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import java.util.*;
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import javafx.application.*;
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import javafx.stage.*;
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import javafx.scene.*;
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import javafx.scene.control.*;
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import javafx.scene.canvas.*;
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import javafx.scene.shape.*;
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import javafx.scene.layout.*;
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import javafx.scene.paint.*;
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import javafx.scene.text.*;
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import javafx.event.*;
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import javafx.scene.input.*;
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import javafx.scene.image.*;
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import javafx.geometry.*;
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//Main class and GUI
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public class Chess {
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private GameBoard board;
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public class Chess extends Application {
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private ArrayList<GameState> gameStateHistory; //Stack of GameBoard states for the move undo.
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private ArrayList<Move> moveHistory; //Stack of tuples (moves) so they can be displayed.
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private ArrayList<String> moveNotationHistory; //Stack of move notations.
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//User's first click for a move.
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private Integer clickRow; //null means no first click made currently.
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private Integer clickColumn;
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private ArrayList<GameState> gameStateHistory; //Stack of GameBoard states for the move undo.
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private ArrayList<Move> moveHistory; //Stack of tuples (moves) so they can be displayed.
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private ArrayList<String> moveNotationHistory; //Stack of move notations.
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private GraphicsContext graphics;
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private TextArea moveHistoryTextArea;
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//Load images
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private static final Image W_ROOK = new Image("img/w_rook_png_shadow_128px.png");
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private static final Image B_ROOK = new Image("img/b_rook_png_shadow_128px.png");
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private static final Image W_KNIGHT = new Image("img/w_knight_png_shadow_128px.png");
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private static final Image B_KNIGHT = new Image("img/b_knight_png_shadow_128px.png");
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private static final Image W_BISHOP = new Image("img/w_bishop_png_shadow_128px.png");
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private static final Image B_BISHOP = new Image("img/b_bishop_png_shadow_128px.png");
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private static final Image W_QUEEN = new Image("img/w_queen_png_shadow_128px.png");
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private static final Image B_QUEEN = new Image("img/b_queen_png_shadow_128px.png");
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private static final Image W_KING = new Image("img/w_king_png_shadow_128px.png");
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private static final Image B_KING = new Image("img/b_king_png_shadow_128px.png");
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private static final Image W_PAWN = new Image("img/w_pawn_png_shadow_128px.png");
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private static final Image B_PAWN = new Image("img/b_pawn_png_shadow_128px.png");
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public static void main(String[] args) {
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launch(args);
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}
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public void start(Stage stage) {
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//Boilerplate code
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VBox root = new VBox();
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Scene scene = new Scene(root);
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stage.setTitle("Chess");
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stage.setScene(scene);
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//Set up canvas for the board
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Canvas board = new Canvas(400, 400);
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graphics = board.getGraphicsContext2D();
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//Setup move history text area
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moveHistoryTextArea = new TextArea();
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moveHistoryTextArea.setFont(Font.font("Courier New", FontWeight.BOLD, 12));
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moveHistoryTextArea.setPrefColumnCount("129. b1Rxb8R+ a1Rxa8R++".length());
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moveHistoryTextArea.setEditable(false);
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moveHistoryTextArea.setPrefHeight(400);
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moveHistoryTextArea.setMinHeight(400);
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moveHistoryTextArea.setMaxHeight(400);
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//Horizontal box for board and move history text area
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HBox hb = new HBox(20, board, moveHistoryTextArea);
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hb.setAlignment(Pos.CENTER);
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root.getChildren().add(hb);
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//Set up buttons
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Button undo = new Button("Undo");
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Button reset = new Button("Reset");
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Button aiMove = new Button("AI move");
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HBox h = new HBox(20, undo, reset, aiMove);
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h.setAlignment(Pos.CENTER);
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h.setPadding(new Insets(10,10,10,10));
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root.getChildren().add(h);
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public void start() {
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//Set up graphics on the screen, buttons
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//Set up the initial board
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//Set up empty move history, game history, notation history.
