diff --git a/.coveragerc b/.coveragerc
new file mode 100644
index 0000000..c41b23c
--- /dev/null
+++ b/.coveragerc
@@ -0,0 +1,2 @@
+[run]
+omit = */tests/*
\ No newline at end of file
diff --git a/.gitignore b/.gitignore
new file mode 100644
index 0000000..7cebde4
--- /dev/null
+++ b/.gitignore
@@ -0,0 +1,110 @@
+# Byte-compiled / optimized / DLL files
+__pycache__/
+*.py[cod]
+*$py.class
+
+# C extensions
+*.so
+
+# Distribution / packaging
+.Python
+build/
+develop-eggs/
+dist/
+downloads/
+eggs/
+.eggs/
+lib/
+lib64/
+parts/
+sdist/
+var/
+wheels/
+*.egg-info/
+.installed.cfg
+*.egg
+MANIFEST
+
+# PyInstaller
+# Usually these files are written by a python script from a template
+# before PyInstaller builds the exe, so as to inject date/other infos into it.
+*.manifest
+*.spec
+
+# Installer logs
+pip-log.txt
+pip-delete-this-directory.txt
+
+# Unit test / coverage reports
+htmlcov/
+.tox/
+.coverage
+.coverage.*
+.cache
+nosetests.xml
+coverage.xml
+*.cover
+.hypothesis/
+.pytest_cache/
+
+# Translations
+*.mo
+*.pot
+
+# Django stuff:
+*.log
+local_settings.py
+db.sqlite3
+
+# Flask stuff:
+instance/
+.webassets-cache
+
+# Scrapy stuff:
+.scrapy
+
+# Sphinx documentation
+docs/_build/
+
+# PyBuilder
+target/
+
+# Jupyter Notebook
+.ipynb_checkpoints
+
+# pyenv
+.python-version
+
+# celery beat schedule file
+celerybeat-schedule
+
+# SageMath parsed files
+*.sage.py
+
+# Environments
+.env
+.venv
+env/
+venv/
+ENV/
+env.bak/
+venv.bak/
+
+# Spyder project settings
+.spyderproject
+.spyproject
+
+# Rope project settings
+.ropeproject
+
+# mkdocs documentation
+/site
+
+# mypy
+.mypy_cache/
+
+# Pycharm project
+.idea/
+
+# VSCode project
+.vscode/
\ No newline at end of file
diff --git a/.travis.yml b/.travis.yml
new file mode 100644
index 0000000..7606407
--- /dev/null
+++ b/.travis.yml
@@ -0,0 +1,11 @@
+language: python
+python:
+ - "3.6"
+
+# Command to run tests
+install:
+ - pip3 install -r requirements.txt
+script:
+ - python -m pytest --cov=src
+after_success:
+ - coveralls
diff --git a/ExamplePygame/Stars/class_enum.py b/ExamplePygame/Stars/class_enum.py
new file mode 100644
index 0000000..362bd2c
--- /dev/null
+++ b/ExamplePygame/Stars/class_enum.py
@@ -0,0 +1,42 @@
+class Enum:
+ """
+ A C++ like enum
+
+ :param args: a list of strings
+
+ :Example:
+
+ enum = Enum(
+ "splash",
+ "mainMenu",
+ "quit"
+ )
+
+ state = enum.splash
+
+ if state == enum.splash:
+ state = enum.mainMenu
+ else:
+ state = enum.quit
+
+ enum.print(state)
+ """
+
+ def __init__(self, *args):
+
+ self.__i = 0
+ self.__names = args
+
+ for name in args:
+ setattr(self, name, self.__i)
+ self.__i += 1
+
+ def print(self, i: int, **kwargs):
+ """
+ Print the name of the enum
+
+ :param i: the value of the Enum
+ :param kwargs: the common keyword arguments for the print function
+ """
+
+ print(self.__names[i], **kwargs)
diff --git a/ExamplePygame/Stars/class_star.py b/ExamplePygame/Stars/class_star.py
new file mode 100644
index 0000000..b85713f
--- /dev/null
+++ b/ExamplePygame/Stars/class_star.py
@@ -0,0 +1,28 @@
+import pygame
+
+
+class Star(pygame.sprite.Sprite):
+ """
+ A shooting star
+
+ kwargs is used to define where the rect is placed
+ """
+
+ speed = 2
+ images = list()
+ screenRect = None
+
+ def __init__(self, **kwargs):
+ pygame.sprite.Sprite.__init__(self, self.containers)
+
+ self.image = self.images[0]
+ self.rect = self.image.get_rect(**kwargs)
+
+ def update(self):
+ """
+ Update the star at each iteration
+ """
+
+ self.rect.move_ip(self.speed, 0)
+ if not self.screenRect.contains(self.rect):
+ self.kill()
diff --git a/ExamplePygame/Stars/constants.py b/ExamplePygame/Stars/constants.py
new file mode 100644
index 0000000..911f4ba
--- /dev/null
+++ b/ExamplePygame/Stars/constants.py
@@ -0,0 +1,17 @@
+import os
+
+from class_enum import Enum
+
+
+DIRMAIN = os.path.dirname(__file__)
+DIRFILES = os.path.join(DIRMAIN, "files")
+DIRIMAGES = os.path.join(DIRMAIN, "images")
+DIRSOUNDS = os.path.join(DIRMAIN, "sounds")
+
+
+ENUM = Enum(
+ "splash",
+ "mainmenu",
+ "play",
+ "quit"
+)
diff --git a/ExamplePygame/Stars/func_images.py b/ExamplePygame/Stars/func_images.py
new file mode 100644
index 0000000..c7e480d
--- /dev/null
+++ b/ExamplePygame/Stars/func_images.py
@@ -0,0 +1,22 @@
+import os
+
+import pygame
+
+from constants import DIRIMAGES
+
+
+def load_image(filename: str) -> pygame.Surface:
+ """
+ Loads an image and prepares it
+
+ :param filename: the path to the image
+ :return: the image converted
+ """
+
+ try:
+ surface = pygame.image.load(os.path.join(DIRIMAGES, filename))
+ except pygame.error:
+ error = "Could not load image \"%s\" %s" % (filename, pygame.get_error())
+ raise SystemExit(error)
+
+ return surface.convert()
diff --git a/ExamplePygame/Stars/main.py b/ExamplePygame/Stars/main.py
new file mode 100644
index 0000000..d28bdb5
--- /dev/null
+++ b/ExamplePygame/Stars/main.py
@@ -0,0 +1,77 @@
+import os
+import json
+
+import pygame
+from pygame.locals import *
+
+from constants import *
+from screen_splash import screen_splash
+from screen_mainmenu import screen_mainmenu
+from screen_play import screen_play
+
+
+class Main:
+ """
+ The main application
+ """
+
+ def __init__(self):
+
+ # Configuration
+ self.load_config()
+
+ # Init pygame
+ self.init_pygame()
+
+ # mainloop
+ self.mainloop()
+
+ def load_config(self):
+ """
+ Load the configuration file
+ """
+
+ fileConfig = os.path.join(DIRFILES, "config.json")
+ with open(fileConfig, "r", encoding="utf-8") as f:
+ self.config = json.load(f)
+
+ def init_pygame(self):
+ """
+ Intialize the main screen
+ """
+
+ size = self.config["screen"]["size"]
+ self.screenRect = Rect(0, 0, *size)
+
+ pygame.init()
+ pygame.font.init()
+
+ self.window = pygame.display.set_mode(self.screenRect.size)
+
+ def mainloop(self):
+ """
+ The mainloop the launch the game
+ """
+
+ state, param = screen_splash(self.window)
+
+ while state != ENUM.quit:
+
+ ENUM.print(state)
+
+ if state == ENUM.mainmenu:
+ state, param = screen_mainmenu(self.window, param)
+
+ elif state == ENUM.play:
+ param["config"] = self.config
+ param["screenRect"] = self.screenRect
+ state, param = screen_play(self.window, param)
+
+ else:
+ state = ENUM.quit
+
+ pygame.quit()
+
+
+if __name__ == '__main__':
+ Main()
diff --git a/ExamplePygame/Stars/screen_mainmenu.py b/ExamplePygame/Stars/screen_mainmenu.py
new file mode 100644
index 0000000..8a3f896
--- /dev/null
+++ b/ExamplePygame/Stars/screen_mainmenu.py
@@ -0,0 +1,37 @@
+import pygame
+from pygame.locals import *
+
+from constants import *
+
+
+def screen_mainmenu(window: pygame.Surface, param: dict = dict()) -> tuple:
+ """
+ The splash screen
+
+ :param window: The main window where to display the game
+ :param param: Some parameters from another screen
+ :return: The state of the next screen and a dict with some parameters
+ """
+
+ state = ENUM.mainmenu
+
+ font = pygame.font.SysFont('Comic Sans MS', 30)
+ textSurface = font.render('Main Menu', False, (0, 0, 0))
+
+ window.fill((0, 127, 127))
+ window.blit(textSurface, (0, 0))
+
+ while state == ENUM.mainmenu:
+
+ # Check for events
+ for event in pygame.event.get():
+ if event.type == QUIT:
+ state = ENUM.quit
+ elif (event.type == KEYDOWN and event.key == K_ESCAPE):
+ state = ENUM.quit
+ elif (event.type == KEYDOWN and event.key == K_RETURN):
+ state = ENUM.play
+
+ pygame.display.flip()
+
+ return state, dict()
diff --git a/ExamplePygame/Stars/screen_play.py b/ExamplePygame/Stars/screen_play.py
new file mode 100644
index 0000000..4a79fc1
--- /dev/null
+++ b/ExamplePygame/Stars/screen_play.py
@@ -0,0 +1,77 @@
+import pygame
+from pygame.locals import *
+
+from class_star import Star
+from func_images import load_image
+from constants import *
+
+
+def screen_play(window: pygame.Surface, param: dict = dict()) -> tuple:
+ """
+ The splash screen
+
+ :param window: The main window where to display the game
+ :param param: Some parameters from another screen
+ :return: The state of the next screen and a dict with some parameters
+ """
+
+ state = ENUM.play
+ config = param["config"]
+ screenRect = param["screenRect"]
+
+ # font = pygame.font.SysFont('Comic Sans MS', 30)
+ # textSurface = font.render('Play', False, (255, 255, 255))
+
+ # Load images, sounds and init the star object
+ img = load_image(config["images"]["star"])
+ Star.images = [img, pygame.transform.flip(img, 1, 0)]
+ Star.screenRect = screenRect
+ star_sound = pygame.mixer.Sound("sounds/boom.wav")
+
+ # Load the background and diisplay it on screen
+ bgdtile = load_image(config["images"]["background"])
+ background = pygame.Surface(screenRect.size)
+ for x in range(0, screenRect.width, bgdtile.get_width()): # from, to, step
+ background.blit(bgdtile, (x, 0))
+ window.blit(background, (0, 0))
+
+ pygame.display.flip()
+
+ # Init sprites
+ star = pygame.sprite.Group()
+ all_sprites = pygame.sprite.RenderUpdates()
+ star_last = pygame.sprite.GroupSingle()
+
+ Star.containers = star, all_sprites, star_last
+
+ # Init the loop
+ clock = pygame.time.Clock()
+ Star(midleft=screenRect.midleft)
+
+ while state == ENUM.play:
+
+ # clear/erase the last drawn sprites
+ all_sprites.clear(window, background)
+ all_sprites.update()
+
+ # Check for events
+ for event in pygame.event.get():
+ if event.type == QUIT:
+ state = ENUM.quit
+ elif (event.type == KEYDOWN and event.key == K_ESCAPE):
+ state = ENUM.quit
+ elif (event.type == KEYDOWN and event.key == K_RETURN):
+ state = ENUM.mainmenu
+
+ if event.type == pygame.MOUSEBUTTONUP:
+ star_sound.play()
+ pos = pygame.mouse.get_pos()
+ Star(center=pos)
+
+ # draw the scene
+ dirty = all_sprites.draw(window)
+ pygame.display.update(dirty)
+
+ clock.tick(40)
+
+ return state, dict()
diff --git a/ExamplePygame/Stars/screen_splash.py b/ExamplePygame/Stars/screen_splash.py
new file mode 100644
index 0000000..b2fea1e
--- /dev/null
+++ b/ExamplePygame/Stars/screen_splash.py
@@ -0,0 +1,37 @@
+import pygame
+from pygame.locals import *
+
+from constants import *
+
+
+def screen_splash(window: pygame.Surface, param: dict = dict()) -> tuple:
+ """
+ The splash screen
+
+ :param window: The main window where to display the game
+ :param param: Some parameters from another screen
+ :return: The state of the next screen and a dict with some parameters
+ """
+
+ state = ENUM.splash
+
+ font = pygame.font.SysFont('Comic Sans MS', 30)
+ textSurface = font.render('Splash Screen', False, (0, 0, 0))
+
+ window.fill((0, 0, 255))
+ window.blit(textSurface, (0, 0))
+
+ while state == ENUM.splash:
+
+ # Check for events
+ for event in pygame.event.get():
+ if event.type == QUIT:
+ state = ENUM.quit
+ elif (event.type == KEYDOWN and event.key == K_ESCAPE):
+ state = ENUM.quit
+ elif (event.type == KEYDOWN and event.key == K_RETURN):
+ state = ENUM.mainmenu
+
+ pygame.display.flip()
+
+ return state, dict()
diff --git a/ExamplePygame/Stars/stars.py b/ExamplePygame/Stars/stars.py
index 71dc069..19aeeae 100644
--- a/ExamplePygame/Stars/stars.py
+++ b/ExamplePygame/Stars/stars.py
@@ -1,5 +1,3 @@
-# -*- coding: utf-8 -*-
-
"""
This example is based on an official example.
