Mert Us Matthew Hannay Logan Starr

Dependencies:   mbed 4DGL-uLCD-SE

Revision:
15:cae96e8b62a3
Parent:
14:f390d08e5f92
Parent:
13:3c6da0590428
diff -r f390d08e5f92 -r cae96e8b62a3 main.cpp
--- a/main.cpp	Sun Dec 04 09:32:07 2022 +0000
+++ b/main.cpp	Sun Dec 04 19:48:33 2022 +0000
@@ -3,9 +3,8 @@
 #include <vector>
 
 uLCD_4DGL uLCD(p28,p27,p30); // serial tx, serial rx, reset pin;
-
+Serial Blue(p13, p14);
 DigitalOut myLed(LED1);
-Serial Blue(p13, p14);
 
 enum Piece {e, wK, bK, wQ, bQ, wR, bR, wB, bB, wN, bN, w, b};
 std::vector<Piece> whitePieces;
@@ -42,7 +41,8 @@
 //automatic read on RHS
     operator int ();
 //index to any switch array style
-    bool operator[](int index) {
+    bool operator[](int index)
+    {
         return _pins[index];
     };
 private:
@@ -85,62 +85,68 @@
 }
 
 const float KING_POSITION_VALUES[] = {2.0, 3.0, 1.0, 0.0, 0.0, 1.0, 3.0, 2,0,
-                                            2.0, 2.0, 0.0, 0.0, 0.0, 0.0, 2.0, 2.0,
-                                            -1.0, -2.0, -2.0, -2.0, -2.0, -2.0, -2.0, -1.0,
-                                            -2.0, -3.0, -3.0, -4.0, -4.0, -3.0, -3.0, -2,0,
-                                            -3.0, -4.0, -4.0, -5.0, -5.0, -4.0, -4.0, -3.0,
-                                            -3.0, -4.0, -4.0, -5.0, -5.0, -4.0, -4.0, -3.0,
-                                            -3.0, -4.0, -4.0, -5.0, -5.0, -4.0, -4.0, -3.0,
-                                            -3.0, -4.0, -4.0, -5.0, -5.0, -4.0, -4.0, -3.0};
-                                            
+                                      2.0, 2.0, 0.0, 0.0, 0.0, 0.0, 2.0, 2.0,
+                                      -1.0, -2.0, -2.0, -2.0, -2.0, -2.0, -2.0, -1.0,
+                                      -2.0, -3.0, -3.0, -4.0, -4.0, -3.0, -3.0, -2,0,
+                                      -3.0, -4.0, -4.0, -5.0, -5.0, -4.0, -4.0, -3.0,
+                                      -3.0, -4.0, -4.0, -5.0, -5.0, -4.0, -4.0, -3.0,
+                                      -3.0, -4.0, -4.0, -5.0, -5.0, -4.0, -4.0, -3.0,
+                                      -3.0, -4.0, -4.0, -5.0, -5.0, -4.0, -4.0, -3.0
+                                     };
+
 const float QUEEN_POSITION_VALUES[] = {-2.0, -1.0, -1.0, -0.5, -0.5, -1.0, -1.0, -2.0,
-                                                        -1.0, 0.0, 0.5, 0.0, 0.0, 0.0, 0.0, -1.0,
-                                                        -1.0, 0.5, 0.5, 0.5, 0.5, 0.5, 0.0, -1.0,
-                                                        0.0, 0.0, 0.5, 0.5, 0.5, 0.5, 0.0, -0.5,
-                                                        -0.5, 0.0, 0.5, 0.5, 0.5, 0.5, 0.0, -0.5,
-                                                        -1.0, 0.0, 0.5, 0.5, 0.5, 0.5, 0.0, -1.0,
-                                                        -1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, -1.0,
-                                                        -2.0, -1.0, -1.0, -0.5, -0.5, -1.0, -1.0, -2.0};
+                                       -1.0, 0.0, 0.5, 0.0, 0.0, 0.0, 0.0, -1.0,
+                                       -1.0, 0.5, 0.5, 0.5, 0.5, 0.5, 0.0, -1.0,
+                                       0.0, 0.0, 0.5, 0.5, 0.5, 0.5, 0.0, -0.5,
+                                       -0.5, 0.0, 0.5, 0.5, 0.5, 0.5, 0.0, -0.5,
+                                       -1.0, 0.0, 0.5, 0.5, 0.5, 0.5, 0.0, -1.0,
+                                       -1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, -1.0,
+                                       -2.0, -1.0, -1.0, -0.5, -0.5, -1.0, -1.0, -2.0
+                                      };
 
