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# Mini-project #6 - Blackjack
import simplegui
import random
# load card sprite - 936x384 - source: jfitz.com
CARD_SIZE = (72, 96)
CARD_CENTER = (36, 48)
card_images = simplegui.load_image("http://storage.googleapis.com/codeskulptor-assets/cards_jfitz.png")
CARD_BACK_SIZE = (72, 96)
CARD_BACK_CENTER = (36, 48)
card_back = simplegui.load_image("http://storage.googleapis.com/codeskulptor-assets/card_jfitz_back.png")
# initialize some useful global variables
in_play = False
outcome = ""
score = 0
# define globals for cards
SUITS = ('C', 'S', 'H', 'D')
RANKS = ('A', '2', '3', '4', '5', '6', '7', '8', '9', 'T', 'J', 'Q', 'K')
VALUES = {'A':1, '2':2, '3':3, '4':4, '5':5, '6':6, '7':7, '8':8, '9':9, 'T':10, 'J':10, 'Q':10, 'K':10}
# define card class
class Card:
def __init__(self, suit, rank):
if (suit in SUITS) and (rank in RANKS):
self.suit = suit
self.rank = rank
else:
self.suit = None
self.rank = None
print "Invalid card: ", suit, rank
def __str__(self):
return self.suit + self.rank
def get_suit(self):
return self.suit
def get_rank(self):
return self.rank
def draw(self, canvas, pos):
card_loc = (CARD_CENTER[0] + CARD_SIZE[0] * RANKS.index(self.rank),
CARD_CENTER[1] + CARD_SIZE[1] * SUITS.index(self.suit))
canvas.draw_image(card_images, card_loc, CARD_SIZE, [pos[0] + CARD_CENTER[0], pos[1] + CARD_CENTER[1]], CARD_SIZE)
def draw_card_back(self, canvas, pos):
card_loc = (CARD_CENTER[0],
CARD_CENTER[1])
canvas.draw_image(card_back, card_loc, CARD_SIZE, [pos[0] + CARD_CENTER[0], pos[1] + CARD_CENTER[1]], CARD_SIZE)
# define hand class
class Hand:
def __init__(self):
#pass # create Hand object
self.cards = []
self.hasAce = False
def __str__(self):
#pass # return a string representation of a hand
hand_str = ''
for i in xrange(len(self.cards)):
hand_str = hand_str+','+self.cards[i].__str__()
print hand_str
return hand_str
def add_card(self, card):
#pass # add a card object to a hand
self.cards.append(card)
print card.__str__()
if(card.get_rank()=='A'):
self.hasAce = True
def get_value(self):
# count aces as 1, if the hand has an ace, then add 10 to hand value if it doesn't bust
# pass # compute the value of the hand, see Blackjack video
val= 0
for i in xrange(len(self.cards)):
val = val + VALUES[self.cards[i].get_rank()]
if(self.hasAce==False):
return val
else:
if(val+10<=21):
return val+10
else:
return val
def draw(self, canvas, pos):
#pass # draw a hand on the canvas, use the draw method for cards
for i in xrange(len(self.cards)):
self.cards[i].draw(canvas, [pos[0]+i*(CARD_SIZE[0]+10),pos[1]])
def get_first_card(self):
if(len(self.cards)>1):
return self.cards[0]
return None
# define deck class
class Deck:
def __init__(self):
# pass # create a Deck object
self.cards = []
for i in xrange(len(SUITS)):
for j in xrange(len(RANKS)):
self.cards.append(Card(SUITS[i],RANKS[j]))
self.shuffle()
def shuffle(self):
# shuffle the deck
# pass # use random.shuffle()
random.shuffle(self.cards)
def deal_card(self):
# pass # deal a card object from the deck
# card=self.cards[0]
return self.cards.pop()
def __str__(self):
# pass # return a string representing the deck
deck_str = ''
for i in xrange(len(self.cards)):
deck_str = hand_str+','+self.cards[i].__str__()
print deck_str
return deck_str
#define event handlers for buttons
def deal():
global outcome, in_play
# your code goes here
global dealer_hand,player_hand,deck
dealer_hand = Hand()
player_hand = Hand()
deck = Deck()
outcome = ''
in_play = True
for i in xrange(2):
hit()
stand()
def hit():
# pass # replace with your code below
global outcome, in_play,score
# your code goes here
global dealer_hand,player_hand,deck
if(in_play):
card = deck.deal_card()
player_hand.add_card(card)
if(player_hand.get_value()>21):
in_play = False
outcome = "Dealer win"
score-=1
# if the hand is in play, hit the player
# if busted, assign a message to outcome, update in_play and score
def stand():
# pass # replace with your code below
global outcome, in_play,score
# your code goes here
global dealer_hand,player_hand,deck
if(in_play):
while(dealer_hand.get_value()<17):
card = deck.deal_card()
dealer_hand.add_card(card)
if(dealer_hand.get_value()>=17):
return
if(dealer_hand.get_value()>21):
outcome = "Player win"
score+=1
elif(dealer_hand.get_value()>player_hand.get_value()):
outcome = "dealer win"
score-=1
else:
outcome = "Player win"
score+=1
in_play = False
# if hand is in play, repeatedly hit dealer until his hand has value 17 or more
# assign a message to outcome, update in_play and score
# draw handler
def draw(canvas):
# test to make sure that card.draw works, replace with your code below
# card = Card("S", "A")
# card.draw(canvas, [300, 300])
canvas.draw_text("dealer hand", (50, 180), 30, "Black")
canvas.draw_text("player hand", (50, 380), 30, "Black")
canvas.draw_text(outcome, (250, 380), 30, "Black")
canvas.draw_text("score: " + str(score), (450, 100), 30, "Black")
dealer_hand.draw(canvas,[100, 200])
player_hand.draw(canvas,[100, 400])
if(in_play):
first_card = dealer_hand.get_first_card()
first_card.draw_card_back(canvas,[100, 200])
# initialization frame
frame = simplegui.create_frame("Blackjack", 600, 600)
frame.set_canvas_background("Green")
#create buttons and canvas callback
frame.add_button("Deal", deal, 200)
frame.add_button("Hit", hit, 200)
frame.add_button("Stand", stand, 200)
frame.set_draw_handler(draw)
# get things rolling
deal()
frame.start()
# remember to review the gradic rubric