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solitaire.py
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919 lines (746 loc) · 59.7 KB
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#!/usr/bin/env python
"""solitaire.py: A simple game of solitaire using the pygame engine"""
import sys
import pygame_gui
from card import *
WINDOW_WIDTH = 925
WINDOW_HEIGHT = 775
DARK_GREEN = (0, 100, 0)
WHITE = (255, 255, 255)
FPS = 60
def get_path(filename):
"""Gets the current path for an executable built with pyinstaller"""
if hasattr(sys, "_MEIPASS"):
return os.path.join(sys._MEIPASS, filename)
else:
return filename
def main(display_surface: pygame.Surface):
deck = create_deck(get_path("assets/card_faces"))
card_back_image = pygame.image.load(get_path("assets/card_back_red.png")).convert_alpha()
card_back_image = pygame.transform.scale(card_back_image, (100, 150))
card_back = Card("card_back", card_back_image)
foundation_piles = [[], [], [], []]
foundation_pile1_rect = None
foundation_pile2_rect = None
foundation_pile3_rect = None
foundation_pile4_rect = None
discard_pile = []
tableau_piles, stock_pile = deal(deck)
king_placeholder_locations = [(tableau_piles[0][0].rect.x, tableau_piles[0][0].rect.y),
(tableau_piles[1][0].rect.x, tableau_piles[1][0].rect.y),
(tableau_piles[2][0].rect.x, tableau_piles[2][0].rect.y),
(tableau_piles[3][0].rect.x, tableau_piles[3][0].rect.y),
(tableau_piles[4][0].rect.x, tableau_piles[4][0].rect.y),
(tableau_piles[5][0].rect.x, tableau_piles[5][0].rect.y),
(tableau_piles[6][0].rect.x, tableau_piles[6][0].rect.y)]
king_placeholder1_rect = None
king_placeholder2_rect = None
king_placeholder3_rect = None
king_placeholder4_rect = None
king_placeholder5_rect = None
king_placeholder6_rect = None
king_placeholder7_rect = None
draggable_cards = [card for pile in tableau_piles for card in pile if card.position == CardPosition.FACE_UP]
currently_dragging_card = False
card_being_dragged = None
reset_stock_pile_circle = None
original_dragging_x = 0
original_dragging_y = 0
manager = pygame_gui.UIManager((WINDOW_WIDTH, WINDOW_HEIGHT), theme_path="theme.json")
reset_button = pygame_gui.elements.UIButton(relative_rect=pygame.Rect((25, WINDOW_HEIGHT - 75, 100, 50)), text="Reset", manager=manager)
clock = pygame.time.Clock()
running = True
while running:
time_delta = clock.tick(FPS)/1000.0
for event in pygame.event.get():
if event.type == pygame.QUIT:
running = False
if event.type == pygame_gui.UI_BUTTON_PRESSED:
if event.ui_element == reset_button:
main(display_surface)
running = False
if event.type == pygame.MOUSEBUTTONDOWN:
if event.button == 1:
mouse_x, mouse_y = pygame.mouse.get_pos()
if card_back.rect.collidepoint(mouse_x, mouse_y):
if len(discard_pile) > 0:
draggable_cards.remove(discard_pile[-1])
for z in range(1, 4, 1):
if len(stock_pile) > 0:
discarded_card = stock_pile.pop(0)
discarded_card.rect.x = 125 + z * 20
discarded_card.rect.y = 25
discarded_card.position = CardPosition.FACE_UP
discard_pile.append(discarded_card)
if len(discard_pile) > 0:
draggable_cards.append(discard_pile[-1])
if reset_stock_pile_circle is not None and reset_stock_pile_circle.collidepoint(pygame.mouse.get_pos()):
if discard_pile:
draggable_cards.remove(discard_pile[-1])
stock_pile = discard_pile
for card in list(stock_pile):
card.position = CardPosition.FACE_DOWN
card.rect.x = 25
card.rect.y = 25
discard_pile = []
reset_stock_pile_circle = None
if event.type == pygame.MOUSEBUTTONUP:
if event.button == 1:
if currently_dragging_card:
for card in draggable_cards:
if (card_being_dragged.rect.colliderect(card.rect) and
is_valid_move(card_being_dragged, card) and
card not in discard_pile and
card not in foundation_piles[0] and
card not in foundation_piles[1] and
card not in foundation_piles[2] and
card not in foundation_piles[3]):
offset = len(card.linked_cards) * 20 + 20
for i, linked_card in enumerate(card_being_dragged.linked_cards):
linked_card.rect.x = card.rect.x
linked_card.rect.y = card.rect.y + offset + (20 * (i + 1))
card_being_dragged.rect.x = card.rect.x
card_being_dragged.rect.y = card.rect.y + offset
if card_being_dragged.current_tableau is None:
discard_pile.remove(card_being_dragged)
if len(discard_pile) > 0:
draggable_cards.append(discard_pile[-1])
card_being_dragged.set_tableau(card.current_tableau)
