mirror of
https://github.com/zhenyan121/SporeBG-Conid.git
synced 2026-04-09 22:06:09 +08:00
556 lines
18 KiB
C++
556 lines
18 KiB
C++
#include "BoardRenderer.h"
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#include "game/Board.h"
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#include "core/Time.h"
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#include "utils/Tools.h"
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#include <iostream>
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BoardRenderer::BoardRenderer(int WIDTH, int HEIGHT, SDL_Renderer* renderer, TextureManager* textureManager) :
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m_Width(WIDTH),
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m_Height(HEIGHT),
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m_renderer(renderer),
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m_textureManager(textureManager)
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{
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m_cellSize = std::min(WIDTH, HEIGHT) / std::min(m_boardRow, m_boardCOL);
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m_area = getBoardArea();
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}
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BoardRenderer::~BoardRenderer() {
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m_pieceAnimation.grow.clear();
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m_pieceAnimation.move.clear();
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m_pieceAnimation.fight.clear();
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m_pieceAnimation.select.clear();
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std::cout << "BoardRenderer destory\n";
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}
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bool BoardRenderer::initialize() {
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return true;
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}
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void BoardRenderer::setBoard(const Board* board) {
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m_board = board;
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}
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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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for (auto growAnimation = m_pieceAnimation.grow.begin(); growAnimation != m_pieceAnimation.grow.end(); ) {
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if (!growAnimation->isAnimating) {
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std::cout << "BoardRenderer: grow animation play finished\n";
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growAnimation = m_pieceAnimation.grow.erase(growAnimation);
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continue;
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}
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growAnimation->currentTime += deltaTime;
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if (growAnimation->currentTime > growAnimation->animationDuration) {
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growAnimation->currentTime = growAnimation->animationDuration;
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growAnimation->isAnimating = false;
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}
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growAnimation->renderColor = growAnimation->baseColor;
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growAnimation->progress = growAnimation->currentTime / growAnimation->animationDuration;
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growAnimation->renderColor.a = Tools::smoothMove(growAnimation->progress, 0, 255);
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++growAnimation;
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}
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}
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void BoardRenderer::updateMoveAnimation(float deltaTime) {
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for (auto moveAnimation = m_pieceAnimation.move.begin(); moveAnimation != m_pieceAnimation.move.end(); ) {
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if (!moveAnimation->isAnimating) {
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std::cout << "BoardRenderer: move animation play finished\n";
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moveAnimation = m_pieceAnimation.move.erase(moveAnimation);
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continue;
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}
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moveAnimation->currentTime += deltaTime;
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if (moveAnimation->currentTime > moveAnimation->animationDuration) {
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moveAnimation->currentTime = moveAnimation->animationDuration;
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moveAnimation->isAnimating = false;
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}
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moveAnimation->progress = moveAnimation->currentTime / moveAnimation->animationDuration;
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auto renderRect = moveAnimation->fromPieceRect;
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renderRect.x += Tools::smoothMove(moveAnimation->progress, 0, moveAnimation->distanceCol);
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renderRect.y += Tools::smoothMove(moveAnimation->progress, 0, moveAnimation->distanceRow);
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moveAnimation->renderRect = renderRect;
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++moveAnimation;
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}
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}
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void BoardRenderer::updateFightAnimation(float deltaTime) {
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for (auto fightAnimation = m_pieceAnimation.fight.begin(); fightAnimation != m_pieceAnimation.fight.end(); ) {
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if (!fightAnimation->isAnimating) {
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std::cout << "BoardRenderer: fight animation play finished\n";
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fightAnimation = m_pieceAnimation.fight.erase(fightAnimation);
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continue;
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}
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fightAnimation->currentTime += deltaTime;
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if (fightAnimation->currentTime > fightAnimation->animationDuration) {
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fightAnimation->currentTime = fightAnimation->animationDuration;
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fightAnimation->isAnimating = false;
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}
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fightAnimation->progress = fightAnimation->currentTime / fightAnimation->animationDuration;
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auto renderRect = fightAnimation->fromPieceRect;
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float cX = fightAnimation->distanceCol * 0.5f;
