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Checkers.java
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686 lines (570 loc) · 28.4 KB
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import java.awt.*;
import java.awt.event.*;
import java.util.ArrayList;
import javax.swing.*;
public class Checkers extends JPanel {
public static void main(String[] args) {
JFrame frame = new JFrame("Jai Suphavadeeprasit"); //creating the frame that will encapsulate the game
Checkers content = new Checkers(); //creating a checkers instance - this is a separate class
//contains all of the checkers functionality
frame.setContentPane(content); // putting functionality in the window
frame.pack(); //pack by convention
Dimension size = Toolkit.getDefaultToolkit().getScreenSize();
frame.setLocation( (size.width - frame.getWidth()/2),
(size.height - frame.getHeight())/2); //orientating so the window ends up in the center of the screen
frame.setDefaultCloseOperation( JFrame.EXIT_ON_CLOSE );
frame.setResizable(false); //would prefer if user did not alter the size of the panel
frame.setVisible(true);
}
//---------------------------------------------------------------------
private JButton newGameButton; // Button for starting a new game.
private JButton resignButton; // Button that a player can use to end
// the game by resigning.
private JLabel message; // Label for displaying messages to the user.
public Checkers() {
setLayout(null); // I will do the layout myself.
setPreferredSize( new Dimension(350,250) );
setBackground(new Color(100,100,100));
/* Create the components and add them to the panel. */
Board board = new Board();
add(board);
add(newGameButton);
add(resignButton);
add(message);
/* Set the position and size of each component by calling
its setBounds() method. */
board.setBounds(20,20,164,164); // Note: size MUST be 164-by-164 !
newGameButton.setBounds(210, 60, 120, 30);
resignButton.setBounds(210, 120, 120, 30);
message.setBounds(0, 200, 350, 30);
} // end constructor
private static class CheckersMove {
int fromRow, fromCol; // Position of piece to be moved.
int toRow, toCol; // Square it is to move to.
CheckersMove(int r1, int c1, int r2, int c2) {
// Constructor. Just set the values of the instance variables.
fromRow = r1;
fromCol = c1;
toRow = r2;
toCol = c2;
}
boolean isJump() {
// Test whether this move is a jump. It is assumed that
// the move is legal. In a jump, the piece moves two
// rows. (In a regular move, it only moves one row.)
return (fromRow - toRow == 2 || fromRow - toRow == -2);
}
} // end class CheckersMove.
// This panel displays a 160-by-160 checkerboard pattern with
private class Board extends JPanel implements ActionListener, MouseListener {
CheckersData board; // The data for the checkers board is kept here.
// This board is also responsible for generating
// lists of legal moves.
boolean gameInProgress; // Is a game currently in progress?
int currentPlayer; // Whose turn is it now? The possible values
// are CheckersData.RED and CheckersData.BLACK.
int selectedRow, selectedCol; // If the current player has selected a piece to
// move, these give the row and column
// containing that piece. If no piece is
// yet selected, then selectedRow is -1.
CheckersMove[] legalMoves; // An array containing the legal moves for the
// current player.
Board() {
setBackground(Color.BLACK);
addMouseListener(this);
resignButton = new JButton("Give Up");
resignButton.addActionListener(this);
newGameButton = new JButton("New Game");
newGameButton.addActionListener(this);
message = new JLabel("",JLabel.CENTER);
message.setFont(new Font("Times New Roman", Font.BOLD, 16));
message.setForeground(Color.blue);
board = new CheckersData();
doNewGame();
}
/**
* Respond to user's click on one of the two buttons.
*/
public void actionPerformed(ActionEvent evt) { //action preformed to respond to clicks in the class
Object src = evt.getSource();
if (src == newGameButton)
doNewGame(); //invoke methods
else if (src == resignButton)
doResign();
}
/**
* Start a new game
*/
/**
* Current player resigns. Game ends. Opponent wins.
*/
void doResign() {
if (currentPlayer == CheckersData.RED)
gameOver("BLACK WINS");
else
gameOver("RED WINS");
}
void doNewGame() {
board.setUpGame(); // Set up the pieces.
currentPlayer = CheckersData.RED; // RED moves first.
legalMoves = board.getLegalMoves(CheckersData.RED); // Get RED's legal moves.
selectedRow = -1; // RED has not yet selected a piece to move.
message.setText("Red: Make your move.");
gameInProgress = true;
newGameButton.setEnabled(false);
resignButton.setEnabled(true);
repaint();
}
/**
* The game ends. The parameter, str, is displayed as a message
* to the user. The states of the buttons are adjusted so players
* can start a new game. This method is called when the game
* ends at any point in this class.