tableau_piles[card.current_tableau].append(card_being_dragged)
else:
old_tableau = card_being_dragged.current_tableau
tableau_piles[card_being_dragged.current_tableau].remove(card_being_dragged)
card_being_dragged.set_tableau(card.current_tableau)
tableau_piles[card.current_tableau].append(card_being_dragged)
for linked_card in card_being_dragged.linked_cards:
tableau_piles[linked_card.current_tableau].remove(linked_card)
linked_card.set_tableau(card.current_tableau)
tableau_piles[card.current_tableau].append(linked_card)
if len(tableau_piles[old_tableau]) > 0:
if tableau_piles[old_tableau][-1].position != CardPosition.FACE_UP:
# Flip over new card on old tableau pile
tableau_piles[old_tableau][-1].position = CardPosition.FACE_UP
draggable_cards.append(tableau_piles[old_tableau][-1])
else:
# Orphan cards case; reset links
orphan_cards = [c for c in tableau_piles[old_tableau] if c.position == CardPosition.FACE_UP]
unlink_cards(orphan_cards)
link_cards(orphan_cards)
# Find the back of the stack of cards
back_card_index = 0
for i, tableau_card in enumerate(tableau_piles[card.current_tableau]):
if tableau_card.position == CardPosition.FACE_UP:
back_card_index = i
break
unlink_cards(tableau_piles[card.current_tableau][back_card_index:])
link_cards(tableau_piles[card.current_tableau][back_card_index:])
currently_dragging_card = False
card_being_dragged = None
break
else:
if foundation_pile1_rect.colliderect(card_being_dragged.rect):
if not foundation_piles[0]:
if card_being_dragged.rank == 1 and not card_being_dragged.linked_cards:
card_being_dragged.rect.x = foundation_pile1_rect.x
card_being_dragged.rect.y = foundation_pile1_rect.y
foundation_piles[0].append(card_being_dragged)
if card_being_dragged in discard_pile:
discard_pile.remove(card_being_dragged)
if len(discard_pile) > 0:
draggable_cards.append(discard_pile[-1])
else:
tableau_piles[card_being_dragged.current_tableau].remove(card_being_dragged)
# Flip over new card on old tableau pile if next card on old pile is face down
# Else, card was split from a stack on the old tableau and the cards need to be re-linked
if len(tableau_piles[card_being_dragged.current_tableau]) > 0:
if tableau_piles[card_being_dragged.current_tableau][-1].position == CardPosition.FACE_DOWN:
tableau_piles[card_being_dragged.current_tableau][-1].position = CardPosition.FACE_UP
draggable_cards.append(tableau_piles[card_being_dragged.current_tableau][-1])
else:
face_up_cards = [tableau_card for tableau_card in tableau_piles[card_being_dragged.current_tableau] if tableau_card.position == CardPosition.FACE_UP]
unlink_cards(face_up_cards)
link_cards(face_up_cards)
card_being_dragged.set_tableau(None)
draggable_cards.remove(card_being_dragged)
currently_dragging_card = False
card_being_dragged = None
else:
# Couldn't find a match so reset the card(s) being dragged
for i, linked_card in enumerate(
card_being_dragged.linked_cards):
linked_card.rect.x = original_dragging_x
linked_card.rect.y = original_dragging_y + 20 * (
i + 1)
card_being_dragged.rect.x = original_dragging_x
card_being_dragged.rect.y = original_dragging_y
currently_dragging_card = False
card_being_dragged = None
elif foundation_piles[0]:
if (card_being_dragged.rank == foundation_piles[0][-1].rank + 1 and
card_being_dragged.suit == foundation_piles[0][-1].suit and
not card_being_dragged.linked_cards):
card_being_dragged.rect.x = foundation_pile1_rect.x
card_being_dragged.rect.y = foundation_pile1_rect.y
foundation_piles[0].append(card_being_dragged)
if card_being_dragged in discard_pile:
discard_pile.remove(card_being_dragged)
if len(discard_pile) > 0:
draggable_cards.append(discard_pile[-1])
else:
tableau_piles[card_being_dragged.current_tableau].remove(card_being_dragged)
# Flip over new card on old tableau pile if next card on old pile is face down
# Else, card was split from a stack on the old tableau and the cards need to be re-linked
if len(tableau_piles[card_being_dragged.current_tableau]) > 0:
if tableau_piles[card_being_dragged.current_tableau][-1].position == CardPosition.FACE_DOWN:
tableau_piles[card_being_dragged.current_tableau][-1].position = CardPosition.FACE_UP
draggable_cards.append(tableau_piles[card_being_dragged.current_tableau][-1])
else:
face_up_cards = [tableau_card for tableau_card in tableau_piles[card_being_dragged.current_tableau] if tableau_card.position == CardPosition.FACE_UP]
