chore: 纳入项目全部源码进根仓库统一管理

删除 YouleNexus 内嵌 .git,统一由根仓库唯一管理。提交:
- projects/ 旧 H5 模板 Game_Surface_3 与各子游戏源码
- cocoscreator_projects/YouleNexus 工程 + cocos-creator-mcp 扩展源码
- CLAUDE.md、.mcp.json 等配置
library/temp/node_modules/dist 等缓存由 .gitignore 排除。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
2026-06-28 11:55:13 +08:00
co-authored by Claude Opus 4.8
parent f5673c33c8
commit 7ab748919a
7317 changed files with 2810014 additions and 0 deletions
@@ -0,0 +1,378 @@
var gameHallImport = {};
gameHallImport.appStart =function(){
console.log("appStart");
}
gameHallImport.jumpMenuScene =function(){
console.log("jumpMenuScene");
}
gameHallImport.gameStart = function(){
console.log("gameStart");
}
gameHallImport.setGameList =function(){
console.log("setGameList");
}
gameHallImport.clearGameinfo = function(){
console.log("clearGameinfo");
}
gameHallImport.getWebdata = function(data){
console.log("getWebdata");
}
gameHallImport.isInstalled = function(data){
console.log("isInstalled");
return 1;
}
gameHallImport.up_imgurl = function(recid,photo){
console.log("up_imgurl");
}
gameHallImport.getphoto = function(recid,photo){
console.log("getphoto");
}
// Game_Modify.appStart =function(){
// }
Game_Modify.StartWar=function(_msg){//开战
}
Game_Modify._ReceiveData=function(_msg){//接收数据包
Col_net(_msg);
}
Game_Modify.createRoom=function(_roomtype,_infinite){//创建房间
Infinite.found();
}
Game_Modify.myJoinRoom=function(_msg){//自己进入房间
Infinite.join(Utl.getMySeat());
}
Game_Modify.Reconnect=function(_deskinfo){//重连
Public_data.Initialization();
Infinite.updata(_deskinfo.stage);
aset = cls_doudizhu_aset.New();//创建牌桌
for (var i = 0; i < aset.cardlist.length; i++) {
if (cls_doudizhu_card.GetNumber(aset.cardlist[i]) == 1) {
cls_doudizhu_card.SetArithN(aset.cardlist[i],14);
} else if (cls_doudizhu_card.GetNumber(aset.cardlist[i]) == 2){
cls_doudizhu_card.SetArithN(aset.cardlist[i],16);
}
}
if (_deskinfo.stage >=0) {
Updata_ui.net(_deskinfo);
}
}
Game_Modify.stopAllSounds=function(){//关闭所有声音 (游戏声音)
}
Game_Modify.Free=function(_msg){//投票解散结果为同意时,点击结果界面确认的按钮时触发
Public_data.data.grade = _msg.data.grade; //总分
Public_data.data.stage = _msg.data.stage; //阶段
game.shijian = _msg.data.shijian; //大局结算时间
endover();
}
Game_Modify.DeskInfo=function(_msg){//未开战状态下自己加入是牌桌数据
Infinite.no_join();
}
Game_Modify.breakRoom=function(){//游戏已开局情况下自己退出房间触发
Infinite.out();
}
Game_Modify.playerJoinRoom=function(seat){//其他玩家加入房间
Infinite.join(seat);
}
Game_Modify.playerLeaveRoom=function(seat){//其他玩家离开房间
}
Game_Modify.updateScene = function(){//更新游戏界面
//根据本地数据重新显示界面
Infinite.updata(Public_data.data.stage);
if (Public_data.data.stage != -1 && Public_data.data.stage != 4) {
All_ani.hide();
All_timer.hide();
Updata_ui.redraw();
}
}
Game_Modify.closeGameScene=function(){//关闭游戏界面
}
Game_Modify.playerOffline = function(seat){//玩家离线
}
Game_Modify.playerOnline = function(seat){//玩家上线
}
Game_Modify.playerphonestate = function(seat,type){//玩家电话状态type->挂断1->接打电话、有电话进来的状态
}
Game_Modify.shakeEvent = function(){
switch(GameData.shakeID){
case Game_Config.shakeList.startwar://摇一摇开战(如果有主动开战)
var data={};
data.agentid=GameData.AgentId;
data.gameid=GameData.GameId;
data.playerid=C_Player.playerid;
data.roomcode=Desk.roomcode;
Net.Send_self_makewar(data);
Func.stopshake();
