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BlackJack.py
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236 lines (185 loc) · 7.2 KB
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# Mini-project #6 - Blackjack
import simplegui
import random
# load card sprite - 949x392 - source: jfitz.com
CARD_SIZE = (73, 98)
CARD_CENTER = (36.5, 49)
card_images = simplegui.load_image("http://commondatastorage.googleapis.com/codeskulptor-assets/cards.jfitz.png")
CARD_BACK_SIZE = (71, 96)
CARD_BACK_CENTER = (35.5, 48)
card_back = simplegui.load_image("http://commondatastorage.googleapis.com/codeskulptor-assets/card_back.png")
# initialize some useful global variables
in_play = False
middle = False
outcome = ""
score = 0
result = ""
# 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)
# define hand class
class Hand:
def __init__(self):
self.hand = [] # create Hand object
def __str__(self):
ans = "Hand contains " # return a string representation of a hand
for i in range(len(self.hand)):
ans += (self.hand[i].get_suit() + self.hand[i].get_rank())
ans += " "
return ans # return a string representation of a hand
def add_card(self, card):
return self.hand.append(card) # add a card object to a hand
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
# compute the value of the hand, see Blackjack video
hand_value = 0
count_aces = 0
for cards in self.hand:
rank = cards.get_rank()
hand_value += VALUES[rank]
if (rank == 'A'):
count_aces += 1
if (count_aces == 0):
return hand_value
else:
if ( (hand_value + 10) <= 21 ):
return (hand_value + 10)
else:
return hand_value
def draw(self, canvas, pos):
# draw a hand on the canvas, use the draw method for cards
for cards in self.hand:
cards.draw(canvas,pos)
pos[0] += 1.5*CARD_SIZE[0]
# define deck class
class Deck:
def __init__(self):
# create a Deck object
self.deck = []
for suit in SUITS:
for rank in RANKS:
card = Card(suit, rank)
self.deck.append(card)
def shuffle(self):
# shuffle the deck
return random.shuffle(self.deck) # use random.shuffle()
def deal_card(self):
return self.deck.pop(-1) # deal a card object from the deck
def __str__(self):
ans = "Deck contains " # return a string representation of deck
for i in range(len(self.deck)):
ans += (self.deck[i].get_suit() + self.deck[i].get_rank())
ans += " "
return ans
#define event handlers for buttons
def deal():
global outcome, in_play, score, result, middle
global my_deck, player_hand, dealer_hand
outcome = "Hit or Stand ???"
result = ""
if (middle):
result = 'You Lose'
outcome = 'New Deal ?'
score -= 1
middle = False
# Build new deck/ Restock the deck
my_deck = Deck()
player_hand = Hand()
dealer_hand = Hand()
# Shuffle Deck
my_deck.shuffle()
# Create New Player Hand & Dealer Hand ( Two card to each hand)
for i in range(2):
player_hand.add_card(my_deck.deal_card())
dealer_hand.add_card(my_deck.deal_card())
in_play = True
def hit():
# replace with your code below
# if the hand is in play, hit the player
# if busted, assign a message to outcome, update in_play and score
global outcome, in_play, score, result, middle
global my_deck, player_hand, dealer_hand
# Add Extra card to player hand
player_hand.add_card(my_deck.deal_card())
if (player_hand.get_value() > 21 ):
result = 'You went Bust & Lose!!'
outcome = 'New Deal ?'
score -= 1
in_play = False
middle = True
def stand():
# replace with your code below
# 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
global outcome, in_play , result, score
global my_deck, player_hand, dealer_hand
if not(in_play):
result = 'You went Bust !!'
else:
while (dealer_hand.get_value() < 17):
dealer_hand.add_card(my_deck.deal_card())
if ( dealer_hand.get_value() > 21):
result = ' Dealer went bust & You Win !!'
outcome = 'New Deal ?'
score += 1
elif ( dealer_hand.get_value() >= player_hand.get_value()):
result = ' You Lose'
outcome = 'New Deal ?'
score -= 1
else:
result = 'You Win'
outcome = 'New Deal ?'
score += 1
in_play = False
# draw handler
def draw(canvas):
# test to make sure that card.draw works, replace with your code below
global outcome, in_play , score, result
global my_deck, player_hand, dealer_hand
canvas.draw_text('BlackJack', [250, 50], 40, "Black")
# Dealer part
canvas.draw_text('Dealer', [50, 150], 30, 'White')
dealer_hand.draw(canvas, [50, 160])
if (in_play):
canvas.draw_image(card_back, CARD_BACK_CENTER, CARD_BACK_SIZE, [50+CARD_BACK_CENTER[0], 160+CARD_BACK_CENTER[1]], CARD_BACK_SIZE )
else:
dealer_hand.draw(canvas, [50, 160])
# Player part
canvas.draw_text('Player', [50, 350], 30, 'White')
player_hand.draw(canvas, [50, 360])
canvas.draw_text(outcome, [250, 350], 25, "White" )
canvas.draw_text(result, [250, 150], 25, "White")
canvas.draw_text('Score: '+str(score), [400, 500], 30, "Black" )
# 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