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author | Guido van Rossum <guido@python.org> | 1996-12-29 20:15:32 (GMT) |
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committer | Guido van Rossum <guido@python.org> | 1996-12-29 20:15:32 (GMT) |
commit | 8de9f894e1021fc6b5799156e3be89ca35523ce8 (patch) | |
tree | 4471f8899d7ba0e3797b962bba6b2e8280c3d3f6 /Demo/tkinter | |
parent | c17a268398da1ea85af8649e5c35ef2c4b768451 (diff) | |
download | cpython-8de9f894e1021fc6b5799156e3be89ca35523ce8.zip cpython-8de9f894e1021fc6b5799156e3be89ca35523ce8.tar.gz cpython-8de9f894e1021fc6b5799156e3be89ca35523ce8.tar.bz2 |
Solitaire game, like the one that comes with Windows.
Diffstat (limited to 'Demo/tkinter')
-rwxr-xr-x | Demo/tkinter/guido/solitaire.py | 627 |
1 files changed, 627 insertions, 0 deletions
diff --git a/Demo/tkinter/guido/solitaire.py b/Demo/tkinter/guido/solitaire.py new file mode 100755 index 0000000..311ae2a --- /dev/null +++ b/Demo/tkinter/guido/solitaire.py @@ -0,0 +1,627 @@ +#! /usr/bin/env python + +"""Solitaire game, much like the one that comes with MS Windows. + +Limitations: + +- No cute graphical images for the playing cards faces or backs. +- No scoring or timer. +- No undo. +- No option to turn 3 cards at a time. +- No keyboard shortcuts. +- Less fancy animation when you win. +- The determination of which stack you drag to is more relaxed. + +Bugs: + +- When you double-click a card on a temp stack to move it to the suit +stack, if the next card is face down, you have to wait until the +double-click time-out expires before you can click it to turn it. +I think this has to do with Tk's multiple-click detection, which means +it's hard to work around. + +Apology: + +I'm not much of a card player, so my terminology in these comments may +at times be a little unusual. If you have suggestions, please let me +know! + +""" + +# Imports + +import math +import random + +from Tkinter import * +from Canvas import Rectangle, CanvasText, Group + + +# Fix a bug in Canvas.Group as distributed in Python 1.4. The +# distributed bind() method is broken. This is what should be used: + +class Group(Group): + def bind(self, sequence=None, command=None): + return self.canvas.tag_bind(self.id, sequence, command) + + +# Constants determining the size and lay-out of cards and stacks. We +# work in a "grid" where each card/stack is surrounded by MARGIN +# pixels of space on each side, so adjacent stacks are separated by +# 2*MARGIN pixels. + +CARDWIDTH = 100 +CARDHEIGHT = 150 +MARGIN = 10 +XSPACING = CARDWIDTH + 2*MARGIN +YSPACING = CARDHEIGHT + 4*MARGIN +OFFSET = 5 + +# The background color, green to look like a playing table. The +# standard green is way too bright, and dark green is way to dark, so +# we use something in between. (There are a few more colors that +# could be customized, but they are less controversial.) + +BACKGROUND = '#070' + + +# Suits and colors. The values of the symbolic suit names are the +# strings used to display them (you change these and VALNAMES to +# internationalize the game). The COLOR dictionary maps suit names to +# colors (red and black) which must be Tk color names. The keys() of +# the COLOR dictionary conveniently provides us with a list of all +# suits (in arbitrary order). + +HEARTS = 'Heart' +DIAMONDS = 'Diamond' +CLUBS = 'Club' +SPADES = 'Spade' + +RED = 'red' +BLACK = 'black' + +COLOR = {} +for s in (HEARTS, DIAMONDS): + COLOR[s] = RED +for s in (CLUBS, SPADES): + COLOR[s] = BLACK + +ALLSUITS = COLOR.keys() +NSUITS = len(ALLSUITS) + + +# Card values are 1-13, with symbolic names for the picture cards. +# ALLVALUES is a list of all card values. + +ACE = 1 +JACK = 11 +QUEEN = 12 +KING = 13 +ALLVALUES = range(1, 14) # (one more than the highest value) + + +# VALNAMES is a list that maps a card value to string. It contains a +# dummy element