w_deck) / 2)
# Player stats positioning
stats_width = 100
self.stats_height = 100
stats_spacing = 10
self.player_stats_x = (playdeckx[0] - stats_width - stats_spacing,
playdeckx[1],
playdeckx[2] + w_deck + stats_spacing,
playdeckx[3])
self.player_stats_y = (playdecky[0] + w_deck - self.stats_height,
playdecky[1] - self.stats_height - stats_spacing,
playdecky[2],
playdecky[3] + w_deck + stats_spacing)
self.player_stats = [[], [], [], []]
# TODO: change surface to use colorkey, maybe, if the performance is tanked
# Prepare all the player surfaces
for i in range(4):
vert = i % 2 == 1
spacing = h_spacing
if vert:
spacing = v_spacing
reveal_mode = cards.DeckReveal.HIDE_ALL
if i == 0 or view_all_cards:
reveal_mode = cards.DeckReveal.SHOW_ALL
self.players.append(Player(playerx[i], playery[i],
l_deck, w_deck,
spacing, vert_orientation=vert,
deck_reveal=reveal_mode))
self.players[i].connect_to_table(self.table_status)
if i > 0:
self.players[i].add_ai(ai.RandomAI(self.table_status))
self.players_playzone.append(cards.Deck(playdeckx[i], playdecky[i],
w_deck, w_deck, 0))
for j in range(3):
surf = pygame.Surface((stats_width, self.stats_height / 3), pygame.SRCALPHA)
rendered_text = self.player_font.render("Player {0:d}".format(i), True,
(255, 0, 255)).convert_alpha()
self.center_text_on_surface(surf, rendered_text,
(255, 255, 255, 255 * VIEW_TRANSPARENT))
self.player_stats[i].append(surf)
if autoplay:
self.players[0].add_ai(ai.RandomAI(self.table_status))
# Announcer positioning and surface creation
announcer_margins = 5
announcer_spacing = announcer_margins + w_deck
self.announcer_x = playfield_x + announcer_spacing
self.announcer_y = playfield_y + announcer_spacing
self.announcer_width = playfield_width - 2 * announcer_spacing
self.announcer_height = playfield_height - 2 * announcer_spacing
self.announcer_line = []
for i in range(3):
surf = pygame.Surface((self.announcer_width, self.announcer_height/3), pygame.SRCALPHA)
self.announcer_line.append(surf)
self.update_all_players(role=True, wins=True)
self.write_message("Press P to play!")
self.ongoing = False
def center_text_on_surface(self, surf, rendered_text, clear_colour):
line_center = surf.get_rect().center
text_rect = rendered_text.get_rect(center=line_center)
surf.fill(clear_colour)
surf.blit(rendered_text, text_rect)
def write_message(self, text, delay_time=0.5, line=0, update_now=True):
"""
Write a message into the center board surface (announcer)
:param text: String to be displayed on the center board
:param delay_time: How much delay to put once the string is display
:param line: Which line of the announcer to write to
:return: None
"""
if 0 <= line < len(self.announcer_line):
print(text)
text = text.strip('\n')
rendered_text = self.table_font.render(text, True, (255, 255, 255)).convert_alpha()
self.center_text_on_surface(self.announcer_line[line], rendered_text,
(255, 255, 255, 255*VIEW_TRANSPARENT))
if update_now:
self.update_table.emit()
time.sleep(delay_time)
def update_players_role(self, player_num, update_now=True):
self.player_stats[player_num][1].fill((255, 255, 255, 255*VIEW_TRANSPARENT))
if self.players[player_num].role == PlayerRole.DEFENDER:
rendered_text = self.player_font.render("Defender", True, (0, 64, 192)).convert_alpha()
self.center_text_on_surface(self.player_stats[player_num][1], rendered_text,
(255, 255, 255, 255 * VIEW_TRANSPARENT))
elif self.players[player_num].role == PlayerRole.ATTACKER:
rendered_text = self.player_font.render("Attacker", True, (192, 0, 0)).convert_alpha()
self.center_text_on_surface(self.player_stats[player_num][1], rendered_text,
(255, 255, 255, 255 * VIEW_TRANSPARENT))
if update_now:
self.update_table.emit()
def update_player_wins(self, player_num, update_now=True):
self.player_stats[player_num][2].fill((255, 255, 255, 255*VIEW_TRANSPARENT))
if self.players[player_num].score > 1:
rendered_text = self.player_font.render("Wins: {0:d}".format(self.players[player_num].score), True,
(255, 255, 255)).convert_alpha()
else:
rendered_text = self.player_font.render("Win: {0:d}".format(self.players[player_num].score), True,
(255, 255, 255)).convert_alpha()
