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analogchessV2.py
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analogchessV2.py
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import pygame
import math
from pygame import gfxdraw
def draw_circle(surface, x, y, radius, color):
gfxdraw.aacircle(surface, x, y, radius, color)
gfxdraw.filled_circle(surface, x, y, radius, color)
pygame.init()
size = width, height = 640, 640
black = (0, 0, 0)
white= (255,255,255)
light_gray = (255,222,173)
dark_gray = (222,184,135)
screen = pygame.display.set_mode(size)
def dist(p1,p2):
return math.sqrt((p1[0]-p2[0])**2+(p1[1]-p2[1])**2)
def to_game_coords(p):
return (p[0]/width*8,8-p[1]/height*8)
def clamp(n, smallest, largest):
return max(smallest, min(n, largest))
#fucking awful global variable that is is changed by the confirm() function of the pieces
whites_turn= True
class Piece():
#x pos and y pos are on a grid of size 8, normal cartesian coordinates
def __init__(self, x_pos, y_pos, color):
diameter = 0.7
self.x = x_pos
self.y = y_pos
self.radius = diameter/2
self.grabbed = False
self.targeted = False
self.color=color
self.start_x=self.x
self.start_y=self.y
text_scale = 0.8
self.letter = 'X'
self.font = pygame.font.SysFont("oldenglishtext", int(diameter/8*640*text_scale))
self.text = self.font.render(self.letter, True, (255,255,255))
self.direction = False
self.targeted = False
self.turn = 0
def set_letter(self,letter):
self.letter = letter
if not self.grabbed:
self.text = self.font.render(self.letter, True, (255-self.color[0],255-self.color[1],255-self.color[2]))
else:
self.text = self.font.render(self.letter, True, (0,255,0))
def can_promote(self):
return False
def target(self):
self.targeted=True
self.text = self.font.render(self.letter, True, (255,0,0))
def untarget(self):
self.targeted=False
self.set_letter(self.letter)
def draw(self):
x = int(self.x/8*width)
y = height-int(self.y/8*height)
draw_circle(screen,x,y,int(self.radius/8*width),self.color)
screen.blit(self.text, (x - self.text.get_width() // 2, y - self.text.get_height() // 2))
def try_grab(self,pos):
if dist(pos,(self.x,self.y)) < self.radius:
self.grabbed = True
self.text = self.font.render(self.letter, True, (0,255,0))
def cancel(self,pieces):
if self.grabbed:
self.grabbed=False
for piece in pieces:
if piece.targeted:
piece.untarget()
self.direction = False
self.text = self.font.render(self.letter, True, (255-self.color[0],255-self.color[1],255-self.color[2]))
self.x = self.start_x
self.y = self.start_y
def confirm(self,pieces):
global whites_turn
if self.grabbed:
self.grabbed=False
for piece in pieces:
if piece.targeted:
piece.x=100
self.direction = False
self.text = self.font.render(self.letter, True, (255-self.color[0],255-self.color[1],255-self.color[2]))
self.start_x = self.x
self.start_y = self.y
self.turn += 1
whites_turn=not whites_turn
def ungrab(self,pieces):
if self.grabbed:
if abs(self.x-self.start_x)< 1/1000 and abs(self.y-self.start_y)<1/1000:
self.cancel(pieces)
return
font = pygame.font.SysFont("oldenglishtext", int(80))
confirm_text = font.render("Confirm?", True, (0,0,0))
screen.blit(confirm_text, (width//2 - confirm_text.get_width() // 2, height//2 - confirm_text.get_height() // 2))
pygame.display.flip()
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
elif event.type == pygame.KEYDOWN:
if event.key == pygame.K_RETURN:
self.confirm(pieces)
return
elif event.key == pygame.K_ESCAPE:
self.cancel(pieces)
return
def overlaps(self,piece):
return dist((self.x,self.y),(piece.x,piece.y))<self.radius*2
#math shit
def slide(self,dx,dy,pieces,capture=True):
all_pieces = pieces
if capture:
pieces = [p for p in pieces if (p.x-self.start_x)*dx+(p.y-self.start_y)*dy>0 and p!=self and p.color==self.color]
else:
pieces = [p for p in pieces if (p.x-self.start_x)*dx+(p.y-self.start_y)*dy>0 and p!=self]
angle=math.atan2(dy,dx)
#resolve wall collisions
if abs(dx)>0:
if self.start_x+dx+self.radius>8:
ratio=dy/dx
dx=(8-self.start_x)-self.radius
dy= ratio * ((8-self.start_x)-self.radius)
if self.start_x+dx-self.radius<0:
ratio=dy/dx
dx=-self.start_x+self.radius
dy= ratio * (-self.start_x+self.radius)
if abs(dy)>0:
if self.start_y+dy+self.radius>8:
ratio=dx/dy
dy=(8-self.start_y)-self.radius
dx= ratio * ((8-self.start_y)-self.radius)
if self.start_y+dy-self.radius<0:
ratio=dx/dy
dy=-self.start_y+self.radius
dx= ratio * (-self.start_y+self.radius)
first_block=False
block_dist = 99999999
block_perp_dist = 999999999
full_dist = math.sqrt(dx**2+dy**2)
new_dist=full_dist
#find first piece that intersects with the line of travel. Move it back behind this piece.