unlink_cards(face_up_cards)
link_cards(face_up_cards)
card_being_dragged.set_tableau(None)
draggable_cards.remove(card_being_dragged)
currently_dragging_card = False
card_being_dragged = None
else:
# Couldn't find a match so reset the card(s) being dragged
for i, linked_card in enumerate(
card_being_dragged.linked_cards):
linked_card.rect.x = original_dragging_x
linked_card.rect.y = original_dragging_y + 20 * (i + 1)
card_being_dragged.rect.x = original_dragging_x
card_being_dragged.rect.y = original_dragging_y
currently_dragging_card = False
card_being_dragged = None
elif foundation_pile2_rect.colliderect(card_being_dragged.rect):
if not foundation_piles[1]:
if card_being_dragged.rank == 1 and not card_being_dragged.linked_cards:
card_being_dragged.rect.x = foundation_pile2_rect.x
card_being_dragged.rect.y = foundation_pile2_rect.y
foundation_piles[1].append(card_being_dragged)
if card_being_dragged in discard_pile:
discard_pile.remove(card_being_dragged)
if len(discard_pile) > 0:
draggable_cards.append(discard_pile[-1])
else:
tableau_piles[card_being_dragged.current_tableau].remove(card_being_dragged)
# Flip over new card on old tableau pile if next card on old pile is face down
# Else, card was split from a stack on the old tableau and the cards need to be re-linked
if len(tableau_piles[card_being_dragged.current_tableau]) > 0:
if tableau_piles[card_being_dragged.current_tableau][-1].position == CardPosition.FACE_DOWN:
tableau_piles[card_being_dragged.current_tableau][-1].position = CardPosition.FACE_UP
draggable_cards.append(tableau_piles[card_being_dragged.current_tableau][-1])
else:
face_up_cards = [tableau_card for tableau_card in tableau_piles[card_being_dragged.current_tableau] if tableau_card.position == CardPosition.FACE_UP]
unlink_cards(face_up_cards)
link_cards(face_up_cards)
card_being_dragged.set_tableau(None)
draggable_cards.remove(card_being_dragged)
currently_dragging_card = False
card_being_dragged = None
else:
# Couldn't find a match so reset the card(s) being dragged
for i, linked_card in enumerate(
card_being_dragged.linked_cards):
linked_card.rect.x = original_dragging_x
linked_card.rect.y = original_dragging_y + 20 * (
i + 1)
card_being_dragged.rect.x = original_dragging_x
card_being_dragged.rect.y = original_dragging_y
currently_dragging_card = False
card_being_dragged = None
elif foundation_piles[1]:
if (card_being_dragged.rank == foundation_piles[1][-1].rank + 1 and
card_being_dragged.suit == foundation_piles[1][-1].suit and
not card_being_dragged.linked_cards):
card_being_dragged.rect.x = foundation_pile2_rect.x
card_being_dragged.rect.y = foundation_pile2_rect.y
foundation_piles[1].append(card_being_dragged)
if card_being_dragged in discard_pile:
discard_pile.remove(card_being_dragged)
if len(discard_pile) > 0:
draggable_cards.append(discard_pile[-1])
else:
tableau_piles[card_being_dragged.current_tableau].remove(card_being_dragged)
# Flip over new card on old tableau pile if next card on old pile is face down
# Else, card was split from a stack on the old tableau and the cards need to be re-linked
if len(tableau_piles[card_being_dragged.current_tableau]) > 0:
if tableau_piles[card_being_dragged.current_tableau][-1].position == CardPosition.FACE_DOWN:
tableau_piles[card_being_dragged.current_tableau][-1].position = CardPosition.FACE_UP
draggable_cards.append(tableau_piles[card_being_dragged.current_tableau][-1])
else:
face_up_cards = [tableau_card for tableau_card in tableau_piles[card_being_dragged.current_tableau] if tableau_card.position == CardPosition.FACE_UP]
unlink_cards(face_up_cards)
link_cards(face_up_cards)
card_being_dragged.set_tableau(None)
draggable_cards.remove(card_being_dragged)
currently_dragging_card = False
card_being_dragged = None
else:
# Couldn't find a match so reset the card(s) being dragged
for i, linked_card in enumerate(
card_being_dragged.linked_cards):
linked_card.rect.x = original_dragging_x
linked_card.rect.y = original_dragging_y + 20 * (i + 1)
card_being_dragged.rect.x = original_dragging_x
card_being_dragged.rect.y = original_dragging_y
currently_dragging_card = False
card_being_dragged = None
elif foundation_pile3_rect.colliderect(card_being_dragged.rect):
if not foundation_piles[2]:
if card_being_dragged.rank == 1 and not card_being_dragged.linked_cards:
