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main.py
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main.py
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"""
This is the main driver file.
It will be responsible for handling user input and displaying the current GameState object.
"""
import sys
from multiprocessing import Process, Queue
import pygame as p
import chessAI
import chessEngine
WIDTH = HEIGHT = 512
MOVE_LOG_PANEL_HEIGHT = 250
MOVE_LOG_PANEL_WIDTH = WIDTH
DIMENSION = 8
SQ_SIZE = HEIGHT // DIMENSION
MAX_FPS = 30
IMAGES = {}
colors = [p.Color("white"), p.Color("aquamarine3")]
def load_images():
pieces = ["wp", "wR", "wN", "wB", "wQ", "wK", "bp", "bR", "bN", "bB", "bQ", "bK"]
for piece in pieces:
IMAGES[piece] = p.transform.scale(p.image.load("images/" + piece + ".png"), (SQ_SIZE, SQ_SIZE))
def main():
global retQueue
p.init()
screen = p.display.set_mode((WIDTH + MOVE_LOG_PANEL_WIDTH, HEIGHT))
clock = p.time.Clock()
screen.fill(p.Color("white"))
gs = chessEngine.GameState()
validMoves = gs.getValidMoves()
moveMade = False
animate = False
load_images()
running = True
sqSelected = ()
playerClicks = []
gameOver = False
aiThinking = False
moveUndone = False
moveFinder = None
moveLogFont = p.font.SysFont("Arial", 14, False, False)
p1 = True
p2 = False
while running:
humanTurn = (gs.whiteToMove and p1) or (not gs.whiteToMove and p2)
for e in p.event.get():
if e.type == p.QUIT:
p.quit()
sys.exit()
# Mouse handler
elif e.type == p.MOUSEBUTTONDOWN:
if not gameOver:
location = p.mouse.get_pos()
col = location[0] // SQ_SIZE
row = location[1] // SQ_SIZE
if sqSelected == (row, col) or col >= 8:
sqSelected = ()
playerClicks = []
else:
sqSelected = (row, col)
playerClicks.append(sqSelected)
if len(playerClicks) == 2 and humanTurn:
move = chessEngine.Move(playerClicks[0], playerClicks[1], gs.board)
for i in range(len(validMoves)):
if move == validMoves[i]:
gs.makeMove(validMoves[i])
moveMade = True
animate = True
sqSelected = ()
playerClicks = []
if not moveMade:
playerClicks = [sqSelected]
elif e.type == p.KEYDOWN:
# Undoing when 'z' is pressed.
if e.key == p.K_z:
gs.undoMove()
moveMade = True
animate = False
gameOver = False
if aiThinking:
moveFinder.terminate()
aiThinking = False
moveUndone = True
# Resetting when 'r' is pressed.
if e.key == p.K_r:
gs = chessEngine.GameState()
validMoves = gs.getValidMoves()
sqSelected = ()
playerClicks = []
moveMade = False
animate = False
gameOver = False
if aiThinking:
moveFinder.terminate()
aiThinking = False
moveUndone = False
if not gameOver and not humanTurn and not moveUndone:
if not aiThinking:
aiThinking = True
retQueue = Queue()
moveFinder = Process(target=chessAI.findBestMove, args=(gs, validMoves, retQueue))
moveFinder.start()
if not moveFinder.is_alive():
aiMove = retQueue.get()
if aiMove is None:
chessAI.findRandomMove(validMoves)
gs.makeMove(aiMove)
moveMade = True
animate = True
aiThinking = False
if moveMade:
if animate:
animateMove(gs.moveLog[-1], screen, gs.board, clock)
validMoves = gs.getValidMoves()
moveMade = False
animate = False
moveUndone = False
drawGameState(screen, gs, validMoves, sqSelected)
if not gameOver:
drawMoveLog(screen, gs, moveLogFont)
if gs.checkmate:
gameOver = True
if gs.whiteToMove:
drawEndgameText(screen, "Black wins by checkmate!")
else:
drawEndgameText(screen, "White wins by checkmate!")