 const float ROOK_POSITION_VALUES[] = {0.0, 0.0, 0.0, 0.5, 0.5, 0.0, 0.0, 0.0,
-                                                       -0.5, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, -0.5,
-                                                       -0.5, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, -0.5,
-                                                       -0.5, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, -0.5,
-                                                       -0.5, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, -0.5,
-                                                       -0.5, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, -0.5,
-                                                       0.5, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.5,
-                                                       0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0};
+                                      -0.5, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, -0.5,
+                                      -0.5, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, -0.5,
+                                      -0.5, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, -0.5,
+                                      -0.5, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, -0.5,
+                                      -0.5, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, -0.5,
+                                      0.5, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 0.5,
+                                      0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
+                                     };
 
 const float BISHOP_POSITION_VALUES[] = {-2.0, -1.0, -1.0, -1.0, -1.0, -1.0, -1.0, -2.0,
-                                                         -1.0, 0.5, 0.0, 0.0, 0.0, 0.0, 0.5, -1.0,
-                                                         -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0,
-                                                         -1.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, -1.0,
-                                                         -1.0, 0.5, 0.5, 1.0, 1.0, 0.5, 0.5, -1.0,
-                                                         -1.0, 0.0, 0.5, 1.0, 1.0, 0.5, 0.0, -1.0,
-                                                         -1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, -1.0,
-                                                         -2.0, -1.0, -1.0, -1.0, -1.0, -1.0, -1.0, -2.0};
+                                        -1.0, 0.5, 0.0, 0.0, 0.0, 0.0, 0.5, -1.0,
+                                        -1.0, 1.0, 1.0, 1.0, 1.0, 1.0, 1.0, -1.0,
+                                        -1.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, -1.0,
+                                        -1.0, 0.5, 0.5, 1.0, 1.0, 0.5, 0.5, -1.0,
+                                        -1.0, 0.0, 0.5, 1.0, 1.0, 0.5, 0.0, -1.0,
+                                        -1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, -1.0,
+                                        -2.0, -1.0, -1.0, -1.0, -1.0, -1.0, -1.0, -2.0
+                                       };
 const float KNIGHT_POSITION_VALUES[] = {-5.0, -4.0, -3.0, -3.0, -3.0, -3.0, -4.0, -5.0,
-                                                         -4.0, -2.0, 0.0, 0.5, 0.5, 0.0, -2.0, -4.0,
-                                                         -3.0, 0.5, 1.0, 1.5, 1.5, 1.0, 0.5, -3.0,
-                                                         -3.0, 0.0, 1.5, 2.0, 2.0, 1.5, 0.0, -3.0,
-                                                         -3.0, 0.5, 1.5, 2.0, 2.0, 1.5, 0.5, -3.0,
