Esempio n. 1
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 def instantiateAll(self, color):
     piecesAlive = []
     if color == ChessConstants.COLOR[0]:
         for x in range(8):
             newPawn = Pawn(color, ChessConstants.WHITE_PAWN_POS[x])
             piecesAlive.append(newPawn)
         for x in range(2):
             newKnight = Knight(color, ChessConstants.WHITE_KNIGHT_POS[x])
             piecesAlive.append(newKnight)
             newBishop = Bishop(color, ChessConstants.WHITE_BISHOP_POS[x])
             piecesAlive.append((newBishop))
             newRook = Rook(color, ChessConstants.WHITE_ROOK_POS[x])
             piecesAlive.append(newRook)
         newQueen = Queen(color, ChessConstants.WHITE_QUEEN_POS)
         piecesAlive.append(newQueen)
         newKing = King(color, ChessConstants.WHITE_KING_POS)
         piecesAlive.append(newKing)
     elif color == ChessConstants.COLOR[1]:
         for x in range(8):
             newPawn = Pawn(color, ChessConstants.BLACK_PAWN_POS[x])
             piecesAlive.append(newPawn)
         for x in range(2):
             newKnight = Knight(color, ChessConstants.BLACK_KNIGHT_POS[x])
             piecesAlive.append(newKnight)
             newBishop = Bishop(color, ChessConstants.BLACK_BISHOP_POS[x])
             piecesAlive.append(newBishop)
             newRook = Rook(color, ChessConstants.BLACK_ROOK_POS[x])
             piecesAlive.append(newRook)
         newQueen = Queen(color, ChessConstants.BLACK_QUEEN_POS)
         piecesAlive.append(newQueen)
         newKing = King(color, ChessConstants.BLACK_KING_POS)
         piecesAlive.append(newKing)
     return piecesAlive
Esempio n. 2
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    def loadMajorPieces(self):
        self.matrix[0][0] = Rook('BLACK', 0, 0)
        self.matrix[7][0] = Rook('BLACK', 7, 0)

        self.matrix[1][0] = Knight('BLACK', 1, 0)
        self.matrix[6][0] = Knight('BLACK', 6, 0)

        self.matrix[2][0] = Bishop('BLACK', 2, 0)
        self.matrix[5][0] = Bishop('BLACK', 5, 0)

        self.matrix[3][0] = Queen('BLACK', 3, 0)
        self.matrix[4][0] = King('BLACK', 4, 0)

        self.matrix[0][7] = Rook('WHITE', 0, 7)
        self.matrix[7][7] = Rook('WHITE', 7, 7)

        self.matrix[1][7] = Knight('WHITE', 1, 7)
        self.matrix[6][7] = Knight('WHITE', 6, 7)

        self.matrix[2][7] = Bishop('WHITE', 2, 7)
        self.matrix[5][7] = Bishop('WHITE', 5, 7)

        self.matrix[3][7] = Queen('WHITE', 3, 7)
        self.matrix[4][7] = King('WHITE', 4, 7)

        self.black_king = self.matrix[4][0]
        self.white_king = self.matrix[4][7]

        for i in range(8):
            black_piece = self.matrix[i][0]
            white_piece = self.matrix[i][7]

            self.black_pieces.append(black_piece)
            self.white_pieces.append(white_piece)
Esempio n. 3
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 def reset(self):
     self.pieces = []
     for x in range(0, 8):
         self.pieces.append(Pawn.Pawn((x, 6), True))
         self.pieces.append(Pawn.Pawn((x, 1), False))
     # White Pieces
     self.pieces.append(Rook.Rook((7, 7), True))
     self.pieces.append(Rook.Rook((0, 7), True))
     self.pieces.append(Knight.Knight((1, 7), True))
     self.pieces.append(Knight.Knight((6, 7), True))
     self.pieces.append(Bishop.Bishop((2, 7), True))
     self.pieces.append(Bishop.Bishop((5, 7), True))
     self.pieces.append(Queen.Queen((3, 7), True))
     self.pieces.append(King.King((4, 7), True))
     # Black Pieces
     self.pieces.append(Rook.Rook((7, 0), False))
     self.pieces.append(Rook.Rook((0, 0), False))
     self.pieces.append(Knight.Knight((1, 0), False))
     self.pieces.append(Knight.Knight((6, 0), False))
     self.pieces.append(Bishop.Bishop((2, 0), False))
     self.pieces.append(Bishop.Bishop((5, 0), False))
     self.pieces.append(Queen.Queen((3, 0), False))
     self.pieces.append(King.King((4, 0), False))
     # Set turn
     self.whitesTurn = True
Esempio n. 4
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    def preset1(self):
        preset1 = []

