コード例 #1
0
class TestDeck(unittest.TestCase):
    def setUp(self):
        self.deck = Deck()

    def test52(self):
        self.assertEqual(len(self.deck), 52)

    def test_no_dupes(self):
        seen = set()
        for card in self.deck:
            self.assertNotIn(card, seen)
            seen.add(card)

    def test_repr_string(self):
        self.assertIsInstance(repr(self.deck), str)

    def test_shuffle(self):
        deck2 = Deck()
        random.shuffle(deck2)
        self.assertNotEqual(self.deck.cards, deck2.cards)

    def test_deal_5(self):
        hand = self.deck.deal(5)
        self.assertEqual(len(hand), 5)

    def test_draw(self):
        hand = self.deck.deal(5)
        self.deck.draw(hand)
        self.assertEqual(len(hand), 6)
コード例 #2
0
    def test_deck_length(self):
        deck = Deck()
        self.assertEqual(len(deck), 52)

        deck.deal()
        self.assertEqual(len(deck), 51)

        deck.deal(2)
        self.assertEqual(len(deck), 49)
コード例 #3
0
class Blackjack(object):
    def __init__(self):
        self._deck = Deck()
        self._deck.shuffle()

        #Pass the player and the dealer two cards each
        self._player = Player([self._deck.deal(), self._deck.deal()])
        self._dealer = Dealer([self._deck.deal(), self._deck.deal()])

    '''Returns a list of the player's cards.'''

    def getPlayerCards(self):
        return self._player.getCards()

    '''Returns a list of the dealer's cards.'''

    def getDealerCards(self):
        return self._dealer.getCards()

    '''Deals a card to the player. Returns a tuple of the card and the player's points.'''

    def hitPlayer(self):
        card = self._deck.deal()
        card.turn()
        self._player.hit(card)
        return (card, self._player.getPoints())

    '''Deals cards to the dealer until an outcome occurs. Returns a string representing the outcome.'''

    def hitDealer(self):
        self._dealer.turnFirstCard()
        playerPoints = self._player.getPoints()
        if playerPoints > 21:
            return "You bust and lose!"
        else:
            self._dealer.hit(self._deck)
            dealerPoints = self._dealer.getPoints()
            if dealerPoints > 21:
                return "Dealer busts, you win!"
            elif dealerPoints > playerPoints:
                return "Dealer wins :("
            elif dealerPoints < playerPoints and playerPoints <= 21:
                return "Congrats! You win!"
            elif dealerPoints == playerPoints:
                if self._player.hasBlackjack(
                ) and not self._dealer.hasBlackjack():
                    return "Blackjack! You Win!"
                elif not self._player.hasBlackjack(
                ) and self._dealer.hasBlackjack():
                    return "Dealer Blackjack! You lose!"
                else:
                    return "There is a tie"
コード例 #4
0
def main():
   """Creates a deck, deals and prints the cards,
   then creates a second deck, shuffles, deals and prints."""
   deck = Deck()
   print("NUMBER OF CARDS:", len(deck))
   print("THE CARDS IN A NEW DECK:")
   while not deck.isEmpty():
      print(deck.deal())

   deck = Deck()
   deck.shuffle()
   print("\nTHE CARDS IN A SHUFFLED DECK:")   
   while not deck.isEmpty():
      print(deck.deal())
コード例 #5
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def test_dealing_cards(amount=1):
    # generator for decks?
    deck = Deck(shuffle=True)
    test_hand_one = deck.deal(cards=2)
    test_hand_two = deck.deal(cards=2)
    assert len(test_hand_one) == 2
    assert test_hand_one != test_hand_two
    test_hand_three = deck.deal(cards=1384)
    assert len(test_hand_three) == 1384
    test_hand_four = deck.deal(6)
    assert len(test_hand_four) == 6
    deck_two = Deck(shuffle=True)
    deck_three = Deck(shuffle=True)
    assert deck_two.cards != deck_three.cards
コード例 #6
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    def test_deck(self):
        deck = Deck()
        deck.shuffle()

        hands = deck.deal(4)
        self.assertTrue({13}, set(len(h) for h in hands))
        self.assertEqual(52, len(set(sum(hands, []))))

        hands = deck.deal(3)
        self.assertTrue({17}, set(len(h) for h in hands))
        self.assertEqual(51, len(set(sum(hands, []))))

        hands = deck.deal(10, 2)
        self.assertTrue({2}, set(len(h) for h in hands))
        self.assertEqual(20, len(set(sum(hands, []))))
コード例 #7
0
class Deadoralive(object):
    
    print("DEADORALIVE")

    def __init__(self):
        self._deck = Deck()
        self._deck.shuffle()
        self._player = Player([self._deck.deal(), self._deck.deal()])
        self._dealer = Dealer([self._deck.deal(), self._deck.deal()])

   
    def getValue(self):
        """Returns the number of points in the hand."""
        count = 0
        for card in self._cards:
            if card.rank > 9:
                count += 10
            elif card.rank == 1:
                count += 11
            else:
                count += card.rank
            return count



    def compare(self,other):
       """compare the cards and returns message"""


       """we can compare by using the value function"""
       playerpoint = self._player.getValue()
       dealerpoint = other._dealer.getValue()

       if playerpoint > dealerpoint:
           print("\nPlayer Won")
       elif playerpoint < dealerpoint:
           print("\nDealer Won")


    def playdead(self):
        print("Player:\n", self._player)
        print("Dealer:\n", self._dealer)
        while True:
            if len(self._deck._cards) == 0:
                print("game has ended")
                break
            else:
                _deadoralive.compare(self._player,self._dealer)
コード例 #8
0
ファイル: game.py プロジェクト: ekelly/PyEuchre
 def __init__(self, dealer, tricks=None, hands=None, round_state=None,
              called_trump=None, trump=None, turn=None, maybe_trump=None,
              going_alone=None):
     deck = Deck()
     self.tricks = tricks or []
     self.hands = hands or [Hand(deck.deal(5)) for x in range(4)]
     # Other valid states: "bid2", "play", "end"
     self.round_state = round_state or "bid"
     self.called_trump = called_trump or None  # Nobody has called trump yet
     self.trump = trump or None                # Initially, there is no trump
     self.dealer = dealer                      # Player num
     self.turn = turn or (dealer + 1) % 4      # Who starts?
     # The card that might be trump
     self.maybe_trump = maybe_trump or deck.deal(1)[0]
     # Is the player who called trump going alone?
     self.going_alone = going_alone or False
コード例 #9
0
def hit(deck: cards.Deck, hand: cards.Hand):

    assert type(deck) is cards.Deck
    assert type(hand) is cards.Hand

    hand.add_card(deck.deal())
    hand.adjust_for_aces()
    return hand
コード例 #10
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class GUI_Cards(EasyFrame):
    def __init__(self):
        """Creates the dice, and sets up the Images and labels
        for the two dice to be displayed, the state label,
        and the two command buttons."""
        EasyFrame.__init__(self, title="GUI Cards")
        self.setSize(220, 200)
        self.deck = Deck()
        self.deck.shuffle()
        card = ""
        self.cardLabel = self.addLabel("", row=0, column=1, sticky="NSEW")
        self.stateLabel = self.addLabel("",
                                        row=1,
                                        column=0,
                                        sticky="NSEW",
                                        columnspan=2)
        self.addButton(row=2, column=0, text="Deal", command=self.deal)
        self.addButton(row=2, column=1, text="Shuffle", command=self.shuffle)

        self.addButton(row=2, column=2, text="New deck", command=self.newDeck)
        self.refreshImages(card)

    def deal(self):
        """Rools the dice and updates the view with
        the results."""
        card = self.deck.deal()
        self.stateLabel["text"] = card
        self.refreshImages(card)

    def shuffle(self):
        """Rools the dice and updates the view with
        the results."""
        self.deck.shuffle()
        self.stateLabel["text"] = ""
        card = ""
        self.refreshImages(card)

    def newDeck(self):
        """Create a new craps game and updates the view."""
        self.deck = Deck()
        self.deck.shuffle()
        self.stateLabel["text"] = ""
        card = ""
        self.refreshImages(card)

