Considerably restructured. This fixes the one remaining bug.

This commit is contained in:
Guido van Rossum 1996-12-30 02:20:29 +00:00
parent 8de9f894e1
commit 1b2b53a25d
1 changed files with 343 additions and 340 deletions

View File

@ -11,14 +11,6 @@ Limitations:
- 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:
@ -34,11 +26,12 @@ import math
import random
from Tkinter import *
from Canvas import Rectangle, CanvasText, Group
from Canvas import Rectangle, CanvasText, Group, Window
# Fix a bug in Canvas.Group as distributed in Python 1.4. The
# distributed bind() method is broken. This is what should be used:
# distributed bind() method is broken. Rather than asking you to fix
# the source, we fix it here by deriving a subclass:
class Group(Group):
def bind(self, sequence=None, command=None):
@ -48,7 +41,8 @@ class Group(Group):
# 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.
# 2*MARGIN pixels. OFFSET is the offset used for displaying the
# face down cards in the row stacks.
CARDWIDTH = 100
CARDHEIGHT = 150
@ -90,14 +84,15 @@ 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.
# Card values are 1-13. We also define 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)
NVALUES = len(ALLVALUES)
# VALNAMES is a list that maps a card value to string. It contains a
@ -113,59 +108,33 @@ VALNAMES = ["", "A"] + map(str, range(2, 11)) + ["J", "Q", "K"]
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)
# The rest of the program consists of class definitions. These are
# further described in their documentation strings.
class Card:
"""A playing card.
A card doesn't record to which stack it belongs; only the stack
records this (it turns out that we always know this from the
context, and this saves a ``double update'' with potential for
inconsistencies).
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:
Public read-only instance variables:
color, suit, value -- the card's color, suit and value
suit, value, color -- the card's suit, value and color
face_shown -- true when the card is shown face up, else false
Semi-public instance variables (XXX should be made private):
Semi-public read-only 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
@ -176,93 +145,271 @@ class 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.)
is reversed. The card is created face down.)
"""
def __init__(self, game, suit, value):
def __init__(self, suit, value, canvas):
"""Card constructor.
Arguments are the card's suit and value, and the canvas widget.
The card is created at position (0, 0), with its face down
(adding it to a stack will position it according to that
stack's rules).
"""
self.suit = suit
self.color = COLOR[suit]
self.value = value
canvas = game.canvas
self.color = COLOR[suit]
self.face_shown = 0
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')
self.group = Group(canvas)
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()
self.__rect = Rectangle(canvas, 0, 0, CARDWIDTH, CARDHEIGHT,
outline='black', fill='white')
self.group.addtag_withtag(self.__rect)
self.__back = Rectangle(canvas, MARGIN, MARGIN,
CARDWIDTH-MARGIN, CARDHEIGHT-MARGIN,
outline='black', fill='blue')
self.group.addtag_withtag(self.__back)
def __repr__(self):
return "Card(game, %s, %s)" % (`self.suit`, `self.value`)
"""Return a string for debug print statements."""
return "Card(%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
"""Move the card to absolute position (x, y)."""
self.moveby(x - self.x, y - self.y)
def moveby(self, dx, dy):
self.moveto(self.x + dx, self.y + dy)
"""Move the card by (dx, dy)."""
self.x = self.x + dx
self.y = self.y + dy
self.group.move(dx, dy)
def tkraise(self):
"""Raise the card above all other objects in its canvas."""
self.group.tkraise()
def showface(self):
"""Turn the card's face up."""
self.tkraise()
self.__rect.tkraise()
self.__text.tkraise()
self.face_shown = 1
def showback(self):
"""Turn the card's face down."""
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)
class Stack:
def ondouble(self, handler):
self.group.bind('<Double-1>', handler)
"""A generic stack of cards.
def onmove(self, handler):
self.group.bind('<B1-Motion>', handler)
This is used as a base class for all other stacks (e.g. the deck,
the suit stacks, and the row stacks).
def onrelease(self, handler):
self.group.bind('<ButtonRelease-1>', handler)
Public methods:
def reset(self):
self.moveto(-1000, -1000) # Out of sight
self.onclick('')
self.ondouble('')
self.onmove('')
self.onrelease('')
self.showback()
add(card) -- add a card to the stack
delete(card) -- delete a card from the stack
showtop() -- show the top card (if any) face up
deal() -- delete and return the top card, or None if empty
class Deck:
Method that subclasses may override:
def __init__(self, game):
position(card) -- move the card to its proper (x, y) position
The default position() method places all cards at the stack's
own (x, y) position.
userclickhandler(), userdoubleclickhandler() -- called to do
subclass specific things on single and double clicks
The default user (single) click handler shows the top card
face up. The default user double click handler calls the user
single click handler.
usermovehandler(cards) -- called to complete a subpile move
The default user move handler moves all moved cards back to
their original position (by calling the position() method).
