コード例 #1
0
def main(player1="Player 1",
         player2="Player 2",
         mode="STANDARD",
         bot_bool=False,
         bot_difficulty=6):

    # resetting the variables in the .json file#
    json_file = open(r'components\constants.json', 'r')
    json_content = json.load(json_file)
    json_content["round_int"] = 0
    json_file.close()
    json_file = open(r'components\constants.json', 'w')
    json_file.writelines(json.dumps(json_content))
    json_file.close()

    Pieces.white_is_checked = False
    Pieces.black_is_checked = False
    Pieces.checking_piece = None

    #initiating pygame#
    pygame.init()

    player1 = "Spieler 1" if player1 == "" else player1
    player2 = "Spieler 2" if player2 == "" else player2

    #Constants#
    BLACK = (0, 0, 0)
    GREY = (50, 50, 50)
    WHITE = (255, 255, 255)
    BG_COLOR_1 = (0, 152, 163)
    BG_COLOR_2 = (2, 112, 120)

    #reading the constants from the json file#
    json_file = open(os.getcwd() + r"\components\constants.json", "r")
    json_content = json.load(json_file)
    round_int = json_content["round_int"]
    tile_size = json_content["tile_size"]
    anchor_point_s = (json_content["anchor_point_s_x"] * tile_size,
                      json_content["anchor_point_s_y"] * tile_size)
    anchor_point_h = (json_content["anchor_point_h_x"] * tile_size,
                      json_content["anchor_point_h_y"] * tile_size)
    anchor_point_hud = (json_content["anchor_point_hud_x"] * tile_size,
                        json_content["anchor_point_hud_y"] * tile_size)
    json_file.close()

    #setting up the variables for a new and fresh game#
    screen_size = (11 * tile_size, 11 * tile_size)
    font = pygame.font.SysFont("DejaVu Sans", int(tile_size * 0.2))
    font_titles = pygame.font.SysFont("DejaVu Sans", int(tile_size * 0.25))
    go = True
    timer = Clock(time=5)

    #creating the surfaces#
    screen = pygame.display.set_mode(screen_size, 0, 0)
    s = pygame.Surface((8 * tile_size, 8 * tile_size))
    hud = pygame.Surface((10.25 * tile_size, 2 * tile_size))
    p1 = pygame.Surface((3 * tile_size, 1.5 * tile_size))
    p2 = pygame.Surface((3 * tile_size, 1.5 * tile_size))
    h = Hud((2 * tile_size, 8 * tile_size))
    screen.fill(BG_COLOR_1)
    hud.fill(BG_COLOR_2)
    h.fill(BG_COLOR_2)
    h.print(pos=(0.6 * tile_size, 20), label='Spielhistorie', font=font)

    #window caption#
    pygame.display.set_caption("Chess")

    #creating a clock for the ingame ticks#
    clock = pygame.time.Clock()

    #creating the board on the subsurface#
    board = Board(master=s,
                  width=8,
                  height=8,
                  tile_size=tile_size,
                  color_a=(245, 216, 188),
                  color_b=(176, 142, 109),
                  color_t1=(240, 230, 221),
                  color_t2=(201, 181, 163),
                  anchor_point=anchor_point_s)

    #loading the images for the pieces#
    images = {
        "white_pawn_img": pygame.image.load(r'assets/white_pawn.png'),
        "white_rook_img": pygame.image.load(r'assets/white_rook.png'),
        "white_knight_img": pygame.image.load(r'assets/white_knight.png'),
        "white_bishop_img": pygame.image.load(r'assets/white_bishop.png'),
        "white_queen_img": pygame.image.load(r'assets/white_queen.png'),
        "white_king_img": pygame.image.load(r'assets/white_king.png'),
        "black_pawn_img": pygame.image.load(r'assets/black_pawn.png'),
        "black_rook_img": pygame.image.load(r'assets/black_rook.png'),
        "black_knight_img": pygame.image.load(r'assets/black_knight.png'),
        "black_bishop_img": pygame.image.load(r'assets/black_bishop.png'),
        "black_queen_img": pygame.image.load(r'assets/black_queen.png'),
        "black_king_img": pygame.image.load(r'assets/black_king.png')
    }
    #loading the icons for the buttons#
    quit_icon = pygame.image.load(r'assets/quit.png')
    takeback_icon = pygame.image.load(r'assets/takeback.png')
    resign_icon = pygame.image.load(r'assets/resign_flag.png')
    test_icon = pygame.image.load(r'assets/lightbulb.png')

