Learn how to create a fully functional chess game in Python using the Pygame library. Follow this step-by-step tutorial for game development enthusiasts.
Are you ready to embark on a journey into the captivating world of chess programming? Look no further! In this Pygame tutorial, we will dive headfirst into the realm of Python-powered chess games, helping you create a masterpiece that will leave enthusiasts in awe.
Welcome to the Python Chess Game Tutorial with Pygame! Chess is a timeless game that has captured the hearts and minds of players for centuries. If you've ever wondered how to develop your own chess game and bring it to life, you're in the right place. In this comprehensive tutorial, we will guide you through the entire process, from setting up your development environment to building a fully functional chess game using Python and Pygame.
So, let's embark on this exciting journey and explore the world of chess game development. Whether you're a beginner looking to learn Python or an experienced programmer eager to delve into game development, this tutorial has something for everyone.
Before we dive into the world of Python chess game development, let's ensure you have everything you need to get started.
pip install pygame
Now that your environment is set up, let's move on to creating our Python chess game.
In this section, we'll start building the chessboard. We'll create a graphical interface using Pygame and set up the initial chessboard layout.
To kick things off, we'll import the necessary libraries:
import pygame
Next, we'll initialize Pygame and set up the display window:
pygame.init() screen = pygame.display.set_mode((800, 600)) pygame.display.set_caption("Python Chess Game Tutorial with Pygame")
# Importing Modules import pygame # Initialising pygame module pygame.init() # Setting Width and height of the Chess Game screen WIDTH = 800 HEIGHT = 800 screen = pygame.display.set_mode([WIDTH, HEIGHT]) pygame.display.set_caption('Two-Player Chess Game') font = pygame.font.Font('freesansbold.ttf', 20) medium_font = pygame.font.Font('freesansbold.ttf', 40) big_font = pygame.font.Font('freesansbold.ttf', 50) timer = pygame.time.Clock() fps = 60 # game variables and images white_pieces = ['rook', 'knight', 'bishop', 'king', 'queen', 'bishop', 'knight', 'rook', 'pawn', 'pawn', 'pawn', 'pawn', 'pawn', 'pawn', 'pawn', 'pawn'] white_locations = [(0, 0), (1, 0), (2, 0), (3, 0), (4, 0), (5, 0), (6, 0), (7, 0), (0, 1), (1, 1), (2, 1), (3, 1), (4, 1), (5, 1), (6, 1), (7, 1)] black_pieces = ['rook', 'knight', 'bishop', 'king', 'queen', 'bishop', 'knight', 'rook', 'pawn', 'pawn', 'pawn', 'pawn', 'pawn', 'pawn', 'pawn', 'pawn'] black_locations = [(0, 7), (1, 7), (2, 7), (3, 7), (4, 7), (5, 7), (6, 7), (7, 7), (0, 6), (1, 6), (2, 6), (3, 6), (4, 6), (5, 6), (6, 6), (7, 6)] captured_pieces_white = [] captured_pieces_black = [] # 0 - whites turn no selection: 1-whites turn piece selected: 2- black turn no selection, 3 - black turn piece selected turn_step = 0 selection = 100 valid_moves = [] # load in game piece images (queen, king, rook, bishop, knight, pawn) x 2 black_queen = pygame.image.load('./images/black queen.png') black_queen = pygame.transform.scale(black_queen, (80, 80)) black_queen_small = pygame.transform.scale(black_queen, (45, 45)) black_king = pygame.image.load('./images/black king.png') black_king = pygame.transform.scale(black_king, (80, 80)) black_king_small = pygame.transform.scale(black_king, (45, 45)) black_rook = pygame.image.load('./images/black rook.png') black_rook = pygame.transform.scale(black_rook, (80, 80)) black_rook_small = pygame.transform.scale(black_rook, (45, 45)) black_bishop = pygame.image.load('./images/black bishop.png') black_bishop = pygame.transform.scale(black_bishop, (80, 80)) black_bishop_small = pygame.transform.scale(black_bishop, (45, 45)) black_knight = pygame.image.load('./images/black knight.png') black_knight = pygame.transform.scale(black_knight, (80, 