77 lines
2.1 KiB
C#

// 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 Vector2 arrPos = new Vector2(); // 注意这个坐标的非像素坐标而是棋盘坐标
public void movePos(Vector2 newPos) {
this.arrPos = newPos;
this.Position = PosTrans.transArrToPix * newPos;
}
public Vector2 getPos() {
return arrPos;
}
// 是否被选中
public bool isSelected = false;
Transform2D transToSeleted = new Transform2D(
new Vector2(1.2f, 0),
new Vector2(0, 1.2f),
new Vector2(0, 0)
);
public void Selected() {
if (isSelected) {
return;
}
this.Transform *= transToSeleted;
this.isSelected = true;
}
public void DeSelected() {
if (!isSelected) {
return;
}
this.Transform *= transToSeleted.AffineInverse();
this.isSelected = false;
}
// 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";
this.Texture = (Texture2D)ResourceLoader.Load("res://Asserts/ChesspieceBase.tres");
textureSize = this.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);
}
interface IVarify {
bool CanMove(Vector2 newPosition);
}
}