-                                                         -3.0, 0.0, 1.0, 1.5, 1.5, 1.0, 0.0, -3.0,
-                                                         -4.0, -2.0, 0.0, 0.0, 0.0, 0.0, -2.0, -4.0,
-                                                         -5.0, -4.0, -3.0, -3.0, -3.0, -3.0, -4.0, -5.0};
+                                        -4.0, -2.0, 0.0, 0.5, 0.5, 0.0, -2.0, -4.0,
+                                        -3.0, 0.5, 1.0, 1.5, 1.5, 1.0, 0.5, -3.0,
+                                        -3.0, 0.0, 1.5, 2.0, 2.0, 1.5, 0.0, -3.0,
+                                        -3.0, 0.5, 1.5, 2.0, 2.0, 1.5, 0.5, -3.0,
+                                        -3.0, 0.0, 1.0, 1.5, 1.5, 1.0, 0.0, -3.0,
+                                        -4.0, -2.0, 0.0, 0.0, 0.0, 0.0, -2.0, -4.0,
+                                        -5.0, -4.0, -3.0, -3.0, -3.0, -3.0, -4.0, -5.0
+                                       };
 const float PAWN_POSITION_VALUES[] = {0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0,
-                                                       0.5, 1.0, 1.0, -2.0, -2.0, 1.0, 1.0, 0.5,
-                                                       0.5, -0.5, -1.0, 0.0, 0.0, -1.0, -0.5, 0.5,
-                                                       0.0, 0.0, 0.0, 2.0, 2.0, 0.0, 0.0, 0.0,
-                                                       0.5, 0.5, 1.0, 2.5, 2.5, 1.0, 0.5, 0.5,
-                                                       1.0, 1.0, 2.0, 3.0, 3.0, 2.0, 1.0, 1.0,
-                                                       5.0, 5.0, 5.0, 5.0, 5.0, 5.0, 5.0, 5.0,
-                                                       0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0};
+                                      0.5, 1.0, 1.0, -2.0, -2.0, 1.0, 1.0, 0.5,
+                                      0.5, -0.5, -1.0, 0.0, 0.0, -1.0, -0.5, 0.5,
+                                      0.0, 0.0, 0.0, 2.0, 2.0, 0.0, 0.0, 0.0,
+                                      0.5, 0.5, 1.0, 2.5, 2.5, 1.0, 0.5, 0.5,
+                                      1.0, 1.0, 2.0, 3.0, 3.0, 2.0, 1.0, 1.0,
+                                      5.0, 5.0, 5.0, 5.0, 5.0, 5.0, 5.0, 5.0,
+                                      0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0
+                                     };
 
 class BoardState
 {
 private:
     Piece array[64];
-    // These values are for white pieces, need to be inverted 
+    // These values are for white pieces, need to be inverted
     // when making calculations for black pieces.
     static const float PAWN_VALUE = 10.0;
     static const float KNIGHT_VALUE = 30.0;
@@ -150,7 +156,7 @@
     static const float KING_VALUE = 900.0;
 public:
     BoardState() {}
-    
+
     // calculates the advantage difference for the board state
     float calculateBoardState()
     {
@@ -198,7 +204,7 @@
                     break;
                 default:
                     break;
-                }
+            }
         }
         return sum;
     }
@@ -212,7 +218,14 @@
     // puts a piece at a given location
     void placePiece(Piece piece, int row, int column)
     {
-        array[column + 8 * row] = piece;
+        // pawn promotion handling
+        if (piece == w && row == 7) {
+            array[column + 8 * row] = wQ;
+        } else if (piece == b && row == 0) {
+            array[column + 8 * row] = bQ;
+        } else {
+            array[column + 8 * row] = piece;
+        }
     }
 
     /*  removes a piece from the set position of the board
@@ -787,140 +800,145 @@
     static const int HOVER_COLOR = 0x0000ff;
