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main.py
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#! ./venv/bin/python3
# This is the main file for the project.
# Imports
import time
import tsapp
import uno
import utils as u
import random
# Config
FONT = "assets/fonts/static/OpenSans-Bold.ttf"
NUM_PLAYERS = 4
# Useful functions
def display_hand_back(hand: list[uno.Card]) -> list[tsapp.Sprite]:
"""
Displays a players hand, but the cards are flipped.
Returns a list of sprites.
"""
left_pad = 120
right_pad = 550
max_width = WIDTH - (left_pad + right_pad)
y = HEIGHT - 300
sprites = list()
card_scale = 0.45
card_offset = min(140, max_width // len(hand))
for i, card in enumerate(hand):
sprite = uno.get_card_sprite_back()
x_offset = card_offset * i
sprite.scale = card_scale
sprite.x = left_pad + x_offset
sprite.y = y
window.add_object(sprite)
sprites.append(sprite)
return sprites
def display_hand(hand: list[uno.Card]):
"""
Displays a players hand, returns the list of sprites.
"""
left_pad = 120
right_pad = 550
max_width = WIDTH - (left_pad + right_pad)
y = HEIGHT - 300
sprites = list()
card_scale = 0.45
card_offset = min(140, max_width // len(hand))
for i, card in enumerate(hand):
sprite = uno.get_card_sprite(card)
x_offset = card_offset * i
sprite.scale = card_scale
sprite.x = left_pad + x_offset
sprite.y = y
window.add_object(sprite)
sprites.append(sprite)
return sprites
def display_top_card(card: uno.Card) -> tsapp.Sprite:
"""
Places top card on the screen and returns the sprite object.
"""
sprite = uno.get_card_sprite(card)
sprite.scale = 0.75
sprite.x = WIDTH - sprite.width - 100
sprite.y = 100
window.add_object(sprite)
return sprite
def get_deck_hovered_card(cards: list[tsapp.Sprite]) -> int:
"""
Returns the index of the card that is currently being hovered
Required because of card sprite overlap
"""
hovering = (u.is_sprite_hover(sprite) for sprite in cards)
selected = False
for i, hover in reversed(tuple(enumerate(hovering))):
if hover and not selected:
selected = True
return i
return -1
def sound_cardflip():
sound = tsapp.Sound("assets/sound_files/cardflip_sound.mp3")
sound.play()
def get_color_from_user() -> str:
set_status("Select a color")
sprite_scale = 6
sprite_size = 64 * sprite_scale
gap = 16
x_pos = window.center_x
y_pos = window.center_y
red_sprite = tsapp.Sprite("assets/buttons/red_button.png", 0, 0)
green_sprite = tsapp.Sprite("assets/buttons/green_button.png", 0, 0)
yellow_sprite = tsapp.Sprite("assets/buttons/yellow_button.png", 0, 0)
blue_sprite = tsapp.Sprite("assets/buttons/blue_button.png", 0, 0)
red_sprite.scale = sprite_scale
green_sprite.scale = sprite_scale
yellow_sprite.scale = sprite_scale
blue_sprite.scale = sprite_scale
red_sprite.x = x_pos - sprite_size - (gap // 2)
red_sprite.y = y_pos - sprite_size - (gap // 2)
green_sprite.x = x_pos + (gap // 2)
green_sprite.y = y_pos - sprite_size - (gap // 2)
yellow_sprite.x = x_pos - sprite_size - (gap // 2)
yellow_sprite.y = y_pos + (gap // 2)
blue_sprite.x = x_pos + (gap // 2)
blue_sprite.y = y_pos + (gap // 2)
window.add_object(red_sprite)
window.add_object(green_sprite)
window.add_object(yellow_sprite)
window.add_object(blue_sprite)
window.finish_frame()
time.sleep(0.25)
color = None
# Await user input
while window.is_running:
# Return color of clicked square
if u.sprite_clicked_released(red_sprite):
color = "red"
if u.sprite_clicked_released(green_sprite):
color = "green"
if u.sprite_clicked_released(yellow_sprite):
color = "yellow"
if u.sprite_clicked_released(blue_sprite):
color = "blue"
if color is not None:
break
# Fancy Animations
for sprite in (red_sprite, blue_sprite, green_sprite, yellow_sprite):
if u.is_sprite_hover(sprite):
sprite.scale = u.clamp(sprite_scale, sprite.scale + 0.1, sprite_scale * 1.1)
else:
sprite.scale = u.clamp(sprite_scale, sprite.scale - 0.1, sprite_scale * 1.1)
window.finish_frame()
red_sprite.destroy()
green_sprite.destroy()
yellow_sprite.destroy()
blue_sprite.destroy()
window.finish_frame()
return color
def set_status(text):
player_text.text = text
def animate_hand_frame():
selected_index = get_deck_hovered_card(player_hand_sprites)
# Animate hovering over sprites
for i, sprite in enumerate(player_hand_sprites):
if selected_index == i:
sprite.scale = u.clamp(0.45, sprite.scale + 0.03, 0.55)
else:
sprite.scale = u.clamp(0.45, sprite.scale - 0.03, 0.55)
def next_turn():
global current_player
global player_hands_display
global skip
while window.is_running:
if u.sprite_clicked_released(next_player_button):
break
animate_hand_frame()
window.finish_frame()
mult = 2 if skip else 1
skip = False
print(f"## Player {current_player} ##")
print(f"Draw Out: {next_player_draw}")
print("")
# Rolls over once it hits either end
current_player = (current_player + (player_increment * mult)) % NUM_PLAYERS
u.destroy_sprite_list(player_hands_display)
player_hands_display = display_computer_hands()
set_status(f"Player #{current_player + 1} color: {top_card.color}")
def animate_deck():
pass
def player_select_card(player_index: int) -> int:
"""Guarantees a card will be selected"""
global next_player_draw
global player_hand_sprites
global player_hand_cards
global current_player
while window.is_running:
selected_index = get_deck_hovered_card(player_hand_sprites)
# if a card has been clicked
if (
u.sprite_clicked_released(player_hand_sprites[selected_index])
and (selected_index != -1)
):
selected_card = player_hand_cards[selected_index]
# If player selected correctly
if selected_card in playable_cards:
break
animate_hand_frame()
window.finish_frame()
return selected_index
def do_card_action(card: uno.Card):
global current_player
global player_increment
global next_player_draw
global top_card
global skip
print(f"Player {current_player+1} played {card}")
# Execute Card Action
match card.face:
case "skip":
skip = True
case "reverse":
player_increment *= -1
case "+2":
next_player_draw += 2
case "+4":
next_player_draw += 4
case "wild":
return
def handle_drawing(player_index) -> (bool, list[uno.Card]):
"""
Makes player draw if they need to.
returns whether the player can play or not.
"""
global playable_cards
global next_player_draw
ret = [False, []]
if next_player_draw == 0 and len(playable_cards) > 0:
ret = True, []
elif next_player_draw > 0 and len(playable_cards) == 0:
new_cards = uno.gen_cards(next_player_draw)
next_player_draw = 0
ret = False, new_cards
# if can stack
elif next_player_draw > 0 and len(playable_cards) > 0:
ret = True, []
elif next_player_draw == 0 and len(playable_cards) == 0:
ret = True, [uno.gen_card(),]
return tuple(ret)
def display_computer_hands():
sprites = []
x = 950
y = 50
width = 500
height = 400
for row, cards in enumerate(player_hands[0:]):
for i, card in enumerate(cards):
# sprite = uno.get_card_sprite_back()
sprite = uno.get_card_sprite(card)
sprite.scale = 0.1
sprite.x = x + (i * (min(30, width / len(cards)))) # Align X
sprite.y = y + (row * (height / len(player_hands))) # Align Y
sprites.append(sprite)
for sprite in sprites:
window.add_object(sprite)
return sprites
def check_win() -> int:
"""Returns the winning player, if none, then returns -1"""
for i, hand in enumerate(player_hands):
if len(hand) == 0:
return i
else:
return -1
# initialization stage
window = tsapp.GraphicsWindow(1920, 1080)
window.framerate = 60
WIDTH, HEIGHT = window.width, window.height
# Load Background
background_sprite = tsapp.Sprite("./assets/screens/uno-background2.jpg", 0, 0)
# Zoom background
if background_sprite.width / WIDTH < background_sprite.height / HEIGHT:
background_sprite.scale = WIDTH / background_sprite.width + 0.01
else:
background_sprite.scale = (HEIGHT / background_sprite.height) + 0.01
# Reset Background Position
background_sprite.center_x = window.center_x
background_sprite.center_y = window.center_y
window.add_object(background_sprite)
# place deck
deck_sprite = tsapp.Sprite("assets/BACK_UNO/deck.png", 0, 0)
deck_sprite.x = 120
deck_sprite.y = 300
window.add_object(deck_sprite)
# Hand init
player_hands = tuple((uno.gen_player_hand() for _ in range(NUM_PLAYERS)))
current_player = -1
player_hand_cards = player_hands[0]
player_hand_sprites = display_hand(player_hand_cards)
# Top card init
top_card = uno.gen_numeric_card()
top_card_sprite = display_top_card(top_card)
# Player Text init
player_text = tsapp.TextLabel(FONT, 65, 100, 140, 700, "", (255, 255, 255))
window.add_object(player_text)
set_status(f"Player #{current_player + 1} color: {top_card.color}")
# Misc init
player_increment = 1
skip = False
next_player_button = tsapp.Sprite("assets/buttons/next_player_button.png", 0, 0)
next_player_button.scale = 1.5
next_player_button.x = WIDTH - next_player_button.width - 40
next_player_button.y = HEIGHT - next_player_button.height - 40
window.add_object(next_player_button)
winner = None
next_player_draw = 0
playable_cards = uno.get_playable_cards(player_hand_cards, top_card, False)
# player Hand displayh
player_hands_display = display_computer_hands()
next_turn()
# Game Loop
while window.is_running:
animate_hand_frame()
if current_player == 0:
player_hand = player_hands[0]
playable_cards = uno.get_playable_cards(player_hand, top_card, next_player_draw > 0)
can_play, new_cards = handle_drawing(0)
new_cards = list(new_cards)
# Add drawn cards to the decka
for card in new_cards:
if not window.is_running:
break
player_hands[0].append(uno.get_card_copy(card))
u.destroy_sprite_list(player_hand_sprites)
player_hand_sprites = display_hand(player_hands[0])
time.sleep(0.1)
window.finish_frame()
playable_cards = uno.get_playable_cards(player_hands[0], top_card, next_player_draw > 0)
if len(playable_cards) == 0:
can_play = False
if can_play:
playable_cards = uno.get_playable_cards(player_hand, top_card, next_player_draw > 0)
selected_index = player_select_card(0)
selected_card = player_hand[selected_index]
do_card_action(selected_card)
card_color = None
match selected_card.face:
case "wild" | "+4":
card_color = get_color_from_user()
case _:
card_color = selected_card.color
# Update Top Card
top_card_sprite.destroy()
top_card = uno.Card(color=card_color, face=selected_card.face)
display_top_card(top_card)
# Remove from player hand
player_hands[0].pop(selected_index)
# Update sprites.
u.destroy_sprite_list(player_hand_sprites)
player_handsprites = display_hand(player_hands[0])
window.finish_frame()
# time.sleep(2)
else:
print(f"Player {current_player + 1} cannot play")
# time.sleep(2)
else:
can_play, new_cards = handle_drawing(current_player)
player_hands[current_player].extend(new_cards)
current_hand = player_hands[current_player]
playable_cards = uno.get_playable_cards(current_hand, top_card, next_player_draw > 0)
if len(playable_cards) == 0:
can_play = False
if can_play:
selected_index = uno.pick_card_easy(current_hand, playable_cards)
selected_card = current_hand[selected_index]
match selected_card.face:
case "wild" | "+4":
selected_card.color = random.choice(("red", "green", "blue", "yellow"))
do_card_action(selected_card)
top_card = uno.get_card_copy(selected_card)
top_card_sprite.destroy()
top_card_sprite = display_top_card(top_card)
# remove from player hand
player_hands[current_player].pop(selected_index)
# time.sleep(2)
else:
set_status(f"Player {current_player + 1} cannot play")
# time.sleep(2)
winner = check_win()
if winner != -1:
set_status(f"YOU WIN PLAYER #{current_player + 1}")
break
next_turn()
window.finish_frame()
while window.is_running:
window.finish_frame()