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import java.util.*;
import javafx.application.*;
import javafx.stage.*;
import javafx.scene.*;
import javafx.scene.control.*;
import javafx.scene.canvas.*;
import javafx.scene.shape.*;
import javafx.scene.layout.*;
import javafx.scene.paint.*;
import javafx.scene.text.*;
import javafx.event.*;
import javafx.scene.input.*;
import javafx.scene.image.*;
import javafx.geometry.*;
//Main class and GUI
public class Chess extends Application {
private ArrayList<GameState> gameStateHistory; //Stack of GameBoard states for the move undo.
private ArrayList<Move> moveHistory; //Stack of tuples (moves) so they can be displayed.
private ArrayList<String> moveNotationHistory; //Stack of move notations.
//User's first click for a move.
private Integer clickRow; //null means no first click made currently.
private Integer clickCol;
private GraphicsContext graphics;
private TextArea moveHistoryTextArea;
//Load images
private static final Image W_ROOK = new Image("img/w_rook_png_shadow_128px.png");
private static final Image B_ROOK = new Image("img/b_rook_png_shadow_128px.png");
private static final Image W_KNIGHT = new Image("img/w_knight_png_shadow_128px.png");
private static final Image B_KNIGHT = new Image("img/b_knight_png_shadow_128px.png");
private static final Image W_BISHOP = new Image("img/w_bishop_png_shadow_128px.png");
private static final Image B_BISHOP = new Image("img/b_bishop_png_shadow_128px.png");
private static final Image W_QUEEN = new Image("img/w_queen_png_shadow_128px.png");
private static final Image B_QUEEN = new Image("img/b_queen_png_shadow_128px.png");
private static final Image W_KING = new Image("img/w_king_png_shadow_128px.png");
private static final Image B_KING = new Image("img/b_king_png_shadow_128px.png");
private static final Image W_PAWN = new Image("img/w_pawn_png_shadow_128px.png");
private static final Image B_PAWN = new Image("img/b_pawn_png_shadow_128px.png");
public static void main(String[] args) {
launch(args);
}
public void start(Stage stage) {
//Boilerplate code
VBox root = new VBox();
Scene scene = new Scene(root);
stage.setTitle("Chess");
stage.setScene(scene);
//Set up canvas for the board
Canvas board = new Canvas(400, 400);
graphics = board.getGraphicsContext2D();
//Setup move history text area
moveHistoryTextArea = new TextArea();
moveHistoryTextArea.setFont(Font.font("Courier New", FontWeight.BOLD, 12));
moveHistoryTextArea.setPrefColumnCount("129. b1Rxb8R+ a1Rxa8R++".length());
moveHistoryTextArea.setEditable(false);
moveHistoryTextArea.setPrefHeight(400);
moveHistoryTextArea.setMinHeight(400);
moveHistoryTextArea.setMaxHeight(400);
//Horizontal box for board and move history text area
HBox hb = new HBox(20, board, moveHistoryTextArea);
hb.setAlignment(Pos.CENTER);
root.getChildren().add(hb);
//Set up buttons
Button undo = new Button("Undo");
Button reset = new Button("Reset");
Button aiMove = new Button("AI move");
HBox h = new HBox(20, undo, reset, aiMove);
h.setAlignment(Pos.CENTER);
h.setPadding(new Insets(10,10,10,10));
root.getChildren().add(h);
//Set up empty move history, game history, notation history.
