recreate this using pyqt6: import pygame
import sys
import chess  # For game logic
import chess.svg
import os
import time
import math
import random

# Initialize Pygame
pygame.init()
pygame.mixer.init()

# ---------------------------- CONSTANTS ---------------------------- #

# Screen dimensions
SCREEN_WIDTH = 1000
SCREEN_HEIGHT = 800
BOARD_SIZE = 800  # Square board
SIDEBAR_WIDTH = SCREEN_WIDTH - BOARD_SIZE  # Sidebar for move history, etc.

# Colors (R, G, B)
WHITE = (255, 255, 255)
LIGHT_GRAY = (238, 238, 210)
DARK_GRAY = (118, 150, 86)
BLUE = (106, 168, 79)
RED = (247, 73, 73)
GREEN = (0, 255, 0)
YELLOW = (255, 255, 0)
TRANSPARENT_GREEN = (0, 255, 0, 100)
TRANSPARENT_YELLOW = (255, 255, 0, 100)

# FPS
FPS = 60

# Paths
IMAGE_DIR = "images"
SOUND_DIR = "sounds"

# Piece sizes
SQ_SIZE = BOARD_SIZE // 8

# Fonts
pygame.font.init()
FONT = pygame.font.SysFont('arial', 20)
FONT_LARGE = pygame.font.SysFont('arial', 36)

# Load Sounds
def load_sound(filename):
    path = os.path.join(SOUND_DIR, filename)
    if os.path.isfile(path):
        return pygame.mixer.Sound(path)
    else:
        print(f"Warning: Sound file '{filename}' not found in '{SOUND_DIR}' directory.")
        return None

MOVE_SOUND = load_sound('move.wav')
CAPTURE_SOUND = load_sound('capture.wav')
CHECK_SOUND = load_sound('check.wav')
GAME_OVER_SOUND = load_sound('game_over.wav')

# AI Settings
AI_ENABLED = True
AI_DEPTH = 2  # Depth for Minimax

# Assets Requirements
REQUIRED_IMAGE_FILES = [
    "wp.png", "wr.png", "wn.png", "wb.png", "wq.png", "wk.png",
    "bp.png", "br.png", "bn.png", "bb.png", "bq.png", "bk.png"
]

REQUIRED_SOUND_FILES = [
    "move.wav", "capture.wav", "check.wav", "game_over.wav"
]

# ---------------------------- GAME FUNCTIONS ---------------------------- #

def load_images():
    """
    Load all piece images into a dictionary.
    Keys are piece symbols as per python-chess (e.g., 'P', 'r', etc.)
    Values are Pygame surfaces.
    """
    images = {}
    pieces = {
        "P": "wp.png",
        "R": "wr.png",
        "N": "wn.png",
        "B": "wb.png",
        "Q": "wq.png",
        "K": "wk.png",
        "p": "bp.png",
        "r": "br.png",
        "n": "bn.png",
        "b": "bb.png",
        "q": "bq.png",
        "k": "bk.png",
    }
    for symbol, filename in pieces.items():
        path = os.path.join(IMAGE_DIR, filename)
        if not os.path.isfile(path):
            print(f"Error: Image file '{filename}' not found in '{IMAGE_DIR}' directory.")
            sys.exit()
        image = pygame.image.load(path).convert_alpha()
        image = pygame.transform.scale(image, (SQ_SIZE, SQ_SIZE))
        images[symbol] = image
    return images

def draw_board(screen):
    """
    Draw the chessboard squares.
    """
    colors = [LIGHT_GRAY, DARK_GRAY]
    for row in range(8):
        for col in range(8):
            color = colors[(row + col) % 2]
            pygame.draw.rect(screen, color, pygame.Rect(col*SQ_SIZE, row*SQ_SIZE, SQ_SIZE, SQ_SIZE))

def draw_pieces(screen, board, images):
    """
    Draw the chess pieces based on the board state.
    """
    for square in chess.SQUARES:
        piece = board.piece_at(square)
        if piece:
            symbol = piece.symbol()
            image = images[symbol]
            row = 7 - chess.square_rank(square)
            col = chess.square_file(square)
            screen.blit(image, pygame.Rect(col*SQ_SIZE, row*SQ_SIZE, SQ_SIZE, SQ_SIZE))

