Mert Us Matthew Hannay Logan Starr
Dependencies: mbed 4DGL-uLCD-SE
main.cpp
- Committer:
- mhannay3
- Date:
- 2022-11-09
- Revision:
- 4:5798e4062350
- Parent:
- 2:80f1d1056ae4
- Child:
- 5:b553c51b3b85
File content as of revision 4:5798e4062350:
#include <bitset> enum Piece : u_int8_t {e, wK, bK, wQ, bQ, wR, bR, wB, bB, wN, bN, w, b}; struct coord { uint8_t x; uint8_t y; } class BoardState { std::bitset<256> boardStateBits; // calculates the advantage difference for the board state float calculateBoardState() { return 0.0; } // returns the piece at a given location Piece getPiece(int row, int column) { return (boardStateBits >> (4 * (column + 8 * row))) & 15u; } /* puts the bit representation of a piece at the set position of the board assumes that the position of the board is emptied beforehand */ void placePiece(Piece piece, int row, int column) { boardStateBits = boardStateBits | (piece << (4 * (column + 8 * row))); } /* removes a piece from the set position of the board returns the bit representation of the piece */ Piece removePiece(int row, int column) { Piece removedPiece = (boardStateBits >> (4 * (column + 8 * row))) & 15u; boardStateBits = boardStateBits & ~(15u << (4 * (column + 8 * row))); } /* moves a piece from one position to another returns the captured piece */ Piece movePiece(int startRow, int startColumn, int endRow, int endColumn) { Piece movingPiece = removePiece(startRow, startColumn); Piece capturedPiece = removePiece(endRow, endColumn); placePiece(movingPiece, endRow, endColumn); return capturedPiece; } } class GameBoard { private: BoardState boardState; const uint32_t BOARD_DARK_COLOR = 0x769656; const uint32_t BOARD_LIGHT_COLOR = 0xbaca44; const uint32_t HOVER_COLOR = 0x0000ff; const uint32_t SELECTED_COLOR = 0xff8800; // piece sprites (12 x 12) static uint32_t* spritePawn(bool white, bool light) { uint32_t X = white ? 0xffffff : 0x000000; uint32_t _ = light ? BOARD_LIGHT_COLOR : BOARD_DARK_COLOR; return {_, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, X, X, _, _, _, _, _, _, _, _, _, X, X, X, X, _, _, _, _, _, _, _, _, X, X, X, X, _, _, _, _, _, _, _, _, _, X, X, _, _, _, _, _, _, _, _, _, _, X, X, _, _, _, _, _, _, _, _, _, X, X, X, X, _, _, _, _, _, _, X, X, X, X, X, X, X, X, _, _, _, _, X, X, X, X, X, X, X, X, _, _}; } static uint32_t* spriteRook(bool white, bool light) { uint32_t X = white ? 0xffffff : 0x000000; uint32_t _ = light ? BOARD_LIGHT_COLOR : BOARD_DARK_COLOR; return {X, X, _, X, X, _, _, X, X, _, X, X, X, X, _, X, X, _, _, X, X, _, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, _, X, X, X, _, X, X, _, X, X, X, _, _, X, X, X, _, X, X, _, X, X, X, _, _, _, X, X, _, X, X, _, X, X, _, _, _, _, X, X, _, X, X, _, X, X, _, _, _, _, X, X, _, X, X, _, X, X, _, _, _, X, X, X, X, X, X, X, X, X, X, _, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X}; } static uint32_t* spriteKnight(bool white, bool light) { uint32_t X = white ? 0xffffff : 0x000000; uint32_t _ = light ? BOARD_LIGHT_COLOR : BOARD_DARK_COLOR; return {_, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, _, X, X, _, X, X, _, _, _, _, _, _, _, X, X, _, X, X, _, _, _, _, _, X, X, X, X, X, X, _, _, _, _, _, X, X, X, X, X, _, X, _, _, _, _, _, X, X, X, X, X, X, X, _, _, _, _, _, _, _, _, X, X, X, X, _, _, _, _, _, _, _, X, X, X, X, X, _, _, _, _, _, _, X, X, X, X, X, X, X, _, _, _, _, X, X, X, X, X, X, X, X, _, _, _, X, X, X, X, X, X, X, X, X, X, _, _, X, X, X, X, X, X, X, X, X, X, _}; } static uint32_t* spriteBishop(bool white, bool light) { uint32_t X = white ? 