Private methods:
clickhandler(event), doubleclickhandler(event),
motionhandler(event), releasehandler(event) -- event handlers
The default event handlers turn the top card of the stack with
its face up on a (single or double) click, and also support
moving a subpile around.
startmoving(event) -- begin a move operation
finishmoving() -- finish a move operation
"""
def __init__(self, x, y, game=None):
"""Stack constructor.
Arguments are the stack's nominal x and y position (the top
left corner of the first card placed in the stack), and the
game object (which is used to get the canvas; subclasses use
the game object to find other stacks).
"""
self.x = x
self.y = y
self.game = game
self.allcards = []
self.cards = []
self.group = Group(self.game.canvas)
self.group.bind('<1>', self.clickhandler)
self.group.bind('<Double-1>', self.doubleclickhandler)
self.group.bind('<B1-Motion>', self.motionhandler)
self.group.bind('<ButtonRelease-1>', self.releasehandler)
self.makebottom()
def makebottom(self):
pass
def __repr__(self):
"""Return a string for debug print statements."""
return "%s(%d, %d)" % (self.__class__.__name__, self.x, self.y)
# Public methods
def add(self, card):
self.cards.append(card)
card.tkraise()
self.position(card)
self.group.addtag_withtag(card.group)
def delete(self, card):
self.cards.remove(card)
card.group.dtag(self.group)
def showtop(self):
if self.cards:
self.cards[-1].showface()
def deal(self):
if not self.cards:
return None
card = self.cards[-1]
self.delete(card)
return card
# Subclass overridable methods
def position(self, card):
card.moveto(self.x, self.y)
def userclickhandler(self):
self.showtop()
def userdoubleclickhandler(self):
self.userclickhandler()
def usermovehandler(self, cards):
for card in cards:
self.position(card)
# Event handlers
def clickhandler(self, event):
self.finishmoving() # In case we lost an event
self.userclickhandler()
self.startmoving(event)
def motionhandler(self, event):
self.keepmoving(event)
def releasehandler(self, event):
self.keepmoving(event)
self.finishmoving()
def doubleclickhandler(self, event):
self.finishmoving() # In case we lost an event
self.userdoubleclickhandler()
self.startmoving(event)
# Move internals
moving = None
def startmoving(self, event):
self.moving = None
tags = self.game.canvas.gettags('current')
for i in range(len(self.cards)):
card = self.cards[i]
if card.group.tag in tags:
break
else:
return
if not card.face_shown:
return
self.moving = self.cards[i:]
self.lastx = event.x
self.lasty = event.y
for card in self.moving:
card.tkraise()
def keepmoving(self, event):
if not self.moving:
return
dx = event.x - self.lastx
dy = event.y - self.lasty
self.lastx = event.x
self.lasty = event.y
if dx or dy:
for card in self.moving:
card.moveby(dx, dy)
def finishmoving(self):
cards = self.moving
self.moving = None
if cards:
self.usermovehandler(cards)
class Deck(Stack):
"""The deck is a stack with support for shuffling.
New methods:
fill() -- create the playing cards
shuffle() -- shuffle the playing cards
A single click moves the top card to the game's open deck and
moves it face up; if we're out of cards, it moves the open deck
back to the deck.