GameData.shakeID=Game_Config.shakeList.nil;
break;
}
}
Game_Modify.calResult = function(inputArr){//计算器结果显示
Calculator.show(inputArr,22,295,348,28,1927,1930,1924);
}
Game_Modify.onEnterMainScene = function(roomtype){//进入游戏主场景
console.log("进入游戏主场景");
if (roomtype[3] == 2) {//如果是无限局
set_self(1069,37,1,0,0);
if (Utl.getstarName()=="星星") {
set_self(1069,43,1,0,0);
} else{
set_self(1069,43,2,0,0);
}
}
set_self(1070,37,1,0,0);//皮肤
set_self(149,1,pifu[1][pifu[0]][0]);
Utl.setFontColor(1045,pifu[1][pifu[0]][1]);//色号
}
Game_Modify.onExitMainScene = function(){//退出游戏主场景
console.log("退出游戏主场景");
}
Game_Modify.onGameConfig = function(_gameConfig){//获取到游戏配置时调用(只在game_config有数据时才调用)
game.config = _gameConfig;
Game_Modify.Type_1[0].des = game.config.jushu[0] + "局(房卡X" + game.config.kouka[0][0] + ")";
Game_Modify.Type_1[1].des = game.config.jushu[1] + "局(房卡X" + game.config.kouka[0][1] + ")";
Game_Modify.Type_7[0].des = game.config.dizhu[0] + "分";
Game_Modify.Type_7[1].des = game.config.dizhu[1] + "分";
Game_Modify.Type_7[2].des = game.config.dizhu[2] + "分";
Game_Modify.CreateRoomData.Type_5 = [game.config.gold[0],game.config.gold[3],game.config.gold[2]];
}
Game_Modify.onEnterVideo = function(){//进入牌局回放触发
}
Game_Modify.onSurrender = function(_msg){//收到投降回包
}
Game_Modify.onReady = function(seat){//玩家准备触发
}
Game_Modify.getRoomInfo = function(roomtype,type,tea){//通过roomtype获取房间描述每行最多18个字符超过需要自己换行type1系统房间2非系统房间
console.log("Game_Modify.getRoomInfo:"+roomtype);
return "房间描述"+roomtype;
}
Game_Modify.getStarLimit = function(roomtype){//通过roomtype获取房间星星场下限数量(准入)
console.log("Game_Modify.getStarLimit:"+roomtype);
return roomtype[4][1];
}
Game_Modify.getMult = function(roomtype,type){//通过roomtype获取房间星星场倍数
console.log("Game_Modify.getStarLimit:"+roomtype);
return roomtype[4][0];
}
Game_Modify.getFullRoomInfo = function(roomtype){//通过roomtype获取房间全部信息描述 每行最多26个字符超过需要自己换行
//console.log("Game_Modify.getFullRoomInfo:"+roomtype);
//房间信息
var _des = "";
if(roomtype[3] == 1){
_des= Game_Modify.Type_1[roomtype[0]-1].des+Game_Modify.Type_2[roomtype[1]-1].des+'\n'+"底分:"+Game_Modify.Type_7[roomtype[6]-1].des+'\n'+ Game_Modify.Type_9[roomtype[8]-1].des+' '+Game_Modify.Type_10[roomtype[9]-1].des+" "+Game_Modify.Type_3[roomtype[2]-1].des;
} else{
if (Utl.getIsInfinite() == 1){
_des= "底分:"+Game_Modify.Type_7[roomtype[6]-1].des+' '+ Game_Modify.Type_9[roomtype[8]-1].des+' '+Game_Modify.Type_10[roomtype[9]-1].des+" "+Game_Modify.Type_3[roomtype[2]-1].des
+'\n'+Utl.getstarName()+"倍数:" + roomtype[4][0]+''+"入场限制:" + roomtype[4][1];
}else{
_des = Game_Modify.Type_1[roomtype[0]-1].des+' '+"底分:"+Game_Modify.Type_7[roomtype[6]-1].des+'\n'+ Game_Modify.Type_9[roomtype[8]-1].des+' '+Game_Modify.Type_10[roomtype[9]-1].des+" "+Game_Modify.Type_3[roomtype[2]-1].des
+'\n'+Utl.getstarName()+"倍数:" + roomtype[4][0]+''+"入场限制:" + roomtype[4][1];
}
}
return _des;
}
Game_Modify.onOpenHelp = function(spid){//打开帮助页面触发
}
//显示大厅界面触发
Game_Modify.onMainMenuScene = function(){
Public_data.Initialization();
UI.hide();
All_ani.hide();
All_timer.hide();
}
//确认数字输入框回调
Game_Modify.onCheckInput = function(_result){
console.log(_result);
}
//创建房间成功后触发
Game_Modify.onCreateRoom = function(_data){
}
//获取离场限制
Game_Modify.getLeaveLimit = function(roomtype){
return 10;
}
//成功获取定位信息触发
Game_Modify.onLocationInfo = function(_locationInfo){