    def refreshImages(self, card):
        """Updates the images in the window."""
        try:
            fileName = "DECK/" + str(card.rank) + str(
                (card.suit[0]).lower()) + ".gif"
            self.image = PhotoImage(file=fileName)
            self.cardLabel["image"] = self.image
        except Exception:
            fileName = "DECK/b.gif"
            self.image = PhotoImage(file=fileName)
            self.cardLabel["image"] = self.image
コード例 #11
0
ファイル: deckgui.py プロジェクト: staufferl16/Programming111
class DeckGUI(EasyFrame):
    def __init__(self):
        EasyFrame.__init__(self, title="Testing a Deck Display")
        self.setSize(350, 200)
        self.deck = Deck()
        self.card = self.deck.deal()
        self.image = PhotoImage(file=self.card.fileName)
        self.cardImageLabel = self.addLabel("", row=0, column=0)
        self.cardImageLabel["image"] = self.image
        self.cardNameLabel = self.addLabel(row=1, column=0, text=self.card)
        self.button = self.addButton(row=0,
                                     column=1,
                                     text="Next Card",
                                     command=self.nextCard)
        self.button = self.addButton(row=1,
                                     column=1,
                                     text="Shuffle",
                                     command=self.shuffleDeck)
        self.button = self.addButton(row=2,
                                     column=1,
                                     text="New Deck",
                                     command=self.newDeck)

    def nextCard(self):
        """Deals a card from the deck and displays it,
      or displays the back side if empty."""
        if len(self.deck) == 0:
            self.image = PhotoImage(file=Card.BACK_NAME)
            self.cardNameLabel["text"] = 'Empty'
        else:
            self.card = self.deck.deal()
            self.image = PhotoImage(file=self.card.fileName)
            self.cardNameLabel["text"] = self.card
        self.cardImageLabel["image"] = self.image

    def shuffleDeck(self):
        """Shuffles the existing deck of cards."""
        self.deck.shuffle()

    def newDeck(self):
        """Creates a new Deck object, assigns it to the window's deck, and
      updates the card images appropriately."""
        self.deck = Deck()
コード例 #12
0
def hit(deck, hand):
    card = Deck.deal(deck)
    Hand.add_cards(hand, card)
    if hand.value > 21:
        if hand.aces > 0:
            hand.adjust_for_ace()
        else:
            print('bust')

    print(hand)
コード例 #13
0
class DeckGUI(EasyFrame):
    def __init__(self):
        EasyFrame.__init__(self, title="Testing a Deck Display")
        self.setSize(300, 150)
        self.deck = Deck()
        self.card = self.deck.deal()
        self.image = PhotoImage(file=self.card.fileName)
        self.cardImageLabel = self.addLabel("", row=0, column=0, rowspan=3)
        self.cardImageLabel["image"] = self.image
        self.cardNameLabel = self.addLabel(row=3, column=0, text=self.card)
        self.button = self.addButton(row=0,
                                     column=1,
                                     text="Next Card",
                                     command=self.nextCard)
        self.shuffleButton = self.addButton(row=1,
                                            column=1,
                                            text="Shuffle",
                                            command=self.shuffle)
        self.newDeck = self.addButton(row=2,
                                      column=1,
                                      text="New Deck",
                                      command=self.new)

    def nextCard(self):
        """Deals a card from the deck and displays it,
      or displays the back side if empty."""
        if len(self.deck) == 0:
            self.image = PhotoImage(file=Card.BACK_NAME)
            self.cardNameLabel["text"] = 'Empty'
        else:
            self.card = self.deck.deal()
            self.image = PhotoImage(file=self.card.fileName)
            self.cardNameLabel["text"] = self.card
        self.cardImageLabel["image"] = self.image

    def shuffle(self):
        self.deck.shuffle()

    def new(self):
        """Returns the program to its initial state."""
        self.deck = Deck()
        self.cardImageLabel["image"] = self.image
        self.cardNameLabel["text"] = ""
コード例 #14
0
class Blackjack(object):
    def __init__(self):
        self._deck = Deck()
        self._deck.shuffle()
        self._player = Player([self._deck.deal(), self._deck.deal()])
        self._dealer = Dealer([self._deck.deal(), self._deck.deal()])

    def play(self):
        print("Player:\n", self._player)
        print("Dealer:\n", self._dealer)
        while True:
            choice = input("Do you want a hit? [y/n]: ")
            if choice in ("Y", "y"):
                self._player.hit(self._deck.deal())
                points = self._player.getPoints()
                print("Player:\n", self._player)
                if points >= 21:
                    break
            else:
                break
        playerPoints = self._player.getPoints()
        if playerPoints > 21:
            print("You bust and lose")
        else:
            self._dealer.hit(self._deck)
            print("Dealer:\n", self._dealer)
            dealerPoints = self._dealer.getPoints()
            if dealerPoints > 21:
                print("Dealer busts and you win")
            elif dealerPoints > playerPoints:
                print("Dealer wins")
            elif dealerPoints < playerPoints and playerPoints <= 21:
                print("You win")
            elif dealerPoints == playerPoints:
                if self._player.hasBlackjack(
                ) and not self._dealer.hasBlackjack():
                    print("You win")
                elif not self._player.hasBlackjack(
                ) and self._dealer.hasBlackjack():
                    print("Dealer wins")
                else:
                    print("There is a tie")
コード例 #15
0
ファイル: deckgui.py プロジェクト: staufferl16/Programming111
class DeckGUI(EasyFrame):

   def __init__(self):
      EasyFrame.__init__(self, title = "Testing a Deck Display")
      self.setSize(350, 200)
      self.deck = Deck()
      self.card = self.deck.deal()
      self.image = PhotoImage(file = self.card.fileName)
      self.cardImageLabel = self.addLabel("", row = 0, column = 0)
      self.cardImageLabel["image"] = self.image
      self.cardNameLabel = self.addLabel(row = 1, column = 0,
                                         text = self.card)
      self.button = self.addButton(row = 0, column = 1,
                                   text = "Next Card",
                                   command = self.nextCard)
      self.button = self.addButton(row = 1, column = 1,
                                   text = "Shuffle",
                                   command = self.shuffleDeck)
      self.button = self.addButton(row = 2, column = 1,
                                   text = "New Deck",
                                   command = self.newDeck)

   def nextCard(self):
      """Deals a card from the deck and displays it,
      or displays the back side if empty."""
      if len(self.deck) == 0:
         self.image = PhotoImage(file = Card.BACK_NAME)
         self.cardNameLabel["text"] = 'Empty'     
      else:   
         self.card = self.deck.deal()
         self.image = PhotoImage(file = self.card.fileName)
         self.cardNameLabel["text"] = self.card
      self.cardImageLabel["image"] = self.image

   def shuffleDeck(self):
     """Shuffles the existing deck of cards."""
     self.deck.shuffle()

   def newDeck(self):
      """Creates a new Deck object, assigns it to the window's deck, and
      updates the card images appropriately."""
      self.deck = Deck()
コード例 #16
0
class OichoKabu(object):
    def __init__(self):
        self._deck = Deck()
        self._deck.shuffle()

        #Pass the player and the dealer two cards each
        self._player = Player([self._deck.deal(), self._deck.deal()])
        self._dealer = Dealer([self._deck.deal(), self._deck.deal()])

    '''Returns a list of the player's cards.'''

    def getPlayerCards(self):
        return self._player.getCards()

    '''Returns a list of the dealer's cards.'''

    def getDealerCards(self):
        return self._dealer.getCards()

    '''Deals a card to the player. Returns a tuple of the card and the player's points.'''

    def hitPlayer(self):
        card = self._deck.deal()
        card.turn()
        self._player.hit(card)
        return card

    '''Deals cards to the dealer until an outcome occurs. Returns a string representing the outcome.'''

