feat(chinese-chess): 实现中国象棋核心逻辑和基本功能
- 抽象出 ChessCore 类,包含游戏初始化、行棋逻辑、悔棋等功能 - 重构 Player 类,优化行棋和记录逻辑 - 更新 ChessBoard 和 ChessPiece 类,适应新逻辑 - 移除冗余代码,提高代码可读性和可维护性
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@ -113,6 +113,7 @@ size_flags_horizontal = 3
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[node name="Button" type="Button" parent="BoxContainer/HBoxContainer/MarginContainer"]
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layout_mode = 2
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size_flags_horizontal = 3
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disabled = true
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text = "Clear Config"
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[node name="MarginContainer2" type="MarginContainer" parent="BoxContainer/HBoxContainer"]
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@ -121,6 +122,7 @@ size_flags_horizontal = 3
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[node name="Button2" type="Button" parent="BoxContainer/HBoxContainer/MarginContainer2"]
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layout_mode = 2
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disabled = true
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text = "Clear User Data"
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[node name="HFlowContainer" type="HFlowContainer" parent="BoxContainer"]
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@ -129,21 +131,25 @@ layout_mode = 2
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[node name="Button" type="Button" parent="BoxContainer/HFlowContainer"]
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layout_mode = 2
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size_flags_horizontal = 3
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disabled = true
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text = "GetCacheDir"
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[node name="Button2" type="Button" parent="BoxContainer/HFlowContainer"]
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layout_mode = 2
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size_flags_horizontal = 3
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disabled = true
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text = "GetConfigDir"
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[node name="Button3" type="Button" parent="BoxContainer/HFlowContainer"]
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layout_mode = 2
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size_flags_horizontal = 3
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disabled = true
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text = "GetDataDir"
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[node name="Button4" type="Button" parent="BoxContainer/HFlowContainer"]
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layout_mode = 2
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size_flags_horizontal = 3
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disabled = true
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text = "GetUserDataDir"
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[connection signal="pressed" from="BoxContainer/MarginContainer/Back" to="." method="OnBack"]
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@ -1,29 +1,27 @@
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using System.Collections;
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using Godot;
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using Godot.Collections;
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using ChineseChess;
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public partial class ChessGame : Node2D {
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ChessBoard board;
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Global global;
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ConfirmationDialog dialog;
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private bool isSession = false;
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private Player playerSelf;
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private Player playerOpponent;
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ChessCore Game;
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ChessCore.TurnsSideType sideSelf;
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ChessCore.TurnsSideType sideOpposite;
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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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{
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public override void _Ready() {
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// Init.Call();
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global = GetNode<Global>("/root/Global");
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board = GetNode<ChessBoard>("Chessboard");
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isSession = global.RPClient.IsOnline();
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playerSelf = new Player(board.board, Player.PlayerType.Human);
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playerOpponent = new Player(board.board, Player.PlayerType.Human);
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InitChessBoard();
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GetNode<LineEdit>("Control/VBoxContainer/MarginContainer3/HFlowContainer/LineEdit")
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.Text = global.GlobalData["player_color"].AsString();
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LineEdit turnSideEdit = GetNode<LineEdit>("Control/VBoxContainer/MarginContainer3/HFlowContainer/LineEdit2");
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turnSideEdit.Text = "red";
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GD.PrintErr("ChessGame ", global.RPClient.GetUserId(), ":",global.GlobalData["player_color"]);
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dialog = new ConfirmationDialog {
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@ -33,18 +31,37 @@ public partial class ChessGame : Node2D {
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};
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AddChild(dialog);
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if (global.GlobalData["player_color"].AsString() == "red") {
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sideSelf = ChessCore.TurnsSideType.Red;
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sideOpposite = ChessCore.TurnsSideType.Black;
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} else {
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sideSelf = ChessCore.TurnsSideType.Black;
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sideOpposite = ChessCore.TurnsSideType.Red;
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}
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if (isSession) {
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Game = new(ChessCore.Mode.MultiMode, sideSelf);
