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main.py
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933 lines (785 loc) · 38.3 KB
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import pygame
from enums import Pieces
import os
# TODO
# Castles
# Turns
# check for check
# allow only moves that stop the check
COLOR_LIGHT = (245, 245, 220)
COLOR_DARK = (148, 69, 48)
COLOR_MOVE_HIGHLIGHT = (137, 137, 137, 80)
SQUARE_SIZE = 100
TRANSPARENT = (0, 0, 0, 0)
pygame.init()
screen = pygame.display.set_mode((8 * SQUARE_SIZE, 8 * SQUARE_SIZE))
pygame.display.set_caption("Chess")
IMAGES = [0,
pygame.image.load(os.path.join("res", "pieces", "Chess_plt45.png")),
pygame.image.load(os.path.join("res", "pieces", "Chess_blt45.png")),
pygame.image.load(os.path.join("res", "pieces", "Chess_nlt45.png")),
pygame.image.load(os.path.join("res", "pieces", "Chess_rlt45.png")),
pygame.image.load(os.path.join("res", "pieces", "Chess_qlt45.png")),
pygame.image.load(os.path.join("res", "pieces", "Chess_klt45.png")),
pygame.image.load(os.path.join("res", "pieces", "Chess_pdt45.png")),
pygame.image.load(os.path.join("res", "pieces", "Chess_bdt45.png")),
pygame.image.load(os.path.join("res", "pieces", "Chess_ndt45.png")),
pygame.image.load(os.path.join("res", "pieces", "Chess_rdt45.png")),
pygame.image.load(os.path.join("res", "pieces", "Chess_qdt45.png")),
pygame.image.load(os.path.join("res", "pieces", "Chess_kdt45.png"))]
def get_nearest_center(pos):
rank = int(pos[0] / 100)
row = int(pos[1] / 100)
return [rank, row]
class Castle_Check:
def __init__(self):
self.can_white_castle_queenside = True
self.can_white_castle_kingside = True
self.can_black_castle_queenside = True
self.can_black_castle_kingside = True
def check_for_castle(self, board, color, side) -> bool:
"""
:param board: the current board configuration
:param color: the color of the king that tries to castle 1 = white, -1 = black
:param side: the side that the king tries to castle 1 = Kingside, -1 = Queenside
:return: is the castle operation possible
"""
if color == 1:
rank = 7
else:
rank = 0
if side == 1: # Kingside
if color == 1 and not self.can_white_castle_kingside:
return False
elif color == -1 and not self.can_black_castle_kingside:
return False
if board[5][rank] == Pieces.EMPTY and board[6][rank] == Pieces.EMPTY:
return True
else:
return False
if side == -1: # Queenside
if color == 1 and not self.can_white_castle_queenside:
return False
elif color == -1 and not self.can_black_castle_queenside:
return False
if board[1][rank] == Pieces.EMPTY and board[2][rank] == Pieces.EMPTY and board[3][rank] == Pieces.EMPTY:
return True
else:
return False
def check_for_lost_castle_right(self, piece, orig_pos):
if piece == Pieces.KING_WHITE:
self.can_white_castle_kingside, self.can_white_castle_queenside = False, False
elif piece == Pieces.ROOK_WHITE:
if orig_pos[1] == 0:
self.can_white_castle_queenside = False
elif orig_pos[1] == 7:
self.can_white_castle_kingside = False
elif piece == Pieces.KING_BLACK:
self.can_black_castle_kingside, self.can_black_castle_queenside = False, False
elif piece == Pieces.ROOK_BLACK:
if orig_pos[1] == 0:
self.can_black_castle_queenside = False
elif orig_pos[1] == 7:
self.can_black_castle_kingside = False
def get_castle_direction(self, piece, orig_pos, new_pos) -> int:
if piece == Pieces.KING_BLACK or piece == Pieces.KING_WHITE:
if 2 <= new_pos[0] - orig_pos[0] <= 3: # kingside
if new_pos[1] == 0: # --> black castled
self.can_black_castle_kingside = False