    def hitDealer(self):
        card = self._deck.deal()
        card.turn()
        sum = self._dealer._cards[0].rank + self._dealer._cards[1].rank
        if (sum % 10 < 6):
            self._dealer.hit(card)
        self._dealer.turnFirstCard()

    def whoWins(self, playerCardOne, playerCardTwo, playerCardThree,
                dealerCardOne, delearCardTwo, dealerCardThree):
        OK.whoWins(playerCardOne, playerCardTwo, playerCardThree,
                   dealerCardOne, delearCardTwo, dealerCardThree)
コード例 #17
0
class Deadoralive(object):
    def __init__(self):
        self._deck=Deck()
        self._deck.shuffle()
        self._player1=Player([])
        self._player2=Player([])

    def play(self):
        win1=0
        win2=0
        for i in range(26):
            ch=input("Press [y] to continue or any other to quit: ")
            if ch=='Y' or ch=='y':
                self._player1.hit(self._deck.deal())
                self._player2.hit(self._deck.deal())
                card1=self._player1.getCard()
                card1a=card1.rank
                card2=self._player2.getCard()
                card2a=card2.rank
                print("Player 1:\n",card1a)
                print("Player 2:\n",card2a)
                if(card1a>card2a):
                    print("Player 1 won")
                    win1+=1
                elif(card2a>card1a):
                    print("Player 2 won")
                    win2+=1
                else:
                    if card1.suit=="Spades":
                        print("Player 2 won with",card2.suit)
                        win2+=1
                    elif card1.suit=="Diamonds" and (card2.suit=="Hearts"
                                                     or card2.suit=="Clubs"):
                        print("Player 2 won with",card2.suit)
                        win2+=1
                    elif card1.suit=="Hearts" and card2.suit=="Clubs":
                        print("Player 2 won with",card2.suit)
                        win2+=1
                    elif card1.suit==card2.suit:
                        print("TIE")
                    else:
                        print("Player 1 won with",card1.suit)
                        win1+=1
                if i==25:
                    print("\nPlayer 1:",win1,"wins")
                    print("Player 2:",win2,"wins")
            else:
                print("Player 1:",win1,"wins")
                print("Player 2:",win2,"wins")
                break
コード例 #18
0
ファイル: carddemo.py プロジェクト: gregpuzzles1/Sandbox
class CardDemo(Frame):

    def __init__(self):
        """Sets up the window and widgets."""
        Frame.__init__(self)
        self.master.title("Card Demo")
        self.grid()
        self._deck = Deck()
        self._backImage = PhotoImage(file = Card.BACK_NAME)
        self._cardImage = None
        self._imageLabel = Label(self, image = self._backImage)
        self._imageLabel.grid(row = 0, column = 0, rowspan = 3)
        self._textLabel = Label(self, text = "")
        self._textLabel.grid(row = 3, column = 0)

        self._dealButton = Button(self,
                                  text = "Deal",
                                  command = self._deal)
        self._dealButton.grid(row = 0, column = 1)
        self._shuffleButton = Button(self,
                                     text = "Shuffle",
                                     command = self._shuffle)
        self._shuffleButton.grid(row = 1, column = 1)
        self._newButton = Button(self,
                                 text = "New Deck",
                                 command = self._new)
        self._newButton.grid(row = 2, column = 1)

    def _deal(self):
        """If the deck is not empty, deals and displays the
        next card.  Otherwise, returns the program to its
        initial state."""
        card = self._deck.deal()
        if card != None:
            self._cardImage = PhotoImage(file = card.fileName)
            self._imageLabel["image"] = self._cardImage
            self._textLabel["text"] = str(card)
        else:
            self._new()
            
    def _shuffle(self):
        self._deck.shuffle()
        
    def _new(self):
        """Returns the program to its initial state."""
        self._deck = Deck()
        self._cardImage = None
        self._imageLabel["image"] = self._backImage
        self._textLabel["text"] = ""
コード例 #19
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 def __init__(self,
              rules: RuleSet,
              pass_info: PassInfo,
              scores: List[int],
              deck: Deck = None):
     self.rules = rules
     self.pass_info = pass_info
     self.scores_before_round = scores[:]
     # Could remove any cards specified in rules.removed_cards
     if deck is None:
         deck = Deck()
         deck.shuffle()
     hands = deck.deal(rules.num_players)
     self.players = [Player(hand=h) for h in hands]
     self.prev_tricks = []
     self.current_trick = None
コード例 #20
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    def update(self, mouse_X, mouse_Y, deck, discard_pile, player, dealer,
               round_over, round_counter):
        """runs an update check to see if player hit the button and to do the necessary items when hit"""

        if self.rect.collidepoint(int(mouse_X),
                                  int(mouse_Y)) == 1 and round_over == 1:
            #print("deal button hit successfully")

            #reset counters
            round_over = 0
            round_counter += 1

            #make a new deck and distribute cards
            deck = Deck.createDeck()
            deck, discard_pile, player, dealer = Deck.deal(deck, discard_pile)

        return round_over, round_counter, deck, discard_pile, player, dealer
コード例 #21
0
class CardDemo(Frame):
    def __init__(self):
        """Sets up the window and widgets."""
        Frame.__init__(self)
        self.master.title("Card Demo")
        self.grid()
        self._deck = Deck()
        self._backImage = PhotoImage(file=Card.BACK_NAME)
        self._cardImage = None
        self._imageLabel = Label(self, image=self._backImage)
        self._imageLabel.grid(row=0, column=0, rowspan=3)
        self._textLabel = Label(self, text="")
        self._textLabel.grid(row=3, column=0)

        self._dealButton = Button(self, text="Deal", command=self._deal)
        self._dealButton.grid(row=0, column=1)
        self._shuffleButton = Button(self,
                                     text="Shuffle",
                                     command=self._shuffle)
        self._shuffleButton.grid(row=1, column=1)
        self._newButton = Button(self, text="New Deck", command=self._new)
        self._newButton.grid(row=2, column=1)

    def _deal(self):
        """If the deck is not empty, deals and displays the
        next card.  Otherwise, returns the program to its
        initial state."""
        card = self._deck.deal()
        if card != None:
            self._cardImage = PhotoImage(file=card.fileName)
            self._imageLabel["image"] = self._cardImage
            self._textLabel["text"] = str(card)
        else:
            self._new()

    def _shuffle(self):
        self._deck.shuffle()

    def _new(self):
        """Returns the program to its initial state."""
        self._deck = Deck()
        self._cardImage = None
        self._imageLabel["image"] = self._backImage
        self._textLabel["text"] = ""
コード例 #22
0
ファイル: main.py プロジェクト: Lokrosa/Blackjack
def run_game():
    #Initialize pygame screen and font modules
    pygame.init()
    pygame.font.init()

    #variables to determine round and statistics
    round_over = 0
    round_counter = 1
    wins = 0
    losses = 0

    #create the title
    title = gf.create_text("Blackjack", font_preferences, 42, font_color)
    author = gf.create_text("By: Cole Lehman", font_preferences, 20,
                            font_color)

    #create lists to be used later in the game
    discard_pile = []
    deck = []
    player = []
    dealer = []

    #generate card elements and variables, then generate list
    deck_icon = Deck(screen, (table_settings.table_width // 2),
                     (table_settings.table_height // 2) - 10)
    deck = Deck.createDeck()
    deck, discard_pile, player, dealer = Deck.deal(deck, discard_pile)

    #variable to define printed text and keep active within loop
    text = None
    text_placement = textbox_settings.y_pos + 5

    # Start the main loop for the game
    while True:

        #variables for mouse coordinates
        mouse_X = 0
        mouse_Y = 0

        #draw background and base static elements first through each pass
        screen.fill(ai_settings.bg_color)
        screen_pieces.draw()
        screen.blit(
            title,
            ((sidebar_settings.x_pos + sidebar_settings.sidebar_quartered) -
             20, 20))
        screen.blit(
            author,
            ((sidebar_settings.x_pos + sidebar_settings.sidebar_quartered) -
             20, 70))
        deck_icon.blitme()

        #print current stats to screen
        gf.print_screen_stats(screen, font_preferences, font_color,
                              round_counter, wins, losses)

        #draw the cards for the dealer and player
        Deck.drawCurrentHand(screen, player, dealer, table_offset,
                             table_settings.y_pos, table_settings.table_height,
                             round_over)

        #print messages to user on status of the game (result of round)
        gf.textbox_message(screen, round_over, text, font_preferences,
                           textbox_font_size, font_color, space_offset,
                           text_placement, player)

        #check events for exit signal and mouse button presses
        message = gf.check_events()

        #retrieve mouse output (formatted as string since check events cannot return multiple variables) and splice the output to retrieve mouse X & Y coord.
        if message != None:
            mouse_X, mouse_Y = message.split('|')