     static const int SELECTED_COLOR = 0xff8800;
     static const int MOVE_COLOR = 0xff00ff;
-    
-    // gets the pixel coordinates of the top left of the square 
-    static pixelCoord getTopLeftOfSquare(boardPos pos)  
-    {   
-        return getTopLeftOfSquare(pos.row, pos.column); 
-    }   
-    static pixelCoord getTopLeftOfSquare(int row, int column)   
-    {   
-        pixelCoord topLeft; 
-        topLeft.x = 16 * column;    
-        topLeft.y = 112 - 16 * row; 
-        return topLeft; 
+
+    // gets the pixel coordinates of the top left of the square
+    static pixelCoord getTopLeftOfSquare(boardPos pos)
+    {
+        return getTopLeftOfSquare(pos.row, pos.column);
+    }
+    static pixelCoord getTopLeftOfSquare(int row, int column)
+    {
+        pixelCoord topLeft;
+        topLeft.x = 16 * column;
+        topLeft.y = 112 - 16 * row;
+        return topLeft;
+    }
+
+    // piece sprites (12 x 12)
+    static void drawPawn(int row, int column, bool white, bool light)
+    {
+        int X = white ? 0xffffff : 0x000000;
+        int _ = light ? BOARD_LIGHT_COLOR : BOARD_DARK_COLOR;
+        int sprite[144] = {_, _, _, _, _, _, _, _, _, _, _, _,
+                           _, _, _, _, _, _, _, _, _, _, _, _,
+                           _, _, _, _, _, _, _, _, _, _, _, _,
+                           _, _, _, _, _, _, _, _, _, _, _, _,
+                           _, _, _, _, _, X, X, _, _, _, _, _,
+                           _, _, _, _, X, X, X, X, _, _, _, _,
+                           _, _, _, _, X, X, X, X, _, _, _, _,
+                           _, _, _, _, _, X, X, _, _, _, _, _,
+                           _, _, _, _, _, X, X, _, _, _, _, _,
+                           _, _, _, _, X, X, X, X, _, _, _, _,
+                           _, _, X, X, X, X, X, X, X, X, _, _,
+                           _, _, X, X, X, X, X, X, X, X, _, _
+                          };
+        pixelCoord tl = getTopLeftOfSquare(row, column);
+        uLCD.BLIT(tl.x + 2, tl.y + 2, 12, 12, sprite);
+    }
+
+    static void drawRook(int row, int column, bool white, bool light)
+    {
+        int X = white ? 0xffffff : 0x000000;
+        int _ = light ? BOARD_LIGHT_COLOR : BOARD_DARK_COLOR;
+        int sprite[144] = {X, X, _, X, X, _, _, X, X, _, X, X,
+                           X, X, _, X, X, _, _, X, X, _, X, X,
+                           X, X, X, X, X, X, X, X, X, X, X, X,
+                           X, X, X, X, X, X, X, X, X, X, X, X,
+                           _, X, X, X, _, X, X, _, X, X, X, _,
+                           _, X, X, X, _, X, X, _, X, X, X, _,
+                           _, _, X, X, _, X, X, _, X, X, _, _,
+                           _, _, X, X, _, X, X, _, X, X, _, _,
+                           _, _, X, X, _, X, X, _, X, X, _, _,
+                           _, X, X, X, X, X, X, X, X, X, X, _,
+                           X, X, X, X, X, X, X, X, X, X, X, X,
+                           X, X, X, X, X, X, X, X, X, X, X, X
+                          };
+        pixelCoord tl = getTopLeftOfSquare(row, column);
+        uLCD.BLIT(tl.x + 2, tl.y + 2, 12, 12, sprite);
     }
 
-    // piece sprites (12 x 12)  
-    static void drawPawn(int row, int column, bool white, bool light)   
-    {   
-        int X = white ? 0xffffff : 0x000000;    
-        int _ = light ? BOARD_LIGHT_COLOR : BOARD_DARK_COLOR;   
-        int sprite[144] = {_, _, _, _, _, _, _, _, _, _, _, _,  
-                           _, _, _, _, _, _, _, _, _, _, _, _,  
-                           _, _, _, _, _, _, _, _, _, _, _, _,  
-                           _, _, _, _, _, _, _, _, _, _, _, _,  