else: # --> white castled
self.can_white_castle_kingside = False
return 1
elif 2 <= orig_pos[0] - new_pos[0] <= 4: # queenside
if new_pos[1] == 0: # --> black castled
self.can_black_castle_queenside = False
else: # --> white castled
self.can_white_castle_queenside = False
return -1
return 0
class Game_Control:
def __init__(self, board):
self.running = True
self.board = board
self.active_piece = None
self.orig_pos = None
self.legal_moves = None
self.double_pawn_move = None
self.render_promotion_select = False
self.promotion_square = None
self.queen_select_hitbox = None
self.rook_select_hitbox = None
self.bishop_select_hitbox = None
self.knight_select_hitbox = None
self.castle_check = Castle_Check()
def update(self):
while self.running:
self.handle_events()
self.board.draw_board()
self.draw_active_piece()
if self.render_promotion_select:
self.draw_promotion_select()
pygame.display.update()
def draw_promotion_select(self):
if self.queen_select_hitbox.y == 0: # at the top of the board --> white pawn promoted
screen.blit(pygame.transform.scale(IMAGES[Pieces.QUEEN_WHITE], (50, 50)), self.queen_select_hitbox)
screen.blit(pygame.transform.scale(IMAGES[Pieces.ROOK_WHITE], (50, 50)), self.rook_select_hitbox)
screen.blit(pygame.transform.scale(IMAGES[Pieces.BISHOP_WHITE], (50, 50)), self.bishop_select_hitbox)
screen.blit(pygame.transform.scale(IMAGES[Pieces.KNIGHT_WHITE], (50, 50)), self.knight_select_hitbox)
elif self.queen_select_hitbox.y == 700: # at the 7th rank --> black promoted
screen.blit(pygame.transform.scale(IMAGES[Pieces.QUEEN_BLACK], (50, 50)), self.queen_select_hitbox)
screen.blit(pygame.transform.scale(IMAGES[Pieces.ROOK_BLACK], (50, 50)), self.rook_select_hitbox)
screen.blit(pygame.transform.scale(IMAGES[Pieces.BISHOP_BLACK], (50, 50)), self.bishop_select_hitbox)
screen.blit(pygame.transform.scale(IMAGES[Pieces.KNIGHT_BLACK], (50, 50)), self.knight_select_hitbox)
def draw_active_piece(self):
if self.active_piece is not None:
for move in self.legal_moves: # draw move highlight markers
if self.board.is_empty([move[0], move[1]]):
pygame.draw.circle(screen, COLOR_MOVE_HIGHLIGHT, (move[0] * 100 + 50, move[1] * 100 + 50), 10, 0)
else:
pygame.draw.circle(screen, COLOR_MOVE_HIGHLIGHT, (move[0] * 100 + 50, move[1] * 100 + 50), 49, 3)
pos = pygame.mouse.get_pos()
screen.blit(IMAGES[self.active_piece], (pos[0] - 50, pos[1] - 50))
def handle_events(self):
ev = pygame.event.get()
for event in ev:
if event.type == pygame.QUIT:
self.running = False
elif event.type == pygame.MOUSEBUTTONDOWN:
if not self.render_promotion_select:
square = get_nearest_center(pygame.mouse.get_pos())
if not self.board.is_empty(square):
self.active_piece = self.board.board[square[0]][square[1]]
self.board.board[square[0]][square[1]] = 0
self.legal_moves = self.calculate_legal_moves(self.active_piece, square)
self.orig_pos = square
elif event.type == pygame.MOUSEBUTTONUP:
if self.active_piece is not None and not self.render_promotion_select:
self.place_piece(get_nearest_center(pygame.mouse.get_pos()))
elif self.render_promotion_select:
self.handle_promotion_select(pygame.mouse.get_pos())
def handle_promotion_select(self, pos):
x_pos = int(self.queen_select_hitbox.x / 100)
y_pos = int(self.queen_select_hitbox.y / 100)
if self.queen_select_hitbox.y == 0: # at the top of the board --> white pawn promoted
if self.queen_select_hitbox.collidepoint(pos):
self.board.board[x_pos][y_pos] = Pieces.QUEEN_WHITE
self.render_promotion_select = False