        preset1.append(King.King((0, 0), False))
        preset1.append(Rook.Rook((7, 1), True))
        preset1.append(King.King((7, 7), True))
        preset1.append(Rook.Rook((4, 4), True))
        return preset1
Esempio n. 5
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def first_row(color: Color) -> list:
    return [
        Rook(color, 0),
        Knight(color, 1),
        Bishop(color, 2),
        Queen(color, 3),
        King(color, 4),
        Bishop(color, 5),
        Knight(color, 6),
        Rook(color, 7)
    ]
Esempio n. 6
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    def setup_starting_positions(self):
        self.button_identities[0][0].config(image=self.pictures["Rook"])
        self.button_identities[0][1].config(image=self.pictures["Knight"])
        self.button_identities[0][2].config(image=self.pictures["Bishop"])
        self.button_identities[0][3].config(image=self.pictures["Queen"])
        self.button_identities[0][4].config(image=self.pictures["King"])
        self.button_identities[0][5].config(image=self.pictures["Bishop"])
        self.button_identities[0][6].config(image=self.pictures["Knight"])
        self.button_identities[0][7].config(image=self.pictures["Rook"])
        


        for x in range(8):
            self.button_identities[1][x].config(image=self.pictures["Pawn"])
            self.button_identities[6][x].config(image=self.pictures["PawnFilled"])

        self.button_identities[7][0].config(image=self.pictures["RookFilled"])
        self.button_identities[7][1].config(image=self.pictures["KnightFilled"])
        self.button_identities[7][2].config(image=self.pictures["BishopFilled"])
        self.button_identities[7][3].config(image=self.pictures["KingFilled"])
        self.button_identities[7][4].config(image=self.pictures["QueenFilled"])
        self.button_identities[7][5].config(image=self.pictures["BishopFilled"])
        self.button_identities[7][6].config(image=self.pictures["KnightFilled"])
        self.button_identities[7][7].config(image=self.pictures["RookFilled"])

        for x in range(2,6):
            for y in range(8):
                self.button_identities[x][y].config(image=self.pictures["Empty"])

        self.piece_array[0][0] = Rook(PieceColour.WHITE,self.gameMaster)
        self.piece_array[0][1] = Knight(PieceColour.WHITE,self.gameMaster)
        self.piece_array[0][2] = Bishop(PieceColour.WHITE,self.gameMaster)
        self.piece_array[0][3] = Queen(PieceColour.WHITE,self.gameMaster)
        self.piece_array[0][4] = King(PieceColour.WHITE,self.gameMaster)
        self.piece_array[0][5] = Bishop(PieceColour.WHITE,self.gameMaster)
        self.piece_array[0][6] = Knight(PieceColour.WHITE,self.gameMaster)
        self.piece_array[0][7] = Rook(PieceColour.WHITE,self.gameMaster)
        for x in range(8):
            self.piece_array[1][x] = Pawn(PieceColour.WHITE,self.gameMaster)
        self.piece_array[7][0] = Rook(PieceColour.BLACK,self.gameMaster)
        self.piece_array[7][1] = Knight(PieceColour.BLACK,self.gameMaster)
        self.piece_array[7][2] = Bishop(PieceColour.BLACK,self.gameMaster)
        self.piece_array[7][3] = King(PieceColour.BLACK,self.gameMaster)
        self.piece_array[7][4] = Queen(PieceColour.BLACK,self.gameMaster)
        self.piece_array[7][5] = Bishop(PieceColour.BLACK,self.gameMaster)
        self.piece_array[7][6] = Knight(PieceColour.BLACK,self.gameMaster)
        self.piece_array[7][7] = Rook(PieceColour.BLACK,self.gameMaster)
        for x in range(8):
            self.piece_array[6][x] = Pawn(PieceColour.BLACK,self.gameMaster)
        self.manual_assign()
Esempio n. 7
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 def draw(self, screen):
     #Fill in with "None", for the reset button. if you remove this part, things become interesting
     #for i in range (0, 8):
     #    for j in range (0, 8):
     #        if self.pieces[i][j] != None:
     #            del self.pieces[i][j]
     #            self.pieces[i][j] = None
     