card_being_dragged.rect.x = foundation_pile3_rect.x
card_being_dragged.rect.y = foundation_pile3_rect.y
foundation_piles[2].append(card_being_dragged)
if card_being_dragged in discard_pile:
discard_pile.remove(card_being_dragged)
if len(discard_pile) > 0:
draggable_cards.append(discard_pile[-1])
else:
tableau_piles[card_being_dragged.current_tableau].remove(card_being_dragged)
# Flip over new card on old tableau pile if next card on old pile is face down
# Else, card was split from a stack on the old tableau and the cards need to be re-linked
if len(tableau_piles[card_being_dragged.current_tableau]) > 0:
if tableau_piles[card_being_dragged.current_tableau][-1].position == CardPosition.FACE_DOWN:
tableau_piles[card_being_dragged.current_tableau][-1].position = CardPosition.FACE_UP
draggable_cards.append(tableau_piles[card_being_dragged.current_tableau][-1])
else:
face_up_cards = [tableau_card for tableau_card in tableau_piles[card_being_dragged.current_tableau] if tableau_card.position == CardPosition.FACE_UP]
unlink_cards(face_up_cards)
link_cards(face_up_cards)
card_being_dragged.set_tableau(None)
draggable_cards.remove(card_being_dragged)
currently_dragging_card = False
card_being_dragged = None
else:
# Couldn't find a match so reset the card(s) being dragged
for i, linked_card in enumerate(
card_being_dragged.linked_cards):
linked_card.rect.x = original_dragging_x
linked_card.rect.y = original_dragging_y + 20 * (
i + 1)
card_being_dragged.rect.x = original_dragging_x
card_being_dragged.rect.y = original_dragging_y
currently_dragging_card = False
card_being_dragged = None
elif foundation_piles[2]:
if (card_being_dragged.rank == foundation_piles[2][-1].rank + 1 and
card_being_dragged.suit == foundation_piles[2][-1].suit and
not card_being_dragged.linked_cards):
card_being_dragged.rect.x = foundation_pile3_rect.x
card_being_dragged.rect.y = foundation_pile3_rect.y
foundation_piles[2].append(card_being_dragged)
if card_being_dragged in discard_pile:
discard_pile.remove(card_being_dragged)
if len(discard_pile) > 0:
draggable_cards.append(discard_pile[-1])
else:
tableau_piles[card_being_dragged.current_tableau].remove(card_being_dragged)
# Flip over new card on old tableau pile if next card on old pile is face down
# Else, card was split from a stack on the old tableau and the cards need to be re-linked
if len(tableau_piles[card_being_dragged.current_tableau]) > 0:
if tableau_piles[card_being_dragged.current_tableau][-1].position == CardPosition.FACE_DOWN:
tableau_piles[card_being_dragged.current_tableau][-1].position = CardPosition.FACE_UP
draggable_cards.append(tableau_piles[card_being_dragged.current_tableau][-1])
else:
face_up_cards = [tableau_card for tableau_card in tableau_piles[card_being_dragged.current_tableau] if tableau_card.position == CardPosition.FACE_UP]
unlink_cards(face_up_cards)
link_cards(face_up_cards)
card_being_dragged.set_tableau(None)
draggable_cards.remove(card_being_dragged)
currently_dragging_card = False
card_being_dragged = None
else:
# Couldn't find a match so reset the card(s) being dragged
for i, linked_card in enumerate(
card_being_dragged.linked_cards):
linked_card.rect.x = original_dragging_x
linked_card.rect.y = original_dragging_y + 20 * (i + 1)
card_being_dragged.rect.x = original_dragging_x
card_being_dragged.rect.y = original_dragging_y
currently_dragging_card = False
card_being_dragged = None
elif foundation_pile4_rect.colliderect(card_being_dragged.rect):
if not foundation_piles[3]:
if card_being_dragged.rank == 1 and not card_being_dragged.linked_cards:
card_being_dragged.rect.x = foundation_pile4_rect.x
card_being_dragged.rect.y = foundation_pile4_rect.y
foundation_piles[3].append(card_being_dragged)
if card_being_dragged in discard_pile:
discard_pile.remove(card_being_dragged)
if len(discard_pile) > 0:
draggable_cards.append(discard_pile[-1])
else:
tableau_piles[card_being_dragged.current_tableau].remove(card_being_dragged)
# Flip over new card on old tableau pile if next card on old pile is face down
# Else, card was split from a stack on the old tableau and the cards need to be re-linked
if len(tableau_piles[card_being_dragged.current_tableau]) > 0:
if tableau_piles[card_being_dragged.current_tableau][-1].position == CardPosition.FACE_DOWN:
tableau_piles[card_being_dragged.current_tableau][-1].position = CardPosition.FACE_UP
draggable_cards.append(tableau_piles[card_being_dragged.current_tableau][-1])
else:
face_up_cards = [tableau_card for tableau_card in tableau_piles[card_being_dragged.current_tableau] if tableau_card.position == CardPosition.FACE_UP]
unlink_cards(face_up_cards)
link_cards(face_up_cards)
card_being_dragged.set_tableau(None)
draggable_cards.remove(card_being_dragged)
currently_dragging_card = False
card_being_dragged = None
else:
# Couldn't find a match so reset the card(s) being dragged
for i, linked_card in enumerate(
card_being_dragged.linked_cards):
linked_card.rect.x = original_dragging_x
linked_card.rect.y = original_dragging_y + 20 * (
i + 1)
card_being_dragged.rect.x = original_dragging_x
card_being_dragged.rect.y = original_dragging_y
currently_dragging_card = False
card_being_dragged = None
elif foundation_piles[3]:
if (card_being_dragged.rank == foundation_piles[3][-1].rank + 1 and
card_being_dragged.suit == foundation_piles[3][-1].suit and
not card_being_dragged.linked_cards):
card_being_dragged.rect.x = foundation_pile4_rect.x
card_being_dragged.rect.y = foundation_pile4_rect.y
foundation_piles[3].append(card_being_dragged)
if card_being_dragged in discard_pile:
discard_pile.remove(card_being_dragged)
if len(discard_pile) > 0:
draggable_cards.append(discard_pile[-1])
else:
tableau_piles[card_being_dragged.current_tableau].remove(card_being_dragged)
# Flip over new card on old tableau pile if next card on old pile is face down
# Else, card was split from a stack on the old tableau and the cards need to be re-linked
if len(tableau_piles[card_being_dragged.current_tableau]) > 0:
if tableau_piles[card_being_dragged.current_tableau][-1].position == CardPosition.FACE_DOWN:
tableau_piles[card_being_dragged.current_tableau][-1].position = CardPosition.FACE_UP
draggable_cards.append(tableau_piles[card_being_dragged.current_tableau][-1])
else:
face_up_cards = [tableau_card for tableau_card in tableau_piles[card_being_dragged.current_tableau] if tableau_card.position == CardPosition.FACE_UP]
unlink_cards(face_up_cards)
link_cards(face_up_cards)
card_being_dragged.set_tableau(None)
draggable_cards.remove(card_being_dragged)
currently_dragging_card = False
card_being_dragged = None
else:
# Couldn't find a match so reset the card(s) being dragged
for i, linked_card in enumerate(
card_being_dragged.linked_cards):
linked_card.rect.x = original_dragging_x
linked_card.rect.y = original_dragging_y + 20 * (i + 1)
card_being_dragged.rect.x = original_dragging_x
card_being_dragged.rect.y = original_dragging_y
currently_dragging_card = False
card_being_dragged = None
elif not tableau_piles[0] or not tableau_piles[1] or not tableau_piles[2] or not tableau_piles[3] or not tableau_piles[4] or not tableau_piles[5] or not tableau_piles[6]:
if card_being_dragged.rank == 13:
if king_placeholder1_rect is not None and card_being_dragged.rect.colliderect(king_placeholder1_rect):
if card_being_dragged.current_tableau is None:
discard_pile.remove(card_being_dragged)
if len(discard_pile) > 0:
draggable_cards.append(discard_pile[-1])
card_being_dragged.set_tableau(0)
tableau_piles[0].append(card_being_dragged)
else:
tableau_piles[card_being_dragged.current_tableau].remove(card_being_dragged)
old_tableau = card_being_dragged.current_tableau
card_being_dragged.set_tableau(0)
tableau_piles[0].append(card_being_dragged)
for linked_card in card_being_dragged.linked_cards:
tableau_piles[old_tableau].remove(linked_card)
linked_card.set_tableau(0)
tableau_piles[0].append(linked_card)
# Flip over new card on old tableau pile
if len(tableau_piles[old_tableau]) > 0:
tableau_piles[old_tableau][-1].position = CardPosition.FACE_UP
draggable_cards.append(tableau_piles[old_tableau][-1])
for i, linked_card in enumerate(card_being_dragged.linked_cards):
linked_card.rect.x = king_placeholder1_rect.x
linked_card.rect.y = king_placeholder1_rect.y + 20 * (i + 1)
card_being_dragged.rect.x = king_placeholder1_rect.x
card_being_dragged.rect.y = king_placeholder1_rect.y
currently_dragging_card = False
card_being_dragged = None
elif king_placeholder2_rect is not None and card_being_dragged.rect.colliderect(king_placeholder2_rect):
if card_being_dragged.current_tableau is None:
discard_pile.remove(card_being_dragged)
