forked from hawkthorne/hawkthorne-journey
-
Notifications
You must be signed in to change notification settings - Fork 0
/
blackjackgame.lua
701 lines (606 loc) · 22.6 KB
/
blackjackgame.lua
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
local Gamestate = require 'vendor/gamestate'
local anim8 = require 'vendor/anim8'
local window = require 'window'
local fonts = require 'fonts'
local timer = require 'vendor/timer'
local Prompt = require 'prompt'
local Dialog = require 'dialog'
local camera = require 'camera'
local state = Gamestate.new()
local sound = require 'vendor/TEsound'
local cardutils = require 'cardutils'
function state:init( )
math.randomseed( os.time() )
self.table = love.graphics.newImage( 'images/card_table_blackjack.png' )
self.cardSprite = love.graphics.newImage('images/cards.png' )
self.card_width = 38
self.card_height = 55
self.cardbacks = 6
self.chipSprite = love.graphics.newImage('images/chips.png' )
self.chip_width = 13
self.chip_height = 13
self.chips = {
-- black ( $100 )
love.graphics.newQuad( self.chip_width, self.chip_height, self.chip_width, self.chip_height, self.chipSprite:getWidth(), self.chipSprite:getHeight() ),
-- green ( $25 )
love.graphics.newQuad( 0, self.chip_height * 2, self.chip_width, self.chip_height, self.chipSprite:getWidth(), self.chipSprite:getHeight() ),
-- blue ( $10 )
love.graphics.newQuad( 0, self.chip_height, self.chip_width, self.chip_height, self.chipSprite:getWidth(), self.chipSprite:getHeight() ),
-- red ( $5 )
love.graphics.newQuad( 0, 0, self.chip_width, self.chip_height, self.chipSprite:getWidth(), self.chipSprite:getHeight() ),
-- white ( $1 )
love.graphics.newQuad( self.chip_width, 0, self.chip_width, self.chip_height, self.chipSprite:getWidth(), self.chipSprite:getHeight() )
}
self.chip_x = 168
self.chip_y = 237
self.center_x = ( window.width / 2 )
self.center_y = ( window.height / 2 )
self.dealer_stack_x = 386
self.dealer_stack_y = 66
self.max_card_room = 227
self.width_per_card = 45
self.decks_to_use = 8
self.card_speed = 0.5
self.current_splits = 0
self.activeHandNum = 1
self.options_arrow = love.graphics.newImage( 'images/tiny_arrow.png' )
self.options_x = 395
self.options_y = 145
self.options = {
{ name = 'HIT', action = 'hit' },
{ name = 'STAND', action = 'stand' },
{ name = 'DOUBLE', action = 'double_down' },
{ name = 'SPLIT', action = 'split' },
{ name = 'DEAL', action = 'deal' },
{ name = 'BET +', action = 'bet_up' },
{ name = 'BET -', action = 'bet_down' },
{ name = 'QUIT', action = 'quit', active = true },
}
self.selection = 2
self.player_bets={}
self.player_bets[1] = 2
end
function state:enter(previous, player, screenshot)
sound.playMusic( "tavern" )
fonts.set( 'big' )
self.previous = previous
self.screenshot = screenshot
self.prompt = nil
self:initTable()
self:dealMenu()
self.player = player
self.cardback_idx = math.random( self.cardbacks ) - 1
self.cardback = love.graphics.newQuad( self.cardback_idx * self.card_width, self.card_height * 4, self.card_width, self.card_height, self.cardSprite:getWidth(), self.cardSprite:getHeight() )
end
function state:leave()
fonts.reset()
-- camera.x = self.camera_x
end
function state:keypressed( button, player )
if self.prompt then
self.prompt:keypressed( button )
else
if button == 'START' or ( button == 'A' and self.selected == 'QUIT' ) then
self.prompt = Prompt.new( 120, 55, "Are you sure you want to exit?", function(result)
if result == 1 then
Gamestate.switch(self.previous)
else
self.prompt = nil
end
end )
end
if button == 'A' then
if self.selected == 'DEAL' then
self:dealHand()
elseif self.selected == 'HIT' then
if not self.cards_moving then self:hit() end
elseif self.selected == 'STAND' then
if not self.cards_moving then self:stand() end
elseif self.selected == 'DOUBLE' then