self.center_text_on_surface(self.player_stats[player_num][2], rendered_text,
(255, 255, 255, 255 * VIEW_TRANSPARENT))
if update_now:
self.update_table.emit()
def update_all_players(self, role=False, wins=True):
for i in range(4):
if wins:
self.update_player_wins(i, update_now=False)
if role:
self.update_players_role(i, update_now=False)
self.update_table.emit()
def display_current_player(self, current=-1):
if current >= 0:
print("Player {0:d}\n".format(current))
for i in range(4):
rendered_text = self.player_font.render("Player {0:d}".format(i), True,
(255, 0, 255)).convert_alpha()
if i == current:
self.center_text_on_surface(self.player_stats[i][0], rendered_text,
(0, 64, 0, 255))
else:
self.center_text_on_surface(self.player_stats[i][0], rendered_text,
(255, 255, 255, 255 * VIEW_TRANSPARENT))
self.update_table.emit()
def update_team_scores(self):
if self.table_status['partner reveal']:
msg = "Defender: {0:d}/{2:d}, Attacker: {1:d}/{3:d}\n".format(self.table_status['defender']['wins'],
self.table_status['attacker']['wins'],
self.table_status['defender']['target'],
self.table_status['attacker']['target'])
self.write_message(msg, line=2)
else:
msg = "Defender: {0:d}?/{1:d}, Attacker: ?/{2:d}\n".format(self.table_status['defender']['wins'],
self.table_status['defender']['target'],
self.table_status['attacker']['target'])
self.write_message(msg, line=2)
def get_pos(self):
return self.x, self.y
def continue_game(self):
"""
This is where the FSM is. State transition should occur here.
What takes place in the state should be in a function.
:return: None
"""
# TODO: Adjust the timing of sleep
if self.game_state == GameState.DEALING:
self.shuffle_and_deal()
self.write_message("Shuffle Complete!")
self.game_state = GameState.POINT_CHECK
elif self.game_state == GameState.POINT_CHECK:
if self.check_reshuffle():
self.write_message('Reshuffle Initiated!', line=1)
self.game_state = GameState.ENDING
else:
self.write_message('No Reshuffle needed!')
self.game_state = GameState.BIDDING
self.write_message("Start to Bid")
self.prepare_bidding()
elif self.game_state == GameState.BIDDING:
bid_complete = self.start_bidding()
if bid_complete:
self.game_state = GameState.PLAYING
self.update_all_players(role=True, wins=True)
self.update_team_scores()
elif self.game_state == GameState.PLAYING:
self.play_a_round()
if self.current_round == 13:
self.write_message("Game Set! Press P to play again!")
self.ongoing = False
self.game_state = GameState.ENDING
else:
self.reset_game()
self.game_state = GameState.DEALING
def shuffle_and_deal(self):
"""
Shuffle and deal the discard deck to the players, which should have 52 cards.
:return: None
"""
if self.discard_deck:
for i in range(10):
random.shuffle(self.discard_deck)
for player in self.players:
for i in range(STARTING_HAND):
player.add_card(self.discard_deck.pop())
self.update_table.emit()
def check_reshuffle(self):
"""
Detect any possible reshuffle request within the players
:return: True if reshuffle requested, else False
"""
print("Player Point Count")
for i, player in enumerate(self.players):
print("Player {0:d}: {1:d}".format(i, player.get_card_points()))
if player.get_card_points() < 4:
self.write_message("Low points detected in Player {0:d}! ".format(i))
return player.make_decision(self.game_state, 0)
def prepare_bidding(self):
# Randomly pick a starting player, whom also is the current bid winner
self.current_player = random.randint(1, NUM_OF_PLAYERS) - 1
print("Starting Player: {0:d}".format(self.current_player))
self.passes = 0
self.table_status["bid"] = 11 # Lowest Bid: 1 Club by default
self.first_player = True # Starting bidder "privilege" to raise the starting bid
msg = "Current Bid: {0:d} {1:s}".format(self.table_status["bid"] // 10,
cards.get_suit_string(self.table_status["bid"] % 10))
self.write_message(msg, line=1, delay_time=0)
self.display_current_player(self.current_player)
msg = 'Bid Leader: Player {0:d}'.format((self.current_player - self.passes - 1 * (not self.first_player)) % 4)
self.write_message(msg, line=2, delay_time=1)
def start_bidding(self):
"""
The bidding procedure.
