mirror of https://github.com/python/cpython
627 lines
17 KiB
Python
Executable File
627 lines
17 KiB
Python
Executable File
#! /usr/bin/env python
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"""Solitaire game, much like the one that comes with MS Windows.
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Limitations:
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- No cute graphical images for the playing cards faces or backs.
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- No scoring or timer.
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- No undo.
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- No option to turn 3 cards at a time.
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- No keyboard shortcuts.
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- Less fancy animation when you win.
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- The determination of which stack you drag to is more relaxed.
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Apology:
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I'm not much of a card player, so my terminology in these comments may
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at times be a little unusual. If you have suggestions, please let me
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know!
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"""
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# Imports
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import random
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from tkinter import *
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from canvasevents import Group
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# Constants determining the size and lay-out of cards and stacks. We
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# work in a "grid" where each card/stack is surrounded by MARGIN
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# pixels of space on each side, so adjacent stacks are separated by
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# 2*MARGIN pixels. OFFSET is the offset used for displaying the
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# face down cards in the row stacks.
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CARDWIDTH = 100
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CARDHEIGHT = 150
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MARGIN = 10
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XSPACING = CARDWIDTH + 2*MARGIN
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YSPACING = CARDHEIGHT + 4*MARGIN
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OFFSET = 5
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# The background color, green to look like a playing table. The
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# standard green is way too bright, and dark green is way to dark, so
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# we use something in between. (There are a few more colors that
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# could be customized, but they are less controversial.)
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BACKGROUND = '#070'
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# Suits and colors. The values of the symbolic suit names are the
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# strings used to display them (you change these and VALNAMES to
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# internationalize the game). The COLOR dictionary maps suit names to
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# colors (red and black) which must be Tk color names. The keys() of
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# the COLOR dictionary conveniently provides us with a list of all
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# suits (in arbitrary order).
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HEARTS = 'Heart'
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DIAMONDS = 'Diamond'
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CLUBS = 'Club'
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SPADES = 'Spade'
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RED = 'red'
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BLACK = 'black'
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COLOR = {}
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for s in (HEARTS, DIAMONDS):
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COLOR[s] = RED
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for s in (CLUBS, SPADES):
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COLOR[s] = BLACK
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ALLSUITS = list(COLOR.keys())
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NSUITS = len(ALLSUITS)
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# Card values are 1-13. We also define symbolic names for the picture
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# cards. ALLVALUES is a list of all card values.
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ACE = 1
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JACK = 11
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QUEEN = 12
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KING = 13
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ALLVALUES = range(1, 14) # (one more than the highest value)
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NVALUES = len(ALLVALUES)
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# VALNAMES is a list that maps a card value to string. It contains a
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# dummy element at index 0 so it can be indexed directly with the card
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# value.
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VALNAMES = ["", "A"] + list(map(str, range(2, 11))) + ["J", "Q", "K"]
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# Solitaire constants. The only one I can think of is the number of
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# row stacks.
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NROWS = 7
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# The rest of the program consists of class definitions. These are
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# further described in their documentation strings.
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class Card:
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"""A playing card.
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A card doesn't record to which stack it belongs; only the stack
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records this (it turns out that we always know this from the
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context, and this saves a ``double update'' with potential for
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inconsistencies).
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Public methods:
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moveto(x, y) -- move the card to an absolute position
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moveby(dx, dy) -- move the card by a relative offset
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tkraise() -- raise the card to the top of its stack
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showface(), showback() -- turn the card face up or down & raise it
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Public read-only instance variables:
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suit, value, color -- the card's suit, value and color
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face_shown -- true when the card is shown face up, else false
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Semi-public read-only instance variables (XXX should be made
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private):
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group -- the Canvas.Group representing the card
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x, y -- the position of the card's top left corner
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Private instance variables:
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__back, __rect, __text -- the canvas items making up the card
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(To show the card face up, the text item is placed in front of
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rect and the back is placed behind it. To show it face down, this
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is reversed. The card is created face down.)
