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chess_gui.py
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chess_gui.py
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#
# The GUI engine for Python Chess
#
# Author: Boo Sung Kim, Eddie Sharick
# Note: The pygame tutorial by Eddie Sharick was used for the GUI engine. The GUI code was altered by Boo Sung Kim to
# fit in with the rest of the project.
#
import chess_engine
import pygame as py
import ai_engine
from enums import Player
"""Variables"""
WIDTH = HEIGHT = 512 # width and height of the chess board
DIMENSION = 8 # the dimensions of the chess board
SQ_SIZE = HEIGHT // DIMENSION # the size of each of the squares in the board
MAX_FPS = 15 # FPS for animations
IMAGES = {} # images for the chess pieces
colors = [py.Color("white"), py.Color("gray")]
# TODO: AI black has been worked on. Mirror progress for other two modes
def load_images():
'''
Load images for the chess pieces
'''
for p in Player.PIECES:
IMAGES[p] = py.transform.scale(py.image.load("images/" + p + ".png"), (SQ_SIZE, SQ_SIZE))
def draw_game_state(screen, game_state, valid_moves, square_selected):
''' Draw the complete chess board with pieces
Keyword arguments:
:param screen -- the pygame screen
:param game_state -- the state of the current chess game
'''
draw_squares(screen)
highlight_square(screen, game_state, valid_moves, square_selected)
draw_pieces(screen, game_state)
def draw_squares(screen):
''' Draw the chess board with the alternating two colors
:param screen: -- the pygame screen
'''
for r in range(DIMENSION):
for c in range(DIMENSION):
color = colors[(r + c) % 2]
py.draw.rect(screen, color, py.Rect(c * SQ_SIZE, r * SQ_SIZE, SQ_SIZE, SQ_SIZE))
def draw_pieces(screen, game_state):
''' Draw the chess pieces onto the board
:param screen: -- the pygame screen
:param game_state: -- the current state of the chess game
'''
for r in range(DIMENSION):
for c in range(DIMENSION):
piece = game_state.get_piece(r, c)
if piece is not None and piece != Player.EMPTY:
screen.blit(IMAGES[piece.get_player() + "_" + piece.get_name()],
py.Rect(c * SQ_SIZE, r * SQ_SIZE, SQ_SIZE, SQ_SIZE))
def highlight_square(screen, game_state, valid_moves, square_selected):
if square_selected != () and game_state.is_valid_piece(square_selected[0], square_selected[1]):
row = square_selected[0]
col = square_selected[1]
if (game_state.whose_turn() and game_state.get_piece(row, col).is_player(Player.PLAYER_1)) or \
(not game_state.whose_turn() and game_state.get_piece(row, col).is_player(Player.PLAYER_2)):
# hightlight selected square
s = py.Surface((SQ_SIZE, SQ_SIZE))
s.set_alpha(100)
s.fill(py.Color("blue"))
screen.blit(s, (col * SQ_SIZE, row * SQ_SIZE))
# highlight move squares
s.fill(py.Color("green"))
for move in valid_moves:
screen.blit(s, (move[1] * SQ_SIZE, move[0] * SQ_SIZE))
def main():
# Check for the number of players and the color of the AI
human_player = ""
while True:
try:
number_of_players = input("How many players (1 or 2)?\n")
if int(number_of_players) == 1:
number_of_players = 1
while True:
human_player = input("What color do you want to play (w or b)?\n")
if human_player is "w" or human_player is "b":
break
else:
print("Enter w or b.\n")
break
elif int(number_of_players) == 2:
number_of_players = 2
break
else:
print("Enter 1 or 2.\n")
except ValueError:
print("Enter 1 or 2.")
