feat: add online functionality

This commit is contained in:
2025-12-28 16:24:00 +08:00
parent ef8011c090
commit 0b937336c2
14 changed files with 407 additions and 80 deletions

View File

@@ -8,10 +8,9 @@ GameScene::~GameScene() {
}
void GameScene::onEnter(SDL_Renderer* renderer, int WIDTH, int HEIGHT, UIRenderer* uiRenderer){
m_renderer = renderer;
m_uiRenderer = uiRenderer;
m_gameUIManager = std::make_unique<GameUIManager>(
std::unique_ptr<GameUIManager> GameScene::createUIManager() {
// 默认创建普通的GameUIManager
return std::make_unique<GameUIManager>(
[this](const std::string& sceneName) {
if (m_eventCallback) {
SceneEvent event{SceneEventType::ChangeScene, sceneName};
@@ -19,10 +18,50 @@ void GameScene::onEnter(SDL_Renderer* renderer, int WIDTH, int HEIGHT, UIRendere
}
}
);
}
bool GameScene::preHandleClick(int logicalX, int logicalY) {
// 默认实现先处理UI点击
if (m_gameUIManager && m_gameUIManager->handleClick(logicalX, logicalY)) {
return true; // UI已处理点击
}
// 检查游戏状态
if (m_gameSession->getGameState() != GameState::GAME_RUNING) {
SDL_Log("Game is not running, click ignored.");
return true; // 游戏未运行,不处理点击
}
return false; // 继续处理游戏点击
}
void GameScene::postHandleClick() {
// 默认实现更新UI和渲染器状态
m_gameUIManager->updateActionType(m_gameSession->getCurrentActionType());
m_boardRenderer->updateMovementRange(m_gameSession->getSelectedPiece(), m_gameSession->getCurrentActionType());
m_gameUIManager->updateGameState(m_gameSession->getGameState());
m_boardRenderer->setGameState(m_gameSession->getGameState());
}
void GameScene::handleBoardClick(int row, int col) {
// 处理棋盘点击逻辑
m_gameSession->handleCoordinateInput(row, col);
m_gameSession->printBoard();
}
void GameScene::onEnter(SDL_Renderer* renderer, int WIDTH, int HEIGHT, UIRenderer* uiRenderer){
m_renderer = renderer;
m_uiRenderer = uiRenderer;
// 使用工厂方法创建UIManager
m_gameUIManager = createUIManager();
m_gameUIManager->init();
m_gameUIManager->setCallback([this]() {
this->restartGame();
});
m_boardRenderer = std::make_unique<BoardRenderer>(WIDTH, HEIGHT, renderer);
m_gameSession = std::make_unique<GameSession>();
m_CoordinateConverter = std::make_unique<CoordinateConverter>(renderer);
@@ -56,7 +95,8 @@ void GameScene::renderUI() {
}
void GameScene::handleClick(int logicalX, int logicalY) {
if (m_gameUIManager && m_gameUIManager->handleClick(logicalX, logicalY)) {
// 1. 预处理UI点击等
if (preHandleClick(logicalX, logicalY)) {
return;
}
@@ -67,16 +107,18 @@ void GameScene::handleClick(int logicalX, int logicalY) {
auto click = m_CoordinateConverter->ScreenToBoard(logicalX, logicalY, m_boardRenderer->getBoardArea());
if (click) {
auto [row, col] = click.value();
m_gameSession->handleCoordinateInput(row, col);
m_gameSession->printBoard();
SDL_Log("try to updateActionType\n");
handleBoardClick(row, col);
// 3. 后处理更新UI状态等
postHandleClick();
/*SDL_Log("try to updateActionType\n");
m_gameUIManager->updateActionType( m_gameSession->getCurrentActionType());
SDL_Log("tyr to updateMovementRange\n");
m_boardRenderer->updateMovementRange(m_gameSession->getSelectedPiece(), m_gameSession->getCurrentActionType());
SDL_Log("tyr to updateGameState\n");
m_gameUIManager->updateGameState(m_gameSession->getGameState());
m_boardRenderer->setGameState(m_gameSession->getGameState());
*/
} else {
SDL_Log("invail cilck aera!");
}