*/
void gameOver(String str) {
message.setText(str);
newGameButton.setEnabled(true);
resignButton.setEnabled(false);
gameInProgress = false;
}
/**
* This is called by mousePressed() when a player clicks on the
* square in the specified row and col. It has already been checked
* that a game is, in fact, in progress.
*/
void doClickSquare(int row, int col) {
/* If the player clicked on one of the pieces that the player
can move, mark this row and col as selected and return. (This
might change a previous selection.) Reset the message, in
case it was previously displaying an error message. */
for (int i = 0; i < legalMoves.length; i++)
if (legalMoves[i].fromRow == row && legalMoves[i].fromCol == col) {
selectedRow = row;
selectedCol = col;
if (currentPlayer == CheckersData.RED)
message.setText("RED: Make your move.");
else
message.setText("BLACK: Make your move.");
repaint();
return;
}
/* If no piece has been selected to be moved, the user must first
select a piece. Show an error message and return. */
if (selectedRow < 0) {
message.setText("Click the piece you want to move.");
return;
}
/* If the user clicked on a square where the selected piece can be
legally moved, then make the move and return. */
for (int i = 0; i < legalMoves.length; i++)
if (legalMoves[i].fromRow == selectedRow && legalMoves[i].fromCol == selectedCol
&& legalMoves[i].toRow == row && legalMoves[i].toCol == col) {
doMakeMove(legalMoves[i]);
return;
}
/* If we get to this point, there is a piece selected, and the square where
the user just clicked is not one where that piece can be legally moved.
Show an error message. */
message.setText("Click the square you want to move to.");
} // end doClickSquare()
/**
* This is called when the current player has chosen the specified
* move. Make the move, and then either end or continue the game
* appropriately.
*/
void doMakeMove(CheckersMove move) {
board.makeMove(move);
/* If the move was a jump, it's possible that the player has another
jump. Check for legal jumps starting from the square that the player
just moved to. If there are any, the player must jump. The same
player continues moving.
*/
if (move.isJump()) {
legalMoves = board.getLegalJumpsFrom(currentPlayer,move.toRow,move.toCol);
if (legalMoves != null) {
if (currentPlayer == CheckersData.RED)
message.setText("RED: You must continue jumping.");
else
message.setText("BLACK: You must continue jumping.");
selectedRow = move.toRow; // Since only one piece can be moved, select it.
selectedCol = move.toCol;
repaint();
return;
}
}
/* The current player's turn is ended, so change to the other player.
Get that player's legal moves. If the player has no legal moves,
then the game ends. */
if (currentPlayer == CheckersData.RED) {
currentPlayer = CheckersData.BLACK;
legalMoves = board.getLegalMoves(currentPlayer);
if (legalMoves == null)
gameOver("BLACK has no moves. RED wins.");
else if (legalMoves[0].isJump())
message.setText("BLACK: Make your move. You must jump.");
else
message.setText("BLACK: Make your move.");
}
else {
currentPlayer = CheckersData.RED;
legalMoves = board.getLegalMoves(currentPlayer);
if (legalMoves == null)
gameOver("RED has no moves. BLACK wins.");
else if (legalMoves[0].isJump())
message.setText("RED: Make your move. You must jump.");
else
message.setText("RED: Make your move.");
}
/* Set selectedRow = -1 to record that the player has not yet selected
a piece to move. */
selectedRow = -1;
/* As a courtesy to the user, if all legal moves use the same piece, then
select that piece automatically so the user won't have to click on it
to select it. */
if (legalMoves != null) {
boolean sameStartSquare = true;
for (int i = 1; i < legalMoves.length; i++)
if (legalMoves[i].fromRow != legalMoves[0].fromRow
|| legalMoves[i].fromCol != legalMoves[0].fromCol) {
sameStartSquare = false;
break;
}
if (sameStartSquare) {
selectedRow = legalMoves[0].fromRow;
selectedCol = legalMoves[0].fromCol;
}
}
/* Make sure the board is redrawn in its new state. */
repaint();
} // end doMakeMove();
/**
* Draw a checkerboard pattern in gray and lightGray. Draw the
* checkers. If a game is in progress, hilite the legal moves.
