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ChessMain.py
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import imp
from tkinter import TRUE
import pygame as p
from chess_gem import ChessEngine, SmartMoveFinder
import sys
from multiprocessing import Process, Queue
from easygui import *
WIDTH = HEIGHT = 512
DIMENSION = 8
SQ_SIZE = HEIGHT//DIMENSION
MAX_FPS = 24
IMAGES = {}
#bug after video 03 : white space can kill a chess element
'''
init a global dict of image, will call one
'''
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))
#acess image by images[piece]
def drawGameState(screen, gs, validMoves, sqSelected):
drawBoard(screen)#dRaw square
#addin suggestion
highlightSquares(screen, gs, validMoves, sqSelected)
drawPieces(screen, gs.board)#draw pieces
def drawBoard(screen):
global colors
colors = [p.Color('white'), p.Color('forestgreen')]
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 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 main():
# creating a message
p.init()
screen = p.display.set_mode((WIDTH, HEIGHT))
clock = p.time.Clock()
screen.fill(p.Color('white'))
gs = ChessEngine.GameState()
gs.setDepth()
validMoves = gs.getValidMoves()
global moveMade
moveMade = False #flag when a move is made
animate = False #flag when animate
#print(gs.board) # this is a board representation
loadImages()
running = True
numMove = 0
sqSelected = () #no quare selected, keep track last click
playerClicks = [] # keep track player click
gameOver = False
playerOne = False#if a human is playing, human play white, AI playing = 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:
sys.exit()
#mouse handler
elif e.type == p.MOUSEBUTTONDOWN:
if not gameOver:
location = p.mouse.get_pos()#mouse location(x,y)
col = location[0] // SQ_SIZE
row = location[1] // SQ_SIZE
if sqSelected == (row, col):
sqSelected = () #click same square == undo action
playerClicks = []
else:
sqSelected = (row, col)
playerClicks.append(sqSelected)
if len(playerClicks) == 2 and humanTurn: #after second click
move = ChessEngine.Move(playerClicks[0], playerClicks[1], gs.board)
# print(move.getChessNotation())
print(len(validMoves))
for i in range(len(validMoves)):
if move == validMoves[i]:
gs.makeMove(validMoves[i])
print('Valid Move')
if(move.isCastleMove == True): print('this is a valid move')
moveMade = True
animate = True
sqSelected = () #reset user click
playerClicks = []
if not moveMade:
playerClicks = [sqSelected]
#key Handler
elif e.type == p.KEYDOWN:
if e.key == p.K_z:#press z to undo
gs.undoMove()
#print('undo')
moveMade = True
animate = False
gameOver = False
if AIThinking:
moveFinderProcess.terminate()
AIThinking = False
moveUndone = True
#validMoves = gs.getValidMoves()
if e.key == p.K_r:#reset game
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 gs.whiteToMove:
if not AIThinking:
AIThinking = True
#print('thinking')
returnQueue = Queue()
moveFinderProcess = Process(target=SmartMoveFinder.findBestMove, args = (gs, validMoves, gs.DEPTH, returnQueue))
moveFinderProcess.start()
# AIMove = SmartMoveFinder.findBestMove(gs, validMoves)
if not moveFinderProcess.is_alive():
#print('done thinking')
AIMove = returnQueue.get()
if AIMove is None:
AIMove = SmartMoveFinder.findRandomMove(validMoves)
gs.makeMove(AIMove)
numMove += 1
#print(AIMove.getChessNotation())
moveMade = True
animate = True
AIThinking = False
else:
AIMove = SmartMoveFinder.findGreedy(gs, validMoves)
AIMove = None
if AIMove is None:
AIMove = SmartMoveFinder.findRandomMove(validMoves)
gs.makeMove(AIMove)
numMove += 1
print(AIMove.getChessNotation())
moveMade = True
animate = True
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 gs.checkMate:
gameOver = True
#print(numMove)
if gs.whiteToMove:
drawText(screen, "black wins by checkmate")
else:
drawText(screen, 'white wins by checkmate')
# gs = ChessEngine.GameState()
# validMoves = gs.getValidMoves
sqSelected = ()
playerClicks = []
moveMade = False
animate = False
elif gs.staleMate:
gameOver = True
drawText(screen, 'Stalemate')
#main()
clock.tick(MAX_FPS)
p.display.flip()
'''highlight square'''
def highlightSquares(screen, gs, validMoves, sqSelected):
if sqSelected != ():
r, c = sqSelected
if gs.board[r][c][0] == ('w' if gs.whiteToMove else 'b'):
s = p.Surface((SQ_SIZE, SQ_SIZE))
s.set_alpha(100) #transparency value ->0 tranparent, 255: opaque
s.fill(p.Color('blue'))
screen.blit(s, (c * SQ_SIZE, r* SQ_SIZE))
#hight lightmove from that square
s.fill(p.Color('yellow'))
for move in validMoves:
if(move.startRow == r and move.startCol == c):
screen.blit(s, (SQ_SIZE * move.endCol, SQ_SIZE * move.endRow))
def animateMove(move, screen, board, clock):
global colors
#coords = [] #list of coord that the animation will move through
dR = move.endRow - move.startRow
dC = move.endCol - move.startCol
framesPerSquare = 1#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)
#earse the piece moved form it 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 rect
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('Helvitca', 32, True, False)
textObject = font.render(text, 0, p.Color('Black'))
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))
# def setDepth():
# text = "Enter depth lv !!"
# # window title
# title = "thien dzai sieu cap vjppr0"
# # default text
# d_text = "3"
# # creating a enter box
# output = enterbox(text, title, d_text)
# # title for the message box
# title = "chose level"
# # creating a message
# DEPTH = int(output)
# return DEPTH
if __name__ == "__main__":
main()