Add draw piece function

This commit is contained in:
2025-12-06 23:01:43 +08:00
parent 1a1e783e94
commit a6403953ef
5 changed files with 93 additions and 12 deletions

View File

@@ -190,4 +190,12 @@ int GameSession::getOldComponentID(int row, int col) {
auto it = m_oldPieceIDtoComponentID.find(pieceID);
//for (auto [pieceID, y] : m_oldPieceIDtoComponentID)
return (it != m_oldPieceIDtoComponentID.end()) ? it->second : -1;
}
}
std::optional<std::pair<int, int>> GameSession::getSelectedPiece() const {
return m_seletedPiece;
}
const Board* GameSession::getBoard() const {
return m_board.get();
}

View File

@@ -48,4 +48,8 @@ public:
bool handleCoordinateInput(int row, int col);
int getOldComponentID(int row, int col);
std::optional<std::pair<int, int>> getSelectedPiece() const;
const Board* getBoard() const;
};

View File

@@ -1,4 +1,5 @@
#include "GameRenderer.h"
#include "game/Board.h"
#include <iostream>
GameRenderer::GameRenderer(int WIDTH, int HEIGHT, SDL_Renderer* renderer) : m_Width(WIDTH), m_Height(HEIGHT), m_renderer(renderer) {
m_cellSize = HEIGHT / m_boardRow;
@@ -20,13 +21,10 @@ void GameRenderer::beginFrame() {
return;
}
// 清屏为白色色背景
SDL_SetRenderDrawColor(m_renderer, 0, 255, 0, 255);
SDL_SetRenderDrawColor(m_renderer, 255, 255, 255, 255);
SDL_RenderClear(m_renderer);
//std::cout << "begin frame\n";
// 临时测试:画个红框
SDL_SetRenderDrawColor(m_renderer, 255, 0, 0, 255);
SDL_FRect test{100, 100, 200, 200};
SDL_RenderFillRect(m_renderer, &test);
}
void GameRenderer::endFrame() {
@@ -36,6 +34,10 @@ void GameRenderer::endFrame() {
}
void GameRenderer::setBoard(const Board* board) {
m_board = board;
}
void GameRenderer::drawBackground() {
}
@@ -56,21 +58,64 @@ for (int row = 0; row < area.rows; ++row) {
static_cast<float>(area.cellSize)
};
bool isLight = (row + col) % 2 == 0;
//bool isLight = (row + col) % 2 == 0;
SDL_SetRenderDrawColor(m_renderer,
isLight ? 240 : 180,
isLight ? 220 : 160,
isLight ? 180 : 120,
0,
0,
0,
255);
// SDL3: RenderFillRect 接受 const SDL_FRect*
SDL_RenderFillRect(m_renderer, &rect);
SDL_RenderRect(m_renderer, &rect);
}
}
}
void GameRenderer::drawPiece(std::optional<std::pair<int, int>> selectedPiece) {
if (!m_board || !m_renderer) return;
auto area = getBoardArea();
float pieceRadius = m_cellSize * m_pieceRadiusRatio / 2.0f;
// 遍历所有格子
for (int row = 0; row < m_boardRow; ++row) {
for (int col = 0; col < m_boardCOL; ++col) {
const Piece* piece = m_board->getPieceAt(row, col);
if (!piece) continue; // 没有棋子则跳过
// 计算棋子中心位置
float centerX = area.x + col * area.cellSize + area.cellSize / 2.0f;
float centerY = area.y + row * area.cellSize + area.cellSize / 2.0f;
// 确定棋子颜色
SDL_Color color;
if (selectedPiece && selectedPiece->first == row && selectedPiece->second == col) {
// 选中状态的棋子
color = m_colors.selected;
} else {
// 根据玩家设置颜色
color = (piece->getPieceOwner() == PlayerID::P1) ?
m_colors.P1 : m_colors.P2;
}
// 绘制棋子(圆形)
SDL_SetRenderDrawColor(m_renderer, color.r, color.g, color.b, color.a);
// 绘制实心圆(使用多个同心圆来近似)
for (float r = pieceRadius; r > 0; r -= 1.0f) {
SDL_FRect rect = {
centerX - r,
centerY - r,
r * 2.0f,
r * 2.0f
};
SDL_RenderFillRect(m_renderer, &rect);
}
}
}
}
BoardArea GameRenderer::getBoardArea() const {
return {
(m_Width - m_cellSize * m_boardCOL) / 2,

View File

@@ -1,6 +1,18 @@
#pragma once
#include "utils/Config.h"
#include <SDL3/SDL.h>
#include <optional>
#include <utility>
struct PlayerColors {
SDL_Color P1 = {255, 0, 0, 255}; // 红色
SDL_Color P2 = {0, 0, 255, 255}; // 蓝色
SDL_Color selected = {255, 255, 0, 255}; // 黄色(选中状态)
};
class Board;
class GameRenderer
{
@@ -11,6 +23,12 @@ private:
int m_cellSize;
int m_boardRow = 7;
int m_boardCOL = 7;
const Board* m_board = nullptr;
// 棋子绘制相关
float m_pieceRadiusRatio = 0.8f; // 棋子半径相对于格子大小的比例
PlayerColors m_colors;
public:
GameRenderer(int WIDTH, int HEIGHT, SDL_Renderer* renderer);
@@ -23,13 +41,16 @@ public:
void beginFrame();
void endFrame();
// 设置棋盘
void setBoard(const Board* board);
// 渲染函数
// 绘制背景
void drawBackground();
//绘制棋盘
void drawBoard();
// 绘制棋子
void drawPiece(std::optional<std::pair<int, int>> selectedPiece = std::nullopt);
BoardArea getBoardArea() const;

View File

@@ -13,6 +13,8 @@ void GameScene::onEnter(SDL_Renderer* renderer, int WIDTH, int HEIGHT) {
m_gameSession = std::make_unique<GameSession>();
m_CoordinateConverter = std::make_unique<CoordinateConverter>(renderer);
m_gameSession->initialize();
m_renderer->setBoard(m_gameSession->getBoard());
}
void GameScene::update() {
@@ -23,6 +25,7 @@ void GameScene::render() {
m_renderer->beginFrame();
m_renderer->drawBackground();
m_renderer->drawBoard();
m_renderer->drawPiece(m_gameSession->getSelectedPiece());
m_renderer->endFrame();
}