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
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// Chessboard.cs
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using Godot;
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public partial class ChessBoard : Node2D {
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public VirtualBoard board = null;
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public Player playerSelf = null;
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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(9, 10);
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playerSelf = new Player(board);
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board.OnRemove += OnRemove;
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board.OnInsert += OnInsert;
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board.OnMove += OnMove;
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InitChessBoard();
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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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}
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}
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private void HandleMouseClick(Vector2 clickPosition) {
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Vector2 clickBoardPos = (PosTrans.transArrToPix.AffineInverse() *
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clickPosition).Round();
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playerSelf.HandleBoardPosClick(clickBoardPos);
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}
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void OnMove(Vector2 from, Vector2 to) {
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chessMoveFunc.Call(to, from);
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}
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void OnRemove(VirtualPiece piece) {
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// (piece.data as Node).QueueFree();
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if (piece?.data != null)
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RemoveChild(piece.data as Node);
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}
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void OnInsert(VirtualPiece piece) {
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ChessPiece chess = piece.data as ChessPiece;
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AddChild(chess);
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}
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public void InsertNode(ChessPiece node, Vector2 arrayPos) {
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AddChild(node);
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VirtualPiece piece = node.GetVirtualPiece();
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// piece.Move(vector);
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board.SetPiecePos(piece, arrayPos);
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}
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// using Godot;
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// public enum ChessType
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// {
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// Carriage,
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// Horse,
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// Elephant,
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// Advisor,
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// General,
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// Cannon,
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// Pawn
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// }
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// public class VirtualBoard
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// {
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// // ...其他原有成员变量...
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// public VirtualBoard(Node root = null)
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// {
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// BoardRoot = root ?? GetTree().CurrentScene; // 如果未提供root,默认为当前场景
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// }
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// public void InitChessBoard()
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// {
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// // 定义黑色和红色棋子的初始位置和类型
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// var positions = new (Vector2 position, ChessType type)[]
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// {
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// // 黑方棋子初始化...
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// // 示例省略具体位置和类型,你需要根据实际情况填写
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// // (new Vector2(x, y), ChessType.Pawn),
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// // 红方棋子初始化...
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// // 同上
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// };
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// // 初始化棋子
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// foreach (var (position, type) in positions)
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// {
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// var color = position.Y == 0 ? new Color("black") : new Color("red"); // 根据行判断颜色
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// var piece = CreateChessPiece(type, color);
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// InsertChess(piece, position);
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// }
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// }
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// private ChessPiece CreateChessPiece(ChessType type, Color labelColor)
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// {
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// // 根据ChessType创建对应的棋子实例并设置Label和颜色
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// // 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
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// // 返回创建的棋子实例
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// }
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// // ...其他原有方法...
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// }
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public void InitChessBoard() {
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InsertNode(new ChessPiece
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{
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PieceLabel = "车",
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LabelColor = new Color("black"),
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}, new Vector2(0, 0));
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InsertNode(new ChessPiece
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{
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PieceLabel = "马",
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LabelColor = new Color("black"),
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}, new Vector2(1, 0));
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InsertNode(new ChessPiece
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{
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PieceLabel = "象",
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LabelColor = new Color("black"),
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}, new Vector2(2, 0));
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InsertNode(new ChessPiece
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{
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PieceLabel = "士",
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LabelColor = new Color("black"),
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}, new Vector2(3, 0));
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InsertNode(new ChessPiece
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{
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PieceLabel = "将",
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LabelColor = new Color("black"),
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}, new Vector2(4, 0));
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InsertNode(new ChessPiece
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{
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PieceLabel = "士",
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LabelColor = new Color("black"),
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}, new Vector2(5, 0));
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InsertNode(new ChessPiece
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{
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PieceLabel = "象",
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LabelColor = new Color("black"),
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}, new Vector2(6, 0));
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InsertNode(new ChessPiece
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{
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PieceLabel = "马",
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LabelColor = new Color("black"),
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}, new Vector2(7, 0));
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InsertNode(new ChessPiece
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{
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PieceLabel = "车",
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LabelColor = new Color("black"),
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}, new Vector2(8, 0));
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InsertNode(new ChessPiece
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{
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PieceLabel = "炮",
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LabelColor = new Color("black"),
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}, new Vector2(1, 2));
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InsertNode(new ChessPiece
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{
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PieceLabel = "炮",
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LabelColor = new Color("black"),
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}, new Vector2(7, 2));
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InsertNode(new ChessPiece
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{
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PieceLabel = "卒",
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LabelColor = new Color("black"),
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}, new Vector2(0, 3));
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InsertNode(new ChessPiece
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{
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PieceLabel = "卒",
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LabelColor = new Color("black"),
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}, new Vector2(2, 3));
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InsertNode(new ChessPiece
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{
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PieceLabel = "卒",
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LabelColor = new Color("black"),
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}, new Vector2(4, 3));
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InsertNode(new ChessPiece
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{
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PieceLabel = "卒",
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LabelColor = new Color("black"),
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}, new Vector2(6, 3));
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InsertNode(new ChessPiece
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{
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PieceLabel = "卒",
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LabelColor = new Color("black"),