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"""
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def __init__(self, suit, value, canvas):
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"""Card constructor.
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Arguments are the card's suit and value, and the canvas widget.
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The card is created at position (0, 0), with its face down
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(adding it to a stack will position it according to that
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stack's rules).
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"""
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self.suit = suit
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self.value = value
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self.color = COLOR[suit]
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self.face_shown = 0
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self.x = self.y = 0
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self.canvas = canvas
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self.group = Group(canvas)
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text = "%s %s" % (VALNAMES[value], suit)
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self.__text = canvas.create_text(CARDWIDTH // 2, 0, anchor=N,
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fill=self.color, text=text)
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self.group.addtag_withtag(self.__text)
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self.__rect = canvas.create_rectangle(0, 0, CARDWIDTH, CARDHEIGHT,
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outline='black', fill='white')
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self.group.addtag_withtag(self.__rect)
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self.__back = canvas.create_rectangle(MARGIN, MARGIN,
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CARDWIDTH - MARGIN,
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CARDHEIGHT - MARGIN,
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outline='black', fill='blue')
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self.group.addtag_withtag(self.__back)
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def __repr__(self):
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"""Return a string for debug print statements."""
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return "Card(%r, %r)" % (self.suit, self.value)
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def moveto(self, x, y):
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"""Move the card to absolute position (x, y)."""
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self.moveby(x - self.x, y - self.y)
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def moveby(self, dx, dy):
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"""Move the card by (dx, dy)."""
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self.x = self.x + dx
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self.y = self.y + dy
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self.group.move(dx, dy)
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def tkraise(self):
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"""Raise the card above all other objects in its canvas."""
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self.group.tkraise()
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def showface(self):
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"""Turn the card's face up."""
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self.tkraise()
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self.canvas.tag_raise(self.__rect)
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self.canvas.tag_raise(self.__text)
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self.face_shown = 1
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def showback(self):
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"""Turn the card's face down."""
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self.tkraise()
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self.canvas.tag_raise(self.__rect)
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self.canvas.tag_raise(self.__back)
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self.face_shown = 0
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class Stack:
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"""A generic stack of cards.
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This is used as a base class for all other stacks (e.g. the deck,
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the suit stacks, and the row stacks).
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Public methods:
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add(card) -- add a card to the stack
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delete(card) -- delete a card from the stack
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showtop() -- show the top card (if any) face up
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deal() -- delete and return the top card, or None if empty
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Method that subclasses may override:
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position(card) -- move the card to its proper (x, y) position
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The default position() method places all cards at the stack's
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own (x, y) position.
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userclickhandler(), userdoubleclickhandler() -- called to do
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subclass specific things on single and double clicks
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The default user (single) click handler shows the top card
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face up. The default user double click handler calls the user
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single click handler.
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usermovehandler(cards) -- called to complete a subpile move
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The default user move handler moves all moved cards back to
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their original position (by calling the position() method).
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Private methods:
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clickhandler(event), doubleclickhandler(event),
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motionhandler(event), releasehandler(event) -- event handlers
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The default event handlers turn the top card of the stack with
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its face up on a (single or double) click, and also support
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moving a subpile around.
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startmoving(event) -- begin a move operation
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finishmoving() -- finish a move operation
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"""
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def __init__(self, x, y, game=None):
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"""Stack constructor.
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Arguments are the stack's nominal x and y position (the top
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left corner of the first card placed in the stack), and the
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game object (which is used to get the canvas; subclasses use
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the game object to find other stacks).
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"""
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self.x = x
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self.y = y
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self.game = game
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self.cards = []
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self.group = Group(self.game.canvas)
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self.group.bind('<1>', self.clickhandler)
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self.group.bind('<Double-1>', self.doubleclickhandler)
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self.group.bind('<B1-Motion>', self.motionhandler)
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self.group.bind('<ButtonRelease-1>', self.releasehandler)
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self.makebottom()
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def makebottom(self):
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pass
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def __repr__(self):
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"""Return a string for debug print statements."""