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//clickRow and clickCol are null
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gameStateHistory = new ArrayList<GameState>();
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gameStateHistory.add(new GameState()); //Set up the initial board
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moveHistory = new ArrayList<Move>();
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moveNotationHistory = new ArrayList<String>();
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//No clicks yet
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clickRow = clickColumn = null;
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//Set up mouse/click events
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board.setOnMousePressed(this::mouseClick);
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undo.setOnMousePressed(this::undo);
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reset.setOnMousePressed(this::reset);
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aiMove.setOnMousePressed(this::moveAI);
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//Refresh the board
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paintBoard();
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//Fix mysterious broken width and prevent shrinking window
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stage.setWidth(664);
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stage.setMinWidth(stage.getWidth());
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stage.setMinHeight(stage.getHeight());
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stage.show();
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}
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private void paintBoard() {
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for(int x = 0; x < 8; x++) {
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for(int y = 0; y < 8; y++) {
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graphics.setFill((x + y) % 2 == 0 ? Color.BURLYWOOD : Color.FORESTGREEN);
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graphics.fillRect(50*x, 50*y, 50, 50);
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Square s = board().getSquare(x, y);
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if ( s.getType() == Square.PAWN && s.isWhite()) graphics.drawImage(W_PAWN, 50*x, 50*y, 50, 50);
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if ( s.getType() == Square.PAWN && !s.isWhite()) graphics.drawImage(B_PAWN, 50*x, 50*y, 50, 50);
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if ( s.getType() == Square.KNIGHT && s.isWhite()) graphics.drawImage(W_KNIGHT, 50*x, 50*y, 50, 50);
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if ( s.getType() == Square.KNIGHT && !s.isWhite()) graphics.drawImage(B_KNIGHT, 50*x, 50*y, 50, 50);
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if ( s.getType() == Square.BISHOP && s.isWhite()) graphics.drawImage(W_BISHOP, 50*x, 50*y, 50, 50);
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if ( s.getType() == Square.BISHOP && !s.isWhite()) graphics.drawImage(B_BISHOP, 50*x, 50*y, 50, 50);
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if ( s.getType() == Square.ROOK && s.isWhite()) graphics.drawImage(W_ROOK, 50*x, 50*y, 50, 50);
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if ( s.getType() == Square.ROOK && !s.isWhite()) graphics.drawImage(B_ROOK, 50*x, 50*y, 50, 50);
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if ( s.getType() == Square.QUEEN && s.isWhite()) graphics.drawImage(W_QUEEN, 50*x, 50*y, 50, 50);
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if ( s.getType() == Square.QUEEN && !s.isWhite()) graphics.drawImage(B_QUEEN, 50*x, 50*y, 50, 50);
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if ( s.getType() == Square.KING && s.isWhite()) graphics.drawImage(W_KING, 50*x, 50*y, 50, 50);
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if ( s.getType() == Square.KING && !s.isWhite()) graphics.drawImage(B_KING, 50*x, 50*y, 50, 50);
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}
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}
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}
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private GameState board() {
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return gameStateHistory.get(gameStateHistory.size()-1);
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}
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//Reset to the intial game position.
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public void reset() {
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public void reset(MouseEvent e) {
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//Set up the initial board
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//Clear out clickRo and clickCol
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//Clera out all the histories.
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}
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//AI makes a move
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public void moveAI() {
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public void moveAI(MouseEvent e) {
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//Ask the gameState for a list of all legal moves.
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//Get one of those in the list uniformly at random.
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makeMove(...);
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// makeMove(...);
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}
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private void makeMove(...) {
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private void makeMove(Move move) {
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//Clone the gameState object for the current state of the game, tell it to make the move, add it to the move history
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//add the notation for it
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//add the move to the history as well
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}
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//For the human moving
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public void mouseClick() {
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public void mouseClick(MouseEvent e) {
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//If it is the first click (null check) then record it, updtae the GUI to show highlighting
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//else attempt the move:
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makeMove(...);
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// makeMove(...);
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}
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//Undo button for the most recent move
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public void undo() {
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public void undo(MouseEvent e) {
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//Pop those 3 history object things and update the GUI.
