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https://github.com/zhenyan121/SporeBG-Conid.git
synced 2026-04-10 06:14:08 +08:00
feat: add MOVE animation
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@@ -149,9 +149,24 @@ void BoardRenderer::drawPiece(std::optional<std::pair<int, int>> selectedPiece)
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isRenderered = true;
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//return;
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}
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if (!isRenderered) {
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//if (!isRenderered) {
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if (m_pieceMoveStatus.isAnimating && col == m_pieceMoveStatus.toCol && row == m_pieceMoveStatus.toRow) {
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//SDL_Log("rendering..\n");
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m_pieceMoveStatus.currentTime += Time::deltaTime();
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if (m_pieceMoveStatus.currentTime > m_pieceMoveStatus.animationDuration) {
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m_pieceMoveStatus.currentTime = m_pieceMoveStatus.animationDuration;
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m_pieceMoveStatus.isAnimating = false;
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}
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float progess = m_pieceMoveStatus.currentTime / m_pieceMoveStatus.animationDuration;
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auto renderRect = m_pieceMoveStatus.fromPieceRect;
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renderRect.x += m_pieceMoveStatus.distanceCol * progess;
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renderRect.y += m_pieceMoveStatus.distanceRow * progess;
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SDL_RenderTexture(m_renderer, texture, nullptr, &renderRect);
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} else {
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SDL_RenderTexture(m_renderer, texture, nullptr, &rect);
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}
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}
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//}
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}
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}
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@@ -284,38 +299,63 @@ void BoardRenderer::renderBlackOverlay() {
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SDL_SetRenderDrawBlendMode(m_renderer, SDL_BLENDMODE_NONE);
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}
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void BoardRenderer::handleGamePieceEvent(GamePieceEvent event, int row, int col) {
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void BoardRenderer::handleGamePieceEvent(GamePieceEvent event, int fromRow, int fromCol, int toRow, int toCol) {
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auto area = getBoardArea();
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// 计算棋子中心位置
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float x = area.x + col * area.cellSize;
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float y = area.y + row * area.cellSize;
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float fromX = area.x + fromCol * area.cellSize;
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float fromY = area.y + fromRow * area.cellSize;
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float toX = -1;
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float toY = -1;
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if (toRow != -1 && toCol != -1) {
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toX = area.x + toCol * area.cellSize;
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toY = area.y + toRow * area.cellSize;
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}
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float pieceRadius = m_cellSize * m_pieceRadiusRatio / 2.0f;
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SDL_FRect rect{
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x + (area.cellSize - pieceRadius * 2) / 2.0f,
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y + (area.cellSize - pieceRadius * 2) / 2.0f,
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fromX + (area.cellSize - pieceRadius * 2) / 2.0f,
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fromY + (area.cellSize - pieceRadius * 2) / 2.0f,
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pieceRadius * 2,
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pieceRadius * 2
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};
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const Piece* piece = m_board->getPieceAt(row, col);
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if (!piece) {
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const Piece* piece = m_board->getPieceAt(fromRow, fromCol);
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// 这里直接return导致的
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if (!piece && event != GamePieceEvent::MOVE_PIECE) {
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SDL_Log("BoardRenderer: piece is null\n");
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return;
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}
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SDL_Color color = (piece->getPieceOwner() == PlayerID::P1) ?
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m_colors.P1 : m_colors.P2;
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switch (event) {
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case (GamePieceEvent::REMOVE_PIECE):
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{
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SDL_Color color = (piece->getPieceOwner() == PlayerID::P1) ?
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m_colors.P1 : m_colors.P2;
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//SDL_Log("BoardRenderer: try to destory texture\n");
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m_textureManager->destoryTexture(rect, color);
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break;
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}
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case (GamePieceEvent::PLACE_PIECE):
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break;
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case (GamePieceEvent::MOVE_PIECE):
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//SDL_Log("MovePPPPPP\n");
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m_pieceMoveStatus = {
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fromRow, fromCol,
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toRow, toCol,
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toY - fromY,
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toX - fromX,
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0.0f,
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true,
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rect,
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1.0f
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};
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break;
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default:
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break;
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}
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}
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}
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