chore: 删除无用的项目配置和资源文件修改android key,修正godot4.3无法构建的问题

- 移除 .gitattributes 和 .gitignore 文件
- 删除 Asserts 目录下的棋盘和棋子基础资源文件
This commit is contained in:
ZZY
2024-11-03 21:12:15 +08:00
parent 7e2ca3948d
commit d1dea9a89d
83 changed files with 0 additions and 6189 deletions

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@ -1,308 +0,0 @@
// Chessboard.cs
using Godot;
public partial class ChessBoard : Node2D {
public VirtualBoard board = null;
public Player playerSelf = null;
public delegate bool ChessMoveFunc(Vector2 toPos, Vector2 fromPos);
public Callable chessMoveFunc { get; set; }
public override void _Ready() {
board = new VirtualBoard(9, 10);
playerSelf = new Player(board);
board.OnRemove += OnRemove;
board.OnInsert += OnInsert;
board.OnMove += OnMove;
InitChessBoard();
}
public override void _Input(InputEvent @event) {
if (@event is InputEventMouseButton mouseEvent &&
mouseEvent.Pressed &&
mouseEvent.ButtonIndex == MouseButton.Left) {
// HandleMouseClick(GetGlobalTransformWithCanvas().AffineInverse() * mouseButton.Position);
HandleMouseClick(GetLocalMousePosition());
}
}
private void HandleMouseClick(Vector2 clickPosition) {
Vector2 clickBoardPos = (PosTrans.transArrToPix.AffineInverse() *
clickPosition).Round();
playerSelf.HandleBoardPosClick(clickBoardPos);
}
void OnMove(Vector2 from, Vector2 to) {
chessMoveFunc.Call(to, from);
}
void OnRemove(VirtualPiece piece) {
// (piece.data as Node).QueueFree();
if (piece?.data != null)
RemoveChild(piece.data as Node);
}
void OnInsert(VirtualPiece piece) {
ChessPiece chess = piece.data as ChessPiece;
AddChild(chess);
}
public void InsertNode(ChessPiece node, Vector2 arrayPos) {
AddChild(node);
VirtualPiece piece = node.GetVirtualPiece();
// piece.Move(vector);
board.SetPiecePos(piece, arrayPos);
}
// 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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@ -1,71 +0,0 @@
// Chesspiece.cs
using Godot;
public partial class ChessPiece : Sprite2D {
// 文字内容
[Export]
public string PieceLabel { get; set; } = null;
// 文字颜色(可导出以编辑器调整)
[Export]
public Color LabelColor { get; set; } = new Color("black");
private Vector2 textureSize;
private Label labelOfChessName;
private VirtualPiece piece;
public VirtualPiece GetVirtualPiece() {
return piece;
}
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();
}
}
Transform2D transToSeleted = new Transform2D(
new Vector2(1.2f, 0),
new Vector2(0, 1.2f),
new Vector2(0, 0)
);
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.
public override void _Ready() {
InitLabel();
}
private void InitLabel() {
// this.Texture.ResourcePath = "res://Asserts/ChesspieceBase.tres";
Texture ??= (Texture2D)ResourceLoader.Load("res://Asserts/ChesspieceBase.tres");
textureSize = Texture.GetSize();
Vector2 labalPosition = new(
-textureSize.X / 2,
-textureSize.Y / 2);
labelOfChessName = new Label {
Text = PieceLabel,
HorizontalAlignment = HorizontalAlignment.Center,
VerticalAlignment = VerticalAlignment.Center,
Modulate = LabelColor,
Position = labalPosition,
Size = textureSize,
};
// labelOfChessName.SetAnchorsPreset(Control.LayoutPreset.FullRect);
AddChild(labelOfChessName);
}
}

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// 帅/将 (General) - 代表双方的最高统帅。
// 子类名ChessGeneral
// 仕/士 (Advisor) - 保护帅/将的近身侍卫。
// 子类名ChessAdvisor
// 相/象 (Elephant) - 行动受限,走田字格,不能过河。
// 子类名ChessElephant
// 車/车 (Chariot) - 横竖移动,威力巨大。
// 子类名ChessChariot
// 馬/马 (Horse) - 走日字形,跳跃式移动。
// 子类名ChessHorse
// 砲/炮 (Cannon) - 需要隔子才能吃子,直线移动。
// 子类名ChessCannon
// 兵/卒 (Pawn) - 最基础的棋子,过河后可横移。
// 子类名ChessPawn