-                           _, _, _, _, _, X, X, _, _, _, _, _,  
-                           _, _, _, _, X, X, X, X, _, _, _, _,  
-                           _, _, _, _, X, X, X, X, _, _, _, _,  
-                           _, _, _, _, _, X, X, _, _, _, _, _,  
-                           _, _, _, _, _, X, X, _, _, _, _, _,  
-                           _, _, _, _, X, X, X, X, _, _, _, _,  
-                           _, _, X, X, X, X, X, X, X, X, _, _,  
-                           _, _, X, X, X, X, X, X, X, X, _, _   
-                          };    
-        pixelCoord tl = getTopLeftOfSquare(row, column);    
-        uLCD.BLIT(tl.x + 2, tl.y + 2, 12, 12, sprite);  
-    }   
-    static void drawRook(int row, int column, bool white, bool light)   
-    {   
-        int X = white ? 0xffffff : 0x000000;    
-        int _ = light ? BOARD_LIGHT_COLOR : BOARD_DARK_COLOR;   
-        int sprite[144] = {X, X, _, X, X, _, _, X, X, _, X, X,  
-                           X, X, _, X, X, _, _, X, X, _, X, X,  
-                           X, X, X, X, X, X, X, X, X, X, X, X,  
-                           X, X, X, X, X, X, X, X, X, X, X, X,  
-                           _, X, X, X, _, X, X, _, X, X, X, _,  
-                           _, X, X, X, _, X, X, _, X, X, X, _,  
-                           _, _, X, X, _, X, X, _, X, X, _, _,  
-                           _, _, X, X, _, X, X, _, X, X, _, _,  
-                           _, _, X, X, _, X, X, _, X, X, _, _,  
-                           _, X, X, X, X, X, X, X, X, X, X, _,  
-                           X, X, X, X, X, X, X, X, X, X, X, X,  
-                           X, X, X, X, X, X, X, X, X, X, X, X   
-                          };    
-        pixelCoord tl = getTopLeftOfSquare(row, column);    
-        uLCD.BLIT(tl.x + 2, tl.y + 2, 12, 12, sprite);  
-    }   
-    static void drawKnight(int row, int column, bool white, bool light) 
-    {   
-        int X = white ? 0xffffff : 0x000000;    
-        int _ = light ? BOARD_LIGHT_COLOR : BOARD_DARK_COLOR;   
-        int sprite[144] = {_, _, _, _, _, _, _, _, _, _, _, _,  
-                           _, _, _, _, _, X, X, _, X, X, _, _,  
-                           _, _, _, _, _, X, X, _, X, X, _, _,  
-                           _, _, _, X, X, X, X, X, X, _, _, _,  
-                           _, _, X, X, X, X, X, _, X, _, _, _,  
-                           _, _, X, X, X, X, X, X, X, _, _, _,  
-                           _, _, _, _, _, X, X, X, X, _, _, _,  
-                           _, _, _, _, X, X, X, X, X, _, _, _,  
-                           _, _, _, X, X, X, X, X, X, X, _, _,  
-                           _, _, X, X, X, X, X, X, X, X, _, _,  
-                           _, X, X, X, X, X, X, X, X, X, X, _,  
-                           _, X, X, X, X, X, X, X, X, X, X, _   
-                          };    
-        pixelCoord tl = getTopLeftOfSquare(row, column);    
-        uLCD.BLIT(tl.x + 2, tl.y + 2, 12, 12, sprite);  
-    }   
-    static void drawBishop(int row, int column, bool white, bool light) 
-    {   
-        int X = white ? 0xffffff : 0x000000;    
-        int _ = light ? BOARD_LIGHT_COLOR : BOARD_DARK_COLOR;   
-        int sprite[144] = {_, _, _, _, _, X, X, _, _, _, _, _,  
-                           _, _, _, _, X, X, X, _, _, _, _, _,  
-                           _, _, _, X, X, X, _, _, X, _, _, _,  
-                           _, _, _, X, X, _, _, X, X, _, _, _,  
-                           _, _, _, X, X, X, X, X, X, _, _, _,  
-                           _, _, _, _, X, X, X, X, _, _, _, _,  
-                           _, _, _, _, _, X, X, _, _, _, _, _,  
