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ChessMain.py
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ChessMain.py
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import pygame as p
import ChessEngine
import ChessAI
import time
TIME = 48
BORDER = 32
BOARD = 640
MENU = 100
MOVE_LOG = 350
WIDTH = MENU + BOARD + BORDER * 2 + MOVE_LOG
HEIGHT = BOARD + TIME * 2 + BORDER * 2
DIMENSION = 8
SQ_SIZE = (HEIGHT - 2 * BORDER - 2 * TIME) // DIMENSION
MAX_FPS = 15
IMAGES = {}
def main():
p.init()
screen = p.display.set_mode((WIDTH, HEIGHT))
p.display.set_caption("Auto Chess", "None")
menuGame = True
isPlaying = False # Start a game
playerOne = True
playerTwo = True
# In Menu:
while menuGame:
drawMenuState(screen)
for e in p.event.get():
if e.type == p.QUIT:
menuGame = False
if e.type == p.MOUSEBUTTONDOWN:
location = p.mouse.get_pos() # (x, y) location of mouse
# print(location)
if 540 <= location[1] < 590:
# One Player
if 300 <= location[0] < 450:
playerOne = True
playerTwo = False
# Two Player
elif 526 <= location[0] < 677:
playerOne = True
playerTwo = True
# None Player
elif 750 <= location[0] < 900:
playerOne = False
playerTwo = False
isPlaying = True # Game start
menuGame = False
p.display.flip()
loadImages() # Load images of pieces, board
clock = p.time.Clock()
gameState = ChessEngine.GameState()
validMoves = gameState.getValidMoves() # Get all the valid move
moveMade = False # Moving a piece
gameOver = False
sqSelected = () # Square player selected (tuple)
playerClicks = [] # keep track of player clicks (2 tuples: [(6, 4), (4, 4)]
p1Time = p2Time = 1800
motlan = True
while isPlaying:
start_time = time.time()
background = p.transform.scale(p.image.load("chessv2/menu.png"), (WIDTH, HEIGHT))
screen.blit(background, (0, 0))
# If player 1 turn and white turn or player 2 turn and black turn
humanTurn = (gameState.whiteToMove and playerOne) or (not gameState.whiteToMove and playerTwo)
for e in p.event.get():
if e.type == p.QUIT:
isPlaying = False
if e.type == p.MOUSEBUTTONDOWN:
# LEFT CLICK
if e.button == 1:
location = p.mouse.get_pos() # (x, y) location of mouse
# print(location)
# Sidebar
if 25 <= location[0] < 75:
# Menu
if 63 <= location[1] < 113:
isPlaying = False
# Start a new 1 player game
if 150 <= location[1] < 200:
gameState = ChessEngine.GameState()
validMoves = gameState.getValidMoves() # Get all the valid move
moveMade = False # Moving a piece
gameOver = False
playerOne = True
playerTwo = False
p1Time = p2Time = 1800
humanTurn = (gameState.whiteToMove and playerOne) or (not gameState.whiteToMove and playerTwo)
drawGameState(screen, gameState, gameState.getValidMoves(), sqSelected)
# Start a new 2 player game
if 230 <= location[1] < 280:
gameState = ChessEngine.GameState()
validMoves = gameState.getValidMoves() # Get all the valid move
moveMade = False # Moving a piece
gameOver = False
playerOne = True
playerTwo = True
p1Time = p2Time = 1800
humanTurn = (gameState.whiteToMove and playerOne) or (not gameState.whiteToMove and playerTwo)
drawGameState(screen, gameState, gameState.getValidMoves(), sqSelected)
# Start a new none player game
if 330 <= location[1] < 380:
gameState = ChessEngine.GameState()
validMoves = gameState.getValidMoves() # Get all the valid move
moveMade = False # Moving a piece
gameOver = False
playerOne = False
playerTwo = False
p1Time = p2Time = 1800
drawGameState(screen, gameState, gameState.getValidMoves(), sqSelected)
# Undo
if 417 <= location[1] < 471 and not gameOver:
# If is a PvP
if playerOne and playerTwo:
gameState.undoMove()
# Else, undo both white and black
else:
gameState.undoMove()
gameState.undoMove()
moveMade = True
gameOver = False
# New Game
if 516 <= location[1] < 569:
gameState = ChessEngine.GameState()
validMoves = gameState.getValidMoves() # Get all the valid move
moveMade = False # Moving a piece
gameOver = False
p1Time = p2Time = 1800
drawGameState(screen, gameState, gameState.getValidMoves(), sqSelected)
