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additions.py
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612 lines (565 loc) · 27.3 KB
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# two player chess in python with Pygame!
# pawn double space checking
# castling
# en passant
# pawn promotion
import pygame
from constants import *
pygame.init()
# draw main game board
def draw_board():
for i in range(32):
column = i % 4
row = i // 4
if row % 2 == 0:
pygame.draw.rect(screen, 'light gray', [600 - (column * 200), row * 100, 100, 100])
else:
pygame.draw.rect(screen, 'light gray', [700 - (column * 200), row * 100, 100, 100])
pygame.draw.rect(screen, 'gray', [0, 800, WIDTH, 100])
pygame.draw.rect(screen, 'gold', [0, 800, WIDTH, 100], 5)
pygame.draw.rect(screen, 'gold', [800, 0, 200, HEIGHT], 5)
status_text = ['White: Select a Piece to Move!', 'White: Select a Destination!',
'Black: Select a Piece to Move!', 'Black: Select a Destination!']
screen.blit(big_font.render(status_text[turn_step], True, 'black'), (20, 820))
for i in range(9):
pygame.draw.line(screen, 'black', (0, 100 * i), (800, 100 * i), 2)
pygame.draw.line(screen, 'black', (100 * i, 0), (100 * i, 800), 2)
screen.blit(medium_font.render('FORFEIT', True, 'black'), (810, 830))
if white_promote or black_promote:
pygame.draw.rect(screen, 'gray', [0, 800, WIDTH - 200, 100])
pygame.draw.rect(screen, 'gold', [0, 800, WIDTH - 200, 100], 5)
screen.blit(big_font.render('Select Piece to Promote Pawn', True, 'black'), (20, 820))
# draw pieces onto board
def draw_pieces():
for i in range(len(white_pieces)):
index = piece_list.index(white_pieces[i])
if white_pieces[i] == 'pawn':
screen.blit(white_pawn, (white_locations[i][0] * 100 + 22, white_locations[i][1] * 100 + 30))
else:
screen.blit(white_images[index], (white_locations[i][0] * 100 + 10, white_locations[i][1] * 100 + 10))
if turn_step < 2:
if selection == i:
pygame.draw.rect(screen, 'red', [white_locations[i][0] * 100 + 1, white_locations[i][1] * 100 + 1,
100, 100], 2)
for i in range(len(black_pieces)):
index = piece_list.index(black_pieces[i])
if black_pieces[i] == 'pawn':
screen.blit(black_pawn, (black_locations[i][0] * 100 + 22, black_locations[i][1] * 100 + 30))
else:
screen.blit(black_images[index], (black_locations[i][0] * 100 + 10, black_locations[i][1] * 100 + 10))
if turn_step >= 2:
if selection == i:
pygame.draw.rect(screen, 'blue', [black_locations[i][0] * 100 + 1, black_locations[i][1] * 100 + 1,
100, 100], 2)
# function to check all pieces valid options on board
def check_options(pieces, locations, turn):
global castling_moves
moves_list = []
all_moves_list = []
castling_moves = []
for i in range((len(pieces))):
location = locations[i]
piece = pieces[i]
if piece == 'pawn':
moves_list = check_pawn(location, turn)
elif piece == 'rook':
moves_list = check_rook(location, turn)
elif piece == 'knight':
moves_list = check_knight(location, turn)
elif piece == 'bishop':
moves_list = check_bishop(location, turn)
elif piece == 'queen':
moves_list = check_queen(location, turn)
elif piece == 'king':
moves_list, castling_moves = check_king(location, turn)
all_moves_list.append(moves_list)
return all_moves_list
# check king valid moves
def check_king(position, color):
moves_list = []
castle_moves = check_castling()
if color == 'white':
enemies_list = black_locations
friends_list = white_locations
else:
friends_list = black_locations
enemies_list = white_locations
# 8 squares to check for kings, they can go one square any direction
targets = [(1, 0), (1, 1), (1, -1), (-1, 0), (-1, 1), (-1, -1), (0, 1), (0, -1)]
for i in range(8):
target = (position[0] + targets[i][0], position[1] + targets[i][1])
if target not in friends_list and 0 <= target[0] <= 7 and 0 <= target[1] <= 7:
moves_list.append(target)
return moves_list, castle_moves
# check queen valid moves
def check_queen(position, color):
moves_list = check_bishop(position, color)
second_list = check_rook(position, color)
for i in range(len(second_list)):
moves_list.append(second_list[i])
return moves_list
# check bishop moves
def check_bishop(position, color):
moves_list = []
if color == 'white':
enemies_list = black_locations