if not self.cards_moving then self:double() end
elseif self.selected == 'SPLIT' then
if not self.cards_moving then self:split() end
elseif self.selected == 'BET +' then
if self.player_bets[1] < self.player.money then self.player_bets[1] = self.player_bets[1] + 1 end
elseif self.selected == 'BET -' then
if self.player_bets[1] > 1 then self.player_bets[1] = self.player_bets[1] - 1 end
end
end
if button == 'UP' then
repeat
self.selection = (self.selection - 1) % #self.options
until self.options[ self.selection + 1 ].active
elseif button == 'DOWN' then
repeat
self.selection = (self.selection + 1) % #self.options
until self.options[ self.selection + 1 ].active
end
end
end
function state:gameMenu()
-- fix the menu
self.selection = 0 -- hit
self.options[ 1 ].active = true -- hit
self.options[ 2 ].active = true -- stand
if self.player_bets[1] < self.player.money then
self.options[ 3 ].active = true -- double
else
self.options[ 3 ].active = false -- double
end
if self.player_bets[1] < self.player.money and
self.current_splits < 1 and
self.player_cards[self.activeHandNum][1].card==self.player_cards[self.activeHandNum][2].card then
self.options[ 4 ].active = true -- split
else
self.options[ 4 ].active = false -- split
end
self.options[ 5 ].active = false -- deal
self.options[ 6 ].active = false -- bet
self.options[ 7 ].active = false -- bet
end
function state:dealMenu()
-- fix the menu
self.selection = 4 -- deal
self.options[ 1 ].active = false -- hit
self.options[ 2 ].active = false -- stand
self.options[ 3 ].active = false -- double
self.options[ 4 ].active = false -- split
self.options[ 5 ].active = true -- deal
self.options[ 6 ].active = true -- bet
self.options[ 7 ].active = true -- bet
end
function state:update(dt)
timer.update(dt)
if self.prompt then self.prompt:update(dt) end
self.cards_moving = self:update_cards( self.player_cards, self.dealer_cards, dt )
self.selected = self.options[ self.selection + 1 ].name
end
--fix it
function state:update_cards( plyr, delr, dt )
curPlyr = plyr[self.activeHandNum]
if curPlyr and delr then
max = math.max( #curPlyr, #delr )
moved = false
for i = 1, max, 1 do
if not moved then
if curPlyr[i] then
moved = self:move_card( curPlyr[i], dt )
end
if delr[i] and not moved then
moved = self:move_card( delr[i], dt )
end
end
end
if not moved and self.card_complete_callback then
self.card_complete_callback()
end
end
return moved
end
function state:move_card( card, dt )
moved = false
if card.move_idx < self.card_speed then
moved = true
card.move_idx = card.move_idx + dt
else
card.move_idx = self.card_speed
end
if card.face_up then
if card.flip_idx < self.card_speed then
moved = true
card.flip_idx = card.flip_idx + dt
else
card.flip_idx = self.card_speed
end
end
return moved
end
function state:initTable()
-- clear everyones cards
self.dealer_cards = {}
self.player_cards = {} --multidimensional array of cards
-- make a new deck
self.deck = cardutils.newDeck( self.decks_to_use )
-- no scores yet
self.dealer_hand = nil
self.player_hands = {}
_myBet = self.player_bets[1]
self.player_bets = {}
self.player_bets[1] = _myBet
self.player_done = false
self.dealer_done = false
self.outcome = nil
end
function state:dealHand()
self:initTable()
self.player_cards[1]={}
self.original_bet = self.player_bets[1]
-- deal first 4 cards
self:dealCard( 'player' ,1)
self:dealCard( 'dealer' ,0) --should always be zero
self:dealCard( 'player' ,1)
self:dealCard( 'dealer' ,0) --should always be zero
self:gameMenu()
if self.player_cards[self.activeHandNum][1].card==self.player_cards[self.activeHandNum][2].card then
self.options[ 4 ].active = true -- split
else
self.options[ 4 ].active = false -- split
end
if self:bestScore( self.player_hands[1]) == 21 then
--check for 21
self:stand()
end
end
--handNum indicates current hand in split
function state:dealCard( to)