at index 0 so it can be indexed directly with the card +# value. + +VALNAMES = ["", "A"] + map(str, range(2, 11)) + ["J", "Q", "K"] + + +# Solitaire constants. The only one I can think of is the number of +# row stacks. + +NROWS = 7 + + +# The rest of the program consists of class definitions. Read their +# doc strings. + +class Bottom: + + """A "card-like" object to serve as the bottom for some stacks. + + Specifically, this is used by the deck and the suit stacks. + + """ + + def __init__(self, stack): + + """Constructor, taking the stack as an argument. + + We displays ourselves as a gray rectangle the size of a + playing card, positioned at the stack's x and y location. + + We register the stack's bottomhandler to handle clicks. + + No other behavior. + + """ + + self.rect = Rectangle(stack.game.canvas, + stack.x, stack.y, + stack.x+CARDWIDTH, stack.y+CARDHEIGHT, + outline='black', fill='gray') + self.rect.bind('<ButtonRelease-1>', stack.bottomhandler) + + +class Card: + + """A playing card. + + Public methods: + + moveto(x, y) -- move the card to an absolute position + moveby(dx, dy) -- move the card by a relative offset + tkraise() -- raise the card to the top of its stack + showface(), showback() -- turn the card face up or down & raise it + turnover() -- turn the card (face up or down) & raise it + onclick(handler), ondouble(handler), onmove(handler), + onrelease(handler) -- set various mount event handlers + reset() -- move the card out of sight, face down, and reset all + event handlers + + Public instance variables: + + color, suit, value -- the card's color, suit and value + face_shown -- true when the card is shown face up, else false + + Semi-public instance variables (XXX should be made private): + + group -- the Canvas.Group representing the card + x, y -- the position of the card's top left corner + + Private instance variables: + + __back, __rect, __text -- the canvas items making up the card + + (To show the card face up, the text item is placed in front of + rect and the back is placed behind it. To show it face down, this + is reversed.) + + """ + + def __init__(self, game, suit, value): + self.suit = suit + self.color = COLOR[suit] + self.value = value + canvas = game.canvas + self.x = self.y = 0 + self.__back = Rectangle(canvas, MARGIN, MARGIN, + CARDWIDTH-MARGIN, CARDHEIGHT-MARGIN, + outline='black', fill='blue') + self.__rect = Rectangle(canvas, 0, 0, CARDWIDTH, CARDHEIGHT, + outline='black', fill='white') + text = "%s %s" % (VALNAMES[value], suit) + self.__text = CanvasText(canvas, CARDWIDTH/2, 0, + anchor=N, fill=self.color, text=text) + self.group = Group(canvas) + self.group.addtag_withtag(self.__back) + self.group.addtag_withtag(self.__rect) + self.group.addtag_withtag(self.__text) + self.reset() + + def __repr__(self): + return "Card(game, %s, %s)" % (`self.suit`, `self.value`) + + def moveto(self, x, y): + dx = x - self.x + dy = y - self.y + self.group.move(dx, dy) + self.x = x + self.y = y + + def moveby(self, dx, dy): + self.moveto(self.x + dx, self.y + dy) + + def tkraise(self): + self.group.tkraise() + + def showface(self): + self.tkraise() + self.__rect.tkraise() + self.__text.tkraise() + self.face_shown = 1 + + def showback(self): + self.tkraise() + self.__rect.tkraise() + self.