var Game_Modify = Game_Modify||{};//子游戏可能会修改的模块 Game_Modify.game_config={}; var winnerCount = 0; Game_Modify.roomDes = ""; Game_Modify.Type_1 = [ //扣卡 {id:0,des:"房主扣卡",roomcard:0,type:1}, {id:1,des:"每人扣卡",roomcard:0,type:2}, {id:2,des:"大赢家扣卡",roomcard:0,type:3} ]; Game_Modify.Type_2 = [ //局数 {id:0,des:"6局",roomcount:[6,6],roomcard:[4,1],type:1}, {id:1,des:"12局",roomcount:[12,12],roomcard:[8,2],type:2}, {id:2,des:"无限局",type:3} ]; Game_Modify.Type_3 = [ //玩法 {id:0,des:"十带八2倍",roomcard:0,type:1}, {id:1,des:"十带几几倍",roomcard:0,type:2}, {id:2,des:"对冲十带几几倍",roomcard:0,type:3} ]; Game_Modify.Type_4 = [ //上庄 //{id:1,des:"无牛下庄",roomcard:1,type:1}, {id:0,des:"每局抢庄",roomcard:0,type:1}, {id:1,des:"轮庄", roomcard:0,type:2}, {id:2,des:"房主坐庄",roomcard:0,type:3}, {id:3,des:"看牌抢庄",roomcard:0,type:4}, {id:4,des:"下注抢庄",roomcard:0,type:5} ]; Game_Modify.Type_5 = [ //牌数 {id:0,des:"一副牌",roomcard:0,type:1}, {id:1,des:"两副牌",roomcard:0,type:2} ]; Game_Modify.Type_6 = [ //快速 {id:0,des: "快速版",roomcard:0,type:1}, {id:1,des: NN_config.beanDes +"场",roomcard:0,type:1}, {id:2,des: NN_config.beanDes +"数限",roomcard:0,type:1,max:0,max:1000,num:0}, {id:3,des: "离场" + NN_config.beanDes,roomcard:0,type:1,max:0,max:1000,num:0}, {id:4,des: "10人局",type:1} ]; Game_Modify.CreateRoomData = {//发送创建房间数据roomtype typeCount : 7, //Roomcard:0, Type_1:0, Type_2:0, //增加房间类型时在下面添加 Type_3:0, Type_4:0, Type_5:0, Type_6:[0,0,0,0], //3:房主服务费勾选 //强制下注状态 forceBet:0, }; Game_Modify.utlmousedown = function(gameid, spid, downx, downy, no1, no2, no3, no4, no5, no6){ } Game_Modify.utlmousedown_nomove = function(gameid, spid, downx, downy, timelong, no1, no2, no3, no4, no5){ switch(spid){ //case ConstVal.Task.f_spid: //GameData.slideTask = false; //break; } } Game_Modify.mouseup=function(gameid, spid_down, downx, downy, spid_up, upx, upy, timelong, no1, no2){ if(spid_down==spid_up){ if(spid_down == 52){ var pos = get_self(50,19,0,0,0); if(pos > Game_Config.Combat.up_y){ var t = pos - Game_Config.Combat.up_y; play_ani(1,50,19,pos,Game_Config.Combat.up_y,0,t,0,0,0,1,0,0,0); for(var i=0;i Game_Config.Combat.up_y){ var t = pos - Game_Config.Combat.up_y; play_ani(1,57,19,pos,Game_Config.Combat.up_y,0,t,0,0,0,1,0,0,0); for(var i=0;i 0 && ( NN_config.model_bean[1] < 0 || NN_config.bean_mult[0] < 0)){ return; } if(NN_config.force_bet.length > 3){ NN_config.force_bet = NN_config.force_bet.slice(0,3); } //data.roomtype = [局数,上庄,牌数,玩法(倍数),扣卡,快版,星星,强制下注]; data.roomtype = [Game_Modify.Type_2[Game_Modify.CreateRoomData.Type_2].type, Game_Modify.Type_4[Game_Modify.CreateRoomData.Type_4].type, Game_Modify.Type_5[Game_Modify.CreateRoomData.Type_5].type, Game_Modify.Type_3[Game_Modify.CreateRoomData.Type_3].type, Game_Modify.Type_1[Game_Modify.CreateRoomData.Type_1].type, [Game_Modify.CreateRoomData.Type_6[0], Game_Modify.CreateRoomData.Type_6[1], [Game_Modify.CreateRoomData.Type_6[2], NN_config.model_bean[1],NN_config.bean_mult[0], NN_config.bean_leaveMin[0]], [NN_config.teaCost[0], NN_config.teaCost[1]], [NN_config.creatRoomMode[1], NN_config.bean_leaveMin[0]], Game_Modify.CreateRoomData.Type_6[4] ], NN_config.force_bet]; //console.log("创建房间发包:" + NN_config.force_bet); //if(NN_config.creatRoomMode[0] == 1 && NN_config.creatRoomMode[1] > 0){ //data.infinite = NN_config.creatRoomMode[1] - 1; //}else { data.infinite = GameData.infMode; //} //发送创建包 Net.Send_create_room(data); break; case 150://游戏内帮助按钮 GameUI.OpenHelp(); break; case 1118://短号战绩 /* Game_Modify.gameView._pageOpt = -1; if(CombatCount == null){ Game_Modify.Send_get_player_grade1(0); //我的战绩 } else { Game_Modify.Send_get_player_grade1(1); //开房战绩 } */ break; case 1166: //本地战绩 Game_Modify.gameView.locRecordsClick[1] ++; if(Game_Modify.gameView.locRecordsClick[1] == Game_Modify.gameView.locRecordsClick[2]){ try{ var locRecords = JSON.parse(Utl.readGradeInfo()); if(locRecords.length > 0){ gameCombat.get_player_grade1({ data: {gradeinfo : locRecords}}); } Game_Modify.gameView.locRecordsClick[0] = 1; Game_Modify.gameView.locRecordsClick[1] = 0; }catch(e){ //alert(e); //TODO handle the exception } } break; case Game_Modify.gameView.combat._fspid: var up_id = ifast_check_add(spid_up,upx,upy); for(var i = 0; i < Game_Modify.gameView.combat._payCodeTags.length; i++){ if(Game_Modify.gameView.combat._payCodeTags[i][0] == up_id){ var temp = CombatInfo[CombatPageTwoIndex].gameinfo1.playerlist[Game_Modify.gameView.combat._payCodeTags[i][1]]; //复制玩家吱口令 if(temp && temp[4]){ //复制到粘贴板 Utl.gameCopytext(temp[4]); //提示复制成功 Utl.openTips("吱口令复制成功",1200); } break; } } break; default: break; } if(spid_up>=20 && spid_up<=21 || spid_up == 1231){ //扣卡 if(spid_up == 1231){ Game_Modify.CreateRoomData.Type_1 = 2; } else { Game_Modify.CreateRoomData.Type_1 = spid_up-20; } //不同局数消耗房卡数不同 Game_Modify.gameView.roomCardUpdate(); }else if(spid_up>=22&&spid_up<=23){ //局数 Game_Modify.CreateRoomData.Type_2 = spid_up-22; //判断值是否正确 //var _maxCost = Game_Modify.gameFunc.getMaxTeaCost(); //if(_maxCost != -1 && NN_config.teaCost[1] > _maxCost){ //判断是否超出 //NN_config.teaCost[1] = _maxCost; //} }else if(spid_up == 1229){ //无限局 Game_Modify.CreateRoomData.Type_2 = 2; //判断值是否正确 //var _maxCost = Game_Modify.gameFunc.getMaxTeaCost(); //if(_maxCost != -1 && NN_config.teaCost[1] > _maxCost){ //判断是否超出 //NN_config.teaCost[1] = _maxCost; //} }else if(spid_up>=139&&spid_up<=140){ //玩法 Game_Modify.CreateRoomData.Type_3 = spid_up-139; Game_Modify.gameFunc.AnalForceBet(Game_Modify.Type_4[Game_Modify.CreateRoomData.Type_4].type, Game_Modify.Type_3[Game_Modify.CreateRoomData.Type_3].type, NN_config.data.model_bet, NN_config.data.force_bet); }else if(spid_up == 1215){ //玩法 Game_Modify.CreateRoomData.Type_3 = 2; Game_Modify.gameFunc.AnalForceBet(Game_Modify.Type_4[Game_Modify.CreateRoomData.Type_4].type, Game_Modify.Type_3[Game_Modify.CreateRoomData.Type_3].type, NN_config.data.model_bet, NN_config.data.force_bet); }else if(spid_up>=1204&&spid_up<=1205){ //上庄 Game_Modify.CreateRoomData.Type_4 = spid_up-1204; Game_Modify.gameFunc.AnalForceBet(Game_Modify.Type_4[Game_Modify.CreateRoomData.Type_4].type, Game_Modify.Type_3[Game_Modify.CreateRoomData.Type_3].type, NN_config.data.model_bet, NN_config.data.force_bet); }else if(spid_up == 1213){ //上庄 Game_Modify.CreateRoomData.Type_4 = 2; Game_Modify.gameFunc.AnalForceBet(Game_Modify.Type_4[Game_Modify.CreateRoomData.Type_4].type, Game_Modify.Type_3[Game_Modify.CreateRoomData.Type_3].type, NN_config.data.model_bet, NN_config.data.force_bet); }else if(spid_up == 1225){ //看牌抢庄 Game_Modify.CreateRoomData.Type_4 = 3; Game_Modify.gameFunc.AnalForceBet(Game_Modify.Type_4[Game_Modify.CreateRoomData.Type_4].type, Game_Modify.Type_3[Game_Modify.CreateRoomData.Type_3].type, NN_config.data.model_bet, NN_config.data.force_bet); }else if(spid_up == 1227){ //下注抢庄 Game_Modify.CreateRoomData.Type_4 = 4; Game_Modify.gameFunc.AnalForceBet(Game_Modify.Type_4[Game_Modify.CreateRoomData.Type_4].type, Game_Modify.Type_3[Game_Modify.CreateRoomData.Type_3].type, NN_config.data.model_bet, NN_config.data.force_bet); }else if(spid_up>=1209&&spid_up<=1210){ //牌数 Game_Modify.CreateRoomData.Type_5 = spid_up-1209; }else if(spid_up == 1318){ //10人局 if(Game_Modify.CreateRoomData.Type_6[4] == 1){ Game_Modify.CreateRoomData.Type_6[4] = 0; //更新房卡相关参数 Game_Modify.gameFunc.roomCardUpdate(5); } else { Game_Modify.CreateRoomData.Type_6[4] = 1; Game_Modify.CreateRoomData.Type_6[0] = 1; //更新房卡相关参数 Game_Modify.gameFunc.roomCardUpdate(10); } //更新房卡及扣卡显示 Game_Modify.gameView.roomCardUpdate(); }else if(spid_up == 1218 || spid_up == 1219 || spid_up == 1222 || spid_up == 1224 || spid_up == 1310 || spid_up == 1312 || spid_up == 1313){ //快慢,星星场,星星数(多选) var isView = false; if(NN_config.creatRoomMode[1] != 2 || spid_up == 1218){ if(spid_up == 1222){ if(Game_Modify.CreateRoomData.Type_6[2] == 1){ //取消星星场选中 Game_Modify.CreateRoomData.Type_6[1] = 0; //取消星星数选中 Game_Modify.CreateRoomData.Type_6[2] = 0; //取消离场选中 Game_Modify.CreateRoomData.Type_6[3] = 0; }else { isView = true; //取消星星场选中 if(Game_Modify.CreateRoomData.Type_6[1] == 1){ Game_Modify.CreateRoomData.Type_6[1] = 0; Game_Modify.CreateRoomData.Type_6[3] = 0; } } }else if(spid_up == 1310){ if(Game_Modify.CreateRoomData.Type_6[3] == 1){ //取消星星场选中 Game_Modify.CreateRoomData.Type_6[1] = 0; //取消离场选中 Game_Modify.CreateRoomData.Type_6[3] = 0; }else { isView = true; //星星场选中 Game_Modify.CreateRoomData.Type_6[1] = 1; Game_Modify.CreateRoomData.Type_6[2] = 1; Game_Modify.CreateRoomData.Type_6[3] = 1; } }else if(spid_up == 1218 || spid_up == 1219 || spid_up == 1222){ if(Game_Modify.CreateRoomData.Type_6[spid_up-1218] == 1){ Game_Modify.CreateRoomData.Type_6[spid_up-1218] = 0; if(spid_up == 1218){ Game_Modify.CreateRoomData.Type_6[4] = 0; } if(spid_up == 1219){ Game_Modify.CreateRoomData.Type_6[3] = 0; } }else { Game_Modify.CreateRoomData.Type_6[spid_up-1218] = 1; if(spid_up == 1219){ if(Game_Modify.CreateRoomData.Type_6[2] != 1){ isView = true; Game_Modify.CreateRoomData.Type_6[2] = 1; } Game_Modify.CreateRoomData.Type_6[3] = 1; } } } } //显示出无限局 if(NN_config.isOwnerInfinite == 1){ if(Game_Modify.CreateRoomData.Type_6[1] == 1){ //set_self(1229,37,1,0,0); //set_self(1230,37,1,0,0); }else { if(Game_Modify.CreateRoomData.Type_2 == 2){ Game_Modify.CreateRoomData.Type_2 = 0; } set_self(1229,37,0,0,0); set_self(1230,37,0,0,0); } } if(isView && NN_config.model_bean[3] > 0 || spid_up == 1224 || spid_up == 1312 || spid_up == 1313){ //星星场选中时显示数量选择界面 Game_Modify.gameView.creatRoom_beanSelect(1); } }else if(spid_up == 1257){ // Game_Modify.gameView.creatRoom_beanSelect(); } else if(spid_up == 1268){ // 高级选项 var _roomType = [Game_Modify.Type_2[Game_Modify.CreateRoomData.Type_2].type, Game_Modify.Type_4[Game_Modify.CreateRoomData.Type_4].type, Game_Modify.Type_5[Game_Modify.CreateRoomData.Type_5].type, Game_Modify.Type_3[Game_Modify.CreateRoomData.Type_3].type, Game_Modify.Type_1[Game_Modify.CreateRoomData.Type_1].type, [Game_Modify.CreateRoomData.Type_6[0], Game_Modify.CreateRoomData.Type_6[1], [Game_Modify.CreateRoomData.Type_6[2],NN_config.model_bean[1],NN_config.bean_mult[0]], [NN_config.teaCost[0], NN_config.teaCost[1]], [NN_config.creatRoomMode[1], NN_config.bean_leaveMin[0]], Game_Modify.CreateRoomData.Type_6[4]], NN_config.force_bet]; //局数 var _asetcount = 0, personType = 0; if(_roomType[5][5] == 1){ personType = 1; } if(NN_config.room_card[personType] && NN_config.room_card[personType].length > 0){ if(NN_config.room_card[personType][_roomType[4] - 1].length > 0){ //房主扣卡 _asetcount = NN_config.room_card[personType][_roomType[4] - 1][_roomType[0] - 1][0]; } } //星星场服务费 var teaCost = 0; if(Game_Modify.CreateRoomData.Type_6[1] == 1 && NN_config.teaCost[0] == 1 && NN_config.teaCost[1] >= 0){ teaCost = NN_config.teaCost[1]; } //房间描述 //var _des = Game_Modify.setRoomDes(null,_asetcount,_roomType); var _des = Game_Modify.getFullRoomInfo(_roomType); if(Game_Modify.CreateRoomData.Type_6[1] == 1){ Utl.openSnrOption(0, _roomType, _des, teaCost);//(第一个参数->星星场传0、非星星场传1,第二个参数->roomtype,第三个参数->房间信息描述,最多5行,一行最多40个字符 } else { Utl.openSnrOption(1, _roomType, _des, teaCost); } } else if(spid_up == 1269){ //强制下注 if(NN_config.forceBetType != 1 && Game_Modify.CreateRoomData.forceBet == 1 && Game_Modify.Type_4[Game_Modify.CreateRoomData.Type_4].type != 4 && Game_Modify.Type_4[Game_Modify.CreateRoomData.Type_4].type != 5){ Game_Modify.CreateRoomData.forceBet = -1; NN_config.force_bet[0] = -1; //强制下注按钮刷新显示 Game_Modify.gameView.btn_forceBet(); }else { Game_Modify.CreateRoomData.forceBet = 1; Game_Modify.gameView.forceBetSelect(1); } } else if(spid_up == 1272 || spid_up == 1298){ //强制下注确定按钮及关闭 if(spid_up == 1272 && NN_config.force_bet[2] > 0){//确定按钮-分数大于0为强制下注 NN_config.force_bet[0] = 1; Game_Modify.CreateRoomData.forceBet = 1; } if(NN_config.force_bet[0] != 1){ Game_Modify.CreateRoomData.forceBet = -1; } //关闭弹窗 Game_Modify.gameView.forceBetSelect(false); //刷新强制下注按钮显示 Game_Modify.gameView.btn_forceBet(); }else if(spid_up >= 1273 && spid_up <= 1282){ var _bet = spid_up - 1272; var temp = false; if(_bet <= NN_config.model_bet){ if(NN_config.betRange.length > 0){ for(var i=0;i< NN_config.betRange.length; i++){ if(NN_config.betRange[i] == spid_up - 1272){ temp = true; } } }else { temp = true; } } if(temp){ NN_config.force_bet[2] = spid_up - 1272; Game_Modify.CreateRoomData.forceBet = 1; //设置下注分数显示 //set_self(1294,7,NN_config.force_bet[2],0,0); //set_self(1294,20,String(NN_config.force_bet[2]).length * 30,0,0); //强制下注按钮刷新显示 Game_Modify.gameView.btn_forceBet(); //刷新界面 Game_Modify.gameView.forceBetSelect(1); } }else if(spid_up == 1300){ //房主开房服务费勾选 if(NN_config.teaCost[0] == 1){//取消 NN_config.teaCost[0] = 0; } else { //勾选 NN_config.teaCost[0] = 1; } } else if(spid_up == 1302){ //房主服务费数字输入 var callback = function(num){ if(num >= 0){ //判断值是否正确 //var _maxCost = Game_Modify.gameFunc.getMaxTeaCost(); //if(_maxCost != -1 && num > _maxCost){ //判断是否超出 //num = _maxCost; //} var range = null; if(Game_Modify.CreateRoomData.Type_6[1] == 1){ range = Utl.getRebateRange(NN_config.bean_mult[0], 0); }else { range = Utl.getRebateRange(NN_config.bean_mult[0], 1); } if(range[0] > num){ num = range[0]; }else if(num > range[1]){ //判断是否超出 num = range[1]; } // NN_config.teaCost[1] = num; set_self(1303,7, num,0,0); set_self(1303,20, String(num).length * 26,0,0); //数字背景框位置调整 if(String(num).length > 6){ set_self(1302,20,170 + (String(num).length - 6) * 26 ,0,0); } else { set_self(1302,20,170,0,0); } //最大值位置调整 set_self(1304,18,get_self(1302,18) + get_self(1302,20) + 15,0,0); } GameUI.closeInputPanel(); //关闭数字输入 } if(NN_config.teaCost[2] == 1){ Utl.openInputPanel("房间费("+ NN_config.beanDes +")", callback); } } else if(spid_up == 1305){ //房卡房 NN_config.creatRoomMode[1] = 1; Game_Modify.OpenCreateRoom(); } else if(spid_up == 1307){ //真人竞技 NN_config.creatRoomMode[1] = 2; Game_Modify.OpenCreateRoom(); } else if(spid_up == 1315){ //房主服务费数字输入 var callback = function(num){ //判断值是否正确 if(num >= 0){ var perVal = Number(Number(num / NN_config.model_bean[1]).toFixed(10)); if(perVal < NN_config.bean_leaveMin[2][0]){ NN_config.bean_leaveMin[0] = NN_config.bean_leaveMin[2][0]; } else if(perVal > NN_config.bean_leaveMin[2][1]){ NN_config.bean_leaveMin[0] = NN_config.bean_leaveMin[2][1]; }else { NN_config.bean_leaveMin[0] = perVal; } //更新显示 Game_Modify.gameView.creatRoom_leaveBean(1); } GameUI.closeInputPanel(); //关闭数字输入 } if(NN_config.bean_leaveMin[1] == 1){ Utl.openInputPanel("离场" + NN_config.beanDes + "数限制:", callback); } } } }; Game_Modify.utlmousemove = function(gameid, spid, downx, downy, movex,movey ,timelong,offmovex, offmovey, no1){ switch(spid){ case 52://战绩页一 set_self(50,19,offmovey,1,0); for(var i=0;i bar_x) && (btn_x < (bar_x + bar_w))) || (btn_x <= bar_x && offmovex > 0) || (btn_x >= (bar_x + bar_w) && offmovex < 0)){ if(btn_x + offmovex <= bar_x){ //超出左边界 btn_x = bar_x; set_self(spid,18,bar_x - 35,0,0); }else if(btn_x + offmovex >= bar_x + bar_w){ //超出右边界 btn_x = bar_x + bar_w; set_self(spid,18,bar_x + bar_w - 35,0,0); }else { //正常移动 set_self(spid,18,offmovex,1,0); } //显示滑动位置对应数量 var beanMin = NN_config.bean_mult[0] * NN_config.model_bean[2], beanMax = NN_config.bean_mult[0] * NN_config.model_bean[3], _val = Math.ceil(Math.abs((btn_x - bar_x) / bar_w) * (beanMax - beanMin) + beanMin), _jg = beanMax * NN_config.model_bean[4], _temp = _val % _jg; if(_temp < _jg / 2){ _val = _val - _temp; }else { _val = _val + (_jg - _temp); } if(_val >= beanMin && _val <= beanMax){ NN_config.model_bean[1] = _val; Game_Modify.Type_6[2].num = _val; set_self(1256,7,_val,0,0); set_self(1256,20,String(_val).length * 30,0,0); //设置创建房间星星场显示 //set_self(1221,7,Game_Modify.Type_6[1].des + "(" + NN_config.bean_mult[0] + "倍)",0,0); //set_self(1223,7,Game_Modify.Type_6[2].des + ":" + NN_config.model_bean[1],0,0); Game_Modify.gameView.createRoom_beanUpdata(); //显示抢庄、下注星星数限 //if(NN_config.cfg_bean[0]){ //set_self(1266,7,"抢庄所需 + NN_config.model_bean[1] + 数:" + NN_config.cfg_bean[0] * NN_config.bean_mult[0],0,0); //} //if(NN_config.cfg_bean[1]){ //set_self(1267,7,"下注所需 + NN_config.model_bean[1] + 数:" + NN_config.cfg_bean[1] * NN_config.bean_mult[0],0,0); //} } //更新离场星星显示 if(NN_config.bean_leaveMin[1] == 1){ //范围取值 Game_Modify.gameView.creatRoom_leaveBean(1, 1); } } break; case 1263: //星星倍数滑动 var bar_x = get_self(1260,18), bar_w = get_self(1260,20), btn_x = get_self(1263,18) + 35; if(((btn_x > bar_x) && (btn_x < (bar_x + bar_w))) || (btn_x <= bar_x && offmovex > 0) || (btn_x >= (bar_x + bar_w) && offmovex < 0)){ if(btn_x + offmovex <= bar_x){ //超出左边界 btn_x = bar_x; set_self(spid,18,bar_x - 35,0,0); }else if(btn_x + offmovex >= bar_x + bar_w){ //超出右边界 btn_x = bar_x + bar_w; set_self(spid,18,bar_x + bar_w - 35,0,0); }else { //正常移动 set_self(spid,18,offmovex,1,0); } //显示滑动位置对应数量 var _val = Math.ceil(Math.abs((btn_x - bar_x) / bar_w) * (NN_config.bean_mult[2] - NN_config.bean_mult[1]) + NN_config.bean_mult[1]), _jg = NN_config.bean_mult[2] * NN_config.bean_mult[3], _temp = _val % _jg; if(_temp < _jg / 2){ _val = _val - _temp; if(_val < NN_config.bean_mult[1]){ _val = NN_config.bean_mult[1]; } }else { _val = _val + (_jg - _temp); } if(_val >= 0 && _val <= NN_config.bean_mult[2]){ NN_config.bean_mult[0] = _val; set_self(1264,7,_val,0,0); set_self(1264,20,String(_val).length * 30,0,0); //设置星星数对应比例显示 //星星数当前值 var beanMin = NN_config.bean_mult[0] * NN_config.model_bean[2], beanMax = NN_config.bean_mult[0] * NN_config.model_bean[3]; NN_config.model_bean[1] = beanMin; set_self(1256,7,NN_config.model_bean[1],0,0); set_self(1256,20,String(NN_config.model_bean[1]).length * 30,0,0); //星星数最小值 set_self(1254,7,beanMin,0,0); set_self(1254,18,197 - String(beanMin).length * 30,0,0); set_self(1254,20,String(beanMin).length * 30,0,0); //星星数最大值 set_self(1255,7,beanMax,0,0); set_self(1255,20,String(beanMax).length * 30,0,0); //星星数按钮位置 set_self(1253,18,((NN_config.model_bean[1] - beanMin) / (beanMax - beanMin) ) * get_self(1252,20) + get_self(1252,18) - 35,0,0); //设置创建房间星星场显示 //set_self(1221,7,Game_Modify.Type_6[1].des + "(" + NN_config.bean_mult[0] + "倍)",0,0); //set_self(1223,7,Game_Modify.Type_6[2].des + ":" + NN_config.model_bean[1],0,0); Game_Modify.gameView.createRoom_beanUpdata(); //显示抢庄、下注星星数限 if(NN_config.cfg_bean[0]){ set_self(1266,7,"抢庄所需"+ NN_config.beanDes +"数:" + NN_config.cfg_bean[0] * NN_config.bean_mult[0],0,0); } if(NN_config.cfg_bean[1]){ set_self(1267,7,"下注所需"+ NN_config.beanDes +"数:" + NN_config.cfg_bean[1] * NN_config.bean_mult[0],0,0); } //茶水费调整 if(NN_config.teaCost[2] == 1){ //判断值是否正确 var range = null; if(Game_Modify.CreateRoomData.Type_6[1] == 1){ range = Utl.getRebateRange(NN_config.bean_mult[0], 0); }else { range = Utl.getRebateRange(NN_config.bean_mult[0], 1); } //if(range[0] > NN_config.teaCost[1]){ //判断是否超出 //NN_config.teaCost[1] = range[0]; //}else if(NN_config.teaCost[1] > range[1]){ //NN_config.teaCost[1] = range[1]; //} NN_config.teaCost[1] = range[0]; set_self(1304,7,"("+ range[0] + " ~ " + range[1] +")",0,0); //范围 set_self(1303,7, NN_config.teaCost[1],0,0); set_self(1303,20, String(NN_config.teaCost[1]).length * 26,0,0); } /* if(NN_config.teaCost[2] == 1){ var _maxCost = -1; //判断值是否正确 var _maxCost = Game_Modify.gameFunc.getMaxTeaCost(); if(_maxCost != -1 && NN_config.teaCost[1] > _maxCost){ //判断是否超出 NN_config.teaCost[1] = _maxCost; } NN_config.teaCost[6] = _maxCost; //数字背景框 if(NN_config.teaCost[6] >= 0){ set_self(1304,7,"(最大值:"+ NN_config.teaCost[6] +")",0,0); } //set_self(1299,7,"房间费("+ NN_config.beanDes +"):" + NN_config.teaCost[1] + NN_config.teaCost[3] * NN_config.bean_mult[0],0,0); set_self(1303,7, NN_config.teaCost[1],0,0); set_self(1303,20, String(NN_config.teaCost[1]).length * 26,0,0); } */ //更新离场星星显示 if(NN_config.bean_leaveMin[1] == 1){ //范围取值 Game_Modify.gameView.creatRoom_leaveBean(1, 1); } } } break; default: break; } } Game_Modify.utlgamemydrawbegin = function(gameid, spid, times, timelong, no2, no3, no4, no5, no6, no7){ if(spid>=50&&spid<=52){ set_clip(0,0,50,Game_Config.Combat.up_y,1200,5*(Game_Config.Combat.height+2)); } if(spid==54||spid==56||spid==57){ set_clip(0,0,50,Game_Config.Combat.up_y,1200,5*(Game_Config.Combat.height+2)); } } Game_Modify.gamemydraw = function(gameid, spid, times, timelong, no2, no3, no4, no5, no6, no7){ switch(spid){ //勾选状态的钩钩是画上去的(如果需要改动勾选图片的尺寸、绘画时的参数自己调整) //------------------- begin -------------- case 248://协议勾选 if(GameData.ProtocolIndex){ ifast_mydrawbmp(spid,4,5,5,40,40,0,0,40,40); } break; case 20://创建房间时的勾选1 if(Game_Modify.CreateRoomData.Type_1 == 0){ ifast_mydrawbmp(spid,4,5,5,40,40,0,0,40,40); } break; case 21://创建房间时的勾选1 if(Game_Modify.CreateRoomData.Type_1 == 1){ ifast_mydrawbmp(spid,4,5,5,40,40,0,0,40,40); } break; case 1231://创建房间时的勾选1 if(Game_Modify.CreateRoomData.Type_1 == 2){ ifast_mydrawbmp(spid,4,5,5,40,40,0,0,40,40); } break; case 22://创建房间时的勾选2 if(Game_Modify.CreateRoomData.Type_2 == 0){ ifast_mydrawbmp(spid,4,5,5,40,40,0,0,40,40); } break; case 23://创建房间时的勾选2 if(Game_Modify.CreateRoomData.Type_2 == 1){ ifast_mydrawbmp(spid,4,5,5,40,40,0,0,40,40); } break; case 1229://创建房间时的勾选2 if(Game_Modify.CreateRoomData.Type_2 == 2){ ifast_mydrawbmp(spid,4,5,5,40,40,0,0,40,40); } break; case 139://创建房间时的勾选 3 if(Game_Modify.CreateRoomData.Type_3 == 0){ ifast_mydrawbmp(spid,4,5,5,40,40,0,0,40,40); } break; case 140://创建房间时的勾选3 if(Game_Modify.CreateRoomData.Type_3 == 1){ ifast_mydrawbmp(spid,4,5,5,40,40,0,0,40,40); } break; case 1215://创建房间时的勾选3 if(Game_Modify.CreateRoomData.Type_3 == 2){ ifast_mydrawbmp(spid,4,5,5,40,40,0,0,40,40); } break; case 1204://创建房间时的勾选4 if(Game_Modify.CreateRoomData.Type_4 == 0){ ifast_mydrawbmp(spid,4,5,5,40,40,0,0,40,40); } break; case 1205://创建房间时的勾选4 if(Game_Modify.CreateRoomData.Type_4 == 1){ ifast_mydrawbmp(spid,4,5,5,40,40,0,0,40,40); } break; case 1213://创建房间时的勾选4 if(Game_Modify.CreateRoomData.Type_4 == 2){ ifast_mydrawbmp(spid,4,5,5,40,40,0,0,40,40); } break; case 1225://创建房间时的勾选4 if(Game_Modify.CreateRoomData.Type_4 == 3){ ifast_mydrawbmp(spid,4,5,5,40,40,0,0,40,40); } break; case 1227://创建房间时的勾选4 if(Game_Modify.CreateRoomData.Type_4 == 4){ ifast_mydrawbmp(spid,4,5,5,40,40,0,0,40,40); } break; case 1209://创建房间时的勾选5 if(Game_Modify.CreateRoomData.Type_5 == 0){ ifast_mydrawbmp(spid,4,5,5,40,40,0,0,40,40); } break; case 1210://创建房间时的勾选5 if(Game_Modify.CreateRoomData.Type_5 == 1){ ifast_mydrawbmp(spid,4,5,5,40,40,0,0,40,40); } break; case 1218://创建房间时的勾选6 if(Game_Modify.CreateRoomData.Type_6[0] == 1){ ifast_mydrawbmp(spid,4,5,5,40,40,0,0,40,40); } break; case 1219://创建房间时的勾选6 if(Game_Modify.CreateRoomData.Type_6[1] == 1){ ifast_mydrawbmp(spid,4,5,5,40,40,0,0,40,40); } break; case 1222://创建房间时的勾选6 if(Game_Modify.CreateRoomData.Type_6[2] == 1){ ifast_mydrawbmp(spid,4,5,5,40,40,0,0,40,40); } break; case 1300://创建房间时的勾选6 if(NN_config.teaCost[0] == 1){ ifast_mydrawbmp(spid,4,5,5,40,40,0,0,40,40); } break; case 1310://创建房间时的勾选6 if(Game_Modify.CreateRoomData.Type_6[3] == 1){ ifast_mydrawbmp(spid,4,5,5,40,40,0,0,40,40); } break; case 1318://创建房间时的勾选6 if(Game_Modify.CreateRoomData.Type_6[4] == 1){ ifast_mydrawbmp(spid,4,5,5,40,40,0,0,40,40); } break; //case 1269://强制下注 //if(Game_Modify.CreateRoomData.forceBet == 1){ //ifast_mydrawbmp(spid,4,5,5,40,40,0,0,40,40); //} //break; default: break; } }; Game_Modify.OpenCreateRoom=function(roomTypeConfig){ //根据参数显示房间类型 //房间类型[/*0-扣卡*/ [1-房主扣卡,2-每人扣卡],/*1-局数*/ [1-6局(房卡x1),2-12局(房卡x2)],/*2-玩法*/ [1-牛八2倍,2-牛几几倍],/*3-上庄*/ [1-每局抢庄,2-轮庄,3-房主坐庄],/*4-牌数*/ [1-一副牌,2-两副牌]] //Utl.getGameConfig().room_type = [[1,[1,2]],[1,[1,2,3]],[1,[1,2,3]],[1,[1,2,3,4,5]],[1,[1,2]],[[0,0,0,0],[1,2,3,4],[1000,10000,0.01,1,50,0.02]]]; var roomType_default = []; //默认选项 if(!roomTypeConfig && Utl.getGameConfig() && Utl.getGameConfig().room_type){ roomTypeConfig = [[],[],[],[],[],[]]; var _arr = Utl.getGameConfig().room_type;//获取游戏配置 //_arr = [[1,[1,2]],[1,[1,2,3]],[1,[1,2,3]],[1,[1,2,3]],[1,[1,2]],[1,[1,2]]];//获取游戏配置 for(var i=0;i<_arr.length;i++){ if(_arr[i][0] !