mirror of
https://github.com/zhenyan121/SporeBG-Conid.git
synced 2026-04-09 22:06:09 +08:00
refactor: overhaul animation rendering
This commit is contained in:
@@ -11,6 +11,8 @@ BoardRenderer::BoardRenderer(int WIDTH, int HEIGHT, SDL_Renderer* renderer, Text
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{
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m_cellSize = HEIGHT / m_boardRow;
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m_area = getBoardArea();
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}
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@@ -30,205 +32,244 @@ void BoardRenderer::setBoard(const Board* board) {
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}
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void BoardRenderer::update() {
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void BoardRenderer::update(float deltaTime) {
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updateGrowAnimation(deltaTime);
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updateMoveAnimation(deltaTime);
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updateFightAnimation(deltaTime);
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updateSelectedAnimation(deltaTime);
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}
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void BoardRenderer::updateGrowAnimation(float deltaTime) {
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m_growAnimation.currentTime += deltaTime;
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if (m_growAnimation.currentTime > m_growAnimation.animationDuration) {
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m_growAnimation.currentTime = m_growAnimation.animationDuration;
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m_growAnimation.isAnimating = false;
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}
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m_growAnimation.renderColor = m_growAnimation.baseColor;
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m_growAnimation.progress = m_growAnimation.currentTime / m_growAnimation.animationDuration;
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m_growAnimation.renderColor.a = Tools::smoothMove(m_growAnimation.progress, 0, 255);
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}
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void BoardRenderer::updateMoveAnimation(float deltaTime) {
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m_moveAnimation.currentTime += deltaTime;
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if (m_moveAnimation.currentTime > m_moveAnimation.animationDuration) {
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m_moveAnimation.currentTime = m_moveAnimation.animationDuration;
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m_moveAnimation.isAnimating = false;
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}
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m_moveAnimation.progress = m_moveAnimation.currentTime / m_moveAnimation.animationDuration;
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auto renderRect = m_moveAnimation.fromPieceRect;
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renderRect.x += Tools::smoothMove(m_moveAnimation.progress, 0, m_moveAnimation.distanceCol);
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renderRect.y += Tools::smoothMove(m_moveAnimation.progress, 0, m_moveAnimation.distanceRow);
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m_moveAnimation.renderRect = renderRect;
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}
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void BoardRenderer::updateFightAnimation(float deltaTime) {
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m_fightAnimation.currentTime += deltaTime;
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if (m_fightAnimation.currentTime > m_fightAnimation.animationDuration) {
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m_fightAnimation.currentTime = m_fightAnimation.animationDuration;
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m_fightAnimation.isAnimating = false;
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}
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m_fightAnimation.progress = m_fightAnimation.currentTime / m_fightAnimation.animationDuration;
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auto renderRect = m_fightAnimation.fromPieceRect;
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float cX = m_fightAnimation.distanceCol * 0.5f;
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float cY = m_fightAnimation.distanceRow * 0.5f;
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renderRect.x = Tools::pingPongSpring(m_fightAnimation.progress, renderRect.x, cX);
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renderRect.y = Tools::pingPongSpring(m_fightAnimation.progress, renderRect.y, cY);
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m_fightAnimation.renderRect = renderRect;
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}
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void BoardRenderer::updateSelectedAnimation(float deltaTime) {
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// 累加时间,限制不超过总时长
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m_selectAnimation.currentTime += deltaTime;
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if (m_selectAnimation.currentTime > m_selectAnimation.duration) {
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m_selectAnimation.currentTime = 0;
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m_selectAnimation.isBigger = !m_selectAnimation.isBigger;
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}
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SDL_FRect renderRect = {
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m_selectAnimation.baseRect.x,
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m_selectAnimation.baseRect.y,
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m_selectAnimation.baseRect.w,
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m_selectAnimation.baseRect.h
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};
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float progess = m_selectAnimation.currentTime / m_selectAnimation.duration;
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m_selectAnimation.rotatedAngel = 360 * static_cast<double>(progess);
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float scale = 0.2 * progess;
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float baseW = m_selectAnimation.baseRect.w;
