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No commits in common. "93e941a79eb64dc805abad4fc5cb3c421145b427" and "08bd3e835c8d858791d3270bafec4afda844e5a6" have entirely different histories.
93e941a79e
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08bd3e835c
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@ -30,7 +30,7 @@ class ControlInput:
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self._buttons[button].direction = Direction.INPUT
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self._buttons[button].pull = Pull.UP
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def get_one_shot(self, timeout: float = 0):
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def get_one_shot(self, timeout = 0):
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started = time.time()
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while True:
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time.sleep(0.05)
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@ -21,8 +21,8 @@ class Graphics:
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def text(self, text, x, y, c):
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self._display.text(text, x * self.CHAR_WIDTH, y * self.LINE_HEIGHT, c)
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def pixel(self, x, y, c = None):
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return self._display.pixel(x, y, c)
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def pixel(self, x, y, c):
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self._display.pixel(x, y, c)
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def line(self, x1, y1, x2, y2, c):
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self._display.line(x1, y1, x2, y2, c)
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@ -1,7 +1,6 @@
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from typing import Optional
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from icecream import ic
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from graphics import Graphics
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import chess
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from chess import Board, Color, WHITE
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class Draw:
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BOARD_SIZE = 64
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@ -80,49 +79,11 @@ class Draw:
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self._graphics.fill_rect(
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self.BOARD_SIZE, 0, self.BOARD_SIZE, self.BOARD_SIZE, 0)
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def _format_move(self, move: str):
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if len(move) == 4:
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return move.upper()[:2] + "-" + move.upper()[2:]
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return move
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def _invert_pixel(self, x: int, y: int):
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c = self._graphics.pixel(x, y)
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c = None if c != None else 1
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self._graphics.pixel(x, y, c)
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def _cursor_clear(self, except_for: list[str], player_color: chess.Color):
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c = 0
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for row in range(8):
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for col in range(8):
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sqx = col if player_color == chess.WHITE else 7 - col
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sqy = row if player_color == chess.BLACK else 7 - row
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square = chr(sqx + 97) + str(sqy + 1)
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if not (square in except_for):
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# see if square is right color
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sqc = self._graphics.pixel(sqx * 8, sqy * 8)
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if sqc != c:
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ic(square)
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self._cursor(square, player_color);
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c = 0 if c == 1 else 1
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c = 0 if c == 1 else 1
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def _cursor(self, square: str, player_color: chess.Color):
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sqx = ord(square[0]) - 97
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sqy = int(square[1]) - 1
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if player_color == chess.WHITE:
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sqy = 7 - sqy
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else:
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sqx = 7 - sqx
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for i in range(7):
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self._invert_pixel(sqx * 8 + i, sqy * 8)
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self._invert_pixel(sqx * 8 + i, sqy * 8 + 7)
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self._invert_pixel(sqx * 8, sqy * 8 + i)
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self._invert_pixel(sqx * 8 + 7, sqy * 8 + i)
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def draw_board(self, board: chess.Board, player_color: chess.Color):
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def draw_board(self, board: Board, player_color: Color):
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self._graphics.fill_rect(0, 0, self.BOARD_SIZE, self.BOARD_SIZE, 0)
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nb = "".join(str(board).split()).replace(" ", "")
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nb = nb if player_color == chess.WHITE else nb[::-1]
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nb = nb if player_color == WHITE else nb[::-1]
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ic(player_color, nb)
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c = True
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for row in range(8):
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for col in range(8):
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@ -148,7 +109,7 @@ class Draw:
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def draw_thinking(self, last_move: str):
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self._clear_info()
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self._graphics.text(self._format_move(last_move), 12, 0, 1)
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self._graphics.text(last_move, 12, 0, 1)
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self._graphics.text("Shh, I'm", 12, 2, 1)
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self._graphics.text("thinking!", 12, 3, 1)
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self._graphics.show()
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@ -161,32 +122,12 @@ class Draw:
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"you win!" if player_won else "you lose!", 12, 2, 1)
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self._graphics.show()
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def draw_select(self, board: chess.Board, last_move: str, player_color: chess.Color, src: Optional[str], dst: Optional[str] = None):
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def draw_select(self, last_move: str, src: str, dst = None):
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self._clear_info()
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self._graphics.text(self._format_move(last_move), 12, 0, 1)
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self._graphics.text(last_move, 12, 0, 1)
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self._graphics.text("You move:", 12, 2, 1)
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if src != None and dst == None:
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self._graphics.text("<" + src.upper() + "> - __", 12, 3, 1)
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#self._cursor_clear([src], player_color)
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self._cursor(src, player_color)
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elif src != None and dst != None:
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self._graphics.text(src.upper() + " - <" + dst.upper() + ">", 12, 3, 1)
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#self._cursor_clear([src, dst], player_color)
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self._cursor(src, player_color)
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self._cursor(dst, player_color)
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if dst == None:
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self._graphics.text("<" + src + "> - __", 12, 3, 1)
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else:
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self._cursor_clear(list(), player_color)
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self._graphics.show()
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def draw_game_over(self, outcome: Optional[chess.Outcome]):
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self._clear_info()
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self._graphics.text("Game over", 12, 0, 1)
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if outcome != None:
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if outcome.winner == None:
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self._graphics.text("Draw!", 12, 2, 1)
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else:
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self._graphics.text("Winner:", 12, 2, 1)
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self._graphics.text("White!" if outcome.winner == chess.WHITE else "Black!",
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12, 3, 1)
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self._graphics.text(src + " - <" + dst + ">", 12, 3, 1)
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self._graphics.show()
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@ -1,5 +1,4 @@
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from os import path
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from typing import Optional
