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Copy pathCard_Game.py
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1149 lines (1028 loc) · 45.6 KB
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import time
import random
import tkinter as tk
from tkinter import ttk
import sv_ttk
import json
import os
import sys
from PIL import Image, ImageTk, ImageDraw, ImageFont
# Card pronouns
card_pronouns = [
'He/Him', 'She/Her', 'They/Them', 'It/Its', 'Xe/Xer', 'Xe/Xim', 'Any/All', 'Chaos/Chaos', 'We/Us'
]
# Card deck and upgrade system
base_suits = [
'Hearts', 'Diamonds', 'Clubs', 'Spades', 'Stars', 'Moons', 'Crowns', 'Leaves', 'Suns', 'Waves',
'Shields', 'Orbs', 'Axes', 'Spears', 'Rings', 'Cups', 'Scrolls', 'Keys', 'Masks', 'Fangs',
'Eyes', 'Wings', 'Roots', 'Flames', 'Clouds', 'Stones', 'Webs', 'Beams', 'Echoes', 'Frost',
'Petals', 'Coins', 'Swords', 'Helms', 'Lanterns', 'Talons', 'Scales', 'Spirals', 'Comets', 'Vines',
'Crystals', 'Mirrors', 'Bells', 'Horns', 'Cogs', 'Rays', 'Dust', 'Mists', 'Roses', 'Thorns',
'Paws', 'Hooves', 'Antlers', 'Shells', 'Fins', 'Roots', 'Stalks', 'Seeds', 'Pods'
]
# Suit color mapping for color-based combos (hex codes)
suit_colors = {
'Hearts': '#FF0000', 'Diamonds': '#FF0000', 'Clubs': '#222222', 'Spades': '#222222',
'Stars': '#FFFF00', 'Moons': '#1E90FF', 'Crowns': '#FFD700', 'Leaves': '#228B22', 'Suns': '#FFA500', 'Waves': '#1E90FF',
'Shields': '#808080', 'Orbs': '#800080', 'Axes': '#8B4513', 'Spears': '#C0C0C0', 'Rings': '#FFD700', 'Cups': '#C0C0C0',
'Scrolls': '#F5F5DC', 'Keys': '#CD7F32', 'Masks': '#FFFFFF', 'Fangs': '#FFFFFF', 'Eyes': '#1E90FF', 'Wings': '#FFFFFF',
'Roots': '#8B4513', 'Flames': '#FFA500', 'Clouds': '#FFFFFF', 'Stones': '#808080', 'Webs': '#FFFFFF', 'Beams': '#FFFF00',
'Echoes': '#1E90FF', 'Frost': '#00FFFF', 'Petals': '#FFC0CB', 'Coins': '#FFD700', 'Swords': '#C0C0C0', 'Helms': '#808080',
'Lanterns': '#FFFF00', 'Talons': '#222222', 'Scales': '#228B22', 'Spirals': '#800080', 'Comets': '#FFFFFF', 'Vines': '#228B22',
'Crystals': '#00FFFF', 'Mirrors': '#C0C0C0', 'Bells': '#FFD700', 'Horns': '#8B4513', 'Cogs': '#808080', 'Rays': '#FFFF00',
'Dust': '#808080', 'Mists': '#FFFFFF', 'Roses': '#FF0000', 'Thorns': '#8B4513', 'Paws': '#8B4513', 'Hooves': '#808080',
'Antlers': '#FFFFFF', 'Shells': '#FFFFFF', 'Fins': '#1E90FF', 'Stalks': '#228B22', 'Seeds': '#8B4513', 'Pods': '#228B22'
}
base_ranks = [
'1', '2', '3', '4', '5', '6', '7', '8', '9', '10', 'J', 'Q', 'K', 'A', 'Δ'
]
base_specials = {}
# Upgradeable lists
available_suits = base_suits.copy()
available_ranks = base_ranks.copy()
suits = [available_suits.pop(0)] # Start with one suit
ranks = [available_ranks.pop(0)] # Start with one rank
specials = base_specials.copy()
# Track total and draw count
total_count = 0
draw_count = 1 # Number of cards drawn per click
ace_multiplier = 1 # Multiplier for Ace effect
# Percentages for drawing normal vs special cards
NORMAL_CARD_CHANCE = 0.95 # 95% chance to draw a normal card
SPECIAL_CARD_CHANCE = 0.05 # 5% chance to draw a special card
# Percentages for each special card (must sum to 1.0)
special_card_weights = {
'Joker': 0.10,
'Double': 0.10,
'Bonus': 0.10,
'Triple': 0.10,
'Half': 0.10,
'Steal': 0.10,
'Gift': 0.15,
'Bland': 0.25
}
# Helper to pick a special card by weighted chance
def pick_special_card():
names = list(special_card_weights.keys())
weights = list(special_card_weights.values())
return random.choices(names, weights=weights, k=1)[0]
def build_deck():
deck = []
for suit in suits:
for rank in ranks:
deck.append(f'{rank} of {suit}')
# Add special cards with lower frequency
for special in specials:
# Add each special card only once for rarity
deck.append(special)
random.shuffle(deck)
return deck
deck = build_deck()
# Card value lookup
rank_values = {str(i): i for i in range(2, 11)}
rank_values.update({'J': 11, 'Q': 12, 'K': 13, 'A': 14, '1': 1, 'Δ': 15})
# Special card abilities
special_card_pool = [
('Joker', lambda: joker_effect()),
('Double', lambda: double_effect()),
('Bonus', lambda: bonus_effect()),
('Triple', lambda: triple_effect()),
('Half', lambda: half_effect()),
('Steal', lambda: steal_effect()),
('Gift', lambda: gift_effect()),
('Bland', lambda: bland_effect())
]
special_abilities = {
'Joker': lambda: joker_effect(),
'Double': lambda: double_effect(),
'Bonus': lambda: bonus_effect(),
'Triple': lambda: triple_effect(),
'Half': lambda: half_effect(),
'Steal': lambda: steal_effect(),
'Gift': lambda: gift_effect(),
'Bland': lambda: bland_effect()
}
# Special card effect implementations
def joker_effect():
global total_count
total_count *= 2
return 'Joker! Total doubled.'