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} else {
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Game = new(ChessCore.Mode.SingleMode, sideSelf);
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}
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board.LoadBoard(Game.board);
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Game.InitGame();
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Game.board.OnMove += (sender, e) => {
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turnSideEdit.Text = Game.GetTurnsType() == ChessCore.TurnsSideType.Red ? "red" : "black";
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};
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board.OnPosClicked += (sender, pos) => {
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if (isSession) {
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Game.OnPosClicked(pos, ChessCore.PlayerSideType.Self);
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var res = global.RPClient.SendSessionToAll(global.sessionId, new Dictionary {
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{"type", "mouseClicked"},
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{"X", pos.X},
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{"Y", pos.Y},
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{"id", global.RPClient.GetUserId()}
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});
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playerSelf.HandleBoardPosClick(pos);
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} else {
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playerSelf.HandleBoardPosClick(pos);
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playerSelf.SetAllowedPieces(null);
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Game.OnPosClicked(pos);
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}
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};
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@ -65,44 +82,6 @@ public partial class ChessGame : Node2D {
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public override void _Process(double delta) {
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}
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public void InitChessBoard() {
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ArrayList black = InitializePieces("black", 0, new[] {
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("车", 0, 0), ("马", 1, 0), ("象", 2, 0),
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("士", 3, 0), ("将", 4, 0), ("士", 5, 0),
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("象", 6, 0), ("马", 7, 0), ("车", 8, 0),
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("炮", 1, 2), ("炮", 7, 2),
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("卒", 0, 3), ("卒", 2, 3), ("卒", 4, 3), ("卒", 6, 3), ("卒", 8, 3)
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});
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ArrayList red = InitializePieces("red", 9, new[] {
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("车", 0, -0), ("马", 1, -0), ("象", 2, -0),
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("士", 3, -0), ("将", 4, -0), ("士", 5, -0),
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("象", 6, -0), ("马", 7, -0), ("车", 8, -0),
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("炮", 1, -2), ("炮", 7, -2),
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("卒", 0, -3), ("卒", 2, -3), ("卒", 4, -3), ("卒", 6, -3), ("卒", 8, -3)
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});
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if (global.GlobalData["player_color"].AsString() == "red") {
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playerSelf.SetAllowedPieces(red);
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playerOpponent.SetAllowedPieces(black);
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} else {
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playerSelf.SetAllowedPieces(black);
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playerOpponent.SetAllowedPieces(red);
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}
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}
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private ArrayList InitializePieces(string color, int baseY, (string label, int x, int y)[] positions) {
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ArrayList list = new();
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foreach (var (label, x, y) in positions) {
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ChessPiece piece = new ChessPiece {
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PieceLabel = label,
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LabelColor = new Color(color)
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};
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list.Add(piece.GetVirtualPiece());
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board.InsertNode(piece, new Vector2(x, baseY + y));
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}
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return list;
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}
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private void SessionMsgHandle(Dictionary msg) {
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GD.PrintErr($"session msg: {msg}");
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switch (msg["type"].AsString()) {
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@ -120,25 +99,17 @@ public partial class ChessGame : Node2D {
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}
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Vector2 mouseClicked = new(GD.StrToVar(msg["X"].ToString()).AsInt32(),
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GD.StrToVar(msg["Y"].ToString()).AsInt32());
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playerOpponent.HandleBoardPosClick(mouseClicked);
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Game.OnPosClicked(mouseClicked, ChessCore.PlayerSideType.Opponent);
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break;
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case "undo":
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if (msg["id"].ToString() == global.RPClient.GetUserId()) {
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break;
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}
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playerOpponent.Undo();
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Game.Undo();
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break;
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case "reInit":
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_ReInit();
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Game.ReInit();
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break;
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}
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}