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float cY = fightAnimation->distanceRow * 0.5f;
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renderRect.x = Tools::pingPongSpring(fightAnimation->progress, renderRect.x, cX);
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renderRect.y = Tools::pingPongSpring(fightAnimation->progress, renderRect.y, cY);
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fightAnimation->renderRect = renderRect;
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++fightAnimation;
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}
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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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if (m_pieceAnimation.select.empty()) {
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return; // 没有选中动画,直接退出
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}
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auto selectAnimation = m_pieceAnimation.select.begin();
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selectAnimation->currentTime += deltaTime;
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if (selectAnimation->currentTime > selectAnimation->duration) {
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selectAnimation->currentTime = 0;
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selectAnimation->isBigger = !selectAnimation->isBigger;
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}
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SDL_FRect renderRect = {
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selectAnimation->baseRect.x,
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selectAnimation->baseRect.y,
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selectAnimation->baseRect.w,
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selectAnimation->baseRect.h
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};
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float progess = selectAnimation->currentTime / selectAnimation->duration;
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selectAnimation->rotatedAngel = 360 * static_cast<double>(progess);
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float scale = 0.2 * progess;
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float baseW = selectAnimation->baseRect.w;
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float baseH = selectAnimation->baseRect.h;
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if (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 = selectAnimation->baseRect.x + (baseW - renderRect.w) / 2.0f;
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renderRect.y = selectAnimation->baseRect.y + (baseH - renderRect.h) / 2.0f;
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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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// 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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//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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}
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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) {
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return;
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}
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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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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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for (const auto& growAnimation : m_pieceAnimation.grow) {
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if (growAnimation.isAnimating && growAnimation.row == row && growAnimation.col == col) {
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m_textureManager->destoryTexture(rect, color);
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auto texture = m_textureManager->createTextureFromRect(rect, 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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}
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if (isSelected) {
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auto selectAnimation = m_pieceAnimation.select.begin();
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SDL_RenderTextureRotated(m_renderer, texture, nullptr, &selectAnimation->renderRect, selectAnimation->rotatedAngel, nullptr, SDL_FLIP_NONE);
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return;
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}
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for (const auto& moveAnimation : m_pieceAnimation.move) {
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if (moveAnimation.isAnimating && col == moveAnimation.toCol && row == moveAnimation.toRow) {
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//SDL_Log("rendering..\n");
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SDL_RenderTexture(m_renderer, texture, nullptr, &moveAnimation.renderRect);
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return;
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}
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}
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for (const auto& fightAnimation : m_pieceAnimation.fight) {
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if (fightAnimation.isAnimating && col == fightAnimation.fromCol && row == fightAnimation.fromRow) {
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SDL_RenderTexture(m_renderer, texture, nullptr, &fightAnimation.renderRect);
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return;
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}
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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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SelectAnimation 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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// 选择棋子的动画只需要一个
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m_pieceAnimation.select.clear();
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m_pieceAnimation.select.push_back(selectAnimation);
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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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for (auto PieceID : selectedComponent) {
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auto Neighbors = m_board->getOrthogonalNeighbors(PieceID);
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for (auto neighborID : Neighbors) {
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auto pieceCoord = m_board->getCoordFromID(neighborID);
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const Piece* piece = m_board->getPieceAt(pieceCoord.first, pieceCoord.second);
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if (piece == nullptr) {
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m_currentDrawRange.insert(neighborID);
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}
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}
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}
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break;
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case ActionType::MOVE:
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// 绘制移动范围的逻辑
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for (auto PieceID : selectedComponent) {