def double_effect():
global total_count
total_count += 50
return 'Double! +50 to total.'
def bonus_effect():
global total_count
total_count += 100
return 'Bonus! +100 to total.'
def triple_effect():
global total_count
total_count *= 3
return 'Triple! Total tripled.'
def half_effect():
global total_count
total_count = total_count // 2
return 'Half! Total halved.'
def steal_effect():
global total_count
total_count += 200
return 'Steal! +200 to total.'
def gift_effect():
global total_count
total_count += 500
return 'Gift! +500 to total.'
def bland_effect():
global total_count
total_count -= 100
return 'Bland! -100 from total.'
combo_history = []
COMBO_SIZE = 3
COMBO_BONUS = 30 # Nerfed combo bonus
# Color combo bonus
COLOR_COMBO_BONUS = 50 # Nerfed color combo bonus
# Suit effects
suit_effects = {
'Flames': lambda: flames_effect(),
'Frost': lambda: frost_effect(),
'Waves': lambda: waves_effect(),
'Stars': lambda: stars_effect(),
'Moons': lambda: moons_effect(),
'Crowns': lambda: crowns_effect(),
'Roots': lambda: roots_effect(),
'Echoes': lambda: echoes_effect(),
'Rings': lambda: rings_effect(),
'Masks': lambda: masks_effect(),
}
def flames_effect():
global total_count
total_count += 10
return '+10 bonus from Flames!'
def frost_effect():
global next_upgrade_discount
next_upgrade_discount = 0.5
return 'Next upgrade cost halved by Frost!'
def waves_effect():
global extra_draw_next
extra_draw_next = True
return 'Waves! Next draw gives an extra card.'
def stars_effect():
global total_count
total_count += 25
return '+25 bonus from Stars!'
def moons_effect():
global extra_draw_next
extra_draw_next = True
return 'Moons! Draw +1 card next turn.'
def crowns_effect():
global total_count
total_count += 50
return '+50 bonus from Crowns!'
def roots_effect():
global total_count
total_count = int(total_count * 1.1)
return 'Roots! Total increased by 10%.'
def echoes_effect():
global total_count
total_count += 5 * draw_count
return f'Echoes! +{5 * draw_count} bonus.'
def rings_effect():
global total_count
total_count += 100
return '+100 bonus from Rings!'
def masks_effect():
global total_count
total_count -= 25
return '-25 penalty from Masks!'
next_upgrade_discount = 1.0
extra_draw_next = False
# Skill tree
skills = {
'combo_multiplier': 1,
'upgrade_discount': 1.0,
'special_chance': 0.05,
# Add more skills as needed
}
# Prestige system variables
prestige_count = 0
prestige_bonus = 0.0 # e.g., permanent combo multiplier bonus
PRESTIGE_THRESHOLD = 10000 # Total required to prestige
def prestige():
global total_count, draw_count, ace_multiplier, shield_active
global suit_upgrade_level, rank_upgrade_level, special_upgrade_level, draw_upgrade_level
global suits, ranks, specials, skills, prestige_count, prestige_bonus
if total_count < PRESTIGE_THRESHOLD:
result_label.config(text=f'Need {PRESTIGE_THRESHOLD} total to prestige!')