:return: Whether bidding is completed
"""
# Highest bid: 7 NoTrump. No further check required
if self.passes < NUM_OF_PLAYERS - 1 and self.table_status["bid"] < 75:
player_bid = self.players[self.current_player].make_decision(self.game_state, 0)
if not player_bid:
if not self.first_player: # Starting bidder pass do not count at the start
self.passes += 1
else:
self.table_status["bid"] = player_bid
self.passes = 0
if self.table_status["bid"] < 75:
self.current_player += 1
self.current_player %= 4
msg = "Current Bid: {0:d} {1:s}".format(self.table_status["bid"] // 10,
cards.get_suit_string(self.table_status["bid"] % 10))
self.write_message(msg, line=1, update_now=False)
msg = 'Bid Leader: Player {0:d}'.format((self.current_player - self.passes
- 1 * (not self.first_player)) % 4)
self.write_message(msg, line=2, update_now=False)
self.display_current_player(self.current_player)
if self.first_player:
self.first_player = False
time.sleep(0.5)
return False
else:
self.write_message("Player {0:d} is the bid winner!".format(self.current_player), delay_time=1)
msg = "Player {0:d} is calling a partner...".format(self.current_player)
self.write_message(msg, delay_time=1)
self.display_current_player(self.current_player)
# Ask for the partner card
self.table_status["partner"] = self.players[self.current_player].make_decision(self.game_state, 1)
# Setup the table status before the play starts
self.table_status['partner reveal'] = False
self.table_status["trump suit"] = self.table_status["bid"] % 10
self.table_status["trump broken"] = False
self.table_status['played cards'] = [0, 0, 0, 0]
if self.table_status['trump suit'] == 5:
self.table_status["leading player"] = self.current_player
else:
self.table_status["leading player"] = (self.current_player + 1) % 4
self.table_status['defender']['target'] = self.table_status["bid"] // 10 + 6
self.table_status['attacker']['target'] = 14 - self.table_status['defender']['target']
# Set the roles of the players
self.players[self.current_player].role = PlayerRole.DEFENDER
self.write_message('Bidding Complete', delay_time=0)
msg = 'Trump: {1:s}, Partner: {0:s}'.format(cards.get_card_string(self.table_status["partner"]),
cards.get_suit_string(self.table_status['trump suit']))
self.write_message(msg, line=1, delay_time=1)
return True
def play_a_round(self):
"""
Ask each player to play a valid card and determine the winner of the round
:return: None
"""
if not any(self.table_status["played cards"]):
# Leading player starts with the leading card, which determines the leading suit
self.current_player = self.table_status['leading player']
self.display_current_player(self.current_player)
card = self.players[self.current_player].make_decision(self.game_state, 0)
self.table_status["played cards"][self.current_player] = card
self.players_playzone[self.current_player].add_card(card)
elif not all(self.table_status["played cards"]):
# Subsequent player make their plays, following suit if possible
self.display_current_player(self.current_player)
print("Player {0:d}\n".format(self.current_player))
card = self.players[self.current_player].make_decision(self.game_state, 1)
self.players_playzone[self.current_player].add_card(card)
self.table_status["played cards"][self.current_player] = card
else:
# Once all player played, find out who wins
leading_card = self.table_status["played cards"][self.table_status['leading player']]
card_suits = [card.suit() for card in self.table_status["played cards"]]
card_nums = [card.number() for card in self.table_status["played cards"]]
follow_suits = [suit == leading_card.suit() for suit in card_suits]
trumps = [suit == self.table_status['trump suit'] for suit in card_suits]
trump_played = any(trumps)
# Break trump if the trump suit is played
if not self.table_status['trump broken']:
if trump_played:
self.table_status['trump broken'] = True
self.write_message("Trump Broken!", delay_time=1)
# Determine which players to check for winner, and determine winner
valid_nums = [card_nums[i] * ((follow_suits[i] and not trump_played) or trumps[i]) for i in range(4)]
winning_player = valid_nums.index(max(valid_nums))