__back.tkraise() + self.face_shown = 0 + + def turnover(self): + if self.face_shown: + self.showback() + else: + self.showface() + + def onclick(self, handler): + self.group.bind('<1>', handler) + + def ondouble(self, handler): + self.group.bind('<Double-1>', handler) + + def onmove(self, handler): + self.group.bind('<B1-Motion>', handler) + + def onrelease(self, handler): + self.group.bind('<ButtonRelease-1>', handler) + + def reset(self): + self.moveto(-1000, -1000) # Out of sight + self.onclick('') + self.ondouble('') + self.onmove('') + self.onrelease('') + self.showback() + +class Deck: + + def __init__(self, game): + self.game = game + self.allcards = [] + for suit in ALLSUITS: + for value in ALLVALUES: + self.allcards.append(Card(self.game, suit, value)) + self.reset() + + def shuffle(self): + n = len(self.cards) + newcards = [] + for i in randperm(n): + newcards.append(self.cards[i]) + self.cards = newcards + + def deal(self): + # Raise IndexError when no more cards + card = self.cards[-1] + del self.cards[-1] + return card + + def accept(self, card): + if card not in self.cards: + self.cards.append(card) + + def reset(self): + self.cards = self.allcards[:] + for card in self.cards: + card.reset() + +def randperm(n): + r = range(n) + x = [] + while r: + i = random.choice(r) + x.append(i) + r.remove(i) + return x + +class Stack: + + x = MARGIN + y = MARGIN + + def __init__(self, game): + self.game = game + self.cards = [] + + def __repr__(self): + return "<Stack at (%d, %d)>" % (self.x, self.y) + + def reset(self): + self.cards = [] + + def acceptable(self, cards): + return 1 + + def accept(self, card): + self.cards.append(card) + card.onclick(self.clickhandler) + card.onmove(self.movehandler) + card.onrelease(self.releasehandler) + card.ondouble(self.doublehandler) + card.tkraise() + self.placecard(card) + + def placecard(self, card): + card.moveto(self.x, self.y) + + def showtop(self): + if self.cards: + self.cards[-1].showface() + + def clickhandler(self, event): + pass + + def movehandler(self, event): + pass + + def releasehandler(self, event): + pass + + def doublehandler(self, event): + pass + +class PoolStack(Stack): + + def __init__(self, game): + Stack.__init__(self, game) + self.bottom = Bottom(self) + + def releasehandler(self, event): + if not self.cards: + return + card = self.cards[-1] + self.game.turned.accept(card) + del self.cards[-1] + card.showface() + + def bottomhandler(self, event): + cards = self.game.turned.cards + cards.reverse() + for card in cards: + card.showback() + self.accept(card) + self.game.turned.reset() + +class MovingStack(Stack): + + thecards = None + theindex = None + + def clickhandler(self, event): + self.thecards = self.theindex = None # Just in case + tags = self.game.canvas.gettags('current') + if not tags: + return + tag = tags[0] + for i in range(len(self.cards)): + card = self.cards[i] + if tag == str(card.group): + break + else: + return + self.theindex = i + self.thecards = Group(self.game.canvas) + for card in self.cards[i:]: + self.thecards.addtag_withtag(card.group) + self.thecards.tkraise() + self.lastx = self.firstx = event.x + self.lasty = self.firsty = event.y + + def movehandler(self, event): + if not self.thecards: + return + card = self.cards[self.theindex] + if not card.face_shown: + return + dx = event.x - self.lastx + dy = event.y - self.lasty + self.thecards.move(dx, dy) + self.lastx = event.x + self.lasty = event.y + + def releasehandler(self, event): + cards = self._endmove() + if not cards: + return + card = cards[0] + if not card.face_shown: + if len(cards) == 1: + card.showface() + self.thecards = self.theindex = None + return + stack = self.game.closeststack(cards[0]) + if stack and stack is not self and stack.acceptable(cards): + for card in cards: + stack.accept(card) + self.cards.remove(card) + else: + for card in cards: + self.placecard(card) + + def doublehandler(self, event): + cards = self._endmove() + if not cards: + return + for stack in self.game.suits: + if stack.acceptable(cards): + break + else: + return + for card in cards: + stack.accept(card) + del self.cards[self.theindex:] + self.thecards = self.theindex = None + + def _endmove(self): + if not self.thecards: + return [] + self.thecards.move(self.firstx - self.lastx, + self.firsty - self.lasty) + self.thecards.dtag() + cards = self.cards[self.theindex:] + if not cards: + return [] + card = cards[0] + card.moveby(self.lastx - self.firstx, self.lasty - self.firsty) + self.lastx = self.firstx + self.lasty = self.firsty + return cards + +class TurnedStack(MovingStack): + + x = XSPACING + MARGIN + y = MARGIN + +class SuitStack(MovingStack): + + y = MARGIN + + def __init__(self, game, i): + self.index = i + self.x = MARGIN + XSPACING * (i+3) + Stack.