deal_card = table.remove( self.deck, 1 )
x = 293
face_up = true
hand = self.player_cards[ self.activeHandNum ]
y = 169 + ( self.activeHandNum - 1 ) * 9
if to == 'dealer' then
-- second card is not shown
if #self.dealer_cards == 1 then
face_up = false
-- when drawing complete, peek at the card and check for blackjack
self.card_complete_callback = function()
self.card_complete_callback = nil
if ( self.dealer_cards[1].card == 1 and self.dealer_cards[2].card >= 10 ) or
( self.dealer_cards[1].card >= 10 and self.dealer_cards[2].card == 1 ) then
self:stand()
end
end
end
hand = self.dealer_cards
y = 66
end
table.insert(
hand,
{
card = deal_card.card,
suit = deal_card.suit,
x = x - ( self.width_per_card * #hand ),
y = y,
move_idx = 0,
flip_idx = 0,
face_up = face_up
}
)
if to == 'dealer' then
self:updateScore( self.dealer_cards)
else
self:updateScore( self.player_cards)
end
-- adjust widths when we've run out of room
if #hand * self.width_per_card >= self.max_card_room then
new_width = self.max_card_room / #hand
for i,n in pairs( hand ) do
-- no idea why I need this hocus pocus, but it seems to work
n.x = x - math.floor( ( new_width - 2 ) * ( i - 1 ) )
end
end
end
function state:hit()
if #self.player_cards[self.activeHandNum] > 1 then
self.options[ 3 ].active = false -- disable doubling
end
self.options[ 4 ].active = false -- disable splitting
-- throw a card
self:dealCard( 'player' )
-- bust or still alive?
self.card_complete_callback =function()
self.card_complete_callback = nil
_alive = false
if self:bestScore( self.player_hands[self.activeHandNum] ) < 21 then
_alive = true
end
if not _alive then
self:stand()
end
end
end
function state:double()
-- double bet
self.player_bets[ self.activeHandNum ] = self.player_bets[ self.activeHandNum ] * 2
-- throw a card
self:dealCard( 'player' )
-- stand
self.card_complete_callback =function()
self.card_complete_callback = nil
self:stand()
end
end
function state:split()
self.selection = 0 -- hit
--split stub
self.current_splits = self.current_splits + 1;
--add a new hand
newHandNum = self.current_splits + 1;
--reallocate money
self.player_bets[newHandNum] = self.player_bets[newHandNum-1]
--move 2nd card to new row
self.player_cards[newHandNum] = {}
self.player_cards[newHandNum][1] = self.player_cards[1][newHandNum]
self.player_cards[newHandNum][1].y = 169 + ( newHandNum - 1 ) * 9
self.player_cards[newHandNum][1].x = self.player_cards[1][1].x
self.player_cards[1][2] = nil
--deal cards
self.activeHandNum=newHandNum-1
self:hit();
end
function state:stand()
if self.current_splits == self.activeHandNum then
self.activeHandNum = self.activeHandNum + 1
self:hit()
return
end
self.player_done = true
self.current_splits = 0
self.activeHandNum = 1
-- if not a bust or blackjack, play out the dealers hand
doPlayDealer=false;
for curHandNum=1,#self.player_bets do
if self:bestScore( self.player_hands[curHandNum] ) < 21 then
doPlayDealer = true
break
end
end
if doPlayDealer then
while self:bestScore( self.dealer_hand ) < 17 do
if not self.dealer_cards[ 2 ].face_up then
self.dealer_cards[ 2 ].face_up = true
self:updateScore( self.dealer_cards)
else
self:dealCard( 'dealer' )
end
end
else
--flip the dealer over and move on
self.dealer_cards[ 2 ].face_up = true
self:updateScore( self.dealer_cards, 0 )
end
self.card_complete_callback = function()
self.card_complete_callback = nil
self.dealer_done = true
for curHandNum=1,#self.player_bets do
-- determine win, loss, push
-- allocate winnings accordingly
if self:bestScore( self.player_hands[curHandNum] ) == 21 and #self.player_cards[curHandNum] == 2
and self:bestScore( self.dealer_hand ) ~= 21 then
-- player got blackjack!
self.player.money = self.player.money + ( self.player_bets[curHandNum] * 2 )
self.outcome = 'You have Blackjack!\nYou Win!'