return
prestige_count += 1
prestige_bonus += 0.1 # Each prestige adds +0.1 to combo multiplier
# Reset game state to defaults
total_count = 0
draw_count = 1
ace_multiplier = 1
shield_active = False
suit_upgrade_level = 0
rank_upgrade_level = 0
special_upgrade_level = 0
draw_upgrade_level = 0
suits = [base_suits[0]]
ranks = [base_ranks[0]]
specials = {}
skills = {
'combo_multiplier': 1 + prestige_bonus,
'upgrade_discount': 1.0,
'special_chance': 0.05,
}
rebuild_deck()
update_upgrade_buttons()
total_label.config(text='Total: 0')
draw_count_label.config(text='Cards per draw: 1')
result_label.config(text=f'Prestiged! Combo Multiplier bonus: +{prestige_bonus:.1f} (Prestige count: {prestige_count})')
def open_skill_tree():
skill_win = tk.Toplevel(root)
skill_win.title('Skill Tree')
skill_win.geometry('400x300')
ttk.Label(skill_win, text='Skill Tree', font=('Arial', 16)).pack(pady=10)
# Combo Multiplier
def upgrade_combo():
if spend_total(200):
skills['combo_multiplier'] += 1
combo_label.config(text=f'Combo Multiplier: x{skills["combo_multiplier"]}')
combo_label = ttk.Label(skill_win, text=f'Combo Multiplier: x{skills["combo_multiplier"]}')
combo_label.pack(pady=5)
ttk.Button(skill_win, text='Upgrade Combo Multiplier (200)', command=upgrade_combo).pack(pady=5)
# Upgrade Discount
def upgrade_discount():
if spend_total(200):
skills['upgrade_discount'] *= 0.9
discount_label.config(text=f'Upgrade Discount: {skills["upgrade_discount"]:.2f}x')
discount_label = ttk.Label(skill_win, text=f'Upgrade Discount: {skills["upgrade_discount"]:.2f}x')
discount_label.pack(pady=5)
ttk.Button(skill_win, text='Upgrade Discount (200)', command=upgrade_discount).pack(pady=5)
# Special Chance
def upgrade_special():
if spend_total(200):
skills['special_chance'] += 0.01
special_label.config(text=f'Special Card Chance: {skills["special_chance"]:.2f}')
special_label = ttk.Label(skill_win, text=f'Special Card Chance: {skills["special_chance"]:.2f}')
special_label.pack(pady=5)
ttk.Button(skill_win, text='Upgrade Special Chance (200)', command=upgrade_special).pack(pady=5)
# Skill: Faster Autosave
if 'autosave_speed' not in skills:
skills['autosave_speed'] = 60000 # default 60s
def upgrade_autosave():
if spend_total(300) and skills['autosave_speed'] > 10000:
skills['autosave_speed'] = max(10000, skills['autosave_speed'] - 10000)
autosave_label.config(text=f'Autosave Interval: {skills["autosave_speed"]//1000}s')
autosave_label = ttk.Label(skill_win, text=f'Autosave Interval: {skills["autosave_speed"]//1000}s')
autosave_label.pack(pady=5)
ttk.Button(skill_win, text='Upgrade Autosave Speed (300)', command=upgrade_autosave).pack(pady=5)
# Skill: Increase Combo Size
if 'combo_size' not in skills:
skills['combo_size'] = 3
def upgrade_combo_size():
if spend_total(400):
skills['combo_size'] += 1
combo_size_label.config(text=f'Combo Size: {skills["combo_size"]}')
combo_size_label = ttk.Label(skill_win, text=f'Combo Size: {skills["combo_size"]}')
combo_size_label.pack(pady=5)
ttk.Button(skill_win, text='Increase Combo Size (400)', command=upgrade_combo_size).pack(pady=5)
# Skill: Suit Bonus (example for Hearts)
if 'hearts_bonus' not in skills:
skills['hearts_bonus'] = 0
def upgrade_hearts_bonus():
if spend_total(250):
skills['hearts_bonus'] += 5
hearts_bonus_label.config(text=f'Hearts Bonus: +{skills["hearts_bonus"]}')
hearts_bonus_label = ttk.Label(skill_win, text=f'Hearts Bonus: +{skills["hearts_bonus"]}')
hearts_bonus_label.pack(pady=5)
ttk.Button(skill_win, text='Upgrade Hearts Bonus (250)', command=upgrade_hearts_bonus).pack(pady=5)
# Upgrade costs and levels
BASE_COSTS = {
'suit': 10,
'rank': 10,
'special': 15,
'draw': 50
}
suit_upgrade_level = 0
rank_upgrade_level = 0
special_upgrade_level = 0
draw_upgrade_level = 0
# Helper to calculate cost
def get_upgrade_cost(upgrade_type, level):
base = BASE_COSTS[upgrade_type]
# Exponential scaling: cost = base * (2 ** level) * discount
return int(base * (2 ** level) * skills.get('upgrade_discount', 1.0) * next_upgrade_discount)
# Helper to update button text
def update_upgrade_buttons():
add_suit_btn.config(text=f'Add Suit (Cost: {get_upgrade_cost("suit", suit_upgrade_level)}, Lv: {suit_upgrade_level})')
add_rank_btn.config(text=f'Add Rank (Cost: {get_upgrade_cost("rank", rank_upgrade_level)}, Lv: {rank_upgrade_level})')
add_special_btn.config(text=f'Add Special Card (Cost: {get_upgrade_cost("special", special_upgrade_level)}, Lv: {special_upgrade_level})')
upgrade_draw_btn.config(text=f'Upgrade Draw Count (Cost: {get_upgrade_cost("draw", draw_upgrade_level)}, Lv: {draw_upgrade_level})')
# Upgrade functions
def spend_total(cost):
global total_count
if total_count >= cost:
total_count -= cost
total_label.config(text=f'Total: {total_count}')
return True
else:
result_label.config(text=f'Not enough total! Need {cost}.')
return False
def add_suit(_=None):
global suit_upgrade_level
cost = get_upgrade_cost('suit', suit_upgrade_level)
if available_suits and spend_total(cost):
new_suit = random.choice(available_suits)
available_suits.remove(new_suit)
suits.append(new_suit)
suit_upgrade_level += 1
rebuild_deck()
result_label.config(text=f'Upgrade: Suit added!\nNew suit: {new_suit}\nTotal suits: {len(suits)}\nNext suit cost: {get_upgrade_cost("suit", suit_upgrade_level)}')
update_upgrade_buttons()
elif not available_suits:
result_label.config(text='No more suits to unlock!')