        #detect and respond if there is blackjack on start of round
        if len(player) == 2 and len(dealer) == 2 and round_over == 0:
            text, round_over, wins, losses = gf.blackjack(
                player, dealer, text, round_over, wins, losses)

        #responds when user hits the double button
        deck, discard_pile, player, dealer, round_over, text, wins, losses = doubleButton.update(
            mouse_X, mouse_Y, deck, discard_pile, player, dealer, round_over,
            text, wins, losses)

        #responds when user hits the stand button
        round_over, text, deck, discard_pile, dealer, player, wins, losses = standButton.update(
            mouse_X, mouse_Y, round_over, player, dealer, text, deck,
            discard_pile, wins, losses)

        #responds when user hits the hit button
        deck, discard_pile, player, round_over, text, losses = hitButton.update(
            mouse_X, mouse_Y, deck, discard_pile, player, round_over, text,
            losses)

        #responds when user hits the deal button
        round_over, round_counter, deck, discard_pile, player, dealer = dealButton.update(
            mouse_X, mouse_Y, deck, discard_pile, player, dealer, round_over,
            round_counter)

        #draw start of round buttons to screen
        if round_over == 0 and len(player) == 2:
            in_round_buttons_DbAllow.draw(screen)
        #draw buttons after first hit
        elif round_over == 0 and len(player) > 2:
            in_round_buttons_DbDeny.draw(screen)
        #draw buttons for end of round
        else:
            out_of_round_buttons.draw(screen)

        # Make the most recently drawn screen visible
        pygame.display.flip()
コード例 #23
0
class CardDemo(EasyFrame):

    def __init__(self):
        """Creates the cards and sets up the images and labels for two cards
to be displayed, the state label, and two command buttons. """
        EasyFrame.__init__(self, title="Card Game")
        self.setSize(220,200)

        #create cards/deck
        self.card1=Deck()
        self.card="b"
        
      
        

        #labels
        self.cardLabel1= self.addLabel("",row=0, column=0, sticky= "NSEW",columnspan=2)
        
        self.stateLabel = self.addLabel(self.card, row = 1, column = 0,
                                        sticky = "NSEW",
                                        columnspan = 2)
        
        self.addButton(row = 2, column = 0,
                       text = "Draw",
                       command = self.nextDraw)
        
        self.addButton(row = 2, column = 1,
                       text = "New game",
                       command = self.newGame)
        
        self.refreshImages()

    def nextDraw(self):
        """draws a card and updates view"""
        self.card=self.card1.deal()
        self.stateLabel = self.addLabel(self.card, row = 1, column = 0,
                                        sticky = "NSEW",
                                        columnspan = 2)
        #call split of rank and suite
        self.convert()
        
        
       
        #self.refreshImages()
        
    def newGame(self):
        self.card1=Deck()
        self.card1.shuffle()
        self.stateLabel["text"]=""
        self.card="b"
        self.refreshImages()

    def refreshImages(self):
        """updates the images in the window"""
        
        
        fileName1="DECK/" + str(self.card) + ".gif"
        self.image1= PhotoImage(file=fileName1)
        self.cardLabel1["image"]= self.image1
        

    def convert(self):
        """converts the strin created from .deal and changes it into
a format for finding image files. """
        rank=''
        suits=''
        x=str(self.card)
        self.newWordList=x.split()
        print(self.newWordList)

        #if statements to change word for image path
        if self.newWordList[0] == 'Ace':
            rank = '1'
        elif self.newWordList[0] == 'Jack':
            rank = '11'
        elif self.newWordList[0] =='Queen' :
            rank = '12'
        elif self.newWordList[0] == 'King':
            rank = '13'
        else:
            rank = self.newWordList[0]
        
    

        if self.newWordList[2] == 'Spades':
            suits = 's'
        elif self.newWordList[2] == 'Hearts':
            suits = 'h'
        elif self.newWordList[2] =='Diamonds' :
            suits = 'd'
        elif self.newWordList[2] == 'Clubs':
            suits = 'c'

        name=rank+suits
        print(name)
                   
        self.card=rank+suits
        self.refreshImages()
コード例 #24
0
class Table(object):	
	def __init__(self, name, sb=1, bb=2, ante=0, max_players=6, players=None, 
											min_buyin=None, max_buyin=None):
		self.id = name
		self.name = name

		self.sb = sb
		self.bb = bb
		self.ante = ante

		self.min_buyin = min_buyin or 50*bb
		self.max_buyin = max_buyin or 200*bb

		self.players = [None] * max_players
		if players:
			for i, p in enumerate(players):
				self.players[i] = p

		# http://www.learn-texas-holdem.com/questions/blind-rules-when-players-bust-out.htm
		self.owes_bb = set()
		self.owes_sb = set()

		# individual hand state
		self.deck = Deck()
		self.game_state = {
			"sb_idx": None,
			"bb_idx": None,
			"board": []
		}

		self.games = [HandHistory()]

	def get_bb_idx(self):
		return self.game_state['bb_idx']

	def get_sb_idx(self):
		return self.game_state['sb_idx']

	def get_board(self):
		return self.game_state['board']

	def get_active_players(self, rotate=0):
		return [p for p in rotate_iter(self.players, rotate) 
						if p is not None and not p.sitting_out]

	def get_players_still_in(self, rotate=0):
		return [p for p in self.get_active_players(rotate)
						if p.last_action != Events.FOLD]

	def current_pot(self):
		return sum([player.wagers for player in self.get_active_players()])

	def hand_in_progress(self):
		# TODO: there might be an edge case where this becomes incorrect?
		return len(self.deck.cards) < 52

	def to_json(self, indent=None):
		out = {
			"id": self.id,
			"sb" : self.sb,
			"bb" : self.bb,
			"ante" : self.ante,
			"players" : {i : p.summary_for_json() if p else None 
							for i, p in enumerate(self.players)}
		}

		if self.hand_in_progress():
			game_state = {k:v for k,v in self.game_state.iteritems()}
			game_state['board'] = [c.__str__() for c in self.game_state['board']]
			game_state['pot'] = self.current_pot()
			out['game_state'] = game_state

		return json.dumps(out, indent=indent)

	def sit(self, player, seat_number):
		if self.players[seat_number]:
			raise Exception("Seat already taken")
		else:
			self.players[seat_number] = player
			self.owes_bb.add(player.id)

	def stand(self, player):
		self.players[self.index(player)] = None

	def new_hand(self):
		self.log("===Starting hand {}===".format(len(self.games)))
		self.games.append(HandHistory())
		self.game_state['board'] = []
		self.deck = Deck()
		self.new_street()
		for player in self.get_active_players():
			player.new_hand()

	def new_street(self):
		for player in self.get_active_players():
			player.last_action = Events.NONE
			player.uncollected_bets = 0

	def is_player(self, x):
		return x in [p.id for p in self.players if p]

	def get_player(self, id):
		for player in self.players:
			if player.id == id:
				return player
		return None

	def deal(self, n_cards):
		self.game_state.board.extend([self.deck.deal() for _ in xrange(n_cards)])

	def handle_event(self, subj, event, obj):
		if isinstance(subj, Player):
			raise Exception("Passed Player instance into handle_event. You probably meant to pass in the ID.")
		elif isinstance(subj, Table):
			raise Exception("Passed Table instance into handle_event. You probably meant to pass in the ID.")
		
