Mini-project description -
Memory
Memory is a card game in which the player deals out a
set of cards face down. In Memory, a turn (or a move) consists of the player flipping over two
cards. If they match, the player leaves them face up. If they don't match, the
player flips the cards back face down. The goal of Memory is to end up with all
of the cards flipped face up in the minimum number of turns. For this project,
we will keep our model for Memory fairly simple. A Memory deck consists of
eight pairs of matching cards.
Mini-project development process
1. Model the deck of cards used in Memory as a list
consisting of 16 numbers with each number lying in the range [0,8) and
appearing twice. We suggest that you create this list by concatenating two list
with range [0,8) together. Use the Docs to locate the list concatenation
operator.
2.
Write a draw
handler that iterates through the Memory deck using a for loop and uses draw_text to draw the
number associated with each card on the canvas. The result should be a
horizontal sequence of evenly-spaced numbers drawn on the canvas.
3.
Shuffle the deck
using random.shuffle(). Remember to debug your canvas drawing code before shuffling to make
debugging easier.
4.
Next, modify the
draw handler to either draw a blank green rectangle or the card's value. To
implement this behavior, we suggest that you create a second list called exposed. In the exposed list, the ith entry should be True if the ith card is face up
and its value is visible or False if the ithcard is face down and it's value is hidden. We suggest
that you initialize exposed to some known values while testing your drawing code
with this modification.
5.
Now, add
functionality to determine which card you have clicked on with your mouse. Add
an event handler for mouse clicks that takes the position of the mouse click
and prints the index of the card that you have clicked on to the console. To
make determining which card you have clicked on easy, we suggest sizing the
canvas so that the sequence of cards entirely fills the canvas.
6.
Modify the event
handler for mouse clicks to flip cards based on the location of the mouse
click. If the player clicked on the ith card, you can change the value of exposed[i] from False to True. If the card is already exposed, you should ignore the
mouseclick. At this point, the basic infrastructure for Memory
is done.
7.
You now need to
add game logic to the mouse click handler for selecting two cards and
determining if they match. We suggest following the game logic discussed in the class. State 0 corresponds to the start of the game. In state 0, if you
click on a card, that card is exposed, and you switch to state 1. State 1
corresponds to a single exposed unpaired card. In state 1, if you click on an
unexposed card, that card is exposed and you switch to state 2. State 2
corresponds to the end of a turn. In state 2, if you click on an unexposed
card, that card is exposed and you switch to state 1.
8.
Note that in
state 2, you also have to determine if the previous two cards are paired or
unpaired. If they are unpaired, you have to flip them back over so that they
are hidden before moving to state 1. We suggest that you use two global
variables to store the index of each of the two cards that were clicked in the
previous turn.
9.
Add a counter
that keeps track of the number of turns and uses set_text to update this
counter as a label in the control panel. (BTW, Joe's record is 12 turns.)
This counter should be incremented after either the first or second card
is flipped during a turn.
10. Finally, implement the init() function (if you
have not already) so that the "Reset" button reshuffles the cards,
resets the turn counter and restarts the game. All cards should start the game hidden.
11. (Optional) You may replace the draw_text for each card by
a draw_image that uses one of eight different images.
Once the run button is clicked
in CodeSkulptor, the game should start. You should not have to
hit the "Reset" button to start. Once the game is over, you should
hit the "Reset" button to restart the game.
While this project may seem daunting at first glance,
our full implementation took well under 100 lines with comments and spaces. If
you feel a little bit intimidated, focus on developing your project to step
six. Our experience is that, at this point, you will begin to see your game
come together and the going will get much easier.
Grading Rubric - 11 pts total (scaled to 100)
·
1 pt - The game
correctly draws 16 cards on the canvas (horizontally or as a grid). Using
images in place of textual numbers is fine. However, it is
the submitter's responsibility to ensure that custom images load during peer
assessment.
·
1 pt - The cards
appear in eight unique pairs.
·
1 pt - The game
ignores clicks on exposed cards.
·
1 pt - At the
start of the game, a click on a card exposes the card that was clicked on.
