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(){ }