def highlight_squares(screen, board, selected_square, valid_moves):
    """
    Highlight the selected square and possible move squares.
    """
    if selected_square is not None:
        row = 7 - chess.square_rank(selected_square)
        col = chess.square_file(selected_square)
        s = pygame.Surface((SQ_SIZE, SQ_SIZE), pygame.SRCALPHA)
        s.fill(TRANSPARENT_GREEN)
        screen.blit(s, (col*SQ_SIZE, row*SQ_SIZE))

        for move in valid_moves:
            if move.from_square == selected_square:
                end_square = move.to_square
                end_row = 7 - chess.square_rank(end_square)
                end_col = chess.square_file(end_square)
                if board.is_capture(move):
                    color = TRANSPARENT_YELLOW
                else:
                    color = (0, 0, 255, 100)  # Semi-transparent blue for normal moves
                s = pygame.Surface((SQ_SIZE, SQ_SIZE), pygame.SRCALPHA)
                s.fill(color)
                screen.blit(s, (end_col*SQ_SIZE, end_row*SQ_SIZE))

def draw_sidebar(screen, board, move_history):
    """
    Draw the sidebar containing move history and game status.
    """
    sidebar_x = BOARD_SIZE
    pygame.draw.rect(screen, LIGHT_GRAY, pygame.Rect(sidebar_x, 0, SIDEBAR_WIDTH, SCREEN_HEIGHT))

    # Title
    title_text = FONT_LARGE.render("Move History", True, (0, 0, 0))
    screen.blit(title_text, (sidebar_x + 20, 20))

    # Move History
    for i, move in enumerate(move_history):
        move_text = FONT.render(f"{i +1}. {move}", True, (0, 0, 0))
        screen.blit(move_text, (sidebar_x + 20, 80 + i * 30))

    # Game Status
    game_over = board.is_game_over()
    if game_over:
        if board.is_checkmate():
            if board.turn:
                status = "Checkmate! Black wins."
            else:
                status = "Checkmate! White wins."
        elif board.is_stalemate():
            status = "Stalemate!"
        elif board.is_insufficient_material():
            status = "Draw due to insufficient material."
        elif board.can_claim_fifty_moves():
            status = "Draw by fifty-move rule."
        elif board.can_claim_threefold_repetition():
            status = "Draw by threefold repetition."
        else:
            status = "Game Over."
    else:
        if board.is_check():
            status = "Check!"
        else:
            status = "Game in progress."

    status_text = FONT.render(status, True, RED if board.is_check() else (0, 0, 0))
    screen.blit(status_text, (sidebar_x + 20, SCREEN_HEIGHT - 60))

def animate_move(screen, board, move, images):
    """
    Animate piece movement from start to end square.
    """
    start_square = move.from_square
    end_square = move.to_square

    start_row = 7 - chess.square_rank(start_square)
    start_col = chess.square_file(start_square)
    end_row = 7 - chess.square_rank(end_square)
    end_col = chess.square_file(end_square)

    piece = board.piece_at(end_square)  # Piece after move is made

    # Starting and ending positions in pixels
    start_pos = (start_col * SQ_SIZE, start_row * SQ_SIZE)
    end_pos = (end_col * SQ_SIZE, end_row * SQ_SIZE)

    # Load moving piece image
    symbol = piece.symbol()
    image = images[symbol]
    temp_x, temp_y = start_pos

    # Number of frames for the animation
    frames = 10
    dx = (end_pos[0] - start_pos[0]) / frames
    dy = (end_pos[1] - start_pos[1]) / frames

    for _ in range(frames):
        temp_x += dx
        temp_y += dy
        draw_board(screen)
        draw_pieces(screen, board, images)
        screen.blit(image, (temp_x, temp_y))
        draw_sidebar(screen, board, move_history)
        pygame.display.flip()
        pygame.time.delay(20)