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from enum import Enum, auto
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import shutil
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from icecream import ic
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@ -55,56 +54,27 @@ class ChessGame:
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self._sf.make_moves_from_current_position([move])
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self._draw.draw_board(self._board, self._player_color)
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def _square_sort_key(self, square: str):
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# convert to number between 00 to 88
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key = (int(square[1]) - 1) * 10 + ord(square[0]) - 97
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return key if self._player_color == WHITE else 88 - key
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def _get_sources(self):
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if len(list(self._all_moves)) == 0:
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moves = self._board.generate_legal_moves()
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mvarray = map(lambda m: [Move.uci(m)[0:2], Move.uci(m)[2:4]], moves)
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for src, dst in list(mvarray):
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self._all_moves.setdefault(src, []).append(dst)
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if len(list(self._all_moves)) > 0:
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return sorted(
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list(self._all_moves),
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key=lambda x: self._square_sort_key(x))
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return list[str]()
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def _get_dests(self):
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if self._src_idx < len(list(self._all_moves)):
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src = self._get_sources()[self._src_idx]
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return sorted(
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self._all_moves[src],
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key=lambda x: self._square_sort_key(x))
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return list[str]()
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def run(self):
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# either load the save game or start a new one
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self._load_saved_or_init()
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while True:
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key: Optional[Button] = None
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src: Optional[str] = None
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key = None
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src = None
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################
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# HANDLE STATE #
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################
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if self._board.is_game_over() and self._state != GameState.MAIN_MENU:
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self._state = GameState.GAME_OVER
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# draw menu
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if self._state == GameState.MAIN_MENU:
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self._draw.draw_board(self._board, self._player_color)
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self._draw.draw_menu(self._menu_index)
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key = self._cinput.get_one_shot()
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# computer makes a move
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elif self._state == GameState.THINKING:
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self._draw.draw_board(self._board, self._player_color)
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self._draw.draw_thinking(self._move)
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# TODO: check game over
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move = self._sf.get_best_move_time(self.STOCKFISH_MOVE_TIME * 1000)
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if move != None:
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self._make_move(move)
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@ -118,34 +88,33 @@ class ChessGame:
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# user picks source piece
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elif self._state == GameState.CHOOSE_SRC:
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srces = self._get_sources()
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if len(srces) > 0:
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src = srces[self._src_idx]
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self._draw.draw_select(self._board, self._move, self._player_color, src)
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key = self._cinput.get_one_shot(0.1)
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if len(list(self._all_moves)) == 0:
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moves = self._board.generate_legal_moves()
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mvarray = map(lambda m: [Move.uci(m)[0:2], Move.uci(m)[2:4]], moves)
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for src, dst in list(mvarray):
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self._all_moves.setdefault(src, []).append(dst)
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if len(list(self._all_moves)) > 0:
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src = list(self._all_moves)[self._src_idx]
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self._draw.draw_select(self._move, src)
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key = self._cinput.get_one_shot()
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else:
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self._state = GameState.GAME_OVER
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# user picks dest square
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elif self._state == GameState.CHOOSE_DST:
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src = self._get_sources()[self._src_idx]
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dst = self._get_dests()[self._dst_idx]
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self._draw.draw_select(self._board, self._move, self._player_color, src, dst)
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key = self._cinput.get_one_shot(0.1)
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src = list(self._all_moves)[self._src_idx]
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dst = self._all_moves[src][self._dst_idx]
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self._draw.draw_select(self._move, src, dst)
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key = self._cinput.get_one_shot()
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# game has ended
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else:
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self._draw.draw_board(self._board, self._player_color)
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self._draw.draw_game_over(self._board.outcome())
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elif self._state == GameState.GAME_OVER:
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key = self._cinput.get_one_shot()
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################
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# HANDLE INPUT #
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################
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if key == None:
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continue
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# handle user input on main menu
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if self._state == GameState.MAIN_MENU:
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@ -178,8 +147,6 @@ class ChessGame:
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# TODO: some kind of cursor indicator on board
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elif self._state == GameState.CHOOSE_SRC:
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# move between source pieces
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cur_src = self._get_sources()[self._src_idx]
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if key == Button.DIR_D or key == Button.DIR_R:
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self._src_idx += 1
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if self._src_idx >= len(self._all_moves.keys()):
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@ -195,7 +162,6 @@ class ChessGame:
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# move to destination picker
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elif key == Button.BTN_B:
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self._dst_idx = 0
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self._state = GameState.CHOOSE_DST
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# handle user input when selecting dest piece
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@ -217,12 +183,14 @@ class ChessGame:
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# make the move
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elif key == Button.BTN_B:
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src = self._get_sources()[self._src_idx]
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dst = self._get_dests()[self._dst_idx]
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dst = self._all_moves[src][self._dst_idx]
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self._make_move(src + dst)
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# TODO: check game over
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self._state = GameState.THINKING
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# handle user input on game over
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else:
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if key == Button.BTN_A or key == Button.BTN_B:
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self._state = GameState.MAIN_MENU
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