View File

@@ -22,11 +22,19 @@ public:
void restartGame();
protected:
// 创建UIManager的工厂方法子类可以重写
virtual std::unique_ptr<GameUIManager> createUIManager();
// // 点击处理的钩子方法
virtual bool preHandleClick(int logicalX, int logicalY);
virtual void postHandleClick();
virtual void handleBoardClick(int row, int col);
// 公共成员,子类可以直接访问
std::unique_ptr<BoardRenderer> m_boardRenderer;
std::unique_ptr<CoordinateConverter> m_CoordinateConverter;
std::unique_ptr<GameSession> m_gameSession;
private:
std::unique_ptr<GameUIManager> m_gameUIManager;

View File

@@ -1,10 +1,9 @@
#include "OnlineGameScene.h"
#include "core/GameApplication.h"
#include <iostream>
void OnlineGameScene::onEnter(SDL_Renderer* renderer, int WIDTH, int HEIGHT, UIRenderer* uiRenderer) {
m_renderer = renderer;
m_uiRenderer = uiRenderer;
m_gameUIManager = std::make_unique<OnlineGameUIManager>(
std::unique_ptr<GameUIManager> OnlineGameScene::createUIManager() {
auto onlineUIManager = std::make_unique<OnlineGameUIManager>(
[this](const std::string& sceneName) {
if (m_eventCallback) {
SceneEvent event{SceneEventType::ChangeScene, sceneName};
@@ -12,49 +11,122 @@ void OnlineGameScene::onEnter(SDL_Renderer* renderer, int WIDTH, int HEIGHT, UIR
}
}
);
m_networkManager = std::make_unique<NetworkManager>();
m_gameUIManager->init();
m_gameUIManager->setCallback([this]() {
this->restartGame();
});
m_gameUIManager->setOnlineTypeCallback(
[this](NetType type){
//std::cout << "try to init networkmanager\n";
if (!m_networkManager) {
std::cerr << "networkmanager is null\n";
}
m_networkManager->init(type);
if (type == NetType::CLIENT) {
m_isMyTurn = false;
m_myPlayerID = PlayerID::P2;
}
if (type == NetType::HOST) {
m_isMyTurn = true;
m_myPlayerID = PlayerID::P1;
// 设置网络类型回调
onlineUIManager->setOnlineTypeCallback(
[this](NetType type) {
if (m_networkManager) {
m_networkManager->init(type);
if (type == NetType::CLIENT) {
m_isMyTurn = false;
m_myPlayerID = PlayerID::P2;
} else if (type == NetType::HOST) {
m_isMyTurn = true;
m_myPlayerID = PlayerID::P1;
}
m_networkManager->setIsMyTurn(m_isMyTurn);
}
}
);
m_boardRenderer = std::make_unique<BoardRenderer>(WIDTH, HEIGHT, renderer);
m_gameSession = std::make_unique<GameSession>();
m_CoordinateConverter = std::make_unique<CoordinateConverter>(renderer);
m_gameSession->initialize();
m_boardRenderer->setBoard(m_gameSession->getBoard());
return onlineUIManager;
}
void OnlineGameScene::onEnter(SDL_Renderer* renderer, int WIDTH, int HEIGHT, UIRenderer* uiRenderer) {
// 先创建网络管理器
m_networkManager = std::make_unique<NetworkManager>();
m_networkManager->setClickEventCallback(
[this](int logicalX, int logicalY) {
this->handleNetworkClick(logicalX, logicalY);
}
);
m_networkManager->setStartGameCallback(
[this]() {
auto onlineUIManager = dynamic_cast<OnlineGameUIManager*>(m_gameUIManager.get());
if (onlineUIManager) {
onlineUIManager->hideOnlineButtons();
}
m_currentGameState = GameState::GAME_RUNING;
}
);
// 调用父类的onEnter会调用我们重写的createUIManager
GameScene::onEnter(renderer, WIDTH, HEIGHT, uiRenderer);
}
bool OnlineGameScene::preHandleClick(int logicalX, int logicalY) {
// 1. 先调用父类的UI处理
if (GameScene::preHandleClick(logicalX, logicalY)) {