0xffffff : 0x000000; uint32_t _ = light ? BOARD_LIGHT_COLOR : BOARD_DARK_COLOR; return {_, _, _, _, _, X, X, _, _, _, _, _, _, _, _, _, X, X, X, _, _, _, _, _, _, _, _, X, X, X, _, _, X, _, _, _, _, _, _, X, X, _, _, X, X, _, _, _, _, _, _, X, X, X, X, X, X, _, _, _, _, _, _, _, X, X, X, X, _, _, _, _, _, _, _, _, _, X, X, _, _, _, _, _, _, _, _, _, X, X, X, X, _, _, _, _, _, _, _, X, X, X, X, X, X, _, _, _, _, _, _, X, X, X, X, X, X, _, _, _, _, _, X, X, X, X, X, X, X, X, _, _, _, _, X, X, X, X, X, X, X, X, _, _}; } static uint32_t* spriteQueen(bool white, bool light) { uint32_t X = white ? 0xffffff : 0x000000; uint32_t _ = light ? BOARD_LIGHT_COLOR : BOARD_DARK_COLOR; return {_, _, _, _, _, X, X, _, _, _, _, _, _, _, X, _, _, X, X, _, _, X, _, _, X, _, X, X, _, X, X, _, X, X, _, X, X, _, X, X, _, X, X, _, X, X, _, X, X, _, X, X, _, X, X, _, X, X, _, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, _, X, X, X, X, X, X, _, X, X, X, X, X, X, _, X, X, _, X, X, X, X, _, X, X, X, X, X, X, X, X, X, X, _, _, _, X, X, X, X, X, X, X, X, _, _, _, X, X, X, X, X, X, X, X, X, X, _}; } static uint32_t* spriteKing(bool white, bool light) { uint32_t X = white ? 0xffffff : 0x000000; uint32_t _ = light ? BOARD_LIGHT_COLOR : BOARD_DARK_COLOR; return {_, _, _, _, _, X, X, _, _, _, _, _, _, _, _, _, _, X, X, _, _, _, _, _, _, _, _, X, X, X, X, X, X, _, _, _, _, _, _, X, X, X, X, X, X, _, _, _, X, X, _, _, _, X, X, _, _, _, X, X, X, X, X, X, _, X, X, _, X, X, X, X, X, _, X, X, X, X, X, X, X, X, _, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, X, _, X, X, X, X, _, X, X, X, _, X, X, X, X, X, X, X, X, X, X, _, _, _, X, X, X, _, _, X, X, X, _, _, _, X, X, X, X, X, X, X, X, X, X, _}; } public: BoardState getBoardState() { return boardState; } void setBoardState(BoardState newBoardState) { boardState = newBoardState; } // initializes the starting board state GameBoard() { placePiece(wR, 0, 0); placePiece(wN, 0, 1); placePiece(wB, 0, 2); placePiece(wQ, 0, 3); placePiece(wK, 0, 4); placePiece(wB, 0, 5); placePiece(wN, 0, 6); placePiece(wR, 0, 7); placePiece(bR, 7, 0); placePiece(bN, 7, 1); placePiece(bB, 7, 2); placePiece(bQ, 7, 3); placePiece(bK, 7, 4); placePiece(bB, 7, 5); placePiece(bN, 7, 6); placePiece(bR, 7, 7); for (int i = 0; i < 8; i++) { placePiece(w, 1, i); placePiece(b, 6, i); } } // gets the pixel coordinates of the top left of the square coord getTopLeftOfSquare(int row, int column) { coord topLeft; topLeft.x = 16 * column; topLeft.y = 112 - 16 * row; } // PIECE MOVEMENT AND GRAPHICS FUNCTIONS // returns the piece at a given location Piece getPiece(int row, int column) { return boardState.getPiece(row, column); } /* puts the bit representation of a piece at the set position of the board assumes that the position of the board is emptied beforehand */ void placePiece(Piece piece, int row, int column) { boardState.placePiece(piece, row, column); // draw } /* removes a piece from the set position of the board returns the bit representation of the piece */ Piece removePiece(int row, int column) { Piece removedPiece = boardState.placePiece(piece, row, column); // draw return removedPiece; } /* moves a piece from one position to another returns the captured piece */ Piece movePiece(int startRow, int startColumn, int endRow, int endColumn) { Piece capturedPiece = boardState.movePiece(startRow, startColumn, endRow, endColumn); // draw return capturedPiece; } // SQUARE BORDER GRAPHICS FUNCTIONS // removes selection border around square void unselectSquare(int row, int column) { coord tl = getTopLeftOfSquare(row, column); uint64_t color; if ((row + column) % 2 == 0) { color = BOARD_DARK_COLOR; } else { color = BOARD_LIGHT_COLOR; } //uLCD.rectangle(tl.x, tl.y, tl.x + 15, tl.y + 15, color); } void hoverSquare(int row, int column) { coord tl = getTopLeftOfSquare(row, column); //uLCD.rectangle(tl.x, tl.y, tl.x + 15, tl.y + 15, HOVER_COLOR); } // draws selection border around square void selectSquare(int row, int column) { coord tl = getTopLeftOfSquare(row, column); //uLCD.rectangle(tl.x, tl.y, tl.x + 15, tl.y + 15, SELECTED_COLOR); } } int main() { return 0; }