		self.log((subj, event, obj))
		if self.is_player(subj):
			player = self.get_player(subj)
			if event == Events.NEW_HAND:
				player.new_hand()
			elif event in (Events.POST, Events.POST_DEAD):
				if obj == self.sb and player.id in self.owes_sb:
					self.owes_sb.remove(player.id)
				elif obj == self.bb and player.id in self.owes_bb:
					self.owes_bb.remove(player.id)
				player.post(obj)
			elif event == Events.BET:
				player.bet(obj)
			elif event == Events.RAISE_TO:
				player.raise_to(obj)
			elif event == Events.CALL:
				player.call(obj)
			elif event == Events.FOLD:
				player.fold()
			elif event == Events.CHECK:
				player.check()
			elif event == Events.DEAL:
				player.deal([self.deck.deal() for _ in xrange(obj)])
			elif event == Events.SIT_IN:
				player.sit_out()
			elif event == Events.SIT_OUT:
				player.sit_in()
			elif event == Events.LOSE:
				player.lose(obj)
			elif event == Events.WIN:
				player.win(obj)
			elif event == Events.BUY:
				player.buy(obj)
			else:
				raise Exception("Unknown event {} for {} with {}".format(event, subj, obj))
		elif subj == self.id:
			if event == Events.OWE:
				if obj == self.bb:
					self.owes_bb.add(subj)
				elif obj == self.sb:
					self.owes_sb.add(subj)
				else:
					raise Exception("Can't owe a non-blind amt")
			elif event == Events.SET_GAME_STATE:
				key, val = obj
				if not key in self.game_state:
					raise Exception("Unknown game state parameter")
				self.game_state[key] = val
			elif event == Events.DEAL:
				self.game_state['board'].extend([self.deck.deal() for _ in xrange(obj)])
			elif event == Events.NEW_HAND:
				self.new_hand()
			elif event == Events.NEW_STREET:
				self.new_street()
			elif event == Events.LOG:
				pass
			else:
				raise Exception("Unknown event {} for {} with {}".format(event, subj, obj))

	def handle_events(self, events):
		for event in events:
			self.handle_event(*event)

	def log(self, event):
		print event
		self.games[-1].log(event)
コード例 #25
0
ファイル: test.py プロジェクト: MadsStilling/Poker
from cards import Deck, Card
from player import Player

deck = Deck()
deck.shuffle()

p1 = Player([deck.deal() for i in range(2)], [deck.deal() for f in range(5)])
print(p1.cards)
print(p1.community)
print(p1.high_card())
print(p1.build_ranks())
コード例 #26
0
class WarGame(object):
    """Plays the game of War."""
    def __init__(self):
        """Sets up the two players, the war pile, the deck, and the
        game state."""
        self._player1 = Player()
        self._player2 = Player()
        self._warPile = []
        self._gameState = ""
        self._deck = Deck()
        self._deck.shuffle()

    def __str__(self):
        """Returns the game state."""
        return self._gameState

    def deal(self):
        """Deals 26 cards to each player."""
        while not self._deck.isEmpty():
            self._player1.addToUnplayedPile(self._deck.deal())
            self._player2.addToUnplayedPile(self._deck.deal())

    def step(self):
        """Makes one move in the game, and returns the two cards
        played."""
        card1 = self._player1.getCard()
        card2 = self._player2.getCard()
        self._warPile.append(card1)
        self._warPile.append(card2)
        self._gameState = "Player 1: " + str(card1) + "\n" +\
                          "Player 2: " + str(card2)
        if card1.rank == card2.rank:
            self._gameState += "\nCards added to War pile\n"
        elif card1.rank > card2.rank:
            self._transferCards(self._player1)
            self._gameState += "\nCards go to Player 1"
        else:
            self._transferCards(self._player2)
            self._gameState += "\nCards go to Player 2"
        return (card1, card2)

    def _transferCards(self, player):
        """Transfers cards from the war pile to the player's
        winnings pile."""
        while len(self._warPile) > 0:
            player.addToWinningsPile(self._warPile.pop())

    def winner(self):
        """Returns None if there is no winner yet.  Otherwise,
        returns a string indicating the player who won with each
        player's number of cards, or a tie."""
        if self._player1.isDone() or self._player2.isDone():
            count1 = self._player1.winningsCount()
            count2 = self._player2.winningsCount()
            if count1 > count2:
                return "Player 1 wins, " + str(count1) + " to " +\
                       str(count2) +"!"
            elif count2 > count1:
                return "Player 2 wins, " + str(count2) + " to " +\
                       str(count1) +"!"
            else:
                return "The game ends in a tie!\n"
        else:
            return None
コード例 #27
0
import time
from cards import make_hand, Hand, Deck, best_score

start = time.clock()

h1 = make_hand("Qc, Qs, Td, 5c")
h2 = make_hand("Qh, Th, 7s, 2c")

base_deck = Deck()
for card in h1:
    base_deck.remove(card)
for card in h2:
    base_deck.remove(card)
base_cards = base_deck.cards
wins = 0
for i in range(10000):
    deck = Deck(initial=base_cards)
    board = Hand(
        [deck.deal(),
         deck.deal(),
         deck.deal(),
         deck.deal(),
         deck.deal()])
    if (best_score(h1, board) >= best_score(h2, board)):
        wins += 1
print(wins / 10000.0)

end = time.clock()
print("Completed in {}".format(end - start))
コード例 #28
0
class FreeCellGame():

    #Methods that are used for creating / replaying a game
    """
    The main constructor method for the free cell game
    """
    def __init__(self):

        #Create lists for the distinct pile objects

        self._tableaux = list()
        self._freecells = list()
        self._homecells = list()

        #Creates a list for containing potential moves

        self.potentialMoves = list()

        #Constructs a new game for the model

        self.construct()
        self.newGame()

    """
    Constructs a new game without creating a new model
    """

    def newGame(self):
        self.reset()

    """
    Allows a player to restart the current game
    """

    def restart(self):
        self.reset(self._restartDeck)

    """
    A method used to both start a new game and restart an old one
    """

    def reset(self, deck=None):
        self.clear()
        self._moveLog = []
        if deck == None:
            self._deck = Deck()
            self._deck.shuffle()
        else:
            self._deck = deck
        self.deal()
        self.getPotentialMoves()

    """
    Constructor class for the free cell game
    """

    def construct(self):
        for x in range(4):
            self._freecells.append(FreeCell())
            self._homecells.append(HomePile())
            self._tableaux.append(Tableau())
        for x in range(4):
            self._tableaux.append(Tableau())

    """
    Deals the cards to set a game
    """

    def deal(self):
        self._restartDeck = Deck(self._deck)
        for x in range(7):
            for y in range(4):
                self._tableaux[y].add(self._deck.deal())
        for x in range(6):
            for y in range(4, 8):
                self._tableaux[y].add(self._deck.deal())

    """
    Clears the cards from all of the cells
    """

    def clear(self):
        for x in range(4):
            self._freecells[x].clear()
            self._homecells[x].clear()
            self._tableaux[x].clear()
        for x in range(4, 8):
            self._tableaux[x].clear()

    #Methods for getting move counts
    """
    Returns the number of moves performed by a player using the move log
    """

    def getMoveCount(self):
        return len(self._moveLog)

    """
    Returns the number of potential moves in a game at any given point
    """

    def getPotentialMoveCount(self):
        return len(self.potentialMoves)

    #Methods dealing with moving cards between piles
    """
    The moves neccessary for a tableaux
    """

    def moveTableau(self, gPile, cardPosition, rPile, card, rpos):
        if gPile.isMovable(cardPosition) and type(rPile) == Tableau:
            if rPile.isLegal(card):
                self._moveLog.append(Move(gPile, cardPosition, rPile, rpos))
                rPile.addPile(gPile, cardPosition)
                self.getPotentialMoves()
                return True
            else:
                return False
        else:
            return False

    """
    The moves neccessary for a free cell
    """

    def moveSingleCard(self, gPile, cardPosition, rPile, card, rpos):
        if rPile.isLegal(card):
            self._moveLog.append(Move(gPile, cardPosition, rPile, rpos))
            rPile.add(card)
            gPile.pop()
            self.getPotentialMoves()
            return True
        else:
            return False

    """
    Combines move methods to step through the game
    """

    def step(self, move):
        (gPile, gpos, rPile, rpos) = move.returnValues()
        card = gPile.getCardAt(gpos)
        if type(gPile) == Tableau and gpos != gPile.len() - 1:
            return self.moveTableau(gPile, gpos, rPile, card, rpos)
        else:
            if type(gPile) != HomePile:
                return self.moveSingleCard(gPile, gpos, rPile, card, rpos)

    #Methods used to convert text into a move for a terminal application of the game
    """
    Converts text provided by the terminal application of the game into a move and then runs the move
    """

    def textToMove(self, givingPile, cardPosition, recievingPile):
        if not self.validInput(givingPile, cardPosition, recievingPile):
            return False
        move = self.converter(givingPile, cardPosition, recievingPile)
        return self.step(move)

    """
    Used to convert incoming text into usable data
    """

    def converter(self, givingPile, gpos, recievingPile):
        gPile = self.convertStringToPileValues(givingPile)
        rPile = self.convertStringToPileValues(recievingPile)
        gpos = int(gpos)
        rpos = rPile.len()
        move = Move(gPile, gpos, rPile, rpos)
        return move

