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ChessMain.py
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"""
This is our main driver file. It will be responsible for handling user input and displaying the current GameState object.
"""
import pygame as p
import ChessEngine
import myBot
from multiprocessing import Process, Queue
p.init()
BOARD_WIDTH = BOARD_HEIGHT = 512 #400 is another option
MOVE_LOG_PANEL_WIDTH = 300
MOVE_LOG_PANEL_HEIGHT = BOARD_HEIGHT
DIMENSION = 8 #8x8 board
SQ_SIZE = BOARD_HEIGHT // DIMENSION
MAX_FPS = 15 #for animations later on
IMAGES = {}
"""
Initialize a global dictionary of images/ This will be called exactly once in the main.
"""
def loadImages():
pieces = ["bR", "bN", "bB", "bQ", "bK", "bB", "bN", "bR", "bP", "wR", "wN", "wB", "wQ", "wK", "wB", "wN", "wR", "wP"]
for piece in pieces:
IMAGES[piece] = p.transform.scale(p.image.load("pieces/" + piece + ".png"),(SQ_SIZE, SQ_SIZE))
#Note: we can access an image by saying 'IMAGES['wp']'
"""
The main driver for code. This will handle user input and updating the graphics.
"""
def main():
p.init()
screen = p.display.set_mode((BOARD_WIDTH + MOVE_LOG_PANEL_WIDTH, BOARD_HEIGHT))
p.display.set_caption("Chessio")
p.display.set_icon(p.image.load("icon.png"))
clock = p.time.Clock()
screen.fill(p.Color("white"))
moveLogFont = p.font.SysFont("Arial", 14, False, False)
gs = ChessEngine.GameState()
validMoves = gs.getValidMoves()
moveMade = False #flag variable for when a move is made
animate = False #flag variable for when we should animate a move
loadImages() #Only do this once, before while loop
running = True
sqSelected = () #no square is selected, kepp track of last click of the user (tuple: (row, col))
playerClicks = [] #keep track og player clicks (two tuples: [(6, 4), (4, 4)])
print("White"*gs.whiteToMove + "Black"*(not gs.whiteToMove))
gameOver = False
playerOne = True #If a human is playing white, then this will be True. If an AI is playing then this will be False
playerTwo = False #Same as above but for black
AIThinking = False #flag variable for when AI is thinking
moveFinderProcess = None #A variable to store the move finding process
moveUndone = False
while running:
humanTurn = (gs.whiteToMove and playerOne) or (not gs.whiteToMove and playerTwo)
for e in p.event.get():
# chief_undo = False
if e.type == p.QUIT:
print("Bye!")
running = False
#mouse handlers
elif e.type == p.MOUSEBUTTONDOWN:
if not gameOver:
location = p.mouse.get_pos() #(x, y) location of the mouse
col = location[0]//SQ_SIZE
row = location[1]//SQ_SIZE
if sqSelected == (row, col) or col >= 8: #the user clicked the same square twice or out of bounds
sqSelected = () #deselect
playerClicks = [] #clear player clicks
else:
sqSelected = (row, col)
playerClicks.append(sqSelected) #append for both 1st and 2nd clicks
if len(playerClicks) == 2 and humanTurn: #after 2nd click
move = ChessEngine.Move(playerClicks[0], playerClicks[1], gs.board)
# print("Valid moves: ",len(validMoves), "To move: ", end="")
print(move.getChessNotation())
for i in range(len(validMoves)):
if move == validMoves[i]:
moveMade = True
animate = True
gs.makeMove(validMoves[i])
# print("White"*gs.whiteToMove + "Black"*(not gs.whiteToMove))
sqSelected = () #reset user clicks
playerClicks = []
if not moveMade:
playerClicks = [sqSelected]
#key handlers
elif e.type == p.KEYDOWN:
if e.key == p.K_z: #Undo when 'z' is pressed
gs.undoMove()
sqSelected = ()
playerClicks = []
moveMade = True
animate = False
gameOver = False
if AIThinking:
moveFinderProcess.terminate()
AIThinking = False
moveUndone = True
if e.key == p.K_r: #Reset the board when 'r' is pressed
gs = ChessEngine.GameState()
validMoves = gs.getValidMoves()
sqSelected = ()
playerClicks = []
moveMade = False
animate = False
gameOver = False
if AIThinking:
moveFinderProcess.terminate()
AIThinking = False
moveUndone = True
moveUndone = True
#AI move finder
if not gameOver and not humanTurn and not moveUndone:
if not AIThinking:
AIThinking = True
print('thinking. . .')
returnQueue = Queue() #used to pass data between threads
moveFinderProcess = Process(target=myBot.findBestMove, args=(gs, validMoves, returnQueue))
moveFinderProcess.start() #call findBestMove(gs, validMoves)
# AIMove = myBot.findBestMove(gs, validMoves)
if not moveFinderProcess.is_alive():
print('Done thinking')
AIMove = returnQueue.get()
if AIMove is None:
AIMove = myBot.findRandomMove(gs, 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, moveLogFont)
if gs.checkMate or gs.staleMate:
gameOver = True
drawEndGameText(screen, "Stalemate" if gs.staleMate else "Black wins by checkmate" if gs.whiteToMove else "White wins by checkmate")
clock.tick(MAX_FPS)
p.display.flip()
"""
Responsible for all the graphics withing a ccurrent game state.
