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:
ZZY
2024-11-02 21:18:53 +08:00
parent abace89813
commit 7e2ca3948d
17 changed files with 2984 additions and 503 deletions

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@ -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;
}
}
}

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@ -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));
}
}

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@ -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;
}
}