80)) black_knight_small = pygame.transform.scale(black_knight, (45, 45)) black_pawn = pygame.image.load('./images/black pawn.png') black_pawn = pygame.transform.scale(black_pawn, (65, 65)) black_pawn_small = pygame.transform.scale(black_pawn, (45, 45)) white_queen = pygame.image.load('./images/white queen.png') white_queen = pygame.transform.scale(white_queen, (80, 80)) white_queen_small = pygame.transform.scale(white_queen, (45, 45)) white_king = pygame.image.load('./images/white king.png') white_king = pygame.transform.scale(white_king, (80, 80)) white_king_small = pygame.transform.scale(white_king, (45, 45)) white_rook = pygame.image.load('./images/white rook.png') white_rook = pygame.transform.scale(white_rook, (80, 80)) white_rook_small = pygame.transform.scale(white_rook, (45, 45)) white_bishop = pygame.image.load('./images/white bishop.png') white_bishop = pygame.transform.scale(white_bishop, (80, 80)) white_bishop_small = pygame.transform.scale(white_bishop, (45, 45)) white_knight = pygame.image.load('./images/white knight.png') white_knight = pygame.transform.scale(white_knight, (80, 80)) white_knight_small = pygame.transform.scale(white_knight, (45, 45)) white_pawn = pygame.image.load('./images/white pawn.png') white_pawn = pygame.transform.scale(white_pawn, (65, 65)) white_pawn_small = pygame.transform.scale(white_pawn, (45, 45)) white_images = [white_pawn, white_queen, white_king, white_knight, white_rook, white_bishop] small_white_images = [white_pawn_small, white_queen_small, white_king_small, white_knight_small, white_rook_small, white_bishop_small] black_images = [black_pawn, black_queen, black_king, black_knight, black_rook, black_bishop] small_black_images = [black_pawn_small, black_queen_small, black_king_small, black_knight_small, black_rook_small, black_bishop_small] piece_list = ['pawn', 'queen', 'king', 'knight', 'rook', 'bishop'] # check variables/ flashing counter counter = 0 winner = '' game_over = False # draw main game board def draw_board(): for i in range(32): column = i % 4 row = i // 4 if row % 2 == 0: pygame.draw.rect(screen, 'light gray', [ 600 - (column * 200), row * 100, 100, 100]) else: pygame.draw.rect(screen, 'light gray', [ 700 - (column * 200), row * 100, 100, 100]) pygame.draw.rect(screen, 'gray', [0, 800, WIDTH, 100]) pygame.draw.rect(screen, 'gold', [0, 800, WIDTH, 100], 5) pygame.draw.rect(screen, 'gold', [800, 0, 200, HEIGHT], 5) status_text = ['White: Select a Piece to Move!', 'White: Select a Destination!', 'Black: Select a Piece to Move!', 'Black: Select a Destination!'] screen.blit(big_font.render( status_text[turn_step], True, 'black'), (20, 820)) for i in range(9): pygame.draw.line(screen, 'black', (0, 100 * i), (800, 100 * i), 2) pygame.draw.line(screen, 'black', (100 * i, 0), (100 * i, 800), 2) screen.blit(medium_font.render('FORFEIT', True, 'black'), (810, 830)) # draw pieces onto board def draw_pieces(): for i in range(len(white_pieces)): index = piece_list.index(white_pieces[i]) if white_pieces[i] == 'pawn': screen.blit( white_pawn, (white_locations[i][0] * 100 + 22, white_locations[i][1] * 100 + 30)) else: screen.blit(white_images[index], (white_locations[i] [0] * 100 + 10, white_locations[i][1] * 100 + 10)) if turn_step < 2: if selection == i: pygame.draw.rect(screen, 'red', [white_locations[i][0] * 100 + 1, white_locations[i][1] * 100 + 1, 100, 100], 2) for i in range(len(black_pieces)): index = piece_list.index(black_pieces[i]) if black_pieces[i] == 'pawn': screen.blit( black_pawn, (black_locations[i][0] * 100 + 22, black_locations[i][1] * 100 + 30)) else: screen.blit(black_images[index], (black_locations[i] [0] * 100 + 10, black_locations[i][1] * 100 + 10)) if turn_step >= 2: if selection == i: pygame.draw.rect(screen, 'blue', [black_locations[i][0] * 100 + 1, black_locations[i][1] * 100 + 1, 100, 100], 2) # function to check all pieces valid options on board def check_options(pieces, locations, turn): moves_list = [] all_moves_list = [] for i in