шахматы на python код
Шахматная игра в Python
Я запрограммировал на 2 месяца, и я начал писать шахматную игру. Я начинающий программист в Python, поэтому, пожалуйста, оцените мой код.
4 ответа
Это много работы, и у меня мало времени, но я думал, что заброшу свои два цента. Я заметил, что, похоже, проблема с вашей копией /вставкой, поскольку весь ваш код (за исключением кода class определения) должно быть отступом еще 4 пробела. Возможно, вы захотите переформатировать эту запись для учета этого.
Итак, вот что у меня есть для вас:
Хороший
Плохой
По большей части, это все вещи pep8, так что это хорошие новости. На самом деле я не запускал программу, поэтому может быть больше, чего я пропустил. Мне нравится идти на стиль & читаемость в любом случае.
Вы также можете рассмотреть возможность разбить свой код на отдельные файлы для удобства чтения и держать файл, над которым вы работаете, в краткой и простой форме.
Есть несколько ловушек, в которые вы попали немного.
По определению ваша белая ладья начинается в определенном месте. Что вы собираетесь делать для другой ладьи?
Вы ограничиваете себя классом, который указывает цвет. Вы должны просто иметь рыцарский класс, чтобы все 4 рыцаря (с каждой стороны) могли использовать тот же класс.
Во-первых, вы можете сделать свою пустую плату намного быстрее. Для начала вы можете создать список из 8 ‘.’ s с оператором умножения.
И вы можете заставить его иметь 2 оси с вещью, называемой пониманием списка. Это в основном сокращение для создания списка с циклом for.:
Также смутно вы, кажется, только инициализируете некоторые части доски. Если это преднамеренно, вы должны объяснить, почему в комментарии и не оставлять людей догадываться.
Теперь Белый Король. Я согласен с тем, что наследование смешно, я также не понимаю, почему ему нужно наследовать и создать отдельную копию доски. Похоже, это создаст проблемы.
Я также предлагаю редактировать шахматную доску при создании этой пьесы. Это когда вы должны вставить Короля в доску, поскольку это означает, что вы по существу создаете и размещаете его на доске. Это также означает, что вам нужно передать шахматную доску в качестве параметра, но это хорошая практика, так что король связан с доской, вместо того, чтобы иметь наследование, чтобы присоединиться к ним.
Обратите внимание, что вы могли бы сделать это умнее, если бы вы добавили метод на доску, который возьмет кусок и две координаты в качестве параметра и обработает их движение. Что-то вроде этого:
Причина, по которой это хорошая идея, заключается в том, что теперь вы можете проверить, действительно ли разрешено перемещение платы. Например, не сбрасывая края или не пытаясь взять короля (в последнем случае он должен быть представлен как контрольный или контрольный), в то время как сам кусок может справиться с сообщением игроку о том, что он не может двигаться таким образом (т.е. пытаться заставить короля перемещаться более чем на один квадрат за раз).
Даже если вы не принимаете эти точные предложения, я думаю, что стоит подумать больше о том, что класс должен делать. Почему король должен проверить, разрешено ли ему идти на квадрат 8, 4. Это работа совета!
, чтобы запустить его. Теперь, если кто-то импортировал его в качестве модуля, он будет работать. Если имя == » main «: убедитесь, что код работает только в том случае, если выполняется фактический файл.
Шахматы на python код
Python Easy Chess GUI
A Chess GUI based from Python using PySimpleGUI and Python-Chess modules. Users can also load a chess engine and play with it. This program is based on a demo chess against ai from PySimpleGUI.
If you want to run from the python source the following are required or see the installation section below.
Or you can just download the executable file along with other files such as book and images.
1. Save games to repertoire pgn files
2. Install uci engine of your choice
2.1 It is recommended to configure the engine setting after installation
Configure engine via Engine->Manage->Edit, select engine and press modify.
3. Need book assistance? Right-click on BOOK 2 and press show
4. Need what engine adviser will think about the position? Right-click on Adviser and press start
To set opponent engine book options
To Hide/Unhide engine search info
To Hide/Unhide Book info
To request Adviser search info
To select opponent engine
To set time control of engine
To set time control of user
To delete engine from config file
About
A Chess GUI based from Python using PySimpleGUI and Python-Chess.
rsheldiii / chess.py
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d3mon1231 commented Nov 24, 2017
pawn can moves two forward from their starting place. I dont think yours can
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MichaelGitHubHype commented Dec 7, 2017
Seems to always return error with input for me
You should probably make clearer instructions
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Kwame0 commented May 3, 2018
why dont u guys just code it urselves if ur having problems lmao
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Menocha commented Aug 12, 2018
hey! I’m gonna try it. Any recommendations?
