πŸ’° Documentation of the BlackJack Game β€” Tim's Open Source Projects

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create a Blackjack game. The only rule is for me to use Object Oriented Programming and to create classes for things like the Card and Deck.


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Build a Blackjack Command Line Game - DEV
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Java Programming: Solution to Programming Exercise
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Black Jack Demo (Python \u0026 TKinter)

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The card game of Blackjack involves a few rules and a few state changes during play. If you're unfamiliar with the game of Blackjack, here's an overview.


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BlackJack in C++ (Lesson 3, Part 1)

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Defining Classes. Before we begin coding our blackjack game, it's important we cover how we'll use object-oriented programming, since we will.


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Python Blackjack Simulator

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Defining Classes. Before we begin coding our blackjack game, it's important we cover how we'll use object-oriented programming, since we will.


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How to Program Console Blackjack in Java

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create a Blackjack game. The only rule is for me to use Object Oriented Programming and to create classes for things like the Card and Deck.


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C++ Casino Black Jack Final Project Screencast

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Defining Classes. Before we begin coding our blackjack game, it's important we cover how we'll use object-oriented programming, since we will.


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Interactive Python Stream, Coding Blackjack - Engineer Man Live - Feb 2019 #2

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Learn how to make a blackjack game using pure JavaScript. And if you're a beginner in the programming world, than perhaps this tutorial will help you get a​.


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Code a Game of Blackjack with Python

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Write a program that lets the user play Blackjack. The game will be a simplified version of Blackjack as it is played in a casino. The computer will act as the dealer.


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BlackJack Game

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Learn how to make a blackjack game using pure JavaScript. And if you're a beginner in the programming world, than perhaps this tutorial will help you get a​.


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Java walk through: Blackjack

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The game you will implement is a simple variant of Blackjack. This section describes the rules that you should implement. We expect your implementation to follow.


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C++ Console Lesson 23: Blackjack Game

As in the previous exercise, your program will need the classes defined in Card. You should first write a subroutine in which the user plays one game. Again, if the value goes over 21, the whole subroutine ends. In the last step, we determine the winner by comparing the values of the two hands. We can add the card to a hand with the addCard instance method from the Hand class. When this happens, the subroutine ends immediately, and any remaining steps in the algorithm are skipped. Note that the dealer wins on a tie, so if both players have Blackjack, then the dealer wins. Let's start by designing the main program. Write a main program that lets the user play several games of Blackjack. The user gets to decide again whether to Hit or Stand. Two notes on programming: At any point in the subroutine, as soon as you know who the winner is, you can say " return true ;" or " return false ;" to end the subroutine and return to the main program. This is ready to be translated into Java. The last step listed here expands to a loop that ends when the user inputs a valid response, 'H' or 'S'. We can do this in one step, if we want. The subroutine should return a boolean value to indicate whether the user wins the game or not. Otherwise, the user wins.{/INSERTKEYS}{/PARAGRAPH} We should record the return value and test it to see whether the user won. If deck refers to the object of type Deck , then the function call deck. The function call userHand. If the user wins, add an amount equal to the bet to the user's money. The game will be a simplified version of Blackjack as it is played in a casino. The game goes like this. The dealer only follows rules, without any choice. The user makes a decision whether to "Hit", which means to add another card to her hand, or to "Stand", which means to stop taking cards. The rule is that as long as the value of the dealer's hand is less than or equal to 16, the dealer Hits that is, takes another card. Now, the winner can be determined: If the dealer has gone over 21, the user wins. So, the algorithm can be refined as:. Of course, the major part of the problem is to write the playBlackjack routine. Since the Blackjack game will take place in a subroutine, we need some way for the main routine to find out whether the user won. {PARAGRAPH}{INSERTKEYS}T his page contains a sample solution to one of the exercises from Introduction to Programming Using Java. The other point that needs some refinement is inputting the user's bet. Now, if the game has not ended, the user gets a chance to add some cards to her hand. With these refinements, the algorithm becomes. Write a program that lets the user play Blackjack. The program needs an object of class Deck and two objects of type BlackjackHand , one for the dealer and one for the user. Then, we can write an algorithm for the main program:. In a casino, the dealer deals himself one card face up and one card face down. But instead of this, I just tell the user to enter a bet amount of 0 if she wants to quit. The exercise says that the subroutine should be a function that returns a boolean value with this information. We better make sure that the user's bet is a reasonable amount, that is, something between 0 and the amount of money the user has. To make things interesting, give the user dollars, and let the user make bets on the game. We need variables to represent the amount of money that the user has and the amount that the user bets on a given game. The loop ends when the user wants to "stand". In the loop, if the value of userHand goes over 21, then the whole subroutine ends. First, two cards are dealt into each player's hand. Otherwise, if the user has 21, then the user wins. If the user Stands, the game will end, but first the dealer gets a chance to draw cards. The user can draw several cards, so we need a loop. Things are a little complicated because the game can end at various points along the way. The first step uses a for loop to display the cards in the user's hand:. Otherwise, if the dealer's total is greater than or equal to the user's total, then the dealer wins. Let money and bet be variables of type int to represent these quantities. The last three steps need to be expanded, again using the information stated in the exercise. Although there are many other details to get right, it's mostly routine from here on. The dealer simply draws cards in a loop as long as the value of dealerHand is 16 or less. To avoid having an overabundance of variables in your subroutine, remember that a function call such as userHand. The user should see all the dealer's cards at this point. Return true if the user wins, false if the dealer wins. In outline, the game goes like this:. The computer will act as the dealer. In this phase, the user sees her own cards and sees one of the dealer's two cards. Then, the user plays Blackjack games until the user runs out of money or until the user wants to quit. If the user Hits, there is a possibility that the user will go over In that case, the game is over and the user loses. I encourage you to read the entire program below and make sure that you understand it. Solution for Programming Exercise 5. For example, I expanded the step where it says "Ask whether user wants to hit or stand" to. If the user loses, subtract the bet from the user's money. This is the longest and most complex program that has come up so far in the exercises. Exercise 5. End the program when the user wants to quit or when she runs out of money. Fortunately, the exercise gives what amounts to a fairly detailed outline of the algorithm. We could ask the user after each game whether she wants to continue. The general object in Blackjack is to get a hand of cards whose value is as close to 21 as possible, without going over. The cards are numbered from 0 to userHand. All the user's cards are dealt face up. This is called a "Blackjack". Of course, to produce code like this, you have to make sure that you are familiar with the methods in the classes that you are using. If the dealer's hand has a value of 21 at this point, then the dealer wins. One point of coding is the question of how to deal a card to the user or to the dealer. For example, to deal two cards into each hand, we just have to say. If not, then the process continues. Of course, a lot of output statements have to be added to the algorithm to keep the user informed about what is going on. This algorithm can be translated into the main routine in the program given below.