问题描述
我正在使用Pycharm Community 2020作为我的IDE。 Pygame 1.9.6。我正在使用Python 3.7.4。我正在编写一个工作的国际象棋棋盘。现在,我正在编程中,有效的pawn会变成“ w”或“ white”。如果有一个黑色的棋子在一个白色的棋子前面说,它可以将其移到它的前面甚至捕获它。当前面的相对的棋子可以互相捕获或移动时,它们只能在侧面移动。第一次棋子只能将白色棋子上移1或2个空格,但我可以将其移动到任何地方。我不知道为什么会这么做。
代码:
import pygame as p
from Chess import ChessEngine
WIDTH = HEIGHT = 512 # 400 is another option
DIMENSION = 8 # dimensions of a chess board are 8x8
SQ_SIZE = HEIGHT // DIMENSION
MAX_FPS = 15 # for animations later on
IMAGES = {}
'''
Initialize a global dictionary of images. This will be called exactly once in
the main
'''
def loadImages():
pieces = ['wp','wR','wN','wB','wK','wQ','bp','bR','bN','bB','bK','bQ']
for piece in pieces:
IMAGES[piece] = p.transform.scale(p.image.load("images/" + piece + ".png"),(SQ_SIZE,SQ_SIZE))
# Note: we can access an image saving "IMAGES"['wp']
'''
The main driver for our code. This will handle user input and updating the graphics.
'''
def main():
p.init()
screen = p.display.set_mode((WIDTH,HEIGHT))
clock = p.time.Clock()
screen.fill(p.Color("white"))
gs = ChessEngine.GameState()
validMoves = gs.getValidMoves()
moveMade = False # flag variable for when a move is made
loadImages() # only do this once,before the while loop
running = True
sqSelected = () # no square is selected,keep track of the last click of the user (tuple: (row,col))
playerClicks = [] # keep track of player clicks (two tuples [6,4),(4,4)]
while running:
for e in p.event.get():
if e.type == p.QUIT:
running = False
# mouse handler
elif e.type == p.MOUSEBUTTONDOWN:
location = p.mouse.get_pos() # (x,y) location of mouse
col = location[0]//SQ_SIZE
row = location[1]//SQ_SIZE
if sqSelected == (row,col): # the user clicked the same square twice
sqSelected = () # deselect
playerClicks = [] # clear player clicks
else:
sqSelected = (row,col)
playerClicks.append(sqSelected) # append for both 1st and 2nd clicks
if len(playerClicks) == 2: # after 2nd click
move = ChessEngine.Move(playerClicks[0],playerClicks[1],gs.board)
print(move.getChessNotation())
if move in validMoves:
gs.makeMove(move)
makeMove = True
gs.makeMove(move)
sqSelected = () # reset user clicks
playerClicks = []
# key handler
elif e.type == p.KEYDOWN:
if e.key == p.K_u: # undo when 'u' is pressed
gs.undoMove()
moveMade = True
if moveMade:
validMoves = gs.getValidMoves()
moveMade = False
drawGameState(screen,gs)
clock.tick(MAX_FPS)
p.display.flip()
'''
Responsible for all the graphics within a current game state.
'''
def drawGameState(screen,gs):
drawBoard(screen) # draw squares on the board
# add in piece highlighting or move suggestions (later)
drawPieces(screen,gs.board) # draw pieces on top of those squares
'''
Draw the squares on the board. The top left square is always light.
'''
def drawBoard(screen):
colors = [p.Color("white"),p.Color("grey")]
for r in range(DIMENSION):
for c in range(DIMENSION):
color = colors[((r+c) % 2)]
p.draw.rect(screen,color,p.Rect(c * SQ_SIZE,r * SQ_SIZE,SQ_SIZE,SQ_SIZE))
'''
Draw the pieces on the board using the current GameState.board
'''
def drawPieces(screen,board):
for r in range(DIMENSION):
for c in range(DIMENSION):
piece = board[r][c]
if piece != "--": # not empty square
screen.blit(IMAGES[piece],SQ_SIZE))
if __name__ == "__main__":
main()
class GameState:
def __init__(self):