"""
def makebottom(self):
bottom = Rectangle(self.game.canvas,
self.x, self.y,
self.x+CARDWIDTH, self.y+CARDHEIGHT,
outline='black', fill=BACKGROUND)
self.group.addtag_withtag(bottom)
def fill(self):
for suit in ALLSUITS:
for value in ALLVALUES:
self.allcards.append(Card(self.game, suit, value))
self.reset()
self.add(Card(suit, value, self.game.canvas))
def shuffle(self):
n = len(self.cards)
@ -271,22 +418,23 @@ class Deck:
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 userclickhandler(self):
opendeck = self.game.opendeck
card = self.deal()
if not card:
while 1:
card = opendeck.deal()
if not card:
break
self.add(card)
card.showback()
else:
self.game.opendeck.add(card)
card.showface()
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):
"""Function returning a random permutation of range(n)."""
r = range(n)
x = []
while r:
@ -295,284 +443,142 @@ def randperm(n):
r.remove(i)
return x
class Stack:
x = MARGIN
y = MARGIN
class OpenStack(Stack):
def __init__(self, game):
self.game = game
self.cards = []
def usermovehandler(self, cards):
card = cards[0]
stack = self.game.closeststack(card)
if not stack or stack is self or not stack.acceptable(cards):
Stack.usermovehandler(self, cards)
else:
for card in cards:
self.delete(card)
stack.add(card)
self.game.wincheck()
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):
def userdoubleclickhandler(self):
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:
self.userclickhandler()
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):
for s in self.game.suits:
if s.acceptable([card]):
self.delete(card)
s.add(card)
self.game.wincheck()
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):
class SuitStack(OpenStack):
x = XSPACING + MARGIN
y = MARGIN
def makebottom(self):
bottom = Rectangle(self.game.canvas,
self.x, self.y,
self.x+CARDWIDTH, self.y+CARDHEIGHT,
outline='black', fill='')
class SuitStack(MovingStack):
def userclickhandler(self):
pass
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 userdoubleclickhandler(self):
pass
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)
class RowStack(OpenStack):
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
return card.color != topcard.color and card.value == topcard.value - 1
def position(self, card):
y = self.y
for c in self.cards:
if c == card:
break
if c.face_shown:
y = y + 2*MARGIN
else:
y = y + OFFSET
card.moveto(self.x, y)
class Solitaire:
def __init__(self, master):
self.master = master
self.buttonframe = Frame(self.master, background=BACKGROUND)
self.buttonframe.pack(fill=X)
self.canvas = Canvas(self.master,
background=BACKGROUND,
highlightthickness=0,
width=NROWS*XSPACING,
height=3*YSPACING + 20 + MARGIN)
self.canvas.pack(fill=BOTH, expand=TRUE)
self.dealbutton = Button(self.buttonframe,
self.dealbutton = Button(self.canvas,
text="Deal",
highlightthickness=0,
background=BACKGROUND,
activebackground="green",
command=self.deal)
self.dealbutton.pack(side=LEFT)
Window(self.canvas, MARGIN, 3*YSPACING + 20,
window=self.dealbutton, anchor=SW)
self.canvas = Canvas(self.master,
background=BACKGROUND,
highlightthickness=0,
width=NROWS*XSPACING,
height=3*YSPACING)
self.canvas.pack(fill=BOTH, expand=TRUE)
x = MARGIN
y = MARGIN
self.deck = Deck(self)
self.pool = PoolStack(self)
self.turned = TurnedStack(self)
self.deck = Deck(x, y, self)
x = x + XSPACING
self.opendeck = OpenStack(x, y, self)
x = x + XSPACING
self.suits = []
for i in range(NSUITS):
self.suits.append(SuitStack(self, i))
x = x + XSPACING
self.suits.append(SuitStack(x, y, self))
x = MARGIN
y = y + YSPACING
self.rows = []
for i in range(NROWS):
self.rows.append(RowStack(self, i))
self.rows.append(RowStack(x, y, self))
x = x + XSPACING
self.deck.fill()
self.deal()
def wincheck(self):
for s in self.suits:
if len(s.cards) != NVALUES:
return
self.win()
self.deal()
def win(self):
"""Stupid animation when you win."""
cards = self.deck.allcards
cards = []
for s in self.suits:
cards = cards + s.cards
if not cards:
return
for i in range(1000):
card = random.choice(cards)
dx = random.randint(-50, 50)
@ -592,27 +598,24 @@ class Solitaire:
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)
r.add(card)
for r in self.rows:
r.showtop()
try:
def reset(self):
for stack in [self.opendeck] + self.suits + self.rows:
while 1:
self.pool.accept(self.deck.deal())
except IndexError:
pass
card = stack.deal()
if not card:
break
self.deck.add(card)
card.showback()
# Main function, run when invoked as a stand-alone Python program.