if len(discard_pile) > 0:
draggable_cards.append(discard_pile[-1])
card_being_dragged.set_tableau(1)
tableau_piles[1].append(card_being_dragged)
else:
tableau_piles[card_being_dragged.current_tableau].remove(card_being_dragged)
old_tableau = card_being_dragged.current_tableau
card_being_dragged.set_tableau(1)
tableau_piles[1].append(card_being_dragged)
for linked_card in card_being_dragged.linked_cards:
tableau_piles[old_tableau].remove(linked_card)
linked_card.set_tableau(1)
tableau_piles[1].append(linked_card)
# Flip over new card on old tableau pile
if len(tableau_piles[old_tableau]) > 0:
tableau_piles[old_tableau][-1].position = CardPosition.FACE_UP
draggable_cards.append(tableau_piles[old_tableau][-1])
for i, linked_card in enumerate(card_being_dragged.linked_cards):
linked_card.rect.x = king_placeholder2_rect.x
linked_card.rect.y = king_placeholder2_rect.y + 20 * (i + 1)
card_being_dragged.rect.x = king_placeholder2_rect.x
card_being_dragged.rect.y = king_placeholder2_rect.y
currently_dragging_card = False
card_being_dragged = None
elif king_placeholder3_rect is not None and card_being_dragged.rect.colliderect(king_placeholder3_rect):
if card_being_dragged.current_tableau is None:
discard_pile.remove(card_being_dragged)
if len(discard_pile) > 0:
draggable_cards.append(discard_pile[-1])
card_being_dragged.set_tableau(2)
tableau_piles[2].append(card_being_dragged)
else:
tableau_piles[card_being_dragged.current_tableau].remove(card_being_dragged)
old_tableau = card_being_dragged.current_tableau
card_being_dragged.set_tableau(2)
tableau_piles[2].append(card_being_dragged)
for linked_card in card_being_dragged.linked_cards:
tableau_piles[old_tableau].remove(linked_card)
linked_card.set_tableau(2)
tableau_piles[2].append(linked_card)
# Flip over new card on old tableau pile
if len(tableau_piles[old_tableau]) > 0:
tableau_piles[old_tableau][-1].position = CardPosition.FACE_UP
draggable_cards.append(tableau_piles[old_tableau][-1])
for i, linked_card in enumerate(card_being_dragged.linked_cards):
linked_card.rect.x = king_placeholder3_rect.x
linked_card.rect.y = king_placeholder3_rect.y + 20 * (i + 1)
card_being_dragged.rect.x = king_placeholder3_rect.x
card_being_dragged.rect.y = king_placeholder3_rect.y
currently_dragging_card = False
card_being_dragged = None
elif king_placeholder4_rect is not None and card_being_dragged.rect.colliderect(king_placeholder4_rect):
if card_being_dragged.current_tableau is None:
discard_pile.remove(card_being_dragged)
if len(discard_pile) > 0:
draggable_cards.append(discard_pile[-1])
card_being_dragged.set_tableau(3)
tableau_piles[3].append(card_being_dragged)
else:
tableau_piles[card_being_dragged.current_tableau].remove(card_being_dragged)
old_tableau = card_being_dragged.current_tableau
card_being_dragged.set_tableau(3)
tableau_piles[3].append(card_being_dragged)
for linked_card in card_being_dragged.linked_cards:
tableau_piles[old_tableau].remove(linked_card)
linked_card.set_tableau(3)
tableau_piles[3].append(linked_card)
# Flip over new card on old tableau pile
if len(tableau_piles[old_tableau]) > 0:
tableau_piles[old_tableau][-1].position = CardPosition.FACE_UP
draggable_cards.append(tableau_piles[old_tableau][-1])
for i, linked_card in enumerate(card_being_dragged.linked_cards):
linked_card.rect.x = king_placeholder4_rect.x
linked_card.rect.y = king_placeholder4_rect.y + 20 * (i + 1)
card_being_dragged.rect.x = king_placeholder4_rect.x
card_being_dragged.rect.y = king_placeholder4_rect.y
currently_dragging_card = False
card_being_dragged = None
elif king_placeholder5_rect is not None and card_being_dragged.rect.colliderect(king_placeholder5_rect):
if card_being_dragged.current_tableau is None:
discard_pile.remove(card_being_dragged)
if len(discard_pile) > 0:
draggable_cards.append(discard_pile[-1])
card_being_dragged.set_tableau(4)
tableau_piles[4].append(card_being_dragged)
else:
tableau_piles[card_being_dragged.current_tableau].remove(card_being_dragged)
old_tableau = card_being_dragged.current_tableau
card_being_dragged.set_tableau(4)
tableau_piles[4].append(card_being_dragged)
for linked_card in card_being_dragged.linked_cards:
tableau_piles[old_tableau].remove(linked_card)
linked_card.set_tableau(4)
tableau_piles[4].append(linked_card)
# Flip over new card on old tableau pile
if len(tableau_piles[old_tableau]) > 0:
tableau_piles[old_tableau][-1].position = CardPosition.FACE_UP
draggable_cards.append(tableau_piles[old_tableau][-1])
for i, linked_card in enumerate(card_being_dragged.linked_cards):
linked_card.rect.x = king_placeholder5_rect.x
linked_card.rect.y = king_placeholder5_rect.y + 20 * (i + 1)
card_being_dragged.rect.x = king_placeholder5_rect.x
card_being_dragged.rect.y = king_placeholder5_rect.y
currently_dragging_card = False
card_being_dragged = None
elif king_placeholder6_rect is not None and card_being_dragged.rect.colliderect(king_placeholder6_rect):
if card_being_dragged.current_tableau is None:
discard_pile.remove(card_being_dragged)
if len(discard_pile) > 0:
draggable_cards.append(discard_pile[-1])
card_being_dragged.set_tableau(5)
tableau_piles[5].append(card_being_dragged)
else:
tableau_piles[card_being_dragged.current_tableau].remove(card_being_dragged)
old_tableau = card_being_dragged.current_tableau
card_being_dragged.set_tableau(5)
tableau_piles[5].append(card_being_dragged)
for linked_card in card_being_dragged.linked_cards:
tableau_piles[old_tableau].remove(linked_card)
linked_card.set_tableau(5)
tableau_piles[5].append(linked_card)
# Flip over new card on old tableau pile
if len(tableau_piles[old_tableau]) > 0:
tableau_piles[old_tableau][-1].position = CardPosition.FACE_UP
draggable_cards.append(tableau_piles[old_tableau][-1])
for i, linked_card in enumerate(card_being_dragged.linked_cards):
linked_card.rect.x = king_placeholder6_rect.x
linked_card.rect.y = king_placeholder6_rect.y + 20 * (i + 1)
card_being_dragged.rect.x = king_placeholder6_rect.x
card_being_dragged.rect.y = king_placeholder6_rect.y
currently_dragging_card = False
card_being_dragged = None
elif king_placeholder7_rect is not None and card_being_dragged.rect.colliderect(king_placeholder7_rect):
if card_being_dragged.current_tableau is None:
discard_pile.remove(card_being_dragged)
if len(discard_pile) > 0:
draggable_cards.append(discard_pile[-1])
card_being_dragged.set_tableau(6)
tableau_piles[6].append(card_being_dragged)
else:
tableau_piles[card_being_dragged.current_tableau].remove(card_being_dragged)
old_tableau = card_being_dragged.current_tableau
card_being_dragged.set_tableau(6)
tableau_piles[6].append(card_being_dragged)
for linked_card in card_being_dragged.linked_cards:
tableau_piles[old_tableau].remove(linked_card)
linked_card.set_tableau(6)
tableau_piles[6].append(linked_card)
# Flip over new card on old tableau pile
if len(tableau_piles[old_tableau]) > 0:
tableau_piles[old_tableau][-1].position = CardPosition.FACE_UP
draggable_cards.append(tableau_piles[old_tableau][-1])
for i, linked_card in enumerate(card_being_dragged.linked_cards):
linked_card.rect.x = king_placeholder7_rect.x
linked_card.rect.y = king_placeholder7_rect.y + 20 * (i + 1)
card_being_dragged.rect.x = king_placeholder7_rect.x
card_being_dragged.rect.y = king_placeholder7_rect.y
currently_dragging_card = False
card_being_dragged = None
else:
# Couldn't find a match so reset the card(s) being dragged
for i, linked_card in enumerate(
card_being_dragged.linked_cards):
linked_card.rect.x = original_dragging_x
linked_card.rect.y = original_dragging_y + 20 * (
i + 1)
card_being_dragged.rect.x = original_dragging_x
card_being_dragged.rect.y = original_dragging_y
currently_dragging_card = False
card_being_dragged = None
else:
# Couldn't find a match so reset the card(s) being dragged
for i, linked_card in enumerate(
card_being_dragged.linked_cards):
linked_card.rect.x = original_dragging_x
linked_card.rect.y = original_dragging_y + 20 * (
i + 1)
card_being_dragged.rect.x = original_dragging_x
card_being_dragged.rect.y = original_dragging_y
currently_dragging_card = False
card_being_dragged = None
else:
# Couldn't find a match so reset the card(s) being dragged
for i, linked_card in enumerate(card_being_dragged.linked_cards):
linked_card.rect.x = original_dragging_x
linked_card.rect.y = original_dragging_y + 20 * (i + 1)
card_being_dragged.rect.x = original_dragging_x
card_being_dragged.rect.y = original_dragging_y
currently_dragging_card = False
card_being_dragged = None
manager.process_events(event)
manager.update(time_delta)
if pygame.mouse.get_pressed()[0]:
for card in draggable_cards:
mouse_x, mouse_y = pygame.mouse.get_pos()