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private void _ReInit() {
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playerSelf.ReInit();
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InitChessBoard();
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}
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private void BtnOver() {
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GD.Print($"BtnOver {isSession}");
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if (isSession == false) {
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@ -161,13 +132,12 @@ public partial class ChessGame : Node2D {
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GD.Print($"Undo {isSession}");
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if (isSession) {
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playerSelf.Undo();
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global.RPClient.SendSessionToAll(global.sessionId, new Dictionary{
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{"type", "undo"},
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{"id", global.RPClient.GetUserId()},
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});
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} else {
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playerSelf.Undo();
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Game.Undo();
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}
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}
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@ -179,7 +149,7 @@ public partial class ChessGame : Node2D {
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{"type", "reInit"},
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});
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} else {
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_ReInit();
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Game.ReInit();
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}
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}
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}
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@ -3,18 +3,13 @@ using System;
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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 event EventHandler<Vector2> OnMouseClicked;
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public event EventHandler<Vector2> OnPosClicked;
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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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}
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public void LoadBoard(VirtualBoard board) {
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board.OnRemove += (sender, piece) => {
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if (piece.data != null) {
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RemoveChild(piece.data as Node);
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@ -22,32 +17,28 @@ public partial class ChessBoard : Node2D {
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};
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board.OnInsert += (sender, piece) => {
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if (piece.data != null) {
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if (piece.data != null && piece.data is Node) {
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AddChild(piece.data as Node);
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} else {
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ChessPiece chessPiece = new(piece.name, piece);
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if (piece.Pos().Y >= 5) {
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chessPiece.LabelColor = new Color("red");
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} else {
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chessPiece.LabelColor = new Color("black");
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}
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AddChild(chessPiece);
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}
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};
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// board.OnMove += (sender, args) => {
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// // chessMoveFunc.Call(args.To, args.From);
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// };
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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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mouseEvent.Pressed &&
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mouseEvent.ButtonIndex == MouseButton.Left) {
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OnMouseClicked?.Invoke(this, GetLocalMousePosition());
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OnPosClicked?.Invoke(this, (PosTrans.transArrToPix.AffineInverse() *
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GetLocalMousePosition()).Round());
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}
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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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}
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@ -7,7 +7,7 @@ public partial class ChessPiece : Sprite2D {
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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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public Color LabelColor { get; set; } = new Color("white");
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private Vector2 textureSize;
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private Label labelOfChessName;
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@ -37,12 +37,12 @@ public partial class ChessPiece : Sprite2D {
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new Vector2(0, 0)
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);
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public ChessPiece() : this("", Vector2.Zero){
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public ChessPiece() : this("", new()){
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}
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public ChessPiece(string name, Vector2 pos) {
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public ChessPiece(string name, VirtualPiece piece) {
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PieceLabel = name;
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piece = new VirtualPiece(name, pos);
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this.piece = piece;
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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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@ -0,0 +1,154 @@
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using Vector2 = Godot.Vector2;
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using System;
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using System.Collections;