elif self.rook_select_hitbox.collidepoint(pos):
self.board.board[x_pos][y_pos] = Pieces.ROOK_WHITE
self.render_promotion_select = False
elif self.bishop_select_hitbox.collidepoint(pos):
self.board.board[x_pos][y_pos] = Pieces.BISHOP_WHITE
self.render_promotion_select = False
elif self.knight_select_hitbox.collidepoint(pos):
self.board.board[x_pos][y_pos] = Pieces.KNIGHT_WHITE
self.render_promotion_select = False
elif self.queen_select_hitbox.y == 700: # at the 7th rank --> black promoted
if self.queen_select_hitbox.collidepoint(pos):
self.board.board[x_pos][y_pos] = Pieces.QUEEN_BLACK
self.render_promotion_select = False
elif self.rook_select_hitbox.collidepoint(pos):
self.board.board[x_pos][y_pos] = Pieces.ROOK_BLACK
self.render_promotion_select = False
elif self.bishop_select_hitbox.collidepoint(pos):
self.board.board[x_pos][y_pos] = Pieces.BISHOP_BLACK
self.render_promotion_select = False
elif self.knight_select_hitbox.collidepoint(pos):
self.board.board[x_pos][y_pos] = Pieces.KNIGHT_BLACK
self.render_promotion_select = False
def place_piece(self, square):
if square in self.legal_moves:
self.board.board[square[0]][square[1]] = self.active_piece
self.check_for_en_passent(self.active_piece, square)
self.check_for_double_pawn_move(self.active_piece, square)
self.check_for_promote(self.active_piece, square)
self.handle_castle(square)
else:
self.board.board[self.orig_pos[0]][self.orig_pos[1]] = self.active_piece
self.active_piece = None
def handle_castle(self, square):
self.castle_check.check_for_lost_castle_right(self.active_piece, self.orig_pos)
castle_dir = self.castle_check.get_castle_direction(self.active_piece, self.orig_pos, square)
if castle_dir == 1: # Kingside
if square[1] == 0: # --> black castled
self.board.board[7][0] = Pieces.EMPTY
self.board.board[6][0] = Pieces.KING_BLACK
self.board.board[5][0] = Pieces.ROOK_BLACK
else:
self.board.board[7][7] = Pieces.EMPTY
self.board.board[6][7] = Pieces.KING_WHITE
self.board.board[5][7] = Pieces.ROOK_WHITE
if castle_dir == -1: # Queenside
if square[1] == 0: # --> black castled
self.board.board[0][0] = Pieces.EMPTY
self.board.board[1][0] = Pieces.EMPTY
self.board.board[2][0] = Pieces.KING_BLACK
self.board.board[3][0] = Pieces.ROOK_BLACK
else:
self.board.board[0][7] = Pieces.EMPTY
self.board.board[1][7] = Pieces.EMPTY
self.board.board[2][7] = Pieces.KING_WHITE
self.board.board[3][7] = Pieces.ROOK_WHITE
def check_for_double_pawn_move(self, piece, square):
if piece == Pieces.PAWN_WHITE and square[1] - self.orig_pos[1] == -2:
self.double_pawn_move = square[0]
elif piece == Pieces.PAWN_BLACK and square[1] - self.orig_pos[1] == 2:
self.double_pawn_move = square[0]
else:
self.double_pawn_move = None
def check_for_en_passent(self, piece, square):
if piece == Pieces.PAWN_WHITE:
if square[0] == self.double_pawn_move and self.board.board[square[0]][square[1] + 1] == Pieces.PAWN_BLACK:
self.board.board[square[0]][square[1] + 1] = Pieces.EMPTY
elif piece == Pieces.PAWN_BLACK:
if square[0] == self.double_pawn_move and self.board.board[square[0]][square[1] - 1] == Pieces.PAWN_WHITE:
self.board.board[square[0]][square[1] - 1] = Pieces.EMPTY
def check_for_promote(self, piece, square):
if (piece == Pieces.PAWN_WHITE and square[1] == 0) or (piece == Pieces.PAWN_BLACK and square[1] == 7):
self.board.board[square[0]][square[1]] = Pieces.EMPTY
self.queen_select_hitbox = pygame.Rect(square[0] * 100, square[1] * 100, 50, 50)
self.rook_select_hitbox = pygame.Rect(square[0] * 100 + 50, square[1] * 100, 50, 50)
