Почему мои белые фигуры работают, а черные-нет?
Поэтому я использую Pycharm 2020 для своей IDE. Pygame 1.9.6, чтобы запустить его, шахматную доску. Я использую python 3.7.4.
Я пытаюсь создать рабочую шахматную доску на python. Я сделал правильные ходы для белых пешек. Но черные пешки почему - то не работают. Все, что действительно отличается в кодировании для них, - это изменение строки и столбца, который может сделать пешка.
Код:
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", "bB", "bN", "bR"], ["bp", "bp", "bp", "bp", "bp", "bp", "bp", "bp"], ["--", "--", "--", "--", "wp", "--", "--", "--"], ["--", "--", "--", "--", "--", "--", "--", "--"], ["--", "--", "--", "--", "--", "--", "--", "--"], ["--", "--", "--", "--", "--", "bp", "--", "--"], ["wp", "wp", "wp", "wp", "wp", "wp", "wp", "wp"], ["wR", "wN", "wB", "wQ", "wK", "wB", "wN", "wR"]] self.moveFunctions = {'p': self.getPawnMoves, 'R': self.getRookMoves, 'N': self.getKnightMoves, 'B': self.getBishopMoves, 'Q': self.getQueenMoves, 'K': self.getKingMoves} 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] self.moveFunctions[piece](r, c, moves) # calls the appropriate move function based on piece type 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, c, moves): if self.whiteToMove: # white pawn moves if self.board[r-1][c] == "--": # 1 square pawn advance moves.append(Move((r, c), (r-1, c), self.board)) if r == 6 and self.board[r-2][c] == "--": # 2 square pawn move moves.append(Move((r, c), (r-2, c), self.board)) if c-1 >= 0: # capture to the left if self.board[r-1][c-1][0] == 'b': # enemy piece to capture moves.append(Move((r, c), (r-1, c-1), self.board)) if c+1 <= 7: # capture to the right if self.board[r-1][c+1][0] == 'b': # enemy piece to capture moves.append(Move((r, c), (r-1, c+1), self.board)) else: # black pawn moves if self.board[r+1][c] == "--": # 1 square move moves.append(Move((r, c), (r+1, c), self.board)) if r == 1 and self.board[r+2][c] == "--": # 2 square moves moves.append(Move((r, c), (r+2, c), self.board)) # captures if c-1 >= 0: # capture to left if self.board[r+1][c-1][0] == 'w': moves.append(Move((r, c), (r+1, c-1), self.board)) if c+1 <= 7: # capture to right if self.board[r+1][c+1][0] == 'w': moves.append(Move((r, c), (r+1, c+1), self.board)) # add pawn promotions later ''' Get all the rook moves for the rook located at row, col and add these moves to the list ''' def getRookMoves(self, r, c, moves): pass ''' Get all the knight moves for the knight located at row, col and add these moves to the list ''' def getKnightMoves(self, r, c, moves): pass ''' Get all the bishop moves for the bishop located at row, col and add these moves to the list ''' def getBishopMoves(self, r, c, moves): pass ''' Get all the queen moves for the queen located at row, col and add these moves to the list ''' def getQueenMoves(self, r, c, moves): pass ''' Get all the king moves for the king located at row, col and add these moves to the list ''' def getKingMoves(self, r, c, 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, r, c): return self.colsToFiles[c] + self.rowsToRanks[r] 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 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], p.Rect(c * SQ_SIZE, r * SQ_SIZE, SQ_SIZE, SQ_SIZE)) if __name__ == "__main__": main()
Что я уже пробовал:
Я пробовал отлаживать его, и он говорит, что все в порядке. Я пытался изменить код для Черной пешки, но ничего не вышло.
Richard MacCutchan
Черная пешка и белая пешка (должны) двигаться совершенно одинаково. Вам просто нужно вычислить адрес квадрата, на который они приземляются, немного по-другому. Поэтому, учитывая класс пешек, вам просто нужно несколько свойств, чтобы определить, как они двигаются.