It is located on the local directory of pygame:
@@ -50,7 +48,7 @@ def load_image(file):
class Star(pygame.sprite.Sprite):
"""
- A shouting star
+ A shooting star
"""
speed = 2
diff --git a/LICENSE b/LICENSE
new file mode 100644
index 0000000..94a9ed0
--- /dev/null
+++ b/LICENSE
@@ -0,0 +1,674 @@
+ GNU GENERAL PUBLIC LICENSE
+ Version 3, 29 June 2007
+
+ Copyright (C) 2007 Free Software Foundation, Inc.
+ Everyone is permitted to copy and distribute verbatim copies
+ of this license document, but changing it is not allowed.
+
+ Preamble
+
+ The GNU General Public License is a free, copyleft license for
+software and other kinds of works.
+
+ The licenses for most software and other practical works are designed
+to take away your freedom to share and change the works. By contrast,
+the GNU General Public License is intended to guarantee your freedom to
+share and change all versions of a program--to make sure it remains free
+software for all its users. We, the Free Software Foundation, use the
+GNU General Public License for most of our software; it applies also to
+any other work released this way by its authors. You can apply it to
+your programs, too.
+
+ When we speak of free software, we are referring to freedom, not
+price. Our General Public Licenses are designed to make sure that you
+have the freedom to distribute copies of free software (and charge for
+them if you wish), that you receive source code or can get it if you
+want it, that you can change the software or use pieces of it in new
+free programs, and that you know you can do these things.
+
+ To protect your rights, we need to prevent others from denying you
+these rights or asking you to surrender the rights. Therefore, you have
+certain responsibilities if you distribute copies of the software, or if
+you modify it: responsibilities to respect the freedom of others.
+
+ For example, if you distribute copies of such a program, whether
+gratis or for a fee, you must pass on to the recipients the same
+freedoms that you received. You must make sure that they, too, receive
+or can get the source code. And you must show them these terms so they
+know their rights.
+
+ Developers that use the GNU GPL protect your rights with two steps:
+(1) assert copyright on the software, and (2) offer you this License
+giving you legal permission to copy, distribute and/or modify it.
+
+ For the developers' and authors' protection, the GPL clearly explains
+that there is no warranty for this free software. For both users' and
+authors' sake, the GPL requires that modified versions be marked as
+changed, so that their problems will not be attributed erroneously to
+authors of previous versions.
+
+ Some devices are designed to deny users access to install or run
+modified versions of the software inside them, although the manufacturer
+can do so. This is fundamentally incompatible with the aim of
+protecting users' freedom to change the software. The systematic
+pattern of such abuse occurs in the area of products for individuals to
+use, which is precisely where it is most unacceptable. Therefore, we
+have designed this version of the GPL to prohibit the practice for those
+products. If such problems arise substantially in other domains, we
+stand ready to extend this provision to those domains in future versions
+of the GPL, as needed to protect the freedom of users.
+
+ Finally, every program is threatened constantly by software patents.
+States should not allow patents to restrict development and use of
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+make it effectively proprietary. To prevent this, the GPL assures that
+patents cannot be used to render the program non-free.
+
+ The precise terms and conditions for copying, distribution and
+modification follow.
+
+ TERMS AND CONDITIONS
+
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+
+ "This License" refers to version 3 of the GNU General Public License.
+
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+Also add information on how to contact you by electronic and paper mail.
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+if any, to sign a "copyright disclaimer" for the program, if necessary.
+For more information on this, and how to apply and follow the GNU GPL, see
+.
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+ The GNU General Public License does not permit incorporating your program
+into proprietary programs. If your program is a subroutine library, you
+may consider it more useful to permit linking proprietary applications with
+the library. If this is what you want to do, use the GNU Lesser General
+Public License instead of this License. But first, please read
+.
diff --git a/README.md b/README.md
index 382d7c3..de979f2 100644
--- a/README.md
+++ b/README.md
@@ -1,10 +1,26 @@
# BlackJackProject
+[](https://travis-ci.com/Hackiflette/BlackJackProject)
+[](https://www.gnu.org/licenses/gpl-3.0)
+[](https://coveralls.io/github/Hackiflette/BlackJackProject?branch=bug_fix)
+
This project is the first of the Hackiflette team !
-This game is a Black Jack game, with the possibility to play with multiple player, on the same computer or in differents computer on the same network.
+This game is a famous card game, **Black Jack**. It will have the possibility to be played with friends, in a multiplayer mode, on the same computer, or maybe on differents computer on the same network.
+
+# The Hackiflette team
+
+We are 8 friends who liked programming, and playing. So we created Hackiflette to develop games and improve our programing skills.
+For our first project, we decided to develop a simple card game : Black Jack is our final choice.
+
+# How to play !?
-# For dev team
+Our project is a python project, so for now you need to have python (version >= 3.5) installed on your computer to launch it.
+You also need the following packages:
+* pygame = 1.9.4
+* marshmallow = 2.19.5
+* typing = 3.6.6
+* dataclasses = 0.6
+* ...
-To clone this respository, use the command :
- git clone https://github.com/Cataboum/BlackJackProject.git
\ No newline at end of file
+After download the project, you just have to launch the main.py in the src directory.
\ No newline at end of file
diff --git a/data/config/game_view.cfg.json b/data/config/game_view.cfg.json
new file mode 100644
index 0000000..05935b2
--- /dev/null
+++ b/data/config/game_view.cfg.json
@@ -0,0 +1,88 @@
+{
+ "window": {
+ "x": 0,
+ "y": 0,
+ "width": 1200,
+ "height": 700
+ },
+ "game_buttons": {
+ "card": {
+ "text": "(1) Card",
+ "pos": [40, 610],
+ "size": [120, 74],
+ "bg_normal": [30, 193, 130],
+ "bg_hover": [40, 200, 150],
+ "bg_pressed": [30, 135, 90]
+ },
+ "bet": {
+ "text": "(2) Bet",
+ "pos": [240, 610],
+ "size": [120, 74],
+ "bg_normal": [30, 193, 130],
+ "bg_hover": [40, 200, 150],
+ "bg_pressed": [30, 135, 90]
+ },
+ "end_turn": {
+ "text": "(3) End Turn",
+ "pos": [440, 610],
+ "size": [120, 74],
+ "bg_normal": [30, 193, 130],
+ "bg_hover": [40, 200, 150],
+ "bg_pressed": [30, 135, 90]
+ },
+ "split": {
+ "text": "(4) Split",
+ "pos": [640, 610],
+ "size": [120, 74],
+ "bg_normal": [30, 193, 130],
+ "bg_hover": [40, 200, 150],
+ "bg_pressed": [30, 135, 90]
+ },
+ "double": {
+ "text": "(5) Double",
+ "pos": [840, 610],
+ "size": [120, 74],
+ "bg_normal": [30, 193, 130],
+ "bg_hover": [40, 200, 150],
+ "bg_pressed": [30, 135, 90]
+ },
+ "quit": {
+ "text": "(6) Quit",
+ "pos": [1040, 610],
+ "size": [120, 74],
+ "bg_normal": [193, 130, 30],
+ "bg_hover": [200, 150, 40],
+ "bg_pressed": [135, 90, 30]
+ }
+ },
+ "game_menu_area": {
+ "x": 0,
+ "y": 600,
+ "width": 1200,
+ "height": 100,
+ "color": [50, 50, 50]
+ },
+ "card_areas": {
+ "extra_card_offset": {
+ "x": 15,
+ "y": 15
+ },
+ "dealer": {
+ "x": 550,
+ "y": 50
+ },
+ "player": {
+ "x": 200,
+ "y": 450,
+ "width": 700
+ }
+ },
+ "cards": {
+ "height": 150,
+ "width": 100
+ },
+ "tokens": {
+ "height": 50,
+ "width": 50
+ }
+}
\ No newline at end of file
diff --git a/data/config/menu.cfg.json b/data/config/menu.cfg.json
new file mode 100644
index 0000000..623932c
--- /dev/null
+++ b/data/config/menu.cfg.json
@@ -0,0 +1,20 @@
+{
+ "window": {
+ "width": 1200,
+ "height": 700
+ },
+ "menu_buttons": {
+ "play_btn": {
+ "x": 300,
+ "y": 200
+ },
+ "option_btn": {
+ "x": 300,
+ "y": 300
+ },
+ "quit_btn": {
+ "x": 300,
+ "y": 400
+ }
+ }
+}
diff --git a/data/config/path.cfg.json b/data/config/path.cfg.json
new file mode 100644
index 0000000..3451f44
--- /dev/null
+++ b/data/config/path.cfg.json
@@ -0,0 +1,15 @@
+{
+ "folders": {
+ "main": ["."],
+ "data": ["data"],
+ "config": ["data", "config"],
+ "pictures": ["data", "pictures"],
+ "cards": ["data", "pictures", "cards"],
+ "cards_svg": ["data", "pictures", "cards_svg"],
+ "tokens": ["data", "pictures", "tokens"],
+ "src": ["src"]
+ },
+ "files": {
+ "tokens": ["config", "tokens.cfg.json"]
+ }
+}
diff --git a/data/config/tokens.cfg.json b/data/config/tokens.cfg.json
new file mode 100644
index 0000000..ac727cc
--- /dev/null
+++ b/data/config/tokens.cfg.json
@@ -0,0 +1,7 @@
+{
+ "1": "token_white.png",
+ "5": "token_red.png",
+ "10": "token_blue.png",
+ "25": "token_green.png",
+ "100": "token_black.png"
+}
\ No newline at end of file
diff --git a/data/pictures/blackjack_table.png b/data/pictures/blackjack_table.png
new file mode 100644
index 0000000..bd129b9
Binary files /dev/null and b/data/pictures/blackjack_table.png differ
diff --git a/data/pictures/cards/10_of_clubs.png b/data/pictures/cards/10_of_clubs.png
new file mode 100644
index 0000000..18af741
Binary files /dev/null and b/data/pictures/cards/10_of_clubs.png differ
diff --git a/data/pictures/cards/10_of_diamonds.png b/data/pictures/cards/10_of_diamonds.png
new file mode 100644
index 0000000..3bbc4e0
Binary files /dev/null and b/data/pictures/cards/10_of_diamonds.png differ
diff --git a/data/pictures/cards/10_of_hearts.png b/data/pictures/cards/10_of_hearts.png
new file mode 100644
index 0000000..3eb83d7
Binary files /dev/null and b/data/pictures/cards/10_of_hearts.png differ
diff --git a/data/pictures/cards/10_of_spades.png b/data/pictures/cards/10_of_spades.png
new file mode 100644
index 0000000..0b3d294
Binary files /dev/null and b/data/pictures/cards/10_of_spades.png differ
diff --git a/data/pictures/cards/2_of_clubs.png b/data/pictures/cards/2_of_clubs.png
new file mode 100644
index 0000000..291ed97
Binary files /dev/null and b/data/pictures/cards/2_of_clubs.png differ
diff --git a/data/pictures/cards/2_of_diamonds.png b/data/pictures/cards/2_of_diamonds.png
new file mode 100644
index 0000000..4deee7c
Binary files /dev/null and b/data/pictures/cards/2_of_diamonds.png differ
diff --git a/data/pictures/cards/2_of_hearts.png b/data/pictures/cards/2_of_hearts.png
new file mode 100644
index 0000000..75a014f
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diff --git a/main.py b/main.py
new file mode 100644
index 0000000..2bf39cf
--- /dev/null
+++ b/main.py
@@ -0,0 +1,133 @@
+# ============================================================================
+# =
+# = Imports
+# =
+# ============================================================================
+
+import os
+
+import pygame
+from pygame.locals import (
+ QUIT,
+ KEYDOWN,
+ K_ESCAPE,
+)
+
+from src.common.constants import (
+ Game,
+ CONFIG_MENU,
+ DIR_CONFIG,
+ DIR_SRC,
+ DIR_DATA,
+ DIR_PICTURES,
+)
+from src.common.game_view_config import game_view_config
+from src.common.config import ConfigPath
+from src.views import view_menu, view_option
+from src.controller.game_controller import GameController
+from src.views.image_loaders.cardsloader import CardsLoader
+from src.views.image_loaders.tokensloader import TokensLoader
+
+
+# ============================================================================
+# =
+# = Application
+# =
+# ============================================================================
+
+
+class Main:
+ """
+ The main application
+ """
+
+ def __init__(self):
+
+ # Init pygame
+ self.game_window = None
+ self.menu_window = None
+ self.init_pygame()
+
+ # Init GameController
+ self.ctrl = GameController(self.game_window)
+
+ # Needs Pygame initialization
+ TokensLoader.initialize(ConfigPath.file("tokens"))
+ CardsLoader.initialize()
+
+ # mainloop
+ self.main_loop()
+
+ def init_pygame(self):
+ """
+ Initialize the main screen
+ """
+
+ pygame.init()
+ pygame.display.set_caption("Black Jack by Hackiflette")
+ self.game_window = pygame.display.set_mode((
+ game_view_config.window.width,
+ game_view_config.window.height,
+ ))
+ self.menu_window = pygame.display.set_mode((
+ CONFIG_MENU["window"]["width"],
+ CONFIG_MENU["window"]["height"],
+ ))
+
+ def main_loop(self):
+ """
+ The mainloop the launch the game
+ """
+
+ state, param = view_menu.main(
+ self.menu_window, CONFIG_MENU["window"], CONFIG_MENU["menu_buttons"])
+
+ while state != Game.quit:
+ if state == Game.menu:
+ self.ctrl.reset_all_humans()
+ state, param = view_menu.main(
+ self.menu_window, CONFIG_MENU["window"], CONFIG_MENU["menu_buttons"])
+ elif state == Game.play:
+ self.ctrl.game_launch()
+ state = self.game_loop()
+ # state, param = view_game.main(self.window, self.config["window"])
+ elif state == Game.option:
+ state, param = view_option.main(self.menu_window, CONFIG_MENU["window"])
+ else:
+ state = 0
+
+ pygame.quit()
+
+ def game_loop(self):
+ """
+ The loop of the game which communicate with controller
+ """
+ state = Game.play
+ print("GameLoop")
+
+ # First Create Player
+ self.ctrl.initiate_players()
+
+ while state == Game.play:
+ for event in pygame.event.get():
+ if event.type == QUIT:
+ state = Game.menu
+ elif event.type == KEYDOWN and event.key == K_ESCAPE:
+ state = Game.menu
+ elif event.type:
+ keep_playing = self.ctrl.first_round()
+ if keep_playing:
+ keep_playing = self.ctrl.play_one_round()
+ if not keep_playing:
+ # Player want to quit
+ state = Game.menu
+ print("gameLoop")
+ return state
+
+
+if __name__ == '__main__':
+ print("Exists?")