    #creating the board
    build_board(mode, s, images)

    #creating the chessbot based on .json parameters
    bot = Stockfish(b'components\stockfish_20011801_x64.exe')
    bot.set_skill_level(bot_difficulty)

    quit_button = Button(x=8.5 * tile_size,
                         y=0.4 * tile_size,
                         w=int(0.6 * tile_size),
                         h=int(0.6 * tile_size),
                         color_b=BLACK,
                         color_in=GREY,
                         color_t=WHITE,
                         command=quit,
                         icon=quit_icon,
                         imaginary_x=anchor_point_hud[0],
                         imaginary_y=anchor_point_hud[1])

    resign_button = Button(x=9.2 * tile_size,
                           y=0.4 * tile_size,
                           w=int(0.6 * tile_size),
                           h=int(0.6 * tile_size),
                           color_b=BLACK,
                           color_in=GREY,
                           color_t=WHITE,
                           command=lambda: [decideWhoLost(round_int)],
                           icon=resign_icon,
                           imaginary_x=anchor_point_hud[0],
                           imaginary_y=anchor_point_hud[1])

    test_zone_button = Testmode_Button(
        x=9.2 * tile_size,
        y=0.4 * tile_size + 0.74 * tile_size,
        w=int(0.6 * tile_size),
        h=int(0.6 * tile_size),
        color_b=BLACK,
        color_in=GREY,
        color_t=WHITE,
        command1=lambda: [
            Board.change_testmode(),
            #Pieces.change_ignore_me_standard(),
            Pieces.crop_move_done(),
            Pieces.kill_board(),
            build_board(mode, s, images),
            Pieces.build_from_list(screen=s),
            Pieces.set_round(Pieces.round_safe)
        ],
        command2=lambda: [
            Board.change_testmode(),
            #Pieces.change_ignore_me_standard(),
            Pieces.safe_round()
        ],
        icon=test_icon,
        imaginary_x=anchor_point_hud[0],
        imaginary_y=anchor_point_hud[1],
        deaf=False)

    if bot_bool:
        command = lambda: [
            takeback(board, s, takeback_button),
            takeback(board, s, takeback_button)
        ]
    else:
        command = lambda: [takeback(board, s, takeback_button)]

    takeback_button = Button(x=8.5 * tile_size,
                             y=0.4 * tile_size + 0.74 * tile_size,
                             w=int(0.6 * tile_size),
                             h=int(0.6 * tile_size),
                             color_b=BLACK,
                             color_in=GREY,
                             color_t=WHITE,
                             command=command,
                             icon=takeback_icon,
                             imaginary_x=anchor_point_hud[0],
                             imaginary_y=anchor_point_hud[1])

    start_sound = mixer.Sound("assets/sounds/board-start.mp3")
    start_sound.play()

    #the mainloop#
    while go:
        #setting the framerate#
        clock.tick(60)

        #refreshing the round counter#
        json_file = open(os.getcwd() + r"\components\constants.json", "r")
        json_content = json.load(json_file)
        round_int = json_content["round_int"]
        json_file.close()

        #drawing the board#
        # if not Board.game_over:
        board.draw_board()

        #updating the bot with the new game state#
        bot.set_fen_position(Pieces.give_FEN())

        #detecting, if the game is over, or not
        if not Board.game_over:
            Pieces.detectingCheck()
            Board.game_over = Pieces.detectGameOver(round_int=round_int)

        #end the game if the game is over#
        if Board.game_over or Board.resign_w or Board.resign_b:
            if Pieces.white_is_checked or Board.resign_w:
                board.end_screen('BLACK', s)
            elif Pieces.black_is_checked or Board.resign_b:
                board.end_screen('WHITE', s)
            else:
                board.end_screen('STALEMATE', s)
            takeback_button.active = False
            resign_button.active = False
            test_zone_button.active = False

        #checking if a pawn is promotable#
        for pawn in Pieces.all_pieces_list:
            if 'Pawn-B' in pawn.name and pawn.y == 7 * tile_size or 'Pawn-W' in pawn.name and pawn.y == 0 * tile_size:
                pawn.promotion()