for piece in pieces:
#formula for distance from point to line
h=abs(math.cos(angle)*(self.y-piece.y)-math.sin(angle)*(self.x-piece.x))
if h<piece.radius*2:
proj_dist=math.sqrt(dist((self.start_x,self.start_y),(piece.x,piece.y))**2 - h**2)
if proj_dist<block_dist:
block_dist=proj_dist
block_perp_dist = h
first_block = piece
hit_first_block=False
if first_block:
distance= dist((first_block.x,first_block.y),(self.start_x+dx,self.start_y+dy))
if math.sqrt(dx**2+dy**2) > block_dist:
hit_first_block=True
new_dist = block_dist - math.sqrt(4*self.radius**2-block_perp_dist**2)
if abs(full_dist)>0:
self.x = self.start_x+dx*new_dist/full_dist
self.y = self.start_y+dy*new_dist/full_dist
new_new_dist = new_dist
first_hit_piece=False
#Still could be colliding with pieces, check collisions with all other pieces and move it behind minimum distance collision
for piece in pieces:
if self.overlaps(piece):
block_perp_dist=abs(math.cos(angle)*(self.y-piece.y)-math.sin(angle)*(self.x-piece.x))
block_dist=math.sqrt(dist((self.start_x,self.start_y),(piece.x,piece.y))**2 - block_perp_dist**2)
new_new_dist = block_dist - math.sqrt(4*self.radius**2-block_perp_dist**2)
if new_new_dist < new_dist:
new_dist = new_new_dist
first_hit_piece = piece
if abs(full_dist)>0:
self.x = self.start_x+dx*new_dist/full_dist
self.y = self.start_y+dy*new_dist/full_dist
else:
self.x = self.start_x
self.y = self.start_y
if capture:
self.slide_attack((self.x-self.start_x),self.y-self.start_y,all_pieces)
def slide_attack(self,dx,dy,pieces):
angle=math.atan2(dy,dx)
all_pieces = pieces
pieces = [p for p in pieces if (p.x-self.start_x)*dx+(p.y-self.start_y)*dy>0 and p!=self and p.color!=self.color]
first_piece_hit=False
first_hit_dist = 99999999
perp_dist = 999999999
full_dist = math.sqrt(dx**2+dy**2)
new_dist=full_dist
#find piece that will be hit first
for piece in pieces:
#formula for distance from point to line
h=abs(math.cos(angle)*(self.y-piece.y)-math.sin(angle)*(self.x-piece.x))
if h<piece.radius*2:
d=dist((piece.x,piece.y),(self.start_x,self.start_y))
hit_dist=math.sqrt(d**2-h**2)-math.sqrt(4*piece.radius**2-h**2)
if hit_dist<first_hit_dist:
first_hit_dist=hit_dist
perp_dist = h
first_piece_hit = piece
for piece in all_pieces:
piece.untarget()
if first_piece_hit:
if self.overlaps(first_piece_hit):
first_piece_hit.target()
elif dist((self.x,self.y),(self.start_x,self.start_y))>first_hit_dist+2*math.sqrt(4*piece.radius**2-perp_dist**2):
new_dist = first_hit_dist+2*math.sqrt(4*piece.radius**2-perp_dist**2)
first_piece_hit.target()
if abs(full_dist)>0:
self.x = self.start_x+dx*new_dist/full_dist
self.y = self.start_y+dy*new_dist/full_dist
#Still could be colliding with pieces, check collisions with all other pieces and target them
for piece in pieces:
if self.overlaps(piece):
piece.target()
def select_path(self,start,paths,point):
min_h=9999999
min_path=None
for path in paths:
h = abs((path[0])*(start[1]-point[1])-(start[0]-point[0])*path[1])/math.sqrt((path[0])**2+path[1]**2)
if h<min_h:
min_h=h
min_path=path
dot_prod=(path[0]*(point[0]-start[0])+path[1]*(point[1]-start[1]))
if dot_prod==0:
min_l=0
else:
min_l=math.sqrt(dist(point,start)**2-h**2)*dot_prod/abs(dot_prod)
return (min_path,min_l)
class Pawn(Piece):
def __init__(self, x, y, d):
super().__init__(x,y,d)
self.set_letter("P")
self.first_turn=True
def drag(self,new_p,pieces):
if self.grabbed:
if self.color == white:
path,dist=self.select_path((self.start_x,self.start_y),[[1,1],[-1,1],[0,1]],new_p)
path_len=math.sqrt(path[0]**2+path[1]**2)
self.direction = path
if self.direction == [1,1]:
self.slide(clamp(path[0]*dist/path_len,0,1),clamp(path[1]*dist/path_len,0,1),pieces)
elif self.direction == [-1,1]:
self.slide(clamp(path[0]*dist/path_len,-1,0),clamp(path[1]*dist/path_len,0,1),pieces)
else:
max_move=1
if self.turn==0:
max_move=2
self.slide(0,clamp(path[1]*dist/path_len,0,max_move),pieces,capture=False)
else:
path,dist=self.select_path((self.start_x,self.start_y),[[1,-1],[-1,-1],[0,-1]],new_p)
path_len=math.sqrt(path[0]**2+path[1]**2)
self.direction = path
if self.direction == [1,-1]:
self.slide(clamp(path[0]*dist/path_len,0,1),clamp(path[1]*dist/path_len,-1,0),pieces)
elif self.direction == [-1,-1]:
self.slide(clamp(path[0]*dist/path_len,-1,0),clamp(path[1]*dist/path_len,-1,0),pieces)
else:
max_move=1
if self.turn==0:
max_move=2
self.slide(0,clamp(path[1]*dist/path_len,-max_move,0),pieces,capture=False)
def can_promote(self):
if self.color==white:
if self.y-self.radius>7:
return True
if self.color==black:
if self.y+self.radius<1:
return True
def ungrab(self,pieces):
if self.grabbed:
attacked=False
for piece in pieces:
if piece.targeted:
attacked=True
if self.direction:
if not attacked and (self.direction[0]!=0):
self.cancel(pieces)
self.cancel(pieces)
return
super().ungrab(pieces)
class Rook(Piece):
def __init__(self, x, y, d):
super().__init__(x,y,d)
self.set_letter("R")
def drag(self,new_p,pieces):
if self.grabbed:
path,dist=self.select_path((self.start_x,self.start_y),[[1,0],[0,1]],new_p)
path_len=math.sqrt(path[0]**2+path[1]**2)
self.slide(path[0]*dist/path_len,path[1]*dist/path_len,pieces)
class Knight(Piece):
def __init__(self, x, y, d):
super().__init__(x,y,d)
self.set_letter("N")
self.last_x=self.x
self.last_y=self.y
def drag(self,new_p,pieces):
if self.grabbed:
x=new_p[0]-self.start_x
y=new_p[1]-self.start_y
if math.sqrt(x**2+y**2)>40/640*8:
distance = math.sqrt(x**2+y**2)
radius = math.sqrt(5)
self.x = self.start_x + radius*x/distance
self.y = self.start_y + radius*y/distance
for piece in pieces:
piece.untarget()
if self.overlaps(piece) and piece!=self and piece.color ==self.color or self.x+self.radius>8 or self.x-self.radius<0 or self.y+self.radius>8 or self.y-self.radius<0:
self.x = self.last_x
self.y = self.last_y
if self.overlaps(piece) and piece.color !=self.color:
piece.target()
self.last_x=self.x
self.last_y=self.y