+ for folder in [DIR_SRC, DIR_DATA, DIR_CONFIG, DIR_PICTURES]:
+ print(folder, os.path.exists(folder))
+
+ Main()
diff --git a/requirements.txt b/requirements.txt
new file mode 100644
index 0000000..a2fe072
--- /dev/null
+++ b/requirements.txt
@@ -0,0 +1,7 @@
+dataclasses==0.6
+marshmallow==2.19.5
+pygame==1.9.4
+typing==3.6.6
+python_coveralls>=2
+pytest-cov>=2
+coverage>4
\ No newline at end of file
diff --git a/src/__init__.py b/src/__init__.py
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index 0000000..e69de29
diff --git a/src/button/__init__.py b/src/button/__init__.py
new file mode 100644
index 0000000..8729f03
--- /dev/null
+++ b/src/button/__init__.py
@@ -0,0 +1 @@
+from .button import Button
diff --git a/src/button/button.py b/src/button/button.py
new file mode 100644
index 0000000..b57ed5b
--- /dev/null
+++ b/src/button/button.py
@@ -0,0 +1,245 @@
+import enum
+import pygame
+
+from src.common.utils import Signal
+
+
+# ============================================================================
+# =
+# = Enum
+# =
+# ============================================================================
+
+
+class State(enum.Enum):
+ normal = enum.auto()
+ hover = enum.auto()
+ pressed = enum.auto()
+
+
+# =============================================================================
+# =
+# = Button
+# =
+# =============================================================================
+
+
+class Button:
+ """
+ Set attributes to the button
+
+ :param pygame.Surface window: surface where to blit the button
+ :param 3-tuple bg_normal: color for normal background
+ :param 3-tuple bg_hover: color for background when hover
+ :param 3-tuple bg_pressed: color for background when pressed
+ :param int bd: border size
+ :param 3-tuple bd_color: color for the border
+ :param str text: text to display on button
+ :param dict text_font: {file: font family, size: font size}
+ :param 3-tuple text_color: color for the text
+ """
+
+ def __init__(self, window: pygame.Surface=None, **kwargs):
+ # Set attributes
+ self.window = window
+ self.state = State.normal
+ self.enabled = True
+ # Rectangle
+ self.rect = pygame.Rect(0, 0, 100, 80)
+ # Background
+ self.bg = None
+ self.bg_normal = None
+ self.bg_hover = None
+ self.bg_pressed = None
+ # Border
+ self.bd = 0
+ self.bd_color = (0, 0, 0)
+ # Text
+ self.text = "Button"
+ self.text_font = {"file": None, "size": 30}
+ self.text_color = (0, 0, 0)
+ # command
+ self.signal = Signal()
+
+ self.__setKwargs(**kwargs)
+ self.text_core = pygame.font.Font(None, 30)
+
+ def __setKwargs(self, **kwargs):
+ """
+ Set attributes to the button
+
+ :param 3-tuple bg_normal: color for normal background
+ :param 3-tuple bg_hover: color for background when hover
+ :param 3-tuple bg_pressed: color for background when pressed
+ :param int bd: border size
+ :param 3-tuple bd_color: color for the border
+ :param str text: text to display on button
+ :param dict text_font: {file: font family, size: font size}
+ :param 3-tuple text_color: color for the text
+ """
+
+ # Validate kwargs
+ attr = [
+ "bg_normal", "bg_hover", "bg_pressed",
+ "bd", "bd_color",
+ "text", "text_font", "text_color",
+ "pos", "size"
+ ]
+ for kwarg in kwargs:
+ if kwarg not in attr:
+ raise ValueError(f"{kwarg} is not a valid attribute")
+
+ # If a parameter has changed
+ # Update rect
+ if "pos" in kwargs:
+ self.rect.x, self.rect.y = kwargs.pop("pos")
+ if "size" in kwargs:
+ self.rect.w, self.rect.h = kwargs.pop("size")
+
+ self.__dict__.update(**kwargs)
+ # Update text_core
+ if "text_font" in kwargs:
+ self.text_core = pygame.font.Font(**self.text_font)
+
+ # =========================================================================
+ # = Events
+ # =========================================================================
+
+ def __on_clic_down(self):
+ pos = pygame.mouse.get_pos()
+ if self.rect.collidepoint(*pos):
+ self.state = State.pressed
+ self.draw()
+
+ def __on_clic_up(self):
+ pos = pygame.mouse.get_pos()
+ if self.rect.collidepoint(*pos):
+ self.state = State.hover
+ self.signal.emit()
+ else:
+ self.state = State.normal
+ self.draw()
+
+ def __on_hover(self):
+ pos = pygame.mouse.get_pos()
+ changed = False
+ # If on button
+ if self.rect.collidepoint(*pos):
+ if self.state == State.normal:
+ self.state = State.hover
+ changed = True
+ else:
+ if self.state == State.hover:
+ self.state = State.normal
+ changed = True
+
+ if changed:
+ self.draw()
+
+ # =========================================================================
+ # = Public methods
+ # =========================================================================
+
+ def execute(self, *args, **kwargs):
+ """
+ Emit the signals attached to this button if it's not disabled
+ """
+
+ if self.enabled:
+ self.signal.emit(*args, **kwargs)
+
+ def enable(self):
+ """
+ Enable the button.
+ """
+
+ self.enabled = True
+ self.draw()
+
+ def disable(self):
+ """
+ Disable the button.
+ """
+
+ self.enabled = False
+ self.draw()
+
+ def collide(self, pos):
+ """
+ Return True if the position is on the button
+ """
+
+ return self.rect.collidepoint(pos)
+
+ def set(self, **kwargs):
+ """
+ Set attributes to the button
+
+ :param 3-tuple bg_normal: color for normal background
+ :param 3-tuple bg_hover: color for background when hover
+ :param 3-tuple bg_pressed: color for background when pressed
+ :param int bd: border size
+ :param 3-tuple bd_color: color for the border
+ :param str text: text to display on button
+ :param dict text_font: {file: font family, size: font size}
+ :param 3-tuple text_color: color for the text
+ """
+
+ self.__setKwargs(**kwargs)
+
+ def handle_event(self, event):
+ """
+ Handle the events used by the button
+
+ :param pygame.event event: event generated by pygame
+ """
+
+ if not self.enabled:
+ return
+
+ if event.type == pygame.MOUSEMOTION:
+ self.__on_hover()
+ elif event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:
+ self.__on_clic_down()
+ elif event.type == pygame.MOUSEBUTTONUP and event.button == 1:
+ self.__on_clic_up()
+
+ def draw(self):
+ """
+ Draw the button on window
+ """
+
+ core_text = self.text_core.render(self.text, 2, self.text_color)
+
+ x_b, y_b = self.rect.x, self.rect.y
+ w_b, h_b = self.rect.width, self.rect.height
+ w_t, h_t = core_text.get_size()
+ mid_x = x_b + (w_b - w_t) // 2
+ mid_y = y_b + (h_b - h_t) // 2
+
+ self.bg = {
+ State.normal: self.bg_normal,
+ State.hover: self.bg_hover,
+ State.pressed: self.bg_pressed
+ }.get(self.state, None)
+
+ if self.bg:
+ pygame.draw.rect(self.window, self.bg, self.rect)
+
+ if self.bd > 0:
+ points = (
+ (x_b, y_b),
+ (x_b, y_b + h_b),
+ (x_b + w_b, y_b + h_b),
+ (x_b + w_b, y_b)
+ )
+ pygame.draw.lines(self.window, self.bd_color, True, points, self.bd)
+
+ self.window.blit(core_text, (mid_x, mid_y))
+
+ if not self.enabled:
+ s = pygame.Surface((self.rect.w, self.rect.h), pygame.SRCALPHA)
+ s.fill((0, 0, 0, 128))
+ self.window.blit(s, (self.rect.x, self.rect.y))
+
+ pygame.display.update(self.rect)
diff --git a/src/button/tests/test_button.py b/src/button/tests/test_button.py
new file mode 100644
index 0000000..9e76077
--- /dev/null
+++ b/src/button/tests/test_button.py
@@ -0,0 +1,25 @@
+from src.button import Button
+
+import pygame
+
+
+pygame.init()
+
+
+def testInitButton():
+ try:
+ btn = Button(text="Test")
+ except:
+ assert False
+ else:
+ assert True
+
+
+def testButtonPos():
+ btn = Button(text="Test", pos=(10, 20))
+ assert btn.rect.x == 10 and btn.rect.y == 20
+
+
+def testButtonSize():
+ btn = Button(text="Test", size=(10, 20))
+ assert btn.rect.w == 10 and btn.rect.h == 20
diff --git a/src/cards/__init__.py b/src/cards/__init__.py
new file mode 100644
index 0000000..e69de29
diff --git a/src/cards/card.py b/src/cards/card.py
new file mode 100644
index 0000000..c9bb5b9
--- /dev/null
+++ b/src/cards/card.py
@@ -0,0 +1,120 @@
+import re
+from typing import Union, Pattern
+
+card_names_and_values = {
+ ("ACE", 1),
+ ("TWO", 2),
+ ("THREE", 3),
+ ("FOUR", 4),
+ ("FIVE", 5),
+ ("SIX", 6),
+ ("SEVEN", 7),
+ ("EIGHT", 8),
+ ("NINE", 9),
+ ("TEN", 10),
+ ("JACK", 11),
+ ("QUEEN", 12),
+ ("KING", 13),
+}
+
+card_to_value_dict = {
+ key: min(10, value) for (key, value) in card_names_and_values
+}
+value_to_card_dict = {key: value for (value, key) in card_names_and_values}
+
+colors = {"HEARTS", "SPADES", "CLUBS", "DIAMONDS"}
+
+
+class Card:
+ def __init__(self, value: Union[int, str], color: str = "hearts"):
+ self._value = None
+ self._color = None
+ self.name = None
+
+ # Calls color.setter
+ self.color = color
+
+ # Calls value.setter
+ self.value = value
+ try:
+ self.value = value
+ except KeyError:
+ raise ValueError(
+ "First argument 'value' should be a card name "
+ "or integer between 1 and 13"
+ )
+
+ @property
+ def color(self) -> str:
+ return self._color
+
+ @color.setter
+ def color(self, color: str = "HEARTS"):
+ color = color.upper()
+ for c in colors:
+ regexp = self.cardColorToRegexp(c).match(color)
+ if regexp is None:
+ # regexp.match returns None if nothing is matched,
+ # which will raise a error if end method is used on the
+ # matching result
+ continue
+ if regexp.end() == len(color):
+ self._color = c
+ break
+ else:
+ raise ValueError(
+ 'Invalid value for Card object\'s "color" member.\n'
+ 'Value should be either "HEARTS", "DIAMONDS", "CLUBS", '
+ '"SPADES", their singular variant, or their first letter.\n'
+ "Case is not relevant."
+ )
+
+ @property
+ def value(self) -> int:
+ return self._value
+
+ @value.setter
+ def value(self, arg: Union[str, int]):
+ if isinstance(arg, str):
+ self.name = arg.upper()
+ elif isinstance(arg, int):
+ self.name = value_to_card_dict[arg]
+ self._value = card_to_value_dict[self.name]
+
+ def __radd__(self, other: Union['Card', int]) -> int:
+ if self.name == "ACE":
+ if self._value + other <= 11:
+ return self._value + other + 10
+ return self._value + other
+
+ def __add__(self, other: Union['Card', int]) -> int:
+ if self.name == "ACE":
+ if self._value + other <= 11:
+ return self._value + other + 10
+ return self._value + other
+
+ def __int__(self) -> int:
+ return self._value
+
+ def __repr__(self) -> str:
+ return "Card(value = %d, name = %s, color = %s)" % (
+ self._value,
+ self.name,
+ self.color,
+ )
+
+ def __str__(self) -> str:
+ return "%s of %s" % (self.name, self.color)
+
+ @staticmethod
+ def cardColorToRegexp(string: str) -> Pattern[str]:
+ """
+ Creates a regular expression to match user inputs for color parameter
+ For example, replace "HEARTS" by "H(EART(S)?)?"
+ Allows matching "H", "HEART" and "HEARTS"
+ :param str string: String to be changed to regular expression
+ :return: a regular expression
+ :rtype: Pattern[str]
+ """
+ string = string[0] + "(" + string[1:-1] + "(" + string[-1] + ")?)?"