        Pieces.detectingCheck()
        #highlighting the checked king#
        if Pieces.white_is_checked:
            for king in Pieces.all_pieces_list:
                if isinstance(king, Kings) and king.farbe == WHITE:
                    board.check(king_pos=(king.x, king.y))

        #highlighting the checked king#
        elif Pieces.black_is_checked:
            for king in Pieces.all_pieces_list:
                if isinstance(king, Kings) and king.farbe == BLACK:
                    board.check(king_pos=(king.x, king.y))

        #drawing all the pieces#
        # if not Board.game_over:
        for pieces in Pieces.all_pieces_list:
            pieces.draw(screen)

        #updating the mainsurface#
        pygame.display.update()

        #clearing the Subsurfaces#
        p1.fill(BG_COLOR_1)
        p2.fill(BG_COLOR_1)
        hud.fill(BG_COLOR_2)

        #refresh the time of the timers#
        timer.refreshTime()

        #creating the labels to be printed on the subsurfaces#
        Player_1_label = font_titles.render(player1, 1, BLACK)
        Player_2_label = font_titles.render(player2, 1, BLACK)
        timer_label = font_titles.render(timer.getTime(), 1, BLACK)

        #printing the labes on the subsurfaces#
        p1.blit(Player_1_label,
                (p1.get_width() / 2 - Player_1_label.get_width() / 2, 0))
        p2.blit(Player_2_label,
                (p2.get_width() / 2 - Player_2_label.get_width() / 2, 0))

        #creating the history
        h.fill(BG_COLOR_2)
        h.print((0.31 * tile_size, 20), 'Spielhistorie', font)
        for i in range(len(Pieces.moves_done)):
            fac_50 = 5 / 7 * tile_size
            fac_20 = 2 / 7 * tile_size
            h.print(pos=((i % 2) * fac_50 + fac_20,
                         (i // 2) * fac_20 + 2 * fac_20),
                    label=Pieces.moves_done[i],
                    font=font)

        #showing the taken pieces#
        Pieces.taken_pieces.sort(key=lambda x: x.value, reverse=False)
        white_loss = [[], []]
        black_loss = [[], []]
        for piece in Pieces.taken_pieces:
            if piece.farbe == (0, 0, 0):
                if len(black_loss[0]) < 8:
                    black_loss[0].append(piece)
                else:
                    black_loss[1].append(piece)
            elif piece.farbe == WHITE:
                if len(white_loss[0]) < 8:
                    white_loss[0].append(piece)
                else:
                    white_loss[1].append(piece)

        for line in black_loss:
            for piece in line:
                p1.blit(
                    pygame.transform.scale(piece.image,
                                           (tile_size // 3, tile_size // 3)),
                    ((line.index(piece) * 11 / 32 + 6 / 40) * tile_size,
                     (black_loss.index(line) + 1) * 0.5 * tile_size))
        for line in white_loss:
            for piece in line:
                p2.blit(
                    pygame.transform.scale(piece.image,
                                           (tile_size // 3, tile_size // 3)),
                    ((line.index(piece) * 11 / 32 + 6 / 40) * tile_size,
                     (white_loss.index(line) + 1) * 0.5 * tile_size))

        value_white = 0
        value_black = 0

        for piece in Pieces.taken_pieces:
            if piece.farbe == (0, 0, 0):
                value_black += piece.value
            elif piece.farbe == WHITE:
                value_white += piece.value

        label = font.render('+' + str(abs(int(value_white - value_black))),
                            True, BLACK)
        if int(value_white - value_black) > 0:
            if len(white_loss[0]) < 8:
                p2.blit(label,
                        ((len(white_loss[0]) * 11 / 32 + 6 / 40) * tile_size,
                         0.55 * tile_size))
            else:
                p2.blit(label,
                        ((len(white_loss[1]) * 11 / 32 + 6 / 40) * tile_size,
                         1.05 * tile_size))
        elif int(value_white - value_black) < 0:
            if len(black_loss[0]) < 8:
                p1.blit(label,
                        ((len(black_loss[0]) * 11 / 32 + 6 / 40) * tile_size,
                         0.55 * tile_size))
            else:
                p1.blit(label,
                        ((len(black_loss[1]) * 11 / 32 + 6 / 40) * tile_size,
                         1.05 * tile_size))