# board is an 8x8 2d list,each element of lest has 2 character.
# The first character represents the color of the piece,"b" or "w"
# The second character represents the type of the piece,"K","Q","R","B","N",or "p"
# "--" - represents an empty space with no piece.
self.board = [
["bR","bN","bB","bQ","bK","bR"],["bp","bp","bp"],["--","--","--"],["wp","wp","wp"],["wR","wN","wB","wQ","wK","wR"]]
self.whitetoMove = True
self.moveLog = []
'''
Takes a Move as a parameter and executes it (this will not work for castling,pawn promotion,and en passant
'''
def makeMove(self,move):
self.board[move.startRow][move.startCol] = "--"
self.board[move.endRow][move.endCol] = move.pieceMoved
self.moveLog.append(move) # log the move so we can undo it later
self.whitetoMove = not self.whitetoMove # swap players
'''
Undo the last move
'''
def undoMove(self):
if len(self.moveLog) != 0: # make sure there is a move to undo
move = self.moveLog.pop()
self.board[move.startRow][move.startCol] = move.pieceMoved
self.board[move.endRow][move.endCol] = move.pieceCaptured
self.whitetoMove = not self.whitetoMove # switch turns back
'''
All moves considering checks
'''
def getValidMoves(self):
return self.getAllPossibleMoves() # for Now will not worry about checks
'''
All moves without considering checks
'''
def getAllPossibleMoves(self):
moves = []
for r in range(len(self.board)): # number of rows
for c in range(len(self.board[r])): # number of cols in given row
turn = self.board[r][c][0]
if (turn == 'w' and self.whitetoMove) or (turn == 'b' and not self.whitetoMove):
piece = self.board[r][c][1]
if piece == 'p':
self.getPawnMoves(r,c,moves)
elif piece == 'R':
self.getRookMoves(r,moves)
return moves
'''
Get all the pawn moves for the pawn located at row,col and add these moves to the list
'''
def getPawnMoves(self,r,moves):
if self.whitetoMove: # white pawn moves
if self.board[r-1][c] == "--": # 1 square pawn advance
moves.append(Move((r,c),(r-1,self.board))
if r == 6 and self.board[r-2][c] == "--": # 2 square pawn move
moves.append(Move((r,(r-2,self.board))
if c-1 >= 0: # capture to the left
if self.board[r-1][c-1] == 'b': # enemy piece to capture
moves.append(Move((r-1,c-1),self.board))
if c+1 <= 7: # capture to the right
if self.board[r+1][c+1] == 'b': # enemy piece to capture
moves.append(Move((r-1,c+1),self.board))
'''
Get all the rook moves for the rook located at row,col and add these moves to the list
'''
def getRookMoves(self,moves):
pass
class Move():
# maps key to values
# key : value
ranksToRows = {"1": 7,"2": 6,"3": 5,"4": 4,"5": 3,"6": 2,"7": 1,"8": 0}
rowsToRanks = {v: k for k,v in ranksToRows.items()}
filesToCols = {"a": 0,"b": 1,"c": 2,"d": 3,"e": 4,"f": 5,"g": 6,"h": 7}
colsToFiles = {v: k for k,v in filesToCols.items()}
def __init__(self,startSq,endSq,board):
self.startRow = startSq[0]
self.startCol = startSq[1]
self.endRow = endSq[0]
self.endCol = endSq[1]
self.pieceMoved = board[self.startRow][self.startCol]
self.pieceCaptured = board[self.endRow][self.endCol]
self.moveID = self.startRow * 1000 + self.startCol * 100 + self.endRow * 10 + self.endCol
'''
Overriding the equals method
'''
def __eq__(self,other):
if isinstance(other,Move):
return self.moveID == other.moveID
return False
def getChessNotation(self):
# you can add to make this like real chess notation
return self.getRankFile(self.startRow,self.startCol) + self.getRankFile(self.endRow,self.endCol)
def getRankFile(self,c):
return self.colsToFiles[c] + self.rowsToRanks[r]
所以我迷失了为什么典当的白色动作不会像棋子的第一个动作那样上升一两个(它可以,但是如果单击它,它不应像五个空格一样上升)。
编辑:所以我将其更改为所有代码都在一个文件下。我也相信我已经为代码做出了正确的缩进。如果还有其他问题,请通知我。
解决方法
问题出在这里:
if move in validMoves:
gs.makeMove(move)
makeMove = True
gs.makeMove(move)
sqSelected = () # reset user clicks
playerClicks = []
我们有一个条件来检查移动是否在validMoves
中。如果是,则使用gs.makeMove(move)
进行移动,并设置一个似乎无用的变量(makeMove = True
)。
现在出现了一个有趣的部分:鉴于先前的条件,我们再次调用gs.makeMove(move)
。
请尝试以下代码:
if move in validMoves:
gs.makeMove(move)
sqSelected = () # reset user clicks
playerClicks = []
换一个音符:
-
您可能希望在此处正确设置复制粘贴的代码的格式。缩进是Python语法的重要组成部分,此处的粘贴似乎使它变得混乱。
-
您可能需要反转查找,而不是定义validMoves:特定的请求移动合法吗?这样,您无需计算所有可能的移动。