
import java.awt.*;
import java.awt.event.*;
import java.net.URL;

import javax.swing.*;

/**
 * This program is a simple card game.  The user sees a card and
 * tries to predict whether the next card will be higher or 
 * lower.  Aces are the lowest-valued cards.  If the user makes
 * three correct predictions, the user wins.  If not, the
 * user loses.
 * 
 * This class defines a panel, but it also contains a main()
 * routine that makes it possible to run the program as a
 * stand-alone application.
 * 
 * This program depends on several additional source code files:
 * Card.java, Hand.java, and Deck.java.  It also requires the image
 * file, cards.png, which contains the images of the playing cards.
 * (The file cards.png is taken from the Gnome Desktop.)
 * @author David J. Eck
 */
public class HighLowWithImages extends JPanel {

    /**
     * The main routine simply opens a window that shows a HighLowWithImages panel.
     */
    public static void main(String[] args) {
        JFrame window = new JFrame("HighLowWithImages");
        HighLowWithImages content = new HighLowWithImages();
        window.setContentPane(content);
        window.pack();  // Set size of window to preferred size of its contents.
        window.setResizable(false);  // User can't change the window's size.
        window.setLocation(100,100);
        window.setDefaultCloseOperation( JFrame.EXIT_ON_CLOSE );
        window.setVisible(true);
    }


    /**
     * The constructor lays out the panel.  A CardPanel occupies the CENTER 
     * position of the panel (where CardPanel is a subclass of JPanel that is 
     * defined below).  On the bottom is a panel that holds three buttons.  
     * The CardPanel listens for ActionEvents from the buttons and does all 
     * the real work of the program.
     */
    public HighLowWithImages() {

        setBackground( new Color(130,50,40) );

        setLayout( new BorderLayout(3,3) );

        CardPanel board = new CardPanel();
        add(board, BorderLayout.CENTER);

        JPanel buttonPanel = new JPanel();
        buttonPanel.setBackground( new Color(220,200,180) );
        add(buttonPanel, BorderLayout.SOUTH);

        JButton higher = new JButton( "Higher" );
        higher.addActionListener(board);
        buttonPanel.add(higher);

        JButton lower = new JButton( "Lower" );
        lower.addActionListener(board);
        buttonPanel.add(lower);

        JButton newGame = new JButton( "New Game" );
        newGame.addActionListener(board);
        buttonPanel.add(newGame);

        setBorder(BorderFactory.createLineBorder( new Color(130,50,40), 3) );

    }  // end constructor



    /**
     * A nested class that displays the cards and does all the work
     * of keeping track of the state and responding to user events.
     */
    private class CardPanel extends JPanel implements ActionListener {

        Deck deck;       // A deck of cards to be used in the game.
        Hand hand;       // The cards that have been dealt.
        String message;  // A message drawn on the canvas, which changes
                         //    to reflect the state of the game.

        boolean gameInProgress;  // Set to true when a game begins and to false
                                 //   when the game ends.

        Font bigFont;      // Font that will be used to display the message.

        Image cardImages;  // Contains the image of all 52 cards 

        /**
         * Constructor creates fonts, sets the foreground and background
         * colors and starts the first game.  It also sets a "preferred
         * size" for the panel.  This size is respected when the program
         * is run as an application, since the pack() method is used to
         * set the size of the window.
         */
        CardPanel() {
            loadImage();
            setBackground( new Color(0,120,0) );
            setForeground( Color.GREEN );
            bigFont = new Font("Serif", Font.BOLD, 15);
            setPreferredSize( new Dimension(15+4*(15+79), 185));
            doNewGame();
        } // end constructor


        /**
         * Respond when the user clicks on a button by calling the appropriate 
         * method.  Note that the buttons are created and listening is set
         * up in the constructor of the HighLowPanel class.
         */
        public void actionPerformed(ActionEvent evt) {
            String command = evt.getActionCommand();
            if (command.equals("Higher"))
                doHigher();
            else if (command.equals("Lower"))
                doLower();
            else if (command.equals("New Game"))
                doNewGame();
        } // end actionPerformed()


        /**
         * Called by actionPerformed() when user clicks "Higher" button.
         * Check the user's prediction.  Game ends if user guessed
         * wrong or if the user has made three correct predictions.
         */
        void doHigher() {
            if (gameInProgress == false) {
                    // If the game has ended, it was an error to click "Higher",
                    // So set up an error message and abort processing.
                message = "Click \"New Game\" to start a new game!";
                repaint();
                return;
            }
            hand.addCard( deck.dealCard() );     // Deal a card to the hand.
            int cardCt = hand.getCardCount();
            Card thisCard = hand.getCard( cardCt - 1 );  // Card just dealt.
            Card prevCard = hand.getCard( cardCt - 2 );  // The previous card.
            if ( thisCard.getValue() < prevCard.getValue() ) {
                gameInProgress = false;
                message = "Too bad! You lose.";
            }
            else if ( thisCard.getValue() == prevCard.getValue() ) {
                gameInProgress = false;
                message = "Too bad!  You lose on ties.";
            }
            else if ( cardCt == 4) {
                gameInProgress = false;
                message = "You win!  You made three correct guesses.";
            }
            else {
                message = "Got it right!  Try for " + cardCt + ".";
            }
            repaint();
        } // end doHigher()


