feat(重构): 重构棋盘和棋子的逻辑

- 重构了 ChessBoard 和 ChessPiece 类的逻辑
- 添加了新版本的 ChineseChess 库
- 删除了旧版本的 VirtualBoard 和 VirtualPiece 类
- 更新了相关的场景和脚本
This commit is contained in:
ZZY
2024-11-22 20:01:40 +08:00
parent 8ee9732a6f
commit 9c619784af
28 changed files with 1068 additions and 455 deletions

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@ -1,63 +0,0 @@
// using System.Numerics;
using Godot;
using System.Collections.Generic;
using System;
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 readonly Action<T, T, Vector2, Vector2> onAddRecordCallback; // 添加记录时的回调
private readonly Action<T, T, Vector2, Vector2> onUndoRecordCallback; // 撤销记录时的回调
public MoveRecords(
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(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();
}
var record = new MoveRecord(newNode, oldNode, newPos, oldPos);
// 触发添加记录的回调
onAddRecordCallback?.Invoke(newNode, oldNode, newPos, oldPos);
// GD.Print("In func Addrecord: ", record.NewNode, "->", record.OldNode, ":", record.NewPos, "->", record.OldPos);
records.AddLast(record); // 将新记录加入队尾
}
public int Count() {
return records.Count;
}
public void Undo() {
if (records.Count == 0) return;
MoveRecord record = records.Last.Value; // 移除并获取队首的记录以执行撤销操作
records.RemoveLast();
// 触发撤销记录的回调
onUndoRecordCallback?.Invoke(record.NewNode, record.OldNode, record.NewPos, record.OldPos);
}
public void Clear() {
records.Clear();
}
private class MoveRecord {
public T NewNode { get; }
public T OldNode { get; }
public Vector2 NewPos { get; }
public Vector2 OldPos { get; }
public MoveRecord(T newNode, T oldNode, Vector2 newPos, Vector2 oldPos) {
NewNode = newNode;
OldNode = oldNode;
OldPos = oldPos;
NewPos = newPos;
}
}
}

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using Godot;
public static class PosTrans {
private static readonly int pixGripSize = 32;
public static Transform2D transArrToPix = new(
new Vector2(pixGripSize, 0),
new Vector2(0, pixGripSize),
new Vector2(-4, -4.5f) * pixGripSize
);
}