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}
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@ -1,12 +1,42 @@
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public class Square {
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//Pawn, knight, bishop, rook, queen, king, blank.
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//White or black boolean
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public static final int OUT_OF_BOUNDS = -1;
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public static final int EMPTY = 0;
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public static final int PAWN = 1;
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public static final int KNIGHT = 2;
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public static final int BISHOP = 3;
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public static final int ROOK = 4;
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public static final int QUEEN = 5;
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public static final int KING = 6;
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private int type; //one of the 8 constants above.
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private boolean isWhite;
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//en passant boolean flag (for the square that would be "captured")
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//boolean Knowledge of whether or not this piece moved yet (for castling)
|
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//boolean for off-the-board square
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public Square(int type) {
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this(type, false);
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}
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public Square(int type, boolean isWhite) {
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this.type = type;
|
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this.isWhite = isWhite;
|
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}
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//Positive values for white, negative for black, blank square is 0.
|
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public int getValue() {
|
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return 0; //TODO.
|
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}
|
||||
|
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public int getType() {
|
||||
return type;
|
||||
}
|
||||
|
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public boolean isWhite() {
|
||||
return isWhite;
|
||||
}
|
||||
|
||||
}
|
@ -0,0 +1,14 @@
|
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These chess images are from https://opengameart.org/content/chess-pieces-and-board-squares by JohnPablok and are licensed under CC-BY-SA 3.0: https://creativecommons.org/licenses/by-sa/3.0/
|
||||
|
||||
You are free to:
|
||||
|
||||
Share — copy and redistribute the material in any medium or format for any purpose, even commercially.
|
||||
Adapt — remix, transform, and build upon the material for any purpose, even commercially.
|
||||
The licensor cannot revoke these freedoms as long as you follow the license terms.
|
||||
|
||||
Under the following terms:
|
||||
|
||||
Attribution — You must give appropriate credit , provide a link to the license, and indicate if changes were made . You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.
|
||||
ShareAlike — If you remix, transform, or build upon the material, you must distribute your contributions under the same license as the original.
|
||||
No additional restrictions — You may not apply legal terms or technological measures that legally restrict others from doing anything the license permits.
|
||||
|
After Width: | Height: | Size: 6.6 KiB |
After Width: | Height: | Size: 7.2 KiB |
After Width: | Height: | Size: 6.6 KiB |
After Width: | Height: | Size: 4.6 KiB |
After Width: | Height: | Size: 9.8 KiB |
After Width: | Height: | Size: 3.8 KiB |
After Width: | Height: | Size: 413 B |
After Width: | Height: | Size: 414 B |
After Width: | Height: | Size: 411 B |
After Width: | Height: | Size: 411 B |
After Width: | Height: | Size: 5.3 KiB |
After Width: | Height: | Size: 6.1 KiB |
After Width: | Height: | Size: 5.4 KiB |
After Width: | Height: | Size: 4.0 KiB |
After Width: | Height: | Size: 7.8 KiB |
After Width: | Height: | Size: 3.3 KiB |
@ -0,0 +1,22 @@
|
||||
|
||||
Writing good methods/functions:
|
||||
* Naming
|
||||
* Give descriptive names that say exactly what the routine does (usually verb-noun)
|
||||
* The name should include or imply the return type
|
||||
* Lines of code
|
||||
* Functions over a couple hundred lines of code tend to be more error-prone
|
||||
* Otherwise, no hard constraints on method length - whatever is natural for the situation
|
||||
* Parameters
|
||||
* Use parameter order consistently among different functions
|
||||
* Document assumptions on parameters
|
||||
* Document units
|
||||
* Document zero-based-counting vs one-based-counting if not obvious
|
||||
* Error handling
|
||||
* Check values of input parameters
|
||||
* Use assertions to check for bugs. Use error handling to check for bad input.
|
||||
* Techniques for error handling:
|
||||
* Return null or neutral value
|
||||
* Print or log the error and continue execution
|
||||
* Throw an exception/error
|
||||
* Terminate the program
|
||||
|