An Introduction to Interactive Programming in Python
Mini-project description - Blackjack
Blackjack is a simple, popular card game that is played in many casinos. Cards in Blackjack have the following values: an ace may be valued as either 1 or 11 (player's choice), face cards (kings, queens and jacks) are valued at 10 and the value of the remaining cards corresponds to their number. During a round of Blackjack, the players plays against a dealer with the goal of building a hand (a collection of cards) whose cards have a total value that is higher than the value of the dealer's hand, but not over 21. (A round of Blackjack is also sometimes referred to as a hand.)
The game logic for our simplified version of Blackjack is as follows. The player and the dealer are each dealt two cards initially with one of the dealer's cards being dealt faced down (hishole card). The player may then ask for the dealer to repeatedly "hit" his hand by dealing him another card. If, at any point, the value of the player's hand exceeds 21, the player is "busted" and loses immediately. At any point prior to busting, the player may "stand" and the dealer will then hit his hand until the value of his hand is 17 or more. (For the dealer, aces count as 11 unless it causes the dealer's hand to bust). If the dealer busts, the player wins. Otherwise, the player and dealer then compare the values of their hands and the hand with the higher value wins. The dealer wins ties in our version.
Mini-project development process
We suggest you develop your Blackjack game in two phases. The first phase will concentrate on implementing the basic logic of Blackjack while the second phase will focus on building a more full-featured version. In phase one, you will use buttons to control the game and print the state of the game to the console using print statements. In the second phase, you will replace the print statements by drawing images and text on the canvas and add some extra game logic.
In phase one, we will provide testing templates for four of the steps. The templates are designed to check whether your class implementations work correctly. You should copy your class definition into the testing template and compare the console output generated by running the template with the provided output. If the output matches, it is likely that your implementation of the class is correct. DO NOT PROCEED TO THE NEXT STEP UNTIL YOUR CODE WORKS WITH THE PROVIDED TESTING TEMPLATE. Debugging code that uses incorrectly implemented classes is extremely difficult. Avoid this problem by using our provided testing templates.
Phase one
- Download the program template for this mini-project and review the class definition for the
Card
class. This class is already implemented so your task is to familiarize yourself with the code. Start by pasting the Card
class definition into the provided testing template and verifying that our implementation works as expected.
- Implement the methods
__init__, __str__, add_card
for the Hand
class. We suggest modeling a hand as a list of cards. For help in implementing the __str__
method for hands, refer back to practice exercise number four from last week. Remember to use the string method for cards to convert each card object into a string. Once you have implemented theHand
class, test it using the provided testing template.
- Implement the methods for the
Deck
class listed in the mini-project template. We suggest modeling a deck of cards as list of cards. You can generate this list using a pair of nestedfor
loops or a list comprehension. Remember to use the Card
initializer to create your cards. Use random.shuffle()
to shuffle this deck of cards. Once you have implemented theDeck
class, test your Deck class using the provided testing template. Remember that the deck is randomized after shuffling, so the output of the testing template should match the output in the comments in form but not in exact value.
- Implement the handler for a "Deal" button that shuffles the deck and deals the two cards to both the dealer and the player. The event handler
deal
for this button should shuffle the deck (stored as a global variable), create new player and dealer hands (stored as global variables), and add two cards to each hand. To transfer a card from the deck to a hand, you should use the deal_card
method of the Deck
class and the add_card
method of Hand
class in combination. The resulting hands should be printed to the console with an appropriate message indicating which hand is which.
- Implement the
get_value
method for the Hand
class. You should use the provided VALUE
dictionary to look up the value of a single card in conjunction with the logic explained in the video lecture for this project to compute the value of a hand. Once you have implemented the get_value
method, test it using the provided testing template .
- Implement the handler for a "Hit" button. If the value of the hand is less than or equal to 21, clicking this button adds an extra card to player's hand. If the value exceeds 21 after being hit, print "You have busted".
- Implement the handler for a "Stand" button. If the player has busted, remind the player that they have busted. Otherwise, repeatedly hit the dealer until his hand has value 17 or more (using a while loop). If the dealer busts, let the player know. Otherwise, compare the value of the player's and dealer's hands. If the value of the player's hand is less than or equal to the dealer's hand, the dealer wins. Otherwise the player has won. Remember the dealer wins ties in our version.
