Contents
- bug.py
- card.py
- deck.py
bug.py 1/3
[top][prev][next]
from graphics import *
from time import sleep
from math import *
class Bug:
"Represents a graphical bug."
def __init__(self, center, radius):
"""
Create a new bug
input:
center: The center Point of the largest Circle in the bug
radius: The radius of the largest Circle in the bug
"""
c1 = Circle(center, radius)
c1.setFill("red")
dX = center.getX()
dY = center.getY()
p1 = Point((dX+radius/5.0), dY+radius)
eye = Circle(p1,radius/5)
eye.setFill("yellow")
eye1 = eye.clone()
eye1.move(-radius/2.5,0)
eyeball = Circle(p1, radius/10)
eyeball.setFill("black")
eyeball1 = eyeball.clone()
eyeball1.move(-radius/2.5, 0)
self.bugComponents = [c1, eye, eye1, eyeball, eyeball1]
def draw(self, window):
"""
Draw the bug in a given window
Parameter:
window: A GraphWin object in which to draw the bug
"""
for comp in self.bugComponents:
comp.draw(window)
def move(self, dx, dy):
"""
Move a bug by a specified amount
Parameters:
dx: The distance to move in the x direction
dy: The distance to move in the y direction
"""
for comp in self.bugComponents:
comp.move(dx,dy)
def walk(self, dx, dy, seconds):
"""
Move a bug by a specified amount in a specified time
Parameters -
dx: The total distance to move in the x direction
dy: The total distance to move in the y direction
steps: the number of total steps to take
"""
STEPS_PER_SECOND=20
steps = seconds*STEPS_PER_SECOND # total number of steps
for i in range(steps):
self.move(dx/steps, dy/steps)
# need to reduce the sleep; otherwise, sleeps too long;
# the reduction helps to account for the move time
sleep(seconds/steps*.1)
def rotate(self, degrees):
"""
Rotate a bug a specified number of degrees
Parameters -
degrees: the number of degrees to rotate the bug
"""
r = radians(degrees)
circX1 = self.bugComponents[0].getCenter().getX()
circY1 = self.bugComponents[0].getCenter().getY()
for i in self.bugComponents:
circX2 = i.getCenter().getX()
circY2 = i.getCenter().getY()
dx = circX2 - circX1
dy = circY2 - circY1
mx = dx*(cos(r)-1) - dy*sin(r)
my = dx* sin(r) + dy*(cos(r)-1)
i.move(mx,my)
def setColor(self, color):
"""
Change the color of the bug during the animation
Parameters -
color: desired color change
"""
# we know the first item in the list is the largest segment
self.bugComponents[0].setFill(color)
def main():
# create a window for the bugs
window = GraphWin("Busy Bugs!",600,600)
window.setBackground("black")
window.setCoords(0,0,600,600)
# create 4 bugs at various places in the window (using an appropriate
# function)
# put the bugs in a list
bug1 = Bug(Point(50,60),30)
bug2 = Bug(Point(200,350), 50)
bug3 = Bug(Point(350,50), 20)
bug4 = Bug(Point(350,300), 60)
bugs = [bug1, bug2, bug3, bug4] # bug is defined as a list of the 4 bugs
# draw the bugs (using an appropriate function)
for n in range(4):
bugs[n].draw(window)
window.getMouse()
# rotate one bug, pause
for i in range(5):
bug2.rotate(30)
sleep(0.05)
# change the color of one bug
for i in range(4):
bugs[i].setColor(color_rgb(i*255/4, 255, 255))
bugs[3].move(10, 10)
bugs[0].walk(100, 100, 2)
# wait for the user to click, then close the window
window.getMouse()
window.close()
main()
card.py 2/3
[top][prev][next]
class Card:
"""
A class to represent a standard playing card. The ranks are ints:
2-10 for numbered cards, 11=Jack, 12=Queen, 13=King, 14=Ace.
The suits are strings: 'clubs', 'spades', 'hearts', 'diamonds'.
"""
def __init__(self, rank, suit):
"Constructs a new Card object with the given rank (an int) and suit (a string)."
self._rank = rank
self._suit = suit
def __str__(self):
"Returns a string describing the card as 'rank of suit'."
result = ""
if self._rank == 11:
result += "Jack"
elif self._rank == 12:
result += "Queen"
elif self._rank == 13:
result += "King"
elif self._rank == 14:
result += "Ace"
else:
result += str(self._rank)
result += " of " + self._suit
return result
def getRank(self):
"Returns rank."
return self._rank
def getSuit(self):
"Returns suit."
return self._suit
def rummyValue(self):
"Returns the value of the card in the game of Rummy."
if self._isFaceCard(): # handles face cards
return 10
elif self.rank == 14: # handles Ace
return 15
elif self.rank == 10: # handles 10
return 10
else:
return 5
def __eq__(self, other):
"""Returns true if this object and other are equivalent
based on their rank and suit"""
# verify that self and other are the same type
if type(self) != type(other):
return False
# do comparison
return self._rank == other._rank and self._suit == other._suit
def __lt__(self, other):
""" Compares Card objects by their rank"""
# verify that self and other are the same type
if type(self) != type(other):
return False
# do comparison
return self._rank < other._rank
def _isFaceCard(self):
"Returns True iff the card is a face card."
if self.rank > 10 and self.rank < 14:
return True
return False
def main():
c1 = Card(14, "spades")
print(c1)
c2 = Card(13, "hearts")
print(c2)
c3 = Card(2, "diamonds")
print(c3)
# testing rummyValue() method
testCases = [c1, c2, c3]
expected = [15, 10, 5]
for pos in range(len(testCases)):
testCase = testCases[pos] # what data type is this?
actualVal = testCase.rummyValue()
if actualVal == expected[pos]:
print("Success for rummyVal on", testCase, "-->", actualVal)
# test equals
result = c1 == "a string"
print(result, "should be False")
result = c1 == c2
print(result, "should be False")
result = c1 < c2
print(result, "should be False")
#
result = c2 < c1
print(result, "should be True")
print("\nTested cards in sorted order:")
testCases.sort()
for card in testCases:
print(card)
# Since I am probably going to import this script into another script,
# I only want to call main() when it's *not* imported
if __name__ == '__main__':
main()
deck.py 3/3
[top][prev][next]
# Implementation of a deck of cards.
# by CSCI 111, 03/19/2012
from card import *
from random import shuffle
class Deck:
""" A class to represent a deck of playing cards."""
def __init__(self):
"""Creates a new Deck object, filled with one of each
unique card."""
self._listOfCards = []
for suit in ["clubs","hearts","diamonds","spades"]:
for rank in range(2,15):
self._listOfCards.append(Card(rank, suit))
def __str__(self):
"""Returns a string representing the cards that are
in the deck."""
deckRep= ""
for c in self._listOfCards:
deckRep += str(c) + "\n"
return deckRep
def numRemaining(self):
"""Returns the number of cards left in the deck."""
return len(self._listOfCards)
def shuffle(self):
"""Shuffles the deck of cards"""
shuffle(self._listOfCards)
def isEmpty(self):
"""Returns True, iff the deck is empty."""
return len(self._listOfCards) == 0
def draw(self, numCards):
"""Returns the hand--a list of Cards drawn from the top of the deck."""
hand = []
for x in range(numCards):
card = self._listOfCards.pop(0)
hand.append(card)
return hand
def deal(self, numPlayers, numCards):
listOfHands = []
for x in range(numPlayers):
listOfHands.append(self.draw(numCards))
return listOfHands
def burn(self, numCards):
""" 'Burns' the first card, and then deals out and returns numCards"""
self.draw(1) # burn the first card
return draw(numCards)
def main():
d = Deck()
d.shuffle()
print(d)
print("The number of cards remaining in the deck is", d.numRemaining())
myHand = d.draw(1)
print("Draw the top card: ", myHand[0])
myHand = d.draw(3)
print("Drawn hand: ")
for card in myHand:
print(card)
playersHands = d.deal(3, 4)
for i in range(len(playersHands)):
print("\nPlayer", i+1, ":")
for card in playersHands[i]:
print(card)
print("\nThe number of cards remaining in the deck is", d.numRemaining())
print("\nAre there cards left?", d.isEmpty())
# Since I am probably going to import this script into another script,
# I only want to call main() when it's *not* imported
if __name__ == "__main__":
main()
Generated by GNU Enscript 1.6.6.