        #updating the hud#
        if round_int % 2 == 0:
            pygame.draw.rect(hud, BLACK, [
                0.45 * tile_size, 0.2 * tile_size, 3.1 * tile_size,
                1.6 * tile_size
            ])
        elif round_int % 2 == 1:
            pygame.draw.rect(hud, BLACK, [
                4.45 * tile_size, 0.2 * tile_size, 3.1 * tile_size,
                1.6 * tile_size
            ])
        hud.blit(p1, (0.5 * tile_size, 0.25 * tile_size))
        hud.blit(p2, (4.5 * tile_size, 0.25 * tile_size))
        hud.blit(timer_label, (3.65 * tile_size, 0.75 * tile_size))

        #creating the buttons on the hud
        resign_button.draw(screen=hud)
        quit_button.draw(screen=hud)
        takeback_button.draw(screen=hud)
        test_zone_button.draw(screen=hud)

        items = [quit_button, resign_button, takeback_button, test_zone_button]

        #bliting the subsurfaces on the mainsurface
        screen.blit(s, anchor_point_s)
        screen.blit(h, anchor_point_h)
        screen.blit(hud, anchor_point_hud)

        #bot moves#
        if round_int % 2 == 1 and bot_bool and not Board.game_over and not Board.test_mode:
            opt_move = bot.get_best_move_time(random.randint(400, 1200))
            for piece in Pieces.all_pieces_list:
                if piece.farbe == BLACK:
                    move = piece.move_from_pos(
                        move=opt_move,
                        board=board,
                        screen=screen,
                        takeback_button=takeback_button,
                        ignore_me=Pieces.ignore_me_standard)
                    if move != None:
                        break

        #checking for events#
        else:
            for event in pygame.event.get():

                for item in items:
                    item.processEvent(event)

                #closing the screen by clicking the X#
                if event.type == pygame.QUIT:
                    go = False

                #Keyboard-Inputs#
                if event.type == pygame.KEYDOWN:

                    #kill window if ESC is pressed#
                    if event.key == pygame.K_ESCAPE:
                        Pieces.white_is_checked = False
                        Pieces.black_is_checked = False
                        Pieces.checking_piece = None

                        json_file = open(r'components\constants.json', 'r')
                        json_content = json.load(json_file)
                        json_content["round_int"] = 0
                        json_file.close()
                        json_file = open(r'components\constants.json', 'w')
                        json_file.writelines(json.dumps(json_content))
                        json_file.close()

                        quit()

                    #(TEMP) my information key (arrow down) to get certain information#
                    if event.key == pygame.K_DOWN:
                        print(Pieces.give_FEN())
                        #print([x.name for x in Pieces.all_pieces_list])
                        # for king in Pieces.all_pieces_list:
                        #     if "King-W" in king.name:
                        #         print(list(king.is_castle_legal()))

                #left mouse click#
                elif event.type == pygame.MOUSEBUTTONDOWN and event.button == 1:

                    #getting the mouseposition and than correcting it by the relative position of the subsurface#
                    mouse_pos = pygame.mouse.get_pos()
                    mouse_pos = (mouse_pos[0] - anchor_point_s[0],
                                 mouse_pos[1] - anchor_point_s[1])

                    #checking if a Piece stands on the clicked tile#
                    if not Board.game_over:
                        for piece in Pieces.all_pieces_list:
                            if mouse_pos[0] >= piece.x and mouse_pos[
                                    1] >= piece.y:
                                if mouse_pos[
                                        0] < piece.x + tile_size and mouse_pos[
                                            1] < piece.y + tile_size:

                                    #if the clicked piece is one of the team that currently is to move...#

                                    with_bool = round_int % 2 == 0 and piece.farbe == (
                                        255, 255, 255)
                                    without_bool = round_int % 2 == 1 and piece.farbe == (
                                        0, 0, 0)

                                    if with_bool or without_bool:

                                        #...wait for the second mouse input#
                                        move_ = piece.move(
                                            board=board,
                                            screen=screen,
                                            takeback_button=takeback_button,
                                            ignore_me=Pieces.ignore_me_standard
                                        )

