function love.load() love.graphics.setBackgroundColor(1, 1, 1) images = {} for nameIndex, name in ipairs({ 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 'pip_heart', 'pip_diamond', 'pip_club', 'pip_spade', 'mini_heart', 'mini_diamond', 'mini_club', 'mini_spade', 'card', 'card_face_down', 'face_jack', 'face_queen', 'face_king', }) do images[name] = love.graphics.newImage('images/'..name..'.png') end deck = {} for suitIndex, suit in ipairs({'club', 'diamond', 'heart', 'spade'}) do for rank = 1, 13 do table.insert(deck, {suit = suit, rank = rank}) end end function takeCard(hand) table.insert(hand, table.remove(deck, love.math.random(#deck))) end playerHand = {} takeCard(playerHand) takeCard(playerHand) dealerHand = {} takeCard(dealerHand) takeCard(dealerHand) roundOver = false function getTotal(hand) local total = 0 local hasAce = false for cardIndex, card in ipairs(hand) do if card.rank > 10 then total = total + 10 else total = total + card.rank end if card.rank == 1 then hasAce = true end end if hasAce and total <= 11 then total = total + 10 end return total end end function love.keypressed(key) if not roundOver then if key == 'h' then takeCard(playerHand) if getTotal(playerHand) >= 21 then roundOver = true end elseif key == 's' then roundOver = true end if roundOver then while getTotal(dealerHand) < 17 do takeCard(dealerHand) end end else love.load() end end function love.draw() local output = {} table.insert(output, 'Player hand:') for cardIndex, card in ipairs(playerHand) do table.insert(output, 'suit: '..card.suit..', rank: '..card.rank) end table.insert(output, 'Total: '..getTotal(playerHand)) table.insert(output, '') table.insert(output, 'Dealer hand:') for cardIndex, card in ipairs(dealerHand) do if not roundOver and cardIndex == 1 then table.insert(output, '(Card hidden)') else table.insert(output, 'suit: '..card.suit..', rank: '..card.rank) end end if roundOver then table.insert(output, 'Total: '..getTotal(dealerHand)) else table.insert(output, 'Total: ?') end if roundOver then table.insert(output, '') local function hasHandWon(thisHand, otherHand) return getTotal(thisHand) <= 21 and ( getTotal(otherHand) > 21 or getTotal(thisHand) > getTotal(otherHand) ) end if hasHandWon(playerHand, dealerHand) then table.insert(output, 'Player wins') elseif hasHandWon(dealerHand, playerHand) then table.insert(output, 'Dealer wins') else table.insert(output, 'Draw') end end local function drawCard(card, x, y) love.graphics.setColor(1, 1, 1) love.graphics.draw(images.card, x, y) if card.suit == 'heart' or card.suit == 'diamond' then love.graphics.setColor(.89, .06, .39) else love.graphics.setColor(.2, .2, .2) end local cardWidth = 53 local cardHeight = 73 local function drawCorner(image, offsetX, offsetY) love.graphics.draw( image, x + offsetX, y + offsetY ) love.graphics.draw( image, x + cardWidth - offsetX, y + cardHeight - offsetY, 0, -1 ) end drawCorner(images[card.rank], 3, 4) drawCorner(images['mini_'..card.suit], 3, 14) if card.rank > 10 then local faceImage if card.rank == 11 then faceImage = images.face_jack elseif card.rank == 12 then faceImage = images.face_queen elseif card.rank == 13 then faceImage = images.face_king end love.graphics.setColor(1, 1, 1) love.graphics.draw(faceImage, x + 12, y + 11) else local pipImage = images['pip_'..card.suit] local pipWidth = 11 local xMid = 21 local yTop = 7 local yMid = 31 if card.rank == 1 then love.graphics.draw( pipImage, x + xMid, y + yMid ) elseif card.rank == 2 then love.graphics.draw( pipImage, x + xMid, y + yTop ) love.graphics.draw( pipImage, x + xMid + pipWidth, y + cardHeight - yTop, 0, -1 ) elseif card.rank == 3 then love.graphics.draw( pipImage, x + xMid, y + yMid ) love.graphics.draw( pipImage, x + xMid, y + yTop ) love.graphics.draw( pipImage, x + xMid + pipWidth, y + cardHeight - yTop, 0, -1 ) end end end local testHand = { {suit = 'club', rank = 3}, {suit = 'diamond', rank = 3}, {suit = 'heart', rank = 3}, {suit = 'spade', rank = 3}, } for cardIndex, card in ipairs(testHand) do drawCard(card, (cardIndex - 1) * 60, 0) end end