feat: 重构棋盘逻辑和游戏流程,将引擎版本提升至4.3
- 重构了 VirtualBoard 类,优化了棋盘操作和事件处理 - 重写了 ChessPiece 类,增加了事件处理和虚拟棋子逻辑 - 更新了 ChessGame 控制器,增加了结束回合功能和对话框 - 调整了场景布局和资源引用 - 清理了冗余代码和注释
This commit is contained in:
@ -5,7 +5,10 @@ public partial class ChessGame : Node2D
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{
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ChessBoard board;
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Global global;
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ConfirmationDialog dialog;
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private bool isSession = false;
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private Vector2 from;
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private Vector2 to;
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// Called when the node enters the scene tree for the first time.
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public override void _Ready()
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@ -13,11 +16,17 @@ public partial class ChessGame : Node2D
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// Init.Call();
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global = GetNode<Global>("/root/Global");
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board = GetNode<ChessBoard>("Chessboard");
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// GetNode<Button>("Undo").Connect("pressed", Callable.From(board.Undo));
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// GetNode<Button>("ReInit").Connect("pressed", Callable.From(board.ReInit));
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// GetNode<Button>("Home").Connect("pressed", Callable.From(this.GoHome));
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dialog = new ConfirmationDialog {
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DialogAutowrap = true,
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MinSize = new Vector2I(400, 200),
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Position = new Vector2I(200, 400),
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};
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AddChild(dialog);
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// GetNode<Button>("Undo").Connect("pressed", Callable.From(board.Undo));
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// GetNode<Button>("ReInit").Connect("pressed", Callable.From(board.ReInit));
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// GetNode<Button>("Home").Connect("pressed", Callable.From(this.GoHome));
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if (!global.RPClient.GetIsConnected()) {
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if (!global.RPClient.GetIsConnected()) {
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return;
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}
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@ -28,6 +37,11 @@ public partial class ChessGame : Node2D
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};
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board.Set("Hello", Callable.From(() => {GD.PrintErr("hello");}));
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board.Set("chessMoveFunc", Callable.From((Vector2 newPos, Vector2 fromPos) => {
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if (from.X == fromPos.X && from.Y == fromPos.Y && to.X == newPos.X && to.Y == newPos.Y) {
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return true;
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}
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from = fromPos;
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to = newPos;
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var res = global.RPClient.SendSessionToAll(global.sessionId, new Dictionary{
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{"type", "move"},
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{"from", fromPos},
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@ -50,25 +64,58 @@ public partial class ChessGame : Node2D
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}
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private void SessionMsgHandle(Dictionary msg) {
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// GD.PrintErr($"session msg: {msg}");
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GD.PrintErr($"session msg: {msg}");
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switch (msg["type"].AsString()) {
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case "over":
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if (global.RPClient.GetUserId() == msg["id"].AsString()) {
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break;
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}
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dialog.Title = "Opponent Finished";
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dialog.DialogText = "Turn On You\n";
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dialog.Visible = true;
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break;
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case "move":
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Vector2 to = new(GD.StrToVar(msg["toX"].ToString()).AsInt32(),
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Vector2 _to = new(GD.StrToVar(msg["toX"].ToString()).AsInt32(),
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GD.StrToVar(msg["toY"].ToString()).AsInt32());
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Vector2 from = new(GD.StrToVar(msg["fromX"].ToString()).AsInt32(),
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Vector2 _from = new(GD.StrToVar(msg["fromX"].ToString()).AsInt32(),
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GD.StrToVar(msg["fromY"].ToString()).AsInt32());
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board.MoveAndRecord(to, from);
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if (_to.X == to.X && _to.Y == to.Y && _from.X == from.X && _from.Y == from.Y) {
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return;
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}
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to = _to;
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from = _from;
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board.playerSelf.MoveAndRecord(to, from);
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break;
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case "undo":
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board.Undo();
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_Undo();
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break;
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case "reInit":
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board.ReInit();
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_ReInit();
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break;
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}
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}
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private void _Undo() {
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board.playerSelf.Undo();
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}
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private void _ReInit() {
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board.playerSelf.ReInit();
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board.InitChessBoard();
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}
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private void BtnOver() {
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GD.PrintErr($"BtnOver {isSession}");
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if (isSession == false) {
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return;
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}
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global.RPClient.SendSessionToAll(global.sessionId, new Dictionary{
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{"type", "over"},
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{"id", global.RPClient.GetUserId()},
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});
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}
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public void GoHome() {
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if (global.RPClient.IsOnline()) {
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global.RPClient.ExitServer();
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@ -79,9 +126,7 @@ public partial class ChessGame : Node2D
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public void Undo() {
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GD.PrintErr($"Undo {isSession}");
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if (isSession == false) {
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GD.PrintErr($"Undo ??");
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board.Undo();
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return;
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_Undo();
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}
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global.RPClient.SendSessionToAll(global.sessionId, new Dictionary{
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{"type", "undo"},
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@ -91,8 +136,7 @@ public partial class ChessGame : Node2D
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public void ReInit() {
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GD.PrintErr($"ReInit {isSession}");