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ChessMast commented Dec 6, 2018
The following are the issues that I found:
Boards sideways instead of up and down
Black and white are on the wrong side of the board
The white king and queen are in the wrong positions
It doesn’t recognize checkmate
It lets you take into check
Pawns only move one square
No en passant
No castling
Crashes when you capture king
Not proper notation
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Shadowking1235 commented Mar 8, 2019
Very educative, Thanks for the upload.
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JayTesla commented Mar 8, 2019
This program run which complier
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Julius2005 commented Mar 26, 2019
hi, i really like your chess program, but i have can not figure out how to move the pieces. I am trying to type e4 but it dont work, i have also tried e2 e4 but it doesnt work. Can you please tell me how the moving works?
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TheRealKinglogic commented Mar 31, 2019
hi, i really like your chess program, but i have can not figure out how to move the pieces. I am trying to type e4 but it dont work, i have also tried e2 e4 but it doesnt work. Can you please tell me how the moving works?
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inigmati commented Apr 5, 2019
Start as a white player i.e. e7 e6
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mikelittle88 commented May 16, 2019
also its not put for first moving pawns to go 2 spaces
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martin5852 commented Aug 6, 2019
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mcwaffles2003 commented Nov 1, 2019
«why dont u guys just code it urselves if ur having problems lmao»
I came ere to learn how to but how can I dissect code if I cant even interact with it to see how its working (if it even does)
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Ogrone commented Nov 28, 2019
hi, i really like your chess program, but i have can not figure out how to move the pieces. I am trying to type e4 but it dont work, i have also tried e2 e4 but it doesnt work. Can you please tell me how the moving works?
i have the same problem
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rishisankhla commented Feb 22, 2020
hi, i really like your chess program, but i have can not figure out how to move the pieces. I am trying to type e4 but it dont work, i have also tried e2 e4 but it doesnt work. Can you please tell me how the moving works?
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ManzhouYang commented Jun 23, 2020
I can’t promote my pawn to a queen
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NicholasSager55 commented Jul 6, 2020 •
If you are having difficulties with the other code, I improved it with some minor fixes. If you want to know how to move your pieces, type a2-a4 as an example. Make sure to copy all of the code after this text:
«»»CONVENTIONS:
positions are done row-column from the bottom left and are both numbers.
This corresponds to the alpha-number system in traditional chess while being computationally useful.
They are specified as tuples
«»»
import itertools
import copy
import inspect
WHITE = «white»
BLACK = «black»
gameboard = None
def canSeeKing(kingpos,piecelist, overridegameboard = None):
global gameboard
overridegameboard = overridegameboard or gameboard
for piece,position in piecelist:
if piece.isValid(position,kingpos,piece.Color,overridegameboard):
return True
def isCheck(overridegameboard = None):
global gameboard
#ascertain where the kings are, check all pieces of opposing color against those kings,
# then if either get hit, check if its checkmate
overridegameboard = overridegameboard or gameboard
king = King
kingDict = <>
pieceDict =
for position,piece in overridegameboard.items():
if type(piece) == king:
kingDict[piece.Color] = position
print(piece)
pieceDict[piece.Color].append((piece,position))
#white
if canSeeKing(kingDict[WHITE],pieceDict[BLACK], overridegameboard):
return WHITE
if canSeeKing(kingDict[BLACK],pieceDict[WHITE], overridegameboard):
return BLACK
return False
class Game:
def init(self):
global gameboard
self.playersturn = WHITE
self.message = «Input Your Move»
gameboard = self.gameboard = <>
self.placePieces()
print(«Chess program. Enter moves in algebraic notation separated by space. Example: a2-a4»)
self.main()
chessCardinals = [(1,0),(0,1),(-1,0),(0,-1)]
chessDiagonals = [(1,1),(-1,1),(1,-1),(-1,-1)]
def knightList(x,y,int1,int2):
«»»Sepcifically for the rook, permutes the values needed around a position for noConflict tests»»»