friends_list = white_locations
else:
friends_list = black_locations
enemies_list = white_locations
for i in range(4): # up-right, up-left, down-right, down-left
path = True
chain = 1
if i == 0:
x = 1
y = -1
elif i == 1:
x = -1
y = -1
elif i == 2:
x = 1
y = 1
else:
x = -1
y = 1
while path:
if (position[0] + (chain * x), position[1] + (chain * y)) not in friends_list and \
0 <= position[0] + (chain * x) <= 7 and 0 <= position[1] + (chain * y) <= 7:
moves_list.append((position[0] + (chain * x), position[1] + (chain * y)))
if (position[0] + (chain * x), position[1] + (chain * y)) in enemies_list:
path = False
chain += 1
else:
path = False
return moves_list
# check rook moves
def check_rook(position, color):
moves_list = []
if color == 'white':
enemies_list = black_locations
friends_list = white_locations
else:
friends_list = black_locations
enemies_list = white_locations
for i in range(4): # down, up, right, left
path = True
chain = 1
if i == 0:
x = 0
y = 1
elif i == 1:
x = 0
y = -1
elif i == 2:
x = 1
y = 0
else:
x = -1
y = 0
while path:
if (position[0] + (chain * x), position[1] + (chain * y)) not in friends_list and \
0 <= position[0] + (chain * x) <= 7 and 0 <= position[1] + (chain * y) <= 7:
moves_list.append((position[0] + (chain * x), position[1] + (chain * y)))
if (position[0] + (chain * x), position[1] + (chain * y)) in enemies_list:
path = False
chain += 1
else:
path = False
return moves_list
# check valid pawn moves
def check_pawn(position, color):
moves_list = []
if color == 'white':
if (position[0], position[1] + 1) not in white_locations and \
(position[0], position[1] + 1) not in black_locations and position[1] < 7:
moves_list.append((position[0], position[1] + 1))
# indent the check for two spaces ahead, so it is only checked if one space ahead is also open
if (position[0], position[1] + 2) not in white_locations and \
(position[0], position[1] + 2) not in black_locations and position[1] == 1:
moves_list.append((position[0], position[1] + 2))
if (position[0] + 1, position[1] + 1) in black_locations:
moves_list.append((position[0] + 1, position[1] + 1))
if (position[0] - 1, position[1] + 1) in black_locations:
moves_list.append((position[0] - 1, position[1] + 1))
# add en passant move checker
if (position[0] + 1, position[1] + 1) == black_ep:
moves_list.append((position[0] + 1, position[1] + 1))
if (position[0] - 1, position[1] + 1) == black_ep:
moves_list.append((position[0] - 1, position[1] + 1))
else:
if (position[0], position[1] - 1) not in white_locations and \
(position[0], position[1] - 1) not in black_locations and position[1] > 0:
moves_list.append((position[0], position[1] - 1))
# indent the check for two spaces ahead, so it is only checked if one space ahead is also open
if (position[0], position[1] - 2) not in white_locations and \
(position[0], position[1] - 2) not in black_locations and position[1] == 6:
moves_list.append((position[0], position[1] - 2))
if (position[0] + 1, position[1] - 1) in white_locations:
moves_list.append((position[0] + 1, position[1] - 1))
if (position[0] - 1, position[1] - 1) in white_locations:
moves_list.append((position[0] - 1, position[1] - 1))
# add en passant move checker
if (position[0] + 1, position[1] - 1) == white_ep:
moves_list.append((position[0] + 1, position[1] - 1))
if (position[0] - 1, position[1] - 1) == white_ep:
moves_list.append((position[0] - 1, position[1] - 1))
return moves_list
# check valid knight moves
def check_knight(position, color):
moves_list = []
if color == 'white':
enemies_list = black_locations
friends_list = white_locations
else:
friends_list = black_locations
enemies_list = white_locations
# 8 squares to check for knights, they can go two squares in one direction and one in another
targets = [(1, 2), (1, -2), (2, 1), (2, -1), (-1, 2), (-1, -2), (-2, 1), (-2, -1)]
for i in range(8):
target = (position[0] + targets[i][0], position[1] + targets[i][1])
if target not in friends_list and 0 <= target[0] <= 7 and 0 <= target[1] <= 7:
moves_list.append(target)
return moves_list
# check for valid moves for just selected piece
def check_valid_moves():
if turn_step < 2:
options_list = white_options
else:
options_list = black_options
valid_options = options_list[selection]
return valid_options
# draw valid moves on screen
def draw_valid(moves):
if turn_step < 2:
color = 'red'
else:
color = 'blue'
for i in range(len(moves)):
pygame.draw.circle(screen, color, (moves[i][0] * 100 + 50, moves[i][1] * 100 + 50), 5)
# draw captured pieces on side of screen
def draw_captured():
for i in range(len(captured_pieces_white)):
captured_piece = captured_pieces_white[i]
index = piece_list.index(captured_piece)
screen.blit(small_black_images[index], (825, 5 + 50 * i))
for i in range(len(captured_pieces_black)):
captured_piece = captured_pieces_black[i]
index = piece_list.index(captured_piece)
screen.blit(small_white_images[index], (925, 5 + 50 * i))
# draw a flashing square around king if in check
def draw_check():
global check
check = False
if turn_step < 2:
if 'king' in white_pieces:
king_index = white_pieces.index('king')
king_location = white_locations[king_index]
for i in range(len(black_options)):
if king_location in black_options[i]:
check = True
if counter < 15:
pygame.draw.rect(screen, 'dark red', [white_locations[king_index][0] * 100 + 1,
white_locations[king_index][1] * 100 + 1, 100, 100], 5)
else:
if 'king' in black_pieces:
king_index = black_pieces.index('king')
king_location = black_locations[king_index]
for i in range(len(white_options)):
if king_location in white_options[i]:
check = True
if counter < 15:
pygame.draw.rect(screen, 'dark blue', [black_locations[king_index][0] * 100 + 1,
black_locations[king_index][1] * 100 + 1, 100, 100], 5)
def draw_game_over():
pygame.draw.rect(screen, 'black', [200, 200, 400, 70])
screen.blit(font.render(f'{winner} won the game!', True, 'white'), (210, 210))
screen.blit(font.render(f'Press ENTER to Restart!', True, 'white'), (210, 240))
# check en passant because people on the internet won't stop bugging me for it
def check_ep(old_coords, new_coords):
if turn_step <= 1:
index = white_locations.index(old_coords)
ep_coords = (new_coords[0], new_coords[1] - 1)
piece = white_pieces[index]
else:
index = black_locations.index(old_coords)
ep_coords = (new_coords[0], new_coords[1] + 1)
piece = black_pieces[index]
if piece == 'pawn' and abs(old_coords[1] - new_coords[1]) > 1:
# if piece was pawn and moved two spaces, return EP coords as defined above
pass
else:
ep_coords = (100, 100)
return ep_coords
# add castling
def check_castling():
# king must not currently be in check, neither the rook nor king has moved previously, nothing between
# and the king does not pass through or finish on an attacked piece
castle_moves = [] # store each valid castle move as [((king_coords), (castle_coords))]
rook_indexes = []
rook_locations = []
king_index = 0
king_pos = (0, 0)
if turn_step > 1:
for i in range(len(white_pieces)):
if white_pieces[i] == 'rook':
rook_indexes.append(white_moved[i])
rook_locations.append(white_locations[i])
if white_pieces[i] == 'king':
king_index = i
king_pos = white_locations[i]
if not white_moved[king_index] and False in rook_indexes and not check:
for i in range(len(rook_indexes)):
castle = True
if rook_locations[i][0] > king_pos[0]:
empty_squares = [(king_pos[0] + 1, king_pos[1]), (king_pos[0] + 2, king_pos[1]),
(king_pos[0] + 3, king_pos[1])]
else:
empty_squares = [(king_pos[0] - 1, king_pos[1]), (king_pos[0] - 2, king_pos[1])]
for j in range(len(empty_squares)):
if empty_squares[j] in white_locations or empty_squares[j] in black_locations or \
empty_squares[j] in black_options or rook_indexes[i]:
castle = False
if castle:
castle_moves.append((empty_squares[1], empty_squares[0]))
else:
for i in range(len(black_pieces)):
if black_pieces[i] == 'rook':
rook_indexes.append(black_moved[i])
rook_locations.append(black_locations[i])
if black_pieces[i] == 'king':
king_index = i
king_pos = black_locations[i]
if not black_moved[king_index] and False in rook_indexes and not check:
for i in range(len(rook_indexes)):
castle = True
if rook_locations[i][0] > king_pos[0]:
empty_squares = [(king_pos[0] + 1, king_pos[1]), (king_pos[0] + 2, king_pos[1]),
(king_pos[0] + 3, king_pos[1])]
else:
empty_squares = [(king_pos[0] - 1, king_pos[1]), (king_pos[0] - 2, king_pos[1])]