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if (isSession == false) {
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board.ReInit();
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return;
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_ReInit();
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}
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global.RPClient.SendSessionToAll(global.sessionId, new Dictionary{
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{"type", "reInit"},
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127
Scripts/Controllers/Player.cs
Normal file
127
Scripts/Controllers/Player.cs
Normal file
@ -0,0 +1,127 @@
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using Godot;
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public class Player
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{
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private VirtualBoard board;
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private SelectedPiece selectedNode;
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private MoveRecords<VirtualPiece> moveRecords;
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public enum PlayerType {
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Human,
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AI
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}
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public Player(VirtualBoard board, PlayerType type = PlayerType.Human)
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{
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this.board = board;
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this.selectedNode = new SelectedPiece(board);
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this.moveRecords = new MoveRecords<VirtualPiece>(onUndoRecordCallback: (newNode, oldNode, newPos, oldPos) => {
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GD.Print("Undo: ", newNode, "->", oldNode, ":", newPos, "->", oldPos);
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VirtualPiece newPiece = newNode;
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VirtualPiece oldPiece = oldNode;
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this.board.MovePiece(newPos, oldPos);
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if (newPiece != null) {
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this.board.InsertPiece(newPiece, newPos);
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}
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});
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}
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public void HandleBoardPosClick(Vector2 clickPos) {
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if (board.ArrPosOutOfRange(clickPos)) return;
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GD.Print($"VirtualBoard {clickPos} clicked");
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VirtualPiece clickChess = board.GetPiece(clickPos);
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if (!selectedNode.HasSelected()) {
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// Select piece
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if (clickChess == null) {
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// selectedNode.Clear();
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return;
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}
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selectedNode.SetPos(clickPos);
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} else if (clickChess == selectedNode.GetPiece()) {
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// Unselect piece
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selectedNode.Clear();
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} else {
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// Move piece
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GD.Print("default MoveFunc Move: ", selectedNode.GetPos(), "->", clickPos);
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MoveAndRecord(clickPos, selectedNode.GetPos());
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}
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}
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public void MoveAndRecord(Vector2 toPos, Vector2 fromPos) {
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GD.Print($"{fromPos} move to {toPos}");
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VirtualPiece toChess = board.GetPiece(toPos);
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VirtualPiece fromChess = board.GetPiece(fromPos);
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fromChess?.Selected(false);
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VirtualPiece NowNode;
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if (toChess != null) {
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NowNode = toChess;
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board.RemovePiece(toPos);
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} else {
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NowNode = toChess;
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}
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moveRecords.AddRecord(NowNode, fromChess, toPos, fromPos);
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board.MovePiece(fromPos, toPos);
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selectedNode.Clear();
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}
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public void Undo() {
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// ChessPiece selected = selectedNode.GetPiece();
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// selected?.DeSelected();
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selectedNode.Clear();
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moveRecords.Undo();
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}
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public void ReInit() {
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moveRecords.Clear();
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board.Clear();
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selectedNode.Clear();
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// board.InitChessBoard();
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}
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private class SelectedPiece
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{
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// Called when the node enters the scene tree for the first time.
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private Vector2 selectedNodePos = Vector2.Inf;
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private VirtualPiece piece;
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private VirtualBoard board;
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public SelectedPiece(VirtualBoard board)
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{
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this.board = board;
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}
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public void Clear()
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{
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if (selectedNodePos != Vector2.Inf) {
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selectedNodePos = Vector2.Inf;
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piece.Selected(false);
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}
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}
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public void SetPos(Vector2 pos)
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{
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// piece = board.GetNodeFromBoard(pos) as VirtualPiece;
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selectedNodePos = pos;
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piece = board.GetPiece(selectedNodePos);
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piece.Selected(true);
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}
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public VirtualPiece GetPiece()
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{
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return piece;
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}
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public Vector2 GetPos()
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{
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return selectedNodePos;
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}
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public bool HasSelected()
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{
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return selectedNodePos != Vector2.Inf;
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}
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}
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}
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@ -2,27 +2,19 @@
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using Godot;
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public partial class ChessBoard : Node2D {
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VirtualBoard Board = null;
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MoveRecords Records = null;
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// Called when the node enters the scene tree for the first time.