In our version of Blackjack, a hand is automatically dealt to the player and dealer when the program starts. In particular, the program template includes a call to the deal()
function during initialization. At this point, we would suggest testing your implementation of Blackjack extensively.
Phase two
In the second phase of your implementation, you will add five features. For those involving drawing with global variables, remember to initialize these variables to appropriate values (like creating empty hands for the player and dealer) just before starting the frame.
- Implement your own
draw
method for the Hand
class using the draw
method of the Card
class. We suggest drawing a hand as a horizontal sequence of cards where the parameter pos
is the position of the upper left corner of the leftmost card. To simplify your code, you may assume that only the first five cards of a player's hand need to be visible on the canvas.
- Replace printing in the console by drawing text messages on the canvas. We suggest adding a global
outcome
string that is drawn in the draw handler using draw_text
. These messages should prompt the player to take some require action and have a form similar to "Hit or stand?" and "New deal?". Also, draw the title of the game, "Blackjack", somewhere on the canvas.
- Add logic using the global variable
in_play
that keeps track of whether the player's hand is still being played. If the round is still in play, you should draw an image of the back of a card (provided in the template) over the dealer's first (hole) card to hide it. Once the round is over, the dealer's hole card should be displayed.
- Add a score counter that keeps track of wins and losses for your Blackjack session. In the simplest case (see our demo), the program displays wins minus losses. However, you are welcome to implement a more sophisticated betting/scoring system.
- Modify the logic for the "Deal" button to create and shuffle a new deck (or restock and shuffle an existing deck) each time the "Deal" button is clicked. This change avoids the situation where the deck becomes empty during play.
- Finally, modify the
deal
function such that, if the "Deal" button is clicked during the middle of a round, the program reports that the player lost the round and updates the score appropriately.
Congratulations! You have just built Blackjack. To wrap things up, please review the demo of our version of Blackjack in the Blackjack video lecture to ensure that your version has full functionality.
Card
class. This class is already implemented so your task is to familiarize yourself with the code. Start by pasting the Card
class definition into the provided testing template and verifying that our implementation works as expected.__init__, __str__, add_card
for the Hand
class. We suggest modeling a hand as a list of cards. For help in implementing the __str__
method for hands, refer back to practice exercise number four from last week. Remember to use the string method for cards to convert each card object into a string. Once you have implemented theHand
class, test it using the provided testing template.Deck
class listed in the mini-project template. We suggest modeling a deck of cards as list of cards. You can generate this list using a pair of nestedfor
loops or a list comprehension. Remember to use the Card
initializer to create your cards. Use random.shuffle()
to shuffle this deck of cards. Once you have implemented theDeck
class, test your Deck class using the provided testing template. Remember that the deck is randomized after shuffling, so the output of the testing template should match the output in the comments in form but not in exact value.deal
for this button should shuffle the deck (stored as a global variable), create new player and dealer hands (stored as global variables), and add two cards to each hand. To transfer a card from the deck to a hand, you should use the deal_card
method of the Deck
class and the add_card
method of Hand
class in combination. The resulting hands should be printed to the console with an appropriate message indicating which hand is which.get_value
method for the Hand
class. You should use the provided VALUE
dictionary to look up the value of a single card in conjunction with the logic explained in the video lecture for this project to compute the value of a hand. Once you have implemented the get_value
method, test it using the provided testing template . deal()
function during initialization. At this point, we would suggest testing your implementation of Blackjack extensively.draw
method for the Hand
class using the draw
method of the Card
class. We suggest drawing a hand as a horizontal sequence of cards where the parameter pos
is the position of the upper left corner of the leftmost card. To simplify your code, you may assume that only the first five cards of a player's hand need to be visible on the canvas.outcome
string that is drawn in the draw handler using draw_text
. These messages should prompt the player to take some require action and have a form similar to "Hit or stand?" and "New deal?". Also, draw the title of the game, "Blackjack", somewhere on the canvas.in_play
that keeps track of whether the player's hand is still being played. If the round is still in play, you should draw an image of the back of a card (provided in the template) over the dealer's first (hole) card to hide it. Once the round is over, the dealer's hole card should be displayed.deal
function such that, if the "Deal" button is clicked during the middle of a round, the program reports that the player lost the round and updates the score appropriately.