+ return re.compile(string)
diff --git a/src/cards/deck.py b/src/cards/deck.py
new file mode 100644
index 0000000..ad8b36a
--- /dev/null
+++ b/src/cards/deck.py
@@ -0,0 +1,56 @@
+import itertools
+import random
+
+from src.cards.card import Card, card_to_value_dict, colors
+
+
+class Deck:
+ def __init__(self, SHUFFLE: bool = True):
+ # boolean flag to tell the controller if the deck needs to be shuffled
+ # should be checked at the end of every turn by the controller
+ self.needs_shuffling = False
+
+ self.cards = (
+ list(itertools.product(card_to_value_dict.keys(), colors)) * 6
+ )
+
+ if SHUFFLE:
+ self.shuffle()
+
+ # index of the card on the top of the deck
+ self.top_card_index = 0
+
+ # index of the red card, when the dealer finds this card, he shuffles
+ # the deck. Usually placed around 3/4 of the deck
+ # self.needs_shuffling is set to True when this index is reached
+ self.red_card_index = self.computeRedCardIndex(len(self.cards))
+
+ def shuffle(self):
+ # shuffle deck
+ random.shuffle(self.cards)
+ # reset counter
+ self.top_card_index = 0
+ # recalculate red card index, not really necessary but more realistic
+ self.red_card_index = self.computeRedCardIndex(len(self.cards))
+ # reset shuffling flag to False
+ self.needs_shuffling = False
+
+ def getCard(self) -> Card:
+ self.top_card_index += 1
+ if self.top_card_index == self.red_card_index:
+ # The deck needs to be shuffled
+ self.needs_shuffling = True
+
+ return Card(*self.cards[self.top_card_index])
+
+ @staticmethod
+ def computeRedCardIndex(deck_length: int) -> int:
+ """
+ Utility function to choose a random index at 3/4th of the deck's
+ length += 30
+ :param deck_length:
+ :return: red card index
+ """
+ return random.randint(
+ (3 / 4) * deck_length - 30, (3 / 4) * deck_length + 30
+ )
diff --git a/src/cards/exceptions.py b/src/cards/exceptions.py
new file mode 100644
index 0000000..7ee0f38
--- /dev/null
+++ b/src/cards/exceptions.py
@@ -0,0 +1,2 @@
+class CardsAPIError(Exception):
+ pass
diff --git a/src/cards/hand.py b/src/cards/hand.py
new file mode 100644
index 0000000..ed85dd9
--- /dev/null
+++ b/src/cards/hand.py
@@ -0,0 +1,174 @@
+from typing import List, Tuple
+
+from src.cards.card import Card
+from src.cards.exceptions import CardsAPIError
+
+
+class Hand:
+ def __init__(
+ self,
+ card_list: List[Card] = None,
+ is_dealer_hand: bool = False,
+ isSplit: bool = False,
+ ):
+ self.card_list = card_list or []
+ self.is_split = isSplit
+ self.is_dealer_hand = is_dealer_hand
+
+ @property
+ def value(self) -> int:
+ # without this sort, aces are always counted as 11
+ sorted_card_list = sorted(
+ self.card_list, key=lambda x: x.value, reverse=True
+ )
+ return sum(sorted_card_list)
+
+ @property
+ def is_black_jack(self) -> bool:
+ hand_sum = sum(self.card_list)
+ if hand_sum == 21 and len(self.card_list) == 2 and not self.is_split:
+ return True
+ else:
+ return False
+
+ @property
+ def is_burnt(self) -> bool:
+ # without this sort, aces are always counted as 11
+ sorted_card_list = sorted(
+ self.card_list, key=lambda x: x.value, reverse=True
+ )
+ hand_sum = sum(sorted_card_list)
+ if hand_sum > 21:
+ return True
+ else:
+ return False
+
+ def checkSplitIsPossible(self) -> bool:
+ """
+ Check if the card are the same
+ :return: True is split can be done False otherwise
+ """
+ if (
+ len(self.card_list) == 2
+ and self.card_list[0].value == self.card_list[1].value
+ and not self.is_dealer_hand
+ ):
+ return True
+ return False
+
+ def split(self) -> Tuple['Hand', 'Hand']:
+ """
+ Performs a split action. Returns two instances of Hand.
+ The methods checks for number of cards in the original Hand (which
+ should be 2) and for equality of the two cards' values
+ :return: The two resulting hands in a tuple
+ :raise: AssertionError
+ """
+ if self.checkSplitIsPossible():
+ return (
+ Hand([self.card_list[0]], isSplit=True),
+ Hand([self.card_list[1]], isSplit=True),
+ )
+ raise CardsAPIError(f"{self!r} cannot be split")
+
+ """
+ The following are comparison methods for comparing Hand objects. All
+ standard comparison operators are defined and take into account the fact
+ that a Hand can be a blackjack or not and that it can belong to the
+ dealer or not
+ """
+
+ def __gt__(self, other: 'Hand') -> bool:
+ if not isinstance(other, Hand):
+ return NotImplemented
+ if self.is_black_jack and not other.is_black_jack:
+ return True
+ elif other.is_burnt and not self.is_burnt:
+ return True
+ elif self.is_burnt and other.is_burnt and self.is_dealer_hand:
+ return True
+ elif self.value > other.value and not self.is_burnt:
+ return True
+ else:
+ return False
+
+ def __lt__(self, other: 'Hand') -> bool:
+ if not isinstance(other, Hand):
+ return NotImplemented
+ return not self.__gt__(other) and not self.__eq__(other)
+
+ def __eq__(self, other: 'Hand') -> bool:
+ if not isinstance(other, Hand):
+ return NotImplemented
+ if self.is_black_jack and other.is_black_jack:
+ return True
+ elif (
+ self.is_burnt
+ and other.is_burnt
+ and not self.is_dealer_hand
+ and not other.is_dealer_hand
+ ):
+ return True
+ elif (
+ self.value == other.value
+ and not self.is_black_jack
+ and not other.is_black_jack
+ ):
+ return True
+ else:
+ return False
+
+ def __ge__(self, other: 'Hand') -> bool:
+ if not isinstance(other, Hand):
+ return NotImplemented
+ return not self.__lt__(other)
+
+ def __le__(self, other: 'Hand') -> bool:
+ if not isinstance(other, Hand):
+ return NotImplemented
+ return not self.__gt__(other)
+
+ def __ne__(self, other: 'Hand') -> bool:
+ if not isinstance(other, Hand):
+ return NotImplemented
+ return not self.__eq__(other)
+
+ def __add__(self, card: Card) -> 'Hand':
+ """
+ Creates a new hand from self with the added card using:
+ "hand = hand + card"
+ :param card: a Card object to append to the new Hand's card_list
+ :return: A new Hand with the
+ """
+ if not isinstance(card, Card):
+ return NotImplemented
+ new_card_list = self.card_list + [card]
+ return Hand(
+ card_list=new_card_list,
+ is_dealer_hand=self.is_dealer_hand,
+ isSplit=self.is_split,
+ )
+
+ def __iadd__(self, card) -> 'Hand':
+ """
+ Adds a card to the Hand, using "hand += card"
+ :param card: a Card object to append to the Hand's card_list
+ :return: The Hand itself
+ """
+ if not isinstance(card, Card):
+ return NotImplemented
+ self.card_list += [card]
+ return self
+
+ def __repr__(self) -> str:
+ return (
+ f"Hand(card_list={self.card_list!r}, "
+ f"is_dealer_hand={self.is_dealer_hand!r})"
+ )
+
+ def __str__(self) -> str:
+ if self.is_dealer_hand:
+ owner = "Dealer"
+ else:
+ owner = "Player"
+ return f"{owner} Hand : {self.card_list}"
diff --git a/src/cards/tests/test_cards.py b/src/cards/tests/test_cards.py
new file mode 100644
index 0000000..1ac79ca
--- /dev/null
+++ b/src/cards/tests/test_cards.py
@@ -0,0 +1,49 @@
+from src.cards.card import Card
+
+# To launch test in console :
+# ... $ python -m pytest tests/
+
+
+def test_create_num_card():
+
+ card = Card(1)
+ assert card.value == 1
+ assert card.color == 'HEARTS'
+
+ card = Card('TWO')
+ assert card.value == 2
+
+ card = Card('Three', 'diamond')
+ assert card.value == 3
+ assert card.color == 'DIAMONDS'
+
+
+def test_create_face_card():
+
+ card = Card(12)
+ assert card.name == "QUEEN"
+ assert card.value == 10
+
+ card = Card("King")
+ assert card.name == "KING"
+ assert card.color == 'HEARTS'
+
+
+def test_add_cards():
+
+ card_1 = Card(5, "Hearts")
+ card_2 = Card(7, "DIAMONDS")
+ assert card_1 + card_2 == 12
+
+ card_3 = Card("TWO", "spades")
+ card_4 = Card(13)
+ assert card_3 + card_4 == 12
+
+
+def test_add_ace():
+
+ card_1 = Card("KING", "hearts")
+ card_2 = Card(9)
+ card_3 = Card("ACE", "heaRts")
+ assert card_1 + card_2 + card_3 == 20
+ # assert card_3 + card_2 + card_1 == 20
diff --git a/src/cards/tests/test_deck.py b/src/cards/tests/test_deck.py
new file mode 100644
index 0000000..45a6449
--- /dev/null
+++ b/src/cards/tests/test_deck.py
@@ -0,0 +1,66 @@
+from src.cards.deck import Deck
+from src.cards.card import Card
+
+
+def test_init_deck():
+
+ deck = Deck()
+ assert deck.top_card_index == 0
+ assert len(deck.cards) == 312
+ # Check placement of the red Card
+ assert ((3 / 4) * 312) - 30 <= deck.red_card_index <= ((3 / 4) * 312) + 30
+
+ # Assert not shuffle
+ deck = Deck(False)
+ assert deck.top_card_index == 0
+ assert len(deck.cards) == 312
+ assert ((3 / 4) * 312) - 30 <= deck.red_card_index <= ((3 / 4) * 312) + 30
+
+
+def test_deal_deck():
+
+ deck = Deck()
+ card = deck.getCard()
+ assert type(card) == Card
+ assert deck.top_card_index == 1
+
+
+def test_shuffle_deck():
+
+ deck = Deck()
+ try:
+ for i in range(500):
+ card = deck.getCard()
+ except IndexError:
+ assert True
+ else:
+ # This shouldn't work because the Deck is only 312 cards long
+ assert False
+
+ deck = Deck()
+
+ for i in range(deck.red_card_index):
+ assert not deck.needs_shuffling
+ deck.getCard()
+
+ assert deck.needs_shuffling
+
+ deck.shuffle()
+
+ assert not deck.needs_shuffling
+
+ try:
+ # This won't work if the deck has not been shuffled
+ for i in range(
+ (len(deck.cards) - deck.red_card_index) + 1
+ ):
+ deck.getCard()
+ except IndexError:
+ assert False
+
+
+def test_init_shuffle_deck():
+
+ deck1 = Deck(False)
+ deck2 = Deck(False)
+ assert deck1.cards[0] == deck2.cards[0]
diff --git a/src/cards/tests/test_hand.py b/src/cards/tests/test_hand.py
new file mode 100644
index 0000000..299e172
--- /dev/null
+++ b/src/cards/tests/test_hand.py
@@ -0,0 +1,69 @@
+from src.cards.hand import Hand
+from src.cards.card import Card
+
+# To launch test in console :
+# ... $ python -m pytest tests/
+from src.cards.exceptions import CardsAPIError
+
+
+def test_init_hand():
+
+ hand = Hand()
+ assert len(hand.card_list) == 0
+
+ hand = Hand([Card(2)])
+ assert hand.value == 2
+
+
+def test_add_card():
+
+ hand = Hand()
+ card = Card(2)
+ hand = hand + card
+ card = Card(5)
+ hand = hand + card
+ assert len(hand.card_list) == 2
+ assert hand.value == 7
+
+
+def test_iadd_card():
+
+ hand = Hand([Card(5)])
+ hand_list = [hand]
+ hand += Card(2)
+ assert len(hand_list[0].card_list) == 2
+ assert hand_list[0].value == 7
+
+
+def test_comparison_hand():
+
+ hand_1 = Hand([Card(5),
+ Card(7)])
+ hand_2 = Hand([Card(3)])
+ assert hand_1 > hand_2
+
+
+def test_split_hand():
+
+ hand = Hand([Card(3, 'heart'),
+ Card(3, 'spades')])
+ [hand_1, hand_2] = hand.split()
+ assert hand_1.value == 3 and hand_2.value == 3
+ assert hand_1 == hand_2
+
+ hand2 = Hand([Card(3), Card(4)])
+ try:
+ hand2.split()
+ except CardsAPIError:
+ assert True
+ else:
+ assert False
+
+ # testing too many cards in hand
+ hand += Card(3)
+ try:
+ hand.split()
+ except CardsAPIError:
+ assert True
+ else:
+ assert False
diff --git a/src/common/__init__.py b/src/common/__init__.py
new file mode 100644
index 0000000..e69de29
diff --git a/src/common/config.py b/src/common/config.py
new file mode 100644
index 0000000..fd2155a
--- /dev/null
+++ b/src/common/config.py
@@ -0,0 +1,54 @@
+import json
+import os
+
+
+class ConfigPath:
+ path = dict()
+
+ @classmethod
+ def initialize(cls, path):
+ with open(path, encoding="utf-8") as f:
+ cls.path = json.load(f)
+
+ @classmethod
+ def get(cls, *keys):
+ """
+ Return the value after each key.