     self.pieces[0][0] = Rook('b', [0,0])
     self.pieces[0][1] = Knight('b', [0, 1])
     self.pieces[0][2] = Bishop('b', [0,2])
     self.pieces[0][3] = Queen('b')
     self.pieces[0][4] = King('b')
     self.pieces[0][5] = Bishop('b', [0,5])
     self.pieces[0][6] = Knight('b', [0,6])
     self.pieces[0][7] = Rook('b', [0,7])
     self.pieces[1][0] = Pawn('b', [1,0])
     self.pieces[1][1] = Pawn('b', [1,1])
     self.pieces[1][2] = Pawn('b', [1,2])
     self.pieces[1][3] = Pawn('b', [1,3])
     self.pieces[1][4] = Pawn('b', [1,4])
     self.pieces[1][5] = Pawn('b', [1,5])
     self.pieces[1][6] = Pawn('b', [1,6])
     self.pieces[1][7] = Pawn('b', [1,7])
     self.pieces[7][0] = Rook('w', [7,0])
     self.pieces[7][1] = Knight('w', [7,1])
     self.pieces[7][2] = Bishop('w', [7,2])
     self.pieces[7][3] = Queen('w')
     self.pieces[7][4] = King('w')
     self.pieces[7][5] = Bishop('w', [7,5])
     self.pieces[7][6] = Knight('w', [7,6])
     self.pieces[7][7] = Rook('w', [7,7])
     self.pieces[6][0] = Pawn('w', [6,0])
     self.pieces[6][1] = Pawn('w', [6,1])
     self.pieces[6][2] = Pawn('w', [6,2])
     self.pieces[6][3] = Pawn('w', [6,3])
     self.pieces[6][4] = Pawn('w', [6,4])
     self.pieces[6][5] = Pawn('w', [6,5])
     self.pieces[6][6] = Pawn('w', [6,6])
     self.pieces[6][7] = Pawn('w', [6,7])        
     
     
     for r in self.board: #Draw board
         for s in r:
             screen.fill(s.color, s.pygameSquare)
     
     for c in self.pieces: #Fill in pieces
         for p in c:
             if p != None:
                 screen.blit(p.symbol, (self.squareSize*c.index(p), self.squareSize*self.pieces.index(c)))
Esempio n. 8
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 def __init__(self, present, color='None', type='None'):
     self.present = present
     self.pos_x = 0
     self.pos_y = 0
     self.board_x = 0
     self.board_y = 0
     self.name = 'None'
     self.color = color
     if self.present == False:
         return
     if type == 'B':
         self.name = 'Bishop'
         self.type = Bishop.Bishop(self.color)
     elif type == 'R':
         self.name = 'Rook'
         self.type = Rook.Rook(self.color)
     elif type == 'K':
         self.name = 'King'
         self.type = King.King(self.color)
     elif type == 'N':
         self.name = 'Knight'
         self.type = Knight.Knight(self.color)
     elif type == 'P':
         self.name = 'Pawn'
         self.type = Pawn.Pawn(self.color)
     else:
         self.name = 'Queen'
         self.type = Queen.Queen(self.color)
Esempio n. 9
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    def __init__(self, color, pieces, board, enemy=None):
        self.color = color
        self.board = board
        self.enemy = enemy