    """
    Checks the incoming input to determine if it is valid
    """

    def validInput(self, givingPile, gpos, recievingPile):
        gPile = self.convertStringToPileValues(givingPile)
        rPile = self.convertStringToPileValues(recievingPile)
        if gPile != None and rPile != None:
            if isInt(gpos):
                if int(gpos) < gPile.len():
                    return True
        return False

    """
    Converts strings into pile values if possible
    """

    def convertStringToPileValues(self, string):
        string = string.lower()
        if string in ["t1","t2","t3","t4","t5","t6","t7","t8", \
                      "h1","h2","h3","h4","f1","f2","f3","f4"]:
            pileNumber = int(string[1])
            if string[0] == "t":
                return self._tableaux[pileNumber - 1]
            elif string[0] == "h":
                return self._homecells[pileNumber - 1]
            else:
                return self._freecells[pileNumber - 1]
        return None

    #Methods dealing with winning and losing conditions
    """
    Determines if the game has a winner
    """

    def isWinner(self):
        if self._homecells[0].maxSize() and \
           self._homecells[1].maxSize() and \
           self._homecells[2].maxSize() and \
           self._homecells[3].maxSize():
            return True
        else:
            return False

    """
    Determines if there are still moves on the board
    """

    def areMoves(self):
        if self.getPotentialMoveCount() == 0:
            return False
        elif self.getPotentialMoveCount(
        ) == 1 and self._moveLog[-2] == self.potentialMoves[0]:
            return False
        else:
            return True

    #Additional Methods
    """
    Allows a user to take back a move
    """

    def undo(self):
        if self.getMoveCount() > 0:
            move = self._moveLog.pop()
            (gPile, gpos, rPile, rpos) = move.returnValues()
            card = rPile._lyst[rpos]
            #Deals with the case of a tableau stack
            if rpos != rPile.len() - 1:
                gPile.addPile(rPile, rpos)
            #Deals with the other cases involving single cards
            else:
                gPile.add(card)
                rPile.pop()
            self.getPotentialMoves()

    """
    An auto-pilot feature that allows the user to make the "best possible" move (Essentially a Hint)
    Works well when coupled with the undo method
    """

    def autoMove(self):
        self.step(self.getHint())

    """
    Returns a hint for the human player
    """

    def getHint(self):
        self.potentialMoves.sort()
        self.potentialMoves.reverse()
        return self.potentialMoves[0]

    """
    Runs through the current model of the game and determines how many moves are possible
    """

    def getPotentialMoves(self):
        #check the legality of moving each card at the end of a tableau and freecell
        self.potentialMoves = []

        #Runs through all the tableaux in the game
        for tableau in self._tableaux:
            if not tableau.isEmpty():
                gpos = tableau.len() - 1
                card = tableau.getCardAt(gpos)

                #Checks if cards can be moved to homecells
                for cell in self._homecells:
                    if cell.isLegal(card):
                        self.potentialMoves.append(Move(tableau, gpos, cell))

                #Checks if cards can be moved to freecells
                for cell in self._freecells:
                    if cell.isLegal(card):
                        self.potentialMoves.append(Move(tableau, gpos, cell))

                #Checks if cards can be moved between tableaux
                self.getPotentialTableauMoves(tableau)

        #Runs through all the freecells in the game
        for freecell in self._freecells:
            if not freecell.isEmpty():
                gpos = 0
                card = freecell.getCardAt(0)

                #Checks if cards can be moved to homecells
                for cell in self._homecells:
                    if cell.isLegal(card):
                        self.potentialMoves.append(Move(freecell, gpos, cell))

                #Checks if cards can be moved to tableaux
                for cell in self._tableaux:
                    if cell.isLegal(card):
                        self.potentialMoves.append(Move(freecell, gpos, cell))

    """
    Runs through a given tableau and determines the position from which it is movable
    """

    def movableTableau(self, tableau):
        pos = tableau.len() - 1
        card = tableau.getCardAt(pos)
        while pos >= 0:
            newCard = tableau.getCardAt(pos - 1)
            if newCard.rank == card.rank + 1 and newCard.color != card.color:
                card = newCard
                pos -= 1
            else:
                return pos

    """
    Runs through the movable stack within a tableau and determines possible moves
    """

    def getPotentialTableauMoves(self, tableau):
        pos = self.movableTableau(tableau)
        length = tableau.len()
        while pos < length:
            card = tableau.getCardAt(pos)
            for cell in self._tableaux:
                if cell.isLegal(card):
                    self.potentialMoves.append(Move(tableau, pos, cell))
            pos += 1

    """
    String representation of a free cell game
    """

    def __str__(self):
        tempstr = "Home Cells:\n"
        for x in range(4):
            tempstr += str("h" + str(x + 1) + ": " + str(self._homecells[x]) +
                           "\n")
        tempstr += "\nFree Cells:\n"
        for x in range(4):
            tempstr += str("f" + str(x + 1) + ": " + str(self._freecells[x]) +
                           "\n")
        tempstr += "\nTableaux:\n"
        for x in range(8):
            tempstr += str("t" + str(x + 1) + ": " + str(self._tableaux[x]) +
                           "\n")
        tempstr += "\nMove Count: " + str(self.getMoveCount()) + "\n"
        tempstr += "\nPotential Moves: " + str(
            self.getPotentialMoveCount()) + "\n"
        return tempstr
コード例 #29
0
print("\n")

#create a new deck
New_Deck = Deck()

print("I am shuffling the deck")

print("\n")

#shuffles the deck
New_Deck.shuffle()

#deal a card

print("Here's your card: ")
Dealthis = New_Deck.deal()
print(Dealthis)

print("\n")

print("Is the next card higher or lower?")
print("Please type in 'lower', 'higher', 'Lower', or 'Higher'")
user_input = input()

print("\n")

Dealthisagain = New_Deck.deal()
print("Your Card: ")
print(Dealthisagain)

if user_input.lower() == "lower" and Dealthis > Dealthisagain:
コード例 #30
0
from cards import Card, Deck
from hand import Hand
from hit_stand import hit, hit_or_stand, show_some_cards, show_all_cards

playing = True

player_chips = chips()

while True:
    print('WELCOME TO BLACKJACK')

    deck = Deck()
    deck.shuffle()

    player = Hand()
    player.add_cards(deck.deal())
    player.add_cards(deck.deal())

    dealer = Hand()
    dealer.add_cards(deck.deal())
    dealer.add_cards(deck.deal())

    #bet(player_chips)

    show_some_cards(player, dealer)

    while playing:

        hit_or_stand(deck, player)

        bet(player_chips)
コード例 #31
0
def take_bet(chips, player, dealer, deck):
    """

    :param chips:
    :param player:
    :param dealer:
    :param deck:
    :return:
    """
    bj_settings = Settings()

    if chips < 5:
        gf.game_over()
    bets_placed = False

    pygame.display.set_caption("Blackjack Place your Bet")
    bj_settings.screen.fill(bj_settings.GREEN)

    # text setting
    font_obj = pygame.font.Font('freesansbold.ttf', 40)
    text_surface_obj = font_obj.render("Place your bet", True,
                                       bj_settings.BLACK, bj_settings.GREEN)
    text_rect_obj = text_surface_obj.get_rect()
    text_rect_obj.center = (int(bj_settings.screen_width * .5),
                            int(bj_settings.screen_height * .050))

    # text setting
    font_obj1 = pygame.font.Font('freesansbold.ttf', 32)
    text_surface_obj1 = font_obj1.render("CHIPS " + str(chips), True,
                                         bj_settings.BLACK, bj_settings.GREEN)
    text_rect_obj1 = text_surface_obj1.get_rect()
    text_rect_obj1.center = (int(bj_settings.screen_width * .5),
                             int(bj_settings.screen_height * .150))

    # draw text to screen
    bj_settings.screen.blit(text_surface_obj, text_rect_obj)
    bj_settings.screen.blit(text_surface_obj1, text_rect_obj1)

    # bet 5 button
    bet_5_pos = (100, 300)
    bet_5 = pygame.image.load('images/5.png')
    bet_5_rect = bet_5.get_rect()
    bet_5_rect.topleft = bet_5_pos