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namespace ChineseChess;
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class ChessCore {
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public enum Mode {
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SingleMode,
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MultiMode,
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DebugMode,
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};
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public enum TurnsSideType {
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Red,
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Black,
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};
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public enum PlayerSideType {
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Self,
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Opponent,
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Any,
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};
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private TurnsSideType sideType = TurnsSideType.Red;
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private readonly TurnsSideType selfSide;
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public readonly VirtualBoard board = new(9, 10);
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private readonly Player playerSelf;
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private readonly Player playerOpponent;
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private readonly MoveRecords<VirtualPiece> moveRecords;
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public EventHandler<VirtualBoard.MoveEventArgs> OnMove;
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public ChessCore(Mode mode, TurnsSideType selfSide) {
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this.selfSide = selfSide;
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playerSelf = new(board, Player.PlayerType.Human);
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playerOpponent = new(board, Player.PlayerType.Human);
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playerSelf.OnMove += (sender, args) => {
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moveRecords.AddRecord(board.GetPiece(args.To), board.GetPiece(args.From),
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args.To, args.From);
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};
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playerOpponent.OnMove += (sender, args) => {
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moveRecords.AddRecord(board.GetPiece(args.To), board.GetPiece(args.From),
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args.To, args.From);
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};
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moveRecords = new MoveRecords<VirtualPiece>(
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onAddRecordCallback: (newNode, oldNode, newPos, oldPos) => {
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playerSelf.SelectedClear();
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playerOpponent.SelectedClear();
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},
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onUndoRecordCallback: (newNode, oldNode, newPos, oldPos) => {
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// GD.Print("Undo: ", newNode, "->", oldNode, ":", newPos, "->", oldPos);
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VirtualPiece newPiece = newNode;
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VirtualPiece oldPiece = oldNode;
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board.MovePiece(newPos, oldPos);
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if (newPiece != null) {
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board.InsertPiece(newPiece, newPos);
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}
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});
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switch (mode) {
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case Mode.SingleMode:
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break;
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case Mode.MultiMode:
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break;
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default:
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case Mode.DebugMode:
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throw new NotImplementedException();
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}
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}
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public void InitGame() {
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ArrayList blackPart = InitOnePartPieces(TurnsSideType.Black, new[] {
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("车", 0, 0), ("马", 1, 0), ("象", 2, 0),
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("士", 3, 0), ("将", 4, 0), ("士", 5, 0),
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("象", 6, 0), ("马", 7, 0), ("车", 8, 0),
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("炮", 1, 2), ("炮", 7, 2),
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("卒", 0, 3), ("卒", 2, 3), ("卒", 4, 3), ("卒", 6, 3), ("卒", 8, 3)
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});
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ArrayList redPart = InitOnePartPieces(TurnsSideType.Red, new[] {
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("车", 0, -0), ("马", 1, -0), ("象", 2, -0),
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("士", 3, -0), ("将", 4, -0), ("士", 5, -0),
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("象", 6, -0), ("马", 7, -0), ("车", 8, -0),
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("炮", 1, -2), ("炮", 7, -2),
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("卒", 0, -3), ("卒", 2, -3), ("卒", 4, -3), ("卒", 6, -3), ("卒", 8, -3)
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});
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if (selfSide == TurnsSideType.Red) {
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playerSelf.SetAllowedPieces(redPart);
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playerOpponent.SetAllowedPieces(blackPart);
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} else {
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playerSelf.SetAllowedPieces(blackPart);
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playerOpponent.SetAllowedPieces(redPart);
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}
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}
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private ArrayList InitOnePartPieces(TurnsSideType side, (string label, int x, int y)[] positions) {
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ArrayList list = new();
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foreach (var (label, x, y) in positions) {