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return "%s(%d, %d)" % (self.__class__.__name__, self.x, self.y)
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# Public methods
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def add(self, card):
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self.cards.append(card)
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card.tkraise()
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self.position(card)
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self.group.addtag_withtag(card.group)
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def delete(self, card):
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self.cards.remove(card)
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card.group.dtag(self.group)
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def showtop(self):
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if self.cards:
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self.cards[-1].showface()
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def deal(self):
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if not self.cards:
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return None
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card = self.cards[-1]
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self.delete(card)
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return card
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# Subclass overridable methods
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def position(self, card):
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card.moveto(self.x, self.y)
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def userclickhandler(self):
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self.showtop()
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def userdoubleclickhandler(self):
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self.userclickhandler()
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def usermovehandler(self, cards):
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for card in cards:
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self.position(card)
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# Event handlers
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def clickhandler(self, event):
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self.finishmoving() # In case we lost an event
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self.userclickhandler()
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self.startmoving(event)
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def motionhandler(self, event):
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self.keepmoving(event)
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def releasehandler(self, event):
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self.keepmoving(event)
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self.finishmoving()
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def doubleclickhandler(self, event):
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self.finishmoving() # In case we lost an event
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self.userdoubleclickhandler()
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self.startmoving(event)
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# Move internals
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moving = None
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def startmoving(self, event):
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self.moving = None
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tags = self.game.canvas.gettags('current')
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for i in range(len(self.cards)):
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card = self.cards[i]
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if card.group.tag in tags:
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break
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else:
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return
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if not card.face_shown:
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return
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self.moving = self.cards[i:]
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self.lastx = event.x
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self.lasty = event.y
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for card in self.moving:
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card.tkraise()
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def keepmoving(self, event):
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if not self.moving:
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return
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dx = event.x - self.lastx
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dy = event.y - self.lasty
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self.lastx = event.x
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self.lasty = event.y
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if dx or dy:
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for card in self.moving:
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card.moveby(dx, dy)
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def finishmoving(self):
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cards = self.moving
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self.moving = None
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if cards:
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self.usermovehandler(cards)
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class Deck(Stack):
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"""The deck is a stack with support for shuffling.
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New methods:
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fill() -- create the playing cards
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shuffle() -- shuffle the playing cards
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A single click moves the top card to the game's open deck and
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moves it face up; if we're out of cards, it moves the open deck
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back to the deck.
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"""
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def makebottom(self):
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bottom = self.game.canvas.create_rectangle(self.x, self.y,
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self.x + CARDWIDTH, self.y + CARDHEIGHT, outline='black',
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fill=BACKGROUND)
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self.group.addtag_withtag(bottom)
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def fill(self):
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for suit in ALLSUITS:
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for value in ALLVALUES:
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self.add(Card(suit, value, self.game.canvas))
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def shuffle(self):
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n = len(self.cards)
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newcards = []
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for i in randperm(n):
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newcards.append(self.cards[i])
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self.cards = newcards
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def userclickhandler(self):
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opendeck = self.game.opendeck
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card = self.deal()
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if not card:
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while 1:
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card = opendeck.deal()
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if not card:
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break
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self.add(card)
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card.showback()
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else:
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self.game.opendeck.add(card)
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card.showface()
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def randperm(n):
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"""Function returning a random permutation of range(n)."""