return [(x+int1,y+int2),(x-int1,y+int2),(x+int1,y-int2),(x-int1,y-int2),(x+int2,y+int1),(x-int2,y+int1),(x+int2,y-int1),(x-int2,y-int1)]
def kingList(x,y):
return [(x+1,y),(x+1,y+1),(x+1,y-1),(x,y+1),(x,y-1),(x-1,y),(x-1,y+1),(x-1,y-1)]
class Knight(Piece):
def availableMoves(self,x,y,gameboard, Color = None):
if Color is None : Color = self.Color
return [(xx,yy) for xx,yy in knightList(x,y,2,1) if self.noConflict(gameboard, Color, xx, yy)]
class Bishop(Piece):
def availableMoves(self,x,y,gameboard, Color = None):
if Color is None : Color = self.Color
return self.AdNauseum(x, y, gameboard, Color, chessDiagonals)
class Queen(Piece):
def availableMoves(self,x,y,gameboard, Color = None):
if Color is None : Color = self.Color
return self.AdNauseum(x, y, gameboard, Color, chessCardinals+chessDiagonals)
class King(Piece):
def availableMoves(self,x,y,gameboard, Color = None):
if Color is None : Color = self.Color
return [(xx,yy) for xx,yy in kingList(x,y) if self.noConflict(gameboard, Color, xx, yy)]
class Pawn(Piece):
def init(self,color,name,direction):
self.name = name
self.Color = color
self.direction = direction
def availableMoves(self,x,y,gameboard, Color = None):
if Color is None : Color = self.Color
answers = []
if (x+1,y+self.direction) in gameboard and self.noConflict(gameboard, Color, x+1, y+self.direction) : answers.append((x+1,y+self.direction))
if (x-1,y+self.direction) in gameboard and self.noConflict(gameboard, Color, x-1, y+self.direction) : answers.append((x-1,y+self.direction))
if (x,y+self.direction) not in gameboard and Color == self.Color and self.noConflict(gameboard, Color, x, y+self.direction) : answers.append((x,y+self.direction))# the condition after the and is to make sure the non-0capturing movement is not used in the calculation of checkmate
if (x,y+self.direction2) not in gameboard and Color == self.Color and self.noConflict(gameboard, Color, x, y+self.direction2) : answers.append((x,y+self.direction*2))# the condition after the and is to make sure the non-0capturing movement is not used in the calculation of checkmate
return answers
if (name == «main«):
input(«Press the Enter Key to Exit»)
python-chess: a chess library for Python¶
Introduction¶
python-chess is a chess library for Python, with move generation, move validation, and support for common formats. This is the Scholar’s mate in python-chess:
Installing¶
Download and install the latest release:
Documentation¶
Features¶
Supports Python 3.7+. Includes mypy typings.
IPython/Jupyter Notebook integration. SVG rendering docs.
Chess variants: Standard, Chess960, Suicide, Giveaway, Atomic, King of the Hill, Racing Kings, Horde, Three-check, Crazyhouse. Variant docs.
Make and unmake moves.
Show a simple ASCII board.
Detects checkmates, stalemates and draws by insufficient material.
Detects repetitions. Has a half-move clock.
With the new rules from July 2014, a game ends as a draw (even without a claim) once a fivefold repetition occurs or if there are 75 moves without a pawn push or capture. Other ways of ending a game take precedence.
Detects checks and attacks.
Parses and creates SAN representation of moves.
Parses and creates FENs, extended FENs and Shredder FENs.
Parses and creates EPDs.
Reads Polyglot opening books. Docs.
Reads and writes PGNs. Supports headers, comments, NAGs and a tree of variations. Docs.
Probe Gaviota endgame tablebases (DTM, WDL). Docs.
Probe Syzygy endgame tablebases (DTZ, WDL). Docs.
Selected projects¶
If you like, share interesting things you are using python-chess for, for example:
A website to probe Syzygy endgame tablebases
A human-like neural network chess engine
Oppinionated wrapper to use python-chess from the R programming language
Deep learning for Crazyhouse
A GUI to play against UCI chess engines
A multi-agent reinforcement learning environment
a stand-alone chess computer based on DGT board – http://www.picochess.org/
a bridge between Lichess API and chess engines – https://github.com/careless25/lichess-bot
an HTTP microservice to render board images – https://github.com/niklasf/web-boardimage
building a toy chess engine with alpha-beta pruning, piece-square tables, and move ordering – https://healeycodes.com/building-my-own-chess-engine/
Django Rest Framework API for multiplayer chess – https://github.com/WorkShoft/capablanca-api
Acknowledgements¶
Thanks to the Stockfish authors and thanks to Sam Tannous for publishing his approach to avoid rotated bitboards with direct lookup (PDF) alongside his GPL2+ engine Shatranj. Some move generation ideas are taken from these sources.
