Skip to content

Instantly share code, notes, and snippets.

@struts2spring
Created November 24, 2013 13:14
Show Gist options
  • Save struts2spring/7627143 to your computer and use it in GitHub Desktop.
Save struts2spring/7627143 to your computer and use it in GitHub Desktop.
Blackjack is a simple, popular card game that is played in many casinos. Cards in Blackjack have the following values: an ace may be valued as either 1 or 11 (player's choice), face cards (kings, queens and jacks) are valued at 10 and the value of the remaining cards corresponds to their number. During a round of Blackjack, the players plays aga…
#http://www.codeskulptor.org/#user25_DRIZbYlzBq_16.py
# 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
# 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.cards = []
# pass # create Hand object
def __str__(self):
string = "Hand contains"
i = 0
while(i < len(self.cards)):
string = string + " " + self.cards[i].suit + self.cards[i].rank
i = i + 1
return string
def add_card(self, card):
self.cards.append(card)
def get_value(self):
i = 0
aceCount = 0
value = 0
while(i < len(self.cards)):
value = value + VALUES[self.cards[i].rank]
if(self.cards[i].rank == "A"):
aceCount += 1
i = i + 1
if(aceCount > 0):
if(21 - value >= 10):
value = value + 10
return value
# 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
def draw(self, canvas, pos):
#pass # draw a hand on the canvas, use the draw method for cards
i=0
while(i<len(self.cards)):
self.cards[i].draw(canvas, [pos[0] + CARD_CENTER[0] + i * (30 + CARD_SIZE[0]), pos[1] + CARD_CENTER[1]])
i=i+1
# define deck class
class Deck:
def __init__(self):
self.cards = []
for i in SUITS:
for j in RANKS:
self.cards.append(Card(i, j))
# print i,j
def shuffle(self):
# shuffle the deck
random.shuffle(self.cards)
def deal_card(self):
return self.cards.pop()
def __str__(self):
string = "Deck contains"
i = 0
while(i < len(self.cards)):
string = string + " " + self.cards[i].suit + self.cards[i].rank
i = i + 1
return string
#define event handlers for buttons
def deal():
global outcome, in_play, player, dealer, d, score
# your code goes here
d = Deck()
d.shuffle()
outcome = ""
player = Hand()
player.add_card(d.deal_card())
player.add_card(d.deal_card())
#print player
dealer = Hand()
dealer.add_card(d.deal_card())
dealer.add_card(d.deal_card())
#print dealer
if in_play:
score -=1
outcome = "You lose."
in_play = True
def hit():
global in_play, player, d, score, outcome
# if the hand is in play, hit the player
if in_play:
player.add_card(d.deal_card())
# if busted, assign a message to outcome, update in_play and score
if player.get_value() > 21:
outcome = "You have busted"
score -= 1
in_play = False
def stand():
global dealer, player, d, in_play, score, outcome
# 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
if in_play:
while dealer.get_value() < 17:
dealer.add_card(d.deal_card())
if player.get_value() > 21:
outcome = "You have busted."
else:
if dealer.get_value() > 21:
outcome = "Dealer went busted and you win."
score += 1
elif dealer.get_value() < player.get_value():
outcome = "You win."
score += 1
else:
outcome = "You lose."
score -= 1
in_play = False
# draw handler
def draw(canvas):
# test to make sure that card.draw works, replace with your code below
global in_play, dealer, player
canvas.draw_text("Blackjack", [100, 100], 35, "Aqua")
canvas.draw_text("Score " + str(score), [450, 100], 25, "Black")
canvas.draw_text("Dealer", [80, 170], 25, "Black")
canvas.draw_text("Player", [80, 370], 25, "Black")
color="Black"
if(outcome=="You lose."):
color="Red"
else:
color="White"
canvas.draw_text(outcome, [200, 170], 25, color)
dealer.draw(canvas, [60, 170])
if in_play:
canvas.draw_image(card_back, CARD_BACK_CENTER, CARD_BACK_SIZE, [60 + CARD_BACK_SIZE[0], 170 + CARD_BACK_SIZE[1]], CARD_SIZE)
else:
dealer.cards[0].draw(canvas, [60 + CARD_CENTER[0], 170 + CARD_CENTER[1]])
if in_play:
canvas.draw_text("Hit or stand?", [200, 370], 25, "Black")
else:
canvas.draw_text("New deal?", [200, 370], 25, "Black")
player.cards[0].draw(canvas, [60 + CARD_CENTER[0], 370 + CARD_CENTER[1]])
player.draw(canvas, [60, 370])
#card = Card("S", "A")
#card.draw(canvas, [300, 300])
# 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
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment