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 (his hole 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.
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.
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 Card objects that are stored in a field in the Hand object. The __init__
method should initialize the Hand object to have an empty list of Card objects. The add_card
should append a Card object to this list of cards. The __str__
method should return a string representation of a Hand object in a human-readable form. For help in implementing the __str__
method, refer back to the solution to question four in the Practice Exercises for week 5a. Remember to use the string method for Card objects to convert each card in the hand’s list of cards into a string. (Don’t convert a Card object into a string in add_card
to make your string method work.) Once you have implemented the Hand
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 nested for
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 the Deck
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.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.
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.
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.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.
# Mini-project #6 - Blackjack
import simplegui
import random
# load card sprite - 936x384 - source: jfitz.com
CARD_SIZE = (72, 96)
CARD_CENTER = (36, 48)
card_images = simplegui.load_image("http://storage.googleapis.com/codeskulptor-assets/cards_jfitz.png")
CARD_BACK_SIZE = (72, 96)
CARD_BACK_CENTER = (36, 48)
card_back = simplegui.load_image("http://storage.googleapis.com/codeskulptor-assets/card_jfitz_back.png")
# initialize some useful global variables
in_play = False
outcome = "Press Deal button!"
score = 0
win, lose = 0, 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
self.show = True
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):
if self.show:
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)
else:
canvas.draw_image(card_back, CARD_BACK_CENTER, CARD_BACK_SIZE, [pos[0] + CARD_CENTER[0], pos[1] + CARD_CENTER[1]], CARD_SIZE)
# define hand class
class Hand:
def __init__(self):
self.cards = list() # create Hand object
def __str__(self):
ans = "Hand contains "
for item in self.cards:
ans += str(item) + " "
return ans # return a string representation of a hand
def add_card(self, card):
self.cards.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
value = 0
aces = 0
for card in self.cards:
rank = card.get_rank()
value += VALUES.get(rank)
if rank == "A":
aces += 1
if aces == 0:
return value
else:
if value + 10 <= 21:
return value + 10
else:
return value
def draw(self, canvas, pos):
# draw a hand on the canvas, use the draw method for cards
for i in range(len(self.cards)):
self.cards[i].draw(canvas, (pos[0] + (80 * i), pos[1]))
# define deck class
class Deck:
def __init__(self):
self.cards = list() # create a Deck object
for suit in SUITS:
for rank in RANKS:
self.cards.append(Card(suit, rank))
def shuffle(self):
# shuffle the deck
random.shuffle(self.cards) # use random.shuffle()
def deal_card(self):
return self.cards.pop() # deal a card object from the deck
def __str__(self):
ans = "Deck contains "
for item in self.cards:
ans += str(item) + " "
return ans # return a string representing the deck
#define event handlers for buttons
def deal():
global outcome, in_play, deck, dealer, player, win, lose
if in_play:
lose += 1
deck = Deck()
deck.shuffle()
dealer = Hand()
player = Hand()
for time in range(2):
dealer.add_card(deck.deal_card())
player.add_card(deck.deal_card())
# print "Dealer: ", str(dealer)
# print "Player: ", str(player)
dealer.cards[0].show = False
in_play = True
outcome = "Hit or Stand?"
def hit():
global outcome, in_play, player, win, lose
if not in_play:
return
if player.get_value() <= 21:
player.add_card(deck.deal_card())
# print "Player: ", str(player)
outcome = "Hit or Stand?"
else:
# print "You have busted"
outcome = "You have busted! New deal?"
in_play = False
dealer.cards[0].show = True
lose += 1
def stand():
global outcome, in_play, player, dealer, win, lose
if not in_play:
return
if player.get_value() > 21:
# print "You have busted"
outcome = "You have busted! New deal?"
in_play = False
dealer.cards[0].show = True
lose += 1
else:
while dealer.get_value() < 17:
dealer.add_card(deck.deal_card())
# print "Dealer: ", str(dealer)
if dealer.get_value() > 21:
# print "Dealer Busted!"
outcome = "Dealer Busted! New deal?"
in_play = False
dealer.cards[0].show = True
win += 1
elif dealer.get_value() < player.get_value():
# print "You win!"
outcome = "You win! New deal?"
in_play = False
dealer.cards[0].show = True
win += 1
else:
# print "You lose."
outcome = "You lose. New deal?"
in_play = False
dealer.cards[0].show = True
lose += 1
# draw handler
def draw(canvas):
# test to make sure that card.draw works, replace with your code below
canvas.draw_text("BLACKJACK", (20,50), 40, "Black")
canvas.draw_text("Dealer", (80,130), 25, "White")
dealer.draw(canvas, (100, 150))
canvas.draw_text("Player", (80,280), 25, "White")
player.draw(canvas, (100, 300))
canvas.draw_text(outcome, (180, 280), 30, "Silver")
canvas.draw_text("Win: ", (320, 40), 30, "White")
canvas.draw_text(str(win), (400, 40), 30, "White")
canvas.draw_text("Lose: ", (320, 70), 30, "White")
canvas.draw_text(str(lose), (400, 70), 30, "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, 200)
frame.add_button("Hit", hit, 200)
frame.add_button("Stand", stand, 200)
frame.set_draw_handler(draw)
# get things rolling
dealer = Hand()
player = Hand()
frame.start()
# remember to review the gradic rubric