add 新增远程连接,实现多人游戏
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@ -6,6 +6,10 @@ public partial class ChessBoard : Node2D {
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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 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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@ -16,72 +20,55 @@ public partial class ChessBoard : Node2D {
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if (newPiece != null) {
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Board.InsertNode(newPiece, newPos);
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}
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// if (oldPiece != null) {
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// Board.RemoveNode(oldPos);
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// }
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});
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Board.InitChessBoard();
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// this.AddChild();
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}
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public override void _Input(InputEvent @event) {
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if (@event is InputEventMouseButton mouseEvent &&
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mouseEvent.Pressed &&
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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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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 clickArrPos) {
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if (VirtualBoard.ArrPosOutOfRange(clickArrPos)) return;
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GD.Print($"{clickArrPos} mouse clicked");
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ChessPiece NowChess = Board.getNodeFromBoard(clickArrPos) as ChessPiece;
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ChessPiece SelChess = Board.getNodeFromBoard(selectedNodePos) as ChessPiece;
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if (Vector2.Inf.Equals(selectedNodePos)) {
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if (NowChess == null) {
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return;
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}
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NowChess.Selected();
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GD.Print($"{clickArrPos} is selected");
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selectedNodePos = clickArrPos;
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} else if (selectedNodePos == clickArrPos) {
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if (SelChess != null) {
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SelChess.DeSelected();
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}
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GD.Print($"{selectedNodePos} is deselected");
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selectedNodePos = Vector2.Inf;
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} else {
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GD.Print($"{selectedNodePos} move to {clickArrPos}");
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if (SelChess != null) {
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SelChess.DeSelected();
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GD.Print($"{selectedNodePos} is deselected");
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}
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Node NowNode;
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if (NowChess != null) {
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GD.Print("nowchess", NowChess);
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NowNode = NowChess.Duplicate();
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Board.RemoveNode(clickArrPos);
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} else {
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NowNode = NowChess as Node;
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}
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Records.AddRecord(NowNode, SelChess, clickArrPos, selectedNodePos);
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Board.MoveNode(clickArrPos, selectedNodePos);
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selectedNodePos = Vector2.Inf;
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// GD.Print($"End: {selectedNodePos} {SelChess} move to {clickArrPos} {NowChess}");
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}
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public void ActionPos(Vector2 newPos) {
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}
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public void undo() {
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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 redo() {
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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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@ -89,13 +76,39 @@ public partial class ChessBoard : Node2D {
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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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// 如果有棋子被选中,则进行后续操作
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// if (nowSelectedChess == null) {
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// seletedNode = null;
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// } else if (nowSelectedChess != null && seletedNode != null) {
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// if (seletedNode is ChessPiece chessPiece) MoveChess(arrayPos, chessPiece.arrPos);
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// }
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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($"End: {selectedNodePos} {SelChess} move to {clickArrPos} {NowChess}");
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}
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}
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@ -35,6 +35,7 @@ public partial class ChessPiece : Sprite2D {
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if (isSelected) {
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return;
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}
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GD.Print($"{arrPos} is selected");
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this.Transform *= transToSeleted;
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this.isSelected = true;
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}
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@ -43,6 +44,7 @@ public partial class ChessPiece : Sprite2D {
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if (!isSelected) {
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return;
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}
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GD.Print($"{arrPos} is deselected");
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this.Transform *= transToSeleted.AffineInverse();
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this.isSelected = false;
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}
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@ -54,7 +56,7 @@ public partial class ChessPiece : Sprite2D {
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private void InitLabel() {
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// this.Texture.ResourcePath = "res://Asserts/ChesspieceBase.tres";
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this.Texture = (Texture2D)ResourceLoader.Load("res://Asserts/ChesspieceBase.tres");
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this.Texture ??= (Texture2D)ResourceLoader.Load("res://Asserts/ChesspieceBase.tres");
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textureSize = this.Texture.GetSize();
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Vector2 labalPosition = new(
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-textureSize.X / 2,
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