def add_rank(_=None):
global rank_upgrade_level
cost = get_upgrade_cost('rank', rank_upgrade_level)
if available_ranks and spend_total(cost):
new_rank = random.choice(available_ranks)
available_ranks.remove(new_rank)
ranks.append(new_rank)
# Assign a value for new ranks
try:
rank_values[new_rank] = int(new_rank)
value_text = f"Value: {int(new_rank)}"
except ValueError:
face_values = {'J': 11, 'Q': 12, 'K': 13, 'A': 14, 'Δ': 15}
rank_values[new_rank] = face_values.get(new_rank, 15)
value_text = f"Value: {rank_values[new_rank]}"
rank_upgrade_level += 1
rebuild_deck()
result_label.config(text=f'Upgrade: Rank added!\nNew rank: {new_rank} ({value_text})\nTotal ranks: {len(ranks)}\nNext rank cost: {get_upgrade_cost("rank", rank_upgrade_level)}')
update_upgrade_buttons()
elif not available_ranks:
result_label.config(text='No more ranks to unlock!')
def add_special_card():
global special_upgrade_level
cost = get_upgrade_cost('special', special_upgrade_level)
# Find available special cards not yet added
available_specials = [name for name, _ in special_card_pool if name not in specials]
if available_specials and spend_total(cost):
new_name = random.choice(available_specials)
for name, func in special_card_pool:
if name == new_name:
specials[new_name] = func
special_abilities[new_name] = func
break
special_upgrade_level += 1
rebuild_deck()
result_label.config(text=f'Upgrade: Special card added!\nNew special: {new_name}\nTotal specials: {len(specials)}\nNext special cost: {get_upgrade_cost("special", special_upgrade_level)}')
update_upgrade_buttons()
elif not available_specials:
result_label.config(text='No more special cards to unlock!')
def upgrade_draw_count():
global draw_count, draw_upgrade_level
cost = get_upgrade_cost('draw', draw_upgrade_level)
if spend_total(cost) and draw_upgrade_level < 4: # Limit max draw limit to 4
prev_draw = draw_count
draw_count += 1
draw_upgrade_level += 1
draw_count_label.config(text=f'Cards per draw: {draw_count}')
result_label.config(text=f'Upgrade: Draw count increased!\nPrevious: {prev_draw}\nNow: {draw_count}\nNext draw cost: {get_upgrade_cost("draw", draw_upgrade_level)}')
update_upgrade_buttons()
else:
result_label.config(text='Max draw count reached!')
def rebuild_deck():
global deck
deck = build_deck()
# Card image cache
card_images = {}
IMAGE_DIR = os.path.join(os.path.dirname(__file__), 'images')
CARD_IMAGE_SIZE = (120, 180)
# Helper to get image directory compatible with PyInstaller
def get_image_dir():
if hasattr(sys, '_MEIPASS'):
# PyInstaller: images bundled in _MEIPASS/images
return os.path.join(sys._MEIPASS, 'images')
else:
# Normal: images in script directory
return os.path.join(os.path.dirname(__file__), 'images')
IMAGE_DIR = get_image_dir()
# Helper to get image filename for a card
def get_card_image_filename(card_name):
card_name = card_name.replace(' ', '').replace('of', '_').replace('Hearts', 'hearts').replace('Diamonds', 'diamonds').replace('Clubs', 'clubs').replace('Spades', 'spades')
card_name = card_name.lower()
return os.path.join(IMAGE_DIR, f'{card_name}.png')
def load_card_image(card_name, back=False):
"""Load card image, or generate. If back=True, generate card back."""
if back:
# Try to load card back from images folder
back_key = 'card_back'
if back_key in card_images:
return card_images[back_key]
back_path = os.path.join(IMAGE_DIR, 'card_back.png')
if os.path.exists(back_path):
try:
img = Image.open(back_path).resize(CARD_IMAGE_SIZE)
photo = ImageTk.PhotoImage(img)
card_images[back_key] = photo
return photo
except Exception:
pass
# Fallback: procedural card back
img = Image.new('RGBA', CARD_IMAGE_SIZE, (30,30,60,255))
draw = ImageDraw.Draw(img)
for i in range(0, CARD_IMAGE_SIZE[0], 20):
draw.rectangle([i,0,i+10,CARD_IMAGE_SIZE[1]], fill=(50,50,120,255))
draw.rectangle([0,0,CARD_IMAGE_SIZE[0]-1,CARD_IMAGE_SIZE[1]-1], outline=(200,200,255,255), width=6)
try:
font = ImageFont.truetype('arial.ttf', 48)
except Exception:
font = ImageFont.load_default()
draw.text((CARD_IMAGE_SIZE[0]//2-30, CARD_IMAGE_SIZE[1]//2-24), "★", font=font, fill=(220,220,255,255))
photo = ImageTk.PhotoImage(img)
card_images[back_key] = photo
return photo
filename = get_card_image_filename(card_name)
if filename in card_images:
return card_images[filename]
try:
img = Image.open(filename).resize(CARD_IMAGE_SIZE)
photo = ImageTk.PhotoImage(img)
card_images[filename] = photo
return photo
except Exception:
# ...existing code for procedural card face...
img = Image.new('RGBA', CARD_IMAGE_SIZE, (255,255,255,255))
draw = ImageDraw.Draw(img)
rank, suit = None, None
if ' of ' in card_name:
parts = card_name.split(' of ')
rank, suit = parts[0], parts[1]
else:
rank, suit = card_name, None
color = suit_colors.get(suit, '#CCCCCC') if suit else '#FFD700'
draw.rectangle([0,0,CARD_IMAGE_SIZE[0]-1,CARD_IMAGE_SIZE[1]-1], outline=color, width=4)
font_size = 32
try:
font = ImageFont.truetype('arial.ttf', font_size)
except Exception:
font = ImageFont.load_default()
suit_symbols = {
'Hearts': '♥', 'Diamonds': '♦', 'Clubs': '♣', 'Spades': '♠',
'Stars': '★', 'Moons': '☾', 'Crowns': '♛', 'Leaves': '♣', 'Suns': '☼', 'Waves': '≈',
'Shields': '⛨', 'Orbs': '◉', 'Axes': '⛏', 'Spears': '⚔', 'Rings': '◯', 'Cups': '☕',
'Scrolls': '✉', 'Keys': '⚿', 'Masks': '☻', 'Fangs': '∇', 'Eyes': '◉', 'Wings': '⚚',
'Roots': '♣', 'Flames': '♨', 'Clouds': '☁', 'Stones': '⬥', 'Webs': '⌘', 'Beams': '≡',
'Echoes': '♪', 'Frost': '❄', 'Petals': '✿', 'Coins': '◉', 'Swords': '⚔', 'Helms': '⛑',
'Lanterns': '☼', 'Talons': '⚡', 'Scales': '⚖', 'Spirals': '➰', 'Comets': '☄', 'Vines': '♣',
'Crystals': '♦', 'Mirrors': '◊', 'Bells': '🔔', 'Horns': '♯', 'Cogs': '⚙', 'Rays': '☀',
'Dust': '⋱', 'Mists': '〰', 'Roses': '✾', 'Thorns': '†', 'Paws': '☸', 'Hooves': '∩',
'Antlers': '∩', 'Shells': '◗', 'Fins': '∫', 'Stalks': '∣', 'Seeds': '•', 'Pods': '◉'
}
if suit:
symbol = suit_symbols.get(suit, '?')
draw.text((10, 10), symbol, font=font, fill=color)
draw.text((10 + font_size + 5, 10), str(rank), font=font, fill=color)
try:
small_font = ImageFont.truetype('arial.ttf', 16)
except Exception:
small_font = ImageFont.load_default()
draw.text((10, 10 + font_size + 2), suit, font=small_font, fill=color)
else:
draw.text((10, 10), str(rank), font=font, fill=color)
if rank == 'Δ':
draw.text((CARD_IMAGE_SIZE[0]//2-10, CARD_IMAGE_SIZE[1]//2-10), 'Δ', font=font, fill=color)
if card_name in specials:
draw.rectangle([0,0,CARD_IMAGE_SIZE[0],CARD_IMAGE_SIZE[1]], outline='#FFD700', width=8)
draw.text((CARD_IMAGE_SIZE[0]//2-40, CARD_IMAGE_SIZE[1]//2-20), card_name, font=font, fill='#FFD700')
photo = ImageTk.PhotoImage(img)
card_images[filename] = photo
return photo
# Tkinter GUI setup
root = tk.Tk()
root.title('Card Game')
root.attributes('-fullscreen', True)
root.overrideredirect(True) # Remove default title bar
# Draw pile image and click-to-draw
def draw_pile_click(event=None):
draw_card()
draw_pile_label = ttk.Label(root)
draw_pile_label.pack(pady=10)
draw_pile_img = load_card_image('Draw Pile', back=True)
draw_pile_label.config(image=draw_pile_img)
draw_pile_label.image = draw_pile_img
draw_pile_label.bind('<Button-1>', draw_pile_click)
# Card Art Gallery window
def open_card_gallery():
gallery_win = tk.Toplevel(root)
gallery_win.title('Card Art Gallery')
gallery_win.geometry('800x600')
ttk.Label(gallery_win, text='Card Art Gallery', font=('Arial', 16)).pack(pady=10)
canvas = tk.Canvas(gallery_win, width=760, height=500)
canvas.pack()
scrollbar = ttk.Scrollbar(gallery_win, orient='vertical', command=canvas.yview)
scrollbar.pack(side='right', fill='y')
canvas.configure(yscrollcommand=scrollbar.set)
frame = ttk.Frame(canvas)
canvas.create_window((0,0), window=frame, anchor='nw')
# Gather all unlocked cards and sort by suit then rank
def rank_sort_key(rank):
# Try to sort numerically, fallback to string
try:
return int(rank) if rank.isdigit() else base_ranks.index(rank)
except Exception:
return 9999
sorted_cards = []
for suit in sorted(suits, key=lambda s: base_suits.index(s) if s in base_suits else s):
suit_ranks = sorted(ranks, key=rank_sort_key)
for rank in suit_ranks:
sorted_cards.append(f'{rank} of {suit}')
# Add specials at the end
sorted_cards += sorted(list(specials.keys()))
# Display images in a grid with animated fade-in
cols = 5
gallery_labels = []
for idx, card in enumerate(sorted_cards):
img = load_card_image(card)
lbl = ttk.Label(frame)
lbl.grid(row=idx//cols*2, column=idx%cols, padx=10, pady=10)
gallery_labels.append((lbl, card))
ttk.Label(frame, text=card, font=('Arial', 10)).grid(row=idx//cols*2+1, column=idx%cols, padx=10)
frame.update_idletasks()
canvas.config(scrollregion=canvas.bbox('all'))
def fade_in_gallery(labels, step=0):
alpha = int(255 * (step / 10))
if alpha > 255:
alpha = 255
for lbl, card in labels:
try:
pil_img = Image.open(get_card_image_filename(card)).resize(CARD_IMAGE_SIZE).convert('RGBA')