for j in range(len(empty_squares)):
if empty_squares[j] in white_locations or empty_squares[j] in black_locations or \
empty_squares[j] in white_options or rook_indexes[i]:
castle = False
if castle:
castle_moves.append((empty_squares[1], empty_squares[0]))
return castle_moves
def draw_castling(moves):
if turn_step < 2:
color = 'red'
else:
color = 'blue'
for i in range(len(moves)):
pygame.draw.circle(screen, color, (moves[i][0][0] * 100 + 50, moves[i][0][1] * 100 + 70), 8)
screen.blit(font.render('king', True, 'black'), (moves[i][0][0] * 100 + 30, moves[i][0][1] * 100 + 70))
pygame.draw.circle(screen, color, (moves[i][1][0] * 100 + 50, moves[i][1][1] * 100 + 70), 8)
screen.blit(font.render('rook', True, 'black'),
(moves[i][1][0] * 100 + 30, moves[i][1][1] * 100 + 70))
pygame.draw.line(screen, color, (moves[i][0][0] * 100 + 50, moves[i][0][1] * 100 + 70),
(moves[i][1][0] * 100 + 50, moves[i][1][1] * 100 + 70), 2)
# add pawn promotion
def check_promotion():
pawn_indexes = []
white_promotion = False
black_promotion = False
promote_index = 100
for i in range(len(white_pieces)):
if white_pieces[i] == 'pawn':
pawn_indexes.append(i)
for i in range(len(pawn_indexes)):
if white_locations[pawn_indexes[i]][1] == 7:
white_promotion = True
promote_index = pawn_indexes[i]
pawn_indexes = []
for i in range(len(black_pieces)):
if black_pieces[i] == 'pawn':
pawn_indexes.append(i)
for i in range(len(pawn_indexes)):
if black_locations[pawn_indexes[i]][1] == 0:
black_promotion = True
promote_index = pawn_indexes[i]
return white_promotion, black_promotion, promote_index
def draw_promotion():
pygame.draw.rect(screen, 'dark gray', [800, 0, 200, 420])
if white_promote:
color = 'white'
for i in range(len(white_promotions)):
piece = white_promotions[i]
index = piece_list.index(piece)
screen.blit(white_images[index], (860, 5 + 100 * i))
elif black_promote:
color = 'black'
for i in range(len(black_promotions)):
piece = black_promotions[i]
index = piece_list.index(piece)
screen.blit(black_images[index], (860, 5 + 100 * i))
pygame.draw.rect(screen, color, [800, 0, 200, 420], 8)
def check_promo_select():
mouse_pos = pygame.mouse.get_pos()
left_click = pygame.mouse.get_pressed()[0]
x_pos = mouse_pos[0] // 100
y_pos = mouse_pos[1] // 100
if white_promote and left_click and x_pos > 7 and y_pos < 4:
white_pieces[promo_index] = white_promotions[y_pos]
elif black_promote and left_click and x_pos > 7 and y_pos < 4:
black_pieces[promo_index] = black_promotions[y_pos]
# main game loop
black_options = check_options(black_pieces, black_locations, 'black')
white_options = check_options(white_pieces, white_locations, 'white')
run = True
while run:
timer.tick(fps)
if counter < 30:
counter += 1
else:
counter = 0
screen.fill('dark gray')
draw_board()
draw_pieces()
draw_captured()
draw_check()
if not game_over:
white_promote, black_promote, promo_index = check_promotion()
if white_promote or black_promote:
draw_promotion()
check_promo_select()
if selection != 100:
valid_moves = check_valid_moves()
draw_valid(valid_moves)
if selected_piece == 'king':
draw_castling(castling_moves)
# event handling
for event in pygame.event.get():
if event.type == pygame.QUIT:
run = False
if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1 and not game_over:
x_coord = event.pos[0] // 100
y_coord = event.pos[1] // 100
click_coords = (x_coord, y_coord)
if turn_step <= 1:
if click_coords == (8, 8) or click_coords == (9, 8):
winner = 'black'
if click_coords in white_locations:
selection = white_locations.index(click_coords)
# check what piece is selected, so you can only draw castling moves if king is selected
selected_piece = white_pieces[selection]
if turn_step == 0:
turn_step = 1
if click_coords in valid_moves and selection != 100:
white_ep = check_ep(white_locations[selection], click_coords)
white_locations[selection] = click_coords
white_moved[selection] = True
if click_coords in black_locations:
black_piece = black_locations.index(click_coords)
captured_pieces_white.append(black_pieces[black_piece])
if black_pieces[black_piece] == 'king':
winner = 'white'
black_pieces.pop(black_piece)
black_locations.pop(black_piece)
black_moved.pop(black_piece)
