Current File : //proc/thread-self/root/usr/lib64/python2.7/Demo/tkinter/guido/solitaire.py
#! /usr/bin/python2.7
"""Solitaire game, much like the one that comes with MS Windows.
Limitations:
- No cute graphical images for the playing cards faces or backs.
- No scoring or timer.
- No undo.
- No option to turn 3 cards at a time.
- No keyboard shortcuts.
- Less fancy animation when you win.
- The determination of which stack you drag to is more relaxed.
Apology:
I'm not much of a card player, so my terminology in these comments may
at times be a little unusual. If you have suggestions, please let me
know!
"""
# Imports
import math
import random
from Tkinter import *
from Canvas import Rectangle, CanvasText, Group, Window
# Fix a bug in Canvas.Group as distributed in Python 1.4. The
# 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):
return self.canvas.tag_bind(self.id, sequence, command)
# Constants determining the size and lay-out of cards and stacks. We
# work in a "grid" where each card/stack is surrounded by MARGIN
# pixels of space on each side, so adjacent stacks are separated by
# 2*MARGIN pixels. OFFSET is the offset used for displaying the
# face down cards in the row stacks.
CARDWIDTH = 100
CARDHEIGHT = 150
MARGIN = 10
XSPACING = CARDWIDTH + 2*MARGIN
YSPACING = CARDHEIGHT + 4*MARGIN
OFFSET = 5
# The background color, green to look like a playing table. The
# standard green is way too bright, and dark green is way to dark, so
# we use something in between. (There are a few more colors that
# could be customized, but they are less controversial.)
BACKGROUND = '#070'
# Suits and colors. The values of the symbolic suit names are the
# strings used to display them (you change these and VALNAMES to
# internationalize the game). The COLOR dictionary maps suit names to
# colors (red and black) which must be Tk color names. The keys() of
# the COLOR dictionary conveniently provides us with a list of all
# suits (in arbitrary order).
HEARTS = 'Heart'
DIAMONDS = 'Diamond'
CLUBS = 'Club'
SPADES = 'Spade'
RED = 'red'
BLACK = 'black'
COLOR = {}
for s in (HEARTS, DIAMONDS):
COLOR[s] = RED
for s in (CLUBS, SPADES):
COLOR[s] = BLACK
ALLSUITS = COLOR.keys()
NSUITS = len(ALLSUITS)
# Card values are 1-13. 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
# dummy element at index 0 so it can be indexed directly with the card
# value.
VALNAMES = ["", "A"] + map(str, range(2, 11)) + ["J", "Q", "K"]
# Solitaire constants. The only one I can think of is the number of
# row stacks.
NROWS = 7
# The rest of the program consists of class definitions. 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
Public read-only instance variables:
suit, value, color -- the card's suit, value and color
face_shown -- true when the card is shown face up, else false
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
Private instance variables:
__back, __rect, __text -- the canvas items making up the card
(To show the card face up, the text item is placed in front of
rect and the back is placed behind it. To show it face down, this
is reversed. The card is created face down.)
"""
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.value = value
self.color = COLOR[suit]
self.face_shown = 0
self.x = self.y = 0
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.addtag_withtag(self.__text)
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 a string for debug print statements."""
return "Card(%r, %r)" % (self.suit, self.value)
def moveto(self, x, y):
"""Move the card to absolute position (x, y)."""
self.moveby(x - self.x, y - self.y)
def moveby(self, dx, 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
class Stack:
"""A generic stack of cards.
This is used as a base class for all other stacks (e.g. the deck,
the suit stacks, and the row stacks).
Public methods:
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
Method that subclasses may override:
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.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.add(Card(suit, value, self.game.canvas))
def shuffle(self):
n = len(self.cards)
newcards = []
for i in randperm(n):
newcards.append(self.cards[i])
self.cards = newcards
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 randperm(n):
"""Function returning a random permutation of range(n)."""
r = range(n)
x = []
while r:
i = random.choice(r)
x.append(i)
r.remove(i)
return x
class OpenStack(Stack):
def acceptable(self, cards):
return 0
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 userdoubleclickhandler(self):
if not self.cards:
return
card = self.cards[-1]
if not card.face_shown:
self.userclickhandler()
return
for s in self.game.suits:
if s.acceptable([card]):
self.delete(card)
s.add(card)
self.game.wincheck()
break
class SuitStack(OpenStack):
def makebottom(self):
bottom = Rectangle(self.game.canvas,
self.x, self.y,
self.x+CARDWIDTH, self.y+CARDHEIGHT,
outline='black', fill='')
def userclickhandler(self):
pass
def userdoubleclickhandler(self):
pass
def acceptable(self, cards):
if len(cards) != 1:
return 0
card = cards[0]
if not self.cards:
return card.value == ACE
topcard = self.cards[-1]
return card.suit == topcard.suit and card.value == topcard.value + 1
class RowStack(OpenStack):
def acceptable(self, cards):
card = cards[0]
if not self.cards:
return card.value == KING
topcard = self.cards[-1]
if not topcard.face_shown:
return 0
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.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.canvas,
text="Deal",
highlightthickness=0,
background=BACKGROUND,
activebackground="green",
command=self.deal)
Window(self.canvas, MARGIN, 3*YSPACING + 20,
window=self.dealbutton, anchor=SW)
x = MARGIN
y = MARGIN
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):
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(x, y, self))
x = x + XSPACING
self.openstacks = [self.opendeck] + self.suits + self.rows
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 = []
for s in self.openstacks:
cards = cards + s.cards
while cards:
card = random.choice(cards)
cards.remove(card)
self.animatedmoveto(card, self.deck)
def animatedmoveto(self, card, dest):
for i in range(10, 0, -1):
dx, dy = (dest.x-card.x)//i, (dest.y-card.y)//i
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.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()