Mini-project description - Blackjack

Mini-project description - Blackjack#

# Mini-project #6 - Blackjack
try:
    import simplegui
except ModuleNotFoundError:
    import simplequi as 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}

# GUI constants
WIDTH = 600
HEIGHT = 600
DEALER_HAND_POS = (50, 150)
PLAYER_HAND_POS = (DEALER_HAND_POS[0], DEALER_HAND_POS[1] + 150)
TITLE_POS = (10, 30)
TITLE_FONT_SIZE = 26
FONT_COLOR = 'yellow'
FONT_FACE = 'monospace'
OUTCOME_POS = (10, 500)
OUTCOME_FONT_SIZE = TITLE_FONT_SIZE
SCORE_POS = (WIDTH - 150, TITLE_POS[1])
SCORE_FONT_SIZE = TITLE_FONT_SIZE


# 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):
        # create Hand object
        self.cards = []

    def __str__(self):
        # return a string representation of a hand
        cards_string = 'Hand contains'
        for card in self.cards:
            cards_string += ' ' + str(card)
        return cards_string

    def add_card(self, card):
        # add a card object to a hand
        self.cards.append(card)

    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
        value = 0
        for card in self.cards:
            value += VALUES[card.rank]
        # we can add 10 only once
        if 'A' in [card.rank for card in self.cards] and not value + 10 > 21:
            value += 10
        return value

    def draw(self, canvas, pos):
        # draw a hand on the canvas, use the draw method for cards
        for i, card in enumerate(self.cards):
            card.draw(canvas, [pos[0] + i * CARD_SIZE[0], pos[1]])


# define deck class
class Deck:
    def __init__(self):
        # create a Deck object
        # NOTE Deck does not consist of strings but Card objects! Do not
        # as follows:
        # self.cards = [suit+rank for suit in SUITS for rank in RANKS]
        # Use the Card class:
        self.cards = [Card(suit, rank) for suit in SUITS for rank in RANKS]

    def shuffle(self):
        # shuffle the deck
        random.shuffle(self.cards)

    def deal_card(self):
        # deal a card object from the deck
        return self.cards.pop()

    def __str__(self):
        # return a string representing the deck
        cards_string = 'Deck contains'
        for card in self.cards:
            cards_string += ' ' + str(card)
        return cards_string


# define event handlers for buttons
def deal():
    global outcome, in_play, deck, player_hand, dealer_hand, score

    deck = Deck()
    deck.shuffle()

    player_hand = Hand()
    player_hand.add_card(deck.deal_card())
    player_hand.add_card(deck.deal_card())

    dealer_hand = Hand()
    dealer_hand.add_card(deck.deal_card())
    dealer_hand.add_card(deck.deal_card())

    if in_play:
        score -= 1
        outcome = 'Player lost last round. Hit or stand?'
    else:
        outcome = 'Hit or stand?'

    in_play = True


def hit():
    global in_play, score, outcome
    if in_play:
        # if the hand is in play, hit the player
        if player_hand.get_value() <= 21:
            player_hand.add_card(deck.deal_card())
        # if busted, assign a message to outcome, update in_play and score
        if player_hand.get_value() > 21:
            in_play = False
            score -= 1
            outcome = 'You have busted. New deal?'
    else:
        outcome = 'Cannot hit. New deal?'

    # print(f'player: {player_hand} : {player_hand.get_value()}')
    # print(f'dealer: {dealer_hand} : {dealer_hand.get_value()}')


def stand():
    global outcome, score, in_play
    # print('before stand')
    # print(f'player: {player_hand} : {player_hand.get_value()}')
    # print(f'dealer: {dealer_hand} : {dealer_hand.get_value()}')
    if player_hand.get_value() > 21:
        outcome = 'Cannot stand, you\'ve busted.'
    elif in_play:
        # if hand is in play, repeatedly hit dealer until his hand has value 17
        # or more
        while dealer_hand.get_value() < 17:
            dealer_hand.add_card(deck.deal_card())

        # assign a message to outcome, update in_play and score
        if dealer_hand.get_value() > 21:
            outcome = 'Dealer has busted.'
            score += 1
        elif dealer_hand.get_value() < player_hand.get_value():
            outcome = 'Player wins.'
            score += 1
        else:
            outcome = 'Dealer wins.'
            score -= 1
    else:
        outcome = 'Cannot stand.'

    outcome += ' New deal?'
    in_play = False

    # print('after stand')
    # print(f'player: {player_hand} : {player_hand.get_value()}')
    # print(f'dealer: {dealer_hand} : {dealer_hand.get_value()}')


# draw handler
def draw(canvas: simplegui.Canvas):
    canvas.draw_text(
        'Blackjack', TITLE_POS, TITLE_FONT_SIZE, FONT_COLOR, FONT_FACE)

    dealer_hand.draw(canvas, DEALER_HAND_POS)
    player_hand.draw(canvas, PLAYER_HAND_POS)

    canvas.draw_text(
        outcome, OUTCOME_POS, OUTCOME_FONT_SIZE, FONT_COLOR, FONT_FACE)

    if in_play:
        # draw over the hole card
        canvas.draw_image(
            card_back,
            CARD_BACK_CENTER,
            CARD_BACK_SIZE,
            (DEALER_HAND_POS[0] + CARD_BACK_SIZE[0]/2,
                DEALER_HAND_POS[1] + CARD_BACK_SIZE[1]/2),
            CARD_BACK_SIZE)

    # score
    canvas.draw_text(
        f'Score: {score:2}', SCORE_POS, SCORE_FONT_SIZE, FONT_COLOR, FONT_FACE)


# initialization frame
frame = simplegui.create_frame("Blackjack", WIDTH, HEIGHT)
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()