1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 | require "./eval" require "./moves" module Fork enum GameState Menu PlayerTurnStart PickingPiece ChoosingMove PlayerMoveReady PromotionDialog EnemyTurn WaitingForEnemy GameEnded end alias AnimTexture = Array(Raylib::Texture2D) struct Textures getter pieces : Array(AnimTexture) getter square : AnimTexture getter win : AnimTexture getter defeat : AnimTexture getter draw : AnimTexture getter new : AnimTexture getter game : AnimTexture def initialize pawn = load_animation_textures("res/pawn", 4) knight = load_animation_textures("res/knight", 4) bishop = load_animation_textures("res/bishop", 4) rook = load_animation_textures("res/rook", 4) queen = load_animation_textures("res/queen", 4) king = load_animation_textures("res/king", 4) @pieces = [pawn, knight, bishop, rook, queen, king] @square = load_animation_textures("res/square", 4) @win = load_animation_textures("res/win", 4) @defeat = load_animation_textures("res/defeat", 4) @draw = load_animation_textures("res/draw", 4) @new = load_animation_textures("res/new", 4) @game = load_animation_textures("res/game", 4) end def load_animation_textures(path, num) arr = [] of Raylib::Texture2D 1.upto(num) do |i| tex = Raylib.load_texture("#{path}#{i}.png") arr << tex end arr end end ANIM_OFFSET = Array(Int32).new(64) { Random.rand(4) } class UI MARGIN = 2 SQUARE_OVERLAP = 2 WIDTH = 32 PROMO_TYPES = [QUEEN, KNIGHT, ROOK, BISHOP] LAST_MOVE_COLOR = Raylib::Color.new r: 255, g: 203, b: 0, a: 127 HOVERED_COLOR = Raylib::Color.new r: 102, g: 191, b: 255, a: 127 @state : GameState = GameState::Menu @starting_board : Board @board : Board = EMPTY_BOARD @player_side : Int32 = WHITE @piece_picked : Fork::Piece | Nil = nil @last_move : Fork::Move | Nil = nil @player_move : Fork::Move | Nil = nil @pawn_promotion_move : Fork::Move | Nil = nil @legal_moves : Array(Fork::Move) | Nil = nil @anim_tick : Int32 = 0 @winner : Int32 | Nil = nil @textures : Textures def initialize(@starting_board : Board = STARTING_BOARD) Raylib.set_trace_log_level(Raylib::TraceLogLevel::Warning) Raylib.init_window(MARGIN * 2 + WIDTH * 8, MARGIN * 2 + WIDTH * 8, "fork") Raylib.set_target_fps(30) @textures = Textures.new end def draw_anim_texture(textures, square, color) x, y = get_coords(square) frame = (@anim_tick + ANIM_OFFSET[square]) % textures.size Raylib.draw_texture(textures[frame], x, y, color) end def play while continue? @anim_tick = (Raylib.get_time / 0.25).to_i square = check_for_input Raylib.begin_drawing show_board case @state when GameState::Menu menu(square) when GameState::PlayerTurnStart player_turn_start when GameState::PickingPiece picking_piece(square) if square when GameState::ChoosingMove choosing_move(square) if square when GameState::PromotionDialog show_promo_dialog promotion_dialog(square) if square when GameState::PlayerMoveReady player_move_ready when GameState::EnemyTurn enemy_turn when GameState::GameEnded game_ended(square) else end Raylib.end_drawing end end def to_menu @state = GameState::Menu @board = EMPTY_BOARD reset_game end def menu(square) draw_anim_texture(@textures.new, D5, Raylib::WHITE) draw_anim_texture(@textures.game, E5, Raylib::WHITE) draw_anim_texture(@textures.pieces[PAWN], C3, Raylib::WHITE) draw_anim_texture(@textures.pieces[PAWN], F3, Raylib::BLACK) if square if square == C3 starting_game(WHITE) elsif square == F3 starting_game(BLACK) end end end def starting_game(side) @board = @starting_board @player_side = side if @board.side == @player_side @state = GameState::PlayerTurnStart else @state = GameState::EnemyTurn end end def player_turn_start moves = Moves.generate(@board).select do |m| copy = @board.dup legal = copy.make_move(m) legal end if moves.empty? to_game_ended else @legal_moves = moves to_picking_piece end end def to_picking_piece @piece_picked = nil @state = GameState::PickingPiece end def picking_piece(square) piece = @board.piece_at(square) if piece.nil? || piece.side != @player_side to_picking_piece else to_choosing_move(piece) end end def to_choosing_move(piece) @piece_picked = piece @state = GameState::ChoosingMove end def choosing_move(square) return to_picking_piece if square.nil? row, col = square.divmod(8) piece = @board.piece_at(square) if piece.try &.side == @player_side return to_picking_piece end @piece_picked.try do |p| if p.type == PAWN && (row == 0 || row == 7) return to_promotion_dialog(Fork::Move.new(p.index, square, p.type, 0)) else castle = castle_flag(p, square) move = Fork::Move.new(p.index, square, p.type, 0, castle: castle) return to_player_move_ready(move) end end end def to_promotion_dialog(promo_move) @pawn_promotion_move = promo_move @state = GameState::PromotionDialog end def promotion_dialog(square) return to_picking_piece if square.nil? if move = @pawn_promotion_move row, col = square.divmod(8) promo_row, promo_col = move.to.divmod(8) pick = @player_side == WHITE ? 