+
+ ..Example:
+ ConfigPath.get("folder", "data")
+
+ :return: value in the path config file
+ :rtype: any json storage type
+ """
+
+ config = cls.path
+ for key in keys:
+ config = config[key]
+ return os.path.abspath(os.path.join(*config))
+
+ @classmethod
+ def folder(cls, key):
+ """
+ Return the path to the folder given by its name
+
+ :param str key: folder name
+ :return: folder path
+ :rtype: str
+ """
+
+ return cls.get("folders", key)
+
+ @classmethod
+ def file(cls, key):
+ """
+ Return tge path to a file given by its name
+
+ :param str key: file name in path.cfg.json
+ :return: file path
+ :rtype: str
+ """
+
+ folder, *path = cls.path["files"][key]
+ folder = cls.folder(folder)
+ return os.path.join(folder, *path)
diff --git a/src/common/constants.py b/src/common/constants.py
new file mode 100644
index 0000000..fb0dc95
--- /dev/null
+++ b/src/common/constants.py
@@ -0,0 +1,93 @@
+# -*- coding: utf-8 -*-
+
+# ============================================================================
+# = File containing all the constant variables
+# ============================================================================
+
+import os
+import json
+from enum import Enum
+
+from src.cards.hand import Hand
+from src.common.config import ConfigPath
+
+# ============================================================================
+# = Configuration parameters
+# ============================================================================
+
+ConfigPath.initialize("data/config/path.cfg.json")
+__tmp = "data/config/menu.cfg.json"
+with open(__tmp, "r", encoding="utf-8") as f:
+ CONFIG_MENU = json.load(f)
+__tmp = "data/config/game_view.cfg.json"
+with open(__tmp, "r", encoding="utf-8") as f:
+ CONFIG_GAME_VIEW = json.load(f)
+
+# ============================================================================
+# = Directories path
+# ============================================================================
+
+DIR_SRC = ConfigPath.folder("src") # Source files
+DIR_DATA = ConfigPath.folder("data") # Data files
+DIR_CONFIG = ConfigPath.folder("config") # Configuration files
+DIR_PICTURES = ConfigPath.folder("pictures") # Pictures
+
+# ============================================================================
+# = Enum
+# ============================================================================
+
+
+class Game(Enum):
+ """
+ Class with all the states of the game
+ """
+ quit = 0
+ menu = 1
+ play = 2
+ option = 3
+
+
+class Decision(Enum):
+ """
+ Class with decisions regarding Hands
+ """
+ stand = 0
+ hit = 1
+ double = 2
+ split = 3
+
+
+class Moves(Enum):
+ """
+ Class with moves possibilities
+ """
+ up = -1
+ down = 1
+
+
+class PlayerHand:
+ """
+ Hand list index for player hand
+ """
+
+ def __init__(self, hand: Hand = None,
+ hand_bet: int = 0, is_lock: bool = False):
+ self.hand: Hand = hand or Hand()
+ self.hand_bet: int = hand_bet
+ self.is_lock: bool = is_lock
+
+ def __repr__(self):
+ return (f"PlayerHand object(hand = {self.hand}, "
+ f"hand_bet = {self.hand_bet}, "
+ f"is_lock = {self.is_lock})")
+
+ def __str__(self):
+ return (f"{['', 'Locked'][self.is_lock]} "
+ f"{self.hand} with bet: {self.hand_bet}")
+
+# ============================================================================
+# = Clear temporary variables
+# ============================================================================
+
+
+del __tmp
diff --git a/src/common/func_pictures.py b/src/common/func_pictures.py
new file mode 100644
index 0000000..39e0dd2
--- /dev/null
+++ b/src/common/func_pictures.py
@@ -0,0 +1,47 @@
+import os
+
+import pygame
+
+from src.common.config import ConfigPath
+from src.cards.card import card_to_value_dict
+
+
+def load_card_image(name: str, color: str) -> pygame.Surface:
+ """
+ From a Card object, compute its path and loads the corresponding image
+ :param str name: value of the card to be loaded
+ :param color: value of the card to be loaded
+ :return pygame.Surface: pygame surface
+ """
+ return load_image(convert_card_to_picture_path(name, color))
+
+
+def load_image(path: str) -> pygame.Surface:
+ """
+ Loads an image
+ :param path: path of the object to be loaded
+ :return pygame.Surface:
+ """
+
+ filename = os.path.join(ConfigPath.folder("pictures"), path)
+ try:
+ surface = pygame.image.load(filename)
+ except pygame.error:
+ e = OSError(
+ f"Could not load image \"{filename}\" {pygame.get_error()}"
+ )
+ raise e
+ return surface.convert_alpha()
+
+
+def convert_card_to_picture_path(name: str, color: str) -> str:
+ """
+ Return the picture name of a Card object
+ """
+ if name.upper() not in ("ACE", "JACK", "QUEEN", "KING"):
+ name = str(card_to_value_dict[name])
+
+ color = color.lower()
+
+ card_picture_name = "%s_of_%s.png" % (name, color)
+ return os.path.join('cards', card_picture_name)
diff --git a/src/common/game_view_config.py b/src/common/game_view_config.py
new file mode 100644
index 0000000..14eac6d
--- /dev/null
+++ b/src/common/game_view_config.py
@@ -0,0 +1,108 @@
+import json
+
+from dataclasses import dataclass, field
+from typing import Optional, List, Tuple
+from marshmallow import fields, Schema, post_load
+
+from src.common.constants import CONFIG_GAME_VIEW
+
+
+@dataclass
+class Dimensions:
+ width: Optional[int] = field(default=None)
+ height: Optional[int] = field(default=None)
+
+
+class DimensionsSchema(Schema):
+ width = fields.Integer(default=None)
+ height = fields.Integer(default=None)
+
+ @post_load
+ def make(self, data):
+ return Dimensions(**data)
+
+
+@dataclass
+class Coordinates:
+ x: Optional[int] = field(default=None)
+ y: Optional[int] = field(default=None)
+
+ @property
+ def as_tuple(self):
+ return self.x, self.y
+
+
+class CoordinatesSchema(Schema):
+ x = fields.Integer()
+ y = fields.Integer()
+
+ @post_load
+ def make(self, data):
+ return Coordinates(**data)
+
+
+@dataclass
+class AreaDefinition(Coordinates, Dimensions):
+ color: Optional[List[int]] = field(default=None)
+ pass
+
+
+class AreaDefinitionSchema(CoordinatesSchema, DimensionsSchema):
+ color = fields.List(fields.Integer())
+ @post_load()
+ def make(self, data):
+ return AreaDefinition(**data)
+
+
+@dataclass
+class CardArea:
+ dealer: AreaDefinition
+ player: AreaDefinition
+ extra_card_offset: Coordinates
+
+
+class CardAreaSchema(Schema):
+ dealer = fields.Nested(AreaDefinitionSchema())
+ player = fields.Nested(AreaDefinitionSchema())
+ extra_card_offset = fields.Nested(CoordinatesSchema())
+
+ @post_load
+ def make(self, data):
+ return CardArea(**data)
+
+
+@dataclass
+class GameView:
+ card_areas: CardArea
+ window: AreaDefinitionSchema
+ cards: Dimensions
+ tokens: Dimensions
+ game_menu_area: AreaDefinitionSchema
+
+
+class GameViewSchema(Schema):
+ card_areas = fields.Nested(CardAreaSchema())
+ window = fields.Nested(AreaDefinitionSchema())
+ cards = fields.Nested(DimensionsSchema())
+ tokens = fields.Nested(DimensionsSchema())
+ game_menu_area = fields.Nested(AreaDefinitionSchema())
+
+ def load(self, config: dict, **kwargs) -> Tuple[GameView, dict]:
+ """
+ The only reason we override this function is to add the type hints
+ so that auto-completion on editors works fine
+ :param config:
+ :return:
+ """
+ return super().load(config, **kwargs)
+
+ @post_load
+ def make(self, data) -> GameView:
+ return GameView(**data)
+
+
+game_view_schema = GameViewSchema()
+game_view_config, _ = game_view_schema.loads(
+ json.dumps(CONFIG_GAME_VIEW)
+)
+# TODO: Add tests for loading
diff --git a/src/common/tests/test_config.py b/src/common/tests/test_config.py
new file mode 100644
index 0000000..7ed3230
--- /dev/null
+++ b/src/common/tests/test_config.py
@@ -0,0 +1,13 @@
+import os
+import json
+from src.common.config import ConfigPath
+
+def test_config_path():
+ file_config_path = os.path.join("data", "config", "path.cfg.json")
+
+ ConfigPath.initialize(file_config_path)
+ with open(file_config_path) as f:
+ paths = json.load(f)
+
+ assert ConfigPath.get("folders", "data") == os.path.abspath(os.path.join(*paths["folders"]["data"]))
+ assert ConfigPath.folder("data") == os.path.abspath(os.path.join(*paths["folders"]["data"]))
diff --git a/src/common/utils.py b/src/common/utils.py
new file mode 100644
index 0000000..2c1cd71
--- /dev/null
+++ b/src/common/utils.py
@@ -0,0 +1,27 @@
+from src.common.game_view_config import Coordinates
+import pygame
+
+
+class Signal:
+ def __init__(self):
+ self.__subscribers = []
+
+ def emit(self, *args, **kwargs):
+ for subscriber in self.__subscribers:
+ subscriber(*args, **kwargs)
+
+ def attach(self, subscriber):
+ self.__subscribers.append(subscriber)
+
+ def detach(self, subscriber):
+ try:
+ self.__subscribers.remove(subscriber)
+ except ValueError:
+ print('Warning: function %s not removed '
+ 'from signal %s' % (subscriber, self))
+
+
+class SurfaceWithPosition:
+ def __init__(self, surface: pygame.Surface, position: Coordinates):
+ self.surface = surface
+ self.position = position
diff --git a/src/controller/game_controller.py b/src/controller/game_controller.py
new file mode 100644
index 0000000..9e53e6f
--- /dev/null
+++ b/src/controller/game_controller.py
@@ -0,0 +1,318 @@
+from src.views.view_game import ViewGame
+from src.humans.dealer import Dealer
+from src.humans.player import Player
+from src.cards.deck import Deck
+from src.common.constants import Decision
+
+import pygame
+from pygame.locals import (
+ QUIT,
+ KEYDOWN,
+ K_ESCAPE,
+ K_1,
+ K_2,
+ K_3,
+ K_4,
+ K_5,
+ K_6,
+ K_KP1,
+ K_KP2,
+ K_KP3,
+ K_KP4,
+ K_KP5,
+ K_KP6,
+)
+
+
+class GameController:
+ """
+ A controller for all the game
+ """
+ def __init__(self, window):
+ print("Enter in controller")
+ self.window = window
+ self.humans_list = []
+ self.dealer = Dealer()
+ self.view_game = None
+ self.player_wallet = 500
+ self.deck = Deck()
+ # Game loop variables
+ self.playing = False
+ self.quit = False
+ self.human = None
+ self.hand_idx = None
+ # self.view_game = View_game(window, view_config)
+
+ def game_launch(self):
+ self.view_game = ViewGame(self.window)
+ self.view_game.buttons["card"].signal.attach(self.btn_card)
+ self.view_game.buttons["bet"].signal.attach(self.btn_bet)
+ self.view_game.buttons["end_turn"].signal.attach(self.btn_end_turn)
+ self.view_game.buttons["split"].signal.attach(self.btn_split)
+ self.view_game.buttons["double"].signal.attach(self.btn_double)
+ self.view_game.buttons["quit"].signal.attach(self.btn_quit)
+
+ def initiate_players(self):
+ """
+ ask the player(s) how many they are and their name(s)
+
+ :return: bool initialisation is done and OK
+ """
+ # ask the view to open a new window and ask the number of player
+ number_of_player = 1
+
+ for _ in range(number_of_player):
+ # ask the name of the player and create the Player
+ name_of_player = "Jesus"
+ self.add_human(Player(name_of_player, self.player_wallet))
+
+ def refresh(self):
+ self.view_game.refresh()
+
+ def enable_buttons(self, *btn_names):
+ """
+ Enable the given buttons
+ """
+
+ for btn in btn_names:
+ self.view_game.buttons[btn].enable()
+
+ def disable_buttons(self, *btn_names):
+ """
+ Disable the given buttons
+ """
+
+ for btn in btn_names:
+ self.view_game.buttons[btn].disable()
+
+ def add_human(self, human) -> bool:
+ """
+ Adding one player into the list of humans to handle at each round
+
+ :param human: Player to add
+ :type arg1: Player
+ """
+ if isinstance(human, Player):
+ self.humans_list.append(human)
+ return True
+ else:
+ # Given human isn't a player
+ return False
+
+ def remove_player(self, player_uuid) -> bool:
+ """
+ Removing one player
+
+ :param player_uuid: Player's id to remove
+ :type arg1: Player
+ """
+ if len(self.humans_list) > 2:
+ for i in range(len(self.humans_list[:-1])):
+ if self.humans_list[i].uuid == player_uuid:
+ self.humans_list = self.humans_list[:i] + self.humans_list[i+1:]
+ return True
+ else:
+ # No player to remove, player list is empty
+ return False
+ # Id not found
+ return False
+
+ def reset_all_humans(self):
+ """Resetting all humans : no more player and new dealer"""
+ self.humans_list = []
+ self.dealer = Dealer()
+
+ def first_round(self):
+ """
+ First round allow the players to bet them deal the card for everybody
+ :return: bool : state of the round
+ """
+
+ for human in self.humans_list:
+ human.clear_hands()
+ self.dealer.clear_hand()
+
+ # Set buttons state
+ self.enable_buttons("bet", "quit")
+ self.disable_buttons("card", "end_turn", "split", "double")
+
+ # loop only for betting. Betting buttons should be the only one modifiable
+ for self.human in self.humans_list:
+ print(self.human.name + " is betting.")
+ self.quit = False
+ self.playing = True
+ while self.playing:
+ event = pygame.event.wait()
+ if event.type == QUIT:
+ return False
+ elif event.type == KEYDOWN and event.key == K_ESCAPE:
+ return False
+ elif event.type == KEYDOWN :
+ if event.key in [K_2, K_KP2]:
+ self.view_game.buttons["bet"].execute()
+ elif event.key in [K_3, K_KP3]:
+ self.view_game.buttons["end_turn"].execute()
+ elif event.key in [K_6, K_KP6]:
+ self.view_game.buttons["quit"].execute()
+
+ for btn in self.view_game.buttons.values():
+ btn.handle_event(event)
+
+ if self.quit:
+ return False
+
+ # loop to deal hands to everybody
+ for self.human in self.humans_list:
+ print(self.human.name + "is receiving cards.")
+ # at initialization we only change the first hand of the player with 2 cards
+ self.human.add_card(self.deck.getCard(), 0)
+ self.human.add_card(self.deck.getCard(), 0)
+
+ # giving the dealer a hand (with 2 card)
+ self.dealer.add_card(self.deck.getCard())
+ self.dealer.add_card(self.deck.getCard())
+ print("End bet_round")
+ return True
+
+ def play_one_round(self):
+
+ # Set buttons state
+ self.enable_buttons("card", "end_turn", "quit")
+ self.disable_buttons("bet", "split", "double")
+
+ for self.human in self.humans_list:
+ print(str(self.human) + " round")
+ for self.hand_idx in range(len(self.human.hands)):
+ print("Hand %i" % self.hand_idx)
+ print(self.human.name + " is playing.")