*/
public void paintComponent(Graphics g) {
/* Turn on antialiasing to get nicer ovals. */
Graphics2D g2 = (Graphics2D)g;
g2.setRenderingHint(RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON);
/* Draw a two-pixel black border around the edges of the canvas. */
g.setColor(Color.black);
g.drawRect(0,0,getSize().width-1,getSize().height-1);
g.drawRect(1,1,getSize().width-3,getSize().height-3);
/* Draw the squares of the checkerboard and the checkers. */
for (int row = 0; row < 8; row++) {
for (int col = 0; col < 8; col++) {
if ( row % 2 == col % 2 )
g.setColor(Color.LIGHT_GRAY);
else
g.setColor(Color.GRAY);
g.fillRect(2 + col*20, 2 + row*20, 20, 20);
switch (board.pieceAt(row,col)) {
case CheckersData.RED:
g.setColor(Color.RED);
g.fillOval(4 + col*20, 4 + row*20, 15, 15);
break;
case CheckersData.BLACK:
g.setColor(Color.BLACK);
g.fillOval(4 + col*20, 4 + row*20, 15, 15);
break;
case CheckersData.RED_KING:
g.setColor(Color.RED);
g.fillOval(4 + col*20, 4 + row*20, 15, 15);
g.setColor(Color.WHITE);
g.drawString("K", 7 + col*20, 16 + row*20);
break;
case CheckersData.BLACK_KING:
g.setColor(Color.BLACK);
g.fillOval(4 + col*20, 4 + row*20, 15, 15);
g.setColor(Color.WHITE);
g.drawString("K", 7 + col*20, 16 + row*20);
break;
}
}
}
/* If a game is in progress, hilite the legal moves. Note that legalMoves
is never null while a game is in progress. */
if (gameInProgress) {
/* First, draw a 2-pixel cyan border around the pieces that can be moved. */
g.setColor(Color.cyan);
for (int i = 0; i < legalMoves.length; i++) {
g.drawRect(2 + legalMoves[i].fromCol*20, 2 + legalMoves[i].fromRow*20, 19, 19);
g.drawRect(3 + legalMoves[i].fromCol*20, 3 + legalMoves[i].fromRow*20, 17, 17);
}
/* If a piece is selected for moving (i.e. if selectedRow >= 0), then
draw a 2-pixel white border around that piece and draw green borders
around each square that that piece can be moved to. */
if (selectedRow >= 0) {
g.setColor(Color.white);
g.drawRect(2 + selectedCol*20, 2 + selectedRow*20, 19, 19);
g.drawRect(3 + selectedCol*20, 3 + selectedRow*20, 17, 17);
g.setColor(Color.green);
for (int i = 0; i < legalMoves.length; i++) {
if (legalMoves[i].fromCol == selectedCol && legalMoves[i].fromRow == selectedRow) {
g.drawRect(2 + legalMoves[i].toCol*20, 2 + legalMoves[i].toRow*20, 19, 19);
g.drawRect(3 + legalMoves[i].toCol*20, 3 + legalMoves[i].toRow*20, 17, 17);
}
}
}
}
} // end paintComponent()
/**
* Respond to a user click on the board. If no game is in progress, show
* an error message. Otherwise, find the row and column that the user
* clicked and call doClickSquare() to handle it.
*/
public void mousePressed(MouseEvent evt) {
if (gameInProgress == true){
int col = (evt.getX() - 2) / 20;
int row = (evt.getY() - 2) / 20;
if (col >= 0 && col < 8 && row >= 0 && row < 8){
doClickSquare(row,col);
}
}else {
message.setText("Click New Game to start a new game.");
}
}
public void mouseReleased(MouseEvent evt) { }
public void mouseClicked(MouseEvent evt) { }
public void mouseEntered(MouseEvent evt) { }
public void mouseExited(MouseEvent evt) { }
} // end class Board
/**
* An object of this class holds data about a game of checkers.
* It knows what kind of piece is on each square of the checkerboard.
* Note that RED moves "up" the board (i.e. row number decreases)
* while BLACK moves "down" the board (i.e. row number increases).
* Methods are provided to return lists of available legal moves.
*/
private static class CheckersData {
/* The following constants represent the possible contents of a square
on the board. The constants RED and BLACK also represent players
in the game. */
static final int
EMPTY = 0,
RED = 1,
RED_KING = 2,
BLACK = 3,
BLACK_KING = 4;
int[][] board; // board[r][c] is the contents of row r, column c.