                                        move_ = move_[1][2:3] + move_[2] + str(
                                            move_[0][2:])

                                        #check if the white kiung is checked#
                                        Pieces.detectingCheck()

    #resetting class variables#
    Pieces.white_is_checked = False
    Pieces.black_is_checked = False
    Pieces.checking_piece = None

    #resetting the variables in the .json file#
    json_file = open(r'components\constants.json', 'r')
    json_content = json.load(json_file)
    json_content["round_int"] = 0
    json_file.close()
    json_file = open(r'components\constants.json', 'w')
    json_file.writelines(json.dumps(json_content))
    json_file.close()
コード例 #2
0
def login(mode='STANDARD'):
    pygame.init()

    json_file = open(os.getcwd() + r"\components\constants.json", "r")
    json_content = json.load(json_file)
    round_int = json_content["round_int"]
    json_file.close()

    BLACK = (0, 0, 0)
    WHITE = (255, 255, 255)
    BROWN = (138, 79, 28)
    font = pygame.font.SysFont("DejaVu Sans", 30)
    # RED = (255, 0, 0), GREEN = (0, 255, 0), BLUE = (0, 0, 255)

    screen = pygame.display.set_mode((720, 480))
    screen.fill(BROWN)

    clock = pygame.time.Clock()

    pygame.display.update()

    title_label = font.render(mode, True, BLACK)

    Player1_label = font.render("Player 1:", True, BLACK)
    Player2_label = font.render("Player 2:", True, BLACK)

    Player1 = InputBox(300, 200, 100, 32, WHITE, (10, 10, 10))
    Player2 = InputBox(300, 250, 100, 32, WHITE, (10, 10, 10))

    Accept_Button = Button(x=300,
                           y=300,
                           w=100,
                           h=50,
                           color_b=BLACK,
                           color_in=WHITE,
                           color_t=WHITE,
                           command=lambda: [
                               main(player1=Player1.export(),
                                    player2=Player2.export(),
                                    mode=mode,
                                    bot_bool=False)
                           ],
                           text='Start Game')

    boxes_arr = [Player1, Player2]

    while True:
        clock.tick(60)

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                quit()

            for box in boxes_arr:
                box.checkActivation(event)

            Accept_Button.processEvent(event)

            screen.fill(BROWN)
            screen.blit(Player1_label, (150, 200))
            screen.blit(Player2_label, (150, 250))
            screen.blit(title_label, (pygame.display.get_window_size()[0] / 2 -
                                      title_label.get_rect().w / 2, 30))
            for box in boxes_arr:
                box.draw(screen)

            Accept_Button.draw(screen)

            pygame.display.flip()
コード例 #3
0
def settings(mode='STANDARD'):
    pygame.init()

    json_file = open(os.getcwd() + r"\components\constants.json", "r")
    json_content = json.load(json_file)
    round_int = json_content["round_int"]
    json_file.close()

    BLACK = (0, 0, 0)
    WHITE = (255, 255, 255)
    GREY = (100, 100, 100)
    BROWN = (138, 79, 28)
    font = pygame.font.SysFont("DejaVu Sans", 30)
    # RED = (255, 0, 0), GREEN = (0, 255, 0), BLUE = (0, 0, 255)

    screen = pygame.display.set_mode((720, 480))
    screen.fill(BROWN)

    clock = pygame.time.Clock()

    pygame.display.update()

    title_label = font.render(mode, True, BLACK)

    Player1_label = font.render("Player 1:", True, BLACK)
    Player2_label = font.render("AI Difficuly:", True, BLACK)

    Player1 = InputBox(345, 200, 120, 32, WHITE, GREY)
    bot_diff = Slider(screen,
                      350,
                      260,
                      120,
                      15,
                      min=1,
                      max=20,
                      step=1,
                      initial=6)

    Accept_Button = Button(x=300,
                           y=300,
                           w=100,
                           h=50,
                           color_b=BLACK,
                           color_in=WHITE,
                           color_t=WHITE,
                           command=lambda: [
                               main(player1=Player1.export(),
                                    player2='Computer',
                                    mode=mode,
                                    bot_bool=True,
                                    bot_difficulty=bot_diff.getValue())
                           ],
                           text='Start Game')

    while True:
        clock.tick(60)