-                           _, _, _, _, X, X, X, X, _, _, _, _,  
-                           _, _, _, X, X, X, X, X, X, _, _, _,  
-                           _, _, _, X, X, X, X, X, X, _, _, _,  
-                           _, _, X, X, X, X, X, X, X, X, _, _,  
-                           _, _, X, X, X, X, X, X, X, X, _, _   
-                          };    
-        pixelCoord tl = getTopLeftOfSquare(row, column);    
-        uLCD.BLIT(tl.x + 2, tl.y + 2, 12, 12, sprite);  
-    }   
-    static void drawQueen(int row, int column, bool white, bool light)  
-    {   
-        int X = white ? 0xffffff : 0x000000;    
-        int _ = light ? BOARD_LIGHT_COLOR : BOARD_DARK_COLOR;   
-        int sprite[144] = {_, _, _, _, _, X, X, _, _, _, _, _,  
-                           _, _, X, _, _, X, X, _, _, X, _, _,  
-                           X, _, X, X, _, X, X, _, X, X, _, X,  
-                           X, _, X, X, _, X, X, _, X, X, _, X,  
-                           X, _, X, X, _, X, X, _, X, X, _, X,  
-                           X, X, X, X, X, X, X, X, X, X, X, X,  
-                           X, X, X, X, X, X, X, X, X, X, X, X,  
-                           X, X, _, X, X, X, X, X, X, _, X, X,  
-                           X, X, X, X, _, X, X, _, X, X, X, X,  
-                           _, X, X, X, X, X, X, X, X, X, X, _,  
-                           _, _, X, X, X, X, X, X, X, X, _, _,  
-                           _, X, X, X, X, X, X, X, X, X, X, _   
-                          };    
-        pixelCoord tl = getTopLeftOfSquare(row, column);    
-        uLCD.BLIT(tl.x + 2, tl.y + 2, 12, 12, sprite);  
-    }   
-    static void drawKing(int row, int column, bool white, bool light)   
-    {   
-        int X = white ? 0xffffff : 0x000000;    
-        int _ = light ? BOARD_LIGHT_COLOR : BOARD_DARK_COLOR;   
-        int sprite[144] = {_, _, _, _, _, X, X, _, _, _, _, _,  
-                           _, _, _, _, _, X, X, _, _, _, _, _,  
-                           _, _, _, X, X, X, X, X, X, _, _, _,  
-                           _, _, _, X, X, X, X, X, X, _, _, _,  
-                           X, X, _, _, _, X, X, _, _, _, X, X,  
-                           X, X, X, X, _, X, X, _, X, X, X, X,  
-                           X, _, X, X, X, X, X, X, X, X, _, X,  
-                           X, X, X, X, X, X, X, X, X, X, X, X,  
-                           X, X, X, _, X, X, X, X, _, X, X, X,  
-                           _, X, X, X, X, X, X, X, X, X, X, _,  
-                           _, _, X, X, X, _, _, X, X, X, _, _,  
-                           _, X, X, X, X, X, X, X, X, X, X, _   
-                          };    
-        pixelCoord tl = getTopLeftOfSquare(row, column);    
-        uLCD.BLIT(tl.x + 2, tl.y + 2, 12, 12, sprite);  
+    static void drawKnight(int row, int column, bool white, bool light)
+    {
+        int X = white ? 0xffffff : 0x000000;
+        int _ = light ? BOARD_LIGHT_COLOR : BOARD_DARK_COLOR;
+        int sprite[144] = {_, _, _, _, _, _, _, _, _, _, _, _,
+                           _, _, _, _, _, X, X, _, X, X, _, _,
+                           _, _, _, _, _, X, X, _, X, X, _, _,
+                           _, _, _, X, X, X, X, X, X, _, _, _,
+                           _, _, X, X, X, X, X, _, X, _, _, _,
+                           _, _, X, X, X, X, X, X, X, _, _, _,
+                           _, _, _, _, _, X, X, X, X, _, _, _,
+                           _, _, _, _, X, X, X, X, X, _, _, _,
+                           _, _, _, X, X, X, X, X, X, X, _, _,
+                           _, _, X, X, X, X, X, X, X, X, _, _,
+                           _, X, X, X, X, X, X, X, X, X, X, _,