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public Vector2 selectedNodePos = Vector2.Inf;
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public VirtualBoard board = null;
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public Player playerSelf = null;
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public delegate bool ChessMoveFunc(Vector2 toPos, Vector2 fromPos);
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public Callable chessMoveFunc { get; set; }
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public override void _Ready() {
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Board = new VirtualBoard(this as Node);
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Records = new MoveRecords(onUndoRecordCallback: (newNode, oldNode, newPos, oldPos) => {
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GD.Print("Undo: ", newNode, "->", oldNode, ":", newPos, "->", oldPos);
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ChessPiece newPiece = newNode as ChessPiece;
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ChessPiece oldPiece = oldNode as ChessPiece;
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Board.MoveNode(oldPos, newPos);
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if (newPiece != null) {
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Board.InsertNode(newPiece, newPos);
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}
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});
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Board.InitChessBoard();
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// this.AddChild();
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board = new VirtualBoard(9, 10);
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playerSelf = new Player(board);
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board.OnRemove += OnRemove;
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board.OnInsert += OnInsert;
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board.OnMove += OnMove;
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InitChessBoard();
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}
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public override void _Input(InputEvent @event) {
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@ -31,85 +23,286 @@ public partial class ChessBoard : Node2D {
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mouseEvent.ButtonIndex == MouseButton.Left) {
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// HandleMouseClick(GetGlobalTransformWithCanvas().AffineInverse() * mouseButton.Position);
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HandleMouseClick(GetLocalMousePosition());
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// ActionPos(
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// (PosTrans.transArrToPix.AffineInverse() *
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// GetLocalMousePosition()).Round()
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// );
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}
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}
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public void ActionPos(Vector2 newPos) {
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}
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public void MoveAndRecord(Vector2 toPos, Vector2 fromPos) {
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GD.Print($"{fromPos} move to {toPos}");
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ChessPiece toChess = Board.GetNodeFromBoard(toPos) as ChessPiece;
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ChessPiece fromChess = Board.GetNodeFromBoard(fromPos) as ChessPiece;
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if (fromChess != null) {
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fromChess.DeSelected();
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}
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Node NowNode;
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if (toChess != null) {
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GD.Print("nowchess", toChess);
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NowNode = toChess.Duplicate();
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Board.RemoveNode(toPos);
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} else {
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NowNode = toChess as Node;
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}
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Records.AddRecord(NowNode, fromChess, toPos, fromPos);
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Board.MoveNode(toPos, fromPos);
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selectedNodePos = Vector2.Inf;
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}
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public void Undo() {
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Records.Undo();
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}
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public void ReInit() {
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Records.Clear();
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Board.Clear();
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selectedNodePos = Vector2.Inf;
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Board.InitChessBoard();
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}
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private void HandleMouseClick(Vector2 clickPosition) {
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Vector2 newPos = (PosTrans.transArrToPix.AffineInverse() *
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clickPosition).Round();
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if (VirtualBoard.ArrPosOutOfRange(newPos)) return;
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GD.Print($"{newPos} mouse clicked");
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ChessPiece NowChess = Board.GetNodeFromBoard(newPos) as ChessPiece;
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ChessPiece SelChess = Board.GetNodeFromBoard(selectedNodePos) as ChessPiece;
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if (Vector2.Inf.Equals(selectedNodePos)) {
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if (NowChess == null) {
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return;
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}
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NowChess.Selected();
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selectedNodePos = newPos;
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} else if (selectedNodePos == newPos) {
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if (SelChess != null) {
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SelChess.DeSelected();
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}
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selectedNodePos = Vector2.Inf;
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} else {
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if (chessMoveFunc.Delegate != null) {
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GD.Print("chessMoveFunc Move: ", selectedNodePos, "->", newPos);
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if ((bool)chessMoveFunc.Call(newPos, selectedNodePos)) {
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MoveAndRecord(newPos, selectedNodePos);
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}
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} else {
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GD.Print("default MoveFunc Move: ", selectedNodePos, "->", newPos);
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MoveAndRecord(newPos, selectedNodePos);
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}
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// MoveAndRecord(newPos, selectedNodePos);
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// GD.Print($"End: {selectedNodePos} {SelChess} move to {clickArrPos} {NowChess}");
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}
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}
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private void HandleMouseClick(Vector2 clickPosition) {
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Vector2 clickBoardPos = (PosTrans.transArrToPix.AffineInverse() *
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clickPosition).Round();
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playerSelf.HandleBoardPosClick(clickBoardPos);
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}
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void OnMove(Vector2 from, Vector2 to) {
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chessMoveFunc.Call(to, from);
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}
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void OnRemove(VirtualPiece piece) {
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// (piece.data as Node).QueueFree();
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if (piece?.data != null)
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RemoveChild(piece.data as Node);
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}
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void OnInsert(VirtualPiece piece) {
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ChessPiece chess = piece.data as ChessPiece;
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AddChild(chess);
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}
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public void InsertNode(ChessPiece node, Vector2 arrayPos) {
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AddChild(node);
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VirtualPiece piece = node.GetVirtualPiece();
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// piece.Move(vector);
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board.SetPiecePos(piece, arrayPos);
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}
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// using Godot;
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// public enum ChessType
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// {
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// Carriage,
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// Horse,
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// Elephant,
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// Advisor,
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// General,
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// Cannon,
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// Pawn
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// }
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// public class VirtualBoard
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// {
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// // ...其他原有成员变量...
