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
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//显示已经出的牌
d.show_sea = function () {
if(d.status==3){
return;
}if (Desk.roomtype[19]) {
return ;
}
if(Utl.getIsInfinite() == 1 && d.person_info[C_Player.seat] && d.person_info[C_Player.seat].new_one==1) {
return;
}
var arr_s0 = [1023, 1050, 1077, 1104];
//2人模式
var persons = [4, 4, 3, 2];
var person = persons[d.roomtype[6]] || 4;
if (person == 2) {
arr_s0 = [1023, 1077, 1077, 1077];
}
d.put_card++;
d.p_card=d.put_card;
var arr_s = [];
for (var i = 0; i < 4; i++) {
arr_s[i] = arr_s0[d.pos[i]];
set_group(207 + i, 37, 0, 0, 0);
}
for (var j = 0; j < 4; j++) {
var l = d.sea[j].length
var n = ifast_div((l + 1) / 9);
var ii = 0;
if (l > 21) {
ii = (n - 1) * 9;
}
for (var i = ii; i < l; i++) {
if (d.sea[j][i] && d.put_card==d.p_card) {
set_self(arr_s[j] + i - ii, 37, 1, 0, 0);
d.wos=1;
set_self(arr_s[j] + i - ii, 43, d.sea[j][i], 0, 0);
//d.show_ponit_out();
//d.put_card==d.p_card;
}
if(d.sea[j][i] == undefined){
set_self(arr_s[j] + i - ii, 37, 0, 0, 0);
}
}
}
if (d.last_operate[0] == 0) {
d.show_ponit_out();
d.wos=0;
}
d.show_sea_hua();
}
//显示已经出的花牌
d.show_sea_hua = function () {
return;
var arr_s0 = [1820, 1828, 1836, 1844];
var arr_s = [];
set_group(243, 37, 0, 0, 0);
for (var i = 0; i < 4; i++) {
arr_s[i] = arr_s0[d.pos[i]];
}
for (var j = 0; j < 4; j++) {
for (var i = 0; i < d.sea_hua[j].length; i++) {
if (d.sea_hua[j][i]) {
set_self(arr_s[j] + i, 37, 1, 0, 0);
set_self(arr_s[j] + i, 43, d.sea_hua[j][i], 0, 0);
}
else {
set_self(arr_s[j] + i, 37, 0, 0, 0);
}
}
}
}
//牌池中最后1个花牌精灵的id
d.get_sea_hua_lastid = function (seat) {
var arr = [0, 0];//455,425/849,455/806,249/380,213 起始精灵:1023 1050 1077 1104
var start_spids = [1820, 1828, 1836, 1844];
var start_spid = start_spids[d.pos[seat]];
var l = d.sea_hua[seat].length;
lastid = start_spid + l - 1;//首个空出的精灵
return lastid;
}
//牌池中最后1个精灵的id
d.get_sea_lastid = function (seat) {
var arr = [0, 0];//455,425/849,455/806,249/380,213 起始精灵:1023 1050 1077 1104
var start_spids = [1023, 1050, 1077, 1104];
//2人模式
var persons = [4, 4, 3, 2];
var person = persons[d.roomtype[6]] || 4;
if (person == 2) {
start_spids = [1023, 1077, 1077, 1077];
}
var start_spid = start_spids[d.pos[seat]];
var l = d.sea[seat].length;
var l_y = 0;
var l_x = 0;
l_y = parseInt(l / 9);
l_x = l - l_y * 9;
lastid = start_spid + l_y * 9 + l_x - 1;//首个空出的精灵
for (var i = 0; i < 27; i++) {
if (get_self(start_spid + 26 - i, 37)) {
lastid = start_spid + 26 - i;
break;
}
}
return lastid;
}
//得到牌池首个空出的位置坐标
d.get_sea_freexy = function (seat, off) {
var arr = [0, 0];//455,425/849,455/806,249/380,213 起始精灵:1023 1050 1077 1104
var start_posxys = [[get_self(1023, 18, 0, 0, 0), get_self(1023, 19, 0, 0, 0)], [get_self(1050, 18, 0, 0, 0), get_self(1050, 19, 0, 0, 0)], [get_self(1077, 18, 0, 0, 0), get_self(1077, 19, 0, 0, 0)], [get_self(1104, 18, 0, 0, 0), get_self(1104, 19, 0, 0, 0)]];
var start_spids = [1023, 1050, 1077, 1104];
var start_posxy = start_posxys[d.pos[seat]];
var start_spid = start_spids[d.pos[seat]];
var l = d.sea[seat].length + off;
var l_y = 0;
var l_x = 0;
var y = start_posxy[1];
var x = start_posxy[0];
l_y = parseInt(l / 9);
l_x = l - l_y * 9 - 2;
if (get_self(start_spid, 44, 0, 0, 0) == 207) {
y = start_posxy[1] - l_y * 51;
x = start_posxy[0] + l_x * 47;
}
else if (get_self(start_spid, 44, 0, 0, 0) == 208) {
y = start_posxy[1] - l_x * 41;
x = start_posxy[0] - l_y * 55;
}
else if (get_self(start_spid, 44, 0, 0, 0) == 209) {
y = start_posxy[1] + l_y * 51;
x = start_posxy[0] - l_x * 47;
}
else if (get_self(start_spid, 44, 0, 0, 0) == 210) {
y = start_posxy[1] + l_x * 41;
x = start_posxy[0] + l_y * 55;
}
//arr[2]=start_spid+l_y*9+l_x;//首个空出的精灵
arr[2] = 1353;
arr[0] = x;
arr[1] = y;
var lastid = d.get_sea_lastid(seat);
var x1 = get_self(lastid, 18, 0, 0, 0);
var y1 = get_self(lastid, 19, 0, 0, 0);
if (arr[0] != x1) {
arr[0] = x1;
}
if (arr[1] != y1) {
arr[1] = y1;
}
d.act_put[0] = arr[0];//出牌 0spid,1目标x,2目标y
d.act_put[1] = arr[1];
return arr;
}
//得到其他3家随机手牌
d.get_rand_3handcard = function (seat, n) {
n = n || 1;
//var id_start=[936,954,972,990];
var id_start = [936, 954, 972, 990];
var l = d.hand[seat][0].length;
var ran_pos = ifast_random(l);
var throw_card_id = [];
throw_card_id[0] = id_start[d.pos[seat]] + ran_pos;
for (var i = 1; i < n; i++) {
var ran_pos1 = ran_pos + i;
if (ran_pos1 > l - 1) {
ran_pos1 = ran_pos - (ran_pos1 - (l - 1));
}
throw_card_id[i] = id_start[d.pos[seat]] + ran_pos1;
}
return throw_card_id;
}
d.get_song_downjing = function (downjing) {
var song_downjing = [];
if (downjing[0] < 30) {
song_downjing[0] = [downjing[0] % 10, downjing[1] % 10];
song_downjing[1] = [parseInt("1" + downjing[0] % 10), parseInt("1" + downjing[1] % 10)];
song_downjing[2] = [parseInt("2" + downjing[0] % 10), parseInt("2" + downjing[1] % 10)];
} else if (downjing[0] > 30 && downjing[0] < 40) {
song_downjing[0] = [31, 32];
song_downjing[1] = [32, 33];
song_downjing[2] = [33, 34];
song_downjing[3] = [34, 31];
} else if (downjing[0] > 40) {
song_downjing[0] = [41, 42];
song_downjing[1] = [42, 43];
song_downjing[2] = [43, 41];
}
return song_downjing;
}