pil_img.putalpha(alpha)
tk_img = ImageTk.PhotoImage(pil_img)
lbl.config(image=tk_img)
lbl.image = tk_img
except Exception:
img = load_card_image(card)
lbl.config(image=img)
lbl.image = img
if step < 10:
gallery_win.after(30, lambda: fade_in_gallery(labels, step+1))
fade_in_gallery(gallery_labels, 0)
# Helper to get leaderboard file path compatible with PyInstaller
def get_leaderboard_path():
if hasattr(sys, '_MEIPASS'):
# PyInstaller: save in user home directory
return os.path.join(os.path.expanduser('~'), 'card_game_leaderboard.json')
else:
# Normal: save in current directory
return 'card_game_leaderboard.json'
# Helper to load leaderboard
def load_leaderboard():
path = get_leaderboard_path()
if os.path.exists(path):
with open(path, 'r', encoding='utf-8') as f:
return json.load(f)
return []
# Helper to save leaderboard
def save_leaderboard(scores):
path = get_leaderboard_path()
with open(path, 'w', encoding='utf-8') as f:
json.dump(scores, f)
# Add score to leaderboard
def add_score_to_leaderboard(name, score):
scores = load_leaderboard()
scores.append({'name': name, 'score': score, 'date': time.strftime('%Y-%m-%d %H:%M')})
scores = sorted(scores, key=lambda x: x['score'], reverse=True)[:10]
save_leaderboard(scores)
# Leaderboard window
def open_leaderboard():
win = tk.Toplevel(root)
win.title('Leaderboard')
win.geometry('400x400')
ttk.Label(win, text='Leaderboard', font=('Arial', 16)).pack(pady=10)
local_scores = load_leaderboard()
ttk.Label(win, text='Local Scores', font=('Arial', 12)).pack(pady=5)
for entry in local_scores:
ttk.Label(win, text=f"{entry['name']}: {entry['score']} ({entry['date']})", font=('Arial', 10)).pack()
ttk.Label(win, text='Cloud Scores', font=('Arial', 12)).pack(pady=5)
# Move draw_card definition above GUI creation
def draw_card():
global total_count, ace_multiplier, combo_history, next_upgrade_discount, extra_draw_next
drawn_cards = []
ace_count = 0
value_sum = 0
special_messages = []
combo_applied = False
draw_times = draw_count + (1 if extra_draw_next else 0)
extra_draw_next = False
last_drawn = None
for _ in range(draw_times):
if random.random() < (skills.get('special_chance', SPECIAL_CARD_CHANCE)) and specials:
# Draw a special card by weighted chance
special_name = pick_special_card()
if special_name in specials:
drawn_cards.append(special_name)
msg = special_abilities[special_name]()
special_messages.append(msg)
last_drawn = special_name
else:
card = random.choice([f'{rank} of {suit}' for suit in suits for rank in ranks])
drawn_cards.append(card)
rank = card.split(' ')[0]
if rank == 'A':
ace_count += 1
if rank in rank_values:
value_sum += rank_values[rank]
last_drawn = card
elif deck:
card = random.choice([f'{rank} of {suit}' for suit in suits for rank in ranks])
drawn_cards.append(card)
rank = card.split(' ')[0]
suit = card.split(' ')[-1]
if rank == 'A':
ace_count += 1
if rank in rank_values:
value_sum += rank_values[rank]
# Suit effects
if suit in suit_effects:
msg = suit_effects[suit]()
special_messages.append(msg)
# Skill: Hearts bonus
if suit == 'Hearts' and skills.get('hearts_bonus', 0) > 0:
total_count += skills['hearts_bonus']
special_messages.append(f'Hearts bonus! +{skills["hearts_bonus"]}')
last_drawn = card
else:
break
ace_multiplier = 2 ** ace_count if ace_count > 0 else 1
total_count += value_sum * ace_multiplier
# Combo bonus check
COMBO_SIZE = skills.get('combo_size', 3)
# Only keep up to COMBO_SIZE-1 cards in history before this draw
combo_history = combo_history[-(COMBO_SIZE-1):] + drawn_cards
# Check for combos only if combo_history has exactly COMBO_SIZE cards
combo_messages = []
if len(combo_history) == COMBO_SIZE:
last_combo = combo_history[:COMBO_SIZE]
suits_in_combo = [c.split(' ')[-1] for c in last_combo if ' ' in c]
combo_applied = False
if len(set(suits_in_combo)) == 1 and len(suits_in_combo) == COMBO_SIZE:
bonus = COMBO_BONUS * skills['combo_multiplier']
total_count += bonus
combo_messages.append(f'Combo! {COMBO_SIZE} {suits_in_combo[0]} cards: +{bonus}')
combo_applied = True
colors_in_combo = [suit_colors.get(suit, None) for suit in suits_in_combo]
def hex_to_name(hex_code):
color_map = {
'#FF0000': 'Red', '#222222': 'Black', '#FFFF00': 'Yellow', '#1E90FF': 'Blue', '#FFD700': 'Gold',
'#228B22': 'Green', '#FFA500': 'Orange', '#808080': 'Gray', '#800080': 'Purple', '#8B4513': 'Brown',
'#C0C0C0': 'Silver', '#F5F5DC': 'Beige', '#CD7F32': 'Bronze', '#FFFFFF': 'White', '#00FFFF': 'Cyan',