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// public VirtualBoard(Node root = null)
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// {
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// BoardRoot = root ?? GetTree().CurrentScene; // 如果未提供root,默认为当前场景
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// }
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// public void InitChessBoard()
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// {
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// // 定义黑色和红色棋子的初始位置和类型
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// var positions = new (Vector2 position, ChessType type)[]
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// {
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// // 黑方棋子初始化...
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// // 示例省略具体位置和类型,你需要根据实际情况填写
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// // (new Vector2(x, y), ChessType.Pawn),
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// // 红方棋子初始化...
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// // 同上
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// };
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// // 初始化棋子
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// foreach (var (position, type) in positions)
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// {
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// var color = position.Y == 0 ? new Color("black") : new Color("red"); // 根据行判断颜色
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// var piece = CreateChessPiece(type, color);
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// InsertChess(piece, position);
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// }
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// }
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// private ChessPiece CreateChessPiece(ChessType type, Color labelColor)
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// {
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// // 根据ChessType创建对应的棋子实例并设置Label和颜色
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// // 这里需要你实现具体的逻辑,例如switch case或映射表来决定创建哪种棋子
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// // 返回创建的棋子实例
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// }
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// // ...其他原有方法...
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// }
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public void InitChessBoard() {
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InsertNode(new ChessPiece
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{
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PieceLabel = "车",
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LabelColor = new Color("black"),
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}, new Vector2(0, 0));
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InsertNode(new ChessPiece
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{
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PieceLabel = "马",
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LabelColor = new Color("black"),
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}, new Vector2(1, 0));
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InsertNode(new ChessPiece
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{
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PieceLabel = "象",
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LabelColor = new Color("black"),
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}, new Vector2(2, 0));
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InsertNode(new ChessPiece
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{
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PieceLabel = "士",
|
||||
LabelColor = new Color("black"),
|
||||
}, new Vector2(3, 0));
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "将",
|
||||
LabelColor = new Color("black"),
|
||||
}, new Vector2(4, 0));
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "士",
|
||||
LabelColor = new Color("black"),
|
||||
}, new Vector2(5, 0));
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "象",
|
||||
LabelColor = new Color("black"),
|
||||
}, new Vector2(6, 0));
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "马",
|
||||
LabelColor = new Color("black"),
|
||||
}, new Vector2(7, 0));
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "车",
|
||||
LabelColor = new Color("black"),
|
||||
}, new Vector2(8, 0));