Thanks to Ronald de Man for his Syzygy endgame tablebases. The probing code in python-chess is very directly ported from his C probing code.
Thanks to Kristian Glass for transferring the namespace chess on PyPI.
Making Chess in Python
I will first describe what’s happening and then show the code afterward.
This is a large project that me and a friend in school conducted. This is pretty funny because we had plans on doing this over several months and 7 days later we have the entire thing completed. I must say, this would not have been possible if it weren’t for the help of my friend Edwin. Firstly we abstracted the entire game since this is a very complex game to code and we decided that I would be responsible for the interface(what the user can see) while Edwin was responsible for the actual behaviour of each piece. They both have their own forms of difficulties to make and we did have to co-ordinate a lot so it wasn’t like we didn’t help each other make each other’s parts eg. i did teach him a bit of list comprehension to speed up his code while he exposed my pretty stupid mistake of doing column row instead of row column.
This code is everything that I wrote alongside some of the dictionary and methods above it. First we create the window object which is the window that comes up when we run the chess game on. We set the dimensions to 800×800 which is the tuple argument which we passed into it. We specifically chose 800 x 800 because the images for the chess pieces that we hard were all 100×100 which meant it would fit perfectly if the board was 800×800.
The main thing that makes my program work are these node objects and they are just the containers which hold the chess pieces(they are simulated as the tiles of the chess board in this case. They have their attributes which are their row, column,x,y co-ordinates. We need these separately because all these nodes are going to be stored in a 8×8 2d list so if we call it we would need to call it using its row and col numbers while if we were drawing it onto the screen we need its x,y pixel values(we could just do row*100 but that would risk us forgetting to add that 1 time in the entire code and watching the entire thing break).
The draw function is used to used to draw the tile onto the screen(so the black and white pattern) while the setup method is used to draw any images onto the screen if we had a piece on the screen at that position. You draw onto the screen using blit.
Draw grid draws the boundaries to the grid(so the black horizontal and vertical lines that separate the tiles) and draw grid and make grid is creating the 2d list which are going to use to access all the nodes later. Update display is used to update the screen every-time the tick. I think to avoid the CPU being overloaded, we chose to run the program at 20fps which is ofc completely unreasonable for chess but we didn’t want too much delay.
When the user clicks on the screen, we need to figure out what tile they have clicked on which is what find_node does. Display_potential_moves is a function edwin made but it just takes a list of potential moves and for those moves, changes the colour of the tile so that it stands out.
Do_move is used to acc make the swap on the screen but swapping the values on my dictionary, when the screen updates, this change will be visible on the screen.
remove_highlight is used because it is hard to remove the highlights for specific tiles so we decided to just to redraw the black colours for all the tiles instead.
The main function then contains a lot fo standard logic which I would hope you would have a grasp on if you know pygame. I will attach a video here too just incase you don’t
If I were to explain the entirety of the code, this would take hours on hours to write so I am going to explain the functions and any complex concepts which may be in them and leave you to solve out the rest.
We used pygame to write this program since it can easily give us the interface and I have experience from my A* algorithm on how to make a grid so most of the grid is just recycled code from that.
Except from the starting order dict, all of this was edwins code and all of it used for the move calculations. Theoretically you could have done this with only one of either a dictionary or a 2d list like he has done but since we both needed access to an array for our parts while we were coding and we couldn’t share a python script, we made our own versions. Edwin makes a class for the pieces since it is easier to manage and at the bottom he is setting up his 2d list so all the pieces are in their starting positions. In my dictionary, I hard wrote all the positions automatically since I needed to put the name of each of the individual image files into the load. pygame.image.load() is going to load an image onto the python file and then we only need to draw the image onto the screen. It is better this way than loading the image and then drawing because it means we only need to load the image once for the entire program and then just translate this image onto new positions on the screen.
The rest of edwins code is pretty self-explanatory and is just choosing the correct positions that each piece can move to and then putting those ‘legal’ tiles on the chessboard for us to use on the interface as a way of highlighting the board.