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float baseH = m_selectAnimation.baseRect.h;
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if (m_selectAnimation.isBigger) {
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renderRect.w = baseW * (1.0f + scale);
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renderRect.h = baseH * (1.0f + scale);
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} else {
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renderRect.w = baseW * (1.2f - scale); // 从 1.2 缩回到 1.0
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renderRect.h = baseH * (1.2f - scale);
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}
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// 居中缩放:重新计算 x, y 使中心点不变
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renderRect.x = m_selectAnimation.baseRect.x + (baseW - renderRect.w) / 2.0f;
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renderRect.y = m_selectAnimation.baseRect.y + (baseH - renderRect.h) / 2.0f;
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m_selectAnimation.renderRect = renderRect;
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}
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void BoardRenderer::drawBackground() {
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}
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void BoardRenderer::drawBoard() {
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auto area = getBoardArea();
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// 绘制棋盘格子
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for (int row = 0; row < m_area.rows; ++row) {
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for (int col = 0; col < m_area.cols; ++col) {
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// 使用 SDL_FRect(浮点数)
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SDL_FRect rect{
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static_cast<float>(m_area.x + col * m_area.cellSize),
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static_cast<float>(m_area.y + row * m_area.cellSize),
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static_cast<float>(m_area.cellSize),
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static_cast<float>(m_area.cellSize)
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};
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// 绘制棋盘格子
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for (int row = 0; row < area.rows; ++row) {
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for (int col = 0; col < area.cols; ++col) {
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// 使用 SDL_FRect(浮点数)
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SDL_FRect rect{
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static_cast<float>(area.x + col * area.cellSize),
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static_cast<float>(area.y + row * area.cellSize),
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static_cast<float>(area.cellSize),
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static_cast<float>(area.cellSize)
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};
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//bool isLight = (row + col) % 2 == 0;
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SDL_SetRenderDrawColor(m_renderer,
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0,
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0,
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0,
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255);
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//bool isLight = (row + col) % 2 == 0;
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SDL_SetRenderDrawColor(m_renderer,
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0,
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0,
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0,
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255);
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// SDL3: RenderFillRect 接受 const SDL_FRect*
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SDL_RenderRect(m_renderer, &rect);
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}
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// SDL3: RenderFillRect 接受 const SDL_FRect*
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SDL_RenderRect(m_renderer, &rect);
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}
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}
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}
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void BoardRenderer::drawPiece(std::optional<std::pair<int, int>> selectedPiece) {
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if (!m_board || !m_renderer) return;
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if (!m_board || !m_renderer) {
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return;
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}
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auto area = getBoardArea();
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float pieceRadius = m_cellSize * m_pieceRadiusRatio / 2.0f;
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// 遍历所有格子
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for (int row = 0; row < m_boardRow; ++row) {
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for (int col = 0; col < m_boardCOL; ++col) {
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const Piece* piece = m_board->getPieceAt(row, col);
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if (!piece) continue; // 没有棋子则跳过
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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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bool isSelected = false;
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// 确定棋子颜色
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SDL_Color color;
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if (selectedPiece && selectedPiece->first == row && selectedPiece->second == col) {
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// 选中状态的棋子,暂时不渲染黄色的选中状态
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color = m_colors.selected;
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isSelected = true;
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} else {
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// 根据玩家设置颜色
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color = (piece->getPieceOwner() == PlayerID::P1) ?