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auto Neighbors = m_board->getOrthogonalNeighbors(PieceID);
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for (auto neighborID : Neighbors) {
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auto pieceCoord = m_board->getCoordFromID(neighborID);
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const Piece* piece = m_board->getPieceAt(pieceCoord.first, pieceCoord.second);
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if (piece == nullptr) {
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m_currentDrawRange.insert(neighborID);
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} else if (piece->getPieceOwner() != currentPlayer) {
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m_currentDrawRange.insert(neighborID);
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}
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}
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}
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break;
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case ActionType::SPORE: {
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// 绘制孢子范围的逻辑
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auto SporeRange = m_board->getSporeRange(m_board->getPieceID(selectedPiece->first, selectedPiece->second));
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for (auto neighborID : SporeRange) {
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auto pieceCoord = m_board->getCoordFromID(neighborID);
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const Piece* piece = m_board->getPieceAt(pieceCoord.first, pieceCoord.second);
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if (piece == nullptr) {
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m_currentDrawRange.insert(neighborID);
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}
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}
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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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void BoardRenderer::drawMovementRange() {
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if (!m_board || !m_renderer) return;
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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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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 = 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 + (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_SetRenderDrawColor(m_renderer,
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0,
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255,
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0,
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100); // 半透明绿色
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SDL_RenderFillRect(m_renderer, &rect);
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}
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// 如果需要,绘制完可以恢复原来的混合模式
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SDL_SetRenderDrawBlendMode(m_renderer, SDL_BLENDMODE_NONE);
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}
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BoardArea BoardRenderer::getBoardArea() const {
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return {
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(m_Width - m_cellSize * m_boardCOL) / 2,
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(m_Height - m_cellSize * m_boardRow) / 2,
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m_cellSize,
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m_boardRow,
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m_boardCOL
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};
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}
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void BoardRenderer::setGameState(GameState state) {
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m_gameState = state;
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}
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void BoardRenderer::renderBlackOverlay() {
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if (!m_renderer) return;
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if (m_gameState == GameState::GAME_RUNING) return;
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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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// 设置黑色半透明颜色
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SDL_SetRenderDrawColor(m_renderer, 0, 0, 0, 150); // 半透明黑色
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// 绘制覆盖整个屏幕的矩形
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SDL_FRect rect{
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0.0f,
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0.0f,
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static_cast<float>(m_Width),
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static_cast<float>(m_Height)
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};
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SDL_RenderFillRect(m_renderer, &rect);
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// 恢复原来的混合模式
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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 fromRow, int fromCol, int toRow, int toCol) {
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// 计算棋子中心位置
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float fromX = m_area.x + fromCol * m_area.cellSize;
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float fromY = m_area.y + fromRow * m_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 = m_area.x + toCol * m_area.cellSize;
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toY = m_area.y + toRow * m_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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fromX + (m_area.cellSize - pieceRadius * 2) / 2.0f,
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fromY + (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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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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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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{
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//SDL_Log("MovePPPPPP\n");
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MoveAnimation moveAnimation = {
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fromRow, fromCol,
|
||
toRow, toCol,
|
||
toY - fromY,
|
||
toX - fromX,
|
||
0.0f,
|
||
true,
|
||
rect,
|
||
1.0f
|
||
};
|
||
|
||
m_pieceAnimation.move.push_back(moveAnimation);
|
||
|
||
break;
|
||
}
|
||
case (GamePieceEvent::GROW_PIECE):
|
||
{
|
||
GrowAnimation growAnimation = {
|
||
toRow,
|
||
toCol,
|
||
0.0f,
|
||
true,
|
||
1.0f
|
||
};
|
||
|
||
SDL_Color color = (piece->getPieceOwner() == PlayerID::P1) ?
|
||
m_colors.P1 : m_colors.P2;
|
||
growAnimation.baseColor = color;
|
||
|
||
m_pieceAnimation.grow.push_back(growAnimation);
|
||
|
||
break;
|
||
}
|
||
case (GamePieceEvent::FIGHT_PIECE):
|
||
{
|
||
FightAnimation fightAnimation = {
|
||
fromRow, fromCol,
|
||
toRow, toCol,
|
||
toY - fromY,
|
||
toX - fromX,
|
||
0.0f,
|
||
true,
|
||
rect,
|
||
1.0f
|
||
};
|
||
|
||
m_pieceAnimation.fight.push_back(fightAnimation);
|
||
|
||
break;
|
||
}
|
||
default:
|
||
break;
|
||
}
|
||
|
||
}
|
||
|
||
|