    # bet 10 button
    bet_10_pos = (300, 150)
    bet_10 = pygame.image.load('images/10.png')
    bet_10_rect = bet_10.get_rect()
    bet_10_rect.topleft = bet_10_pos

    # bet 25 button
    bet_25_pos = (500, 300)
    bet_25 = pygame.image.load('images/25.png')
    bet_25_rect = bet_25.get_rect()
    bet_25_rect.topleft = bet_25_pos

    # bet 50 button
    bet_50_pos = (700, 150)
    bet_50 = pygame.image.load('images/50.png')
    bet_50_rect = bet_50.get_rect()
    bet_50_rect.topleft = bet_50_pos

    # bet 100 button
    bet_100_pos = (900, 300)
    bet_100 = pygame.image.load('images/100.png')
    bet_100_rect = bet_100.get_rect()
    bet_100_rect.topleft = bet_100_pos

    # draw chip buttons on screen
    bj_settings.screen.blit(bet_5, bet_5_rect)
    bj_settings.screen.blit(bet_10, bet_10_rect)
    bj_settings.screen.blit(bet_25, bet_25_rect)
    bj_settings.screen.blit(bet_50, bet_50_rect)
    bj_settings.screen.blit(bet_100, bet_100_rect)

    pygame.display.update()

    # get events
    while not bets_placed:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            if event.type == pygame.MOUSEBUTTONDOWN:
                if bet_5_rect.collidepoint(event.pos):
                    if chips >= 5:
                        bet = 5
                        bets_placed = True
                if bet_10_rect.collidepoint(event.pos):
                    if chips >= 10:
                        bet = 10
                        bets_placed = True
                if bet_25_rect.collidepoint(event.pos):
                    if chips >= 25:
                        bet = 25
                        bets_placed = True
                if bet_50_rect.collidepoint(event.pos):
                    if chips >= 50:
                        bet = 50
                        bets_placed = True
                if bet_100_rect.collidepoint(event.pos):
                    if chips >= 100:
                        bet = 100
                        bets_placed = True

    while bets_placed is True:
        deck = Deck()
        deck.shuffle()
        player.add_card(deck.deal())
        player.add_card(deck.deal())
        dealer.add_card(deck.deal())
        dealer.add_card(deck.deal())
        award = ph.play_hand(bet, chips, player, dealer, deck)
        chips += award
        pygame.display.update()
        take_bet(chips, player, dealer, deck)
コード例 #32
0
ファイル: blackjack_1.1.py プロジェクト: eduardox23/CPSC-115
def blackjackGame(player_name):
    deck = Deck()
    deck.shuffle()

    player = BlackjackHand(player_name)
    dealer = BlackjackHand('Dealer')
    
    deck.deal(dealer, 2)
    deck.deal(player, 2)

    print
    print

    status(dealer)
    status(player)
    if player.isaBlackjack() == True or player.isaBust() == True:
        choice = 0
    if player.isaBust() == False:
        out = player.getLabel() + ", type 1 for a hit and 0 to stay >> "
        choice = raw_input(out)
        while choice != '1' and choice != '0':
                out = player.getLabel() + ", type 1 for a hit and 0 to stay >> "
                choice = raw_input(out)
        choice = int(choice)

    while dealer.isaBust() == False and player.isaBust() == False \
          and (choice == 1 or dealer.total() < 17):
        while choice == 1:
            deck.deal(player, 1)
            print player.getLabel(), " hand: (", player.total(), "): ", player
            if player.isaBlackjack():
                print "That's Blackjack!"
                choice = 0
            elif player.isaBust():
                print "That is a Bust!"
                choice = 0
            else:
                choice = raw_input(out)
                while choice != '1' and choice != '0':
                    choice = raw_input(out)
                choice = int(choice)
        print
        print player.getLabel(), " total is ", player.total(), " and ", \
              dealer.getLabel(), " total is ", dealer.total(), ". "
        if player.isaBust():
            print player.getLabel(), " went bust and loses the hand."
        print
        print dealer.getLabel(), "'s turn. Type any key to continue. "
        key = raw_input()
        if dealer.total() >= 17:
            print dealer.getLabel(), " stays with ", dealer.total()
        else:
            print dealer.getLabel(), " takes a hit. "
            deck.deal(dealer, 1)
            status(dealer)
            key = raw_input()
            while dealer.total() < 17:
                print dealer.getLabel(), " takes a hit. "
                deck.deal(dealer, 1)
                status(dealer)
                key = raw_input()
        print
        print player.getLabel(), " total is ", player.total(), " and ", \
              dealer.getLabel(), " total is ", dealer.total(), ". "
        if dealer.isaBust():
            print dealer.getLabel(), " went bust and loses the hand."
        print
        print player.getLabel(), "'s turn. Type any key to continue. "
        key = raw_input()
        if player.isaBust() == True and dealer.isaBust() == True:
            out = player.getLabel() + ", press any key to continue. "
        elif player.isaBlackjack() == False and player.isaBust() == False:
            out = player.getLabel() + ", type 1 for a hit and 0 to stay >> "
            choice = raw_input(out)
            while choice != '1' and choice != '0':
                out = player.getLabel() + ", type 1 for a hit and 0 to stay >> "
                choice = raw_input(out)
            choice = int(choice)
                

    print
    print
    print " ~~ Game Over! ~~ "
    print
    print player.getLabel(), " has ", player.total(), ". "
    print dealer.getLabel(), " has ", dealer.total(), ". "
    print
    if player.isaBust():
        print player.getLabel(), " went bust. "
        print dealer.getLabel(), " wins this hand! "
    elif dealer.isaBust():
        print dealer.getLabel(), " went bust. "
        print player.getLabel(), " wins this hand! "
    else:
        if dealer > player:
            print dealer.getLabel(), " wins this hand! "
        elif dealer < player:
            print player.getLabel(), " wins this hand! "
        else:
            print "It's a draw! "
コード例 #33
0
ファイル: blackjack.py プロジェクト: eduardox23/CPSC-115
    if owner.isaBlackjack():
        print "That's Blackjack!"
    elif owner.isaBust():
        print "That is a Bust!"

print "\t\t\t Caesar - Todor's Palace"
print "\t\t\t ***********************"

deck = Deck()
deck.shuffle()

dealer = BlackjackHand('Dealer')
player_name = raw_input(" Please enter your name: ")
player = BlackjackHand(player_name)

deck.deal(dealer, 2)
deck.deal(player, 2)

print
print

status(dealer)
status(player)
if player.isaBlackjack() == True or player.isaBust() == True:
    choice = 0
if player.isaBust() == False:
    out = player.getLabel() + ", type 1 for a hit and 0 to stay >> "
    choice = input(out)

while dealer.isaBust() == False and player.isaBust() == False \
      and (choice == 1 or dealer.total() < 17):
コード例 #34
0
ファイル: proj01.py プロジェクト: orensam/pythonw
class Game(object):
    """
    Handler for the game progress.
    """

    # Messages
    __str_cards = "Tableau:\n%s\n\nDiscards: %4s %4s %4s %4s\n"
    __str_option_draw = "d - draw a card"
    __str_option_simple = "s - simple calculation"
    __str_option_advanced = "a - advanced calculation"
    __str_option_quit = "q - quit"
    __str_choose = "Choose an option"
    __str_options_all = "%s: %s, %s, %s, %s: " % (__str_choose,
                                                  __str_option_draw,
                                                  __str_option_simple,
                                                  __str_option_advanced,
                                                  __str_option_quit)
    __str_options_short = "%s: %s, %s, %s: " % (__str_choose,
                                                __str_option_simple,
                                                __str_option_advanced,
                                                __str_option_quit)
    __str_calc_simple = "The total score (simple algorithm) is: %2s"
    __str_calc_advanced = "The total score (advanced algorithm) is: %2s"
    __str_card_dealt = "Card dealt: %4s"
    __str_choose_loc = "Choose location (1 - 20) to place the new card: "

    # Error messages
    __str_err_nint = "Error: input is not an integer"
    __str_err_oor = "Error: input is out of range"
    __str_err_pos_full = "Error: a card was already placed in this spot"
    __str_err_invalid_choice = "Error: an invalid choice was made"