self.bishop_select_hitbox = pygame.Rect(square[0] * 100, square[1] * 100 + 50, 50, 50)
self.knight_select_hitbox = pygame.Rect(square[0] * 100 + 50, square[1] * 100 + 50, 50, 50)
self.render_promotion_select = True
def is_square_protected(self, square, color) -> bool:
if color == 1: # WHITE PIECE
# check for black knight
moves = [[square[0] - 1, square[1] - 2], [square[0] + 1, square[1] - 2], [square[0] + 2, square[1] - 1],
[square[0] + 2, square[1] + 1], [square[0] + 1, square[1] + 2], [square[0] - 1, square[1] + 2],
[square[0] - 2, square[1] - 1], [square[0] - 2, square[1] + 1]]
# filtering moves that are outside the board
moves = [move for move in moves if 0 <= move[0] <= 7 and 0 <= move[1] <= 7]
for move in moves:
if self.board.board[move[0]][move[1]] == Pieces.KNIGHT_BLACK:
return True
# check for black pawns
moves = [[square[0] - 1, square[1] - 1], [square[0] + 1, square[1] - 1]]
# filtering moves that are outside the board
moves = [move for move in moves if 0 <= move[0] <= 7 and 0 <= move[1] <= 7]
for move in moves:
if self.board.board[move[0]][move[1]] == Pieces.PAWN_BLACK:
return True
# check for black King
moves = [[square[0] - 1, square[1] - 1], [square[0], square[1] - 1], [square[0] + 1, square[1] - 1],
[square[0] - 1, square[1]], [square[0] + 1, square[1]],
[square[0] - 1, square[1] + 1], [square[0], square[1] + 1], [square[0] + 1, square[1] + 1]]
# filtering moves that are outside the board
moves = [move for move in moves if 0 <= move[0] <= 7 and 0 <= move[1] <= 7]
for move in moves:
if self.board.board[move[0]][move[1]] == Pieces.KING_BLACK:
return True
# check for black bishop or queen
pos = square.copy()
while pos[0] < 7 and pos[1] < 7: # bottom right
pos[0] += 1
pos[1] += 1
if self.board.board[pos[0]][pos[1]] != Pieces.EMPTY:
if self.board.board[pos[0]][pos[1]] == Pieces.QUEEN_BLACK or \
self.board.board[pos[0]][pos[1]] == Pieces.BISHOP_BLACK:
return True
else:
break
pos = square.copy()
while pos[0] < 7 and pos[1] > 0: # top right
pos[0] += 1
pos[1] -= 1
if self.board.board[pos[0]][pos[1]] != Pieces.EMPTY:
if self.board.board[pos[0]][pos[1]] == Pieces.QUEEN_BLACK or \
self.board.board[pos[0]][pos[1]] == Pieces.BISHOP_BLACK:
return True
else:
break
pos = square.copy()
while pos[0] > 0 and pos[1] > 0: # top left
pos[0] -= 1
pos[1] -= 1
if self.board.board[pos[0]][pos[1]] != Pieces.EMPTY:
if self.board.board[pos[0]][pos[1]] == Pieces.QUEEN_BLACK or \
self.board.board[pos[0]][pos[1]] == Pieces.BISHOP_BLACK:
return True
else:
break
pos = square.copy()
while pos[0] > 0 and pos[1] < 7: # bottom left
pos[0] -= 1
pos[1] += 1
if self.board.board[pos[0]][pos[1]] != Pieces.EMPTY:
if self.board.board[pos[0]][pos[1]] == Pieces.QUEEN_BLACK or \
self.board.board[pos[0]][pos[1]] == Pieces.BISHOP_BLACK:
return True
else:
break
# check for Black rook or queen
pos = square.copy()
while pos[1] < 7: # dowm
pos[1] += 1
if self.board.board[pos[0]][pos[1]] != Pieces.EMPTY:
if self.board.board[pos[0]][pos[1]] == Pieces.QUEEN_BLACK or \
self.board.board[pos[0]][pos[1]] == Pieces.ROOK_BLACK:
return True
else:
break
pos = square.copy()
while pos[1] > 0: # up
pos[1] -= 1
if self.board.board[pos[0]][pos[1]] != Pieces.EMPTY:
if self.board.board[pos[0]][pos[1]] == Pieces.QUEEN_BLACK or \
self.board.board[pos[0]][pos[1]] == Pieces.ROOK_BLACK:
return True
else:
break
pos = square.copy()
while pos[0] < 7: # right
pos[0] += 1
if self.board.board[pos[0]][pos[1]] != Pieces.EMPTY:
if self.board.board[pos[0]][pos[1]] == Pieces.QUEEN_BLACK or \