range((len(pieces))): location = locations[i] piece = pieces[i] if piece == 'pawn': moves_list = check_pawn(location, turn) elif piece == 'rook': moves_list = check_rook(location, turn) elif piece == 'knight': moves_list = check_knight(location, turn) elif piece == 'bishop': moves_list = check_bishop(location, turn) elif piece == 'queen': moves_list = check_queen(location, turn) elif piece == 'king': moves_list = check_king(location, turn) all_moves_list.append(moves_list) return all_moves_list # check king valid moves def check_king(position, color): moves_list = [] if color == 'white': enemies_list = black_locations friends_list = white_locations else: friends_list = black_locations enemies_list = white_locations # 8 squares to check for kings, they can go one square any direction targets = [(1, 0), (1, 1), (1, -1), (-1, 0), (-1, 1), (-1, -1), (0, 1), (0, -1)] for i in range(8): target = (position[0] + targets[i][0], position[1] + targets[i][1]) if target not in friends_list and 0 <= target[0] <= 7 and 0 <= target[1] <= 7: moves_list.append(target) return moves_list # check queen valid moves def check_queen(position, color): moves_list = check_bishop(position, color) second_list = check_rook(position, color) for i in range(len(second_list)): moves_list.append(second_list[i]) return moves_list # check bishop moves def check_bishop(position, color): moves_list = [] if color == 'white': enemies_list = black_locations friends_list = white_locations else: friends_list = black_locations enemies_list = white_locations for i in range(4): # up-right, up-left, down-right, down-left path = True chain = 1 if i == 0: x = 1 y = -1 elif i == 1: x = -1 y = -1 elif i == 2: x = 1 y = 1 else: x = -1 y = 1 while path: if (position[0] + (chain * x), position[1] + (chain * y)) not in friends_list and \ 0 <= position[0] + (chain * x) <= 7 and 0 <= position[1] + (chain * y) <= 7: moves_list.append( (position[0] + (chain * x), position[1] + (chain * y))) if (position[0] + (chain * x), position[1] + (chain * y)) in enemies_list: path = False chain += 1 else: path = False return moves_list # check rook moves def check_rook(position, color): moves_list = [] if color == 'white': enemies_list = black_locations friends_list = white_locations else: friends_list = black_locations enemies_list = white_locations for i in range(4): # down, up, right, left path = True chain = 1 if i == 0: x = 0 y = 1 elif i == 1: x = 0 y = -1 elif i == 2: x = 1 y = 0 else: x = -1 y = 0 while path: if (position[0] + (chain * x), position[1] + (chain * y)) not in friends_list and \ 0 <= position[0] + (chain * x) <= 7 and 0 <= position[1] + (chain * y) <= 7: moves_list.append( (position[0] + (chain * x), position[1] + (chain * y))) if (position[0] + (chain * x), position[1] + (chain * y)) in enemies_list: path = False chain += 1 else: path = False return moves_list # check valid pawn moves def check_pawn(position, color): moves_list = [] if color == 'white': if (position[0], position[1] + 1) not in white_locations and \ (position[0], position[1] + 1) not in black_locations and position[1] < 7: moves_list.append((position[0], position[1] + 1)) if (position[0], position[1] + 2) not in white_locations and \ (position[0], position[1] + 2) not in black_locations and position[1] == 1: moves_list.append((position[0], position[1] + 2)) if (position[0] + 1, position[1] + 1) in black_locations: moves_list.append((position[0] + 1, position[1] + 1)) if (position[0] - 1, position[1] + 1) in black_locations: moves_list.append((position[0] - 1, position[1] + 1)) else: if (position[0], position[1] - 1) not in white_locations and \ (position[0], position[1] - 1) not in black_locations and position[1] > 0: moves_list.append((position[0], position[1] - 1)) if (position[0], position[1] - 2) not in white_locations and \ (position[0], position[1] - 2) not in black_locations and position[1] == 6: moves_list.append((position[0], position[1] - 2)) if (position[0] + 1, position[1] - 