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "炮",
|
||||
LabelColor = new Color("black"),
|
||||
}, new Vector2(1, 2));
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "炮",
|
||||
LabelColor = new Color("black"),
|
||||
}, new Vector2(7, 2));
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "卒",
|
||||
LabelColor = new Color("black"),
|
||||
}, new Vector2(0, 3));
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "卒",
|
||||
LabelColor = new Color("black"),
|
||||
}, new Vector2(2, 3));
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "卒",
|
||||
LabelColor = new Color("black"),
|
||||
}, new Vector2(4, 3));
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "卒",
|
||||
LabelColor = new Color("black"),
|
||||
}, new Vector2(6, 3));
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "卒",
|
||||
LabelColor = new Color("black"),
|
||||
}, new Vector2(8, 3));
|
||||
|
||||
// -----------------------------------
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "车",
|
||||
LabelColor = new Color("red"),
|
||||
}, new Vector2(0, 9));
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "马",
|
||||
LabelColor = new Color("red"),
|
||||
}, new Vector2(1, 9));
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "象",
|
||||
LabelColor = new Color("red"),
|
||||
}, new Vector2(2, 9));
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "士",
|
||||
LabelColor = new Color("red"),
|
||||
}, new Vector2(3, 9));
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "将",
|
||||
LabelColor = new Color("red"),
|
||||
}, new Vector2(4, 9));
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "士",
|
||||
LabelColor = new Color("red"),
|
||||
}, new Vector2(5, 9));
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "象",
|
||||
LabelColor = new Color("red"),
|
||||
}, new Vector2(6, 9));
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "马",
|
||||
LabelColor = new Color("red"),
|
||||
}, new Vector2(7, 9));
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "车",
|
||||
LabelColor = new Color("red"),
|
||||
}, new Vector2(8, 9));
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "炮",
|
||||
LabelColor = new Color("red"),
|
||||
}, new Vector2(1, 7));
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "炮",
|
||||
LabelColor = new Color("red"),
|
||||
}, new Vector2(7, 7));
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "卒",
|
||||
LabelColor = new Color("red"),
|
||||
}, new Vector2(0, 6));
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "卒",
|
||||
LabelColor = new Color("red"),
|
||||
}, new Vector2(2, 6));
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "卒",
|
||||
LabelColor = new Color("red"),
|
||||
}, new Vector2(4, 6));
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "卒",
|
||||
LabelColor = new Color("red"),
|
||||
}, new Vector2(6, 6));
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "卒",
|
||||
LabelColor = new Color("red"),
|
||||
}, new Vector2(8, 6));
|
||||
}
|
||||
}
|
||||
|
@ -11,42 +11,38 @@ public partial class ChessPiece : Sprite2D {
|
||||
private Vector2 textureSize;
|
||||
|
||||
private Label labelOfChessName;
|
||||
private VirtualPiece piece;
|
||||
|
||||
private Vector2 arrPos = new Vector2(); // 注意这个坐标的非像素坐标而是棋盘坐标
|
||||
|
||||
public void movePos(Vector2 newPos) {
|
||||
this.arrPos = newPos;
|
||||
this.Position = PosTrans.transArrToPix * newPos;
|
||||
public VirtualPiece GetVirtualPiece() {
|
||||
return piece;
|
||||
}
|
||||
|
||||
public Vector2 getPos() {
|
||||
return arrPos;
|
||||
private void OnMove(Vector2 newPos) {
|
||||
Position = PosTrans.transArrToPix * new Vector2(newPos.X, newPos.Y);
|
||||
}
|
||||
|
||||
public void OnSelected(bool isSelected) {
|
||||
if (isSelected) {
|
||||
GD.Print($"{piece.Pos()} is selected");
|
||||
Transform *= transToSeleted;
|
||||
} else {
|
||||
GD.Print($"{piece.Pos()} is deselected");
|
||||
Transform *= transToSeleted.AffineInverse();
|
||||
}
|
||||
}
|
||||
|
||||
// 是否被选中
|
||||
public bool isSelected = false;
|
||||
Transform2D transToSeleted = new Transform2D(
|
||||
new Vector2(1.2f, 0),
|
||||
new Vector2(0, 1.2f),
|
||||
new Vector2(0, 0)
|
||||
);
|
||||
|
||||
public void Selected() {
|
||||
if (isSelected) {
|
||||
return;
|
||||
}
|
||||
GD.Print($"{arrPos} is selected");
|
||||
this.Transform *= transToSeleted;
|
||||
this.isSelected = true;
|
||||
}
|
||||
|
||||
public void DeSelected() {
|
||||
if (!isSelected) {
|
||||
return;
|
||||
}
|
||||
GD.Print($"{arrPos} is deselected");
|
||||