+                           _, X, X, X, X, X, X, X, X, X, X, _
+                          };
+        pixelCoord tl = getTopLeftOfSquare(row, column);
+        uLCD.BLIT(tl.x + 2, tl.y + 2, 12, 12, sprite);
+    }
+
+    static void drawBishop(int row, int column, bool white, bool light)
+    {
+        int X = white ? 0xffffff : 0x000000;
+        int _ = light ? BOARD_LIGHT_COLOR : BOARD_DARK_COLOR;
+        int sprite[144] = {_, _, _, _, _, X, X, _, _, _, _, _,
+                           _, _, _, _, X, X, X, _, _, _, _, _,
+                           _, _, _, X, X, X, _, _, X, _, _, _,
+                           _, _, _, X, X, _, _, X, X, _, _, _,
+                           _, _, _, X, X, X, X, X, X, _, _, _,
+                           _, _, _, _, X, X, X, X, _, _, _, _,
+                           _, _, _, _, _, X, X, _, _, _, _, _,
+                           _, _, _, _, X, X, X, X, _, _, _, _,
+                           _, _, _, X, X, X, X, X, X, _, _, _,
+                           _, _, _, X, X, X, X, X, X, _, _, _,
+                           _, _, X, X, X, X, X, X, X, X, _, _,
+                           _, _, X, X, X, X, X, X, X, X, _, _
+                          };
+        pixelCoord tl = getTopLeftOfSquare(row, column);
+        uLCD.BLIT(tl.x + 2, tl.y + 2, 12, 12, sprite);
+    }
+
+    static void drawQueen(int row, int column, bool white, bool light)
+    {
+        int X = white ? 0xffffff : 0x000000;
+        int _ = light ? BOARD_LIGHT_COLOR : BOARD_DARK_COLOR;
+        int sprite[144] = {_, _, _, _, _, X, X, _, _, _, _, _,
+                           _, _, X, _, _, X, X, _, _, X, _, _,
+                           X, _, X, X, _, X, X, _, X, X, _, X,
+                           X, _, X, X, _, X, X, _, X, X, _, X,
+                           X, _, X, X, _, X, X, _, X, X, _, X,
+                           X, X, X, X, X, X, X, X, X, X, X, X,
+                           X, X, X, X, X, X, X, X, X, X, X, X,
+                           X, X, _, X, X, X, X, X, X, _, X, X,
+                           X, X, X, X, _, X, X, _, X, X, X, X,
+                           _, X, X, X, X, X, X, X, X, X, X, _,
+                           _, _, X, X, X, X, X, X, X, X, _, _,
+                           _, X, X, X, X, X, X, X, X, X, X, _
+                          };
+        pixelCoord tl = getTopLeftOfSquare(row, column);
+        uLCD.BLIT(tl.x + 2, tl.y + 2, 12, 12, sprite);
+    }
+
+    static void drawKing(int row, int column, bool white, bool light)
+    {
+        int X = white ? 0xffffff : 0x000000;
+        int _ = light ? BOARD_LIGHT_COLOR : BOARD_DARK_COLOR;
+        int sprite[144] = {_, _, _, _, _, X, X, _, _, _, _, _,
+                           _, _, _, _, _, X, X, _, _, _, _, _,
+                           _, _, _, X, X, X, X, X, X, _, _, _,
+                           _, _, _, X, X, X, X, X, X, _, _, _,
+                           X, X, _, _, _, X, X, _, _, _, X, X,
+                           X, X, X, X, _, X, X, _, X, X, X, X,
+                           X, _, X, X, X, X, X, X, X, X, _, X,
+                           X, X, X, X, X, X, X, X, X, X, X, X,
+                           X, X, X, _, X, X, X, X, _, X, X, X,
+                           _, X, X, X, X, X, X, X, X, X, X, _,
+                           _, _, X, X, X, _, _, X, X, X, _, _,
+                           _, X, X, X, X, X, X, X, X, X, X, _
+                          };
+        pixelCoord tl = getTopLeftOfSquare(row, column);
+        uLCD.BLIT(tl.x + 2, tl.y + 2, 12, 12, sprite);
     }
 
 public:
@@ -996,31 +1014,38 @@
     {
         boardState.placePiece(piece, row, column);
         pixelCoord tl = getTopLeftOfSquare(row, column);
