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.