        self.king = None
        self.pieces = []
        for piece in pieces:
            match = re.match(notation, piece)
            title = match.group('title')
            pos = match.group('pos')
            if title is None:
                self.pieces.append(Pawn(self, pos, board))
            else:
                if title in 'Rr':
                    self.pieces.append(Rook(self, pos, board))
                elif title in 'Nn':
                    self.pieces.append(Knight(self, pos, board))
                elif title in 'Bb':
                    self.pieces.append(Bishop(self, pos, board))
                elif title in 'Qq':
                    self.pieces.append(Queen(self, pos, board))
                elif title in 'Kk':
                    self.pieces.append(King(self, pos, board))
                    self.king = self.pieces[-1]
Esempio n. 10
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 def promote(self, selectedPiece, currentPlayer):
     select = ""
     print("\nPromoting", selectedPiece.pos, "Pawn:")
     print(
         "1) Promote to Knight.\n2) Promote to Bishop\n3) Promote to Rook\n4) Promote to Queen"
     )
     while not select:
         try:
             select = int(input(": "))
             if not 1 <= select <= 4:
                 raise ValueError
         except ValueError:
             print("Invalid input. Must be an integer between 1 and 4.\n")
             select = ""
     if select == 1:
         newPiece = Knight(selectedPiece.color, selectedPiece.pos)
         newPiece.timesMoved = selectedPiece.timesMoved
     elif select == 2:
         newPiece = Bishop(selectedPiece.color, selectedPiece.pos)
         newPiece.timesMoved = selectedPiece.timesMoved
     elif select == 3:
         newPiece = Rook(selectedPiece.color, selectedPiece.pos)
         newPiece.timesMoved = selectedPiece.timesMoved
     else:
         newPiece = Queen(selectedPiece.color, selectedPiece.pos)
         newPiece.timesMoved = selectedPiece.timesMoved
     currentPlayer.piecesAlive.remove(selectedPiece)
     currentPlayer.piecesAlive.append(newPiece)
Esempio n. 11
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    def __init__(self, rows, cols):
        self.rows = rows
        self.cols = cols

        self.board = [[0 for x in range(cols)] for y in range(rows)]
        self.board[0][0] = Rook(0, 0, "b")
        self.board[0][1] = Knight(0, 1, "b")
        self.board[0][2] = Bishop(0, 2, "b")
        self.board[0][3] = Queen(0, 3, "b")
        self.board[0][4] = King(0, 4, "b")
        self.board[0][5] = Bishop(0, 5, "b")
        self.board[0][6] = Knight(0, 6, "b")
        self.board[0][7] = Rook(0, 7, "b")

        self.board[1][0] = Pawn(1, 0, "b")
        self.board[1][1] = Pawn(1, 1, "b")
        self.board[1][2] = Pawn(1, 2, "b")
        self.board[1][3] = Pawn(1, 3, "b")
        self.board[1][4] = Pawn(1, 4, "b")
        self.board[1][5] = Pawn(1, 5, "b")
        self.board[1][6] = Pawn(1, 6, "b")
        self.board[1][7] = Pawn(1, 7, "b")

        self.board[7][0] = Rook(7, 0, "w")
        self.board[7][1] = Knight(7, 1, "w")
        self.board[7][2] = Bishop(7, 2, "w")
        self.board[7][3] = Queen(7, 3, "w")
        self.board[7][4] = King(7, 4, "w")
        self.board[7][5] = Bishop(7, 5, "w")
        self.board[7][6] = Knight(7, 6, "w")
        self.board[7][7] = Rook(7, 7, "w")

        self.board[6][0] = Pawn(6, 0, "w")
        self.board[6][1] = Pawn(6, 1, "w")
        self.board[6][2] = Pawn(6, 2, "w")
        self.board[6][3] = Pawn(6, 3, "w")
        self.board[6][4] = Pawn(6, 4, "w")
        self.board[6][5] = Pawn(6, 5, "w")
        self.board[6][6] = Pawn(6, 6, "w")
        self.board[6][7] = Pawn(6, 7, "w")

        self.p1Name = "Player 1"
        self.p2Name = "Player 2"