}
//进入游戏界面创建牌桌之前调用
Game_Modify.onCreateDesk = function(roomtype){
console.log("onCreateDesk:"+roomtype);
//最大人数
if(roomtype[2] == 1){
Game_Config.Max.PlayerCnt = 3;
}else if(roomtype[2] == 2){
Game_Config.Max.PlayerCnt = 2;
}
}
//通过roomtype获取是否开启视频功能0->不开启1->开启
Game_Modify.getVideoByRoomType = function(roomtype){
return 1;
}
//返回值为字符数组数组每项为房间一项描述信息
Game_Modify.getRoomTopDescAry = function(roomtype){
//console.log(roomtype);
//房间信息
if (roomtype[1] == 1) {
Game_Modify.Type_1[0].des = game.config.jushu[0] + "局(房卡X" + game.config.kouka[1][0] + ")";
Game_Modify.Type_1[1].des = game.config.jushu[1] + "局(房卡X" + game.config.kouka[1][1] + ")";
}else{
Game_Modify.Type_1[0].des = game.config.jushu[0] + "局(房卡X" + game.config.kouka[0][0] + ")";
Game_Modify.Type_1[1].des = game.config.jushu[1] + "局(房卡X" + game.config.kouka[0][1] + ")";
}
if(roomtype[3] == 1){
return [Game_Modify.Type_1[roomtype[0]-1].des,Game_Modify.Type_2[roomtype[1]-1].des,"底分:"+Game_Modify.Type_7[roomtype[6]-1].des,Game_Modify.Type_9[roomtype[8]-1].des,
Game_Modify.Type_10[roomtype[9]-1].des,Game_Modify.Type_3[roomtype[2]-1].des];
} else{
if (Utl.getIsInfinite() == 1) {
return ["底分:"+Game_Modify.Type_7[roomtype[6]-1].des,Game_Modify.Type_9[roomtype[8]-1].des,Game_Modify.Type_10[roomtype[9]-1].des,Game_Modify.Type_3[roomtype[2]-1].des
,Utl.getstarName()+"倍数:" + roomtype[4][0],"入场限制:" + roomtype[4][1]];
} else {
return [Game_Modify.Type_1[roomtype[0]-1].des,"底分:"+Game_Modify.Type_7[roomtype[6]-1].des,Game_Modify.Type_9[roomtype[8]-1].des,Game_Modify.Type_10[roomtype[9]-1].des,Game_Modify.Type_3[roomtype[2]-1].des
,Utl.getstarName()+"倍数:" + roomtype[4][0],"入场限制:" + roomtype[4][1]];
}
}
}
//星星场房间列表
Game_Modify.getShareRoom = function(_msg){
}
//玩家自己退出房间
Game_Modify.myExitRoom = function(seat){
Infinite.out();
}
//接收到换座包触发
Game_Modify.changeSeat = function(seat1,seat2){
}
//关闭vip选项时调用
Game_Modify.onCloseVip = function(){
}
//判断房间是否为金币场(是金币场返回1否则返回0)
Game_Modify.getRoomMode = function(roomtype){
return 0;
}
// //通过该接口获取房间最大玩家数量,获取最大玩家数量记得把Game_Config.Max.PlayerCnt的值设置成对应值,对于roomtype需要先判断是否合法,如果不合法,默认返回Game_Config.Max.PlayerCnt
// Game_Modify.getMaxPlayerCount = function(roomtype){
// return Game_Config.Max.PlayerCnt;
// }
// /**
// * 更新玩家信息界面显示(数据层方法)
// */
// Game_Modify.updatePlayerInfoUI = function(targetSeat){
// return false;
// }
//回放时触发
Game_Modify.recovery = function(_msg){
opencard(1);
opencard(2);
set_self(1064,41,1,0,0);
set_self(1064,37,1,0,0);
Public_data.aset_recovery(_msg);
config_carlen();
cards_interval();
liangdipai(1);//亮底牌
difenxs();//底分显示
beixs();//倍数显示
dzxs();//地主显示
}
//回放时退出触发
Game_Modify.recoveryout = function(){
set_group(220,37,0,0,0);
Public_data.Initialization();
UI.hide();
All_ani.hide();
All_timer.hide();
}
//开始回放时手牌排序
Game_Modify.sort = function(cards){
cards = cls_doudizhu_card.SortCardList(cls_doudizhu_aset.CardIdsToCards(aset,cards)
,[1,3]);
cards = cls_doudizhu_aset.CardsToCardIds(cards);
return cards;
}
//回放结束
Game_Modify.over = function(_msg){
Public_data.data.bei = _msg.data.gameinfo2.pjhf[dijiju][_msg.data.gameinfo2.pjhf[dijiju].length-1][1]; //当前倍数
asetover();
}
//回放中途触发
Game_Modify.recovery_step = function(num){
//set_group(220,37,0,0,0);
beixs();//倍数显示
}
//点击出牌时触发
Game_Modify.putcards = function(){
}