if card.rect.collidepoint(mouse_x, mouse_y) and not currently_dragging_card:
original_dragging_x = card.rect.x
original_dragging_y = card.rect.y
for i, linked_card in enumerate(card.linked_cards):
linked_card.rect.centerx = mouse_x
linked_card.rect.centery = mouse_y + 20 * (i + 1)
card.rect.centerx = mouse_x
card.rect.centery = mouse_y
currently_dragging_card = True
card_being_dragged = card
if currently_dragging_card and card == card_being_dragged:
for i, linked_card in enumerate(card.linked_cards):
linked_card.rect.centerx = mouse_x
linked_card.rect.centery = mouse_y + 20 * (i + 1)
card.rect.centerx = mouse_x
card.rect.centery = mouse_y
# Drawing stuff
if running:
display_surface.fill(DARK_GREEN)
for tableau in tableau_piles:
for card in tableau:
if card.position == CardPosition.FACE_DOWN:
card_back.rect.x = card.rect.x
card_back.rect.y = card.rect.y
display_surface.blit(card_back.surface, card_back.rect)
elif card.position == CardPosition.FACE_UP:
display_surface.blit(card.surface, card.rect)
# Get empty tableaus
empty_tableaus_nums = [i for i, _ in enumerate(tableau_piles) if not tableau_piles[i]]
# Draw king placeholders
for empty_tableau_num in empty_tableaus_nums:
if empty_tableau_num == 0:
king_placeholder1_rect = pygame.draw.rect(display_surface, WHITE, (king_placeholder_locations[0][0], king_placeholder_locations[0][1], 100, 150), 2)
elif empty_tableau_num == 1:
king_placeholder2_rect = pygame.draw.rect(display_surface, WHITE,(king_placeholder_locations[1][0], king_placeholder_locations[1][1], 100, 150), 2)
elif empty_tableau_num == 2:
king_placeholder3_rect = pygame.draw.rect(display_surface, WHITE,(king_placeholder_locations[2][0], king_placeholder_locations[2][1], 100, 150), 2)
elif empty_tableau_num == 3:
king_placeholder4_rect = pygame.draw.rect(display_surface, WHITE,(king_placeholder_locations[3][0], king_placeholder_locations[3][1], 100, 150), 2)
elif empty_tableau_num == 4:
king_placeholder5_rect = pygame.draw.rect(display_surface, WHITE,(king_placeholder_locations[4][0], king_placeholder_locations[4][1], 100, 150), 2)
elif empty_tableau_num == 5:
king_placeholder6_rect = pygame.draw.rect(display_surface, WHITE,(king_placeholder_locations[5][0], king_placeholder_locations[5][1], 100, 150), 2)
elif empty_tableau_num == 6:
king_placeholder7_rect = pygame.draw.rect(display_surface, WHITE,(king_placeholder_locations[6][0], king_placeholder_locations[6][1], 100, 150), 2)
if len(stock_pile) == 0:
reset_stock_pile_circle = pygame.draw.circle(display_surface, WHITE, (75, 100), 50, 2)
else:
card_back.rect.x = 25
card_back.rect.y = 25
display_surface.blit(card_back.surface, card_back.rect)
for discard_pile_card in discard_pile[-3:]:
display_surface.blit(discard_pile_card.surface, discard_pile_card.rect)
foundation_pile1_rect = pygame.draw.rect(display_surface, WHITE, (350, 25, 100, 150), 2)
foundation_pile2_rect = pygame.draw.rect(display_surface, WHITE, (475, 25, 100, 150), 2)
foundation_pile3_rect = pygame.draw.rect(display_surface, WHITE, (600, 25, 100, 150), 2)
foundation_pile4_rect = pygame.draw.rect(display_surface, WHITE, (725, 25, 100, 150), 2)
for foundation_pile in foundation_piles:
for foundation_card in foundation_pile:
display_surface.blit(foundation_card.surface, foundation_card.rect)
if currently_dragging_card:
display_surface.blit(card_being_dragged.surface, card_being_dragged.rect)
if card_being_dragged.linked_cards:
for linked_card in card_being_dragged.linked_cards:
display_surface.blit(linked_card.surface, linked_card.rect)
# Win condition
if foundation_piles[0] and foundation_piles[1] and foundation_piles[2] and foundation_piles[3]:
if foundation_piles[0][-1].rank == 13 and foundation_piles[1][-1].rank == 13 and foundation_piles[2][-1].rank == 13 and foundation_piles[3][-1].rank == 13:
draggable_cards = []
font = pygame.font.SysFont('Arial', 60)
winner_text = font.render("YOU WIN!", True, WHITE, DARK_GREEN)
winner_text_rect = winner_text.get_rect()
winner_text_rect.centerx = WINDOW_WIDTH//2
winner_text_rect.centery = WINDOW_HEIGHT//2
display_surface.blit(winner_text, winner_text_rect)
manager.draw_ui(display_surface)
pygame.display.update()
if __name__ == "__main__":
pygame.init()
game_screen = pygame.display.set_mode((WINDOW_WIDTH, WINDOW_HEIGHT))
pygame.display.set_caption("Solitaire")
main(game_screen)
pygame.quit()