        self.turn = "w"
Esempio n. 12
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def test_points_rook_threaten():
    g = Game()
    g.clear()
    g.add_piece(Pawn("WHITE"), ("A", 3))
    g.add_piece(Rook("BLACK"), ("B", 8))
    assert (len(g.board.pieces) == 2)
    g.next_to_play = "BLACK"
    g.update_all_pieces()
    player = BestNextPointsPlayer("BLACK")
    points = player.potential_points_for_move(g, "BLACK", (("B", 8), ("B", 4)))
    assert (points == -5)
Esempio n. 13
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def test_checkmate():
    g = Game()
    g.clear()
    g.add_piece(King("BLACK"), ("H", 8))
    g.add_piece(Queen("WHITE"), ("G", 7))
    g.add_piece(Rook("WHITE"), ("G", 6))
    assert (len(g.board.pieces) == 3)
    g.update_all_pieces()
    g.next_player_turn()
    assert (g.is_check("BLACK"))
    assert (g.is_checkmate("BLACK"))
Esempio n. 14
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 def set_board(self):
     # Create blank board
     self.board = [[Blank()] * 8 for i in range(8)]
     # set board by updating self.board
     self.board[0][0] = Rook('black')
     self.board[7][0] = Rook('black')
     self.board[1][0] = Knight('black')
     self.board[6][0] = Knight('black')
     self.board[2][0] = Bishop('black')
     self.board[5][0] = Bishop('black')
     self.board[3][0] = Queen('black')
     self.board[4][0] = King('black')
     self.board[0][1] = Pawn('black')
     self.board[1][1] = Pawn('black')
     self.board[2][1] = Pawn('black')
     self.board[3][1] = Pawn('black')
     self.board[4][1] = Pawn('black')
     self.board[5][1] = Pawn('black')
     self.board[6][1] = Pawn('black')
     self.board[7][1] = Pawn('black')
     self.board[0][7] = Rook('white')
     self.board[7][7] = Rook('white')
     self.board[1][7] = Knight('white')
     self.board[6][7] = Knight('white')
     self.board[2][7] = Bishop('white')
     self.board[5][7] = Bishop('white')
     self.board[3][7] = Queen('white')
     self.board[4][7] = King('white')
     self.board[0][6] = Pawn('white')
     self.board[1][6] = Pawn('white')
     self.board[2][6] = Pawn('white')
     self.board[3][6] = Pawn('white')
     self.board[4][6] = Pawn('white')
     self.board[5][6] = Pawn('white')
     self.board[6][6] = Pawn('white')
     self.board[7][6] = Pawn('white')
Esempio n. 15
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def test_rook_on_edge():
    b = Board()
    for colour in ["WHITE", "BLACK"]:
        r = Rook(colour)
        r.set_position(("F", 1))
        r.find_available_moves(b)
        moves = r.available_moves
        assert (len(moves) == 14)
        assert (("A", 1) in moves)
        assert (("H", 1) in moves)
        assert (("F", 8) in moves)
Esempio n. 16
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 def reset(self):
     """
     Start a new game
     """
     self.board.pieces = []
     for i in range(8):
         self.add_piece(Pawn("WHITE"), (COLNAMES[i], 2))
         self.add_piece(Pawn("BLACK"), (COLNAMES[i], 7))
     row_dict = {"WHITE": 1, "BLACK": 8}
     for colour, row in row_dict.items():
         self.add_piece(King(colour), ("E", row))
         self.add_piece(Queen(colour), ("D", row))
         for col in ["A", "H"]:
             self.add_piece(Rook(colour), (col, row))
         for col in ["B", "G"]:
             self.add_piece(Knight(colour), (col, row))
         for col in ["C", "F"]:
             self.add_piece(Bishop(colour), (col, row))
     self.next_to_play = "WHITE"
     self.history = []
     self.update_all_pieces()
Esempio n. 17
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    def make_pawn_promo(self, piece_type, board):
        # Set as for easier use
        tox, toy = self.move_to

        # Make a new piece with same ID, moves history, move history count
        if piece_type == 'Queen':
            new_piece = Queen(colour=self.move_colour,
                              move_count=getattr(board[tox][toy],
                                                 'move_count'),
                              move_hist=getattr(board[tox][toy],
                                                'move_num_history'),
                              piece_id=getattr(board[tox][toy], 'id'))
        elif piece_type == 'Rook':
            new_piece = Rook(colour=self.move_colour,
                             move_count=getattr(board[tox][toy], 'move_count'),
                             move_hist=getattr(board[tox][toy],
                                               'move_num_history'),
                             piece_id=getattr(board[tox][toy], 'id'))
        elif piece_type == 'Knight':
            new_piece = Knight(colour=self.move_colour,
                               move_count=getattr(board[tox][toy],
                                                  'move_count'),
                               move_hist=getattr(board[tox][toy],
                                                 'move_num_history'),
                               piece_id=getattr(board[tox][toy], 'id'))
        elif piece_type == 'Bishop':
            new_piece = Bishop(colour=self.move_colour,
                               move_count=getattr(board[tox][toy],
                                                  'move_count'),
                               move_hist=getattr(board[tox][toy],
                                                 'move_num_history'),
                               piece_id=getattr(board[tox][toy], 'id'))
        else:
            print("Error, wrong piece choice")
            return -1