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m_colors.P1 : m_colors.P2;
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}
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//SDL_SetRenderDrawColor(m_renderer, color.r, color.g, color.b, color.a);
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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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pieceRadius * 2,
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pieceRadius * 2
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};
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//SDL_RenderFillRect(m_renderer, &rect);
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auto texture = m_textureManager->createTextureFromRect(rect, color);
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//SDL_FRect srect = {0, 0, rect.w, rect.h};
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if (m_pieceGrowStatus.isAnimating && m_pieceGrowStatus.row == row && m_pieceGrowStatus.col == col) {
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m_pieceGrowStatus.currentTime += Time::deltaTime();
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if (m_pieceGrowStatus.currentTime > m_pieceGrowStatus.animationDuration) {
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m_pieceGrowStatus.currentTime = m_pieceGrowStatus.animationDuration;
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m_pieceGrowStatus.isAnimating = false;
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}
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float progess = m_pieceGrowStatus.currentTime / m_pieceGrowStatus.animationDuration;
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m_textureManager->destoryTexture(rect, color);
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auto renderColor = color;
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renderColor.a = Tools::smoothMove(progess, 0, 255);
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auto texture = m_textureManager->createTextureFromRect(rect, renderColor);
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SDL_RenderTexture(m_renderer, texture, nullptr, &rect);
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continue;
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}
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if (isSelected) {
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// 如果被选择
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static float animationDuration = 1.0f; // 动画总时长(秒)
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static float currentTime = 0.0f; // 当前已进行时间
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//static bool isAnimating = true; // 动画状态
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static bool isBigger = true;
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// 累加时间,限制不超过总时长
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currentTime += Time::deltaTime();
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if (currentTime > animationDuration) {
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currentTime = 0;
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isBigger = !isBigger;
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}
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static SDL_FRect renderRect = {
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rect.x,
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rect.y,
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rect.w,
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rect.h
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};
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if (m_lastSelected != selectedPiece) {
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renderRect = rect;
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m_lastSelected = selectedPiece;
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currentTime = 0;
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isBigger = true;
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}
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float progess = currentTime / animationDuration;
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double rotatedAngel = 360 * static_cast<double>(progess);
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float scale = 0.1 * progess;
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if (isBigger) {
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renderRect.w += scale;
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renderRect.h += scale;
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} else {
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renderRect.w -= scale;
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renderRect.h -= scale;
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}
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SDL_RenderTextureRotated(m_renderer, texture, nullptr, &renderRect, rotatedAngel, nullptr, SDL_FLIP_NONE);
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continue;
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}
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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 += Tools::smoothMove(progess, 0, m_pieceMoveStatus.distanceCol);
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renderRect.y += Tools::smoothMove(progess, 0, m_pieceMoveStatus.distanceRow);
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SDL_RenderTexture(m_renderer, texture, nullptr, &renderRect);
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continue;
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}
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if (m_pieceFightStatus.isAnimating && col == m_pieceFightStatus.fromCol && row == m_pieceFightStatus.fromRow) {
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m_pieceFightStatus.currentTime += Time::deltaTime();
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if (m_pieceFightStatus.currentTime > m_pieceFightStatus.animationDuration) {
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m_pieceFightStatus.currentTime = m_pieceFightStatus.animationDuration;
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m_pieceFightStatus.isAnimating = false;
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}
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float progess = m_pieceFightStatus.currentTime / m_pieceFightStatus.animationDuration;
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auto renderRect = m_pieceFightStatus.fromPieceRect;
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float cX = m_pieceFightStatus.distanceCol * 0.5f;
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float cY = m_pieceFightStatus.distanceRow * 0.5f;
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renderRect.x = Tools::pingPongSpring(progess, renderRect.x, cX);
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renderRect.y = Tools::pingPongSpring(progess, renderRect.y, cY);
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SDL_RenderTexture(m_renderer, texture, nullptr, &renderRect);
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continue;
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}
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SDL_RenderTexture(m_renderer, texture, nullptr, &rect);
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drawPieceAt(row, col, selectedPiece);
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}
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}
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}
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void BoardRenderer::drawPieceAt(int row, int col, std::optional<std::pair<int, int>> selectedPiece) {
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float pieceRadius = m_cellSize * m_pieceRadiusRatio / 2.0f;
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const Piece* piece = m_board->getPieceAt(row, col);
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if (!piece) {
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return; // 没有棋子则跳过
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}
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// 计算棋子中心位置
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float x = m_area.x + col * m_area.cellSize;
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float y = m_area.y + row * m_area.cellSize;
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bool isSelected = false;
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// 确定棋子颜色
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SDL_Color color;
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if (selectedPiece && selectedPiece->first == row && selectedPiece->second == col) {
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// 选中状态的棋子,暂时不渲染黄色的选中状态
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color = m_colors.selected;
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isSelected = true;
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} else {
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// 根据玩家设置颜色
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color = (piece->getPieceOwner() == PlayerID::P1) ?
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m_colors.P1 : m_colors.P2;
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}
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//SDL_SetRenderDrawColor(m_renderer, color.r, color.g, color.b, color.a);
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SDL_FRect rect{
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x + (m_area.cellSize - pieceRadius * 2) / 2.0f,
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y + (m_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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//SDL_RenderFillRect(m_renderer, &rect);
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auto texture = m_textureManager->createTextureFromRect(rect, color);
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//SDL_FRect srect = {0, 0, rect.w, rect.h};
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if (m_growAnimation.isAnimating && m_growAnimation.row == row && m_growAnimation.col == col) {
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m_textureManager->destoryTexture(rect, color);
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m_growAnimation.baseColor = color;
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auto texture = m_textureManager->createTextureFromRect(rect, m_growAnimation.renderColor);
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SDL_RenderTexture(m_renderer, texture, nullptr, &rect);
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return;
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}
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if (isSelected) {
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SDL_RenderTextureRotated(m_renderer, texture, nullptr, &m_selectAnimation.renderRect, m_selectAnimation.rotatedAngel, nullptr, SDL_FLIP_NONE);
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return;
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}
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if (m_moveAnimation.isAnimating && col == m_moveAnimation.toCol && row == m_moveAnimation.toRow) {
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//SDL_Log("rendering..\n");
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SDL_RenderTexture(m_renderer, texture, nullptr, &m_moveAnimation.renderRect);
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return;
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}
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if (m_fightAnimation.isAnimating && col == m_fightAnimation.fromCol && row == m_fightAnimation.fromRow) {
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SDL_RenderTexture(m_renderer, texture, nullptr, &m_fightAnimation.renderRect);
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return;
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}
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SDL_RenderTexture(m_renderer, texture, nullptr, &rect);
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}
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void BoardRenderer::updateSelectedPiece(std::optional<std::pair<int, int>> selectedPiece) {
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if (!selectedPiece) {
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return;
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}
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float pieceRadius = m_cellSize * m_pieceRadiusRatio / 2.0f;
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// 计算棋子中心位置
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float x = m_area.x + selectedPiece->second * m_area.cellSize;
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float y = m_area.y + selectedPiece->first * m_area.cellSize;
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SDL_FRect baseRect{
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x + (m_area.cellSize - pieceRadius * 2) / 2.0f,
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y + (m_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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m_selectAnimation = {
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true,
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1.0f,
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0.0f,
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true,
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baseRect,
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selectedPiece,
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baseRect,
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0.0f
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};
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}
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void BoardRenderer::updateMovementRange(std::optional<std::pair<int, int>> selectedPiece, ActionType tpye) {
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// 清空当前范围以便下次更新
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m_currentDrawRange.clear();
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if (!m_board || !m_renderer || !selectedPiece) return;
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if (selectedPiece == std::nullopt) return;
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auto selectedComponent = m_board->getComponentByPieceID(m_board->getPieceID(selectedPiece->first, selectedPiece->second));
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auto currentPlayer = m_board->getPieceAt(selectedPiece->first, selectedPiece->second)->getPieceOwner();
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switch (tpye) {
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case ActionType::GROW:
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// 绘制生长范围的逻辑
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@@ -283,18 +324,18 @@ void BoardRenderer::drawMovementRange() {
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// 开启混合模式(重要!)
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SDL_SetRenderDrawBlendMode(m_renderer, SDL_BLENDMODE_BLEND);
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auto area = getBoardArea();
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float pieceRadius = m_cellSize * m_pieceRadiusRatio / 4.0f;
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for (auto PieceID : m_currentDrawRange) {
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auto [row, col] = m_board->getCoordFromID(PieceID);
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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 x = m_area.x + col * m_area.cellSize;
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float y = m_area.y + row * m_area.cellSize;
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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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x + (m_area.cellSize - pieceRadius * 2) / 2.0f,
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y + (m_area.cellSize - pieceRadius * 2) / 2.0f,
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pieceRadius * 2,
|
||||
pieceRadius * 2
|
||||
};
|
||||
@@ -349,22 +390,21 @@ void BoardRenderer::renderBlackOverlay() {
|
||||
}
|
||||
|
||||
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 fromX = area.x + fromCol * area.cellSize;
|
||||
float fromY = area.y + fromRow * area.cellSize;
|
||||
float fromX = m_area.x + fromCol * m_area.cellSize;
|
||||
float fromY = m_area.y + fromRow * m_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;
|
||||
toX = m_area.x + toCol * m_area.cellSize;
|
||||
toY = m_area.y + toRow * m_area.cellSize;
|
||||
}
|
||||
float pieceRadius = m_cellSize * m_pieceRadiusRatio / 2.0f;
|
||||
|
||||
SDL_FRect rect{
|
||||
fromX + (area.cellSize - pieceRadius * 2) / 2.0f,
|
||||
fromY + (area.cellSize - pieceRadius * 2) / 2.0f,
|
||||
fromX + (m_area.cellSize - pieceRadius * 2) / 2.0f,
|
||||
fromY + (m_area.cellSize - pieceRadius * 2) / 2.0f,
|
||||
pieceRadius * 2,
|
||||
pieceRadius * 2
|
||||
};
|
||||
@@ -389,7 +429,7 @@ void BoardRenderer::handleGamePieceEvent(GamePieceEvent event, int fromRow, int
|
||||
break;
|
||||
case (GamePieceEvent::MOVE_PIECE):
|
||||
//SDL_Log("MovePPPPPP\n");
|
||||
m_pieceMoveStatus = {
|
||||
m_moveAnimation = {
|
||||
fromRow, fromCol,
|
||||
toRow, toCol,
|
||||
toY - fromY,
|
||||
@@ -402,7 +442,7 @@ void BoardRenderer::handleGamePieceEvent(GamePieceEvent event, int fromRow, int
|
||||
|
||||
break;
|
||||
case (GamePieceEvent::GROW_PIECE):
|
||||
m_pieceGrowStatus = {
|
||||
m_growAnimation = {
|
||||
toRow,
|
||||
toCol,
|
||||
0.0f,
|
||||
@@ -411,7 +451,7 @@ void BoardRenderer::handleGamePieceEvent(GamePieceEvent event, int fromRow, int
|
||||
};
|
||||
break;
|
||||
case (GamePieceEvent::FIGHT_PIECE):
|
||||
m_pieceFightStatus = {
|
||||
m_fightAnimation = {
|
||||
fromRow, fromCol,
|
||||
toRow, toCol,
|
||||
toY - fromY,
|
||||
|
||||
@@ -7,13 +7,30 @@
|
||||
#include <unordered_set>
|
||||
#include "graphics/texture/TextureManager.h"
|
||||
#include "game/GameTypes.h"
|
||||
#include <glm/glm.hpp>
|
||||
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)
|
||||
};
|
||||
|
||||
struct PieceMoveStatus {
|
||||
enum class AnimationType {
|
||||
GROW,
|
||||
MOVE,
|
||||
FIGHT,
|
||||
SELECT
|
||||
};
|
||||
/*
|
||||
struct PieceAnimation {
|
||||
bool active = false;
|