this.Transform *= transToSeleted.AffineInverse();
|
||||
this.isSelected = false;
|
||||
public ChessPiece(string name = "", Vector2 pos = new Vector2()) {
|
||||
PieceLabel = name;
|
||||
piece = new VirtualPiece(name, pos);
|
||||
piece.OnMove += OnMove;
|
||||
piece.OnSelected += OnSelected;
|
||||
piece.data = this;
|
||||
}
|
||||
|
||||
// Called when the node enters the scene tree for the first time.
|
||||
@ -56,8 +52,8 @@ public partial class ChessPiece : Sprite2D {
|
||||
|
||||
private void InitLabel() {
|
||||
// this.Texture.ResourcePath = "res://Asserts/ChesspieceBase.tres";
|
||||
this.Texture ??= (Texture2D)ResourceLoader.Load("res://Asserts/ChesspieceBase.tres");
|
||||
textureSize = this.Texture.GetSize();
|
||||
Texture ??= (Texture2D)ResourceLoader.Load("res://Asserts/ChesspieceBase.tres");
|
||||
textureSize = Texture.GetSize();
|
||||
Vector2 labalPosition = new(
|
||||
-textureSize.X / 2,
|
||||
-textureSize.Y / 2);
|
||||
@ -72,8 +68,4 @@ public partial class ChessPiece : Sprite2D {
|
||||
// labelOfChessName.SetAnchorsPreset(Control.LayoutPreset.FullRect);
|
||||
AddChild(labelOfChessName);
|
||||
}
|
||||
|
||||
interface IVarify {
|
||||
bool CanMove(Vector2 newPosition);
|
||||
}
|
||||
}
|
@ -1,23 +1,25 @@
|
||||
// using System.Numerics;
|
||||
using Godot;
|
||||
|
||||
using System.Collections.Generic;
|
||||
using System;
|
||||
using Godot;
|
||||
using System.Linq;
|
||||
|
||||
public class MoveRecords {
|
||||
public class MoveRecords<T> {
|
||||
private readonly LinkedList<MoveRecord> records = new LinkedList<MoveRecord>(); // 使用队列替换栈
|
||||
private readonly int maxRecords; // 记录上限
|
||||
private Action<Node, Node, Vector2, Vector2> onAddRecordCallback; // 添加记录时的回调
|
||||
private Action<Node, Node, Vector2, Vector2> onUndoRecordCallback; // 撤销记录时的回调
|
||||
private Action<T, T, Vector2, Vector2> onAddRecordCallback; // 添加记录时的回调
|
||||
private Action<T, T, Vector2, Vector2> onUndoRecordCallback; // 撤销记录时的回调
|
||||
|
||||
public MoveRecords(
|
||||
Action<Node, Node, Vector2, Vector2> onAddRecordCallback = null,
|
||||
Action<Node, Node, Vector2, Vector2> onUndoRecordCallback = null,
|
||||
Action<T, T, Vector2, Vector2> onAddRecordCallback = null,
|
||||
Action<T, T, Vector2, Vector2> onUndoRecordCallback = null,
|
||||
int maxRecords = 32) {
|
||||
this.maxRecords = maxRecords;
|
||||
this.onAddRecordCallback = onAddRecordCallback;
|
||||
this.onUndoRecordCallback = onUndoRecordCallback;
|
||||
}
|
||||
|
||||
public void AddRecord(Node newNode, Node oldNode, Vector2 newPos, Vector2 oldPos) {
|
||||
public void AddRecord(T newNode, T oldNode, Vector2 newPos, Vector2 oldPos) {
|
||||
// 达到记录上限时,移除最远的记录(队首元素)
|
||||
if (records.Count >= maxRecords) {
|
||||
records.RemoveFirst();
|
||||
@ -42,16 +44,16 @@ public class MoveRecords {
|
||||
}
|
||||
|
||||
private class MoveRecord {
|
||||
public Node NewNode { get; }
|
||||
public Node OldNode { get; }
|
||||
public T NewNode { get; }
|
||||
public T OldNode { get; }
|
||||
public Vector2 NewPos { get; }
|
||||
public Vector2 OldPos { get; }
|
||||
|
||||
public MoveRecord(Node newNode, Node oldNode, Vector2 newPos, Vector2 oldPos) {
|
||||
this.NewNode = newNode;
|
||||
this.OldNode = oldNode;
|
||||
this.OldPos = oldPos;
|
||||
this.NewPos = newPos;
|
||||
public MoveRecord(T newNode, T oldNode, Vector2 newPos, Vector2 oldPos) {
|
||||
NewNode = newNode;
|
||||
OldNode = oldNode;
|
||||
OldPos = oldPos;
|
||||
NewPos = newPos;
|
||||
}
|
||||
}
|
||||
}
|
@ -1,316 +1,74 @@
|
||||
// using System.Numerics;
|
||||
using Godot;
|
||||
using System;
|
||||
|
||||
class VirtualBoard {
|
||||
private static readonly int boradRows = 9;
|
||||
private static readonly int boradCols = 10;
|
||||
private readonly Node BoardRoot;
|
||||
private readonly Node[,] nodesBorad = new Node[boradRows, boradCols];
|
||||
public class VirtualBoard {
|
||||
private readonly int Rows;
|
||||
private readonly int Cols;
|
||||
private readonly VirtualPiece[,] pieces;
|
||||
|
||||
public static bool ArrPosOutOfRange(Vector2 arrayPos) {
|
||||
return arrayPos.X < 0 || arrayPos.X >= boradRows || arrayPos.Y < 0 || arrayPos.Y >= boradCols;
|
||||
// <oldPiece, newPiece>
|
||||
public event Action<VirtualPiece, VirtualPiece> OnSetPiecePos;
|
||||
public event Action<VirtualPiece> OnInsert;
|
||||
public event Action<VirtualPiece> OnRemove;
|
||||
public event Action<Vector2, Vector2> OnMove;
|
||||
|
||||
public VirtualBoard(int Rows, int Cols) {
|
||||
this.Rows = Rows;
|
||||
this.Cols = Cols;
|
||||
pieces = new VirtualPiece[Rows, Cols];