1) in white_locations: moves_list.append((position[0] + 1, position[1] - 1)) if (position[0] - 1, position[1] - 1) in white_locations: moves_list.append((position[0] - 1, position[1] - 1)) return moves_list # check valid knight moves def check_knight(position, color): moves_list = [] if color == 'white': enemies_list = black_locations friends_list = white_locations else: friends_list = black_locations enemies_list = white_locations # 8 squares to check for knights, they can go two squares in one direction and one in another targets = [(1, 2), (1, -2), (2, 1), (2, -1), (-1, 2), (-1, -2), (-2, 1), (-2, -1)] for i in range(8): target = (position[0] + targets[i][0], position[1] + targets[i][1]) if target not in friends_list and 0 <= target[0] <= 7 and 0 <= target[1] <= 7: moves_list.append(target) return moves_list # check for valid moves for just selected piece def check_valid_moves(): if turn_step < 2: options_list = white_options else: options_list = black_options valid_options = options_list[selection] return valid_options # draw valid moves on screen def draw_valid(moves): if turn_step < 2: color = 'red' else: color = 'blue' for i in range(len(moves)): pygame.draw.circle( screen, color, (moves[i][0] * 100 + 50, moves[i][1] * 100 + 50), 5) # draw captured pieces on side of screen def draw_captured(): for i in range(len(captured_pieces_white)): captured_piece = captured_pieces_white[i] index = piece_list.index(captured_piece) screen.blit(small_black_images[index], (825, 5 + 50 * i)) for i in range(len(captured_pieces_black)): captured_piece = captured_pieces_black[i] index = piece_list.index(captured_piece) screen.blit(small_white_images[index], (925, 5 + 50 * i)) # draw a flashing square around king if in check def draw_check(): if turn_step < 2: if 'king' in white_pieces: king_index = white_pieces.index('king') king_location = white_locations[king_index] for i in range(len(black_options)): if king_location in black_options[i]: if counter < 15: pygame.draw.rect(screen, 'dark red', [white_locations[king_index][0] * 100 + 1, white_locations[king_index][1] * 100 + 1, 100, 100], 5) else: if 'king' in black_pieces: king_index = black_pieces.index('king') king_location = black_locations[king_index] for i in range(len(white_options)): if king_location in white_options[i]: if counter < 15: pygame.draw.rect(screen, 'dark blue', [black_locations[king_index][0] * 100 + 1, black_locations[king_index][1] * 100 + 1, 100, 100], 5) def draw_game_over(): pygame.draw.rect(screen, 'black', [200, 200, 400, 70]) screen.blit(font.render( f'{winner} won the game!', True, 'white'), (210, 210)) screen.blit(font.render(f'Press ENTER to Restart!', True, 'white'), (210, 240)) # main game loop black_options = check_options(black_pieces, black_locations, 'black') white_options = check_options(white_pieces, white_locations, 'white') run = True while run: timer.tick(fps) if counter < 30: counter += 1 else: counter = 0 screen.fill('dark gray') draw_board() draw_pieces() draw_captured() draw_check() if selection != 100: valid_moves = check_valid_moves() draw_valid(valid_moves) # event handling for event in pygame.event.get(): if event.type == pygame.QUIT: run = False if event.type == pygame.MOUSEBUTTONDOWN and event.button == 1 and not game_over: x_coord = event.pos[0] // 100 y_coord = event.pos[1] // 100 click_coords = (x_coord, y_coord) if turn_step <= 1: if click_coords == (8, 8) or click_coords == (9, 8): winner = 'black' if click_coords in white_locations: selection = white_locations.index(click_coords) if turn_step == 0: turn_step = 1 if click_coords in valid_moves and selection != 100: white_locations[selection] = click_coords if click_coords in black_locations: black_piece = black_locations.index(click_coords) captured_pieces_white.append(black_pieces[black_piece]) if black_pieces[black_piece] == 'king': winner = 'white' black_pieces.pop(black_piece) black_locations.pop(black_piece) black_options = check_options( black_pieces, black_locations, 