    # Options for the player
    __option_quit = "Qq"
    __option_deal = "Dd"
    __option_calc_simple = "Ss"
    __option_calc_advanced = "Aa"

    def __init__(self):
        """ Initializes the game """
        self._deck = Deck()
        self._deck.shuffle()
        self._tableau = Tableau()

    def play(self):
        """ Starts the game """
        self._print_cards()
        while True:
            # Ask user what to do
            if self._tableau.is_full():
                inp = raw_input(self.__str_options_short)
            else:
                inp = raw_input(self.__str_options_all)
            if len(inp) == 0:
                print self.__str_err_invalid_choice
            elif inp in self.__option_quit:
                break
            elif inp in self.__option_deal:
                self._play_step()
                print
                self._print_cards()
            elif inp in self.__option_calc_simple:
                print self.__str_calc_simple % \
                    self._tableau.calc_score_simple()
            elif inp in self.__option_calc_advanced:
                print self.__str_calc_advanced % \
                    self._tableau.calc_score_advanced()
            else:
                print self.__str_err_invalid_choice

    def _print_cards(self):
        """ Prints the game board and discards """
        discards = tuple(self._tableau[self._tableau.board_end + 1:
                                       self._tableau.end + 1])
        print self.__str_cards % ((self._tableau,) + discards)

    def _play_step(self):
        """ One step of the game - deal card and place it """
        card = self._deck.deal()
        print self.__str_card_dealt % card
        pos = self._get_pos_from_user()
        self._tableau[pos] = card

    def _get_pos_from_user(self):
        """ Get a (valid) board position from the user """
        while True:
            # Iterate until value is valid
            inp = raw_input(self.__str_choose_loc)
            try:
                pos = int(inp)
            except ValueError:
                print self.__str_err_nint
                continue
            if pos < self._tableau.start or pos > self._tableau.end:
                print self.__str_err_oor
                continue
            if self._tableau.pos_full(pos):
                print self.__str_err_pos_full
                continue
            return pos
コード例 #35
0
#runs script of modified version of highlow game
from cards import Deck
from cards import Card
deck = Deck()
deck.shuffle()
print("Here is your card:")
first =deck.deal()
print(str(first))
print("Will the next card be higher or lower?")
last = deck.deal()
guess = input(">" )
if guess.lower() == "higher":
    if first > last:
        print("You guessed wrong.")
    else:
        print("Ding Ding Ding")
if guess.lower() == "lower":
    if first > last:
        print("You guessed right")
    else:
        print("wrong answer bud")
print("the final card was " + str(last))
コード例 #36
0
from cards import Card, Deck, Hand, Chips
from game_functions import *

while True:
    # Print an opening statement
    print(
        'Welcome to BlackJack! Get as close to 21 as you can without going over!\n\
    Dealer hits until she reaches 17. Aces count as 1 or 11.')

    deck = Deck()
    deck.shuffle()

    player_hand = Hand()
    player_hand.add_cards(deck.deal())
    player_hand.add_cards(deck.deal())

    dealer_hand = Hand()
    dealer_hand.add_cards(deck.deal())
    dealer_hand.add_cards(deck.deal())

    # set up players ships
    player_chips = Chips()

    take_bet(player_chips)

    show_some(player_hand, dealer_hand)

    hit_or_stand(deck, player_hand)

    show_some(player_hand, dealer_hand)
コード例 #37
0

num_player = 1
dealer = Player(name='dealer')
players = [Player(name=f'p{i}') for i in range(num_player)]

# Game session
# each player place bet
player_bets = [10]

# shuffle deck
deck = Deck(is_shuffle=True)

# deal 1 card each player including dealer
hands = 2

for i in range(hands):
    for p in players:
        deck.deal(p.hand, 1)
    deck.deal(dealer.hand, 1)

# check for player and dealer pokdeng

# session end if dealer pokdeng
# ask whether player will add one more card
# dealer decide to take one more cards
# check all cards and play bet
# %%

# %%
コード例 #38
0
ファイル: main - backup.py プロジェクト: Lokrosa/Blackjack
def run_game():
    #Initialize pygame screen and font modules
    pygame.init()
    pygame.font.init()

    #variables to determine round and statistics
    round_over = 0
    round_counter = 1
    wins = 0
    losses = 0
    #ratio = wins // losses

    #create the title
    title = gf.create_text("Blackjack", font_preferences, 42, font_color)

    #create lists to be used later in the game
    discard_pile = []
    deck = []
    player = []
    dealer = []

    #generate card elements and variables, then generate list
    deck_icon = Deck(screen, (table_settings.table_width // 2),
                     (table_settings.table_height // 2) - 10)
    deck = Deck.createDeck()
    deck, discard_pile, player, dealer = Deck.deal(deck, discard_pile)

    #variable to define printed text and keep active within loop
    text = None
    text_placement = textbox_settings.y_pos + 5

    # Start the main loop for the game
    while True:

        #variables for mouse coordinates
        mouse_X = 0
        mouse_Y = 0

        #redraw the screen with elements during each pass through the loop
        screen.fill(ai_settings.bg_color)
        screen_pieces.draw()
        screen.blit(
            title,
            ((sidebar_settings.x_pos + sidebar_settings.sidebar_quartered) -
             20, 20))
        deck_icon.blitme()

        #generate statistic text
        round = gf.create_text("Round: " + str(round_counter),
                               font_preferences, 28, font_color)
        screen.blit(
            round,
            ((sidebar_settings.x_pos + sidebar_settings.sidebar_quartered) -
             20, 80))
        stats = gf.create_text(
            "Wins: " + str(wins) + " | " + "Losses: " + str(losses),
            font_preferences, 24, font_color)
        screen.blit(
            stats,
            ((sidebar_settings.x_pos + sidebar_settings.sidebar_quartered) -
             20, 120))

        if round_counter != 1 and losses != 0:
            ratio = 100 * float(wins) / float(losses)
            stats = gf.create_text(
                "W/L Ratio: " + str("{0:.2f}".format(ratio)) + " %",
                font_preferences, 24, font_color)
            screen.blit(stats, (
                (sidebar_settings.x_pos + sidebar_settings.sidebar_quartered) -
                20, 150))

        #draw the cards for the dealer and player
        Deck.drawCurrentHand(screen, player, dealer, table_offset,
                             table_settings.y_pos, table_settings.table_height,
                             round_over)

        #print message to user on current status
        gf.textbox_message(screen, round_over, text, font_preferences,
                           textbox_font_size, font_color, space_offset,
                           text_placement, player)

        #check events for exit signal
        message = gf.check_events()

        #retrieve and keep text on screen of last event
        if message != None:
            #set click to 1 (used in next elif) and grabs the x and y coordinates pressed
            click = 1
            mouse_X, mouse_Y = message.split('|')

        #detect and respond if there is blackjack on start of round
        if len(player) == 2 and len(dealer) == 2 and round_over == 0:
            text, round_over, wins, losses = gf.blackjack(
                player, dealer, text, round_over, wins, losses)

        #responds when user hits the double button
        deck, discard_pile, player, dealer, round_over, text, wins, losses = doubleButton.update(
            mouse_X, mouse_Y, deck, discard_pile, player, dealer, round_over,
            text, wins, losses)

        #responds when user hits the stand button
        round_over, text, deck, discard_pile, dealer, player, wins, losses = standButton.update(
            mouse_X, mouse_Y, round_over, player, dealer, text, deck,
            discard_pile, wins, losses)

        #responds when user hits the hit button
        deck, discard_pile, player, round_over, text, losses = hitButton.update(
            mouse_X, mouse_Y, deck, discard_pile, player, round_over, text,
            losses)

        #responds when user hits the deal button
        round_over, round_counter, deck, discard_pile, player, dealer = dealButton.update(
            mouse_X, mouse_Y, deck, discard_pile, player, dealer, round_over,
            round_counter)

        #draw start of round buttons to screen
        if round_over == 0 and len(player) == 2:
            in_round_buttons_DbAllow.draw(screen)
        #draw buttons after first hit
        elif round_over == 0 and len(player) > 2:
            in_round_buttons_DbDeny.draw(screen)
        #draw buttons for end of round
        else:
            out_of_round_buttons.draw(screen)

        # Make the most recently drawn screen visible
        pygame.display.flip()