add 新增远程连接,实现多人游戏
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@ -1,4 +1,3 @@
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using System.Dynamic;
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using Godot;
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class VirtualBoard {
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@ -11,12 +10,12 @@ class VirtualBoard {
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return arrayPos.X < 0 || arrayPos.X >= boradRows || arrayPos.Y < 0 || arrayPos.Y >= boradCols;
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}
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public Node getNodeFromBoard(Vector2 arrayPos) {
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public Node GetNodeFromBoard(Vector2 arrayPos) {
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if (ArrPosOutOfRange(arrayPos)) return null;
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return nodesBorad[(int)arrayPos.X, (int)arrayPos.Y];
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}
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public void setNodeToBoard(Vector2 arrayPos, Node node) {
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public void SetNodeToBoard(Vector2 arrayPos, Node node) {
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if (ArrPosOutOfRange(arrayPos)) return;
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nodesBorad[(int)arrayPos.X, (int)arrayPos.Y] = node;
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}
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@ -30,29 +29,29 @@ class VirtualBoard {
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if (ArrPosOutOfRange(newPos) || ArrPosOutOfRange(oldPos)) {
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return false;
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}
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if (getNodeFromBoard(newPos) != null) {
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if (GetNodeFromBoard(newPos) != null) {
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return false;
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}
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if (getNodeFromBoard(oldPos) is ChessPiece chessPiece) {
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if (GetNodeFromBoard(oldPos) is ChessPiece chessPiece) {
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chessPiece.movePos(newPos);
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}
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setNodeToBoard(newPos, getNodeFromBoard(oldPos));
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setNodeToBoard(oldPos, null);
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SetNodeToBoard(newPos, GetNodeFromBoard(oldPos));
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SetNodeToBoard(oldPos, null);
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return true;
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}
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public bool RemoveNode(Vector2 arrayPos) {
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if (ArrPosOutOfRange(arrayPos)) return false;
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if (getNodeFromBoard(arrayPos) is ChessPiece chessPiece) {
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if (GetNodeFromBoard(arrayPos) is ChessPiece chessPiece) {
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chessPiece.QueueFree();
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}
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setNodeToBoard(arrayPos, null);
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SetNodeToBoard(arrayPos, null);
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return true;
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}
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public void InsertNode(ChessPiece chess, Vector2 arrayPos) {
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chess.Position = PosTrans.transArrToPix * arrayPos;
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setNodeToBoard(arrayPos, chess);
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SetNodeToBoard(arrayPos, chess);
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BoardRoot.AddChild(chess);
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}
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