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ChessMain.py
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252 lines (229 loc) · 10.2 KB
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'''
Main driver file, responsible for handling user inputs and displaying the current GameState object.
'''
import pygame as p
from Chess import ChessEngine, ChessAI
from multiprocessing import Process, Queue
BOARD_WIDTH = BOARD_HEIGHT = 500 #400 is different option
MOVE_LOG_PANEL_WIDTH = 250
MOVE_LOG_PANEL_HEIGHT = BOARD_HEIGHT
DIMENSION = 8
SQ_SIZE = BOARD_HEIGHT // DIMENSION
MAX_FPS = 15 #for animation
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))
'''
Main driver that will handle user input and update 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", 15, False, False)
gs = ChessEngine.GameState()
validMoves = gs.getValidMoves()
moveMade = False #flag variable for when 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, keep track of the last click by the user (tuple: (row, col))
playerClicks = [] #keep track of player clicks (two tuples: [(6,4), (4,4)])
gameOver = False
playerOne = False #if human is playing white this is true, if AI then false
playerTwo = False #same as above but for black
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 selected the same square twice or user clicked mouse log
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(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 key is '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 logic
if not gameOver and not humanTurn and not moveUndone:
if not AIThinking:
AIThinking = True
print("thinking...")
returnQueue = Queue() #used to pass data through threads
moveFinderProcess = Process(target=ChessAI.findBestMove, args=(gs, validMoves, returnQueue))
moveFinderProcess.start() #call findBestMove(gs, validMoves, returnQueue)
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 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 within a current 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 the board
drawMoveLog(screen, gs, moveLogFont)
'''
Draw the squares on the board.
'''
def drawBoard(screen):
global colors
colors = [p.Color("white"), p.Color("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))
'''
Highlight 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
#highlight selected square
s = p.Surface((SQ_SIZE, SQ_SIZE))
s.set_alpha(100) #transperency value -> 0 transparent; 255 opaque
s.fill(p.Color('blue'))
screen.blit(s, (c*SQ_SIZE, r*SQ_SIZE))
#highlight move 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))
'''
Draw 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 != "--": # If 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, 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): #make sure black made a move
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
'''
Animating a move
'''
def animateMove(move, screen, board, clock):
global colors
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", 50, True, False)
textObject = font.render(text, 0, p.Color('Red'))
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)
if __name__ == "__main__":
main()