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BlackJack.py
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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
outcome = ""
score = 0
message = ""
# 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):
# create Hand object
self.card_list = []
def __str__(self):
# return a string representation of a hand
representation = "Hands contains "
for card in self.card_list:
representation += str(card) + " "
return representation
def add_card(self, card):
# add a card object to a hand
self.card_list.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
# compute the value of the hand, see Blackjack video
value = 0
has_ace = False
for card in self.card_list:
value += VALUES[card.get_rank()]
if card.get_rank() == 'A':
has_ace = True;
if has_ace:
if value <= 11:
value += 10
return value
def draw(self, canvas, pos):
# draw a hand on the canvas, use the draw method for cards
for i in range(len(self.card_list)):
self.card_list[i].draw(canvas, (pos[0]+100 * i, pos[1]))
# define deck class
class Deck:
def __init__(self):
# create a Deck object
self.deck_list = []
for i in SUITS:
for j in RANKS:
self.deck_list.append(Card(i, j))
def shuffle(self):
# shuffle the deck
# use random.shuffle()
random.shuffle(self.deck_list)
def deal_card(self):
# deal a card object from the deck
return self.deck_list.pop()
def __str__(self):
# return a string representing the deck
representation = "Deck contains "
for card in self.deck_list:
representation += str(card) + " "
return representation
#define event handlers for buttons
def deal():
global message, outcome, in_play, deck, player_hand, dealer_hand, score
# your code goes here
deck = Deck()
player_hand = Hand()
dealer_hand = Hand()
deck.shuffle()
for i in range(2):
player_hand.add_card(deck.deal_card())
dealer_hand.add_card(deck.deal_card())
if in_play:
outcome = "Redeal Loses 1 score."
score -= 1
else:
outcome = ""
in_play = True
message = "Hit Or Stand?"
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, score, message, in_play
if in_play:
player_hand.add_card(deck.deal_card())
if player_hand.get_value() > 21:
in_play = False
outcome = "Busted. YOU LOSE!"
score -= 1
message = "New Deal?"
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, score, message, in_play
if in_play:
in_play = False
message = "New Deal?"
while dealer_hand.get_value() < 17 and dealer_hand.get_value() < player_hand.get_value():
dealer_hand.add_card(deck.deal_card())
if (dealer_hand.get_value() > 21):
outcome = "Dealer has busted, YOU WIN!"
score += 1
elif dealer_hand.get_value() >= player_hand.get_value():
outcome = "YOU LOSE!"
score -= 1
else:
outcome = "YOU WIN!"
score += 1
# draw handler
def draw(canvas):
global in_play
# test to make sure that card.draw works, replace with your code below
canvas.draw_text("BLACKJACK", (80, 100), 50, "Red", "sans-serif")
canvas.draw_text("Dealer", (80, 180), 25, "Black", "sans-serif")
canvas.draw_text("Player", (80, 380), 25, "Black", "sans-serif")
canvas.draw_text(outcome, (200, 180), 25, "Black", "sans-serif")
canvas.draw_text(message, (200, 380), 25, "Black", "sans-serif")
canvas.draw_text("SCORE: " + str(score), (400, 100), 30, "Black", "sans-serif")
dealer_hand.draw(canvas, (85.5, 210))
player_hand.draw(canvas, (85.5, 410))
if in_play:
canvas.draw_image(card_back, CARD_BACK_CENTER, CARD_BACK_SIZE, (121, 258), CARD_BACK_SIZE)
# 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)
deck = Deck()
player_hand = Hand()
dealer_hand = Hand()
# get things rolling
deal()
frame.start()
# remember to review the gradic rubric