SOLUTION
# Mini-project #6 - Blackjack
import simplegui
import random
# load card sprite - 949x392 - source: jfitz.com
CARD_SIZE = (73, 98)
CARD_CENTER = (36.5, 49)
card_images = simplegui.load_image("http://commondatastorage.googleapis.com/codeskulptor-assets/cards.jfitz.png")
CARD_BACK_SIZE = (71, 96)
CARD_BACK_CENTER = (35.5, 48)
card_back = simplegui.load_image("http://commondatastorage.googleapis.com/codeskulptor-assets/card_back.png")
# initialize some useful global variables
in_play = False
outcome = ""
score = 20
stavka = 1
no_money = False
player_win = 0
dealer_win = 0
player_lost = 0
dealer_lost = 0
# define globals for cards
SUITS = ('C', 'S', 'H', 'D')
RANKS = ('A', '2', '3', '4', '5', '6', '7', '8', '9', 'T', 'J', 'Q', 'K')
VALUES = {'A':1, '2':2, '3':3, '4':4, '5':5, '6':6, '7':7, '8':8, '9':9, 'T':10, 'J':10, 'Q':10, 'K':10}
# define card class
class Card:
def __init__(self, suit, rank):
if (suit in SUITS) and (rank in RANKS):
self.suit = suit
self.rank = rank
else:
self.suit = None
self.rank = None
print "Invalid card: ", suit, rank
def __str__(self):
return self.suit + self.rank
def get_suit(self):
return self.suit
def get_rank(self):
return self.rank
def draw(self, canvas, pos):
card_loc = (CARD_CENTER[0] + CARD_SIZE[0] * RANKS.index(self.rank),
CARD_CENTER[1] + CARD_SIZE[1] * SUITS.index(self.suit))
canvas.draw_image(card_images, card_loc, CARD_SIZE, [pos[0] + CARD_CENTER[0], pos[1] + CARD_CENTER[1]], CARD_SIZE)
# define hand class
class Hand:
def __init__(self):
self.card = []
self.value= 0 # create Hand object
def __str__(self):
return str(self.get_value()) # return a string representation of a hand
def add_card(self, card):
self.card.append(card) # add a card object to a hand
def get_value(self):
# count aces as 1, if the hand has an ace, then add 10 to hand value if it doesn't bust
self.value = 0 # compute the value of the hand, see Blackjack video
for i in self.card:
self.value += VALUES[i[1]]
for i in self.card:
if VALUES[i[1]] == 1 and self.value <= 11:
self.value += 10
return self.value
def get_cards(self):
return self.card
def draw(self, canvas, pos):
position = pos # draw a hand on the canvas, use the draw method for cards
for cards in self.card:
card = Card(cards[0], cards[1])
card.draw(canvas, position)
position[0] += 100
def busted(self):
if self.get_value() > 21:
return True
else:
return False
# define deck class
class Deck:
def __init__(self):
self.deck = [] # create a Deck object
for i in range(len(SUITS)):
for j in range(len(RANKS)):
self.deck.append([SUITS[i], RANKS[j]])
def shuffle(self):
# shuffle the deck
random.shuffle(self.deck) # use random.shuffle()
def deal_card(self):
return self.deck.pop(0) # deal a card object from the deck
def __str__(self):
pass # return a string representing the deck
deck = 0
aCard = []
player_hand = Hand()
dealer_hand = Hand()
def init():
global deck, aCard, player_hand, dealer_hand, outcome
deck = Deck()
deck.shuffle()
player_hand = Hand()
dealer_hand = Hand()
for i in range(2):
player_hand.add_card(deck.deal_card())
dealer_hand.add_card(deck.deal_card())
outcome = ""
player_win = 0
dealer_win = 0
def check_cash():
global no_money
if score <= 0:
no_money = True
else:
no_money = False
return no_money
def change_stavka(new_stavka):
global stavka, in_play, score
if int(new_stavka) <= score and not in_play:
stavka = int(new_stavka)
def up_stavka():
global stavka
if not in_play:
stavka += 1
if stavka <= score:
change_stavka(stavka)
else:
stavka = score
def down_stavka():
global stavka
if not in_play:
stavka -= 1
if stavka > 0:
change_stavka(stavka)
else:
stavka = 1
#define event handlers for buttons
def deal():
global outcome, in_play, score
if not no_money and stavka <= score:
init()
score -= stavka
in_play = True
# your code goes here
def reset_money():
global no_money, score, stavka, dealer_win, player_win, dealer_lost, player_lost
no_money = False
score = 20
stavka = 1
player_win = 0
dealer_win = 0
player_lost = 0
dealer_lost = 0
deal()
def hit():
global player_hand, deck, outcome, in_play, score, stavka, dealer_win, player_win, dealer_lost, player_lost # replace with your code below
if in_play:
if not player_hand.busted():
player_hand.add_card(deck.deal_card())
if player_hand.busted():
outcome = "You are busted. Dealer wins!"
