-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathchessMainBoard.py
255 lines (222 loc) · 9.78 KB
/
chessMainBoard.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
# this is our main driver file.IT will be responsible for handling user input and displaying the current Game state o
import sys
import pygame as p
import chessEngine,chessAI
from multiprocessing import Process, Queue
BOARD_WIDTH = BOARD_HEIGHT = 700 #400 is another option
MOVE_LOG_PANEL_WIDTH=400
MOVE_LOG_PANEL_HEIGHT=BOARD_HEIGHT
DIMENSION = 8
SQ_SIZE = BOARD_HEIGHT//DIMENSION
MAX_FPS=60
IMAGES={}
# Initialize a global dictionary of images.This will be called exactly once in the main
def loadImages():
pieces=['wp','wR','wN','wB','wK','wQ','bp','bR','bN','bB','bK','bQ']
for piece in pieces:
IMAGES[piece]=p.transform.scale(p.image.load("./images/"+piece + ".png"),(SQ_SIZE,SQ_SIZE))
# Note:we can access an image by saying "IMAGES['wp']"D:\ChessAI\chess\
# the main driver for our 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))
clock=p.time.Clock()
screen.fill(p.Color("white"))
moveLogFont=p.font.SysFont("Arial",19,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()
running=True
sqSelected=() #no sq is selected initially,keep track of the last click of the user (tuple: (row,col))
playerClicks=[] #keep track of player clicks (two tuples:[(6,4),(4,4)])
gameOver=False
playerOne=True #if an human is plying White
#for 1player game playerTwo=False & for 2Player playerTwo=True
playerTwo=False
AIThinking=False
moveFinderProcess=None
moveUndone=False
while running:
humanTurn=(gs.whiteToMove and playerOne) or (not gs.whiteToMove and playerTwo)
for e in p.event.get():
if e.type==p.QUIT:
running=False
#mouse handler
elif e.type==p.MOUSEBUTTONDOWN:
if not gameOver:
location=p.mouse.get_pos() #(x,y) location of 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
sqSelected=() #clear player clicks
playerClicks=[]
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(move.getChessNotation())
for i in range(len(validMoves)):
if move==validMoves[i]:
gs.makeMove(validMoves[i])
moveMade=True
animate=True
sqSelected=() #reset user clicks
playerClicks=[]
if not moveMade:
playerClicks=[sqSelected]
#key handler
elif e.type==p.KEYDOWN: ##undo when 'z' is pressed
if e.key==p.K_z:
gs.undoMove()
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
#AI move finder
if not gameOver and not humanTurn and not moveUndone:
if not AIThinking:
AIThinking=True
print("thinking")
returnQueue=Queue()
moveFinderProcess=Process(target=chessAI.findBestMove,args=(gs,validMoves,returnQueue))
#call findBestMove(gs,validMoves,returnQueue)
moveFinderProcess.start()
if not moveFinderProcess.is_alive():
print("done thinking")
AIMove=returnQueue.get()
if AIMove is None:
AIMove=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,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()
#highlight square selected and moves for piece selected
def highlightSquare(screen,gs,validMoves,sqSelected):
if sqSelected!=():
r,c=sqSelected
if gs.board[r][c][0]==('w' if gs.whiteToMove else 'b'):
#highlight selected square
s=p.Surface((SQ_SIZE,SQ_SIZE))
s.set_alpha(100) #Transperancy value -> 0 transparent;255 opaque
s.fill(p.Color('green'))
screen.blit(s,(c*SQ_SIZE,r*SQ_SIZE))
#highlight moves from that square
s.fill(p.Color('yellow'))
for move in validMoves:
if move.startRow == r and move.startCol==c:
screen.blit(s,(move.endCol*SQ_SIZE,move.endRow*SQ_SIZE))
#Animation
def animateMove(move,screen,board,clock):
global colors
dR=move.endRow-move.startRow
dC=move.endCol-move.startCol
framesPerSquare=10 #frames 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)
if move.pieceCaptured !='--': #draw captured piece onto rectangle
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(100)
# Responsible for all the graphics within a current game state
def drawGameState(screen,gs,validMoves,sqSelected,moveLogFont):
drawBoard(screen)#draw squares on the board
#add in pics highlighting or move suggestions (later)
highlightSquare(screen,gs,validMoves,sqSelected)
drawPieces(screen,gs.board)#draw pieces on top of those squares
drawMoveLog(screen,gs,moveLogFont)
# Draw the squares on the board.The top left square is always light.
def drawBoard(screen):
global colors
colors=[p.Color("white"),p.Color("sky blue")]
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))
def drawMoveLog(screen,gs,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="("+str(i//2+1)+".) "+str(moveLog[i])+" "
if i+1<len(moveLog):
moveString+=str(moveLog[i+1])
moveTexts.append(moveString)
movesPerRow=4
padding=5
textY=padding
lineSpacing=2
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('light green'))
textLocation=moveLogRect.move(padding,textY)
screen.blit(textObject,textLocation)
textY+=textObject.get_height() + lineSpacing
# 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 !="--":
screen.blit(IMAGES[piece],p.Rect(c*SQ_SIZE,r*SQ_SIZE,SQ_SIZE,SQ_SIZE))
def drawEndGameText(screen,text):
font=p.font.SysFont("Helvitca",32,True,False)
textObject=font.render(text,0,p.Color('yellow'))
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("Black"))
screen.blit(textObject,textLocation.move(2,2))
if __name__=="__main__":
main()