__init__(self, game) + self.bottom = Bottom(self) + + bottomhandler = "" + + def __repr__(self): + return "SuitStack(game, %d)" % self.index + + def acceptable(self, cards): + if len(cards) != 1: + return 0 + card = cards[0] + if not card.face_shown: + return 0 + if not self.cards: + return card.value == ACE + topcard = self.cards[-1] + if not topcard.face_shown: + return 0 + return card.suit == topcard.suit and card.value == topcard.value + 1 + + def doublehandler(self, event): + pass + + def accept(self, card): + MovingStack.accept(self, card) + if card.value == KING: + # See if we won + for s in self.game.suits: + card = s.cards[-1] + if card.value != KING: + return + self.game.win() + self.game.deal() + +class RowStack(MovingStack): + + def __init__(self, game, i): + self.index = i + self.x = MARGIN + XSPACING * i + self.y = MARGIN + YSPACING + Stack.__init__(self, game) + + def __repr__(self): + return "RowStack(game, %d)" % self.index + + def placecard(self, card): + offset = 0 + for c in self.cards: + if c is card: + break + if c.face_shown: + offset = offset + 2*MARGIN + else: + offset = offset + OFFSET + card.moveto(self.x, self.y + offset) + + def acceptable(self, cards): + card = cards[0] + if not card.face_shown: + return 0 + if not self.cards: + return card.value == KING + topcard = self.cards[-1] + if not topcard.face_shown: + return 0 + if card.value != topcard.value - 1: + return 0 + if card.color == topcard.color: + return 0 + return 1 + +class Solitaire: + + def __init__(self, master): + self.master = master + + self.buttonframe = Frame(self.master, background=BACKGROUND) + self.buttonframe.pack(fill=X) + + self.dealbutton = Button(self.buttonframe, + text="Deal", + highlightthickness=0, + background=BACKGROUND, + activebackground="green", + command=self.deal) + self.dealbutton.pack(side=LEFT) + + self.canvas = Canvas(self.master, + background=BACKGROUND, + highlightthickness=0, + width=NROWS*XSPACING, + height=3*YSPACING) + self.canvas.pack(fill=BOTH, expand=TRUE) + + self.deck = Deck(self) + + self.pool = PoolStack(self) + self.turned = TurnedStack(self) + + self.suits = [] + for i in range(NSUITS): + self.suits.append(SuitStack(self, i)) + + self.rows = [] + for i in range(NROWS): + self.rows.append(RowStack(self, i)) + + self.deal() + + def win(self): + """Stupid animation when you win.""" + cards = self.deck.allcards + for i in range(1000): + card = random.choice(cards) + dx = random.randint(-50, 50) + dy = random.randint(-50, 50) + card.moveby(dx, dy) + self.master.update_idletasks() + + def closeststack(self, card): + closest = None + cdist = 999999999 + # Since we only compare distances, + # we don't bother to take the square root. + for stack in self.rows + self.suits: + dist = (stack.x - card.x)**2 + (stack.y - card.y)**2 + if dist < cdist: + closest = stack + cdist = dist + return closest + + def reset(self): + self.pool.reset() + self.turned.reset() + for stack in self.rows + self.suits: + stack.reset() + self.deck.reset() + + def deal(self): + self.reset() + self.deck.shuffle() + for i in range(NROWS): + for r in self.rows[i:]: + card = self.deck.deal() + r.accept(card) + for r in self.rows: + r.showtop() + try: + while 1: + self.pool.accept(self.deck.deal()) + except IndexError: + pass + + +# Main function, run when invoked as a stand-alone Python program. + +def main(): + root = Tk() + game = Solitaire(root) + root.protocol('WM_DELETE_WINDOW', root.quit) + root.mainloop() + +if __name__ == '__main__': + main() |