/**
* Constructor. Create the board and set it up for a new game.
*/
CheckersData() {
board = new int[8][8];
setUpGame();
}
/**
* Set up the board with checkers in position for the beginning
* of a game. Note that checkers can only be found in squares
* that satisfy row % 2 == col % 2. At the start of the game,
* all such squares in the first three rows contain black squares
* and all such squares in the last three rows contain red squares.
*/
void setUpGame() {
for (int row = 0; row < 8; row++) {
for (int col = 0; col < 8; col++) {
if ( row % 2 == col % 2 ) {
if (row < 3)
board[row][col] = BLACK;
else if (row > 4)
board[row][col] = RED;
else
board[row][col] = EMPTY;
}
else {
board[row][col] = EMPTY;
}
}
}
} // end setUpGame()
/**
* Return the contents of the square in the specified row and column.
*/
int pieceAt(int row, int col) {
return board[row][col];
}
/**
* Make the specified move. It is assumed that move
* is non-null and that the move it represents is legal.
*/
void makeMove(CheckersMove move) {
makeMove(move.fromRow, move.fromCol, move.toRow, move.toCol);
}
/**
* Make the move from (fromRow,fromCol) to (toRow,toCol). It is
* assumed that this move is legal. If the move is a jump, the
* jumped piece is removed from the board. If a piece moves to
* the last row on the opponent's side of the board, the
* piece becomes a king.
*/
void makeMove(int fromRow, int fromCol, int toRow, int toCol) {
board[toRow][toCol] = board[fromRow][fromCol];
board[fromRow][fromCol] = EMPTY;
if (fromRow - toRow == 2 || fromRow - toRow == -2) {
// The move is a jump. Remove the jumped piece from the board.
int jumpRow = (fromRow + toRow) / 2; // Row of the jumped piece.
int jumpCol = (fromCol + toCol) / 2; // Column of the jumped piece.
board[jumpRow][jumpCol] = EMPTY;
}
if (toRow == 0 && board[toRow][toCol] == RED)
board[toRow][toCol] = RED_KING;
if (toRow == 7 && board[toRow][toCol] == BLACK)
board[toRow][toCol] = BLACK_KING;
}
/**
* Return an array containing all the legal CheckersMoves
* for the specified player on the current board. If the player
* has no legal moves, null is returned. The value of player
* should be one of the constants RED or BLACK; if not, null
* is returned. If the returned value is non-null, it consists
* entirely of jump moves or entirely of regular moves, since
* if the player can jump, only jumps are legal moves.
*/
CheckersMove[] getLegalMoves(int player) {
if (player != RED && player != BLACK)
return null;
int playerKing; // The constant representing a King belonging to player.
if (player == RED)
playerKing = RED_KING;
else
playerKing = BLACK_KING;
ArrayList<CheckersMove> moves = new ArrayList<CheckersMove>(); // Moves will be stored in this list.
/* First, check for any possible jumps. Look at each square on the board.
If that square contains one of the player's pieces, look at a possible
jump in each of the four directions from that square. If there is
a legal jump in that direction, put it in the moves ArrayList.
*/
for (int row = 0; row < 8; row++) {
for (int col = 0; col < 8; col++) {
if (board[row][col] == player || board[row][col] == playerKing) {
if (canJump(player, row, col, row+1, col+1, row+2, col+2))
moves.add(new CheckersMove(row, col, row+2, col+2));
if (canJump(player, row, col, row-1, col+1, row-2, col+2))
moves.add(new CheckersMove(row, col, row-2, col+2));
if (canJump(player, row, col, row+1, col-1, row+2, col-2))
moves.add(new CheckersMove(row, col, row+2, col-2));
if (canJump(player, row, col, row-1, col-1, row-2, col-2))
moves.add(new CheckersMove(row, col, row-2, col-2));
}
}
}
/* If any jump moves were found, then the user must jump, so we don't
add any regular moves. However, if no jumps were found, check for
any legal regular moves. Look at each square on the board.
If that square contains one of the player's pieces, look at a possible
move in each of the four directions from that square. If there is
a legal move in that direction, put it in the moves ArrayList.