self.board.board[pos[0]][pos[1]] == Pieces.ROOK_BLACK:
return True
else:
break
pos = square.copy()
while pos[0] > 0: # left
pos[0] -= 1
if self.board.board[pos[0]][pos[1]] != Pieces.EMPTY:
if self.board.board[pos[0]][pos[1]] == Pieces.QUEEN_BLACK or \
self.board.board[pos[0]][pos[1]] == Pieces.ROOK_BLACK:
return True
else:
break
elif color == -1: # Black Piece
# check for White knight
moves = [[square[0] - 1, square[1] - 2], [square[0] + 1, square[1] - 2], [square[0] + 2, square[1] - 1],
[square[0] + 2, square[1] + 1], [square[0] + 1, square[1] + 2], [square[0] - 1, square[1] + 2],
[square[0] - 2, square[1] - 1], [square[0] - 2, square[1] + 1]]
# filtering moves that are outside the board
moves = [move for move in moves if 0 <= move[0] <= 7 and 0 <= move[1] <= 7]
for move in moves:
if self.board.board[move[0]][move[1]] == Pieces.KNIGHT_WHITE:
return True
# check for white pawns
moves = [[square[0] - 1, square[1] - 1], [square[0] + 1, square[1] - 1]]
# filtering moves that are outside the board
moves = [move for move in moves if 0 <= move[0] <= 7 and 0 <= move[1] <= 7]
for move in moves:
if self.board.board[move[0]][move[1]] == Pieces.PAWN_WHITE:
return True
# check for white King
moves = [[square[0] - 1, square[1] - 1], [square[0], square[1] - 1], [square[0] + 1, square[1] - 1],
[square[0] - 1, square[1]], [square[0] + 1, square[1]],
[square[0] - 1, square[1] + 1], [square[0], square[1] + 1], [square[0] + 1, square[1] + 1]]
# filtering moves that are outside the board
moves = [move for move in moves if 0 <= move[0] <= 7 and 0 <= move[1] <= 7]
for move in moves:
if self.board.board[move[0]][move[1]] == Pieces.KING_WHITE:
return True
# check for white bishop or queen
pos = square.copy()
while pos[0] < 7 and pos[1] < 7: # bottom right
pos[0] += 1
pos[1] += 1
if self.board.board[pos[0]][pos[1]] != Pieces.EMPTY:
if self.board.board[pos[0]][pos[1]] == Pieces.QUEEN_WHITE or \
self.board.board[pos[0]][pos[1]] == Pieces.BISHOP_WHITE:
return True
pos = square.copy()
while pos[0] < 7 and pos[1] > 0: # top right
pos[0] += 1
pos[1] -= 1
if self.board.board[pos[0]][pos[1]] != Pieces.EMPTY:
if self.board.board[pos[0]][pos[1]] == Pieces.QUEEN_WHITE or \
self.board.board[pos[0]][pos[1]] == Pieces.BISHOP_WHITE:
return True
pos = square.copy()
while pos[0] > 0 and pos[1] > 0: # top left
pos[0] -= 1
pos[1] -= 1
if self.board.board[pos[0]][pos[1]] != Pieces.EMPTY:
if self.board.board[pos[0]][pos[1]] == Pieces.QUEEN_WHITE or \
self.board.board[pos[0]][pos[1]] == Pieces.BISHOP_WHITE:
return True
pos = square.copy()
while pos[0] > 0 and pos[1] < 7: # bottom left
pos[0] -= 1
pos[1] += 1
if self.board.board[pos[0]][pos[1]] != Pieces.EMPTY:
if self.board.board[pos[0]][pos[1]] == Pieces.QUEEN_WHITE or \
self.board.board[pos[0]][pos[1]] == Pieces.BISHOP_WHITE:
return True
# check for White rook or queen
pos = square.copy()
while pos[1] < 7: # dowm
pos[1] += 1
if self.board.board[pos[0]][pos[1]] != Pieces.EMPTY:
if self.board.board[pos[0]][pos[1]] == Pieces.QUEEN_WHITE or \
self.board.board[pos[0]][pos[1]] == Pieces.ROOK_WHITE:
return True
pos = square.copy()
while pos[1] > 0: # up
pos[1] -= 1
if self.board.board[pos[0]][pos[1]] != Pieces.EMPTY:
if self.board.board[pos[0]][pos[1]] == Pieces.QUEEN_WHITE or \
self.board.board[pos[0]][pos[1]] == Pieces.ROOK_WHITE:
return True
pos = square.copy()
while pos[0] < 7: # right
pos[0] += 1
if self.board.board[pos[0]][pos[1]] != Pieces.EMPTY:
if self.board.board[pos[0]][pos[1]] == Pieces.QUEEN_WHITE or \