self.write_message("Player {0:d} wins!\n".format(winning_player), delay_time=1)
self.players[winning_player].score += 1
self.update_player_wins(winning_player)
# Clean up the cards, update score, set the next leading player, update round history
for deck in self.players_playzone:
self.discard_deck.append(deck.remove_card())
if self.players[winning_player].role == PlayerRole.DEFENDER:
self.table_status['defender']['wins'] += 1
elif self.players[winning_player].role == PlayerRole.ATTACKER:
self.table_status['attacker']['wins'] += 1
self.table_status['leading player'] = winning_player
self.table_status['round history'].append(copy.copy(self.table_status["played cards"]))
self.update_team_scores()
self.table_status["played cards"] = [0]*4
self.current_round += 1
self.update_table.emit()
return
if not self.table_status['partner reveal']:
if card.value == self.table_status['partner']:
self.table_status['partner reveal'] = True
self.write_message("Partner Revealed!", delay_time=1)
self.reveal_all_roles(self.current_player)
self.update_all_players(role=True, wins=False)
self.current_player += 1
self.current_player %= 4
self.update_table.emit()
time.sleep(0.5)
def reveal_all_roles(self, partner):
self.players[partner].role = PlayerRole.DEFENDER
self.table_status['defender']['wins'] += self.players[partner].score
for i in range(4):
if self.players[i].role == PlayerRole.UNKNOWN:
self.players[i].role = PlayerRole.ATTACKER
self.table_status['attacker']['wins'] += self.players[i].score
def reset_game(self):
for player in self.players:
while not player.is_empty():
self.discard_deck.append(player.remove_card())
player.score = 0
player.role = PlayerRole.UNKNOWN
for i in range(4):
self.update_players_role(i)
self.update_player_wins(i)
self.table_status['defender']['wins'] = 0
self.table_status['attacker']['wins'] = 0
self.table_status["played cards"] = [0]*4
self.table_status['round history'] = []
self.current_round = 0
self.write_message("", line=1, update_now=False)
self.write_message("", line=2)
self.display_current_player()
print(len(self.discard_deck))
self.update_table.emit()
class Player(cards.Deck):
"""
A player is essentially a Deck with decision making function or AI component if it is a bot
that returns a valid action for the Table/Board.
The player has the knowledge of Table status in the form of a dictionary (as it is mutable, thus passed by ref)
so all validation is done by the player
Possible decisions, each decision has to be enum maybe:
- Query the board status (i.e. current round, player status), AI most likely need a lot more
- Query the last round
- Attempt to play a card
- Play the validate move
The player also implements method to play from the terminal
if it is not a bot.
"""
def __init__(self, *args, ai_component=None, **kwargs):
super().__init__(*args, **kwargs)
self.role = PlayerRole.UNKNOWN
self.AI = ai_component
self._table_status = None # This is found in Table and updated through Table
self.score = 0
def connect_to_table(self, table):
self._table_status = table
def add_ai(self, ai_comp):
self.AI = ai_comp
ai_comp.connect_to_player(self)
def make_decision(self, game_state, sub_state):
"""
The player will need to make a decision depending on the game state and sub-state
:param game_state: Current game state
:param sub_state: Sub-state which affects the output for the current game state
:return: For Bidding: Either a bid or a partner call, int
For Playing: A Card
For Reshuffle: bool, True to reshuffle, False otherwise
"""
if game_state == GameState.POINT_CHECK:
if self.AI:
return self.AI.request_reshuffle()
if input("Reshuffle? (y/n)").lower() == 'y':
return self.request_reshuffle()
if game_state == GameState.BIDDING:
if sub_state == 0:
if self.AI:
return self.AI.make_a_bid()
return self.make_a_bid()
else:
if self.AI:
return self.AI.call_partner()
return self.call_partner()
if game_state == GameState.PLAYING:
if self.AI:
play = self.AI.make_a_play(sub_state)
[_, pos] = self.check_card_in(play)
return self.remove_card(pos)
return self.make_a_play(sub_state)
def make_a_bid(self):
"""