"""
def drawGameState(screen, gs, validMoves, sqSelected, moveLogFont):
drawBoard(screen) # draw squares on the board
highlightSquares(screen, gs, validMoves, sqSelected)
drawPieces(screen, gs.board) # draw pieces on top of those squares
drawMoveLog(screen, gs, moveLogFont)
"""
Draw the dquares on the board. The top left square is always light.
"""
def drawBoard(screen):
global colors
colors = [p.Color("white"), p.Color("grey")]
for r in range(DIMENSION):
for c in range(DIMENSION):
color = colors[((r+c)%2)]
p.draw.rect(screen, color, p.Rect(c*SQ_SIZE, r*SQ_SIZE, SQ_SIZE, SQ_SIZE))
'''
Highlight the square selected and moves for piece selected
'''
def highlightSquares(screen, gs, validMoves, sqSelected):
if sqSelected != ():
r, c = sqSelected
if gs.board[r][c][0] == ('w' if gs.whiteToMove else 'b'): #sqSelected is a piece that can be moved
s = p.Surface((SQ_SIZE, SQ_SIZE))
s.set_alpha(100) #transparency value -> 0 = transparent, 255 = opaque
s.fill(p.Color('blue'))
screen.blit(s, (c*SQ_SIZE, r*SQ_SIZE))
#highlight moves form them square
s.fill(p.Color('yellow'))
colored = []
for move in validMoves:
if move.startRow == r and move.startCol == c:
screen.blit(s, (move.endCol*SQ_SIZE, move.endRow*SQ_SIZE))
colored.append((move.endRow, move.endCol))
k = p.Surface((SQ_SIZE, SQ_SIZE))
k.set_alpha(200)
for square in colored:
if gs.board[square[0]][square[1]] != "--":
k.fill(p.Color('red'))
screen.blit(k, (square[1]*SQ_SIZE, square[0]*SQ_SIZE))
"""
Draw the pieces on the board using the current GameState.board
"""
def drawPieces(screen, board):
for r in range(DIMENSION):
for c in range(DIMENSION):
piece = board[r][c]
if piece != "--": #not an empty square
screen.blit(IMAGES[piece], p.Rect(c*SQ_SIZE, r*SQ_SIZE, SQ_SIZE, SQ_SIZE))
'''
Draw the move log
'''
def drawMoveLog(screen: p.surface.Surface, gs: ChessEngine.GameState, font: p.font.Font):
moveLogRect = p.Rect(BOARD_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 = f'{i//2 + 1:02d}'+ "." + str(moveLog[i]) + "-"
if i + 1 < len(moveLog):
moveString += str(moveLog[i+1])
moveTexts.append(moveString)
padding = 5
textY = padding
lineSpacing = 2
movesPerRow = 3
for i in range(0, len(moveTexts), movesPerRow):
text = ''
for j in range(movesPerRow):
if i + j < len(moveTexts):
text += " " + moveTexts[i+j]
text += " "
#give the text a uniform padding of 10 spaces
text = text.ljust(10)
textObject = font.render(text, True, p.Color('white'))
textLocation = moveLogRect.move(padding, textY)
screen.blit(textObject, textLocation)
textY += textObject.get_height() + lineSpacing
pass
'''
Animating a move
'''
def animateMove(move, screen, board, clock):
global colors
coords = [] #list of coordinates that the animation will mvoe through
dR = move.endRow - move.startRow
dC = move.endCol - move.startCol
framesPerSquare = 10 #frames to move one square
frameCount = (abs(dR) + abs(dC)) * framesPerSquare
for frame in range(frameCount + 1):
r, c = (move.startRow + dR*frame/frameCount, move.startCol + dC*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(c*SQ_SIZE, r*SQ_SIZE, SQ_SIZE, SQ_SIZE))
p.display.flip()
clock.tick(60)
def drawEndGameText(screen, text):
font = p.font.SysFont("Helvitca", 32, True, False)
textObject = font.render(text, 0, p.Color('Black'))
textLocation = p.Rect(0, 0, BOARD_WIDTH, BOARD_HEIGHT).move(BOARD_WIDTH/2 - textObject.get_width()/2, BOARD_HEIGHT/2 - textObject.get_height()/2)
screen.blit(textObject, textLocation)
textObject = font.render(text, 0, p.Color('yellow'))
screen.blit(textObject, textLocation.move(2, 2))
if __name__ == "__main__":
main()