*/
if (moves.size() == 0) {
for (int row = 0; row < 8; row++) {
for (int col = 0; col < 8; col++) {
if (board[row][col] == player || board[row][col] == playerKing) {
if (canMove(player,row,col,row+1,col+1))
moves.add(new CheckersMove(row,col,row+1,col+1));
if (canMove(player,row,col,row-1,col+1))
moves.add(new CheckersMove(row,col,row-1,col+1));
if (canMove(player,row,col,row+1,col-1))
moves.add(new CheckersMove(row,col,row+1,col-1));
if (canMove(player,row,col,row-1,col-1))
moves.add(new CheckersMove(row,col,row-1,col-1));
}
}
}
}
/* If no legal moves have been found, return null. Otherwise, create
an array just big enough to hold all the legal moves, copy the
legal moves from the ArrayList into the array, and return the array. */
if (moves.size() == 0)
return null;
else {
CheckersMove[] moveArray = new CheckersMove[moves.size()];
for (int i = 0; i < moves.size(); i++)
moveArray[i] = moves.get(i);
return moveArray;
}
} // end getLegalMoves
/**
* Return a list of the legal jumps that the specified player can
* make starting from the specified row and column. If no such
* jumps are possible, null is returned. The logic is similar
* to the logic of the getLegalMoves() method.
*/
CheckersMove[] getLegalJumpsFrom(int player, int row, int col) {
if (player != RED && player != BLACK)
return null;
int playerKing; // The constant representing a King belonging to player.
if (player == RED)
playerKing = RED_KING;
else
playerKing = BLACK_KING;
ArrayList<CheckersMove> moves = new ArrayList<CheckersMove>(); // The legal jumps will be stored in this list.
if (board[row][col] == player || board[row][col] == playerKing) {
if (canJump(player, row, col, row+1, col+1, row+2, col+2))
moves.add(new CheckersMove(row, col, row+2, col+2));
if (canJump(player, row, col, row-1, col+1, row-2, col+2))
moves.add(new CheckersMove(row, col, row-2, col+2));
if (canJump(player, row, col, row+1, col-1, row+2, col-2))
moves.add(new CheckersMove(row, col, row+2, col-2));
if (canJump(player, row, col, row-1, col-1, row-2, col-2))
moves.add(new CheckersMove(row, col, row-2, col-2));
}
if (moves.size() == 0)
return null;
else {
CheckersMove[] moveArray = new CheckersMove[moves.size()];
for (int i = 0; i < moves.size(); i++)
moveArray[i] = moves.get(i);
return moveArray;
}
} // end getLegalMovesFrom()
/**
* This is called by the two previous methods to check whether the
* player can legally jump from (r1,c1) to (r3,c3). It is assumed
* that the player has a piece at (r1,c1), that (r3,c3) is a position
* that is 2 rows and 2 columns distant from (r1,c1) and that
* (r2,c2) is the square between (r1,c1) and (r3,c3).
*/
private boolean canJump(int player, int r1, int c1, int r2, int c2, int r3, int c3) {
if (r3 < 0 || r3 >= 8 || c3 < 0 || c3 >= 8)
return false; // (r3,c3) is off the board.
if (board[r3][c3] != EMPTY)
return false; // (r3,c3) already contains a piece.
if (player == RED) {
if (board[r1][c1] == RED && r3 > r1)
return false; // Regular red piece can only move up.
if (board[r2][c2] != BLACK && board[r2][c2] != BLACK_KING)
return false; // There is no black piece to jump.
return true; // The jump is legal.
}
else {
if (board[r1][c1] == BLACK && r3 < r1)
return false; // Regular black piece can only move downn.
if (board[r2][c2] != RED && board[r2][c2] != RED_KING)
return false; // There is no red piece to jump.
return true; // The jump is legal.
}
} // end canJump()
/**
* This is called by the getLegalMoves() method to determine whether
* the player can legally move from (r1,c1) to (r2,c2). It is
* assumed that (r1,r2) contains one of the player's pieces and
* that (r2,c2) is a neighboring square.
*/
private boolean canMove(int player, int r1, int c1, int r2, int c2) {
if (r2 < 0 || r2 >= 8 || c2 < 0 || c2 >= 8)
return false; // (r2,c2) is off the board.
if (board[r2][c2] != EMPTY)
return false; // (r2,c2) already contains a piece.
if (player == RED) {
if (board[r1][c1] == RED && r2 > r1)
return false; // Regular red piece can only move down.
return true; // The move is legal.
}
else {
if (board[r1][c1] == BLACK && r2 < r1)
return false; // Regular black piece can only move up.
return true; // The move is legal.
}
} // end canMove()
} // end class CheckersData
} // end class Checkers