def get_move_input(screen, board, valid_moves, images):
    """
    Handle user input for selecting and making moves.
    Returns the selected move or None.
    """
    selected_square = None
    player_clicks = []
    move = None

    while True:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()

            elif event.type == pygame.MOUSEBUTTONDOWN:
                location = pygame.mouse.get_pos()
                if location[0] < BOARD_SIZE and location[1] < BOARD_SIZE:
                    col = location[0] // SQ_SIZE
                    row = 7 - (location[1] // SQ_SIZE)
                    square = chess.square(col, row)
                    piece = board.piece_at(square)

                    if selected_square == square:
                        selected_square = None
                        player_clicks = []
                    else:
                        selected_square = square
                        player_clicks = [selected_square]

                    # Gather all valid moves from this square
                    if selected_square is not None:
                        possible_moves = [move for move in valid_moves if move.from_square == selected_square]
                    
                    # If two clicks, attempt to make a move
                    if len(player_clicks) == 2:
                        from_sq, to_sq = player_clicks
                        attempted_move = chess.Move(from_sq, to_sq)
                        # Handle pawn promotion
                        if board.piece_at(from_sq).piece_type == chess.PAWN and (chess.square_rank(to_sq) == 0 or chess.square_rank(to_sq) == 7):
                            # Prompt for promotion choice
                            promotion = prompt_promotion(screen, images, board.turn)
                            attempted_move = chess.Move(from_sq, to_sq, promotion=promotion)
                        if attempted_move in valid_moves:
                            return attempted_move
                        else:
                            # Invalid move, reset selection
                            selected_square = None
                            player_clicks = []

        # Highlight squares
        draw_board(screen)
        highlight_squares(screen, board, selected_square, valid_moves)
        draw_pieces(screen, board, images)
        draw_sidebar(screen, board, move_history)
        pygame.display.flip()
        pygame.time.Clock().tick(FPS)

def prompt_promotion(screen, images, is_white):
    """
    Prompt the player to choose a promotion piece.
    Returns the chosen piece type.
    """
    promotion_options = ['Q', 'R', 'B', 'N']
    promotion_choice = None
    chosen = False

    # Load images for promotion pieces
    promotion_images = {}
    for piece in promotion_options:
        symbol = piece if is_white else piece.lower()
        promotion_images[piece] = images[symbol]

    while not chosen:
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()
            elif event.type == pygame.MOUSEBUTTONDOWN:
                location = pygame.mouse.get_pos()
                # Define the area where promotion choices are displayed
                promo_rect = pygame.Rect(BOARD_SIZE//2 - 100, BOARD_SIZE//2 - 50, 200, 100)
                if promo_rect.collidepoint(location):
                    # Determine which option was clicked based on x-coordinate
                    relative_x = location[0] - (BOARD_SIZE//2 - 100)
                    option_width = promo_rect.width // len(promotion_options)
                    choice_index = relative_x // option_width
                    if 0 <= choice_index < len(promotion_options):
                        promotion_choice = promotion_options[choice_index]
                        chosen = True

        # Draw prompt
        prompt_rect = pygame.Rect(BOARD_SIZE//2 - 100, BOARD_SIZE//2 - 50, 200, 100)
        pygame.draw.rect(screen, LIGHT_GRAY, prompt_rect)
        pygame.draw.rect(screen, BLACK, prompt_rect, 2)
        prompt_text = FONT_LARGE.render("Promote to:", True, BLACK)
        screen.blit(prompt_text, (BOARD_SIZE//2 - prompt_text.get_width()//2, BOARD_SIZE//2 - 40))

        for i, piece in enumerate(promotion_options):
            x = BOARD_SIZE//2 - 90 + i * 50
            y = BOARD_SIZE//2 - 30
            screen.blit(promotion_images[piece], (x, y))
            # Draw borders around images
            piece_rect = pygame.Rect(x, y, SQ_SIZE//2, SQ_SIZE//2)
            pygame.draw.rect(screen, BLACK, piece_rect, 1)

        pygame.display.flip()
        pygame.time.Clock().tick(FPS)