+ # Get list of possible actions
+ # Manage interfaces
+ # Let human choose
+ self.quit = False
+ self.playing = True
+ while self.playing:
+ event = pygame.event.wait()
+ if event.type == QUIT:
+ return False
+ elif event.type == KEYDOWN:
+ if event.key == K_ESCAPE:
+ return False
+ elif event.key in [K_1, K_KP1]:
+ self.view_game.buttons["card"].execute()
+ elif event.key in [K_2, K_KP2]:
+ self.view_game.buttons["bet"].execute()
+ elif event.key in [K_3, K_KP3]:
+ self.view_game.buttons["end_turn"].execute()
+ elif event.key in [K_4, K_KP4]:
+ self.view_game.buttons["split"].execute()
+ elif event.key in [K_5, K_KP5]:
+ self.view_game.buttons["double"].execute()
+ elif event.key in [K_6, K_KP6]:
+ self.view_game.buttons["quit"].execute()
+
+ for btn in self.view_game.buttons.values():
+ btn.handle_event(event)
+
+ if self.quit:
+ return False
+
+ dealer_decision = self.dealer.choose_action()
+ print("Dealer hand : " + str(self.dealer.hand))
+
+ while dealer_decision != Decision.stand:
+ print(dealer_decision)
+ if dealer_decision == Decision.hit:
+ self.dealer.add_card(self.deck.getCard())
+ print("Dealer hand : " + str(self.dealer.hand))
+ dealer_decision = self.dealer.choose_action()
+
+ print("Dealer decision : " + str(dealer_decision))
+
+ # Win of loose ?
+ if self.dealer.hand.is_burnt:
+ print("Everyone win !")
+ else:
+ for human in self.humans_list:
+ for hand in human.hands:
+ if hand.hand.is_burnt:
+ print("Player %s loose with hand %s." % (human, str(hand)))
+ elif hand.hand > self.dealer.hand:
+ print("Player %s win with hand %s." % (human, str(hand)))
+ elif hand.hand == self.dealer.hand:
+ print("Player %s with hand %s is even with the dealer." % (human, str(hand)))
+
+ return True
+
+ # =========================================================================
+ # = Buttons
+ # =========================================================================
+
+ def btn_card(self):
+ """
+ Manage actions on card button
+ """
+
+ card = self.deck.getCard()
+ self.human.add_card(card, self.hand_idx)
+ print("You : " + str(self.human.hands[self.hand_idx].hand))
+ if self.human.hands[self.hand_idx].hand.is_burnt or self.human.hands[self.hand_idx].hand.is_black_jack:
+ print("Is burnt or black jack")
+ self.playing = False
+
+ print("btn_card")
+
+ def btn_bet(self):
+ """
+ Manage actions on bet button
+ """
+
+ bet_amount = 5
+ hand_id = 0
+ if len(self.human.hands) >= 2:
+ print("You have %i hands" % len(self.human.hands))
+ hand_id = input("Hand number for bet : ")
+ self.human.bet(int(bet_amount), int(hand_id))
+ print(f"Hand amount {self.human.hands[hand_id].hand_bet} in the {hand_id}")
+ self.enable_buttons("end_turn")
+
+ print("btn_bet")
+
+ def btn_end_turn(self):
+ """
+ Manage actions on end turn button
+ """
+
+ self.playing = False
+
+ print("btn_end_turn")
+
+ def btn_split(self):
+ """
+ Manage actions on split button
+ """
+
+ hand_id = 0
+ if len(self.human.hands) >= 2:
+ print("You have %i hands" % len(self.human.hands))
+ hand_id = input("Hand number for bet : ")
+ self.human.split(hand_id)
+
+ print("btn_split")
+
+ def btn_double(self):
+ """
+ Manage actions on double button
+ """
+
+ self.human.double(0)
+
+ print("btn_double")
+
+ def btn_quit(self):
+ """
+ Manage quit on quit button
+ """
+
+ self.quit = True
+
+ print("btn_quit")
diff --git a/src/helloWorld.py b/src/helloWorld.py
deleted file mode 100644
index 1eaa088..0000000
--- a/src/helloWorld.py
+++ /dev/null
@@ -1 +0,0 @@
-print("Hello World !")
\ No newline at end of file
diff --git a/src/humans/dealer.py b/src/humans/dealer.py
new file mode 100644
index 0000000..1f3f712
--- /dev/null
+++ b/src/humans/dealer.py
@@ -0,0 +1,44 @@
+from src.cards.hand import Hand
+from src.common.constants import Decision
+
+
+class Dealer:
+ def __init__(self):
+ self.hand = Hand()
+ self.name = "Hackiflette God"
+
+ def choose_action(self, mode=0) -> Decision:
+ """
+ Function to choose action, Hit or Stand, depending on the dealer's
+ hand value. Usually 2 rules can be chosen regarding the dealer's
+ decision making:
+ - mode 0: dealer stands on all 17s and above (and hits below)
+ - mode 1: dealer hits on soft 17 and below (and stands on hard 17 and
+ above)
+ :return: decision
+ """
+ if mode == 0:
+ if self.hand.value < 17: # Dealer stands on all 17s
+ return Decision.hit
+
+ elif mode == 1:
+ if self.hand.value < 17: # Dealer hits on soft 17
+ return Decision.hit
+ elif self.hand.value == 17:
+ card_list = self.hand.card_list
+ raw_sum = sum((card.value for card in card_list))
+ if raw_sum != 17:
+ # if the raw sum (calculated without taking into account
+ # that an ace can count as 11) is not 17 (then it would
+ # be 7), we have a soft 17, thus we hit
+ return Decision.hit
+ else:
+ raise ValueError("'mode' parameter of class Dealer's "
+ "'chooseAction' method should be 0 or 1")
+ return Decision.stand
+
+ def add_card(self, card_to_add):
+ self.hand += card_to_add
+
+ def clear_hand(self):
+ self.hand = Hand()
diff --git a/src/humans/player.py b/src/humans/player.py
new file mode 100644
index 0000000..e9aab83
--- /dev/null
+++ b/src/humans/player.py
@@ -0,0 +1,130 @@
+from src.cards.exceptions import CardsAPIError
+import uuid
+from typing import List
+from src.common.constants import PlayerHand
+
+
+class Player:
+ def __init__(self, name, wallet, uid=None):
+ self.uuid: uuid.UUID = self.create_uuid(uid)
+ # hands are list of Hand, money bet and if the hand is lock
+ self.hands: List[PlayerHand] = [PlayerHand()]
+ self.wallet: int = wallet
+ self.name = name
+
+ @staticmethod
+ def create_uuid(uid):
+ if uid is None:
+ return uuid.uuid4()
+ else:
+ return uid
+
+ def bet(self, amount, index_of_the_hand) -> bool:
+ """
+ Check wallet value and substract the amount or take all the wallet
+ :return: boolean value :
+ - True : amount betted can be bet
+ - False : amount is too high bet only what left in the wallet
+ """
+
+ if amount <= self.wallet :
+ # subtract amount from wallet and add it the the pot
+ self.wallet -= amount
+ # increasing the amount of money bet for this hand
+ self.hands[index_of_the_hand].hand_bet += amount
+ return True
+ else:
+ # amount is higher than wallet put wallet at zero and put it into
+ # the money bet on hand
+ self.hands[index_of_the_hand].hand_bet += self.wallet
+ self.wallet = 0
+
+ return False
+
+ def check_split_is_possible(self, index_of_hand_to_split) -> bool:
+ """
+ Check if a split is possible according to the money bet on the hand and
+ the value of the wallet.
+ :return: boolean
+ - True : split can be done
+ - False: split can't be done
+ """
+ if (
+ self.check_double_bet_is_possible(index_of_hand_to_split)
+ and self.hands[index_of_hand_to_split].hand.checkSplitIsPossible()
+ ):
+ return True
+
+ return False
+
+ def check_double_bet_is_possible(self, index_of_the_bet_to_double) -> bool:
+ """
+ Check if player can bet again what he has already bet on his hands
+ :return: True if double is possible False if not
+ """
+ if self.hands[index_of_the_bet_to_double].hand_bet <= self.wallet:
+ return True
+
+ return False
+
+ def double(self, index_of_the_hand_to_double):
+ """
+ Double the money spend by the player
+ """
+ if self.check_double_bet_is_possible(index_of_the_hand_to_double):
+ # ---- Double the bet ----
+ # 3 - lock the hand
+ self.hands[index_of_the_hand_to_double].is_lock = True
+
+ # 1 - removing the bet in the wallet
+ self.wallet -= self.hands[index_of_the_hand_to_double].hand_bet
+
+ # 2 - adding the new bet value
+ self.hands[index_of_the_hand_to_double].hand_bet *= 2
+ else:
+ print("[double] double bet on Player", self.uuid, "is impossible")
+
+ def split(self, index_of_hand_to_split):
+ """
+ Check if the hand can be split if so it split it
+ """
+
+ if self.check_split_is_possible(index_of_hand_to_split):
+ # if check is ok cards are good and wallet have enough money
+ splitted_hand = self.hands[index_of_hand_to_split].hand.split()
+ bet_of_the_hand = self.hands[index_of_hand_to_split].hand_bet
+
+ # remove bet of the second hand just created
+ self.wallet -= bet_of_the_hand
+
+ if len(splitted_hand) == 2:
+ # ---- Creating the new hands ---
+ # 1 - reinitialize hands of the player
+ self.clear_hands()
+ self.hands.pop()
+
+ # 2 - adding first hand with the associated bet
+ self.hands.append(PlayerHand(splitted_hand[0],
+ bet_of_the_hand, False))
+
+ # 3 - adding second hand with it associated bet
+ self.hands.append(PlayerHand(splitted_hand[1],
+ bet_of_the_hand, False))
+ else:
+ raise CardsAPIError(
+ f"Split does not return exactly two hands for "
+ f"Player: {self!r}"
+ )
+
+ def add_card(self, card_to_add, index_of_the_hand_to_change):
+ self.hands[index_of_the_hand_to_change].hand += card_to_add
+
+ def clear_hands(self):
+ self.hands = [PlayerHand()]
+
+ def __repr__(self):
+ return f"Player(name = {self.name}, uuid = {self.uuid},\n" \
+ f"hands = {self.hands})"
+
+ def __str__(self) -> str:
+ return f"Player: {self.name}"
diff --git a/src/humans/tests/test_player.py b/src/humans/tests/test_player.py
new file mode 100644
index 0000000..29c3472
--- /dev/null
+++ b/src/humans/tests/test_player.py
@@ -0,0 +1,79 @@
+from src.humans.player import Player
+from src.humans.dealer import Dealer
+from src.cards import card
+from src.common.constants import Decision
+
+
+def testInitPlayer():
+ player = Player("TestPlayer1", 1000)
+ assert player.name == "TestPlayer1"
+ assert player.wallet == 1000
+
+
+def testPlayerBet():
+ player = Player("TestPlayer1", 1000)
+ player.add_card(card.Card(1), 0)
+ player.bet(500, 0)
+ assert player.wallet == 500
+
+ player.bet(1000, 0)
+ assert player.wallet == 0
+
+
+def testSplit():
+ ace_heart_card = card.Card("ace", "heart")
+ ace_spade_card = card.Card("ace", "spades")
+
+ assert ace_heart_card.value == 1
+ assert ace_heart_card.color.lower() == "hearts"
+
+ assert ace_spade_card.value == 1
+ assert ace_spade_card.color.lower() == "spades"
+
+ player = Player("TestPlayer1", 1000)
+ player.add_card(ace_heart_card, 0)
+ player.add_card(ace_spade_card, 0)
+
+ player.bet(250, 0)
+
+ split_possible = player.check_split_is_possible(0)
+ assert split_possible
+
+ player.split(0)
+ assert len(player.hands) == 2
+ assert player.wallet == 500
+
+def testDealerDecision():
+ dealer = Dealer()
+
+ ace_heart_card = card.Card("ace", "heart")
+ ten_heart_card = card.Card(10, "heart")
+
+ dealer.add_card(ace_heart_card)
+ dealer.add_card(ten_heart_card)
+
+ # dealer hand is at 21 should stand, ace should be 11
+ assert dealer.choose_action() == Decision.stand
+
+ dealer.clear_hand()
+
+ six_heart_card = card.Card(6, "heart")
+
+ dealer.add_card(ace_heart_card)
+ dealer.add_card(six_heart_card)
+
+ # dealer hand is at 17 in mode 0 should stand, ace should be 1
+ assert dealer.choose_action() == Decision.stand
+ # dealer hand is at 17 in mode 1 should hit, ace should be 1
+ assert dealer.choose_action(1) == Decision.hit
+
+ dealer.clear_hand()
+
+ four_heart_card = card.Card(4, "heart")
+ three_heart_card = card.Card(3, "heart")
+
+ dealer.add_card(four_heart_card)
+ dealer.add_card(three_heart_card)
+
+ # dealer hand is at 7 should hit
+ assert dealer.choose_action() == Decision.hit
diff --git a/src/view_menu.py b/src/view_menu.py
deleted file mode 100644
index d258b1d..0000000
--- a/src/view_menu.py
+++ /dev/null
@@ -1,71 +0,0 @@
-import os.path
-
-import pygame
-from pygame.locals import QUIT
-
-
-DIR_SRC = os.path.dirname(__file__)
-DIR_PICTURES = os.path.join(os.path.dirname(DIR_SRC), "pictures")
-DIR_MENU_PICTURES = os.path.join(DIR_PICTURES, "menu")
-
-def load_image(file):
- """ Loads an image, prepares it for play """
-
- file = os.path.join(DIR_MENU_PICTURES, file)
- try:
- surface = pygame.image.load(file)
- except pygame.error:
- error = "Could not load image \"%s\" %s"%(file, pygame.get_error())
- raise SystemExit(error)
- return surface.convert()
-
-
-def main():
- """ The main function of the view of menu"""
-
- # Init pygame
- pygame.init()
- screen = pygame.display.set_mode((500, 310))
- pygame.display.set_caption("Black Jack by Hackiflette")
-
- # Load background image
- bgd_tile = load_image("background_menu.png")
- background = pygame.Surface((500, 310))
- background.blit(bgd_tile, (0, 0))
-
- # Prepare text
- title_font = pygame.font.Font(None, 36)
- text = title_font.render("Black Jack Project", 2, (255, 255, 255))
-
- # Display on windows
- screen.blit(background, (0, 0))
- screen.blit(text, (80, 30))
- pygame.display.flip()
-
- # Init sprites
- all_sprites = pygame.sprite.RenderUpdates()
- clock = pygame.time.Clock()
-
- play = True
- while play:
-
- # Clear all the sprites
- all_sprites.clear(screen, bgd_tile)
- all_sprites.update()
-
- # Check for events
- for event in pygame.event.get():
- if event.type == QUIT:
- play = False
-
- # Update the scene
- dirty = all_sprites.draw(screen)
- pygame.display.update(dirty)
-
- clock.tick(40)
-
- pygame.quit()
-
-
-if __name__ == '__main__':
- main()
diff --git a/src/views/__init__.py b/src/views/__init__.py
new file mode 100644
index 0000000..e69de29
diff --git a/src/views/card_area_organizer.py b/src/views/card_area_organizer.py
new file mode 100644
index 0000000..2db884b
--- /dev/null
+++ b/src/views/card_area_organizer.py
@@ -0,0 +1,189 @@
+from typing import List
+
+import pygame
+
+from src.cards.card import Card
+from src.common.game_view_config import game_view_config, Coordinates
+from src.common.utils import Signal, SurfaceWithPosition
+from src.views.image_loaders.cardsloader import CardsLoader
+
+
+class CardAreaOrganizer:
+ """
+ Organizer class used to handle card placement for the view.