· 1 pt - If one
upaired card is exposed, a click on a second unexposed card exposes the card
that was clicked on.
· 1 pt - If two
unpaired cards are exposed, a click on an unexposed card exposes the card that
was clicked on and flips the two unpaired cards over.
· 1 pt - If all
exposed cards are paired, a click on an unexposed card exposes the card that
was clicked on and does not flip any other cards.
·
1 pt - Cards
paired by two clicks in the same turn remain exposed until the start of the
next game.
· 1 pt - The game
correctly updates and displays the number of turns in the current game in a
label displayed in the control area. The counter may
be incremented after either the first or second card is flipped
during a turn.
·
1 pt - The game
includes a "Reset" button that resets the turn counter and restarts
the game.
·
1 pt - The deck
is also randomly shuffled each time the "Reset" button is pressed, so
that the cards are in a different order each game.
# 5th Class Mini-Project - Memory game
# Manuel Augusto Antao - due on Sun 26 May 6:00 am
# Delivered: 23.05.2013
# Mini-project specification:
import simplegui
import random
#Global variables
WIDTH = 800
#HEIGHT = 100
HEIGHT = 110
CARD_WIDTH = 50
IDENT_1 = 2
IDENT_2 = 20
moves = 0
deck = []
last_try = []
exposed_count = 0
guessed_pairs = 0
Vencedor = ""
# helper function to initialize globals
def init():
Vencedor.set_text("")
global deck, moves, last_try, exposed_count, guessed_pairs
moves = 0
last_try = []
exposed_count = 0
guessed_pairs = 0
deck = []
numbers = [x % 8 for x in range(16)]
random.shuffle(numbers)
for i in range(16):
deck.append([CARD_WIDTH * i, numbers[i], False, False])
#helper function to flip all unguessed cards face down
def all_down():
for card in deck:
if not card[3]:
card[2] = False
# define event handlers
def mouseclick(pos):
global exposed_count, last_try, moves, guessed_pairs
conta = 0
x, y = pos
if exposed_count == 0:
for card in deck:
if 0 < (x - card[0]) < CARD_WIDTH:
if not card[2]:
card[2] = True
last_try = card
exposed_count = 1
moves += 1
#if moves >= 5:
#print "You're a looser"
# Vencedor.set_text("You're a looser")
elif exposed_count == 1:
for card in deck:
if 0 < (x - card[0]) < CARD_WIDTH:
if not card[2]:
card[2] = True
exposed_count = 2
if last_try[1] == card[1]:
last_try[3] = True
card[3] = True
guessed_pairs += 1
Vencedor.set_text("Guessed Pairs = "+str(guessed_pairs))
moves += 1
else:
Vencedor.set_text("Keep Guessing!")
for card in deck:
if 0 < (x - card[0]) < CARD_WIDTH:
if not card[2]:
all_down()
card[2] = True
last_try = card
exposed_count = 1
moves += 1
#if moves >= 5:
#print "looser"
#Vencedor.set_text("You're a looser")
#conta = c + 1
#if moves > 28:
# Vencedor.set_text ("Memoria de cordel...")
# cards are logically 50x100 pixels in size
def draw(canvas):
for card in deck:
l.set_text("Moves = " + str(moves // 2))
if card[2]:
canvas.draw_text(str(card[1]),
(card[0] + IDENT_1, HEIGHT - IDENT_2),
70, "White")
else:
canvas.draw_polygon([(card[0], 0),
(card[0] + CARD_WIDTH, 0),
(card[0] + CARD_WIDTH, HEIGHT),(card[0], HEIGHT)], 1, "White", "Maroon")
# create frame and add a button and labels
frame = simplegui.create_frame("Memory Game @Manuel Augusto Antao - 26.05.2013", WIDTH, HEIGHT)
frame.add_button("Restart", init)
l=frame.add_label("Moves = 0")
Vencedor = frame.add_label("")
# initialize global variables
init()
# register event handlers
frame.set_mouseclick_handler(mouseclick)
frame.set_draw_handler(draw)
# get things rolling
frame.start()
# Always remember to review the grading rubric