elseif self:bestScore( self.dealer_hand ) == 21 and #self.dealer_cards == 2
and self:bestScore( self.player_hands[1] ) ~= 21 then
-- dealer got blackjack!
self.player.money = self.player.money - self.player_bets[curHandNum]
self.outcome = 'Dealer has Blackjack.\nYou Lose.'
elseif self:bestScore( self.dealer_hand ) == 22 then
-- dealer bust, player wins
self.player.money = self.player.money + self.player_bets[curHandNum]
self.outcome = 'Dealer busted.\nYou Win!'
elseif self:bestScore( self.player_hands[curHandNum] ) == 22 then
-- player pust, player loses
self.player.money = self.player.money - self.player_bets[curHandNum]
self.outcome = 'Busted. You Lose.'
elseif self:bestScore( self.dealer_hand ) == self:bestScore( self.player_hands[curHandNum] ) then
-- push, no winner
self.outcome = 'It\'s a push.'
elseif self:bestScore( self.dealer_hand ) < self:bestScore( self.player_hands[curHandNum] ) then
-- player beat dealer, player wins
self.player.money = self.player.money + self.player_bets[curHandNum]
self.outcome = 'You Win!'
else
-- player lost to dealer, player loses
self.player.money = self.player.money - self.player_bets[curHandNum]
self.outcome = 'You Lost.'
end
end
if self.player.money == 0 then
self:gameOver()
end
self.player_bets[1] = self.original_bet
if self.player.money < self.player_bets[1] then
self.player_bets[1] = self.player.money
end
self:dealMenu()
end
end
function state:gameOver()
self.prompt = Dialog.new( 120, 55, "Game Over.", function(result)
Gamestate.switch(self.previous)
end )
end
function state:bestScore( tbl )
-- scores should be sorted
_best = 22
for _,v in pairs( tbl ) do
if v <= 21 then
_best = v
end
end
return _best
end
function state:scoreCounter(tbl)
score = {}
for i,n in pairs( tbl ) do
if n.face_up then
if n.card == 1 then -- ace
points = { 1, 11 }
elseif n.card > 10 then -- face
points = { 10 }
else
points = { n.card }
end
score = self:addPointsToScore( points, score )
end
end
return score
end
function state:updateScore( tbl )
score = {}
if tbl == self.dealer_cards then
score = self:scoreCounter(tbl);
self.dealer_hand = score
else
score = self:scoreCounter(tbl[self.activeHandNum]);
self.player_hands[self.activeHandNum] = score
end
end
function state:addPointsToScore( points, score )
_new = {}
if #score == 0 then
_new = points
else
for i = 1, #score, 1 do
for j = 1, #points, 1 do
table.insert( _new, score[i] + points[j] )
end
end
end
table.sort( _new )
_no_dup = {}
last = nil
for x = 1, #_new, 1 do
if _new[x] ~= last then
table.insert( _no_dup, _new[x] )
last = _new[x]
end
end
return _no_dup
end
function state:draw()
if self.screenshot then
love.graphics.draw( self.screenshot, 0, 0, 0, window.width / love.graphics:getWidth(), window.height / love.graphics:getHeight() )
else
love.graphics.setColor( 0, 0, 0, 255 )
love.graphics.rectangle( 'fill', 0, 0, love.graphics:getWidth(), love.graphics:getHeight() )
love.graphics.setColor( 255, 255, 255, 255 )
end
love.graphics.draw( self.table, self.center_x - ( self.table:getWidth() / 2 ), self.center_y - ( self.table:getHeight() / 2 ) )
--dealer stack
love.graphics.drawq( self.cardSprite, self.cardback, self.dealer_stack_x, self.dealer_stack_y )
if self.dealer_cards then
for i,n in pairs( self.dealer_cards ) do
self:drawCard(
n.card, n.suit, -- card / suit
map( n.flip_idx, 0, self.card_speed, 0, 100 ), -- flip
map( n.move_idx, 0, self.card_speed, self.dealer_stack_x, n.x ), -- x
map( n.move_idx, 0, self.card_speed, self.dealer_stack_y, n.y ) -- y
)
end
end
for idx = 1, #self.player_cards do