    return chess.PIECE_SYMBOLS.index(promotion_choice.upper())

def minimax(board, depth, alpha, beta, maximizing_player):
    """
    Minimax algorithm with alpha-beta pruning.
    Returns the best move and its evaluation score.
    """
    if depth == 0 or board.is_game_over():
        return evaluate_board(board), None

    legal_moves = list(board.legal_moves)
    if maximizing_player:
        max_eval = -math.inf
        best_move = None
        for move in legal_moves:
            board.push(move)
            eval, _ = minimax(board, depth - 1, alpha, beta, False)
            board.pop()
            if eval > max_eval:
                max_eval = eval
                best_move = move
            alpha = max(alpha, eval)
            if beta <= alpha:
                break
        return max_eval, best_move
    else:
        min_eval = math.inf
        best_move = None
        for move in legal_moves:
            board.push(move)
            eval, _ = minimax(board, depth - 1, alpha, beta, True)
            board.pop()
            if eval < min_eval:
                min_eval = eval
                best_move = move
            beta = min(beta, eval)
            if beta <= alpha:
                break
        return min_eval, best_move

def evaluate_board(board):
    """
    Simple evaluation function based on material count.
    """
    if board.is_checkmate():
        if board.turn:
            return -math.inf  # Black wins
        else:
            return math.inf   # White wins
    if board.is_stalemate():
        return 0
    material = 0
    piece_values = {
        chess.PAWN: 1,
        chess.KNIGHT: 3,
        chess.BISHOP: 3,
        chess.ROOK: 5,
        chess.QUEEN: 9
    }
    for piece_type in piece_values:
        material += len(board.pieces(piece_type, chess.WHITE)) * piece_values[piece_type]
        material -= len(board.pieces(piece_type, chess.BLACK)) * piece_values[piece_type]
    return material

def get_ai_move(board):
    """
    Determine the best move for the AI using minimax.
    """
    _, move = minimax(board, AI_DEPTH, -math.inf, math.inf, not board.turn)
    return move

# ---------------------------- MAIN GAME LOOP ---------------------------- #

def main():
    global move_history  # To keep track of the move history
    screen = pygame.display.set_mode((SCREEN_WIDTH, SCREEN_HEIGHT))
    pygame.display.set_caption("Python Chess")
    clock = pygame.time.Clock()

    # Check for required image and sound files
    for filename in REQUIRED_IMAGE_FILES:
        path = os.path.join(IMAGE_DIR, filename)
        if not os.path.isfile(path):
            print(f"Error: Required image file '{filename}' not found in '{IMAGE_DIR}' directory.")
            sys.exit()

    for filename in REQUIRED_SOUND_FILES:
        path = os.path.join(SOUND_DIR, filename)
        if not os.path.isfile(path):
            print(f"Warning: Sound file '{filename}' not found in '{SOUND_DIR}' directory.")

    # Load images
    images = load_images()

    # Initialize game state
    board = chess.Board()
    move_history = []
    selected_square = None
    valid_moves = list(board.legal_moves)
    game_over = False

    while True:
        draw_board(screen)
        highlight_squares(screen, board, selected_square, valid_moves)
        draw_pieces(screen, board, images)
        draw_sidebar(screen, board, move_history)

        if board.is_game_over():
            if not GAME_OVER_SOUND is None:
                GAME_OVER_SOUND.play()
            overlay = pygame.Surface((BOARD_SIZE, BOARD_SIZE), pygame.SRCALPHA)
            overlay.fill((0, 0, 0, 180))  # Semi-transparent overlay
            screen.blit(overlay, (0, 0))
            # Display game over message
            if board.is_checkmate():
                if board.turn:
                    message = "Black wins by checkmate!"
                else:
                    message = "White wins by checkmate!"
            elif board.is_stalemate():
                message = "Stalemate!"
            elif board.is_insufficient_material():
                message = "Draw due to insufficient material."
            elif board.can_claim_fifty_moves():
                message = "Draw by fifty-move rule."
            elif board.can_claim_threefold_repetition():
                message = "Draw by threefold repetition."
            else:
                message = "Game Over!"

