bugfix 重新提交暂存区

This commit is contained in:
ZZY
2024-11-03 21:15:33 +08:00
parent d1dea9a89d
commit d323a0bee7
52 changed files with 5229 additions and 0 deletions

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// 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 += (sender, piece) => {
if (piece.data != null) {
RemoveChild(piece.data as Node);
}
};
board.OnInsert += (sender, piece) => {
if (piece.data != null) {
AddChild(piece.data as Node);
}
};
// board.OnMove += (sender, args) => {
// // chessMoveFunc.Call(args.To, args.From);
// };
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);
}
public void InsertNode(ChessPiece node, Vector2 arrayPos) {
AddChild(node);
VirtualPiece piece = node.GetVirtualPiece();
// piece.Move(vector);
board.SetPiecePos(piece, arrayPos);
}
public void InitChessBoard() {
InitializePieces("black", 0, new[] {
("车", 0, 0), ("马", 1, 0), ("象", 2, 0),
("士", 3, 0), ("将", 4, 0), ("士", 5, 0),
("象", 6, 0), ("马", 7, 0), ("车", 8, 0),
("炮", 1, 2), ("炮", 7, 2),
("卒", 0, 3), ("卒", 2, 3), ("卒", 4, 3), ("卒", 6, 3), ("卒", 8, 3)
});
InitializePieces("red", 9, new[] {
("车", 0, -0), ("马", 1, -0), ("象", 2, -0),
("士", 3, -0), ("将", 4, -0), ("士", 5, -0),
("象", 6, -0), ("马", 7, -0), ("车", 8, -0),
("炮", 1, -2), ("炮", 7, -2),
("卒", 0, -3), ("卒", 2, -3), ("卒", 4, -3), ("卒", 6, -3), ("卒", 8, -3)
});
}
private void InitializePieces(string color, int baseY, (string label, int x, int y)[] positions) {
foreach (var (label, x, y) in positions) {
InsertNode(new ChessPiece {
PieceLabel = label,
LabelColor = new Color(color)
}, new Vector2(x, baseY + y));
}
}
// 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...
// }
}

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// 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() : this("", Vector2.Zero){
}
public ChessPiece(string name, Vector2 pos) {
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