7 - row : row if col == promo_col && pick < 4 type = PROMO_TYPES[pick] move.set_promotion_piece(type) return to_player_move_ready(move) else return to_picking_piece end end end def to_player_move_ready(move) @player_move = move @state = GameState::PlayerMoveReady end def player_move_ready move = @player_move return to_picking_piece if move.nil? legal_move = @legal_moves.try &.find do |l| l.from == move.from && l.to == move.to && l.promote_to == move.promote_to end if legal_move.nil? to_picking_piece else copy = @board.dup legal = copy.make_move(legal_move) if legal @board = copy @last_move = legal_move @legal_moves = nil to_enemy_turn end end end def to_enemy_turn @state = GameState::EnemyTurn end def enemy_turn to_waiting_for_enemy Thread.new do moves = Search.new(@board, 6).run moves.each do |m| puts "#{Fork.square_to_text(m.from)}-#{Fork.square_to_text(m.to)}" unless m.nil? end puts "\n" if m = moves.first @board.make_move(m) @last_move = m to_player_turn_start else to_game_ended end end end def to_waiting_for_enemy @state = GameState::WaitingForEnemy end def to_player_turn_start @state = GameState::PlayerTurnStart end def to_game_ended @state = GameState::GameEnded end def game_ended(square) if @board.checked?(@board.side) @winner = Fork.enemy(@board.side) else @winner = DRAW end if square to_menu end end def castle_flag(piece, move_to) if piece.type == KING if @player_side == WHITE if (@board.castle & WHITE_KING_CASTLE) != 0 && move_to == G1 return WHITE_KING_CASTLE elsif (@board.castle & WHITE_QUEEN_CASTLE) != 0 && move_to == C1 return WHITE_QUEEN_CASTLE end else if (@board.castle & BLACK_KING_CASTLE) != 0 && move_to == G8 return BLACK_KING_CASTLE elsif (@board.castle & BLACK_QUEEN_CASTLE) != 0 && move_to == C8 return BLACK_QUEEN_CASTLE end end end 0 end def continue? !Raylib.close_window? end def get_coords(square) row, col = square.divmod(8) row = (row - 7).abs if @player_side == BLACK {col * WIDTH + MARGIN, (7 - row).abs * WIDTH + MARGIN} end def show_board Raylib.clear_background(Raylib::DARKGREEN) available_moves = nil if moves_from = @piece_picked.try &.index available_moves = @legal_moves.try &.select { |m| m.from == moves_from }.map(&.to) end A1.upto(H8) do |index| row, col = index.divmod(8) x, y = get_coords(index) x -= SQUARE_OVERLAP y -= SQUARE_OVERLAP texture = @textures.square[(row + col) % 4] board_color = (row + col) % 2 == 0 ? Raylib::DARKGREEN : Raylib::BEIGE Raylib.draw_texture(texture, x, y, board_color) @last_move.try do |m| if index == m.from || index == m.to Raylib.draw_texture(texture, x, y, LAST_MOVE_COLOR) end end if @piece_picked.try &.index == index Raylib.draw_texture(texture, x, y, HOVERED_COLOR) end if available_moves.try &.includes?(index) Raylib.draw_texture(texture, x, y, HOVERED_COLOR) end end A1.upto(H8) do |index| piece = @board.piece_at(index) unless piece.nil? color = piece.side == WHITE ? Raylib::WHITE : Raylib::BLACK if @state == GameState::GameEnded && piece.type == KING if @winner == DRAW draw_anim_texture(@textures.draw, index, color) else result_texture = piece.side == @winner ? @textures.win : @textures.defeat draw_anim_texture(result_texture, index, color) end else draw_anim_texture(@textures.pieces[piece.type], index, color) end end end end def show_promo_dialog if move = @pawn_promotion_move PROMO_TYPES.each_with_index do |type, i| square = move.to - (8 * i) x, y = get_coords(square) x -= SQUARE_OVERLAP y -= SQUARE_OVERLAP Raylib.draw_texture(@textures.square[i], x, y, Raylib::DARKPURPLE) color = @player_side == WHITE ? Raylib::WHITE : Raylib::BLACK draw_anim_texture(@textures.pieces[type], square, color) end end end def check_for_input return square_clicked if Raylib.mouse_button_pressed?(Raylib::MouseButton::Left) end def square_clicked pos = Raylib.get_mouse_position col = (pos.x - MARGIN) // WIDTH row = 7 - ((pos.y - MARGIN) // WIDTH) row = (7 - row).abs if @player_side == BLACK if col < 0 || col > 7 || row < 0 || row > 7 nil else (row * 8 + col).to_i end end def reset_game @piece_picked = nil @last_move = nil @player_move = nil @pawn_promotion_move = nil @legal_moves = nil @winner = nil @player_side = WHITE end end end |