Solitaire game, like the one that comes with Windows.
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#! /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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Bugs:
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- When you double-click a card on a temp stack to move it to the suit
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stack, if the next card is face down, you have to wait until the
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double-click time-out expires before you can click it to turn it.
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I think this has to do with Tk's multiple-click detection, which means
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it's hard to work around.
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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 math
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import random
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from Tkinter import *
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from Canvas import Rectangle, CanvasText, Group
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# Fix a bug in Canvas.Group as distributed in Python 1.4. The
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# distributed bind() method is broken. This is what should be used:
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class Group(Group):
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def bind(self, sequence=None, command=None):
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return self.canvas.tag_bind(self.id, sequence, command)
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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.
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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 = COLOR.keys()
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NSUITS = len(ALLSUITS)
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# Card values are 1-13, with symbolic names for the picture cards.
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# 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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# 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"] + 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. Read their
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# doc strings.
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class Bottom:
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"""A "card-like" object to serve as the bottom for some stacks.
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Specifically, this is used by the deck and the suit stacks.
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"""
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def __init__(self, stack):
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"""Constructor, taking the stack as an argument.
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We displays ourselves as a gray rectangle the size of a
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playing card, positioned at the stack's x and y location.
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We register the stack's bottomhandler to handle clicks.
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No other behavior.
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"""
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self.rect = Rectangle(stack.game.canvas,
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stack.x, stack.y,
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stack.x+CARDWIDTH, stack.y+CARDHEIGHT,
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outline='black', fill='gray')
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self.rect.bind('<ButtonRelease-1>', stack.bottomhandler)
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class Card:
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"""A playing card.
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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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turnover() -- turn the card (face up or down) & raise it
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onclick(handler), ondouble(handler), onmove(handler),
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onrelease(handler) -- set various mount event handlers
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reset() -- move the card out of sight, face down, and reset all
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event handlers
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Public instance variables:
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color, suit, value -- the card's color, suit and value
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face_shown -- true when the card is shown face up, else false
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Semi-public instance variables (XXX should be made 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.)
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"""
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def __init__(self, game, suit, value):
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self.suit = suit
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self.color = COLOR[suit]
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self.value = value
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canvas = game.canvas
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self.x = self.y = 0
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self.__back = Rectangle(canvas, MARGIN, MARGIN,
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CARDWIDTH-MARGIN, CARDHEIGHT-MARGIN,
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outline='black', fill='blue')
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self.__rect = Rectangle(canvas, 0, 0, CARDWIDTH, CARDHEIGHT,
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outline='black', fill='white')
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text = "%s %s" % (VALNAMES[value], suit)
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self.__text = CanvasText(canvas, CARDWIDTH/2, 0,
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anchor=N, fill=self.color, text=text)
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self.group = Group(canvas)
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self.group.addtag_withtag(self.__back)
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self.group.addtag_withtag(self.__rect)
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self.group.addtag_withtag(self.__text)
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self.reset()
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def __repr__(self):
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return "Card(game, %s, %s)" % (`self.suit`, `self.value`)
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def moveto(self, x, y):
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dx = x - self.x
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dy = y - self.y
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self.group.move(dx, dy)
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self.x = x
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self.y = y
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def moveby(self, dx, dy):
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self.moveto(self.x + dx, self.y + dy)
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def tkraise(self):
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self.group.tkraise()
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def showface(self):
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self.tkraise()
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self.__rect.tkraise()
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self.__text.tkraise()
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self.face_shown = 1
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def showback(self):
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self.tkraise()
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self.__rect.tkraise()
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self.__back.tkraise()
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self.face_shown = 0
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def turnover(self):
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if self.face_shown:
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self.showback()
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else:
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self.showface()
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def onclick(self, handler):
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self.group.bind('<1>', handler)
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def ondouble(self, handler):
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self.group.bind('<Double-1>', handler)
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def onmove(self, handler):
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self.group.bind('<B1-Motion>', handler)
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def onrelease(self, handler):
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self.group.bind('<ButtonRelease-1>', handler)
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def reset(self):
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self.moveto(-1000, -1000) # Out of sight
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self.onclick('')
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self.ondouble('')
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self.onmove('')
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self.onrelease('')
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self.showback()
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class Deck:
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def __init__(self, game):
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self.game = game
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self.allcards = []
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for suit in ALLSUITS:
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for value in ALLVALUES:
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self.allcards.append(Card(self.game, suit, value))
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self.reset()
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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 deal(self):
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# Raise IndexError when no more cards
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card = self.cards[-1]
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del self.cards[-1]
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return card
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def accept(self, card):
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if card not in self.cards:
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self.cards.append(card)
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def reset(self):
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self.cards = self.allcards[:]
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for card in self.cards:
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card.reset()
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def randperm(n):
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r = 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 Stack:
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x = MARGIN
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y = MARGIN
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def __init__(self, game):
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self.game = game
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self.cards = []
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def __repr__(self):
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return "<Stack at (%d, %d)>" % (self.x, self.y)
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def reset(self):
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self.cards = []
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def acceptable(self, cards):
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return 1
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def accept(self, card):
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self.cards.append(card)
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card.onclick(self.clickhandler)
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card.onmove(self.movehandler)
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card.onrelease(self.releasehandler)
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card.ondouble(self.doublehandler)
