feat: 添加出牌动画和牌型排序显示

- 修复 AI decide 方法参数类型为 Array[Card]
- 添加 cards_played 和 player_passed 信号
- 出牌时在桌面中央显示排序后的卡牌
- 过牌时清除桌面牌
- 添加延迟动画效果(0.8秒显示,0.5秒清除)
- 添加 TableLabel 作为出牌显示区域
- 出牌按 rank 排序显示

🤖 Generated with [Qoder][https://qoder.com]
This commit is contained in:
xiaji
2026-06-01 23:12:35 +08:00
parent ce84fa75a0
commit 8c81e0d14b
1122 changed files with 12895 additions and 158 deletions

View File

@@ -1,6 +1,9 @@
extends Control
const CARD_NODE_SCENE := preload("res://src/ui/components/card_node.tscn")
var controller: TrainingController
var table_cards: Array[CardNode] = []
@onready var hand_area := $ScrollContainer/HandArea as HandArea
@onready var play_button: Button = $Buttons/PlayButton
@@ -8,6 +11,7 @@ var controller: TrainingController
@onready var hint_button: Button = $Buttons/HintButton
@onready var status_label: Label = $StatusLabel
@onready var guide_label: Label = $GuideLabel
@onready var table_label: Label = $TableLabel
func _ready() -> void:
if play_button:
@@ -26,6 +30,8 @@ func start_training() -> void:
controller.turn_ready.connect(_on_turn_ready)
controller.state_changed.connect(_refresh_ui)
controller.game_ended.connect(_on_game_ended)
controller.cards_played.connect(_on_cards_played)
controller.player_passed.connect(_on_player_passed)
_update_guide_text()
_refresh_ui()
@@ -58,17 +64,7 @@ func _on_play_pressed() -> void:
status_label.text = "%s" % error_msg
return
hand_area.clear_selection()
if status_label:
status_label.text = "✓ 出牌成功!"
_refresh_ui()
func _get_error_message(error_code: int) -> String:
match error_code:
1: return "无效的牌型组合"
2: return "不是你的回合"
3: return "不能过牌(你是领出者)"
4: return "牌不在手中"
_: return "出牌失败"
# 不立即刷新,等 cards_played 信号触发刷新
func _on_pass_pressed() -> void:
var result := controller.handle_human_pass()
@@ -79,8 +75,63 @@ func _on_pass_pressed() -> void:
return
if status_label:
status_label.text = "✓ 已过牌"
func _on_cards_played(player_idx: int, play: HandEvaluator.EvaluatedPlay) -> void:
# 显示出的牌
_show_table_cards(play.cards)
var player_name := controller.game_state.player_names[player_idx]
var type_name := _get_type_name(play.type)
if status_label:
status_label.text = "%s 出了 %s%d张)" % [player_name, type_name, play.cards.size()]
# 延迟刷新手牌,让玩家看到出牌效果
await get_tree().create_timer(0.8).timeout
_refresh_ui()
func _on_player_passed(player_idx: int) -> void:
var player_name := controller.game_state.player_names[player_idx]
if status_label:
status_label.text = "%s 过牌" % player_name
# 清除桌面牌
_clear_table_cards()
await get_tree().create_timer(0.5).timeout
_refresh_ui()
func _show_table_cards(cards: Array[Card]) -> void:
_clear_table_cards()
# 按 rank 排序
var sorted_cards: Array[Card] = cards.duplicate(false)
sorted_cards.sort_custom(func(a: Card, b: Card): return a.compare_to(b) < 0)
var total_width := sorted_cards.size() * 60
var start_x := (1280 - total_width) / 2
for i in range(sorted_cards.size()):
var card: Card = sorted_cards[i]
var node := CARD_NODE_SCENE.instantiate() as CardNode
if node == null:
continue
table_label.add_child(node)
node.setup(card)
node.position = Vector2(start_x + i * 60, 80)
node.custom_minimum_size = Vector2(55, 80)
node.size = Vector2(55, 80)
node.mouse_filter = Control.MOUSE_FILTER_IGNORE
table_cards.append(node)
func _clear_table_cards() -> void:
for cn in table_cards:
cn.queue_free()
table_cards.clear()
func _get_error_message(error_code: int) -> String:
match error_code:
1: return "无效的牌型组合"
2: return "不是你的回合"
3: return "不能过牌(你是领出者)"
4: return "牌不在手中"
_: return "出牌失败"
func _on_hint_pressed() -> void:
var hint := controller.get_hint()
if hint == null or hint.type == -1:
@@ -114,10 +165,12 @@ func _get_type_name(type_idx: int) -> String:
_: return "未知"
func _on_game_ended(winner_team: int, _reason: String) -> void:
if status_label: status_label.text = "游戏结束! 队伍 %d 获胜" % winner_team
if hand_area: hand_area.disable_input()
if status_label:
status_label.text = "游戏结束! 队伍 %d 获胜" % winner_team
if hand_area:
hand_area.disable_input()
func _refresh_ui() -> void:
if controller and controller.game_state and hand_area:
var hand: Array = controller.game_state.get_hand(0)
var hand: Array[Card] = controller.game_state.get_hand(0)
hand_area.update_hand(hand)