The procedure to make a bid
:return: A valid bid number
"""
while True:
bid = input("Please input a bid in the format 'number' + 'suit' \n"
"To pass, enter nothing. \n"
"e.g 4d is 4 Diamond, 6n is 6 No Trump \n")
if not bid:
return 0
bid = cards.convert_bid_string(bid)
if bid < 0:
print("Error in processing bid")
continue
if self._table_status["bid"] < bid:
return bid
else:
if bid > 75:
print("You cannot bid beyond 7 No Trump")
else:
print("You might need to bid higher")
def call_partner(self):
"""
The procedure to call a partner
:return: A valid card value
"""
current_card_values = self.get_deck_values()
while True:
partner = input("Please call your partner card. Enter card number + suit number \n"
"e.g. qs is Queen Spade, 8c is 8 Clubs, ah is Ace Hearts\n")
partner = cards.convert_input_string(partner)
if partner in current_card_values:
print("Please call a card outside of your hand")
elif cards.card_check(partner):
return partner
else:
print("Invalid card call")
def make_a_play(self, substate):
"""
The procedure to make a play in a round
:return: A valid Card
"""
while True:
play = input("Please play a card.Enter card number + suit number \n"
"e.g. qs is Queen Spade, 8c is 8 Clubs, ah is Ace Hearts\n")
if play == "v":
pprint.pprint(self._table_status)
else:
play = cards.convert_input_string(play)
if play > 0:
if substate == 0:
valid = self.check_for_valid_plays(play, True)
else:
valid = self.check_for_valid_plays(play, False)
if valid:
[_, pos] = self.check_card_in(play)
return self.remove_card(pos)
print("Invalid play")
def view_last_round(self):
pass
def check_for_valid_plays(self, card, leading):
"""
Check if the card played is valid
:param card: int
:param leading: bool
:return:
"""
if not self.check_card_in(card):
return False
card_suit = cards.get_card_suit(card)
if leading:
if not self._table_status['trump broken'] and \
card_suit == self._table_status['trump suit']:
if any([not cards.get_card_suit(crd) == self._table_status['trump suit'] for crd in self.get_deck_values()]):
return False
else:
leading_card_suit = self._table_status['played cards'][self._table_status["leading player"]].suit()
if not card_suit == leading_card_suit and \
any([cards.get_card_suit(crd) == leading_card_suit for crd in
self.get_deck_values()]):
return False
return True
def get_card_points(self):
suit_points = 0
card_points = []
current_suit = 1
card_position = 0
for (i, card) in enumerate(self.cards):
if card.suit() != current_suit:
suit_points += (i-card_position) // 5
card_position = i
current_suit = card.suit()
card_points.append(max(0, card.number() - 10))
suit_points += (STARTING_HAND-card_position) // 5
return suit_points + sum(card_points)
def request_reshuffle(self):
# Players can choose NOT to reshuffle
# But always reshuffle for simplicity
return True
class MainPlayer(cards.PlayerDeck):
def __init__(self, *args, ai_component=None, **kwargs):
super().__init__(*args, **kwargs)
self.AI = ai_component
self.table_status = None # This is found in Table and updated through Table
def connect_to_table(self, table):
self.table_status = table
def make_a_bid(self):
pass
def make_a_play(self):
pass
def view_last_round(self):
pass
def check_for_valid_moves(self):
pass
class TestView(view.PygView):
def __init__(self, *args, **kwargs):
super().__init__(*args, **kwargs)
self.table = Table(0, 0, self.width, self.height, (0, 0, 255))
self.table.update_table.connect(self.draw_table)
self.draw_table()
def draw_table(self, **kwargs):
self.screen.blit(self.background, (0, 0))
self.screen.blit(self.table.background, self.table.get_pos())
for player in self.table.players:
self.screen.blit(player.deck_surface, player.get_pos())
for playerzone in self.table.players_playzone:
self.screen.blit(playerzone.deck_surface, playerzone.get_pos())
pygame.display.flip()
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_p:
print('add cards')
pass
# milliseconds = self.clock.tick(self.fps)
# self.playtime += milliseconds / 1000.0
# self.draw_function()
pygame.quit()
if __name__ == '__main__':
test_view = TestView(900, 600, clear_colour=(0, 0, 0))
test_view.run()