            text = FONT_LARGE.render(message, True, WHITE)
            text_rect = text.get_rect(center=(BOARD_SIZE//2, BOARD_SIZE//2))
            screen.blit(text, text_rect)
            pygame.display.flip()
            pygame.time.wait(5000)
            pygame.quit()
            sys.exit()

        pygame.display.flip()

        # Handle user input
        for event in pygame.event.get():
            if event.type == pygame.QUIT:
                pygame.quit()
                sys.exit()

            elif event.type == pygame.MOUSEBUTTONDOWN:
                if not board.turn and AI_ENABLED:
                    # If it's AI's turn, ignore user clicks
                    continue
                location = pygame.mouse.get_pos()
                if location[0] < BOARD_SIZE and location[1] < BOARD_SIZE:
                    col = location[0] // SQ_SIZE
                    row = 7 - (location[1] // SQ_SIZE)
                    square = chess.square(col, row)
                    piece = board.piece_at(square)

                    if selected_square is None:
                        if piece and piece.color == board.turn:
                            selected_square = square
                            valid_moves = [move for move in board.legal_moves if move.from_square == selected_square]
                        else:
                            selected_square = None
                            valid_moves = list(board.legal_moves)
                    else:
                        if square == selected_square:
                            # Deselect the piece
                            selected_square = None
                            valid_moves = list(board.legal_moves)
                        else:
                            # Attempt to make the move
                            move = chess.Move(selected_square, square)
                            # Handle promotion
                            if board.piece_at(selected_square).piece_type == chess.PAWN and (chess.square_rank(square) == 0 or chess.square_rank(square) == 7):
                                # Prompt for promotion choice
                                promotion_piece = prompt_promotion(screen, images, board.turn)
                                move = chess.Move(selected_square, square, promotion=promotion_piece)
                            if move in board.legal_moves:
                                board.push(move)
                                move_history.append(board.san(move))
                                if board.is_capture(move):
                                    if not CAPTURE_SOUND is None:
                                        CAPTURE_SOUND.play()
                                else:
                                    if not MOVE_SOUND is None:
                                        MOVE_SOUND.play()
                                # Check for check
                                if board.is_check():
                                    if not CHECK_SOUND is None:
                                        CHECK_SOUND.play()
                                # Reset selection
                                selected_square = None
                                valid_moves = list(board.legal_moves)
                                # Animate move
                                animate_move(screen, board, move, images)
                                # If AI is enabled and game not over, make AI move
                                if AI_ENABLED and not board.is_game_over():
                                    ai_move = get_ai_move(board)
                                    if ai_move:
                                        board.push(ai_move)
                                        move_history.append(board.san(ai_move))
                                        if board.is_capture(ai_move):
                                            if not CAPTURE_SOUND is None:
                                                CAPTURE_SOUND.play()
                                        else:
                                            if not MOVE_SOUND is None:
                                                MOVE_SOUND.play()
                                        # Check for check
                                        if board.is_check():
                                            if not CHECK_SOUND is None:
                                                CHECK_SOUND.play()
                                        # Animate AI move
                                        animate_move(screen, board, ai_move, images)
                            else:
                                # Invalid move, deselect
                                selected_square = None
                                valid_moves = list(board.legal_moves)

        # AI Move if enabled and it's AI's turn
        if AI_ENABLED and not board.turn and not board.is_game_over():
            ai_move = get_ai_move(board)
            if ai_move:
                board.push(ai_move)
                move_history.append(board.san(ai_move))
                if board.is_capture(ai_move):
                    if not CAPTURE_SOUND is None:
                        CAPTURE_SOUND.play()
                else:
                    if not MOVE_SOUND is None:
                        MOVE_SOUND.play()
                # Check for check
                if board.is_check():
                    if not CHECK_SOUND is None:
                        CHECK_SOUND.play()
                # Animate AI move
                animate_move(screen, board, ai_move, images)

        clock.tick(FPS)

# ---------------------------- ENTRY POINT ---------------------------- #

if __name__ == "__main__":
    main()