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ChessMain.py
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193 lines (170 loc) · 7.34 KB
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"""
This is our driver file, responsible for handling user input and displaying current GameState object.
"""
import pygame as p
from Chess import ChessEngine
WIDTH = HEIGHT = 512 #400 is another good option
DIMENSION = 8 #dimensions of chess board are 8x8
SQ_SIZE = HEIGHT // DIMENSION
MAX_FPS = 15 # for animation later on
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("Chess/images/" + piece + ".png"), (SQ_SIZE, SQ_SIZE))
# Note: we can access an image by saying 'IMAGES['wp']'
'''
The main driver for our code. This will handle user input and updating the graphics.
'''
def main():
p.init()
screen = p.display.set_mode((WIDTH, HEIGHT))
clock = p.time.Clock()
screen.fill(p.Color("white"))
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 the while loop
running = True
sqSelected = () # no square is selected initially
# keeps track of the last click of the user in form od a tuple: (row, col)
playerClicks = [] # keeps track of player clicks(two tuples: [(6, 4), (4, 4)]
gameOver = False
while running:
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): # user clicked the same square twice
sqSelected = () # deselect
playerClicks = [] # clear player clicks
else:
sqSelected = (row, col)
playerClicks.append(sqSelected) #append for both 1st and 2nd clicks
if len(playerClicks) == 2: # 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:
if e.key == p.K_z: # undo move when 'z' is pressed
gs.undoMove()
moveMade = True
animate = False
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
if moveMade:
if animate:
animateMove(gs.moveLog[-1], screen, gs.board, clock)
validMoves = gs.getValidMoves()
moveMade = False
drawGameState(screen, gs, validMoves, sqSelected)
if gs.checkMate:
gameOver = True
if gs.whiteToMove:
drawText(screen, 'Black wins by CheckMate')
else:
drawText(screen, 'White wins by CheckMate')
elif gs.staleMate:
gameOver = True
drawText(screen, 'StaleMate')
clock.tick(MAX_FPS)
p.display.flip()
'''
Highlight the square selected and moves for the 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'): # sqSelected is a piece that can be moved
# highlight selected square
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 from this 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))
'''
Responsible for all the graphics within a current game state.
'''
def drawGameState(screen, gs, validMoves, sqSelected):
drawBoard(screen) # draw aquares on the board
highlightSquare(screen, gs, validMoves, sqSelected)
drawPieces(screen, gs.board) # draw pieces on top of those squares
'''
Draw the squares on the board. Top left square is always light.
'''
def drawBoard(screen):
global colors
colors = [p.Color("light gray"), p.Color("dark gray")]
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))
'''
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))
'''
Animating a move
'''
def animateMove(move, screen, board, clock):
global colors
coords = [] # list of coordinates that the animation will move 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 moves from it's 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 rectsngle
if move.pieceCaptured != "--":
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 drawText(screen, text):
font = p.font.SysFont("Helvicta", 32, True, False)
textObject = font.render(text, 0, p.Color("White"))
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, 0, p.Color("Black"))
screen.blit(textObject, textLocation.move(2, 2))
# change to commit
if __name__ == "__main__":
main()