|
||||
}
|
||||
|
||||
public Node GetNodeFromBoard(Vector2 arrayPos) {
|
||||
public bool ArrPosOutOfRange(Vector2 arrayPos) {
|
||||
return arrayPos.X < 0 || arrayPos.X >= Rows || arrayPos.Y < 0 || arrayPos.Y >= Cols;
|
||||
}
|
||||
|
||||
public VirtualPiece GetPiece(Vector2 arrayPos) {
|
||||
if (ArrPosOutOfRange(arrayPos)) return null;
|
||||
return nodesBorad[(int)arrayPos.X, (int)arrayPos.Y];
|
||||
return pieces[(int)arrayPos.X, (int)arrayPos.Y];
|
||||
}
|
||||
|
||||
public void SetNodeToBoard(Vector2 arrayPos, Node node) {
|
||||
if (ArrPosOutOfRange(arrayPos)) return;
|
||||
nodesBorad[(int)arrayPos.X, (int)arrayPos.Y] = node;
|
||||
public VirtualPiece SetPiecePos(VirtualPiece piece, Vector2 arrayPos) {
|
||||
VirtualPiece ret = null;
|
||||
if (ArrPosOutOfRange(arrayPos)) return ret;
|
||||
ret = pieces[(int)arrayPos.X, (int)arrayPos.Y];
|
||||
pieces[(int)arrayPos.X, (int)arrayPos.Y] = piece;
|
||||
OnSetPiecePos?.Invoke(ret, piece);
|
||||
piece?.Move(arrayPos);
|
||||
return ret;
|
||||
}
|
||||
|
||||
public VirtualBoard(Node root = null) {
|
||||
//?? //GetTree().CurrentScene; // 如果未提供root,默认为当前场景
|
||||
BoardRoot = root;
|
||||
}
|
||||
|
||||
public bool MoveNode(Vector2 newPos, Vector2 oldPos) {
|
||||
if (ArrPosOutOfRange(newPos) || ArrPosOutOfRange(oldPos)) {
|
||||
return false;
|
||||
}
|
||||
if (GetNodeFromBoard(newPos) != null) {
|
||||
return false;
|
||||
}
|
||||
if (GetNodeFromBoard(oldPos) is ChessPiece chessPiece) {
|
||||
chessPiece.movePos(newPos);
|
||||
public bool InsertPiece(VirtualPiece piece, Vector2 arrayPos) {
|
||||
if (GetPiece(arrayPos) != null) {
|
||||
return false;
|
||||
}
|
||||
SetNodeToBoard(newPos, GetNodeFromBoard(oldPos));
|
||||
SetNodeToBoard(oldPos, null);
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool RemoveNode(Vector2 arrayPos) {
|
||||
if (ArrPosOutOfRange(arrayPos)) return false;
|
||||
if (GetNodeFromBoard(arrayPos) is ChessPiece chessPiece) {
|
||||
chessPiece.QueueFree();
|
||||
}
|
||||
SetNodeToBoard(arrayPos, null);
|
||||
OnInsert?.Invoke(piece);
|
||||
SetPiecePos(piece, arrayPos);
|
||||
return true;
|
||||
}
|
||||
|
||||
public void InsertNode(ChessPiece chess, Vector2 arrayPos) {
|
||||
chess.Position = PosTrans.transArrToPix * arrayPos;
|
||||
SetNodeToBoard(arrayPos, chess);
|
||||
BoardRoot.AddChild(chess);
|
||||
public bool MovePiece(Vector2 from, Vector2 to) {
|
||||
if (ArrPosOutOfRange(to) || ArrPosOutOfRange(from)) {
|
||||
return false;
|
||||
}
|
||||
if (GetPiece(to) != null) {
|
||||
return false;
|
||||
}
|
||||
OnMove?.Invoke(from, to);
|
||||
SetPiecePos(SetPiecePos(null, from), to);
|
||||
return true;
|
||||
}
|
||||
|
||||
public bool RemovePiece(Vector2 pos) {
|
||||
OnRemove?.Invoke(GetPiece(pos));
|
||||
return SetPiecePos(null, pos) != null;
|
||||
}
|
||||
|
||||
public void Clear() {
|
||||
foreach (var node in BoardRoot.GetChildren()) {
|
||||
if (node is ChessPiece chessPiece) {
|
||||
RemoveNode(chessPiece.getPos());
|
||||
chessPiece.QueueFree();
|
||||
for (int i = 0; i < Rows; i++) {
|
||||
for (int j = 0; j < Cols; j++) {
|
||||
RemovePiece(new Vector2(i, j));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// using Godot;
|
||||
|
||||
// public enum ChessType
|
||||
// {
|
||||
// Carriage,
|
||||
// Horse,
|
||||
// Elephant,
|
||||
// Advisor,
|
||||
// General,
|
||||
// Cannon,
|
||||
// Pawn
|
||||
// }
|
||||
|
||||
// public class VirtualBoard
|
||||
// {
|
||||
// // ...其他原有成员变量...
|
||||
|
||||
// public VirtualBoard(Node root = null)
|
||||
// {
|
||||
// BoardRoot = root ?? GetTree().CurrentScene; // 如果未提供root,默认为当前场景
|
||||
// }
|
||||
|
||||
// public void InitChessBoard()
|
||||
// {
|
||||
// // 定义黑色和红色棋子的初始位置和类型
|
||||
// var positions = new (Vector2 position, ChessType type)[]
|
||||
// {
|
||||
// // 黑方棋子初始化...
|
||||
// // 示例省略具体位置和类型,你需要根据实际情况填写
|
||||
// // (new Vector2(x, y), ChessType.Pawn),
|
||||
|
||||
// // 红方棋子初始化...
|
||||
// // 同上
|
||||
// };
|
||||
|
||||
// // 初始化棋子
|
||||
// foreach (var (position, type) in positions)
|
||||
// {
|
||||
// var color = position.Y == 0 ? new Color("black") : new Color("red"); // 根据行判断颜色
|
||||
// var piece = CreateChessPiece(type, color);
|
||||
// InsertChess(piece, position);
|
||||
// }
|
||||
// }
|
||||
|
||||
// private ChessPiece CreateChessPiece(ChessType type, Color labelColor)
|
||||
// {
|
||||
// // 根据ChessType创建对应的棋子实例并设置Label和颜色
|
||||
// // 这里需要你实现具体的逻辑,例如switch case或映射表来决定创建哪种棋子
|
||||
// // 返回创建的棋子实例
|
||||
// }
|
||||
|
||||
// // ...其他原有方法...