+ Comes with a signal to tell the view we updated the cards to show.
+ The add_card method is used to add a card to the organizer,
+ which triggers the signal that tells the ViewGame class to refresh its
+ view.
+ """
+
+ dealer_card_area_config = game_view_config.card_areas.dealer
+ player_card_area_config = game_view_config.card_areas.player
+ extra_card_offset = game_view_config.card_areas.extra_card_offset
+
+ window_width = game_view_config.window.width
+ window_height = game_view_config.window.height
+
+ def __init__(self):
+ self.areas_updated = Signal()
+ self.dealer_area: List[SurfaceWithPosition] = []
+ self.player_areas: List[List[SurfaceWithPosition]] = []
+
+ def add_card(self, card: Card, human_type: str, area_id: int = None):
+ """
+ Generic method to add a Card to the organizer. Delegates to
+ specialized methods depending on the parameters. Emits a signal to
+ tell the ViewGame class to update the view
+ :param Card card: the card we want to add to the organizer
+ :param str human_type: either "dealer" or "player"
+ :param int area_id: only for "player" human_type, specifies the id
+ of the area to add the card to
+ :return: None
+ """
+ card_tile = self._create_card_tile(card)
+ if human_type == "dealer":
+ self._add_dealer_card(card_tile)
+ elif human_type == "player":
+ if area_id is None:
+ raise ValueError("Missing area_id for adding a player card")
+ elif area_id > len(self.player_areas):
+ raise ValueError(
+ f"Wrong area_id ({area_id}) for adding a player card: "
+ f"only {len(self.player_areas)} are currently declared")
+ elif area_id == len(self.player_areas):
+ self._add_new_player_area(card_tile, area_id)
+ else:
+ self._add_player_card(card_tile, area_id)
+ else:
+ raise ValueError(
+ f"Unknown human type {human_type!r}, should be either "
+ f'"dealer" or "player"'
+ )
+ self.areas_updated.emit()
+
+ def split_hand(self, area_id):
+ """
+ Splits the hand designated by the area_id.
+ The new created hand will be located on the right of the older one
+ :param int area_id: the id of the area we want to split
+ :return: None
+ """
+ if area_id >= len(self.player_areas):
+ raise ValueError(
+ f"Wrong area_id {area_id} for splitting a player hand,"
+ f"only {len(self.player_areas)} are currently declared"
+ )
+ if len(self.player_areas[area_id]) != 2:
+ raise ValueError(
+ f"Cannot split hand with {len(self.player_areas[area_id])} "
+ f"cards"
+ )
+
+ areas_dict_ = {
+ area: cards for area, cards in enumerate(self.player_areas)
+ }
+ self.player_areas = [[] for _ in range(len(self.player_areas) + 1)]
+
+ areas_dict = {}
+
+ for area, cards in areas_dict_.items():
+ if area < area_id:
+ areas_dict[area] = cards
+ elif area == area_id:
+ areas_dict[area] = [cards[0]]
+ areas_dict[area + 1] = [cards[1]]
+ else:
+ areas_dict[area + 1] = cards
+
+ for area, cards in areas_dict.items():
+ for card in cards:
+ self._add_player_card(card, area)
+
+ self.areas_updated.emit()
+
+ def clear_areas(self):
+ self.player_areas = []
+ self.dealer_area = []
+ self.areas_updated.emit()
+
+ def _add_dealer_card(self, card_tile):
+ """
+ Adds the card to self.dealer_area
+ :param pygame.Surface card_tile: the image representing the card
+ :return: None
+ """
+ x_offset = self.extra_card_offset.x * len(self.dealer_area)
+ y_offset = self.extra_card_offset.y * len(self.dealer_area)
+
+ x_pos = self.dealer_card_area_config.x + x_offset
+ y_pos = self.dealer_card_area_config.y + y_offset
+
+ position = Coordinates(x=x_pos, y=y_pos)
+
+ self.dealer_area.append(SurfaceWithPosition(card_tile, position))
+
+ def _add_player_card(self, card_tile: pygame.Surface, area_id: int):
+ """
+ Adds the card to self.player_areas
+ :param pygame.Surface card_tile: the image representing the card
+ :param int area_id: id of the area to which we want to add the card
+ :return: None
+ """
+ position = self._compute_player_area_position(area_id)
+ self.player_areas[area_id].append(
+ SurfaceWithPosition(card_tile, position)
+ )
+
+ def _add_new_player_area(self, card_tile, area_id):
+ """
+ Called when adding a new card to a new player area. Since we add an
+ area, we will need to re-compute position for all the already placed
+ cards
+ :param pygame.Surface card_tile: the image representing the new card
+ :param int area_id: id of the new area to which we want to add the
+ card to
+ :return: None
+ """
+ areas_dict = {
+ area: cards for area, cards in enumerate(self.player_areas)
+ }
+ self.player_areas = [[] for _ in range(len(self.player_areas) + 1)]
+
+ for area, cards in areas_dict.items():
+ for card in cards:
+ self._add_player_card(card, area)
+
+ self._add_player_card(card_tile, area_id)
+
+ def _compute_player_area_position(self, area_id: int) -> Coordinates:
+ """
+ Utility function, side-effect-free, used to compute the coordinates
+ of the card to show, accounting for area id and the offset due to
+ already present cards
+ :param int area_id: id of the area to which we want to add the card
+ :return Coordinates: Coordinates object containing x and y
+ coordinates used to show the card tile onto the window
+ """
+ x_offset = self.extra_card_offset.x * len(self.player_areas[area_id])
+ y_offset = self.extra_card_offset.y * len(self.player_areas[area_id])
+
+ num_areas = len(self.player_areas)
+ player_area_width = self.player_card_area_config.width
+
+ x_pos = round(
+ self.player_card_area_config.x +
+ (player_area_width / (1 + num_areas)) * (area_id + 1)
+ ) + x_offset
+ y_pos = self.player_card_area_config.y + y_offset
+
+ return Coordinates(x_pos, y_pos)
+
+ @classmethod
+ def _create_card_tile(cls, card: Card) -> pygame.Surface:
+ """
+ Utility side-effect-free staticmethod. Loads the image corresponding
+ to the card and scale it
+ :param Card card: the card we want to load the image for
+ :return pygame.Surface: The image of the card, loaded and scaled
+ """
+ return CardsLoader.get_image(card.name, card.color)
diff --git a/src/views/image_loaders/__init__.py b/src/views/image_loaders/__init__.py
new file mode 100644
index 0000000..e69de29
diff --git a/src/views/image_loaders/cardsloader.py b/src/views/image_loaders/cardsloader.py
new file mode 100644
index 0000000..5a824c6
--- /dev/null
+++ b/src/views/image_loaders/cardsloader.py
@@ -0,0 +1,41 @@
+import itertools
+from typing import Dict, Tuple
+
+import pygame
+
+from src.cards.card import card_to_value_dict, colors
+from src.common.func_pictures import load_card_image
+from src.common.game_view_config import game_view_config
+
+
+class CardsLoader:
+ data: Dict[Tuple[str, str], pygame.Surface] = dict()
+ card_width = game_view_config.cards.width
+ card_height = game_view_config.cards.height
+
+ @classmethod
+ def initialize(cls):
+ card_names = card_to_value_dict.keys()
+ color_list = colors
+
+ cards_tuples = itertools.product(card_names, color_list)
+
+ # Convert key values as integer
+ # And load images
+ for card in cards_tuples:
+ cls.data[card] = pygame.transform.scale(
+ load_card_image(*card),
+ (cls.card_width, cls.card_height)
+ )
+
+ @classmethod
+ def get_image(cls, name: str, color: str) -> pygame.Surface:
+ """
+ Return the image corresponding to the value
+
+ :param str name: card name
+ :param str color: card color
+ :return pygame.Surface: pygame surface object
+ """
+
+ return cls.data[(name, color)]
diff --git a/src/views/image_loaders/tokensloader.py b/src/views/image_loaders/tokensloader.py
new file mode 100644
index 0000000..163cce3
--- /dev/null
+++ b/src/views/image_loaders/tokensloader.py
@@ -0,0 +1,58 @@
+import json
+import os
+
+from src.common.func_pictures import load_image
+from src.common.config import ConfigPath
+
+
+class TokensLoader:
+ data = dict()
+
+ @classmethod
+ def initialize(cls, file):
+ with open(file) as f:
+ cls.data = json.load(f)
+
+ # Convert key values as integer
+ # And load images
+ for k in list(cls.data.keys()):
+ filename = cls.data.pop(k)
+ path = os.path.join(ConfigPath.folder("tokens"), filename)
+ cls.data[int(k)] = load_image(path)
+
+ @classmethod
+ def get_image(cls, value):
+ """
+ Return the image corresponding to the value
+
+ :param value: token value
+ :type value: int
+ :return: pygame
+ :rtype: pygame.Surface
+ """
+
+ return cls.data[value]
+
+ @classmethod
+ def decompose_value_to_tokens(cls, value):
+ """
+ Return a dictionary with the token values and their quantity.
+ The sum of the tokens being equal to the value.