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r = list(range(n))
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x = []
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while r:
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i = random.choice(r)
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x.append(i)
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r.remove(i)
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return x
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class OpenStack(Stack):
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def acceptable(self, cards):
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return 0
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def usermovehandler(self, cards):
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card = cards[0]
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stack = self.game.closeststack(card)
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if not stack or stack is self or not stack.acceptable(cards):
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Stack.usermovehandler(self, cards)
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else:
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for card in cards:
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self.delete(card)
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stack.add(card)
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self.game.wincheck()
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def userdoubleclickhandler(self):
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if not self.cards:
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return
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card = self.cards[-1]
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if not card.face_shown:
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self.userclickhandler()
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return
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for s in self.game.suits:
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if s.acceptable([card]):
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self.delete(card)
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s.add(card)
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self.game.wincheck()
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break
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class SuitStack(OpenStack):
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def makebottom(self):
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bottom = self.game.canvas.create_rectangle(self.x, self.y,
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self.x + CARDWIDTH, self.y + CARDHEIGHT, outline='black', fill='')
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def userclickhandler(self):
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pass
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def userdoubleclickhandler(self):
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pass
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def acceptable(self, cards):
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if len(cards) != 1:
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return 0
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card = cards[0]
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if not self.cards:
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return card.value == ACE
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topcard = self.cards[-1]
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return card.suit == topcard.suit and card.value == topcard.value + 1
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class RowStack(OpenStack):
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def acceptable(self, cards):
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card = cards[0]
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if not self.cards:
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return card.value == KING
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topcard = self.cards[-1]
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if not topcard.face_shown:
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return 0
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return card.color != topcard.color and card.value == topcard.value - 1
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def position(self, card):
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y = self.y
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for c in self.cards:
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if c == card:
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break
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if c.face_shown:
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y = y + 2*MARGIN
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else:
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y = y + OFFSET
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card.moveto(self.x, y)
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class Solitaire:
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def __init__(self, master):
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self.master = master
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self.canvas = Canvas(self.master,
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background=BACKGROUND,
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highlightthickness=0,
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width=NROWS*XSPACING,
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height=3*YSPACING + 20 + MARGIN)
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self.canvas.pack(fill=BOTH, expand=TRUE)
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self.dealbutton = Button(self.canvas,
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text="Deal",
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highlightthickness=0,
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background=BACKGROUND,
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activebackground="green",
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command=self.deal)
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self.canvas.create_window(MARGIN, 3 * YSPACING + 20,
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window=self.dealbutton, anchor=SW)
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x = MARGIN
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y = MARGIN
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self.deck = Deck(x, y, self)
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x = x + XSPACING
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self.opendeck = OpenStack(x, y, self)
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x = x + XSPACING
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self.suits = []
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for i in range(NSUITS):
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x = x + XSPACING
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self.suits.append(SuitStack(x, y, self))
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x = MARGIN
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y = y + YSPACING
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self.rows = []
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for i in range(NROWS):
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self.rows.append(RowStack(x, y, self))
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x = x + XSPACING
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self.openstacks = [self.opendeck] + self.suits + self.rows
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self.deck.fill()
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self.deal()
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def wincheck(self):
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for s in self.suits:
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if len(s.cards) != NVALUES:
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return
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self.win()
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self.deal()
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def win(self):
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"""Stupid animation when you win."""
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cards = []
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for s in self.openstacks:
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cards = cards + s.cards
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while cards:
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card = random.choice(cards)
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cards.remove(card)
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self.animatedmoveto(card, self.deck)
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def animatedmoveto(self, card, dest):
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for i in range(10, 0, -1):
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dx, dy = (dest.x-card.x)//i, (dest.y-card.y)//i
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card.moveby(dx, dy)
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self.master.update_idletasks()
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|
|
|
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.openstacks:
|
|
dist = (stack.x - card.x)**2 + (stack.y - card.y)**2
|
|
if dist < cdist:
|
|
closest = stack
|
|
cdist = dist
|
|
return closest
|
|
|
|
def deal(self):
|
|
self.reset()
|
|
self.deck.shuffle()
|
|
for i in range(NROWS):
|
|
for r in self.rows[i:]:
|
|
card = self.deck.deal()
|
|
r.add(card)
|
|
for r in self.rows:
|
|
r.showtop()
|
|
|
|
def reset(self):
|
|
for stack in self.openstacks:
|
|
while 1:
|
|
card = stack.deal()
|
|
if not card:
|
|
break
|
|
self.deck.add(card)
|
|
card.showback()
|
|
|
|
|
|
# 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()
|