# Mouse in board and it's human turn
if MENU + BORDER <= location[0] < MENU + BORDER + BOARD \
and 80 <= location[1] < 720\
and not gameOver and humanTurn:
col = (location[0] - BORDER - MENU) // SQ_SIZE
row = (location[1] - BORDER - TIME) // SQ_SIZE
# Deselect square if click 2 time on a same square
if sqSelected == (row, col):
sqSelected = ()
playerClicks = []
else:
sqSelected = (row, col)
playerClicks.append(sqSelected)
if len(playerClicks) == 2:
move = ChessEngine.Move(playerClicks[0], playerClicks[1], gameState.board)
for i in range(len(validMoves)):
# If move is a valid move, make the move
if move == validMoves[i]:
# print(str(move.pieceMoved)+str((move.startRow, move.startCol))+str((move.endRow, move.endCol
gameState.makeMove(validMoves[i])
moveMade = True
#reset the sqSel, playerClicks
sqSelected = ()
playerClicks = []
start_time = time.time()
# move not in valid moves
if not moveMade:
playerClicks = [sqSelected]
# RIGHT CLICK
elif e.button == 3 and not gameOver:
# PvP game
if playerOne and playerTwo:
gameState.undoMove()
else:
gameState.undoMove()
gameState.undoMove()
moveMade = True
gameOver = False
# ChessAI turn
if not gameOver and not humanTurn and motlan:
move = ChessAI.findBestMoveMinMax(gameState, validMoves)
if move is None:
move = ChessAI.findRandomMove(validMoves)
gameState.makeMove(move)
moveMade = True
if moveMade:
validMoves = gameState.getValidMoves()
moveMade = False
drawGameState(screen, gameState, gameState.getValidMoves(), sqSelected)
if not gameState.promotionDone:
if motlan:
gameState.whiteToMove = not gameState.whiteToMove
motlan = False
board = p.transform.scale(p.image.load("chessv2/pawnPromotion.png"), (WIDTH, HEIGHT))
screen.blit(board, (0, 0))
for e in p.event.get():
if e.type == p.MOUSEBUTTONDOWN:
location = p.mouse.get_pos()
x = location[0]
y = location[1]
if 310 <= y < 396:
if 217<=x<298:
gameState.pawnPromotion('B')
motlan = True
if 350<=x<427:
gameState.pawnPromotion('N')
motlan = True
if 488<=x<583:
gameState.pawnPromotion('Q')
motlan = True
if 631<=x<707:
gameState.pawnPromotion('R')
motlan = True
if gameState.checkmate:
gameOver = True
gameOverText(screen, gameState.whiteToMove)
elif gameState.stalemate:
gameOver = True
gameOverText(screen, gameState.whiteToMove)
if gameState.whiteToMove:
p1Time -= time.time() - start_time if p1Time > 0 else 0
else:
p2Time -= time.time() - start_time if p2Time > 0 else 0
# remain_time = TIME_LIMIT - int(time.time() - start_time)
gameOver = drawTime(screen, int(p1Time), int(p2Time), gameState.whiteToMove, gameOver)
clock.tick(MAX_FPS)
p.display.flip()
'''
Initialize a global dictionary of images. This will be called exactly once in the main
'''
def loadImages():
pieces = ['bR', 'bN', 'bB', 'bQ', 'bK', 'bp', 'wB', 'wN', 'wR', 'wQ', 'wK', 'wp']
blocks = ['blackBlock', 'whiteBlock', 'blackBlock1', 'whiteBlock1', 'highlightBlock']
for piece in pieces:
IMAGES[piece] = p.transform.scale(p.image.load("chessOri/" + piece + ".png"), (SQ_SIZE, SQ_SIZE))
# IMAGES[piece + "l"] = p.transform.scale(p.image.load("images/" + piece + "l.png"), (SQ_SIZE, SQ_SIZE))
for block in blocks:
IMAGES[block] = p.transform.scale(p.image.load("images/" + block + ".png"), (SQ_SIZE, SQ_SIZE))
def drawMenuState(screen):
# Cai menu 1 nay moi la menu :v
board = p.transform.scale(p.image.load("chessv2/menu1.png"), (WIDTH, HEIGHT))
screen.blit(board, (0, 0))
def drawGameState(screen, gameState, validMoves, sqSelected):
# Board
drawBroad(screen)
# Background piece selected
highlightPiece(screen, gameState, sqSelected)
# Pieces
drawPieces(screen, gameState.board)
# Possible moves
highlightMoves(screen, gameState, validMoves, sqSelected)
# Move log
drawMoveLog(screen, gameState)
def drawBroad(screen):
board = p.transform.scale(p.image.load("chessv2/board2big.png"), (BOARD + BORDER * 2, BOARD + BORDER * 2))
screen.blit(board, (MENU, TIME))
def highlightPiece(screen, gameState, sqSelected):
if sqSelected != ():
r, c = sqSelected
if r >= 0 and c >= 0:
if gameState.board[r][c][0] == ('w' if gameState.whiteToMove else 'b'):
s = p.Surface((SQ_SIZE, SQ_SIZE))
s.set_alpha(100)
s.fill(p.Color('#004CFF'))
screen.blit(s, (c * SQ_SIZE + BORDER + MENU, r * SQ_SIZE + BORDER + TIME))
def drawPieces(screen, board):
for r in range(DIMENSION):
for c in range(DIMENSION):
piece = board[r][c]
if piece != '--': # Not empty
screen.blit(IMAGES[piece],
p.Rect(c * SQ_SIZE + BORDER + MENU, r * SQ_SIZE + BORDER + TIME, SQ_SIZE, SQ_SIZE))
def highlightMoves(screen, gameState, validMoves, sqSelected):
if sqSelected != ():
r, c = sqSelected
if r >= 0 and c >= 0:
if gameState.board[r][c][0] == ('w' if gameState.whiteToMove else 'b'):
for move in validMoves:
if move.startRow == r and move.startCol == c:
p.draw.circle(screen, p.Color('#004CFF'), (
(move.endCol + 0.5) * SQ_SIZE + BORDER + MENU,
(move.endRow + 0.5) * SQ_SIZE + BORDER + TIME), 12)
def drawTime(screen, p1time, p2time, whiteToMove, gameOver):
if not gameOver:
m1, s1 = divmod(p1time, 60)
h1, m1 = divmod(m1, 60)
timeLeftP1 = str(h1).zfill(2) + ":" + str(m1).zfill(2) + ":" + str(s1).zfill(2)
m2, s2 = divmod(p2time, 60)
h2, m2 = divmod(m2, 60)
timeLeftP2 = str(h2).zfill(2) + ":" + str(m2).zfill(2) + ":" + str(s2).zfill(2)
# Background color
White = p.Color('#D9D2D2')
Black = p.Color('#121212')
if p1time == 0 or p2time == 0:
gameOver = True
gameOverText(screen, whiteToMove)
GAME_FONT = p.font.Font('./Font/Digital Dismay.otf', 50)
# player 1 text color = black, player 2 = white
if whiteToMove:
textPlayer1 = GAME_FONT.render(timeLeftP1, 0, Black)
textPlayer2 = GAME_FONT.render(timeLeftP2, 0, White)
surfacePlayer1 = p.Surface((textPlayer1.get_width() + 20, TIME))
surfacePlayer1.fill(White)
surfacePlayer2 = p.Surface((textPlayer2.get_width() + 20, TIME))
surfacePlayer2.fill(Black)
else:
textPlayer2 = GAME_FONT.render(timeLeftP2, 0, Black)
textPlayer1 = GAME_FONT.render(timeLeftP1, 0, White)
surfacePlayer2 = p.Surface((textPlayer2.get_width() + 20, TIME))
surfacePlayer2.fill(White)
surfacePlayer1 = p.Surface((textPlayer1.get_width() + 20, TIME))
surfacePlayer1.fill(Black)
textPlayer1Location = p.Rect(SQ_SIZE + BORDER + MENU, SQ_SIZE * 8 + TIME + BORDER * 2, 60, 60)
textPlayer2Location = p.Rect(SQ_SIZE + BORDER + MENU, 0, 60, 60)
backgroundPlayer1Location = p.Rect(SQ_SIZE + BORDER - 10 + MENU, SQ_SIZE * 8 + TIME + BORDER * 2, 60, 60)
backgroundPlayer2Location = p.Rect(SQ_SIZE + BORDER - 10 + MENU, 0, 60, 60)
screen.blit(surfacePlayer1, backgroundPlayer1Location)
screen.blit(surfacePlayer2, backgroundPlayer2Location)
screen.blit(textPlayer1, textPlayer1Location)
screen.blit(textPlayer2, textPlayer2Location)
return gameOver
def gameOverText(screen, whiteToMove):
color = p.Color('#121212') if whiteToMove else p.Color('#D9D2D2')
font = p.font.Font('freesansbold.ttf', 100)
winner = "Black Win!" if whiteToMove else "White Win!"
textObj = font.render(winner, True, color)
textLocation = p.Rect(SQ_SIZE * 4 + BORDER - textObj.get_width() / 2 + MENU,
SQ_SIZE * 4 + BORDER + TIME - textObj.get_height() / 2, 60, 60)
screen.blit(textObj, textLocation)
def drawMoveLog(screen, gs):
font = p.font.Font('.\Font\seguisym.ttf', 16)
moveLogRect = p.Rect(MENU + BOARD + BORDER * 2 + 20, TIME + 10, MOVE_LOG, BORDER*2 + BOARD)
# p.draw.rect(screen, p.Color('Black'), moveLogRect)
moveLog = gs.moveLog
moveTexts = []
for i in range(0, len(moveLog), 2):
moveString = str(i // 2 + 1) + "." + moveLog[i].getChessNotation()
if i + 1 < len(moveLog):
moveString += moveLog[i + 1].getChessNotation() + " "
moveTexts.append(moveString)
movesPerRow = 3
padding = 5
lineSpacing = 2
textY = padding
for i in range(0, len(moveTexts), movesPerRow):
text = ''
for j in range(movesPerRow):
if i + j < len(moveTexts):
text += moveTexts[i + j]
textObj = font.render(text, True, p.Color('white'))
textLocation = moveLogRect.move(padding, textY)
screen.blit(textObj, textLocation)
textY += textObj.get_height() + lineSpacing
if textY >= 677:
break
if __name__ == "__main__":
main()