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}, new Vector2(8, 3));
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// -----------------------------------
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InsertNode(new ChessPiece
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{
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PieceLabel = "车",
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LabelColor = new Color("red"),
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}, new Vector2(0, 9));
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InsertNode(new ChessPiece
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{
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PieceLabel = "马",
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LabelColor = new Color("red"),
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}, new Vector2(1, 9));
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InsertNode(new ChessPiece
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{
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PieceLabel = "象",
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LabelColor = new Color("red"),
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}, new Vector2(2, 9));
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InsertNode(new ChessPiece
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{
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PieceLabel = "士",
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LabelColor = new Color("red"),
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}, new Vector2(3, 9));
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InsertNode(new ChessPiece
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{
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PieceLabel = "将",
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LabelColor = new Color("red"),
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}, new Vector2(4, 9));
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InsertNode(new ChessPiece
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{
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PieceLabel = "士",
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LabelColor = new Color("red"),
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}, new Vector2(5, 9));
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InsertNode(new ChessPiece
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{
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PieceLabel = "象",
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LabelColor = new Color("red"),
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}, new Vector2(6, 9));
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InsertNode(new ChessPiece
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{
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PieceLabel = "马",
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LabelColor = new Color("red"),
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}, new Vector2(7, 9));
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InsertNode(new ChessPiece
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{
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PieceLabel = "车",
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LabelColor = new Color("red"),
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}, new Vector2(8, 9));
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InsertNode(new ChessPiece
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{
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PieceLabel = "炮",
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LabelColor = new Color("red"),
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}, new Vector2(1, 7));
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InsertNode(new ChessPiece
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{
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PieceLabel = "炮",
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LabelColor = new Color("red"),
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}, new Vector2(7, 7));
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InsertNode(new ChessPiece
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{
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PieceLabel = "卒",
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LabelColor = new Color("red"),
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}, new Vector2(0, 6));
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InsertNode(new ChessPiece
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{
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PieceLabel = "卒",
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LabelColor = new Color("red"),
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}, new Vector2(2, 6));
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InsertNode(new ChessPiece
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{
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PieceLabel = "卒",
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LabelColor = new Color("red"),
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}, new Vector2(4, 6));
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InsertNode(new ChessPiece
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{
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PieceLabel = "卒",
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LabelColor = new Color("red"),
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}, new Vector2(6, 6));
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InsertNode(new ChessPiece
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{
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PieceLabel = "卒",
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LabelColor = new Color("red"),
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}, new Vector2(8, 6));
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}
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}
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// Chesspiece.cs
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using Godot;
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public partial class ChessPiece : Sprite2D {
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// 文字内容
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[Export]
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public string PieceLabel { get; set; } = null;
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// 文字颜色(可导出以编辑器调整)
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[Export]
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public Color LabelColor { get; set; } = new Color("black");
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private Vector2 textureSize;
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private Label labelOfChessName;
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private VirtualPiece piece;
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public VirtualPiece GetVirtualPiece() {
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return piece;
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}
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private void OnMove(Vector2 newPos) {
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Position = PosTrans.transArrToPix * new Vector2(newPos.X, newPos.Y);
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}
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public void OnSelected(bool isSelected) {
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if (isSelected) {
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GD.Print($"{piece.Pos()} is selected");
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Transform *= transToSeleted;
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} else {
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GD.Print($"{piece.Pos()} is deselected");
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Transform *= transToSeleted.AffineInverse();
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}
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}
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Transform2D transToSeleted = new Transform2D(
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new Vector2(1.2f, 0),
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new Vector2(0, 1.2f),
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new Vector2(0, 0)
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);
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public ChessPiece(string name = "", Vector2 pos = new Vector2()) {
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PieceLabel = name;
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piece = new VirtualPiece(name, pos);
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piece.OnMove += OnMove;
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piece.OnSelected += OnSelected;
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piece.data = this;
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}
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// Called when the node enters the scene tree for the first time.
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public override void _Ready() {
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InitLabel();
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}
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private void InitLabel() {
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// this.Texture.ResourcePath = "res://Asserts/ChesspieceBase.tres";
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Texture ??= (Texture2D)ResourceLoader.Load("res://Asserts/ChesspieceBase.tres");
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textureSize = Texture.GetSize();
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Vector2 labalPosition = new(
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-textureSize.X / 2,
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-textureSize.Y / 2);
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labelOfChessName = new Label {
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Text = PieceLabel,
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HorizontalAlignment = HorizontalAlignment.Center,
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VerticalAlignment = VerticalAlignment.Center,
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Modulate = LabelColor,
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Position = labalPosition,
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Size = textureSize,
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};
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// labelOfChessName.SetAnchorsPreset(Control.LayoutPreset.FullRect);
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AddChild(labelOfChessName);
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}
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}
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@ -1,20 +0,0 @@
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// 帅/将 (General) - 代表双方的最高统帅。
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// 子类名:ChessGeneral
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// 仕/士 (Advisor) - 保护帅/将的近身侍卫。
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// 子类名:ChessAdvisor
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// 相/象 (Elephant) - 行动受限,走田字格,不能过河。
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// 子类名:ChessElephant
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// 車/车 (Chariot) - 横竖移动,威力巨大。
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// 子类名:ChessChariot
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// 馬/马 (Horse) - 走日字形,跳跃式移动。
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// 子类名:ChessHorse
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// 砲/炮 (Cannon) - 需要隔子才能吃子,直线移动。
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// 子类名:ChessCannon
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// 兵/卒 (Pawn) - 最基础的棋子,过河后可横移。
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// 子类名:ChessPawn
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