'black') white_options = check_options( white_pieces, white_locations, 'white') turn_step = 2 selection = 100 valid_moves = [] if turn_step > 1: if click_coords == (8, 8) or click_coords == (9, 8): winner = 'white' if click_coords in black_locations: selection = black_locations.index(click_coords) if turn_step == 2: turn_step = 3 if click_coords in valid_moves and selection != 100: black_locations[selection] = click_coords if click_coords in white_locations: white_piece = white_locations.index(click_coords) captured_pieces_black.append(white_pieces[white_piece]) if white_pieces[white_piece] == 'king': winner = 'black' white_pieces.pop(white_piece) white_locations.pop(white_piece) black_options = check_options( black_pieces, black_locations, 'black') white_options = check_options( white_pieces, white_locations, 'white') turn_step = 0 selection = 100 valid_moves = [] if event.type == pygame.KEYDOWN and game_over: if event.key == pygame.K_RETURN: game_over = False winner = '' white_pieces = ['rook', 'knight', 'bishop', 'king', 'queen', 'bishop', 'knight', 'rook', 'pawn', 'pawn', 'pawn', 'pawn', 'pawn', 'pawn', 'pawn', 'pawn'] white_locations = [(0, 0), (1, 0), (2, 0), (3, 0), (4, 0), (5, 0), (6, 0), (7, 0), (0, 1), (1, 1), (2, 1), (3, 1), (4, 1), (5, 1), (6, 1), (7, 1)] black_pieces = ['rook', 'knight', 'bishop', 'king', 'queen', 'bishop', 'knight', 'rook', 'pawn', 'pawn', 'pawn', 'pawn', 'pawn', 'pawn', 'pawn', 'pawn'] black_locations = [(0, 7), (1, 7), (2, 7), (3, 7), (4, 7), (5, 7), (6, 7), (7, 7), (0, 6), (1, 6), (2, 6), (3, 6), (4, 6), (5, 6), (6, 6), (7, 6)] captured_pieces_white = [] captured_pieces_black = [] turn_step = 0 selection = 100 valid_moves = [] black_options = check_options( black_pieces, black_locations, 'black') white_options = check_options( white_pieces, white_locations, 'white') if winner != '': game_over = True draw_game_over() pygame.display.flip() pygame.quit()
This Python code is for a two-player chess game implemented using the Pygame library. Let's break down the code into its main components and functionalities:
Importing Libraries:
Initializing Pygame:
Setting Up Game Window:
Defining Fonts and Clock:
Defining Game Variables and Images:
Defining Chess Piece Movement Functions:
Drawing the Game Board:
Drawing Chess Pieces:
Checking Valid Moves and Drawing Highlights:
Handling Game Events:
Drawing Captured Pieces:
Checking for Check and Game Over:
Main Game Loop:
Exiting the Game:
In this Python Chess Game Tutorial with Pygame, we've embarked on an exciting journey into the world of game development. From setting up your development environment to implementing advanced features, you've gained valuable insights into creating your own chess game.
Now, it's your turn to bring your creativity and passion to the chessboard. As you continue to refine your game and explore new possibilities, you'll discover the joy of game development and the satisfaction of creating something truly unique.
So, go ahead and start coding your Python chess masterpiece today. The world of chess awaits your innovation and imagination!
A1. Pygame is beginner-friendly and a great choice for those new to game development. Its simplicity and Python syntax make it accessible.
A2. Yes, you can customize the chessboard's appearance by modifying the graphics and colors in your game.
A3. Numerous online resources provide tutorials and strategies to improve your chess skills.
A4. Optimizing performance involves efficient coding and minimizing unnecessary calculations. Profiling tools can help identify bottlenecks.
A5. You can find a variety of Pygame tutorials on websites, forums, and online courses dedicated to game development.
A6. Certainly! You can implement an AI opponent using various AI algorithms, such as minimax with alpha-beta pruning. Adding an AI opponent can make your chess game more challenging and enjoyable.
Creator: Avdhesh Varshney
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