        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                quit()

            Player1.checkActivation(event)
            bot_diff.listen(event)

            Accept_Button.processEvent(event)

            screen.fill(BROWN)
            screen.blit(Player1_label, (150, 200))
            screen.blit(Player2_label, (150, 250))
            screen.blit(title_label, (pygame.display.get_window_size()[0] / 2 -
                                      title_label.get_rect().w / 2, 30))
            Player1.draw(screen)
            bot_diff.draw()

            Accept_Button.draw(screen)

            pygame.display.flip()
コード例 #4
0
ファイル: game.py プロジェクト: v0idp/game-of-life
class GameOfLife(object):
    def __init__(self):
        pg.init()
        self.rows = 60
        self.columns = 40
        self.screen = pg.display.set_mode(
            (self.rows * 10, self.columns * 10 + 20))
        self.width, self.height = self.screen.get_size()
        self.screen_rect = self.screen.get_rect()
        self.done = False
        self.pause = True
        self.clock = pg.time.Clock()
        self.fps = 60
        self.color = pg.Color('white')
        self.title = pg.display.set_caption(
            'Conway\'s Game of Life (by void*)')
        self.start_button = Button((self.width - self.width, self.height - 20,
                                    self.width / 3 - 10, 20), 'gray', 'Start',
                                   'black')
        self.pause_button = Button((self.width / 2 - self.width / 3 / 2 + 5,
                                    self.height - 20, self.width / 3 - 10, 20),
                                   'gray', 'Pause', 'black')
        self.reset_button = Button((self.width - self.width / 3 + 10,
                                    self.height - 20, self.width / 3 - 10, 20),
                                   'gray', 'Reset', 'black')
        self.cells = []
        self.last_updated_cell = None
        self.setupCells()

    def setupCells(self):
        self.cells = []
        for row in range(self.rows):
            self.cells.append([])
            for column in range(self.columns):
                self.cells[row].append(
                    Cell((row * 10, column * 10, 10, 10), (row, column), 0))
        print()

    def drawCells(self):
        for row in range(self.rows):
            for column in range(self.columns):
                self.cells[row][column].draw(self.screen)

    def drawButtons(self):
        self.start_button.draw(self.screen)
        self.pause_button.draw(self.screen)
        self.reset_button.draw(self.screen)

    def next_generation(self):
        for row in range(self.rows):
            for column in range(self.columns):
                if self.cells[row][column].state == 1 and \
                        (self.cells[row][column].count_neighbours(self.cells) == 2 or
                         self.cells[row][column].count_neighbours(self.cells) == 3):
                    self.cells[row][column].next_state = self.cells[row][
                        column].state
                elif self.cells[row][column].state == 0 and self.cells[row][
                        column].count_neighbours(self.cells) == 3:
                    self.cells[row][column].next_state = 1
                else:
                    self.cells[row][column].next_state = 0

        for row in range(self.rows):
            for column in range(self.columns):
                self.cells[row][column].state = self.cells[row][
                    column].next_state

    def event_loop(self):
        for event in pg.event.get():
            if event.type == pg.MOUSEBUTTONDOWN:
                if self.start_button.pressed(pg.mouse.get_pos()):
                    self.pause = False
                    self.fps = 15
                elif self.pause_button.pressed(pg.mouse.get_pos()):
                    self.pause = True
                    self.fps = 60
                elif self.reset_button.pressed(pg.mouse.get_pos()):
                    self.setupCells()
            if event.type == pg.MOUSEBUTTONUP:
                self.last_updated_cell = None
            if pg.mouse.get_pressed()[0]:
                for row in range(self.rows):
                    for column in range(self.columns):
                        if self.cells[row][column].pressed(pg.mouse.get_pos()) and \
                                self.last_updated_cell != (row, column):
                            self.last_updated_cell = (row, column)
                            self.cells[row][column].state = not self.cells[
                                row][column].state
            if event.type == pg.QUIT:
                self.done = True

    def main_loop(self):
        while not self.done:
            self.event_loop()
            self.screen.fill(self.color)
            if not self.pause:
                self.next_generation()
            self.drawCells()
            self.drawButtons()
            pg.display.update()
            self.clock.tick(self.fps)