gameStateHistory = new ArrayList<GameState>();
gameStateHistory.add(new GameState()); //Set up the initial board
moveHistory = new ArrayList<Move>();
moveNotationHistory = new ArrayList<String>();
//No clicks yet
clickRow = clickCol = null;
//Set up mouse/click events
board.setOnMousePressed(this::mouseClick);
undo.setOnAction(this::undo);
reset.setOnAction(this::reset);
aiMove.setOnAction(this::moveAI);
//Refresh the board
updateScreen();
//Fix mysterious broken width and prevent shrinking window
stage.setWidth(664);
stage.setMinWidth(stage.getWidth());
stage.setMinHeight(stage.getHeight());
stage.show();
}
private void updateScreen() {
for(int x = 0; x < 8; x++) {
for(int y = 0; y < 8; y++) {
graphics.setFill((x + y) % 2 == 0 ? Color.BURLYWOOD : Color.FORESTGREEN);
graphics.fillRect(50*x, 50*y, 50, 50);
Square s = board().getSquare(x, y);
if ( s.getType() == Square.PAWN && s.isWhite()) graphics.drawImage(W_PAWN, 50*x, 50*y, 50, 50);
if ( s.getType() == Square.PAWN && !s.isWhite()) graphics.drawImage(B_PAWN, 50*x, 50*y, 50, 50);
if ( s.getType() == Square.KNIGHT && s.isWhite()) graphics.drawImage(W_KNIGHT, 50*x, 50*y, 50, 50);
if ( s.getType() == Square.KNIGHT && !s.isWhite()) graphics.drawImage(B_KNIGHT, 50*x, 50*y, 50, 50);
if ( s.getType() == Square.BISHOP && s.isWhite()) graphics.drawImage(W_BISHOP, 50*x, 50*y, 50, 50);
if ( s.getType() == Square.BISHOP && !s.isWhite()) graphics.drawImage(B_BISHOP, 50*x, 50*y, 50, 50);
if ( s.getType() == Square.ROOK && s.isWhite()) graphics.drawImage(W_ROOK, 50*x, 50*y, 50, 50);
if ( s.getType() == Square.ROOK && !s.isWhite()) graphics.drawImage(B_ROOK, 50*x, 50*y, 50, 50);
if ( s.getType() == Square.QUEEN && s.isWhite()) graphics.drawImage(W_QUEEN, 50*x, 50*y, 50, 50);
if ( s.getType() == Square.QUEEN && !s.isWhite()) graphics.drawImage(B_QUEEN, 50*x, 50*y, 50, 50);
if ( s.getType() == Square.KING && s.isWhite()) graphics.drawImage(W_KING, 50*x, 50*y, 50, 50);
if ( s.getType() == Square.KING && !s.isWhite()) graphics.drawImage(B_KING, 50*x, 50*y, 50, 50);
}
}
}
private GameState board() {
return gameStateHistory.get(gameStateHistory.size()-1);
}
//Reset to the intial game position.
public void reset(ActionEvent e) {
System.out.println(board().getAllPossibleMoves());
//Clear out all the histories
gameStateHistory = new ArrayList<GameState>();
gameStateHistory.add(new GameState()); //Set up the initial board
moveHistory = new ArrayList<Move>();
moveNotationHistory = new ArrayList<String>();
//Clear out clickRow and clickCol
clickRow = clickCol = null;
moveHistoryTextArea.setText("");
updateScreen();
}
//AI makes a move
public void moveAI(ActionEvent e) {
//Ask the gameState for a list of all legal moves.
ArrayList<Move> a = board().getAllPossibleMoves();
if (a.size() <= 0) return; //no moves.
//Get one of those in the list uniformly at random.
int r = (int)(Math.random() * a.size());
makeMove(a.get(r));
}
private void makeMove(Move move) {
//Clone the gameState object for the current state of the game, tell it to make the move, add it to the move history
GameState g = board().getStateAfterMove(move);
if (g==null) return; //didn't actually move it; must not have been legal.
gameStateHistory.add(g);
//add the move to the history as well
moveHistory.add(move);
//add the notation for it
moveNotationHistory.add(move+"");
//Refresh the board
updateScreen();
}
//For the human moving
public void mouseClick(MouseEvent e) {
//If it is the first click (null check) then record it, updtae the GUI to show highlighting
//else attempt the move:
int x = (int)(e.getX() / 50);
int y = (int)(e.getY() / 50);
if (board().getSquare(x,y).isWhite() == board().isWhitesTurn() && board().getSquare(x,y).getType() != Square.EMPTY) { //if clicking on own piece...
clickRow = y;
clickCol = x;
}
else if (clickRow != null) {
makeMove(new Move(clickCol, clickRow, x, y));
clickRow = clickCol = null;
}
updateScreen();
}
//Undo button for the most recent move
public void undo(ActionEvent e) {
//Pop those 3 history object things and update the GUI.
if (gameStateHistory.size() <= 1) return; //can't pop the initial state.
//Pop those 3 history object things and update the GUI.
gameStateHistory.remove(gameStateHistory.size() - 1);
moveHistory.remove(moveHistory.size() - 1);
moveNotationHistory.remove(moveNotationHistory.size() - 1);
clickRow = clickCol = null;
updateScreen();
}
}