GIF89a; EcchiShell v1.0
//usr/lib64/lib64/lib64/lib64/python2.7/', self.clickhandler) self.group.bind('', self.doubleclickhandler) self.group.bind('', self.motionhandler) self.group.bind('', self.releasehandler) self.makebottom() def makebottom(self): pass def __repr__(self): """Return a string for debug print statements.""" return "%s(%d, %d)" % (self.__class__.__name__, self.x, self.y) # Public methods def add(self, card): self.cards.append(card) card.tkraise() self.position(card) self.group.addtag_withtag(card.group) def delete(self, card): self.cards.remove(card) card.group.dtag(self.group) def showtop(self): if self.cards: self.cards[-1].showface() def deal(self): if not self.cards: return None card = self.cards[-1] self.delete(card) return card # Subclass overridable methods def position(self, card): card.moveto(self.x, self.y) def userclickhandler(self): self.showtop() def userdoubleclickhandler(self): self.userclickhandler() def usermovehandler(self, cards): for card in cards: self.position(card) # Event handlers def clickhandler(self, event): self.finishmoving() # In case we lost an event self.userclickhandler() self.startmoving(event) def motionhandler(self, event): self.keepmoving(event) def releasehandler(self, event): self.keepmoving(event) self.finishmoving() def doubleclickhandler(self, event): self.finishmoving() # In case we lost an event self.userdoubleclickhandler() self.startmoving(event) # Move internals moving = None def startmoving(self, event): self.moving = None tags = self.game.canvas.gettags('current') for i in range(len(self.cards)): card = self.cards[i] if card.group.tag in tags: break else: return if not card.face_shown: return self.moving = self.cards[i:] self.lastx = event.x self.lasty = event.y for card in self.moving: card.tkraise() def keepmoving(self, event): if not self.moving: return dx = event.x - self.lastx dy = event.y - self.lasty self.lastx = event.x self.lasty = event.y if dx or dy: for card in self.moving: card.moveby(dx, dy) def finishmoving(self): cards = self.moving self.moving = None if cards: self.usermovehandler(cards) class Deck(Stack): """The deck is a stack with support for shuffling. New methods: fill() -- create the playing cards shuffle() -- shuffle the playing cards A single click moves the top card to the game's open deck and moves it face up; if we're out of cards, it moves the open deck back to the deck. """ def makebottom(self): bottom = Rectangle(self.game.canvas, self.x, self.y, self.x+CARDWIDTH, self.y+CARDHEIGHT, outline='black', fill=BACKGROUND) self.group.addtag_withtag(bottom) def fill(self): for suit in ALLSUITS: for value in ALLVALUES: self.add(Card(suit, value, self.game.canvas)) def shuffle(self): n = len(self.cards) newcards = [] for i in randperm(n): newcards.append(self.cards[i]) self.cards = newcards def userclickhandler(self): opendeck = self.game.opendeck card = self.deal() if not card: while 1: card = opendeck.deal() if not card: break self.add(card) card.showback() else: self.game.opendeck.add(card) card.showface() def randperm(n): """Function returning a random permutation of range(n).""" r = range(n) x = [] while r: i = random.choice(r) x.append(i) r.remove(i) return x class OpenStack(Stack): def acceptable(self, cards): return 0 def usermovehandler(self, cards): card = cards[0] stack = self.game.closeststack(card) if not stack or stack is self or not stack.acceptable(cards): Stack.usermovehandler(self, cards) else: for card in cards: self.delete(card) stack.add(card) self.game.wincheck() def userdoubleclickhandler(self): if not self.cards: return card = self.cards[-1] if not card.face_shown: self.userclickhandler() return for s in self.game.suits: if s.acceptable([card]): self.delete(card) s.add(card) self.game.wincheck() break class SuitStack(OpenStack): def makebottom(self): bottom = Rectangle(self.game.canvas, self.x, self.y, self.x+CARDWIDTH, self.y+CARDHEIGHT, outline='black', fill='') def userclickhandler(self): pass def userdoubleclickhandler(self): pass def acceptable(self, cards): if len(cards) != 1: return 0 card = cards[0] if not self.cards: return card.value == ACE topcard = self.cards[-1] return card.suit == topcard.suit and card.value == topcard.value + 1 class RowStack(OpenStack): def acceptable(self, cards): card = cards[0] if not self.cards: return card.value == KING topcard = self.cards[-1] if not topcard.face_shown: return 0 return card.color != topcard.color and card.value == topcard.value - 1 def position(self, card): y = self.y for c in self.cards: if c == card: break if c.face_shown: y = y + 2*MARGIN else: y = y + OFFSET card.moveto(self.x, y) class Solitaire: def __init__(self, master): self.master = master self.canvas = Canvas(self.master, background=BACKGROUND, highlightthickness=0, width=NROWS*XSPACING, height=3*YSPACING + 20 + MARGIN) self.canvas.pack(fill=BOTH, expand=TRUE) self.dealbutton = Button(self.canvas, text="Deal", highlightthickness=0, background=BACKGROUND, activebackground="green", command=self.deal) Window(self.canvas, MARGIN, 3*YSPACING + 20, window=self.dealbutton, anchor=SW) x = MARGIN y = MARGIN self.deck = Deck(x, y, self) x = x + XSPACING self.opendeck = OpenStack(x, y, self) x = x + XSPACING self.suits = [] for i in range(NSUITS): x = x + XSPACING self.suits.append(SuitStack(x, y, self)) x = MARGIN y = y + YSPACING self.rows = [] for i in range(NROWS): self.rows.append(RowStack(x, y, self)) x = x + XSPACING self.openstacks = [self.opendeck] + self.suits + self.rows self.deck.fill() self.deal() def wincheck(self): for s in self.suits: if len(s.cards) != NVALUES: return self.win() self.deal() def win(self): """Stupid animation when you win.""" cards = [] for s in self.openstacks: cards = cards + s.cards while cards: card = random.choice(cards) cards.remove(card) self.animatedmoveto(card, self.deck) def animatedmoveto(self, card, dest): for i in range(10, 0, -1): dx, dy = (dest.x-card.x)//i, (dest.y-card.y)//i card.moveby(dx, dy) self.master.update_idletasks() def closeststack(self, card): closest = None cdist = 999999999 # Since we only compare distances, # we don't bother to take the square root. for stack in self.openstacks: dist = (stack.x - card.x)**2 + (stack.y - card.y)**2 if dist < cdist: closest = stack cdist = dist return closest def deal(self): self.reset() self.deck.shuffle() for i in range(NROWS): for r in self.rows[i:]: card = self.deck.deal() r.add(card) for r in self.rows: r.showtop() def reset(self): for stack in self.openstacks: while 1: card = stack.deal() if not card: break self.deck.add(card) card.showback() # Main function, run when invoked as a stand-alone Python program. def main(): root = Tk() game = Solitaire(root) root.protocol('WM_DELETE_WINDOW', root.quit) root.mainloop() if __name__ == '__main__': main()