# adding check if en passant pawn was captured
if click_coords == black_ep:
black_piece = black_locations.index((black_ep[0], black_ep[1] - 1))
captured_pieces_white.append(black_pieces[black_piece])
black_pieces.pop(black_piece)
black_locations.pop(black_piece)
black_moved.pop(black_piece)
black_options = check_options(black_pieces, black_locations, 'black')
white_options = check_options(white_pieces, white_locations, 'white')
turn_step = 2
selection = 100
valid_moves = []
# add option to castle
elif selection != 100 and selected_piece == 'king':
for q in range(len(castling_moves)):
if click_coords == castling_moves[q][0]:
white_locations[selection] = click_coords
white_moved[selection] = True
if click_coords == (1, 0):
rook_coords = (0, 0)
else:
rook_coords = (7, 0)
rook_index = white_locations.index(rook_coords)
white_locations[rook_index] = castling_moves[q][1]
black_options = check_options(black_pieces, black_locations, 'black')
white_options = check_options(white_pieces, white_locations, 'white')
turn_step = 2
selection = 100
valid_moves = []
if turn_step > 1:
if click_coords == (8, 8) or click_coords == (9, 8):
winner = 'white'
if click_coords in black_locations:
selection = black_locations.index(click_coords)
# check what piece is selected, so you can only draw castling moves if king is selected
selected_piece = black_pieces[selection]
if turn_step == 2:
turn_step = 3
if click_coords in valid_moves and selection != 100:
black_ep = check_ep(black_locations[selection], click_coords)
black_locations[selection] = click_coords
black_moved[selection] = True
if click_coords in white_locations:
white_piece = white_locations.index(click_coords)
captured_pieces_black.append(white_pieces[white_piece])
if white_pieces[white_piece] == 'king':
winner = 'black'
white_pieces.pop(white_piece)
white_locations.pop(white_piece)
white_moved.pop(white_piece)
if click_coords == white_ep:
white_piece = white_locations.index((white_ep[0], white_ep[1] + 1))
captured_pieces_black.append(white_pieces[white_piece])
white_pieces.pop(white_piece)
white_locations.pop(white_piece)
white_moved.pop(white_piece)
black_options = check_options(black_pieces, black_locations, 'black')
white_options = check_options(white_pieces, white_locations, 'white')
turn_step = 0
selection = 100
valid_moves = []
# add option to castle
elif selection != 100 and selected_piece == 'king':
for q in range(len(castling_moves)):
if click_coords == castling_moves[q][0]:
black_locations[selection] = click_coords
black_moved[selection] = True
if click_coords == (1, 7):
rook_coords = (0, 7)
else:
rook_coords = (7, 7)
rook_index = black_locations.index(rook_coords)
black_locations[rook_index] = castling_moves[q][1]
black_options = check_options(black_pieces, black_locations, 'black')
white_options = check_options(white_pieces, white_locations, 'white')
turn_step = 0
selection = 100
valid_moves = []
if event.type == pygame.KEYDOWN and game_over:
if event.key == pygame.K_RETURN:
game_over = False
winner = ''
white_pieces = ['rook', 'knight', 'bishop', 'king', 'queen', 'bishop', 'knight', 'rook',
'pawn', 'pawn', 'pawn', 'pawn', 'pawn', 'pawn', 'pawn', 'pawn']
white_locations = [(0, 0), (1, 0), (2, 0), (3, 0), (4, 0), (5, 0), (6, 0), (7, 0),
(0, 1), (1, 1), (2, 1), (3, 1), (4, 1), (5, 1), (6, 1), (7, 1)]
white_moved = [False, False, False, False, False, False, False, False,
False, False, False, False, False, False, False, False]
black_pieces = ['rook', 'knight', 'bishop', 'king', 'queen', 'bishop', 'knight', 'rook',
'pawn', 'pawn', 'pawn', 'pawn', 'pawn', 'pawn', 'pawn', 'pawn']
black_locations = [(0, 7), (1, 7), (2, 7), (3, 7), (4, 7), (5, 7), (6, 7), (7, 7),
(0, 6), (1, 6), (2, 6), (3, 6), (4, 6), (5, 6), (6, 6), (7, 6)]
black_moved = [False, False, False, False, False, False, False, False,
False, False, False, False, False, False, False, False]
captured_pieces_white = []
captured_pieces_black = []
turn_step = 0
selection = 100
valid_moves = []
black_options = check_options(black_pieces, black_locations, 'black')
white_options = check_options(white_pieces, white_locations, 'white')
if winner != '':
game_over = True
draw_game_over()
pygame.display.flip()
pygame.quit()