feat: add MOVE animation

This commit is contained in:
2026-01-16 19:48:26 +08:00
parent 52badbfd1c
commit 26408b35b9
6 changed files with 84 additions and 28 deletions

View File

@@ -62,7 +62,7 @@ bool GameSession::executeAction(int toRow, int toCol) {
if (m_currentActionType == ActionType::GROW) {
if (Rule::canGrow(m_board.get(), fromRow, fromCol, toRow, toCol, m_currentPlayer)) {
m_board->placePieceAt(toRow, toCol, m_currentPlayer);
m_gamePieceEventCallback(GamePieceEvent::PLACE_PIECE, toRow, toCol);
m_gamePieceEventCallback(GamePieceEvent::PLACE_PIECE, toRow, toCol, -1, -1);
// 如果执行了操作就擦除
markComponentAsUsed(getOldComponentID(fromRow, fromCol));
return true;
@@ -71,11 +71,12 @@ bool GameSession::executeAction(int toRow, int toCol) {
if (m_currentActionType == ActionType::MOVE) {
if (Rule::canMove(m_board.get(), fromRow, fromCol, toRow, toCol, m_currentPlayer)) {
m_board->removePieceAt(fromRow, fromCol);
m_gamePieceEventCallback(GamePieceEvent::REMOVE_PIECE, fromRow, fromCol);
m_gamePieceEventCallback(GamePieceEvent::REMOVE_PIECE, fromRow, fromCol, -1, -1);
m_board->removePieceAt(toRow, toCol);
m_gamePieceEventCallback(GamePieceEvent::REMOVE_PIECE, toRow, toCol);
m_gamePieceEventCallback(GamePieceEvent::REMOVE_PIECE, toRow, toCol, -1, -1);
m_board->placePieceAt(toRow, toCol, m_currentPlayer);
m_gamePieceEventCallback(GamePieceEvent::MOVE_PIECE, fromRow, fromCol, toRow, toCol);
markComponentAsUsed(getOldComponentID(fromRow, fromCol));
return true;
}
@@ -83,9 +84,9 @@ bool GameSession::executeAction(int toRow, int toCol) {
if (m_currentActionType == ActionType::SPORE) {
if (Rule::canSpore(m_board.get(), fromRow, fromCol, toRow, toCol, m_currentPlayer)) {
m_board->removePieceAt(fromRow, fromCol);
m_gamePieceEventCallback(GamePieceEvent::REMOVE_PIECE, fromRow, fromCol);
m_gamePieceEventCallback(GamePieceEvent::REMOVE_PIECE, fromRow, fromCol, -1, -1);
m_board->placePieceAt(toRow, toCol, m_currentPlayer);
m_gamePieceEventCallback(GamePieceEvent::PLACE_PIECE, toRow, toCol);
m_gamePieceEventCallback(GamePieceEvent::PLACE_PIECE, toRow, toCol, -1, -1);
markComponentAsUsed(getOldComponentID(fromRow, fromCol));
return true;
}

View File

@@ -12,7 +12,7 @@
class GameSession {
private:
using GamePieceEventCallback = std::function<void(GamePieceEvent, int x, int y)>;
using GamePieceEventCallback = std::function<void(GamePieceEvent, int fromRow, int fromCol, int toRow, int toCol)>;
std::unique_ptr<Board> m_board;
PlayerID m_currentPlayer = PlayerID::P1;
ActionType m_currentActionType = ActionType::GROW;

View File

@@ -30,5 +30,6 @@ enum class GameMode {
enum class GamePieceEvent {
REMOVE_PIECE,
PLACE_PIECE
PLACE_PIECE,
MOVE_PIECE
};