'#FFC0CB': 'Pink'
}
return color_map.get(hex_code, hex_code)
if len(set(colors_in_combo)) == 1 and None not in colors_in_combo and len(colors_in_combo) == COMBO_SIZE:
color_bonus = COLOR_COMBO_BONUS * skills['combo_multiplier']
total_count += color_bonus
color_name = hex_to_name(colors_in_combo[0])
combo_messages.append(f'Color Combo! {COMBO_SIZE} {color_name} cards: +{color_bonus}')
combo_applied = True
ranks_in_combo = [c.split(' ')[0] for c in last_combo if c.split(' ')[0].isdigit()]
if len(ranks_in_combo) == COMBO_SIZE:
sorted_ranks = sorted(map(int, ranks_in_combo))
if sorted_ranks == list(range(sorted_ranks[0], sorted_ranks[0] + COMBO_SIZE)):
bonus = COMBO_BONUS * skills['combo_multiplier']
total_count += bonus
combo_messages.append(f'Combo! {COMBO_SIZE} consecutive ranks: +{bonus}')
combo_applied = True
# Remove the combo cards from history if combo applied, else shift window by one
if combo_applied:
combo_history = []
else:
combo_history = combo_history[1:]
# Show all combo messages immediately
for msg in combo_messages:
special_messages.append(msg)
# Build colored text for drawn cards
def get_card_color(card):
if card in specials:
return '#FFD700' # Special cards: gold
if suit in suit_colors:
color = suit_colors.get(suit)
if color:
return color
else:
return '#CCCCCC' # fallback for unknown suit
return '#CCCCCC' # fallback for unknown card
drawn_cards_colored = []
for card in drawn_cards:
if card in specials:
suit = None
color = '#FFD700' # Special cards: gold
else:
suit = None
# Extract suit by splitting from the right
parts = card.rsplit(' of ', 1)
if len(parts) == 2:
possible_suit = parts[1]
if possible_suit in suit_colors:
suit = possible_suit
color = suit_colors[suit]
else:
color = '#CCCCCC'
else:
color = '#CCCCCC'
drawn_cards_colored.append((card, suit, color))
# Build a string with each card on a new line
result_text = "Drawn cards:\n" + "\n".join([f"{card}" for card in drawn_cards])
# Use Canvas for true outlined text
if hasattr(root, 'result_text_widget'):
root.result_text_widget.destroy()
root.result_text_widget = tk.Canvas(root, width=700, height=220, bg=root.cget('bg'), highlightthickness=0, bd=0)
root.result_text_widget.pack(pady=10)
result_label.pack_forget()
canvas = root.result_text_widget
y = 10
canvas.create_text(10, y, text="Drawn cards:", anchor='nw', font=('Arial', 14, 'bold'), fill='#FFFFFF')
y += 28
def get_outline_color(hex_color):
hex_color = hex_color.lstrip('#')
if len(hex_color) == 3:
hex_color = ''.join([c*2 for c in hex_color])
r, g, b = tuple(int(hex_color[i:i+2], 16) for i in (0, 2, 4))
brightness = (r*299 + g*587 + b*114) / 1000
return '#FFFFFF' if brightness < 128 else '#000000'
for idx, (card, suit, color) in enumerate(drawn_cards_colored):
outline_color = get_outline_color(color)
# Draw outline by drawing text at offsets
for dx, dy in [(-1,0),(1,0),(0,-1),(0,1),(-1,-1),(1,1),(-1,1),(1,-1)]:
canvas.create_text(20+dx, y+dy, text=card, anchor='nw', font=('Arial', 14, 'bold'), fill=outline_color)
canvas.create_text(20, y, text=card, anchor='nw', font=('Arial', 14, 'bold'), fill=color)
y += 28
# Add ace message
if ace_count > 0:
for dx, dy in [(-1,0),(1,0),(0,-1),(0,1),(-1,-1),(1,1),(-1,1),(1,-1)]:
canvas.create_text(20+dx, y+dy, text=f"{ace_count} Ace(s) drawn! Total multiplied by {ace_multiplier}.", anchor='nw', font=('Arial', 14, 'bold'), fill='#000000')
canvas.create_text(20, y, text=f"{ace_count} Ace(s) drawn! Total multiplied by {ace_multiplier}.", anchor='nw', font=('Arial', 14, 'bold'), fill='#FFD700')
y += 28
# Add each special message on its own line
for msg in special_messages:
for dx, dy in [(-1,0),(1,0),(0,-1),(0,1),(-1,-1),(1,1),(-1,1),(1,-1)]:
canvas.create_text(20+dx, y+dy, text=msg, anchor='nw', font=('Arial', 14, 'bold'), fill='#000000')
canvas.create_text(20, y, text=msg, anchor='nw', font=('Arial', 14, 'bold'), fill='#FFFFFF')
y += 28
total_label.config(text=f'Total: {total_count}')
next_upgrade_discount = 1.0
random.shuffle(deck)
# Card flip animation for each drawn card
if hasattr(root, 'card_image_frame'):
root.card_image_frame.destroy()
root.card_image_frame = ttk.Frame(root)
root.card_image_frame.pack(pady=10)
def flip_card(label, card_name, step=0):
# step 0-5: show back, shrink horizontally
# step 6: switch to face, expand horizontally
if step <= 5:
img = load_card_image(card_name, back=True)
w = int(CARD_IMAGE_SIZE[0] * (1 - step/5))