-        switch(piece) { 
-            case wK:    
-            case bK:    
-                drawKing(row, column, piece==wK, (row+column)%2);   
-                break;  
-            case wQ:    
-            case bQ:    
-                drawQueen(row, column, piece==wQ, (row+column)%2);  
-                break;  
-            case wB:    
-            case bB:    
-                drawBishop(row, column, piece==wB, (row+column)%2); 
-                break;  
-            case wN:    
-            case bN:    
-                drawKnight(row, column, piece==wN, (row+column)%2); 
-                break;  
-            case wR:    
-            case bR:    
-                drawRook(row, column, piece==wR, (row+column)%2);   
-                break;  
-            case w: 
-            case b: 
-                drawPawn(row, column, piece==w, (row+column)%2);    
-                break;  
+        switch(piece) {
+            case wK:
+            case bK:
+                drawKing(row, column, piece==wK, (row+column)%2);
+                break;
+            case wQ:
+            case bQ:
+                drawQueen(row, column, piece==wQ, (row+column)%2);
+                break;
+            case wB:
+            case bB:
+                drawBishop(row, column, piece==wB, (row+column)%2);
+                break;
+            case wN:
+            case bN:
+                drawKnight(row, column, piece==wN, (row+column)%2);
+                break;
+            case wR:
+            case bR:
+                drawRook(row, column, piece==wR, (row+column)%2);
+                break;
+            case w:
+            case b:
+                if (piece == w && row == 7) {
+                    drawQueen(row, column, true, (row+column)%2);
+                } else if (piece == b && row == 0) {
+                    drawQueen(row, column, false, (row+column)%2);
+                } else {
+                    drawPawn(row, column, piece==w, (row+column)%2);
+                }
+                break;
+
         }
     }
 
@@ -1204,8 +1229,7 @@
                     state = state == whiteSelecting ? whitePickedUp : blackPickedUp;
                 }
             } else {
-                selectedPos = (boardPos)
-                {
+                selectedPos = (boardPos) {
                     10, 10
                 };
             }
@@ -1239,8 +1263,7 @@
             gameBoard.unselectSquare(selectedPos);
             gameBoard.hoverSquare(cursorPos);
             possibleMoves.clear();
-            selectedPos = (boardPos)
-            {
+            selectedPos = (boardPos) {
                 10, 10
             };
             break;
@@ -1309,7 +1332,7 @@
                                 }
                             }
                         }
-                        
+
                         if (bestMoveValueDepth1 < bestMoveValueDepth0) {
                             bestMoveSourceDepth0 = currSourceDepth0;
                             bestMoveDestDepth0 = *it;
@@ -1337,7 +1360,7 @@
 volatile int bhit = 0;
 enum statetype {start = 0, got_exclm, got_B, got_num, got_hit};
 statetype bluetooth_state = start;
- 
+
 void parse_message()
 {
     switch (bluetooth_state) {
@@ -1371,7 +1394,6 @@
 
 int main()
 {
-    //gameBoard = GameBoard();
     whitePieces.push_back(wK);
     whitePieces.push_back(wQ);
     whitePieces.push_back(wB);
@@ -1384,8 +1406,10 @@
     blackPieces.push_back(bN);
     blackPieces.push_back(bR);
     blackPieces.push_back(b);
+
     moveCursor(0, 0);
     Blue.attach(&parse_message,Serial::RxIrq);
+
     while (1) {
         if (state == blackAI) {
             joyStickPressed();