self.board.board[pos[0]][pos[1]] == Pieces.ROOK_WHITE:
return True
pos = square.copy()
while pos[0] > 0: # left
pos[0] -= 1
if self.board.board[pos[0]][pos[1]] != Pieces.EMPTY:
if self.board.board[pos[0]][pos[1]] == Pieces.QUEEN_WHITE or \
self.board.board[pos[0]][pos[1]] == Pieces.ROOK_WHITE:
return True
return False
def calculate_legal_moves(self, piece, square):
if piece == Pieces.KING_WHITE or piece == Pieces.KING_BLACK: # King
if piece == Pieces.KING_WHITE:
color = 1
else:
color = -1
moves = [[square[0] - 1, square[1] - 1], [square[0], square[1] - 1], [square[0] + 1, square[1] - 1],
[square[0] - 1, square[1]], [square[0] + 1, square[1]],
[square[0] - 1, square[1] + 1], [square[0], square[1] + 1], [square[0] + 1, square[1] + 1]]
# filtering moves that are outside the board
moves = [move for move in moves if 0 <= move[0] <= 7 and 0 <= move[1] <= 7]
# filtering not empty squares
moves = [move for move in moves if self.board.get_color(move) != color]
# #filtering protected squares
moves = [move for move in moves if not self.is_square_protected(move, color)]
if self.castle_check.check_for_castle(self.board.board, color, 1):
moves.append([6, square[1]])
moves.append([7, square[1]])
if self.castle_check.check_for_castle(self.board.board, color, -1):
moves.append([0, square[1]])
moves.append([1, square[1]])
moves.append([2, square[1]])
return moves
elif piece == Pieces.QUEEN_WHITE or piece == Pieces.QUEEN_BLACK: # Queen
if piece == Pieces.QUEEN_WHITE:
color = 1
else:
color = -1
moves = []
# Rook Movement
pos = square.copy()
while pos[1] < 7: # dowm
pos[1] += 1
if self.board.board[pos[0]][pos[1]] != Pieces.EMPTY:
if self.board.get_color([pos[0], pos[1]]) == color:
break
else:
moves.append(pos.copy())
break
moves.append(pos.copy())
pos = square.copy()
while pos[1] > 0: # up
pos[1] -= 1
if self.board.board[pos[0]][pos[1]] != Pieces.EMPTY:
if self.board.get_color([pos[0], pos[1]]) == color:
break
else:
moves.append(pos.copy())
break
moves.append(pos.copy())
pos = square.copy()
while pos[0] < 7: # right
pos[0] += 1
if self.board.board[pos[0]][pos[1]] != Pieces.EMPTY:
if self.board.get_color([pos[0], pos[1]]) == color:
break
else:
moves.append(pos.copy())
break
moves.append(pos.copy())
pos = square.copy()
while pos[0] > 0: # left
pos[0] -= 1
if self.board.board[pos[0]][pos[1]] != Pieces.EMPTY:
if self.board.get_color([pos[0], pos[1]]) == color:
break
else:
moves.append(pos.copy())
break
moves.append(pos.copy())
# bishop movement
pos = square.copy()
while pos[0] < 7 and pos[1] < 7: # bottom right
pos[0] += 1
pos[1] += 1
if self.board.board[pos[0]][pos[1]] != Pieces.EMPTY:
if self.board.get_color([pos[0], pos[1]]) == color:
break
else:
moves.append(pos.copy())
break
moves.append(pos.copy())
pos = square.copy()
while pos[0] < 7 and pos[1] > 0: # top right
pos[0] += 1
pos[1] -= 1
if self.board.board[pos[0]][pos[1]] != Pieces.EMPTY:
if self.board.get_color([pos[0], pos[1]]) == color:
break
else:
moves.append(pos.copy())
break
moves.append(pos.copy())
pos = square.copy()
while pos[0] > 0 and pos[1] > 0: # top left
pos[0] -= 1
pos[1] -= 1
if self.board.board[pos[0]][pos[1]] != Pieces.EMPTY:
if self.board.get_color([pos[0], pos[1]]) == color:
break
else:
moves.append(pos.copy())
break
moves.append(pos.copy())
pos = square.copy()
while pos[0] > 0 and pos[1] < 7: # bottom left
pos[0] -= 1
pos[1] += 1
if self.board.board[pos[0]][pos[1]] != Pieces.EMPTY:
if self.board.get_color([pos[0], pos[1]]) == color:
break
else:
moves.append(pos.copy())
break
moves.append(pos.copy())