        # Place in old piece's spot
        board[tox][toy] = new_piece

        self.pawn_promo = 'completed'
Esempio n. 18
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        return True


def castle(y, x, oldx, piece, board):
    if x - oldx == 2:
        board[y][x - 1] = 2 * (piece // abs(piece))
        board[y][x - 4] = 0

    elif oldx - x == 2:
        board[y][x + 1] = 2 * (piece // abs(piece))
        board[y][x + 3] = 0


# Gameloop

rookcheck = Rook()
bishopcheck = Bishop()
knightcheck = Knight()
kingcheck = King()
pawncheck = Pawn()


def main():
    crashed = False
    clock = pygame.time.Clock()
    selected = None
    pos1, pos2 = None, None
    curr_piece = 0
    incheck = False

    global gameboard, counter, white_king, black_king
Esempio n. 19
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def test_rook_take():
    b = Board()
    r1 = Rook("WHITE")
    r1.set_position(("B", 2))
    r2 = Rook("BLACK")
    r2.set_position(("F", 2))
    b.pieces += [r1, r2]
    r1.find_available_moves(b)
    r2.find_available_moves(b)
    assert (len(r1.available_moves) == 12)
    assert (len(r2.available_moves) == 13)
Esempio n. 20
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 def __init__(self):
     self.white_checked = False
     self.black_checked = False
     self.board = [[0 for j in range(8)] for i in range(8)]
     self.white_pieces = []
     self.black_pieces = []
     self.white_king_position = ()
     self.black_king_position = ()
     # making a chess board with 8x8(64) total squares
     for index in range(1, 9):
         for letter in range(1, 9):
             self.board[index - 1][letter - 1] = Square((letter, index))
             # making a board with black and white chess pieces
             if index == 1:
                 if letter in [1, 8]:
                     self.board[index - 1][letter - 1].set_figure(
                         Rook(True, (letter, index)))
                     self.white_pieces.append(
                         self.board[index - 1][letter - 1].get_figure())
                 elif letter in [2, 7]:
                     self.board[index - 1][letter - 1].set_figure(
                         Knight(True, (letter, index)))
                     self.white_pieces.append(
                         self.board[index - 1][letter - 1].get_figure())
                 elif letter in [3, 6]:
                     self.board[index - 1][letter - 1].set_figure(
                         Bishop(True, (letter, index)))
                     self.white_pieces.append(
                         self.board[index - 1][letter - 1].get_figure())
                 elif letter == 4:
                     self.board[index - 1][letter - 1].set_figure(
                         Queen(True, (letter, index)))
                     self.white_pieces.append(
                         self.board[index - 1][letter - 1].get_figure())
                 elif letter == 5:
                     self.board[index - 1][letter - 1].set_figure(
                         King(True, (letter, index)))
                     self.white_king_position = (index, letter)
                     self.white_pieces.append(
                         self.board[index - 1][letter - 1].get_figure())
             elif index == 8:
                 if letter in [1, 8]:
                     self.board[index - 1][letter - 1].set_figure(
                         Rook(False, (letter, index)))
                     self.black_pieces.append(
                         self.board[index - 1][letter - 1].get_figure())
                 elif letter in [2, 7]:
                     self.board[index - 1][letter - 1].set_figure(
                         Knight(False, (letter, index)))
                     self.black_pieces.append(
                         self.board[index - 1][letter - 1].get_figure())
                 elif letter in [3, 6]:
                     self.board[index - 1][letter - 1].set_figure(
                         Bishop(False, (letter, index)))
                     self.black_pieces.append(
                         self.board[index - 1][letter - 1].get_figure())
                 elif letter == 4:
                     self.board[index - 1][letter - 1].set_figure(
                         Queen(False, (letter, index)))
                     self.black_pieces.append(
                         self.board[index - 1][letter - 1].get_figure())
                 elif letter == 5:
                     self.board[index - 1][letter - 1].set_figure(
                         King(False, (letter, index)))
                     self.black_king_position = (index, letter)
                     self.black_pieces.append(
                         self.board[index - 1][letter - 1].get_figure())
             elif index == 2:
                 self.board[index - 1][letter - 1].set_figure(
                     Pawn(True, (letter, index)))
                 self.white_pieces.append(
                     self.board[index - 1][letter - 1].get_figure())
             elif index == 7:
                 self.board[index - 1][letter - 1].set_figure(
                     Pawn(False, (letter, index)))
                 self.black_pieces.append(
                     self.board[index - 1][letter - 1].get_figure())