if self.player_cards[idx] then
for i,n in pairs( self.player_cards[idx] ) do
self:drawCard(
n.card, n.suit, -- card / suit
map( n.flip_idx, 0, self.card_speed, 0, 100 ), -- flip
map( n.move_idx, 0, self.card_speed, self.dealer_stack_x, n.x ), -- x
map( n.move_idx, 0, self.card_speed, self.dealer_stack_y, n.y ), -- y
idx ~= self.activeHandNum and not self.player_done
)
end
end
end
for i,n in pairs( self.options ) do
local x = self.options_x
local y = self.options_y + ( i * 15 )
co = 0 -- color offset
if not n.active then co = 180 end
if i == self.selection + 1 then
love.graphics.setColor( 255, 255, 255, 255 )
love.graphics.draw( self.options_arrow, x - 5, y + 4 )
co = 255
end
love.graphics.setColor( 255 - co, 255 - co, 255 - co )
love.graphics.print( n.name, x + 3, y + 3, 0, 0.5 )
end
love.graphics.setColor( 255, 255, 255, 255 )
cx = 0 -- chip offset x
for color,count in pairs( cardutils.getChipCounts( self.player.money ) ) do
cy = 0 -- chip offset y ( start at top )
-- draw full stacks first
for s = 1, math.floor( count / 5 ), 1 do
for i = 0, 4, 1 do
love.graphics.drawq( self.chipSprite, self.chips[ color ], self.chip_x + cx - i, self.chip_y + cy - i )
end
-- change the coords
if s % 2 == 0 then --even
cy = 0 --top
cx = cx + self.chip_width --shift over
else --odd
cy = self.chip_height --bottom
end
end
for i = 0, count % 5 - 1, 1 do
love.graphics.drawq( self.chipSprite, self.chips[ color ], self.chip_x + cx - i, self.chip_y + cy - i )
end
-- shift the drawpoint left for the next stack
if count > 0 then -- something was actually drawn
if count % 5 == 0 and cy == 0 then
cx = cx + 4
else
cx = cx + self.chip_width + 4
end
end
end
if self.dealer_done then
_score = self:bestScore( self.dealer_hand )
if _score == 22 then
love.graphics.print( "BUST", 346, 89, 0, 0.5 )
else
love.graphics.print( _score, 353, 89, 0, 0.5 )
end
end
--fix
if self.player_done then
for i=1,#self.player_hands do
_score = self:bestScore( self.player_hands[i] )
if _score == 22 then
love.graphics.print( "BUST", 346, 190+(i-1)*14, 0, 0.5 )
else
love.graphics.print( _score, 353, 190+(i-1)*14, 0, 0.5 )
end
end
end
if self.outcome then
love.graphics.print( self.outcome, 225, 141, 0, 0.5 )
end
if self.prompt then
self.prompt:draw( self.center_x, self.center_y )
end
love.graphics.print( 'On Hand\n $ ' .. self.player.money, 110, 244, 0, 0.5 )
love.graphics.print( 'Bet $ ' .. self.player_bets[1], 361, 141, 0, 0.5 )
love.graphics.setColor( 255, 255, 255, 255 )
end
function state:drawCard( card, suit, flip, x, y, overlay )
-- flip is a number from 0 to 100, where 0 is completely face down, and 100 is completely face up
local w = self.card_width -- card width
local h = self.card_height -- card height
local st = 0.2 -- stretched top
local sh = h * ( 1 + st ) -- stretched height
local limit
if flip > 50 then
limit = 100
_card = love.graphics.newQuad( ( card - 1 ) * w, ( suit - 1 ) * h, w, h, self.cardSprite:getWidth(), self.cardSprite:getHeight() )
else
limit = 0
_card = self.cardback
end
darkness = map( flip, 50, limit, 100, 255 )
if(overlay) then
darkness = 150
end
love.graphics.setColor( darkness, darkness, darkness )
love.graphics.drawq(
self.cardSprite, _card, -- image, quad
x + map( flip, 50, limit, w / 2, 0 ), -- offset for flip
map( flip, 50, limit, y - ( ( sh - h ) / 2 ), y ), -- height offset
0, -- no rotation
map( flip, 50, limit, 0, 1 ), -- scale width for flip
map( flip, 50, limit , 1 + st, 1 ) -- scale height for flip
)
love.graphics.setColor( 255, 255, 255, 255 )
end
return state