if w < 10: w = 10
pil_img = Image.new('RGBA', (w, CARD_IMAGE_SIZE[1]), (0,0,0,0))
back_img = ImageTk.getimage(img).resize((w, CARD_IMAGE_SIZE[1]))
pil_img.paste(back_img, (0,0))
tk_img = ImageTk.PhotoImage(pil_img)
label.config(image=tk_img)
label.image = tk_img
root.after(30, lambda: flip_card(label, card_name, step+1))
elif step == 6:
# Switch to face, expand
img = load_card_image(card_name)
w = 10
pil_img = Image.new('RGBA', (w, CARD_IMAGE_SIZE[1]), (0,0,0,0))
face_img = ImageTk.getimage(img).resize((w, CARD_IMAGE_SIZE[1]))
pil_img.paste(face_img, (0,0))
tk_img = ImageTk.PhotoImage(pil_img)
label.config(image=tk_img)
label.image = tk_img
root.after(30, lambda: flip_card(label, card_name, step+7))
elif step > 6 and step < 13:
img = load_card_image(card_name)
w = int(CARD_IMAGE_SIZE[0] * ((step-6)/6))
if w > CARD_IMAGE_SIZE[0]: w = CARD_IMAGE_SIZE[0]
pil_img = Image.new('RGBA', (w, CARD_IMAGE_SIZE[1]), (0,0,0,0))
face_img = ImageTk.getimage(img).resize((w, CARD_IMAGE_SIZE[1]))
pil_img.paste(face_img, (0,0))
tk_img = ImageTk.PhotoImage(pil_img)
label.config(image=tk_img)
label.image = tk_img
root.after(30, lambda: flip_card(label, card_name, step+1))
else:
img = load_card_image(card_name)
label.config(image=img)
label.image = img
labels = []
for idx, card in enumerate(drawn_cards):
lbl = ttk.Label(root.card_image_frame)
lbl.grid(row=0, column=idx, padx=5)
labels.append(lbl)
for idx, card in enumerate(drawn_cards):
flip_card(labels[idx], card)
# Optionally, add score to leaderboard
add_score_to_leaderboard('Player', total_count)
# Helper to get save path compatible with PyInstaller
def get_save_path():
if hasattr(sys, '_MEIPASS'):
# PyInstaller: save in user home directory
return os.path.join(os.path.expanduser('~'), 'card_game_save.json')
else:
# Normal: save in current directory
return SAVE_FILE
SAVE_FILE = 'card_game_save.json'
# Update save/load functions to use get_save_path()
def save_progress():
data = {
'total_count': total_count,
'draw_count': draw_count,
'ace_multiplier': ace_multiplier,
'suit_upgrade_level': suit_upgrade_level,
'rank_upgrade_level': rank_upgrade_level,
'special_upgrade_level': special_upgrade_level,
'draw_upgrade_level': draw_upgrade_level,
'suits': suits,
'ranks': ranks,
'specials': list(specials.keys()),
'skills': skills,
'prestige_count': prestige_count,
'prestige_bonus': prestige_bonus,
}
with open(get_save_path(), 'w') as f:
json.dump(data, f)
def load_progress():
global total_count, draw_count, ace_multiplier
global suit_upgrade_level, rank_upgrade_level, special_upgrade_level, draw_upgrade_level
global suits, ranks, specials, skills, prestige_count, prestige_bonus
path = get_save_path()
if os.path.exists(path):
with open(path, 'r') as f:
data = json.load(f)
total_count = data.get('total_count', 0)
draw_count = data.get('draw_count', 1)
ace_multiplier = data.get('ace_multiplier', 1)
suit_upgrade_level = data.get('suit_upgrade_level', 0)
rank_upgrade_level = data.get('rank_upgrade_level', 0)
special_upgrade_level = data.get('special_upgrade_level', 0)
draw_upgrade_level = data.get('draw_upgrade_level', 0)
suits = data.get('suits', [base_suits[0]])
ranks = data.get('ranks', [base_ranks[0]])
specials = {name: special_abilities[name] for name in data.get('specials', []) if name in special_abilities}
skills.update(data.get('skills', {}))
prestige_count = data.get('prestige_count', 0)
prestige_bonus = data.get('prestige_bonus', 0.0)
# Ensure combo_multiplier includes prestige bonus
skills['combo_multiplier'] = 1 + prestige_bonus
rebuild_deck()
def reset_save():
if os.path.exists(get_save_path()):
os.remove(get_save_path())
# Reset game state to defaults
global total_count, draw_count, ace_multiplier
global suit_upgrade_level, rank_upgrade_level, special_upgrade_level, draw_upgrade_level
global suits, ranks, specials, skills, prestige_count, prestige_bonus
total_count = 0
draw_count = 1
ace_multiplier = 1
suit_upgrade_level = 0
rank_upgrade_level = 0
special_upgrade_level = 0
draw_upgrade_level = 0
suits = [base_suits[0]]
ranks = [base_ranks[0]]
specials = {}
skills = {
'combo_multiplier': 1,
'upgrade_discount': 1.0,
'special_chance': 0.05,
}
prestige_count = 0
prestige_bonus = 0.0
rebuild_deck()
update_upgrade_buttons()
total_label.config(text='Total: 0')
draw_count_label.config(text='Cards per draw: 1')
result_label.config(text='Progress reset!')
# Custom title bar
bar_height = 40
bar_bg = '#222'
bar_fg = '#fff'