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;
}