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card.tkraise()
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self.placecard(card)
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def placecard(self, card):
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card.moveto(self.x, self.y)
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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 clickhandler(self, event):
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pass
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def movehandler(self, event):
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pass
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def releasehandler(self, event):
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pass
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def doublehandler(self, event):
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pass
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class PoolStack(Stack):
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def __init__(self, game):
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Stack.__init__(self, game)
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self.bottom = Bottom(self)
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def releasehandler(self, event):
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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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self.game.turned.accept(card)
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del self.cards[-1]
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card.showface()
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def bottomhandler(self, event):
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cards = self.game.turned.cards
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cards.reverse()
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for card in cards:
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card.showback()
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self.accept(card)
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self.game.turned.reset()
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class MovingStack(Stack):
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thecards = None
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theindex = None
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def clickhandler(self, event):
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self.thecards = self.theindex = None # Just in case
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tags = self.game.canvas.gettags('current')
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if not tags:
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return
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tag = tags[0]
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for i in range(len(self.cards)):
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card = self.cards[i]
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if tag == str(card.group):
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break
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else:
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return
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self.theindex = i
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self.thecards = Group(self.game.canvas)
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for card in self.cards[i:]:
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self.thecards.addtag_withtag(card.group)
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self.thecards.tkraise()
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self.lastx = self.firstx = event.x
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self.lasty = self.firsty = event.y
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def movehandler(self, event):
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if not self.thecards:
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return
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card = self.cards[self.theindex]
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if not card.face_shown:
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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.thecards.move(dx, dy)
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self.lastx = event.x
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self.lasty = event.y
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def releasehandler(self, event):
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cards = self._endmove()
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if not cards:
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return
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card = cards[0]
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if not card.face_shown:
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if len(cards) == 1:
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card.showface()
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self.thecards = self.theindex = None
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return
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stack = self.game.closeststack(cards[0])
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if stack and stack is not self and stack.acceptable(cards):
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for card in cards:
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stack.accept(card)
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self.cards.remove(card)
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else:
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for card in cards:
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self.placecard(card)
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def doublehandler(self, event):
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cards = self._endmove()
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if not cards:
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return
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for stack in self.game.suits:
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if stack.acceptable(cards):
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break
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else:
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return
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for card in cards:
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stack.accept(card)
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del self.cards[self.theindex:]
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self.thecards = self.theindex = None
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def _endmove(self):
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if not self.thecards:
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return []
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self.thecards.move(self.firstx - self.lastx,
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self.firsty - self.lasty)
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self.thecards.dtag()
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cards = self.cards[self.theindex:]
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if not cards:
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return []
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card = cards[0]
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card.moveby(self.lastx - self.firstx, self.lasty - self.firsty)
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self.lastx = self.firstx
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self.lasty = self.firsty
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return cards
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class TurnedStack(MovingStack):
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x = XSPACING + MARGIN
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y = MARGIN
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class SuitStack(MovingStack):
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y = MARGIN
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def __init__(self, game, i):
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self.index = i
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self.x = MARGIN + XSPACING * (i+3)
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Stack.__init__(self, game)
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self.bottom = Bottom(self)
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bottomhandler = ""
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def __repr__(self):
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return "SuitStack(game, %d)" % self.index
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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 card.face_shown:
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return 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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if not topcard.face_shown:
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return 0
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return card.suit == topcard.suit and card.value == topcard.value + 1
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def doublehandler(self, event):
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pass
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def accept(self, card):
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MovingStack.accept(self, card)
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if card.value == KING:
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# See if we won
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for s in self.game.suits:
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card = s.cards[-1]
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if card.value != KING:
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return
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self.game.win()
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self.game.deal()
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class RowStack(MovingStack):
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def __init__(self, game, i):
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self.index = i
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self.x = MARGIN + XSPACING * i
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self.y = MARGIN + YSPACING
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Stack.__init__(self, game)
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def __repr__(self):
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return "RowStack(game, %d)" % self.index
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def placecard(self, card):
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offset = 0
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for c in self.cards:
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if c is card:
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break
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if c.face_shown:
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offset = offset + 2*MARGIN
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else:
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offset = offset + OFFSET
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card.moveto(self.x, self.y + offset)
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def acceptable(self, cards):
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card = cards[0]
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if not card.face_shown:
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return 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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if card.value != topcard.value - 1:
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return 0
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if card.color == topcard.color:
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return 0
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return 1
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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.buttonframe = Frame(self.master, background=BACKGROUND)
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self.buttonframe.pack(fill=X)
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self.dealbutton = Button(self.buttonframe,
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text="Deal",
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highlightthickness=0,
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||||
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()
|
Loading…
Reference in New Issue