|
||||
// }
|
||||
|
||||
public void InitChessBoard() {
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "车",
|
||||
LabelColor = new Color("black"),
|
||||
}, new Vector2(0, 0));
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "马",
|
||||
LabelColor = new Color("black"),
|
||||
}, new Vector2(1, 0));
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "象",
|
||||
LabelColor = new Color("black"),
|
||||
}, new Vector2(2, 0));
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "士",
|
||||
LabelColor = new Color("black"),
|
||||
}, new Vector2(3, 0));
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "将",
|
||||
LabelColor = new Color("black"),
|
||||
}, new Vector2(4, 0));
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "士",
|
||||
LabelColor = new Color("black"),
|
||||
}, new Vector2(5, 0));
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "象",
|
||||
LabelColor = new Color("black"),
|
||||
}, new Vector2(6, 0));
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "马",
|
||||
LabelColor = new Color("black"),
|
||||
}, new Vector2(7, 0));
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "车",
|
||||
LabelColor = new Color("black"),
|
||||
}, new Vector2(8, 0));
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "炮",
|
||||
LabelColor = new Color("black"),
|
||||
}, new Vector2(1, 2));
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "炮",
|
||||
LabelColor = new Color("black"),
|
||||
}, new Vector2(7, 2));
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "卒",
|
||||
LabelColor = new Color("black"),
|
||||
}, new Vector2(0, 3));
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "卒",
|
||||
LabelColor = new Color("black"),
|
||||
}, new Vector2(2, 3));
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "卒",
|
||||
LabelColor = new Color("black"),
|
||||
}, new Vector2(4, 3));
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "卒",
|
||||
LabelColor = new Color("black"),
|
||||
}, new Vector2(6, 3));
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "卒",
|
||||
LabelColor = new Color("black"),
|
||||
}, new Vector2(8, 3));
|
||||
|
||||
// -----------------------------------
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "车",
|
||||
LabelColor = new Color("red"),
|
||||
}, new Vector2(0, 9));
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "马",
|
||||
LabelColor = new Color("red"),
|
||||
}, new Vector2(1, 9));
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "象",
|
||||
LabelColor = new Color("red"),
|
||||
}, new Vector2(2, 9));
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "士",
|
||||
LabelColor = new Color("red"),
|
||||
}, new Vector2(3, 9));
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "将",
|
||||
LabelColor = new Color("red"),
|
||||
}, new Vector2(4, 9));
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "士",
|
||||
LabelColor = new Color("red"),
|
||||
}, new Vector2(5, 9));
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "象",
|
||||
LabelColor = new Color("red"),
|
||||
}, new Vector2(6, 9));
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "马",
|
||||
LabelColor = new Color("red"),
|
||||
}, new Vector2(7, 9));
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "车",
|
||||
LabelColor = new Color("red"),
|
||||
}, new Vector2(8, 9));
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "炮",
|
||||
LabelColor = new Color("red"),
|
||||
}, new Vector2(1, 7));
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "炮",
|
||||
LabelColor = new Color("red"),
|
||||
}, new Vector2(7, 7));
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "卒",
|
||||
LabelColor = new Color("red"),
|
||||
}, new Vector2(0, 6));
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "卒",
|
||||
LabelColor = new Color("red"),
|
||||
}, new Vector2(2, 6));
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "卒",
|
||||
LabelColor = new Color("red"),
|
||||
}, new Vector2(4, 6));
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "卒",
|
||||
LabelColor = new Color("red"),
|
||||
}, new Vector2(6, 6));
|
||||
|
||||
InsertNode(new ChessPiece
|
||||
{
|
||||
PieceLabel = "卒",
|
||||
LabelColor = new Color("red"),
|
||||
}, new Vector2(8, 6));
|
||||
}
|
||||
}
|
40
Scripts/Utilities/VirtualPiece.cs
Normal file
40
Scripts/Utilities/VirtualPiece.cs
Normal file
@ -0,0 +1,40 @@
|
||||
// using System.Numerics;
|
||||
using Godot;
|
||||
|
||||
using System;
|
||||
|
||||
public class VirtualPiece {
|
||||
private Vector2 pos; // 注意这个坐标的非像素坐标而是棋盘坐标
|
||||
|
||||
private string name;
|
||||
private bool isSelected;
|
||||
public object data;
|
||||
|
||||
public event Action<Vector2> OnMove;
|
||||
public event Action<bool> OnSelected;
|
||||
|
||||
public void Move(Vector2 pos) {
|
||||
this.pos = pos;
|
||||
OnMove?.Invoke(pos);
|
||||
}
|
||||
|
||||
public Vector2 Pos() {
|
||||
return pos;
|
||||
}
|
||||
|
||||
public void Selected(bool isSelected) {
|
||||
if (this.isSelected != isSelected) {
|
||||
OnSelected?.Invoke(isSelected);
|
||||
this.isSelected = isSelected;
|
||||
}
|
||||
}
|
||||
|
||||
public bool IsSelected() {
|
||||
return isSelected;
|
||||
}
|
||||
|
||||
public VirtualPiece(string name = "", Vector2 pos = new Vector2()) {
|
||||
this.name = name;
|
||||
this.pos = pos;
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user