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Converting the text-based blackjack game into one with a GUI was more of a task than I initially thought. Using the Pygame library, I was able to get it done pretty ...


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A Blackjack card-counting calculator that provides Running Count, True. BlackJack game in JavaFX.. A Black Jack game written in python and pygame.


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import simplegui. 3. ​. 4. """ PyGame Blackjack. 5. An simple implementation of Blackjack (aka 21). 6. ​. 7. N.b.: you may want to change the source of the image.


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Im writing a blackjack program to train one to count cards. I found the engine online ( it was open sourced.) Instead of the code here, i want to ...


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Blackjack. This is a GUI version of the game blackjack, written in Python and Pygame. It is easy to play, and can be very fast-paced.


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Porting from CodeSkulptor to PyGame
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Here's the [pastebin](http://pastebin.com/GfsxKECb) because it is too long to post here. Here's a...


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The Pygame library has dozens of reusable classes and each class has its own
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Porting from CodeSkulptor to PyGame Porting from CodeSkulptor to PyGame Introduction: Hello and welcome.
The basic thing to understand when thinking about porting your CodeSkulptor code over to Python and PyGame is that the vast majority of the code will migrate over with no changes or fairly minor changes.
I say this up front so that you can know that you're not going to have to rewrite large chunks of code from the ground up.
Most of the time, if a change is needed it will simply be in the form of replacing a call to a simpleGUI function with a call to the PyGame equivalent function.
Rest assured that you will find an equivalent function in PyGame -- it may be called a bit diferently or behave slightly differently, but if you are familiar with simpleGUI calls it will likely seem eerily familiar.
Having said that, there are a few differences that I will try to explain as best as I can.
One of the main differences is that we need to create our own while are twin river casino blackjack minimum something which runs continually while the program is running until the program is ended by the user -- in effect, this keeps our event queue running, our draw handler drawing and the program "on.
Another main difference is in how rendering is handled in PyGame: in PyGame, we need to be more explicit in our instructions here the renderer in telling it to refresh our scene with new images while discarding old images.
Again, I'll get into the specifics later.
Python and PyGame: The first thing you need is Python and PyGame installed on your computer.
So, head off to to grab the latest release of Python and to grab the latest matching release of PyGame.
Install Python and then Pygame.
You should now be ready to begin.
I would choose a location away from the main Python install directory for simplicity sake to keep everything related to your project tidy and isolated.
If you are using images and sounds, then it's blackjack pygame to keep all of that stuff away from the main Python install path.
Also, don't forget to save with a ".
You now have your.
Imports and Initialization: We begin with our imports as normal -- excluding simplegui, of course.
That's essentially PyGame ready for use except for a call to intialize the library.
I don't really know exactly what the call does, but it doesn't really matter from our perspective -- we'll just paroli blackjack PyGame needs to be initialzed and this is how it's done: initializations pygame.
I've named the display variable "canvas" here for similarity to CodeSkulptor since quite often we will be making calls to draw on it like we do in CodeSkulptor -- elsewhere, often times you'll see it called the screen.
Helper Functions: I have two helper functions I pulled from and updated to work with Python 3.
They are for loading images and loading sounds and perform some sanity checks, generate error meesages and do file path checking.
You can just copy them in after the previous section: Pygame Wrapper functions -- resource loading sanity checks Taken from the "Monkey tutorial" and updated for 3.
Sound fullname except pygame.
These currently say, "look where the.
Color 255, 255, 255 These are just examples of the ones I needed, so you can create whatever you might need or leave them as placeholders until you see what you might need.
The fonts files are loaded without a path, so I'm loading them from the same directory that the.
I've commented out the calls to specific font files since it will generate an error if the file can not be found.
Each font size is a separate object, so you need an object for each blackjack pygame you will need even if it's the same font.
There is also the pygame.
That's how fontObj3 is getting its font.
You can call pygame.
If it can't find the font, then a default one is used.
If you plan to distribute your project, then I recommend you do as above in the first two cases and actually provide the font file along with the code and other resources -- unless you know your font will be available on all systems.
Times New Roman, for example, is not installed on Linux by default.
So, fontObj3 should use the PyGame default font when this is run on a Linux machine that check this out not installed the font.
Moving To the Bottom Of Our File: Okay, that should complete everything we need to do for the top of our file and we should be clear to start copying over our CodeSkulptor code following on.
However, let's just hold up on that task for the moment and move to the bottom of the file.
Add in a good number of line breaks to give us a bit of distance and then create a function defintion like the following: call this function to start everything could be thought of as the implemntation of the This web page frame.
Clock ---------------------------Frame is now Running----------------------------------------- doing the infinte loop until quit -- the game is running while running: event queue iteration for event in pygame.
MOUSEBUTTONDOWN: pass just respond to left mouse clicks if pygame.
In PyGame, we need to be more explicit and write a blackjack pygame main that will accomplish this for us.
The meat of this function is an infinite until exited by the user while loop.
So, we initialize a boolean "running" to True and then create a while loop that runs as long as that boolean is True.
Within this loop we iterate over an event queue using for event in pygame.
We can call those same event handler functions from our CodeSkulptor code to handle the same events in PyGame.
We may need to tweak the code in those handlers, but hopefully you can see how the structure of the events is the same -- we're just doing a bit of extra work to explicitly check for the events on a continual basis, but once we have an event we deal with it in the same way we do in CodeSkulptor -- with our event handlers.