return true;
}
// 2. 检查是否是自己的回合
// 网络处理会使用这个函数来决定是否处理点击但是因为不是自己的回合所以不会调用handleBoardClick导致bug
/*if (!m_isMyTurn) {
std::cout << "It is not your turn\n";
return true; // 不是自己的回合,阻止处理
}*/
return false; // 继续处理点击
}
void OnlineGameScene::postHandleClick() {
// 调用父类的后处理
GameScene::postHandleClick();
// 在线游戏特有的后处理
if (m_gameSession->getCurrentPlayer() != m_myPlayerID) {
m_isMyTurn = false;
// 可以在这里发送网络消息给对手
m_networkManager->setIsMyTurn(false);
}
}
void OnlineGameScene::handleBoardClick(int row, int col) {
if (m_currentGameState != GameState::GAME_RUNING) {
std::cout << "Game is not running, board click ignored.\n";
return;
}
// 调用父类的处理逻辑
GameScene::handleBoardClick(row, col);
}
void OnlineGameScene::handleClick(int logicalX, int logicalY) {
// 要阻止的是鼠标点击事件,但是网络事件可以处理
if (m_currentGameState == GameState::GAME_RUNING && !m_isMyTurn) {
std::cout << "It is not your turn, click ignored.\n";
return; // 不是自己的回合,忽略点击
}
// 重用父类的逻辑
GameScene::handleClick(logicalX, logicalY);
if (m_currentGameState != GameState::GAME_RUNING) {
std::cout << "Game has not started yet, not sending click\n";
return; // 游戏未开始不发送点击
}
if (m_gameSession->getCurrentPlayer() != m_myPlayerID) {
m_isMyTurn = false;
m_networkManager->setIsMyTurn(false);
m_networkManager->postClickPosition(logicalX, logicalY, true);
} else {
m_networkManager->postClickPosition(logicalX, logicalY, false);
}
}
void OnlineGameScene::renderWorld() {
if (m_currentGameState != GameState::GAME_RUNING) {
// 渲染遮罩或提示
m_boardRenderer->renderBlackOverlay();
return;
}
GameScene::renderWorld();
}
void OnlineGameScene::renderUI() {
m_uiRenderer->renderUI(m_gameUIManager->getUIRenderData());
GameScene::renderUI();
}
/*
void OnlineGameScene::handleClick(int logicalX, int logicalY) {
if (m_gameUIManager && m_gameUIManager->handleClick(logicalX, logicalY)) {
return;
@@ -70,13 +142,21 @@ void OnlineGameScene::handleClick(int logicalX, int logicalY) {
m_isMyTurn = false;
}
}
*/
void OnlineGameScene::handleNetworkClick(int logicalX, int logicalY) {
std::cout << "Handling network click at (" << logicalX << ", " << logicalY << ")\n";
// 处理来自网络的点击
if (m_isMyTurn) {
return;
return; // 如果是自己的回合,忽略网络点击
}
// 调用父类的基础点击处理
GameScene::handleClick(logicalX, logicalY);
std::cout << "After handling network click, current player: "
<< (m_gameSession->getCurrentPlayer() == PlayerID::P1 ? "P1" : "P2") << "\n";
// 更新回合状态
if (m_gameSession->getCurrentPlayer() == m_myPlayerID) {
std::cout << "OnlineGameScene: It is now my turn.\n";
m_isMyTurn = true;
m_networkManager->setIsMyTurn(true);
}
}

View File

@@ -14,9 +14,15 @@ public:
void handleNetworkClick(int logicalX, int logicalY);
void renderUI() override;
protected:
std::unique_ptr<GameUIManager> createUIManager() override;
bool preHandleClick(int logicalX, int logicalY) override;
void postHandleClick() override;
void handleBoardClick(int row, int col) override;
private:
PlayerID m_myPlayerID;
bool m_isMyTurn;
PlayerID m_myPlayerID = PlayerID::P1;
bool m_isMyTurn = true;
std::unique_ptr<NetworkManager> m_networkManager;
std::unique_ptr<OnlineGameUIManager> m_gameUIManager;
GameState m_currentGameState = GameState::GAME_PREGAME;
};