== null){ if(i == 5){ roomType_default[i] = _arr[i][0].slice(); }else { roomType_default[i] = _arr[i][0] - 1; } }else{ if(i == 5){ roomType_default[i] = [0,0,0,0,0]; } else { roomType_default[i] = 0; } } // if(i == 5 && _arr[i][2] != null && _arr[i][2].length > 0){ NN_config.model_bean[2] = _arr[i][2][0]; NN_config.model_bean[3] = _arr[i][2][1]; NN_config.model_bean[4] = _arr[i][2][2]; if(_arr[i][2][6]){ NN_config.model_bean[5] = _arr[i][2][2]; } else { NN_config.model_bean[5] = 0; } if(_arr[i][2][7]){ NN_config.model_bean[6] = _arr[i][2][2]; }else { NN_config.model_bean[6] = 0; } NN_config.bean_mult[1] = _arr[i][2][3]; NN_config.bean_mult[2] = _arr[i][2][4]; NN_config.bean_mult[3] = _arr[i][2][5]; Game_Modify.Type_6[2].min = NN_config.model_bean[2] * NN_config.bean_mult[1]; Game_Modify.Type_6[2].max = NN_config.model_bean[3] * NN_config.bean_mult[2]; } //本地模式赋值 Game_Modify.CreateRoomData["Type_"+(i+1)] = roomType_default[i]; if(_arr[i][1] !== null){ roomTypeConfig[i] = _arr[i][1]; } } //roomTypeConfig = Utl.getGameConfig().room_type; } //审核版本隐藏星星房卡相关 if(Utl.getVersionState() == 1){ roomTypeConfig[0] = []; roomTypeConfig[5] = []; } var roomty = Utl.getRoomtype();//获取到的为创建房间成功时收到的roomtype数组 //对应发送房间类型时数据赋值 if(roomty && Game_Modify.CreateRoomData.typeCount == roomty.length){ //[局数,上庄,牌数,倍数,扣卡]; //判断本地的房间类型是否有显示,无显示类型值改为已显示的类型 //var _roomty = [roomty[4]-1, roomty[0]-1, roomty[3]-1, roomty[1]-1, roomty[2]-1, [roomty[5][0], roomty[5][1], roomty[5][2][0], roomty[5][2][3]]], //temp1 = false; //for(var i=0;i NN_config.bean_mult[2] || roomty[5][2][2] < NN_config.bean_mult[1]){ NN_config.bean_mult[0] = NN_config.bean_mult[1]; }else { NN_config.bean_mult[0] = roomty[5][2][2]; } NN_config.model_bean[1] = NN_config.bean_mult[0] * NN_config.model_bean[2]; //星星数判断是否正确 //if((roomty[5][2][1] > NN_config.bean_mult[0] * NN_config.model_bean[3]) || (roomty[5][2][1] < NN_config.bean_mult[0] * NN_config.model_bean[2])){ //NN_config.model_bean[1] = NN_config.bean_mult[0] * NN_config.model_bean[2]; //}else{ //NN_config.model_bean[1] = roomty[5][2][1]; //} }else {//星星值错误,默认最小值 NN_config.bean_mult[0] = NN_config.bean_mult[1]; NN_config.model_bean[1] = NN_config.bean_mult[1] * NN_config.model_bean[2]; } //服务费 if(roomty[5][3] != null && roomty[5][3][1] != null){ if(NN_config.teaCost[2] > 0){ NN_config.teaCost[0] = roomty[5][3][0]; NN_config.teaCost[1] = roomty[5][3][1]; } } //强制下注 if(roomty[6] && roomty[6][0] != null && roomty[6][2] != null){ NN_config.force_bet = roomty[6]; } }else {//默认 if(roomType_default.length > 0){ Game_Modify.CreateRoomData.Type_1 = roomType_default[0]; Game_Modify.CreateRoomData.Type_2 = roomType_default[1]; Game_Modify.CreateRoomData.Type_3 = roomType_default[2]; Game_Modify.CreateRoomData.Type_4 = roomType_default[3]; Game_Modify.CreateRoomData.Type_5 = roomType_default[4]; Game_Modify.CreateRoomData.Type_6 = roomType_default[5]; } else { Game_Modify.CreateRoomData.Type_1 = 0; Game_Modify.CreateRoomData.Type_2 = 0; Game_Modify.CreateRoomData.Type_3 = 0; Game_Modify.CreateRoomData.Type_4 = 0; Game_Modify.CreateRoomData.Type_5 = 0; Game_Modify.CreateRoomData.Type_6 = [0,0,0,0,0]; } //倍数、星星数 NN_config.bean_mult[0] = NN_config.bean_mult[1]; NN_config.model_bean[1] = NN_config.model_bean[2] * NN_config.bean_mult[1]; NN_config.force_bet = [-1,-1,0]; } Game_Modify.Type_6[2].num = NN_config.model_bean[1]; //星星场选中时星星数默认选中 if(Game_Modify.CreateRoomData.Type_6[1] == 1){ Game_Modify.CreateRoomData.Type_6[2] = 1; } if(!roomTypeConfig){ //默认显示及参数 roomTypeConfig = [[1,2],[1,2],[1,2],[1,2,3],[1,2],[1,2,3]]; if(roomType_default.length == 0){ roomType_default = [0,0,0,0,0,[0,0,0,0,0]]; } //星星数 Game_Modify.Type_6[2].max = NN_config.model_bean[3]; Game_Modify.Type_6[2].num = NN_config.model_bean[2]; Game_Modify.Type_1[0].roomcard = 4; } //判断值服务费是否正确 //var _maxCost = Game_Modify.gameFunc.getMaxTeaCost(); //if(_maxCost != -1 && NN_config.teaCost[1] > _maxCost){ //判断是否超出 //NN_config.teaCost[1] = _maxCost; //} var range = null; if(Game_Modify.CreateRoomData.Type_6[1] == 1){ range = Utl.getRebateRange(NN_config.bean_mult[0], 0); }else { range = Utl.getRebateRange(NN_config.bean_mult[0], 1); } if(range[0] > NN_config.teaCost[1]){ //判断是否超出 NN_config.teaCost[1] = range[0]; }else if(NN_config.teaCost[1] > range[1]){ NN_config.teaCost[1] = range[1]; } //真人模式 if(NN_config.creatRoomMode[0] == 1 && NN_config.creatRoomMode[1] == 2){ //去除扣卡、局数显示 roomTypeConfig[0] = []; //roomTypeConfig[1] = []; //星星场、入场限制、离场限制 var diff = [], comp = [2, 3, -1]; for (var i = 0; i < roomTypeConfig[5].length; i++){ for (var j = 0; j < comp.length; j++){ if(roomTypeConfig[5][i] == comp[j]){ break; } } if(j >= comp.length){ diff.push(roomTypeConfig[5][i]); } } //星星场显示放上 //roomTypeConfig[5] = comp.concat(diff); //星星场显示放下 if(diff.length > 0 && diff.length < 3){ diff = diff.concat(([-1,-1,-1]).slice(0,3 - diff.length)); comp.concat(diff); } roomTypeConfig[5] = diff.concat(comp); } //判断本地勾选项是否和界面显示对应 if(roomTypeConfig){ //设置 var temp1 = -1; for(var i=0;i 0){ temp1 = -1; if(i == 5){ //多选项 判断默认值是否都有 //判断创建勾选的房间类型界面是否有显示,无显示取默认值 for(var j = 0; j < 5; j++){ for(var k = 0; k < roomTypeConfig[i].length; k++){ if(j + 1 == roomTypeConfig[i][k]){ break; } if(k == roomTypeConfig[i].length - 1){ Game_Modify.CreateRoomData.Type_6[j] = roomType_default[i][j]; } } } //配置 if(Game_Modify.CreateRoomData.Type_6.length < Game_Modify.Type_6.length){ for(var j = Game_Modify.CreateRoomData.Type_6.length; j 0){ temp += (1 + Math.floor((roomTypeConfig[i].length - 1) / 3)); } } var _spacing_y = 68; //上下层的间隔 set_group(4,37,0,0,0); //半透明遮罩 set_self(18,37,1,0,0); //背景框 //set_self(19,19,287 - 33 * temp,0,0); set_self(19,19,270 - 33 * temp,0,0); set_self(19,21,190 + (_spacing_y - 1) * temp,0,0); set_self(19,37,1,0,0); bmp_x = get_self(19,18); bmp_y = get_self(19,19); //标题背景 set_self(62,19,bmp_y - 57,0,0); set_self(62,37,0,0,0); //标题 set_self(686,19,bmp_y + 11,0,0); set_self(686,37,1,0,0); //关闭按钮 set_self(60,19,bmp_y - 