I've commented out the go here to my specific input handlers and the example timer more on timers belowbut hopefully you can see the structure of what's going on.
The call to pygame.
Clock after the boolean intialization creates a clock which gets set to 60 frames per second at the bottom of the while loop -- this keeps please click for source while loop from running beyond that limit and is also set to 60 to match the rate at which the CodeSkulptor renderer runs at recall the CodeSkulptor draw handler runs 60 times per second.
An indeed, right above clock.
Again, we just need to go one step further by explicitly calling the draw handler function in PyGame, but once we call it our CodeSkulptor function and code will do the same job as it did in CodeSkulptor -- we will need to tweak some function calls, but the basic structure remains the same.
A couple of more steps and we'll have a skeleton file that we can use to base our CodeSkulptor port on.
We next need to actually call the main function we created above.
We can do that with the following bit of code: this calls the 'main' function when this script is executed could be thought of as a call to frame.
The only difference is we've had to write the contents of the function that.
So, copy the code into your file as the last line.
It simply calls the main function when the script is run.
Rendering Drawing : Okay, we are now very close to having a skeleton file that we can actually run and have it create something like a frame with canvas in CodeSkulptor terms.
If you're anything like me, then you want to be able to draw something on the canvas so you can actually see that you can accomplish the same thing in PyGame that you can in CodeSkulptor.
This is the other main difference in PyGame -- we blackjack pygame be more explicit in our instructions when drawing.
The first thing to understand is that once we render something onto a surface it stays there.
This took me a long time to get my head around because I'm used to making a call to draw something and having it appear and then stopping that call and having it disappear.
This is not quite so in PyGame -- in PyGame, it's like you have a blackboard and everytime you draw on it, or on top of other things already drawn, the only way to remove that item you've drawn is to erase the whole area and redraw only the things you didn't want to erase.
I know, this seems weird, but this is how it works.
We know the draw handler runs at 60 frames per second, so the eye doesn't catch this process, but that's what's going on.
If you paste this code block into your file, above the main function, for example, you should be able to now run it from within IDLE and have a window with some animating text appear.
Or you can use the provided skeleton.
A nice simple text animation, but we now have something happening.
The first thing that likely stands out in the draw handler impementation is that there is an immendiate call to something called canvas.
This fill operation does just what it sounds like it might do -- it fills the entire screen with a colour.
This is the equivalent of our blackboard erasure I mentioned earlier.
We wipe everything away that was previously drawn as our first task in the draw handler.
We then go on to draw what we need to draw on this refresh and end by calling pygame.
To see why we need to do this simply comment out the call to the fill method and then run the code again.
We're no longer wiping away what was previously drawn so things just get drawn on top of other things creating a mess.
I should add that this is the most inefficient way of clearing away and updating the screen we can use.
The smart and efficient way to do it is to only wipe and update the parts of the screen that have changed since the last refresh -- there's no point in wiping away and redrawing something that hasn't changed.
However, this is the easiset way to do it.
Don't expect to read article able port graphically intensive games like Rice Rocks using this draw method -- it will grind to a halt.
For that you want to look into the sprite class and the concept of "dirty sprites.
I thought it worth mentioning, though.
Next we have our little text animation: we create two text objects by using our previously created font object and calling a.
We then come across the.
This is way we draw things in PyGame -- the.
It's important to note that PyGame draws using the upper left 0, 0 corner of the object and not the center of the object like CodeSkulptor does.
This means when porting your code over you will need to adjust locations of draw.
Finally, we have a call to pygame.
Timers: Learn more here are a fair bit different in Pygame.
They are simply running when they are given a time of something greater than 0 and stopped when they are given a time of 0.
Also, they hold a user defined event number that is given to them upon creation which is then used when iterating over the event queue to determine which timer event is happening.
As was seen above in the main implementation I commented out the handling of the example timer, but you can see what's happening -- when the event is found there is then a call to the timer handler function as we normally would do in CodeSkulptor.
In the elif statement I'm simply checking against a number I created for the timer.
However, I must pass this to the timer function each time I want to start it running.
This is giving our timer an unique I.
Those two calls canvas.
If you have a background image that fills the entire canvas, then you can replace the canvas.
You then go on and draw the rest of your content following on up to the pygame.
You need to have the correctly sized images.
UPDATE: Can be done with a separate function.
Image rotation can be a chore.
It seems they might run one extra time before they pick up the new time of 0 and then stop.
If something associated with a timer is going wrong, then investigate this possibilty.
Graphically intense games will choke.
Do investigate new functions, classes, etc.
Load to a variable then.
Use stop instead of rewind, though.
See my card class in bjack.
See the while loop code above.
Just replace simpleGUI key constants with the PyGame ones in your key handler see bjack.
Just replace with PyGame equivalent calls and plug playtech blackjack strategy the numbers.
Don't forget the Go to PyGame and read the documentation on the functions -- the comments below are often very helpful with sample code as well.

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python pygame code blackjack free download. Pygame Pygame is a Free and Open Source python programming language library for making multimedia ...


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Python & Tkinter - Создаем игру BlackJack

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In addition, the package of pygame will be discussed in this course. The purposes are three-fold: 1.. Object-Oriented Programming: The Blackjack Game. 12.


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Posted in group: pygame mirror on google groups. I just updated my simple blackjack game to work on the latest pygame and python3.6.


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Porting from CodeSkulptor to PyGame
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Porting from CodeSkulptor to PyGame
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