||||
float duration = 0.0f;
|
||||
float currentTime = 0.0f;
|
||||
SDL_FRect startRect, targetRect; // 或其他参数
|
||||
AnimationType type;
|
||||
};
|
||||
*/
|
||||
|
||||
struct MoveAnimation {
|
||||
int fromRow = -1;
|
||||
int fromCol = -1;
|
||||
int toRow = -1;
|
||||
@@ -24,18 +41,22 @@ struct PieceMoveStatus {
|
||||
bool isAnimating = false;
|
||||
SDL_FRect fromPieceRect;
|
||||
float animationDuration = 1.0f; // 动画总时长(秒)
|
||||
float progress = 0.0f;
|
||||
SDL_FRect renderRect{};
|
||||
};
|
||||
|
||||
struct PieceGrowStatue {
|
||||
struct GrowAnimation {
|
||||
int row = -1;
|
||||
int col = -1;
|
||||
float currentTime = 0.0f;
|
||||
bool isAnimating = false;
|
||||
float animationDuration = 1.0f;
|
||||
|
||||
float progress = 0.0f;
|
||||
SDL_Color baseColor{};
|
||||
SDL_Color renderColor{};
|
||||
};
|
||||
|
||||
struct PieceFightStatue {
|
||||
struct FightAnimation {
|
||||
int fromRow = -1;
|
||||
int fromCol = -1;
|
||||
int toRow = -1;
|
||||
@@ -46,8 +67,22 @@ struct PieceFightStatue {
|
||||
bool isAnimating = false;
|
||||
SDL_FRect fromPieceRect;
|
||||
float animationDuration = 1.0f; // 动画总时长(秒)
|
||||
float progress = 0.0f;
|
||||
SDL_FRect renderRect{};
|
||||
};
|
||||
|
||||
struct SelectAnimation {
|
||||
bool active = false;
|
||||
float duration = 1.0f;
|
||||
float currentTime = 0.0f;
|
||||
bool isBigger = true;
|
||||
SDL_FRect baseRect{};
|
||||
std::optional<std::pair<int, int>> targetCell;
|
||||
SDL_FRect renderRect{};
|
||||
double rotatedAngel = 0.0f;
|
||||
};
|
||||
|
||||
|
||||
class Board;
|
||||
|
||||
class BoardRenderer
|
||||
@@ -64,6 +99,8 @@ private:
|
||||
|
||||
// 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
|
||||
|
||||
BoardArea m_area;
|
||||
PlayerColors m_colors;
|
||||
std::unordered_set<int> m_currentDrawRange;
|
||||
|
||||
@@ -73,11 +110,13 @@ private:
|
||||
|
||||
std::optional<std::pair<int, int>> m_lastSelected = std::nullopt;
|
||||
|
||||
PieceMoveStatus m_pieceMoveStatus;
|
||||
MoveAnimation m_moveAnimation;
|
||||
|
||||
PieceGrowStatue m_pieceGrowStatus;
|
||||
GrowAnimation m_growAnimation;
|
||||
|
||||
PieceFightStatue m_pieceFightStatus;
|
||||
FightAnimation m_fightAnimation;
|
||||
|
||||
SelectAnimation m_selectAnimation;
|
||||
|
||||
public:
|
||||
BoardRenderer(int WIDTH, int HEIGHT, SDL_Renderer* renderer, TextureManager* textureManager);
|
||||
@@ -98,6 +137,8 @@ public:
|
||||
// 绘制棋子
|
||||
void drawPiece(std::optional<std::pair<int, int>> selectedPiece = std::nullopt);
|
||||
|
||||
void drawPieceAt(int row, int col, std::optional<std::pair<int, int>> selectedPiece = std::nullopt);
|
||||
|
||||
void updateMovementRange(std::optional<std::pair<int, int>> selectedPiece = std::nullopt, ActionType type = ActionType::GROW);
|
||||
|
||||
void drawMovementRange();
|
||||
@@ -109,7 +150,13 @@ public:
|
||||
|
||||
void handleGamePieceEvent(GamePieceEvent event, int fromRow, int fromCol, int toRow = -1, int toCol = -1);
|
||||
|
||||
void update();
|
||||
void updateSelectedPiece(std::optional<std::pair<int ,int>>);
|
||||
void update(float deltatime);
|
||||
|
||||
void updateGrowAnimation(float deltaTime);
|
||||
void updateMoveAnimation(float deltaTime);
|
||||
void updateFightAnimation(float deltaTime);
|
||||
void updateSelectedAnimation(float deltaTime);
|
||||
|
||||
};
|
||||
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
#include "GameScene.h"
|
||||
|
||||
#include "core/Time.h"
|
||||
GameScene::GameScene() {
|
||||
|
||||
}
|
||||
@@ -41,6 +41,7 @@ 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_boardRenderer->updateSelectedPiece(m_gameSession->getSelectedPiece());
|
||||
m_gameUIManager->updateGameState(m_gameSession->getGameState());
|
||||
m_boardRenderer->setGameState(m_gameSession->getGameState());
|
||||
m_gameUIManager->updatePlayerTurn(m_gameSession->getCurrentPlayer());
|
||||
@@ -83,6 +84,7 @@ void GameScene::onEnter(SDL_Renderer* renderer, int WIDTH, int HEIGHT, UIRendere
|
||||
|
||||
void GameScene::update() {
|
||||
updatePieceInfo();
|
||||
m_boardRenderer->update(Time::deltaTime());
|
||||
}
|
||||
|
||||
void GameScene::renderWorld() {
|
||||
@@ -138,6 +140,7 @@ void GameScene::restartGame() {
|
||||
m_gameSession->initialize();
|
||||
m_boardRenderer->setBoard(m_gameSession->getBoard());
|
||||
m_boardRenderer->updateMovementRange(std::nullopt, ActionType::GROW);
|
||||
m_boardRenderer->updateSelectedPiece(std::nullopt);
|
||||
m_gameUIManager->updateActionType(ActionType::GROW);
|
||||
m_gameUIManager->updateGameState(GameState::GAME_RUNING);
|
||||
m_boardRenderer->setGameState(GameState::GAME_RUNING);
|
||||
|
||||
Reference in New Issue
Block a user