How I Play Video Blackjack
One direction where we can take our programming skills computer blackjack game game development.
Here, we'll build a text based Blackjack engine that allows us to play against a dealer, who follows conventional house rules.
The logic of blackjack is simple, but is sufficiently complex that we can gain valuable experience for making more complicated games later on.
Each of these are things we can add in a future post, by using a GUI system such as Tk, by folding the game logic into an object oriented game design, and building out an accounting system to keep track of chip counts, tabs, and bets.
For those who'd like to follow along, here is.
In our case, we'll use a single deck, though casinos usually use a 'shoe' consisting of six decks.
The object is to make the sum of your card values as close to 21, without going over.
If we make 21 exactly, we have blackjack, which can't be beat.
If we go over 21, we 'bust' and we lose the round.
The player is allowed to stop hitting at any point.
The dealer must keep hitting until they get to 17.
If they get above 17 without busting, they can stay.
The is online blackjack thing we need to play Blackjack is a shuffled deck of cards.
First we will write code that accomplishes this.
Finally, we used Python's random library, which has various functions used in generating randomness.
In particular, we employ shuffle, which takes any list and returns it in random order, to shuffle our deck of cards.
With this functionality in place, we can deal the player and dealer's first two cards.
We use the destructive pop computer blackjack game which returns the last element from a list and removes it from the list as a side effect.
You write the following code to simulate the act of dealing an initial hand.
Next, we write a computer blackjack game that accepts a list containing the cards of the hand as tuples in the form rank, suit.
The logic is quite simple.
First we write a helper function that takes a single card, and returns its value according to the scheme we outlined above.
By default, we count each ACE as 11.
The second major piece of logic is to count up the total number of aces in the hand.
We then check to see that the hand value is less than or equal to 21.
If it isn't, and there was an ace in the hand, we subtract 11.
If the hand is then less than 21, we return the hand.
Otherwise, if there is a second ace in the hand, we again subtract 11 and check again.
We continue to do this until we've exhausted all the hand's aces.
If we have a score below 21, we return a two entry list containing a string representation of the score, and the integer value of the score.
As a convention, we count busts as 100.
If the hand is bust, return 100.
As we outlined above, we have to ask the player whether they'd like to hit or stay, and continue to ask them until they bust, or they decide to stay.
One piece of information that's crucial to the player's decision is their current tally, therefore, we print the player's hand and current tally each time before asking for their response.
For convenience, we take 1 to symbolize "hit me", and 0 to symbolize "stay.
As long as the free will baptist church remains in the game, ask them if they'd like to hit for another card, or stay with their current hand.
If the player's hand isn't a bust, we print the dealer's tally and current hand.
Then, while the dealer's hand is worth less than 17, the dealer is made to hit.
After each dealer hit, we print their new card.
By design, this loop halts when the dealer exceeds 17.
Drawing another ace is unlikely, so we stay.
In a second case, we're the ones to go bust and the program tells us we've done so.
In this case, the dealer wins.
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