为什么棋子的有效移动不仅有效?
Why won't only Valid moves of pawns work?
我正在使用 Pycharm Community 2020 作为我的 IDE。 Pygame1.9.6。我正在使用 Python 3.7.4。我正在编写一个工作棋盘。现在我正在为 'w' 或白棋编写有效棋子移动程序。当有一个黑色棋子在白色棋子前面说时,它可以将它移动到它前面甚至捕获它。当它前面的对面棋子可以互相捕获或移动它时,只有两侧。第一次棋子移动时,您只能将白色棋子向上移动 1 或 2 个空格,但我可以将它移动到任何地方。我不知道为什么会这样。
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], p.Rect(c * SQ_SIZE, r * SQ_SIZE, SQ_SIZE, 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", "bB", "bN", "bR"],
["bp", "bp", "bp", "bp", "bp", "bp", "bp", "bp"],
["--", "--", "--", "--", "--", "--", "--", "--"],
["--", "--", "--", "--", "--", "--", "--", "--"],
["--", "--", "--", "--", "--", "--", "--", "--"],
["--", "--", "--", "bp", "--", "--", "--", "--"],
["wp", "wp", "wp", "wp", "wp", "wp", "wp", "wp"],
["wR", "wN", "wB", "wQ", "wK", "wB", "wN", "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, c, 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, 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] == 'b': # enemy piece to capture
moves.append(Move((r-1, c-1), (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), (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, 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]
所以我不明白为什么白棋的棋子在棋子的第一步移动中不上升一两次(它可以,但如果你点击它不应该上升 5 个空格它。
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了正确的缩进。如果有任何其他问题,请告诉我。
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,它将使用 gs.makeMove(move)
进行移动并设置一个似乎不执行任何操作的变量 (makeMove = True
)。
有趣的部分来了:不管之前的情况如何,我们再次调用 gs.makeMove(move)
。
试试这个代码:
if move in validMoves:
gs.makeMove(move)
sqSelected = () # reset user clicks
playerClicks = []
换句话说:
您可能需要在此处正确格式化您的 copy-pasted 代码。缩进是Python中语法的重要组成部分,这里的粘贴似乎把它打乱了。
您可能想要反转查找而不是定义 validMoves:特定请求的移动是否合法?这样你就不需要计算每一个可能的动作。
我正在使用 Pycharm Community 2020 作为我的 IDE。 Pygame1.9.6。我正在使用 Python 3.7.4。我正在编写一个工作棋盘。现在我正在为 'w' 或白棋编写有效棋子移动程序。当有一个黑色棋子在白色棋子前面说时,它可以将它移动到它前面甚至捕获它。当它前面的对面棋子可以互相捕获或移动它时,只有两侧。第一次棋子移动时,您只能将白色棋子向上移动 1 或 2 个空格,但我可以将它移动到任何地方。我不知道为什么会这样。
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], p.Rect(c * SQ_SIZE, r * SQ_SIZE, SQ_SIZE, 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", "bB", "bN", "bR"],
["bp", "bp", "bp", "bp", "bp", "bp", "bp", "bp"],
["--", "--", "--", "--", "--", "--", "--", "--"],
["--", "--", "--", "--", "--", "--", "--", "--"],
["--", "--", "--", "--", "--", "--", "--", "--"],
["--", "--", "--", "bp", "--", "--", "--", "--"],
["wp", "wp", "wp", "wp", "wp", "wp", "wp", "wp"],
["wR", "wN", "wB", "wQ", "wK", "wB", "wN", "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, c, 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, 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] == 'b': # enemy piece to capture
moves.append(Move((r-1, c-1), (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), (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, 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]
所以我不明白为什么白棋的棋子在棋子的第一步移动中不上升一两次(它可以,但如果你点击它不应该上升 5 个空格它。
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了正确的缩进。如果有任何其他问题,请告诉我。
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,它将使用 gs.makeMove(move)
进行移动并设置一个似乎不执行任何操作的变量 (makeMove = True
)。
有趣的部分来了:不管之前的情况如何,我们再次调用 gs.makeMove(move)
。
试试这个代码:
if move in validMoves:
gs.makeMove(move)
sqSelected = () # reset user clicks
playerClicks = []
换句话说:
您可能需要在此处正确格式化您的 copy-pasted 代码。缩进是Python中语法的重要组成部分,这里的粘贴似乎把它打乱了。
您可能想要反转查找而不是定义 validMoves:特定请求的移动是否合法?这样你就不需要计算每一个可能的动作。