py.init()
screen = py.display.set_mode((WIDTH, HEIGHT))
clock = py.time.Clock()
game_state = chess_engine.game_state()
load_images()
running = True
square_selected = () # keeps track of the last selected square
player_clicks = [] # keeps track of player clicks (two tuples)
valid_moves = []
game_over = False
ai = ai_engine.chess_ai()
game_state = chess_engine.game_state()
if human_player is 'b':
ai_move = ai.minimax_black(game_state, 3, -100000, 100000, True, Player.PLAYER_1)
game_state.move_piece(ai_move[0], ai_move[1], True)
while running:
for e in py.event.get():
if e.type == py.QUIT:
running = False
elif e.type == py.MOUSEBUTTONDOWN:
if not game_over:
location = py.mouse.get_pos()
col = location[0] // SQ_SIZE
row = location[1] // SQ_SIZE
if square_selected == (row, col):
square_selected = ()
player_clicks = []
else:
square_selected = (row, col)
player_clicks.append(square_selected)
if len(player_clicks) == 2:
# this if is useless right now
if (player_clicks[1][0], player_clicks[1][1]) not in valid_moves:
square_selected = ()
player_clicks = []
valid_moves = []
else:
game_state.move_piece((player_clicks[0][0], player_clicks[0][1]),
(player_clicks[1][0], player_clicks[1][1]), False)
square_selected = ()
player_clicks = []
valid_moves = []
if human_player is 'w':
ai_move = ai.minimax_white(game_state, 3, -100000, 100000, True, Player.PLAYER_2)
game_state.move_piece(ai_move[0], ai_move[1], True)
elif human_player is 'b':
ai_move = ai.minimax_black(game_state, 3, -100000, 100000, True, Player.PLAYER_1)
game_state.move_piece(ai_move[0], ai_move[1], True)
else:
valid_moves = game_state.get_valid_moves((row, col))
if valid_moves is None:
valid_moves = []
elif e.type == py.KEYDOWN:
if e.key == py.K_r:
game_over = False
game_state = chess_engine.game_state()
valid_moves = []
square_selected = ()
player_clicks = []
valid_moves = []
elif e.key == py.K_u:
game_state.undo_move()
print(len(game_state.move_log))
draw_game_state(screen, game_state, valid_moves, square_selected)
endgame = game_state.checkmate_stalemate_checker()
if endgame == 0:
game_over = True
draw_text(screen, "Black wins.")
elif endgame == 1:
game_over = True
draw_text(screen, "White wins.")
elif endgame == 2:
game_over = True
draw_text(screen, "Stalemate.")
clock.tick(MAX_FPS)
py.display.flip()
# elif human_player is 'w':
# ai = ai_engine.chess_ai()
# game_state = chess_engine.game_state()
# valid_moves = []
# while running:
# for e in py.event.get():
# if e.type == py.QUIT:
# running = False
# elif e.type == py.MOUSEBUTTONDOWN:
# if not game_over:
# location = py.mouse.get_pos()
# col = location[0] // SQ_SIZE
# row = location[1] // SQ_SIZE
# if square_selected == (row, col):
# square_selected = ()
# player_clicks = []
# else:
# square_selected = (row, col)
# player_clicks.append(square_selected)
# if len(player_clicks) == 2:
# if (player_clicks[1][0], player_clicks[1][1]) not in valid_moves:
# square_selected = ()
# player_clicks = []
# valid_moves = []
# else:
# game_state.move_piece((player_clicks[0][0], player_clicks[0][1]),
# (player_clicks[1][0], player_clicks[1][1]), False)
# square_selected = ()
# player_clicks = []
# valid_moves = []
#
# ai_move = ai.minimax(game_state, 3, -100000, 100000, True, Player.PLAYER_2)
# game_state.move_piece(ai_move[0], ai_move[1], True)
# else:
# valid_moves = game_state.get_valid_moves((row, col))
# if valid_moves is None:
# valid_moves = []
# elif e.type == py.KEYDOWN:
# if e.key == py.K_r:
# game_over = False
# game_state = chess_engine.game_state()
# valid_moves = []
# square_selected = ()
# player_clicks = []
# valid_moves = []
# elif e.key == py.K_u:
# game_state.undo_move()
# print(len(game_state.move_log))
# draw_game_state(screen, game_state, valid_moves, square_selected)
#
# endgame = game_state.checkmate_stalemate_checker()
# if endgame == 0:
# game_over = True
# draw_text(screen, "Black wins.")
# elif endgame == 1:
# game_over = True
# draw_text(screen, "White wins.")
# elif endgame == 2:
# game_over = True
# draw_text(screen, "Stalemate.")
#
# clock.tick(MAX_FPS)
# py.display.flip()
#
# elif human_player is 'b':
# pass
def draw_text(screen, text):
font = py.font.SysFont("Helvitca", 32, True, False)
text_object = font.render(text, False, py.Color("Black"))
text_location = py.Rect(0, 0, WIDTH, HEIGHT).move(WIDTH / 2 - text_object.get_width() / 2,
HEIGHT / 2 - text_object.get_height() / 2)
screen.blit(text_object, text_location)
if __name__ == "__main__":
main()