View File

@@ -149,9 +149,24 @@ void BoardRenderer::drawPiece(std::optional<std::pair<int, int>> selectedPiece)
isRenderered = true;
//return;
}
if (!isRenderered) {
//if (!isRenderered) {
if (m_pieceMoveStatus.isAnimating && col == m_pieceMoveStatus.toCol && row == m_pieceMoveStatus.toRow) {
//SDL_Log("rendering..\n");
m_pieceMoveStatus.currentTime += Time::deltaTime();
if (m_pieceMoveStatus.currentTime > m_pieceMoveStatus.animationDuration) {
m_pieceMoveStatus.currentTime = m_pieceMoveStatus.animationDuration;
m_pieceMoveStatus.isAnimating = false;
}
float progess = m_pieceMoveStatus.currentTime / m_pieceMoveStatus.animationDuration;
auto renderRect = m_pieceMoveStatus.fromPieceRect;
renderRect.x += m_pieceMoveStatus.distanceCol * progess;
renderRect.y += m_pieceMoveStatus.distanceRow * progess;
SDL_RenderTexture(m_renderer, texture, nullptr, &renderRect);
} else {
SDL_RenderTexture(m_renderer, texture, nullptr, &rect);
}
}
//}
}
}
@@ -284,38 +299,63 @@ void BoardRenderer::renderBlackOverlay() {
SDL_SetRenderDrawBlendMode(m_renderer, SDL_BLENDMODE_NONE);
}
void BoardRenderer::handleGamePieceEvent(GamePieceEvent event, int row, int col) {
void BoardRenderer::handleGamePieceEvent(GamePieceEvent event, int fromRow, int fromCol, int toRow, int toCol) {
auto area = getBoardArea();
// 计算棋子中心位置
float x = area.x + col * area.cellSize;
float y = area.y + row * area.cellSize;
float fromX = area.x + fromCol * area.cellSize;
float fromY = area.y + fromRow * area.cellSize;
float toX = -1;
float toY = -1;
if (toRow != -1 && toCol != -1) {
toX = area.x + toCol * area.cellSize;
toY = area.y + toRow * area.cellSize;
}
float pieceRadius = m_cellSize * m_pieceRadiusRatio / 2.0f;
SDL_FRect rect{
x + (area.cellSize - pieceRadius * 2) / 2.0f,
y + (area.cellSize - pieceRadius * 2) / 2.0f,
fromX + (area.cellSize - pieceRadius * 2) / 2.0f,
fromY + (area.cellSize - pieceRadius * 2) / 2.0f,
pieceRadius * 2,
pieceRadius * 2
};
const Piece* piece = m_board->getPieceAt(row, col);
if (!piece) {
const Piece* piece = m_board->getPieceAt(fromRow, fromCol);
// 这里直接return导致的
if (!piece && event != GamePieceEvent::MOVE_PIECE) {
SDL_Log("BoardRenderer: piece is null\n");
return;
}
SDL_Color color = (piece->getPieceOwner() == PlayerID::P1) ?
m_colors.P1 : m_colors.P2;
switch (event) {
case (GamePieceEvent::REMOVE_PIECE):
{
SDL_Color color = (piece->getPieceOwner() == PlayerID::P1) ?
m_colors.P1 : m_colors.P2;
//SDL_Log("BoardRenderer: try to destory texture\n");
m_textureManager->destoryTexture(rect, color);
break;
}
case (GamePieceEvent::PLACE_PIECE):
break;
case (GamePieceEvent::MOVE_PIECE):
//SDL_Log("MovePPPPPP\n");
m_pieceMoveStatus = {
fromRow, fromCol,
toRow, toCol,
toY - fromY,
toX - fromX,
0.0f,
true,
rect,
1.0f
};
break;
default:
break;
}
}
}

View File

@@ -13,6 +13,18 @@ struct PlayerColors {
SDL_Color selected = {255, 255, 0, 255}; // 黄色(选中状态)
};
struct PieceMoveStatus {
int fromRow = -1;
int fromCol = -1;
int toRow = -1;
int toCol = -1;
float distanceRow;
float distanceCol;
float currentTime = 0.0f; // 当前已进行时间
bool isAnimating = false;
SDL_FRect fromPieceRect;
float animationDuration = 1.0f; // 动画总时长(秒)
};
class Board;
@@ -39,6 +51,8 @@ private:
std::optional<std::pair<int, int>> m_lastSelected = std::nullopt;
PieceMoveStatus m_pieceMoveStatus;
public:
BoardRenderer(int WIDTH, int HEIGHT, SDL_Renderer* renderer, TextureManager* textureManager);
@@ -67,7 +81,7 @@ public:
void renderBlackOverlay();
void handleGamePieceEvent(GamePieceEvent event, int row, int col);
void handleGamePieceEvent(GamePieceEvent event, int fromRow, int fromCol, int toRow = -1, int toCol = -1);
};

View File

@@ -72,9 +72,9 @@ void GameScene::onEnter(SDL_Renderer* renderer, int WIDTH, int HEIGHT, UIRendere
m_boardRenderer->setBoard(m_gameSession->getBoard());
m_gameSession->setGamePieceEventCallback(
[this](GamePieceEvent evnet, int row, int col) {
std::cout << "GameScene: recevie the event piece at " << row << " " << col << "\n";
m_boardRenderer->handleGamePieceEvent(evnet, row, col);
[this](GamePieceEvent evnet, int fromRow, int fromCol, int toRow, int toCol) {
std::cout << "GameScene: recevie the event piece at " << fromRow << " " << fromCol << "\n";
m_boardRenderer->handleGamePieceEvent(evnet, fromRow, fromCol, toRow, toCol);
}
);
@@ -142,9 +142,9 @@ void GameScene::restartGame() {
m_boardRenderer->setGameState(GameState::GAME_RUNING);
m_gameSession->setGamePieceEventCallback(
[this](GamePieceEvent evnet, int row, int col) {
std::cout << "GameScene: recevie the event piece at " << row << " " << col << "\n";
m_boardRenderer->handleGamePieceEvent(evnet, row, col);
[this](GamePieceEvent evnet, int fromRow, int fromCol, int toRow, int toCol) {
std::cout << "GameScene: recevie the event piece at " << fromRow << " " << fromCol << "\n";
m_boardRenderer->handleGamePieceEvent(evnet, fromRow, fromCol, toRow, toCol);
}
);