elif gs.stalemate:
gameOver = True
drawEndgameText(screen, "Stalemate")
clock.tick(MAX_FPS)
p.display.flip()
def drawGameState(screen, gs, validMoves, sqSelected):
drawBoard(screen)
highlightSquare(screen, gs, validMoves, sqSelected)
drawPieces(screen, gs.board)
def drawBoard(screen):
for row in range(DIMENSION):
for col in range(DIMENSION):
color = colors[((row + col) % 2)]
p.draw.rect(screen, color, p.Rect(col * SQ_SIZE, row * SQ_SIZE, SQ_SIZE, SQ_SIZE))
def highlightSquare(screen, gs, validMoves, sqSelected):
if len(gs.moveLog) > 0:
lastMove = gs.moveLog[-1]
s = p.Surface((SQ_SIZE, SQ_SIZE))
s.set_alpha(100)
s.fill(p.Color("green"))
screen.blit(s, (lastMove.endCol * SQ_SIZE, lastMove.endRow * SQ_SIZE))
if sqSelected != ():
row, col = sqSelected
if gs.board[row][col][0] == ("w" if gs.whiteToMove else "b"):
s = p.Surface((SQ_SIZE, SQ_SIZE))
s.set_alpha(100)
s.fill(p.Color("blue"))
screen.blit(s, (col * SQ_SIZE, row * SQ_SIZE))
s.fill(p.Color("yellow"))
for move in validMoves:
if move.startRow == row and move.startCol == col:
screen.blit(s, (move.endCol * SQ_SIZE, move.endRow * SQ_SIZE))
def drawPieces(screen, board):
for row in range(DIMENSION):
for col in range(DIMENSION):
piece = board[row][col]
if piece != "--":
screen.blit(IMAGES[piece], p.Rect(col * SQ_SIZE, row * SQ_SIZE, SQ_SIZE, SQ_SIZE))
def drawMoveLog(screen, gs, font):
moveLogRect = p.Rect(WIDTH, 0, MOVE_LOG_PANEL_WIDTH, MOVE_LOG_PANEL_HEIGHT)
p.draw.rect(screen, p.Color("black"), moveLogRect)
moveLog = gs.moveLog
moveTexts = []
for i in range(0, len(moveLog), 2):
moveString = str(i // 2 + 1) + ". " + str(moveLog[i]) + " "
if i + 1 < len(moveLog):
moveString += str(moveLog[i + 1]) + " "
moveTexts.append(moveString)
movesPerRow = 3
padding = 5
lineSpacing = 2
textY = padding
for i in range(0, len(moveTexts), movesPerRow):
text = ""
for j in range(movesPerRow):
if i + j < len(moveTexts):
text += moveTexts[i + j]
textObject = font.render(text, True, p.Color("white"))
textLocation = moveLogRect.move(padding, textY)
screen.blit(textObject, textLocation)
textY += textObject.get_height() + lineSpacing
def drawEndgameText(screen, text):
font = p.font.SysFont("Helvetica", 32, True, False)
textObject = font.render(text, False, p.Color("grey"))
textLocation = p.Rect(0, 0, WIDTH, HEIGHT).move(WIDTH / 2 - textObject.get_width() / 2, HEIGHT / 2 - textObject.get_height() / 2)
screen.blit(textObject, textLocation)
textObject = font.render(text, False, p.Color("black"))
screen.blit(textObject, textLocation.move(2, 2))
def animateMove(move, screen, board, clock):
dRow = move.endRow - move.startRow
dCol = move.endCol - move.startCol
framePerSquare = 10
frameCount = (abs(dRow) + abs(dCol)) * framePerSquare
for frame in range(frameCount + 1):
row, col = (move.startRow + dRow * frame / frameCount, move.startCol + dCol * frame / frameCount)
drawBoard(screen)
drawPieces(screen, board)
# erase the piece moved from its ending square
color = colors[(move.endRow + move.endCol) % 2]
endSquare = p.Rect(move.endCol * SQ_SIZE, move.endRow * SQ_SIZE, SQ_SIZE, SQ_SIZE)
p.draw.rect(screen, color, endSquare)
# draw captured piece onto rectangle
if move.pieceCaptured != '--':
if move.isEnpassantMove:
enPassantRow = move.endRow + 1 if move.pieceCaptured[0] == 'b' else move.endRow - 1
endSquare = p.Rect(move.endCol * SQ_SIZE, enPassantRow * SQ_SIZE, SQ_SIZE, SQ_SIZE)
screen.blit(IMAGES[move.pieceCaptured], endSquare)
# draw moving piece
screen.blit(IMAGES[move.pieceMoved], p.Rect(col * SQ_SIZE, row * SQ_SIZE, SQ_SIZE, SQ_SIZE))
p.display.flip()
clock.tick(60)
if __name__ == "__main__":
main()