Game_Modify.StartWar=function(_msg){//开战 gp_ui_kaizhan(); Utl.changePlayerState(0); huifang=0; } Game_Modify._ReceiveData=function(_msg){//接收数据包 set_level (101,1); gp_sfb(_msg); } Game_Modify.createRoom=function(_roomtype,_infinite){//创建房间 GameUI.openRoomInfo(); } Game_Modify.myJoinRoom=function(_msg){//自己进入房间 if (Utl.getIsInfinite() == 1) {//如果是无限局 for (var i = 0; i < _msg.data.players.length; i++) { Utl.setGrade(i,Desk.GetPlayerBySeat(i).bean); } } GameUI.openRoomInfo(); } Game_Modify.Reconnect=function(_deskinfo){//重连 set_self(291,57,35,0,0); game = _deskinfo; game.suoyoupai = _deskinfo.pai; if(Utl.getIsDebugger() == 1) { game.pai = _deskinfo.pai[Utl.getMySeat()]; } game.tuoguan = game.tuoguan[Utl.getMySeat()]; //game.difen = GameData.gameConfig.difen[_deskinfo.leixing[4]-1]; game.xs_paishu = []; for(var i = 0;i<_deskinfo.carlen.length;i++){ game.xs_paishu[i] = _deskinfo.carlen[i]; } game.ersansi = [1017,1034,1051,1068]; if ( game.leixing[3]==2) { if (game.laizi ==14 ) { game.laizi = 1; }else if(game.laizi ==15 ) { game.laizi = 2; } }else { game.laizi = 0; game.laizi_bian = [[],[],[]] } if (Utl.getIsInfinite() == 1) {//如果是无限局 if(_deskinfo.zhuangtai == 1){ Utl.setDeskStage(1); }else{ Utl.setDeskStage(0); for (var i = 0; i < 3; i++) { if (Utl.getPlayerReadyState(i) == 1) {//是否准备 Utl.setPlayerPrepare(i,1); } } } for (var i = 0; i < game.people; i++) { Utl.setGrade(i,Desk.GetPlayerBySeat(i).bean); } } if (game.zhuangtai>0&&game.zhuangtai<4) { huifang=0; } gp_chonglian(); } 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 if (game.zhuangtai == 1) { game.jushu[0] = game.jushu[0]-1; } game.zhuangtai = 3; kg=2; game.grade = _msg.data.grade; game.quanbufen = _msg.data.quanbufen; gp_ui_daju(); } Game_Modify.DeskInfo=function(_msg){//开战状态下自己加入是牌桌数据 if(_msg.zhuangtai == 1){ Utl.setDeskStage(1); }else{ Utl.setDeskStage(0); Utl.setPlayerPrepare(Utl.getMySeat(), 0); } } Game_Modify.breakRoom=function(){//游戏已开局情况下自己退出房间触发 } Game_Modify.playerJoinRoom=function(seat){//其他玩家加入房间 if (Utl.getIsInfinite() == 0) {//如果bu是无限局 if (seat == 0) { set_group(219,37,0,0,0); set_self(1135+Utl.changeToStatus(0),37,1,0,0); } }else { Utl.setGrade(seat,Desk.GetPlayerBySeat(seat).bean); if (Utl.getPlayerReadyState(seat) == 1) {//是否准备 Utl.setPlayerPrepare(seat,1); }else { Utl.setPlayerPrepare(seat,0); } } } Game_Modify.playerLeaveRoom=function(seat){//其他玩家离开房间 if (seat == 0) { set_group(219,37,0,0,0); //set_self(1135+Utl.changeToStatus(0),37,1,0,0); } } Game_Modify.updateScene = function(){//更新游戏界面 //根据本地数据重新显示界面 if (huifang == 0) { gp_chonglian(); } } 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){ var xsd = []; for (var i=0;i= dfpeizhi) { difen = dfpeizhi; } else { difen = _result; } set_self(1392,7,difen+"分"+"(1分~"+dfpeizhi+"分)"); break; case 1: if(_result<=xxcbs[0]) { xxcshuju[0] = xxcbs[0]; xsxianzhi[0] = xxcshuju[0]*xxcxz[0]; xsxianzhi[1] = xxcshuju[0]*xxcxz[1]; } else if(_result >= xxcbs[1]) { xxcshuju[0] = xxcbs[1]; xsxianzhi[0] = xxcshuju[0]*xxcxz[0]; xsxianzhi[1] = xxcshuju[0]*xxcxz[1]; } else { xxcshuju[0] = _result; xsxianzhi[0] = xxcshuju[0]*xxcxz[0]; xsxianzhi[1] = xxcshuju[0]*xxcxz[1]; } if (xxcshuju[1]<=xsxianzhi[0]) { xxcshuju[1] = xxcshuju[0]*xxcxz[0]; }else if (xxcshuju[1]>=xsxianzhi[1]) { xxcshuju[1] = xxcshuju[0]*xxcxz[1]; } set_self(1482,7,xxcshuju[0]); set_self(1482,20,24*ifast_inttostr(xxcshuju[0]).length,0,0); set_self(1475,7,"(最小:"+xsxianzhi[0]+"最大:"+xsxianzhi[1]+")",0,0); set_self(1483,7,xxcshuju[1]); set_self(1483,20,24*ifast_inttostr(xxcshuju[1]).length,0,0); break; case 2: if(_result<=xsxianzhi[0]) { xxcshuju[1] = xsxianzhi[0]; } else if(_result >= xsxianzhi[1]) { xxcshuju[1] = xsxianzhi[1]; } else { xxcshuju[1] = _result; } set_self(1483,7,xxcshuju[1]); set_self(1483,20,24*ifast_inttostr(xxcshuju[1]).length,0,0); break; case 3: if(_result<=0) { xxcshuju[2] = 0; } else if(_result >= xxccsf) { xxcshuju[2] = xxccsf; } else { xxcshuju[2] = _result; } set_self(1484,7,xxcshuju[2]); set_self(1484,20,24*ifast_inttostr(xxcshuju[2]).length,0,0); break; } } Game_Modify.onCreateRoom = function(_data){//无限局创建新桌时返回游戏数据 if (Utl.getIsInfinite() == 1) {//如果是无限局 Utl.setGrade(Utl.getMySeat(),Desk.GetPlayerBySeat(Utl.getMySeat()).bean); } } Game_Modify.getLeaveLimit = function(roomtype){//获取星星场离场限制 return roomtype[6][1]; } //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); } //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; } Game_Modify.getRoomTopDescAry = function(roomtype){ //return ["牛几几倍","一副牌","特色玩特色玩法"]; if (Utl.getIsInfinite() != 1) {//如果不是无限局 if(Game_Modify.roomDes && Game_Modify.roomDes.length>0) { var s=Game_Modify.roomDes.split(") "); s=s[1].split(" "); return [zongju+"局",s[0]+" ",s[1],s[2],s[3],s[4]]; } return [""]; }else { var roomdes =Game_Modify.Type_2[roomtype[1]-1].des+"关牌 底"+roomtype[4]+"分"+ " 炸"+Game_Modify.Type_3[roomtype[2]-1].des + " "+Game_Modify.Type_4[roomtype[3]-1].des ;//+ " "+Game_Modify.Type_6[roomtype[7]-1].des var s=roomdes.split(" "); return [s[0]+" ",s[1],s[2],s[3]];//,s[4] } } //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){ } //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; }