class Bishop(Piece):
def __init__(self, x, y, c):
super().__init__(x,y,c)
self.set_letter("B")
def drag(self,new_p,pieces):
if self.grabbed:
path,dist=self.select_path((self.start_x,self.start_y),[[1,1],[-1,1]],new_p)
path_len=math.sqrt(path[0]**2+path[1]**2)
self.slide(path[0]*dist/path_len,path[1]*dist/path_len,pieces)
class Queen(Piece):
def __init__(self, x, y, c):
super().__init__(x,y,c)
self.set_letter("Q")
def drag(self,new_p,pieces):
if self.grabbed:
path,dist=self.select_path((self.start_x,self.start_y),[[1,1],[-1,1],[1,0],[0,1]],new_p)
path_len=math.sqrt(path[0]**2+path[1]**2)
self.slide(path[0]*dist/path_len,path[1]*dist/path_len,pieces)
class King(Piece):
def __init__(self, x, y, c):
super().__init__(x,y,c)
self.set_letter("K")
def drag(self,new_p,pieces):
if self.grabbed:
path,dist=self.select_path((self.start_x,self.start_y),[[1,1],[-1,1],[1,0],[0,1]],new_p)
path_len=math.sqrt(path[0]**2+path[1]**2)
self.slide(clamp(path[0]*dist/path_len,-1,1),clamp(path[1]*dist/path_len,-1,1),pieces)
def draw_checkers():
for i in range(8):
for j in range(8):
size = width//8
color = dark_gray
if((i+j)%2==0):
color=light_gray
pygame.draw.rect(screen,color,(i*size,j*size,size,size))
radius=0.7
pieces = [Rook(0.5,0.5,white),
Rook(7.5,0.5,white),
Knight(1.5,0.5,white),
Knight(6.5,0.5,white),
Bishop(5.5,0.5,white),
Bishop(2.5,0.5,white),
King(4.5,0.5,white),
Queen(3.5,0.5,white),
Pawn(0.5,1.5,white),
Pawn(1.5,1.5,white),
Pawn(2.5,1.5,white),
Pawn(3.5,1.5,white),
Pawn(4.5,1.5,white),
Pawn(5.5,1.5,white),
Pawn(6.5,1.5,white),
Pawn(7.5,1.5,white),
Rook(0.5,7.5,black),
Rook(7.5,7.5,black),
Knight(1.5,7.5,black),
Knight(6.5,7.5,black),
Bishop(5.5,7.5,black),
Bishop(2.5,7.5,black),
King(4.5,7.5,black),
Queen(3.5,7.5,black),
Pawn(0.5,6.5,black),
Pawn(1.5,6.5,black),
Pawn(2.5,6.5,black),
Pawn(3.5,6.5,black),
Pawn(4.5,6.5,black),
Pawn(5.5,6.5,black),
Pawn(6.5,6.5,black),
Pawn(7.5,6.5,black),
]
done = False
clock = pygame.time.Clock()
confirmed = True
pygame.display.set_caption('Analog Chess')
while not done:
for event in pygame.event.get():
if event.type == pygame.QUIT:
pygame.quit()
quit()
elif event.type == pygame.MOUSEBUTTONDOWN:
for piece in pieces:
piece.try_grab(to_game_coords(pygame.mouse.get_pos()))
'''
if whites_turn:
if piece.color == white:
piece.try_grab(to_game_coords(pygame.mouse.get_pos()))
else:
if piece.color != white:
piece.try_grab(to_game_coords(pygame.mouse.get_pos()))
'''
elif event.type == pygame.MOUSEMOTION:
for piece in pieces:
piece.drag(to_game_coords(pygame.mouse.get_pos()),pieces)
elif event.type == pygame.MOUSEBUTTONUP:
new_pieces=[]
for piece in pieces:
piece.ungrab(pieces)
if piece.can_promote():
new_pieces.append(Queen(piece.x,piece.y,piece.color))
else:
new_pieces.append(piece)
pieces=new_pieces
'''
if not pygame.mouse.get_focused():
for piece in pieces:
piece.ungrab(pieces)
'''
draw_checkers()
for piece in pieces:
piece.draw()
pygame.display.flip()
clock.tick(60)