        /**
         * Called by actionPerformed() when user clicks "Lower" button.
         * Check the user's prediction.  Game ends if user guessed
         * wrong or if the user has made three correct predictions.
         */
        void doLower() {
            if (gameInProgress == false) {
                    // If the game has ended, it was an error to click "Lower",
                    // So set up an error message and abort processing.
                message = "Click \"New Game\" to start a new game!";
                repaint();
                return;
            }
            hand.addCard( deck.dealCard() );     // Deal a card to the hand.
            int cardCt = hand.getCardCount();
            Card thisCard = hand.getCard( cardCt - 1 );  // Card just dealt.
            Card prevCard = hand.getCard( cardCt - 2 );  // The previous card.
            if ( thisCard.getValue() > prevCard.getValue() ) {
                gameInProgress = false;
                message = "Too bad! You lose.";
            }
            else if ( thisCard.getValue() == prevCard.getValue() ) {
                gameInProgress = false;
                message = "Too bad!  You lose on ties.";
            }
            else if ( cardCt == 4) {
                gameInProgress = false;
                message = "You win!  You made three correct guesses.";
            }
            else {
                message = "Got it right!  Try for " + cardCt + ".";
            }
            repaint();
        } // end doLower()


        /**
         * Called by the constructor, and called by actionPerformed() if
         * the use clicks the "New Game" button.  Start a new game.
         */
        void doNewGame() {
            if (gameInProgress) {
                    // If the current game is not over, it is an error to try
                    // to start a new game.
                message = "You still have to finish this game!";
                repaint();
                return;
            }
            deck = new Deck();   // Create the deck and hand to use for this game.
            hand = new Hand();
            deck.shuffle();
            hand.addCard( deck.dealCard() );  // Deal the first card into the hand.
            message = "Is the next card higher or lower?";
            gameInProgress = true;
            repaint();
        } // end doNewGame()


        /**
         * This method draws the message at the bottom of the
         * panel, and it draws all of the dealt cards spread out
         * across the canvas.  If the game is in progress, an extra
         * card is drawn face down representing the card to be dealt next.
         */
        public void paintComponent(Graphics g) {
            super.paintComponent(g);
            if (cardImages == null) {
                g.drawString("Error: Can't get card images!", 10,30);
                return;
            }
            g.setFont(bigFont);
            g.drawString(message,15,168);
            int cardCt = hand.getCardCount();
            for (int i = 0; i < cardCt; i++)
                drawCard(g, hand.getCard(i), 15 + i * (15+79), 15);
            if (gameInProgress)
                drawCard(g, null, 15 + cardCt * (15+79), 15);
        } // end paintComponent()


        /**
         * Draws a card in a 79x123 pixel picture of a card with its
         * upper left corner at a specified point (x,y).  Drawing the card 
         * requires the image file "cards.png".
         * @param g The non-null graphics context used for drawing the card.  If g is
         * null, a NullPointerException will be thrown.
         * @param card The card that is to be drawn.  If the value is null, then a
         * face-down card is drawn.
         * @param x the x-coord of the upper left corner of the card
         * @param y the y-coord of the upper left corner of the card
         */
        public void drawCard(Graphics g, Card card, int x, int y) {
            int cx;    // x-coord of upper left corner of the card inside cardsImage
            int cy;    // y-coord of upper left corner of the card inside cardsImage
            if (card == null) {
                cy = 4*123;   // coords for a face-down card.
                cx = 2*79;
            }
            else {
                cx = (card.getValue()-1)*79;
                switch (card.getSuit()) {
                case Card.CLUBS:    
                    cy = 0; 
                    break;
                case Card.DIAMONDS: 
                    cy = 123; 
                    break;
                case Card.HEARTS:   
                    cy = 2*123; 
                    break;
                default:  // spades   
                    cy = 3*123; 
                    break;
                }
            }
            g.drawImage(cardImages,x,y,x+79,y+123,cx,cy,cx+79,cy+123,this);
        }


        /**
         * Load the image from the file "cards.png", which must be somewhere
         * on the classpath for this program.  If the file is found, then
         * cardImages will refer to the Image.  If not, then cardImages
         * will be null.
         */
        private void loadImage() {
            ClassLoader cl = getClass().getClassLoader();
            URL imageURL = cl.getResource("cards.png");
            if (imageURL != null)
                cardImages = Toolkit.getDefaultToolkit().createImage(imageURL);
        }


    } // end nested class CardPanel


} // end class HighLowWithImages
