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Chess.py
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Chess.py
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import pygame
from pygame.locals import *
import sys
from Graphics import ChessBoardAssets, screen, render_text, tile_size, offset
from GameBoard import GameBoard
from Piece import *
from Player import Player
from AI import RandomAI
from Options import Options
class ChessGame:
def __init__(self):
pass
def run(self, player1 = "local_player", player2 = "local_player"):
self.running = False
self.clock = pygame.time.Clock() #to track FPS
self.fps= 0
ChessBoardAssets.load_assets()
self.board_pos_mouseover_label = render_text("0 / 0", (100, 100, 200))
self.game_board = GameBoard()
self.white_pieces = []
self.black_pieces = []
self.captured_pieces = []
self.fill_board()
self.turn = TURN.PLAYER_1
self.moves = []
if player1 == "local_player":
self.player1 = Player("black", self.game_board, self.white_pieces, self.black_pieces)
elif player1 == "ai_player":
self.player1 = RandomAI("black", self.game_board, self.white_pieces, self.black_pieces)
if player2 == "local_player":
self.player2 = Player("white", self.game_board, self.white_pieces, self.black_pieces)
elif player2 == "ai_player":
self.player2 = RandomAI("white", self.game_board, self.white_pieces, self.black_pieces)
self.mainLoop()
#wait until a key is pressed, then return
def waitForKey(self):
press=False
while not press:
for event in pygame.event.get():
if event.type == KEYUP:
press = True
#enter the main loop, possibly setting max FPS
def mainLoop(self, fps=0):
self.running = True
self.fps= fps
while self.running:
pygame.display.set_caption("FPS: %i" % self.clock.get_fps())
events = pygame.event.get()
self.player1.handleEvents(events, self.turn==TURN.PLAYER_1, self)
self.player2.handleEvents(events, self.turn==TURN.PLAYER_2, self)
self.update()
self.draw()
pygame.display.flip()
self.clock.tick(self.fps)
def update(self):
self.game_board.update(self.white_pieces + self.black_pieces)
self.player1.update(self.captured_pieces)
self.player2.update(self.captured_pieces)
if self.turn == TURN.PLAYER_1:
move = self.player1.get_move()
elif self.turn == TURN.PLAYER_2:
move = self.player2.get_move()
if move: # if received move, execute it
move.execute(self.white_pieces, self.black_pieces, self.captured_pieces)
self.moves.append(move)
self.turn = (self.turn + 1) % 2
# wait for p1 move, execute - wait for p2 move, execute (with time limit?)
def draw(self):
self.game_board.draw()
for piece in self.black_pieces:
piece.draw()
for piece in self.white_pieces:
piece.draw()
if Options.show_captured_pieces: # draw captured pieces on the side of the board
xoffset = 10
for piece in self.captured_pieces: #Refactor: move this to piece class?
piece.draw(xoffset)
xoffset += 5
self.draw_color_helpers()
screen.blit(self.board_pos_mouseover_label, (10, 450))
def draw_color_helpers(self):
if self.turn == TURN.PLAYER_1 and self.player1.type == "local_player" and self.player1.selected_piece:
if Options.highlight_selected:
screen.blit(ChessBoardAssets.selected_piece, (self.player1.selected_piece.board_x * tile_size + offset[0], self.player1.selected_piece.board_y * tile_size + offset[1]))# draw selected
for pos in self.player1.selected_piece.possible_moves: # draw possible captures & moves
if Options.highlight_capturable and self.game_board.board[pos[0]][pos[1]].occupying_piece:
screen.blit(ChessBoardAssets.possible_capture, (pos[0] * tile_size + offset[0], pos[1] * tile_size + offset[1])) # draw possible captures
elif Options.highlight_possible_moves:
screen.blit(ChessBoardAssets.possible_move, (pos[0] * tile_size + offset[0], pos[1] * tile_size + offset[1])) # draw possible moves
elif self.turn == TURN.PLAYER_2 and self.player2.type == "local_player" and self.player2.selected_piece:
if Options.highlight_selected:
screen.blit(ChessBoardAssets.selected_piece, (self.player2.selected_piece.board_x * tile_size + offset[0], self.player2.selected_piece.board_y * tile_size + offset[1]))
for pos in self.player2.selected_piece.possible_moves:
if Options.highlight_capturable and self.game_board.board[pos[0]][pos[1]].occupying_piece:
screen.blit(ChessBoardAssets.possible_capture, (pos[0] * tile_size + offset[0], pos[1] * tile_size + offset[1])) # draw possible captures
elif Options.highlight_possible_moves:
screen.blit(ChessBoardAssets.possible_move, (pos[0] * tile_size + offset[0], pos[1] * tile_size + offset[1])) # draw possible moves
def fill_board(self):
for i in range(8):
self.black_pieces.append(Pawn("black", i, 6, tile_size, tile_size, ChessBoardAssets.black_pawn_surface))
self.white_pieces.append(Pawn("white", i, 1, tile_size, tile_size, ChessBoardAssets.white_pawn_surface))
# rooks
self.black_pieces.append(Rook("black", 7, 7, tile_size, tile_size, ChessBoardAssets.black_rook_surface))
self.black_pieces.append(Rook("black", 0, 7, tile_size, tile_size, ChessBoardAssets.black_rook_surface))
self.white_pieces.append(Rook("white", 7, 0, tile_size, tile_size, ChessBoardAssets.white_rook_surface))
self.white_pieces.append(Rook("white", 0, 0, tile_size, tile_size, ChessBoardAssets.white_rook_surface))
# Bishop
self.black_pieces.append(Bishop("black", 5, 7, tile_size, tile_size, ChessBoardAssets.black_bishop_surface))
self.black_pieces.append(Bishop("black", 2, 7, tile_size, tile_size, ChessBoardAssets.black_bishop_surface))
self.white_pieces.append(Bishop("white", 5, 0, tile_size, tile_size, ChessBoardAssets.white_bishop_surface))
self.white_pieces.append(Bishop("white", 2, 0, tile_size, tile_size, ChessBoardAssets.white_bishop_surface))
# knights
self.black_pieces.append(Knight("black", 6, 7, tile_size, tile_size, ChessBoardAssets.black_knight_surface))
self.black_pieces.append(Knight("black", 1, 7, tile_size, tile_size, ChessBoardAssets.black_knight_surface))
self.white_pieces.append(Knight("white", 6, 0, tile_size, tile_size, ChessBoardAssets.white_knight_surface))
self.white_pieces.append(Knight("white", 1, 0, tile_size, tile_size, ChessBoardAssets.white_knight_surface))
# Queens
self.black_pieces.append(Queen("black", 3, 7, tile_size, tile_size, ChessBoardAssets.black_queen_surface))
self.white_pieces.append(Queen("white", 3, 0, tile_size, tile_size, ChessBoardAssets.white_queen_surface))
# Kings
self.black_pieces.append(King("black", 4, 7, tile_size, tile_size, ChessBoardAssets.black_king_surface))
self.white_pieces.append(King("white", 4, 0, tile_size, tile_size, ChessBoardAssets.white_king_surface))
def keyDown(self, key):
pass
def keyUp(self, key):
pass
def mouseUp(self, button, pos):
pass
def mouseMotion(self, buttons, pos, rel):
pass
class TURN:
PLAYER_1, PLAYER_2 = range(2)