+
+ :param value: researched value
+ :type value: int
+ :return: dictionnary {value: quantity}
+ :rtype: dict
+ """
+
+ values = sorted(cls.data.keys(), reverse=True)
+
+ dict_tokens = dict()
+
+ for v in values:
+ # If enough
+ if value >= v:
+ n, value = divmod(value, v)
+ dict_tokens[v] = n
+
+ return dict_tokens
diff --git a/src/views/tests/test_card_area_organizer.py b/src/views/tests/test_card_area_organizer.py
new file mode 100644
index 0000000..8dfd1cc
--- /dev/null
+++ b/src/views/tests/test_card_area_organizer.py
@@ -0,0 +1,193 @@
+from src.cards.card import Card
+from src.common.game_view_config import game_view_config
+from src.views.card_area_organizer import CardAreaOrganizer
+
+# override method so we don't have to initialize a pygame window
+CardAreaOrganizer._create_card_tile = lambda _, __: None
+
+
+class SignalTriggerCounter:
+ signal_trigger_count = 0
+
+ def signal_triggered(self):
+ self.signal_trigger_count += 1
+
+
+def test_dealer_cards():
+ card_1 = Card(1)
+ card_2 = Card(2)
+ dealer_card_area_config = game_view_config.card_areas.dealer
+ extra_card_offset = game_view_config.card_areas.extra_card_offset
+
+ signal_triggered = SignalTriggerCounter()
+
+ organizer = CardAreaOrganizer()
+ organizer.areas_updated.attach(signal_triggered.signal_triggered)
+
+ assert not organizer.dealer_area
+
+ organizer.add_card(card_1, "dealer")
+
+ assert signal_triggered.signal_trigger_count == 1
+ assert len(organizer.dealer_area) == 1
+ assert organizer.dealer_area[0].position.as_tuple == (
+ dealer_card_area_config.x,
+ dealer_card_area_config.y,
+ )
+
+ organizer.add_card(card_2, "dealer")
+
+ # Check signal trigger
+ assert signal_triggered.signal_trigger_count == 2
+
+ assert len(organizer.dealer_area) == 2
+
+ # Check if adding new card didn't change first card position
+ assert organizer.dealer_area[0].position.as_tuple == (
+ dealer_card_area_config.x,
+ dealer_card_area_config.y,
+ )
+
+ # Checking new card position, with offset
+ assert organizer.dealer_area[1].position.as_tuple == (
+ dealer_card_area_config.x + extra_card_offset.x,
+ dealer_card_area_config.y + extra_card_offset.y,
+ )
+
+
+def test_player_cards_single_hand():
+ card_1 = Card(1)
+ card_2 = Card(2)
+ player_card_area_config = game_view_config.card_areas.player
+ extra_card_offset = game_view_config.card_areas.extra_card_offset
+
+ signal_triggered = SignalTriggerCounter()
+
+ organizer = CardAreaOrganizer()
+ organizer.areas_updated.attach(signal_triggered.signal_triggered)
+
+ assert not organizer.player_areas
+
+ organizer.add_card(card_1, "player", 0)
+
+ assert signal_triggered.signal_trigger_count == 1
+ assert len(organizer.player_areas) == 1
+ assert len(organizer.player_areas[0]) == 1
+ assert organizer.player_areas[0][0].position.as_tuple == (
+ player_card_area_config.x + player_card_area_config.width / 2,
+ player_card_area_config.y,
+ )
+
+ organizer.add_card(card_2, "player", 0)
+
+ # Check signal trigger
+ assert signal_triggered.signal_trigger_count == 2
+
+ assert len(organizer.player_areas) == 1
+ assert len(organizer.player_areas[0]) == 2
+
+ # Check if adding new card didn't change first card position
+ assert organizer.player_areas[0][0].position.as_tuple == (
+ player_card_area_config.x + player_card_area_config.width / 2,
+ player_card_area_config.y,
+ )
+
+ # Checking new card position, with offset
+ assert organizer.player_areas[0][1].position.as_tuple == (
+ player_card_area_config.x
+ + player_card_area_config.width / 2
+ + extra_card_offset.x,
+ player_card_area_config.y + extra_card_offset.y,
+ )
+
+
+def test_player_cards_multi_hand():
+ card_1 = Card(1)
+ card_2 = Card(2)
+ player_card_area_config = game_view_config.card_areas.player
+
+ signal_triggered = SignalTriggerCounter()
+
+ organizer = CardAreaOrganizer()
+ organizer.areas_updated.attach(signal_triggered.signal_triggered)
+
+ organizer.add_card(card_1, "player", 0)
+ organizer.add_card(card_2, "player", 1)
+
+ # Check signal trigger
+ assert signal_triggered.signal_trigger_count == 2
+
+ assert len(organizer.player_areas) == 2
+ assert len(organizer.player_areas[0]) == 1
+ assert len(organizer.player_areas[1]) == 1
+
+ # Check the old card's position (it should have changed)
+ assert organizer.player_areas[0][0].position.as_tuple == (
+ round(player_card_area_config.x
+ + player_card_area_config.width / 3),
+ player_card_area_config.y,
+ )
+
+ # Checking new card position
+ assert organizer.player_areas[1][0].position.as_tuple == (
+ round(player_card_area_config.x
+ + 2 * player_card_area_config.width / 3),
+ player_card_area_config.y,
+ )
+
+
+def test_player_cards_split():
+ card_1 = Card("QUEEN")
+ card_2 = Card("KING")
+ card_3 = Card(1)
+ player_card_area_config = game_view_config.card_areas.player
+
+ signal_triggered = SignalTriggerCounter()
+
+ organizer = CardAreaOrganizer()
+ organizer.areas_updated.attach(signal_triggered.signal_triggered)
+
+ organizer.add_card(card_1, "player", 0)
+ organizer.add_card(card_2, "player", 0)
+ organizer.add_card(card_3, "player", 1)
+ organizer.split_hand(0)
+
+ assert len(organizer.player_areas) == 3
+ assert len(organizer.player_areas[0]) == 1
+ assert len(organizer.player_areas[1]) == 1
+ assert len(organizer.player_areas[2]) == 1
+ assert organizer.player_areas[0][0].position.as_tuple == (
+ round(player_card_area_config.x + player_card_area_config.width / 4),
+ player_card_area_config.y,
+ )
+ assert organizer.player_areas[1][0].position.as_tuple == (
+ round(player_card_area_config.x
+ + 2 * player_card_area_config.width / 4),
+ player_card_area_config.y,
+ )
+ assert organizer.player_areas[2][0].position.as_tuple == (
+ round(player_card_area_config.x
+ + 3 * player_card_area_config.width / 4),
+ player_card_area_config.y,
+ )
+
+ # Check signal trigger
+ assert signal_triggered.signal_trigger_count == 4
+
+
+def test_clear_areas():
+ card_1 = Card(1)
+ card_2 = Card(2)
+
+ signal_triggered = SignalTriggerCounter()
+
+ organizer = CardAreaOrganizer()
+ organizer.areas_updated.attach(signal_triggered.signal_triggered)
+
+ organizer.add_card(card_1, "dealer")
+ organizer.add_card(card_2, "player", 0)
+ organizer.clear_areas()
+
+ assert signal_triggered.signal_trigger_count == 3
+ assert len(organizer.dealer_area) == 0
+ assert len(organizer.player_areas) == 0
diff --git a/src/views/view_game.py b/src/views/view_game.py
new file mode 100644
index 0000000..c671240
--- /dev/null
+++ b/src/views/view_game.py
@@ -0,0 +1,111 @@
+from collections import defaultdict
+
+import pygame
+
+from src.button import Button
+from src.cards.card import Card
+from src.common.constants import CONFIG_GAME_VIEW
+from src.common.func_pictures import load_image
+from src.common.game_view_config import game_view_config
+from src.views.card_area_organizer import CardAreaOrganizer
+from src.views.image_loaders.tokensloader import TokensLoader
+
+
+class ViewGame:
+ def __init__(self, window):
+ self._area_counts = defaultdict(int)
+
+ # Organizers
+ self.card_area_organizer = CardAreaOrganizer()
+ self.organizers = (
+ self.card_area_organizer,
+ )
+
+ self.subscribe_to_organizers()
+
+ # Buttons
+ self.buttons = dict()
+
+ # Init Window
+ self.window = window
+ self.background = None # init in init_window
+ self.init_window()
+
+ def subscribe_to_organizers(self):
+ for organizer in self.organizers:
+ organizer.areas_updated.attach(self.refresh)
+
+ def init_window(self):
+ # Init the window with background
+ bgd_tile = load_image("green_carpet.jpeg")
+ bgd_tile = pygame.transform.scale(
+ bgd_tile, (game_view_config.window.width, game_view_config.window.height)
+ )
+ self.background = pygame.Surface(
+ (game_view_config.window.width, game_view_config.window.height)
+ )
+ self.background.blit(bgd_tile, (0, 0))
+
+ # Display on windows
+ self.window.blit(self.background, (0, 0))
+
+ self.init_game_btns()
+
+ # Display everything
+ pygame.display.flip()
+
+ # Init sprites
+ # all_sprites = pygame.sprite.Group()
+ #
+ # # Update the scene
+ # dirty = all_sprites.draw(self.window)
+ # pygame.display.update(dirty)
+ self.card_area_organizer.add_card(Card("KING"), "dealer")
+ self.card_area_organizer.add_card(Card("QUEEN"), "dealer")
+
+ self.card_area_organizer.add_card(Card("ACE", "SPADES"), "player", 0)
+
+ def init_game_btns(self):
+ # Display game buttons area
+ cfg_btns = game_view_config.game_menu_area
+ pygame.draw.rect(
+ self.window,
+ cfg_btns.color,
+ (cfg_btns.x, cfg_btns.y, cfg_btns.width, cfg_btns.height),
+ )
+
+ # FIXME: Use the config instance instead
+ for iid, btn_params in CONFIG_GAME_VIEW["game_buttons"].items():
+ b = Button(
+ self.window,
+ **btn_params
+ )
+ b.draw()
+ self.buttons[iid] = b
+
+ def refresh(self):
+ print("Updating View...")
+ # Init sprites
+ sprite_group = pygame.sprite.Group()
+
+ self.window.blit(self.background, (0, 0))
+ self.init_game_btns()
+
+ for el in self.card_area_organizer.dealer_area:
+ self.window.blit(el.surface, el.position.as_tuple)
+ for area in self.card_area_organizer.player_areas:
+ for el in area:
+ self.window.blit(el.surface, el.position.as_tuple)
+
+ # TODO: Tokens should be resized and transparent
+ token = TokensLoader.get_image(10)
+ token = pygame.transform.scale(
+ token, (game_view_config.tokens.width, game_view_config.tokens.height)
+ )
+ self.window.blit(token, (500, 300))
+
+ # Update the scene
+ scene = sprite_group.draw(self.window)
+ pygame.display.flip()
+
+ print("Updating View...Done!")
diff --git a/src/views/view_menu.py b/src/views/view_menu.py
new file mode 100644
index 0000000..b2975de
--- /dev/null
+++ b/src/views/view_menu.py
@@ -0,0 +1,141 @@
+# import os.path
+
+import pygame
+from pygame.locals import *
+from typing import List
+
+from src.common.constants import Game, Moves
+from src.common.func_pictures import load_image
+
+from src.button import Button
+
+# TODO: Use a class instead of a function
+def main(window: pygame.Surface, menu_config: dict, menu_buttons: dict):
+ """ The main function of the view of menu"""
+
+ # Init window
+ screen = window
+ state = Game.menu
+
+ # Load background image
+ bgd_tile = load_image("green_carpet.jpeg")
+ background = pygame.Surface((menu_config["width"], menu_config["height"]))
+ background.blit(bgd_tile, (0, 0))
+
+ # Prepare text
+ title_font = pygame.font.Font(None, 44)
+ title_text = title_font.render("Black Jack Project", 2, (255, 255, 255))
+
+ # Buttons
+ btn_index = 0
+ default_btn_format = {
+ 'text_color': (0, 0, 0),
+ 'bd': 0,
+ 'bd_color': (255, 255, 255),
+ 'bg_normal': None
+ }
+ selected_btn_format = {
+ 'text_color': (255, 255, 255),
+ 'bd': 2,
+ 'bd_color': (255, 255, 255),
+ 'bg_normal': (0, 170, 140)
+ }
+
+ def update_button_display(btn_index: int, btns_list: List[Button]):
+ # Update button view according btn_index
+ for btn in btns_list:
+ btn.set(**default_btn_format)
+ btns_list[btn_index].set(**selected_btn_format)
+
+ # Update buttons display
+ screen.blit(background, (0, 0))
+ screen.blit(title_text, (80, 30))
+ for btn in btns_list:
+ btn.draw()
+ pygame.display.flip()
+
+ def move_btn_index(move: Moves, btn_index: int, btns_list: List[Button]):
+ # Change btn_index
+ btn_index += move.value
+ btn_index %= len(btns_list)
+
+ update_button_display(btn_index, btns_list)
+
+ return btn_index
+
+ def cmd_play_btn():
+ nonlocal state
+ state = Game.play
+
+ def cmd_option_btn():
+ nonlocal state
+ state = Game.option
+
+ def cmd_quit_btn():
+ nonlocal state
+ state = Game.quit
+
+ disp = (
+ ("play_btn", "Start (s)", cmd_play_btn),
+ ("option_btn", "Options (o)", cmd_option_btn),
+ ("quit_btn", "Quit (Esc)", cmd_quit_btn)
+ )
+ btns_list = list()
+ for iid, text, cmd in disp:
+ b = Button(
+ window=window,
+ text=text,
+ pos=(menu_buttons[iid]["x"], menu_buttons[iid]["y"]),
+ size=(200, 50)
+ )
+ b.signal.attach(cmd)
+ btns_list.append(b)
+
+ update_button_display(btn_index, btns_list)
+
+ # Display on windows
+ screen.blit(background, (0, 0))
+ screen.blit(title_text, (80, 30))
+ for btn in btns_list:
+ btn.draw()
+
+ pygame.display.flip()
+
+ # Init sprites
+ all_sprites = pygame.sprite.RenderUpdates()
+ clock = pygame.time.Clock()
+
+ while state == Game.menu:
+
+ # Clear all the sprites
+ all_sprites.clear(screen, bgd_tile)
+ all_sprites.update()
+
+ # Check for events
+ for event in pygame.event.get():
+ if event.type == QUIT:
+ state = Game.quit
+ elif event.type == KEYDOWN and event.key == K_RETURN:
+ btns_list[btn_index].signal.emit()
+ elif event.type == KEYDOWN and event.key == K_s:
+ state = Game.play
+ elif event.type == KEYDOWN and event.key == K_o:
+ state = Game.option
+ elif event.type == KEYDOWN and event.key == K_ESCAPE:
+ state = Game.quit
+
+ elif event.type == KEYDOWN and event.key == K_DOWN:
+ btn_index = move_btn_index(Moves.down, btn_index, btns_list)
+ elif event.type == KEYDOWN and event.key == K_UP:
+ btn_index = move_btn_index(Moves.up, btn_index, btns_list)
+
+ for btn in btns_list:
+ btn.handle_event(event)
+
+ # Update the scene
+ dirty = all_sprites.draw(screen)
+ pygame.display.update(dirty)
+
+ clock.tick(40)
+
+ return state, dict()
diff --git a/src/views/view_option.py b/src/views/view_option.py
new file mode 100644
index 0000000..e2be47e
--- /dev/null
+++ b/src/views/view_option.py
@@ -0,0 +1,52 @@
+import pygame
+from pygame.locals import *
+
+import src.common.constants as cst
+from src.common.func_pictures import load_image
+
+
+def main(window, menu_config):
+ """ The main function of the view of options"""
+
+ # Init window
+ screen = window
+
+ # Load background image
+ bgd_tile = load_image("green_carpet.jpeg")
+ background = pygame.Surface((menu_config["width"], menu_config["height"]))
+ background.blit(bgd_tile, (0, 0))
+
+ # Prepare text
+ title_font = pygame.font.Font(None, 44)
+ title_text = title_font.render("Options", 2, (255, 255, 255))
+
+ # Display on windows
+ screen.blit(background, (0, 0))
+ screen.blit(title_text, (80, 30))
+ pygame.display.flip()
+
+ # Init sprites
+ all_sprites = pygame.sprite.RenderUpdates()
+ clock = pygame.time.Clock()
+
+ state = cst.Game.option
+ while state == cst.Game.option:
+
+ # Clear all the sprites
+ all_sprites.clear(screen, bgd_tile)
+ all_sprites.update()
+
+ # Check for events
+ for event in pygame.event.get():
+ if event.type == QUIT:
+ state = cst.Game.menu
+ elif (event.type == KEYDOWN and event.key == K_ESCAPE):
+ state = cst.Game.menu
+
+ # Update the scene
+ dirty = all_sprites.draw(screen)
+ pygame.display.update(dirty)
+
+ clock.tick(40)
+
+ return state, dict()