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// FIXME: use a better way to initialize pieces
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Vector2 pos = new(x, y + (TurnsSideType.Red == side ? 9 : 0));
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VirtualPiece piece = new(label, pos);
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list.Add(piece);
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board.InsertPiece(piece, pos);
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}
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return list;
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}
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public void OnPosClicked(Vector2 pos, PlayerSideType clickedSide = PlayerSideType.Any) {
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if (sideType == selfSide) {
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playerSelf.CanMove = true;
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playerOpponent.CanMove = false;
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} else {
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playerSelf.CanMove = false;
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playerOpponent.CanMove = true;
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}
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switch (clickedSide) {
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case PlayerSideType.Any:
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playerSelf.HandleBoardPosClick(pos);
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playerOpponent.HandleBoardPosClick(pos);
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break;
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case PlayerSideType.Self:
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playerSelf.HandleBoardPosClick(pos);
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break;
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case PlayerSideType.Opponent:
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playerOpponent.HandleBoardPosClick(pos);
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break;
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}
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sideType = moveRecords.Count() % 2 == 0 ? TurnsSideType.Red : TurnsSideType.Black;
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}
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public TurnsSideType GetTurnsType() {
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sideType = moveRecords.Count() % 2 == 0 ? TurnsSideType.Red : TurnsSideType.Black;
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return sideType;
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}
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public void Undo() {
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playerSelf.SelectedClear();
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playerOpponent.SelectedClear();
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moveRecords.Undo();
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}
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public void ReInit() {
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playerSelf.SelectedClear();
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playerOpponent.SelectedClear();
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moveRecords.Clear();
|
||||
board.Clear();
|
||||
InitGame();
|
||||
}
|
||||
}
|
@ -5,9 +5,9 @@ using System.Collections;
|
||||
public class Player {
|
||||
private readonly VirtualBoard board;
|
||||
private readonly SelectedPiece selectedNode;
|
||||
private readonly MoveRecords<VirtualPiece> moveRecords;
|
||||
public EventHandler<VirtualBoard.MoveEventArgs> OnMove;
|
||||
|
||||
public EventHandler<VirtualBoard.MoveEventArgs> OnMove;
|
||||
public bool CanMove { get; set; } = true;
|
||||
|
||||
public enum PlayerType {
|
||||
Human,
|
||||
@ -18,15 +18,6 @@ public class Player {
|
||||
{
|
||||
this.board = board;
|
||||
this.selectedNode = new SelectedPiece(board);
|
||||
this.moveRecords = new MoveRecords<VirtualPiece>(onUndoRecordCallback: (newNode, oldNode, newPos, oldPos) => {
|
||||
// GD.Print("Undo: ", newNode, "->", oldNode, ":", newPos, "->", oldPos);
|
||||
VirtualPiece newPiece = newNode;
|
||||
VirtualPiece oldPiece = oldNode;
|
||||
this.board.MovePiece(newPos, oldPos);
|
||||
if (newPiece != null) {
|
||||
this.board.InsertPiece(newPiece, newPos);
|
||||
}
|
||||
});
|
||||
}
|
||||
|
||||
public void HandleBoardPosClick(Vector2 clickPos) {
|
||||
@ -47,7 +38,7 @@ public class Player {
|
||||
} else {
|
||||
// Move piece
|
||||
// GD.Print("default MoveFunc Move: ", selectedNode.GetPos(), "->", clickPos);
|
||||
MoveAndRecord(clickPos, selectedNode.GetPos());
|
||||
if (CanMove) MoveAndRecord(clickPos, selectedNode.GetPos());
|
||||
}
|
||||
}
|
||||
|
||||
@ -56,6 +47,9 @@ public class Player {
|
||||
VirtualPiece toChess = board.GetPiece(toPos);
|
||||
VirtualPiece fromChess = board.GetPiece(fromPos);
|
||||
fromChess?.Selected(false);
|
||||
|
||||
// MUST BE THERE !!! 防止删除节点后在启动回调导致错误
|
||||
OnMove?.Invoke(this, new VirtualBoard.MoveEventArgs { From = fromPos, To = toPos });
|
||||
|
||||
VirtualPiece NowNode;
|
||||
if (toChess != null) {
|
||||
@ -64,26 +58,13 @@ public class Player {
|
||||
} else {
|
||||
NowNode = toChess;
|
||||
}
|
||||
moveRecords.AddRecord(NowNode, fromChess, toPos, fromPos);
|
||||
|
||||
OnMove?.Invoke(this, new VirtualBoard.MoveEventArgs { From = fromPos, To = toPos });
|
||||
board.MovePiece(fromPos, toPos);
|
||||
|
||||
selectedNode.Clear();
|
||||
}
|
||||
|
||||
public void Undo() {
|
||||
// ChessPiece selected = selectedNode.GetPiece();
|
||||
// selected?.DeSelected();
|
||||
public void SelectedClear() {
|
||||
selectedNode.Clear();
|
||||
moveRecords.Undo();
|
||||
}
|
||||
|
||||
public void ReInit() {
|
||||
moveRecords.Clear();
|
||||
board.Clear();
|
||||
selectedNode.Clear();
|
||||
// board.InitChessBoard();
|
||||
}
|
||||
|
||||
public void SetAllowedPieces(ArrayList allowedPieces) {
|
||||
|
@ -55,10 +55,9 @@ public class VirtualBoard {
|
||||
if (GetPiece(arrayPos) != null) {
|
||||
return false;
|
||||
}
|
||||
|
||||
OnInsert?.Invoke(this, piece);
|
||||
SetPiecePos(piece, arrayPos);
|
||||
|
||||
SetPiecePos(piece, arrayPos);
|
||||
return true;
|
||||
}
|
||||
|
||||
@ -74,7 +73,6 @@ public class VirtualBoard {
|
||||
OnMove?.Invoke(this, new MoveEventArgs { From = from, To = to });
|
||||
|
||||
SetPiecePos(SetPiecePos(null, from), to);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
@ -4,7 +4,7 @@ using System;
|
||||
public class VirtualPiece {
|
||||
private Vector2 pos; // 注意这个坐标的非像素坐标而是棋盘坐标
|
||||
|
||||
private readonly string name;
|
||||
public readonly string name;
|
||||
private bool isSelected;
|
||||
public object data;
|
||||
|
||||
|
@ -31,6 +31,10 @@ public class MoveRecords<T> {
|
||||
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
|
||||
|
Loading…
x
Reference in New Issue
Block a user