return moves
elif piece == Pieces.ROOK_BLACK or piece == Pieces.ROOK_WHITE:
if piece == Pieces.ROOK_WHITE:
color = 1
else:
color = -1
moves = []
# Rook Movement
pos = square.copy()
while pos[1] < 7: # dowm
pos[1] += 1
if self.board.board[pos[0]][pos[1]] != Pieces.EMPTY:
if self.board.get_color([pos[0], pos[1]]) == color:
break
else:
moves.append(pos.copy())
break
moves.append(pos.copy())
pos = square.copy()
while pos[1] > 0: # up
pos[1] -= 1
if self.board.board[pos[0]][pos[1]] != Pieces.EMPTY:
if self.board.get_color([pos[0], pos[1]]) == color:
break
else:
moves.append(pos.copy())
break
moves.append(pos.copy())
pos = square.copy()
while pos[0] < 7: # right
pos[0] += 1
if self.board.board[pos[0]][pos[1]] != Pieces.EMPTY:
if self.board.get_color([pos[0], pos[1]]) == color:
break
else:
moves.append(pos.copy())
break
moves.append(pos.copy())
pos = square.copy()
while pos[0] > 0: # left
pos[0] -= 1
if self.board.board[pos[0]][pos[1]] != Pieces.EMPTY:
if self.board.get_color([pos[0], pos[1]]) == color:
break
else:
moves.append(pos.copy())
break
moves.append(pos.copy())
return moves
elif piece == Pieces.BISHOP_BLACK or piece == Pieces.BISHOP_WHITE:
if piece == Pieces.BISHOP_WHITE:
color = 1
else:
color = -1
moves = []
# bishop movement
pos = square.copy()
while pos[0] < 7 and pos[1] < 7: # bottom right
pos[0] += 1
pos[1] += 1
if self.board.board[pos[0]][pos[1]] != Pieces.EMPTY:
if self.board.get_color([pos[0], pos[1]]) == color:
break
else:
moves.append(pos.copy())
break
moves.append(pos.copy())
pos = square.copy()
while pos[0] < 7 and pos[1] > 0: # top right
pos[0] += 1
pos[1] -= 1
if self.board.board[pos[0]][pos[1]] != Pieces.EMPTY:
if self.board.get_color([pos[0], pos[1]]) == color:
break
else:
moves.append(pos.copy())
break
moves.append(pos.copy())
pos = square.copy()
while pos[0] > 0 and pos[1] > 0: # top left
pos[0] -= 1
pos[1] -= 1
if self.board.board[pos[0]][pos[1]] != Pieces.EMPTY:
if self.board.get_color([pos[0], pos[1]]) == color:
break
else:
moves.append(pos.copy())
break
moves.append(pos.copy())
pos = square.copy()
while pos[0] > 0 and pos[1] < 7: # bottom left
pos[0] -= 1
pos[1] += 1
if self.board.board[pos[0]][pos[1]] != Pieces.EMPTY:
if self.board.get_color([pos[0], pos[1]]) == color:
break
else:
moves.append(pos.copy())
break
moves.append(pos.copy())
return moves
elif piece == Pieces.KNIGHT_BLACK or piece == Pieces.KNIGHT_WHITE:
if piece == Pieces.KNIGHT_WHITE:
color = 1
else:
color = -1
moves = [[square[0] - 1, square[1] - 2], [square[0] + 1, square[1] - 2], [square[0] + 2, square[1] - 1],
[square[0] + 2, square[1] + 1], [square[0] + 1, square[1] + 2], [square[0] - 1, square[1] + 2],
[square[0] - 2, square[1] - 1], [square[0] - 2, square[1] + 1]]
# filtering moves that are outside the board
moves = [move for move in moves if 0 <= move[0] <= 7 and 0 <= move[1] <= 7]
# filtering not empty squares
moves = [move for move in moves if self.board.is_empty(move) or self.board.get_color(move) != color]
return moves
elif piece == Pieces.PAWN_BLACK:
moves = [[square[0], square[1] + 1]]
if square[1] == 1 and self.board.is_empty([square[0], square[1] + 2]): # 2 spacs from start space
moves.append([square[0], square[1] + 2])
if not self.board.is_empty([square[0], square[1] + 1]):
moves = []
if self.double_pawn_move is not None: # En Passent
if square[1] == 4 and (
square[0] + 1 == self.double_pawn_move or square[0] - 1 == self.double_pawn_move):
moves.append([self.double_pawn_move, square[1] + 1])
if square[0] < 7:
if self.board.get_color([square[0] + 1, square[1] + 1]) == 1: # captures
moves.append([square[0] + 1, square[1] + 1])
if square[0] > 0:
if self.board.get_color([square[0] - 1, square[1] + 1]) == 1:
moves.append([square[0] - 1, square[1] + 1])
return moves
elif piece == Pieces.PAWN_WHITE:
moves = [[square[0], square[1] - 1]]
if square[1] == 6 and self.board.is_empty([square[0], square[1] - 2]): # two spaces form start space
moves.append([square[0], square[1] - 2])
if not self.board.is_empty([square[0], square[1] - 1]):
moves = []
if self.double_pawn_move is not None: # En Passent
if square[1] == 3 and (
square[0] + 1 == self.double_pawn_move or square[0] - 1 == self.double_pawn_move):
moves.append([self.double_pawn_move, square[1] - 1])
if square[0] < 7:
if self.board.get_color([square[0] + 1, square[1] - 1]) == -1: # captures
moves.append([square[0] + 1, square[1] - 1])
if square[0] > 0:
if self.board.get_color([square[0] - 1, square[1] - 1]) == -1:
moves.append([square[0] - 1, square[1] - 1])
return moves
class Board:
def __init__(self):
# # starting position
# self.board = [
# [Pieces.ROOK, Pieces.KNIGHT, Pieces.BISHOP, Pieces.QUEEN, Pieces.KING, Pieces.BISHOP, Pieces.KNIGHT,
# Pieces.ROOK],
# [Pieces.PAWN] * 8,
# [Pieces.EMPTY] * 8,
# [Pieces.EMPTY] * 8,
# [Pieces.EMPTY] * 8,
# [Pieces.EMPTY] * 8,
# [Pieces.PAWN] * 8,
# [Pieces.ROOK, Pieces.KNIGHT, Pieces.BISHOP, Pieces.QUEEN, Pieces.KING, Pieces.BISHOP, Pieces.KNIGHT,
# Pieces.ROOK]]
self.board = [
[Pieces.EMPTY] * 8,
[Pieces.EMPTY] * 8,
[Pieces.EMPTY] * 8,
[Pieces.EMPTY] * 8,
[Pieces.EMPTY] * 8,
[Pieces.EMPTY] * 8,
[Pieces.EMPTY] * 8,
[Pieces.EMPTY] * 6 + [Pieces.BISHOP_WHITE, Pieces.KNIGHT_WHITE]]
def read_fen_string(self, fen):
x_pos = 0
y_pos = 0
piece = ["r", "n", "b", "q", "k", "p"]
for c in fen:
if c == "r":
self.board[x_pos][y_pos] = Pieces.ROOK_BLACK
elif c == "n":
self.board[x_pos][y_pos] = Pieces.KNIGHT_BLACK
elif c == 'b':
self.board[x_pos][y_pos] = Pieces.BISHOP_BLACK
elif c == "q":
self.board[x_pos][y_pos] = Pieces.QUEEN_BLACK
elif c == "k":
self.board[x_pos][y_pos] = Pieces.KING_BLACK
elif c == "p":
self.board[x_pos][y_pos] = Pieces.PAWN_BLACK
elif c == "R":
self.board[x_pos][y_pos] = Pieces.ROOK_WHITE
elif c == "N":
self.board[x_pos][y_pos] = Pieces.KNIGHT_WHITE
elif c == 'B':
self.board[x_pos][y_pos] = Pieces.BISHOP_WHITE
elif c == "Q":
self.board[x_pos][y_pos] = Pieces.QUEEN_WHITE
elif c == "K":
self.board[x_pos][y_pos] = Pieces.KING_WHITE
elif c == "P":
self.board[x_pos][y_pos] = Pieces.PAWN_WHITE
elif c.isnumeric():
x_pos += int(c)
elif c == "/":
y_pos += 1
x_pos = 0
if c.lower() in piece:
x_pos += 1
if c == " ":
break
def is_empty(self, square):
return self.board[square[0]][square[1]] == 0
def get_color(self, square):
if Pieces.PAWN_WHITE <= self.board[square[0]][square[1]] <= Pieces.KING_WHITE:
return 1 # white
elif Pieces.PAWN_BLACK <= self.board[square[0]][square[1]] <= Pieces.KING_BLACK:
return -1 # black
else:
return 0
def draw_board(self):
for y in range(8): # draw board
for x in range(8):
pygame.draw.rect(screen, (COLOR_LIGHT if (x + y) % 2 == 0 else COLOR_DARK),
pygame.Rect(x * SQUARE_SIZE, y * SQUARE_SIZE, SQUARE_SIZE, SQUARE_SIZE))
for y in range(8): # draw pieces
for x in range(8):
val = self.board[x][y]
if val > 0:
screen.blit(IMAGES[val], (x * 100, y * 100))
if __name__ == "__main__":
chess_board = Board()
chess_board.read_fen_string("r3k2r/pppppppp/8/8/8/8/PPPPPPPP/R3K2R w KQkq - 0 1")
game = Game_Control(chess_board)
game.update()