score -= stavka
in_play = False
player_lost += 1
dealer_win += 1
# if the hand is in play, hit the player
# if busted, assign a message to outcome, update in_play and score
def stand():
global player_hand, dealer_hand, outcome, in_play, score, stavka, dealer_win, player_win, dealer_lost, player_lost # replace with your code below
if in_play:
while dealer_hand.get_value() < 17:# if hand is in play, repeatedly hit dealer until his hand has value 17 or more
dealer_hand.add_card(deck.deal_card())
if not player_hand.busted() and not dealer_hand.busted():# assign a message to outcome, update in_play and score
if player_hand.get_value() > dealer_hand.get_value():
outcome = "You win!"
score += stavka
player_win += 1
dealer_lost += 1
else:
outcome = "Dealer wins!"
score -= stavka
dealer_win += 1
player_lost += 1
in_play = False
elif player_hand.busted():
outcome = "Dealer wins!"
score -= stavka
dealer_win += 1
player_lost += 1
in_play = False
elif dealer_hand.busted():
outcome = "Dealer busted. You win!"
score += 2*stavka
player_win += 1
dealer_lost += 1
in_play = False
# draw handler
def draw(canvas):
# test to make sure that card.draw works, replace with your code below
global player_hand, dealer_hand, in_play
#card = Card("S", "A")
#card.draw(canvas, [300, 300])
player_hand.draw(canvas, [80, 350])
dealer_hand.draw(canvas, [80, 150])
if in_play:
canvas.draw_image(card_back, CARD_BACK_CENTER, CARD_BACK_SIZE, [80+CARD_BACK_SIZE[0] // 2, 150+CARD_BACK_SIZE[1] // 2], CARD_BACK_SIZE)
canvas.draw_text("Select: Hit or Stand",[380,300], 22, "Maroon")
else:
canvas.draw_text("Value: "+ str(dealer_hand), [90, 310], 15, "white")
canvas.draw_text("New Deal??",[380, 300], 22, "Maroon")
if check_cash():
canvas.draw_text("Out of cash", [80, 90], 22, "RED")
canvas.draw_text("BlackJack", [250, 100], 40, "White")
canvas.draw_text("Dealer's hand", [90, 290], 20, "Navy")
canvas.draw_text("Player's hand", [90, 490], 20, "Blue")
canvas.draw_text("Value: "+ str(player_hand), [90, 510], 15, "white")
canvas.draw_text(outcome, [80, 550], 36, "Orange")
canvas.draw_text("Remaining money: "+ str(score), [80, 30], 15, "Yellow")
canvas.draw_text("Your bet: "+ str(stavka), [80, 60], 15, "Yellow")
canvas.draw_text("Dealer wins: "+ str(dealer_win), [80, 140], 15, "White")
canvas.draw_text("Player wins: "+ str(player_win), [80, 340], 15, "White")
canvas.draw_text("Dealer lost: "+ str(dealer_lost), [180, 140], 15, "White")
canvas.draw_text("Player lost: "+ str(player_lost), [180, 340], 15, "White")
# initialization frame
frame = simplegui.create_frame("Blackjack", 600, 600)
frame.set_canvas_background("Green")
#create buttons and canvas callback
frame.add_button("Deal", deal, 100)
frame.add_button("Hit", hit, 100)
frame.add_button("Stand", stand, 100)
frame.add_button("Reset", reset_money, 100)
frame.add_button("Up bet (+1)", up_stavka, 100)
frame.add_button("Down bet (-1)", down_stavka, 100)
frame.set_draw_handler(draw)
# get things rolling
deal()
frame.start()
# remember to review the gradic rubric
The code reference (CodeSkulptor )
Комментариев нет:
Отправить комментарий