10,0,0); set_self(60,37,1,0,0); //确定创建按钮 set_self(25,19,bmp_y + get_self(19,21) - 101,0,0); set_self(25,37,1,0,0); //强制按钮、高级选项 set_self(1268,19,bmp_y + get_self(19,21) - 90,0,0); //强制按钮下注及分数 set_self(1269,19,bmp_y + get_self(19,21) - 90,0,0); set_self(1296,19,get_self(1269,19) + 13,0,0); //var _loc = [[202,bmp_y + 94],[325,bmp_y + 89],[377,bmp_y + 97],[570,bmp_y + 89],[622,bmp_y + 97],[840,bmp_y + 89],[892,bmp_y + 97]],//[[x,y]] //房间类型相关坐标(相对背景) var _loc = [[260,bmp_y + 104],[380,bmp_y + 99],[438,bmp_y + 107],[646,bmp_y + 99],[703,bmp_y + 107],[908,bmp_y + 99],[966,bmp_y + 107]],//[[x,y]] //房间类型相关精灵 _spids = [[24,[20,672],[21,673],[1231,1232]], [677,[22,674],[23,675],[1229,1230]], [678,[139,1201],[140,1202],[1215,1216]], [1203,[1204,1206],[1205,1207],[1213,1214],[1225,1226],[1227,1228]], [1208,[1209,1211],[1210,1212]], [1217,[1218,1220],[1219,1221],[1222,1223],[1310,1311],[1318,1319]]]; _xCount = 0, //横向计数 _yCount = 0, //纵向计数 _val1 = 0; //层级计数 for (var i=0;i 0){ set_self(_spids[i][0],18,bmp_x + _loc[0][0],0,0); set_self(_spids[i][0],19,_loc[0][1] + _yCount * _spacing_y,0,0); set_self(_spids[i][0],37,1,0,0); } for (var j=0;j 0){ //选项框 set_self(_spids[i][roomTypeConfig[i][j]][0],18,bmp_x + _loc[_xCount][0],0,0); set_self(_spids[i][roomTypeConfig[i][j]][0],19,_loc[_xCount][1] + (_val1 + _yCount) * _spacing_y,0,0); set_self(_spids[i][roomTypeConfig[i][j]][0],37,1,0,0); //选项文字位置 set_self(_spids[i][roomTypeConfig[i][j]][1],18,bmp_x + _loc[_xCount + 1][0],0,0); set_self(_spids[i][roomTypeConfig[i][j]][1],19,_loc[_xCount + 1][1] + (_val1 + _yCount) * _spacing_y,0,0); set_self(_spids[i][roomTypeConfig[i][j]][1],41,0,0,0); set_self(_spids[i][roomTypeConfig[i][j]][1],37,1,0,0); //选项文字 if(i == 5){//多选项 if(roomTypeConfig[i][j] == 3){ //星星场数 set_self(1223,7,Game_Modify.Type_6[2].des + ":" + NN_config.model_bean[1],0,0); if(NN_config.creatRoomMode[0] == 1 && NN_config.creatRoomMode[1] == 2){ set_self(_spids[i][roomTypeConfig[i][j]][0],37,0,0,0); } //设置背景点击 //set_self(1224,18,get_self(_spids[i][roomTypeConfig[i][j]][1],18) - 2,0,0); //set_self(1224,19,get_self(_spids[i][roomTypeConfig[i][j]][1],19) - 8,0,0); //set_self(1224,20,getStrLength(get_self(_spids[i][roomTypeConfig[i][j]][1],7)) * 15,0,0); set_self(1224,37,1,0,0); //背景框 } if(roomTypeConfig[i][j] == 2){ //星星场 set_self(1221,7,Game_Modify.Type_6[1].des + "(" + NN_config.bean_mult[0] + "倍)",0,0); //set_self(1312,18,get_self(_spids[i][roomTypeConfig[i][j]][1],18) - 2,0,0); //set_self(1312,19,get_self(_spids[i][roomTypeConfig[i][j]][1],19) - 8,0,0); //set_self(1312,20,getStrLength(get_self(_spids[i][roomTypeConfig[i][j]][1],7)) * 15,0,0); if(NN_config.creatRoomMode[0] == 1 && NN_config.creatRoomMode[1] == 2){ set_self(_spids[i][roomTypeConfig[i][j]][0],37,0,0,0); } set_self(1312,37,1,0,0); //背景框 } if(roomTypeConfig[i][j] == 4){ //离场星星 set_self(1311,7,Game_Modify.Type_6[3].des + ":" + Math.round(NN_config.bean_leaveMin[0] * NN_config.model_bean[1]),0,0); //set_self(1313,18,get_self(_spids[i][roomTypeConfig[i][j]][1],18) - 2,0,0); //set_self(1313,19,get_self(_spids[i][roomTypeConfig[i][j]][1],19) - 8,0,0); //set_self(1313,20,getStrLength(get_self(_spids[i][roomTypeConfig[i][j]][1],7)) * 15,0,0); if(NN_config.creatRoomMode[0] == 1 && NN_config.creatRoomMode[1] == 2){ set_self(_spids[i][roomTypeConfig[i][j]][0],37,0,0,0); } set_self(1313,37,1,0,0); //背景框 } }else if(i != 1){ set_self(_spids[i][roomTypeConfig[i][j]][1],7,Game_Modify["Type_"+(i+1)][roomTypeConfig[i][j]-1].des,0,0); } } } //类型名称 if(roomTypeConfig[i].length > 0){ _yCount += (_val1 + 1); } } //星星按钮背景框位置 Game_Modify.gameView.createRoom_beanUpdata(); //星星场无限场显示 for (var i=0;i 0 && Utl.getVersionState() != 1){ set_self(1268,37,1,0,0); } //显示强制下注选项 Game_Modify.gameFunc.AnalForceBet(Game_Modify.Type_4[Game_Modify.CreateRoomData.Type_4].type, Game_Modify.Type_3[Game_Modify.CreateRoomData.Type_3].type, NN_config.data.model_bet, NN_config.data.force_bet, NN_config.force_bet); set_self(1269,37,1,0,0); set_self(1296,37,1,0,0); //音效 Utl.playSound(Game_Config.ClickButton.src_2); } Game_Modify.CloseCreateRoom=function(){ set_group(4,37,0,0,0); } //设置游戏界面房间号显示内容(也是在房间内时分享附加的房间信息) Game_Modify.setRoomDes = function(roomcode, asetcount, roomtype, isRoomDes){ //Game_Modify.roomDes = "房间号:"+roomcode+"("+asetcount+"局)"; var isInfinite = false; //是否为无限局 var _pairs = 0; //几副牌 var _roomDes = []; if(roomtype[2] == 1){ _pairs = 1; }else if(roomtype[2] == 2){ _pairs = 2; } _roomDes = ["",""]; if(roomcode != null && Utl.getIsInfinite() != 1 && !Utl.getIsMathInfo()){ _roomDes[0] = "房号:" + roomcode; } if(asetcount > 0 && Utl.getIsInfinite() != 1){//系统房间-无限局 _roomDes[1] = asetcount + "局 "; } //几副牌 _roomDes[1] += Game_Modify.Type_3[roomtype[3]-1].des ; if(!isRoomDes && roomcode != null && roomtype[5][5] == 1){ _roomDes[1] += "\n"; } //上庄类型 if(roomcode == null){ _roomDes[1] += (" " + _pairs + "副牌 " + Game_Modify.Type_4[roomtype[1]-1].des); }else { _roomDes[1] += (" " + _pairs + "副牌 " + Game_Modify.Type_4[roomtype[1]-1].des); } //分享描述内容 _roomDes[2] = _roomDes[1]; if(roomcode == null){ _roomDes[2] += "\n"; } //扣卡张数 if(Utl.getIsInfinite() != 1 && Utl.getVersionState() != 1 && roomtype[4] > 0 && Game_Modify.Type_2[roomtype[0]-1].roomcard[roomtype[4]-1] > 0){ if(NN_config.creatRoomMode[0] != 1 || (NN_config.creatRoomMode[0] == 1 && roomtype[5][1] != 1)){ //真人竞技房不显示扣卡 if(roomcode != null){ _roomDes[2] += " "; } _roomDes[2] += (Game_Modify.Type_1[roomtype[4]-1].des + Game_Modify.Type_2[roomtype[0]-1].roomcard[roomtype[4]-1]); if(NN_config.roomCardDes.slice(1,2) == "卡"){ _roomDes[2] += "张"; } if(roomcode != null){ _roomDes[2] += " "; } } } //星星场 if(roomtype[5][1] != null && roomtype[5][1] == 1){ if(roomcode == null){ _roomDes[2] += ""+ NN_config.beanDes + "场(" + roomtype[5][2][2] + "倍)"; }else { _roomDes[2] += " "+ NN_config.beanDes + "场(" + roomtype[5][2][2] + "倍)"; } } //星星数 if(roomtype[5][2] != null && roomtype[5][2][0] == 1){ if(roomcode == null){ _roomDes[2] += " "; } _roomDes[2] += " "+ NN_config.beanDes +"数限:"+ roomtype[5][2][1]; } //强制下注 if(roomtype[6] && roomtype[6][0] != null && roomtype[6][0] == 1 && roomtype[6][2] > 0){ if(NN_config.forceBetType != 1){ //强制下注 if(roomcode == null){ _roomDes[2] += " \n强制下注:" + roomtype[6][2]; } else { _roomDes[2] += " 强制下注:" + roomtype[6][2]; } }else { //最低下注 if(roomcode == null){ _roomDes[2] += " \n最低下注:" + roomtype[6][2]; } else { _roomDes[2] += " 最低下注:" + roomtype[6][2]; } } } //10人局 if(roomtype[5][5] == 1){ if(roomcode == null){ _roomDes[2] += " "; } _roomDes[2] += " " + Game_Modify.Type_6[4].des; } //快版 if(roomtype[5][0] != null && roomtype[5][0] == 1){ if(roomcode == null){ _roomDes[2] += " "; } _roomDes[2] += " 快版"; } //服务费 /* if(roomtype[5][3] != null && roomtype[5][3][0] == 1 && roomtype[5][3][1] > 0){ if(roomcode == null && _roomDes[2].indexOf("\n") < 0){ _roomDes[2] += " \n房间费:" + roomtype[5][3][1]; }else{ _roomDes[2] += " 房间费:" + roomtype[5][3][1]; } } */ //苹果审核隐房卡显示 if(GameData.versionState != 1){ var _math = Utl.getMathInfo(); if(_math){ if(_math.roomcard != null){ _roomDes[0] = "房号:比赛场"; } if(_math.roomcard > 0 && Utl.getVersionState() != 1){ _roomDes[1] += (" "+ Game_Modify.Type_1[1].des + _math.roomcard); if(NN_config.roomCardDes.slice(1,2) == "卡"){ _roomDes[1] += "张"; } } }else if(get_paravalue(GameData.serverConfig, "xxroomdeduct") == 1 && Utl.getIsInfinite() != 1 && roomtype[4] > 0 && Game_Modify.Type_2[roomtype[0]-1].roomcard[roomtype[4]-1] > 0){ if(NN_config.creatRoomMode[0] != 1 || (NN_config.creatRoomMode[0] == 1 && roomtype[5][1] != 1)){ //真人竞技房不显示扣卡 if(roomtype[5][1] != 1 || roomtype[5][1] == 1 && get_paravalue(GameData.serverConfig, "xxroomdeduct") == 1){ _roomDes[1] += (" "+ Game_Modify.Type_1[roomtype[4]-1].des + Game_Modify.Type_2[roomtype[0]-1].roomcard[roomtype[4]-1]); if(NN_config.roomCardDes.slice(1,2) == "卡"){ _roomDes[1] += "张"; } } } } } //游戏房间信息 if(Utl.getIsInfinite() == 1){ if(NN_config.ui.sysRoomDes != 1){ Game_Modify.roomDes = " " + _roomDes[0] + _roomDes[1]; //set_self(284,20,1060); }else { Game_Modify.roomDes = ""; //set_self(284,20,320); } }else { Game_Modify.roomDes = _roomDes[0] + "(" + _roomDes[1] + ")"; //set_self(284,20,1060); } //分享内容设置 Game_Config.Share.gameTitle = _roomDes[0]; //游戏中的分享标题 //分享描述 Game_Config.Share.gameDescription = _roomDes[2]; //显示模式图标(比赛、星星) if(roomtype[5][1] == 1 && roomcode != null && asetcount != null){ set_self(976,37,1,0,0); //显示星星场倍数和下限 //if(){ if(Utl.getIsInfinite() != 1 || (Utl.getIsInfinite() == 1 && NN_config.ui.sysRoomDes != 1)){ set_self(980,7,"倍:" + roomtype[5][2][2] + " 限:"+ roomtype[5][2][1],0,0); set_self(980,37,1,0,0); } } //显示强制下注分数 if(roomtype[6] && roomtype[6][0] == 1 && roomtype[6][2] > 0){ NN_config.force_bet = [1,-1,roomtype[6][2]]; if(NN_config.forceBetType != 1){ //强制下注 set_self(987,7,"强制下注:" + roomtype[6][2],0,0); if(roomtype[5][5] != 1 && Utl.getIsInfinite() != 1 && roomcode != null){ set_self(987,37,1,0,0); } }else{ //set_self(987,7,"最低下注:" + roomtype[6][2],0,0); } }else { NN_config.force_bet = [-1,-1,0]; } //设置10人局的人数 NN_UIP.deskInfo.roundNum(0, asetcount, 0); NN_UIP.deskInfo.setRoomTypeDes(_roomDes[0] + " "+ _roomDes[1]); if(isRoomDes){ //只返回房间描述 return _roomDes[1]; } return _roomDes[2]; } //-----------------新版战绩--------------------------- var gameCombat={}; gameCombat.combatData = { page:0,//当前处于第几页战绩 0我的战绩1第二页战绩 pageOneIndex:0,//选中的第二页的第几栏 pageTwoIndex:0,//选中的第二页的第几栏 type:0, gradeIdx1:0, gradeIdx2:0, }; gameCombat.combatPageOneConfig = { fSpid:63, bgSpid:64, splitSpid:86, btnSpid:51, txt1Spid:65, txt2Spid:66, txt3Spid:67, bgTag:1, splitTag:500, btnTag:1000, txt1Tag:1500, txt2Tag:3000, txt3Tag:4500, clip_x:64, clip_y:114, clip_h:515, clip_w:1175, txt1Width:10, txt2Width:10, txt3Width:10, splitPosition:[338,74], btnPosition:[1065,0], txt1Position:[[35,15],[35,60],[35,105]],//x,y txt2Position:[[130,15],[130,60],[130,105]],//x,y txt3Position5:[[400,45],[540,45],[680,45],[820,45],[960,45]],//[居中点,y] txt3Position10:[[400,10],[540,10],[680,10],[820,10],[960,10], [400,80],[540,80],[680,80],[820,80],[960,80]],//[居中点,y] nickNameLimit5:8, nickNameLimit10:8, nsSpace:30,//昵称积分间隔 bgSpace:167,//背景间隔 }; gameCombat.combatPageTwoConfig = { fSpid:87, bgSpid:88, splitSpid:91, btnSpid:54, txt1Spid:89, //txt2Spid:66, txt3Spid:90, bgTag:1, splitTag:500, btnTag:1000, txt1Tag:1500, txt2Tag:3000, txt3Tag:4500, clip_x:64, clip_y:114, clip_h:515, clip_w:1175, txt1Width:10, txt2Width:10, txt3Width:10, splitPosition:[338,74], btnPosition:[1065,0], txt1Position:[[90,50],[35,60],[35,105]],//x,y txt2Position:[[130,15],[130,60],[130,105]],//x,y txt3Position5:[[400,45],[540,45],[680,45],[820,45],[960,45]],//[居中点,y] txt3Position10:[[400,10],[540,10],[680,10],[820,10],[960,10], [400,80],[540,80],[680,80],[820,80],[960,80]],//[居中点,y] nickNameLimit5:2, nickNameLimit10:2, nsSpace:30,//昵称积分间隔 bgSpace:167,//背景间隔 }; gameCombat.combatPageOneData = { slide:false, bgTag:0, btnTag:0, txt1Tag:0, txt2Tag:0, txt3Tag:0, splitTag:0, }; gameCombat.combatPageTwoData = { slide:false, bgTag:0, btnTag:0, txt1Tag:0, txt2Tag:0, txt3Tag:0, splitTag:0, }; gameCombat.utlani_doend=function(id,sx,count,allend){ }; gameCombat.utlmousedown = function(gameid, spid, downx, downy, no1, no2, no3, no4, no5, no6){ switch(spid){ case gameCombat.combatPageOneConfig.fSpid: gameCombat.combatPageOneData.slide = false; break; case gameCombat.combatPageTwoConfig.fSpid: gameCombat.combatPageTwoData.slide = false; break; } }; gameCombat.utlmouseup=function(gameid, spid_down, downx, downy, spid_up, upx, upy, timelong, no1, no2){ if(spid_down == gameCombat.combatPageOneConfig.fSpid){ var pos = get_self(spid_down,19,0,0,0); var sh = get_self(spid_down,21,0,0,0); if(sh <= gameCombat.combatPageOneConfig.clip_h){ play_ani(1,spid_down,19,pos,gameCombat.combatPageOneConfig.clip_y,0,ifast_abs(gameCombat.combatPageOneConfig.clip_y - pos),0,0,0,1,0,0,0); }else{ if(pos > gameCombat.combatPageOneConfig.clip_y){ play_ani(1,spid_down,19,pos,gameCombat.combatPageOneConfig.clip_y,0,ifast_abs(gameCombat.combatPageOneConfig.clip_y - pos),0,0,0,1,0,0,0); }else{ var ppos = gameCombat.combatPageOneConfig.clip_y + gameCombat.combatPageOneConfig.clip_h - sh; if(pos < ppos){ play_ani(1,spid_down,19,pos,ppos,0,ifast_abs(ppos - pos),0,0,0,1,0,0,0); } } } } if(spid_down == gameCombat.combatPageTwoConfig.fSpid){ var pos = get_self(spid_down,19,0,0,0); var sh = get_self(spid_down,21,0,0,0); if(sh <= gameCombat.combatPageTwoConfig.clip_h){ play_ani(1,spid_down,19,pos,gameCombat.combatPageTwoConfig.clip_y,0,ifast_abs(gameCombat.combatPageTwoConfig.clip_y - pos),0,0,0,1,0,0,0); }else{ if(pos > gameCombat.combatPageTwoConfig.clip_y){ play_ani(1,spid_down,19,pos,gameCombat.combatPageTwoConfig.clip_y,0,ifast_abs(gameCombat.combatPageTwoConfig.clip_y - pos),0,0,0,1,0,0,0); }else{ var ppos = gameCombat.combatPageTwoConfig.clip_y + gameCombat.combatPageTwoConfig.clip_h - sh; if(pos < ppos){ play_ani(1,spid_down,19,pos,ppos,0,ifast_abs(ppos - pos),0,0,0,1,0,0,0); } } } } if(spid_down==spid_up){ switch(spid_up){ case 13://发送战绩请求 if(GameData.sysConfig.nnLocal == 2){ gameCombat.Send_get_player_grade1(); }else{ Logic.getNNLocal(); } break; case gameCombat.combatPageOneConfig.fSpid://战绩页一 if(!gameCombat.combatPageOneData.slide){ var up_id = ifast_check_add(spid_up,upx,upy); if(up_id>=gameCombat.combatPageOneConfig.btnTag&&up_id<=gameCombat.combatPageOneConfig.txt1Tag){ //console.log(up_id - gameCombat.combatPageOneConfig.btnTag); gameCombat.newGoCombatPageTwo(up_id - gameCombat.combatPageOneConfig.btnTag); } } break; case gameCombat.combatPageTwoConfig.fSpid://战绩页二 if(!gameCombat.combatPageTwoData.slide){ var up_id = ifast_check_add(spid_up,upx,upy); //console.log(up_id); if(up_id>=gameCombat.combatPageTwoConfig.btnTag&&up_id<=gameCombat.combatPageTwoConfig.txt1Tag){ //选中的是第几小局0开始 gameCombat.combatData.pageTwoIndex = up_id - gameCombat.combatPageTwoConfig.btnTag; gameCombat.newGoCombatPageThree(gameCombat.combatData.pageOneIndex,gameCombat.combatData.pageTwoIndex); } } break; case 49: case 61: { gameCombat.closeNewCombat(); } break; case 55://战绩返回 if(gameCombat.combatData.page == 0){ gameCombat.closeNewCombat(); }else if(gameCombat.combatData.page == 1){ gameCombat.newGoCombatPageOne(); }else{ gameCombat.newGoCombatPageTwo(gameCombat.combatData.pageOneIndex); } break; case 84: //gameCombat.Send_get_player_grade1(0); if(GameData.sysConfig.nnLocal == 2){ gameCombat.Send_get_player_grade1(0); }else{ Logic.getNNLocal(); } break; case 85: gameCombat.Send_get_player_grade1(1); break; case 104://我的开房上一页 gameCombat.Send_get_player_grade1(1,1,gameCombat.combatData.gradeIdx1); break; case 105://下一页 gameCombat.Send_get_player_grade1(1,2,gameCombat.combatData.gradeIdx2); break; } } } gameCombat.utlmousemove=function(gameid, spid, downx, downy, movex,movey ,timelong,offmovex, offmovey, no1){ switch(spid){ case gameCombat.combatPageOneConfig.fSpid: if(ifast_abs(offmovey)>2){ set_self(spid,19,offmovey,1,0,0); gameCombat.combatPageOneData.slide = true; } break; case gameCombat.combatPageTwoConfig.fSpid: if(ifast_abs(offmovey)>2){ set_self(spid,19,offmovey,1,0,0); gameCombat.combatPageTwoData.slide = true; } break; } } gameCombat.utlgamemydraw=function(gameid, spid, times, timelong, no2, no3, no4, no5, no6, no7){ } gameCombat.utlgamemydrawbegin=function(gameid, spid, times, timelong, no2, no3, no4, no5, no6, no7){ if(spid==gameCombat.combatPageOneConfig.fSpid){ set_clip(0,0,gameCombat.combatPageOneConfig.clip_x,gameCombat.combatPageOneConfig.clip_y,gameCombat.combatPageOneConfig.clip_w,gameCombat.combatPageOneConfig.clip_h); } if(spid==gameCombat.combatPageTwoConfig.fSpid){ set_clip(0,0,gameCombat.combatPageTwoConfig.clip_x,gameCombat.combatPageTwoConfig.clip_y,gameCombat.combatPageTwoConfig.clip_w,gameCombat.combatPageTwoConfig.clip_h); } } //打开战绩 gameCombat.openNewCombat = function(){ //gameCombat.combatData.page = 0; if(!gameCombat.combatData.type){ set_self(83,43,1,0,0); }else{ set_self(83,43,2,0,0); } set_group(7,37,1,0,0); //gameCombat.newCreateCombatPageOne(); gameCombat.newGoCombatPageOne(); } //关闭战绩 gameCombat.closeNewCombat = function(){ set_group(7,37,0,0,0); set_group(8,37,0,0,0); set_group(9,37,0,0,0); set_group(13,37,0,0,0); set_group(14,37,0,0,0); set_group(15,37,0,0,0); set_group(16,37,0,0,0); set_group(17,37,0,0,0); gameCombat.removeCombatPageOne(); gameCombat.removeCombatPageTwo(); gameCombat.removeCombatPageThree(); } //创建战绩页一 gameCombat.newCreateCombatPageOne = function(){ gameCombat.removeCombatPageOne(); set_group(8,37,1,0,0); set_self(gameCombat.combatPageOneConfig.fSpid,18,gameCombat.combatPageOneConfig.clip_x,0,0); set_self(gameCombat.combatPageOneConfig.fSpid,19,gameCombat.combatPageOneConfig.clip_y,0,0); var h = gameCombat.combatPageOneConfig.bgSpace; set_self(gameCombat.combatPageOneConfig.fSpid,21,h*CombatInfo.length,0,0); set_self(gameCombat.combatPageOneConfig.fSpid,20,get_self(gameCombat.combatPageOneConfig.bgSpid,20,0,0,0),0,0); var bgTag = gameCombat.combatPageOneConfig.bgTag; var btnTag = gameCombat.combatPageOneConfig.btnTag; var txt1Tag = gameCombat.combatPageOneConfig.txt1Tag; var txt2Tag = gameCombat.combatPageOneConfig.txt2Tag; var txt3Tag = gameCombat.combatPageOneConfig.txt3Tag; var splitTag = gameCombat.combatPageOneConfig.splitTag; for(var i=0;i 5){ //splitPosition position = gameCombat.combatPageOneConfig.txt3Position10; var splitLine = ifast_addtospritefromspritecopy(gameCombat.combatPageOneConfig.fSpid,gameCombat.combatPageOneConfig.splitSpid, gameCombat.combatPageOneConfig.splitPosition[0], gameCombat.combatPageOneConfig.splitPosition[1]+i*gameCombat.combatPageOneConfig.bgSpace, splitTag); splitTag++; } var nameLimit; CombatInfo[i].gameinfo1.playerlist.length > 5 ? nameLimit = gameCombat.combatPageOneConfig.nickNameLimit10:nameLimit = gameCombat.combatPageOneConfig.nickNameLimit5; var n=0; for(var j=0;j 5){ //splitPosition position = gameCombat.combatPageTwoConfig.txt3Position10; var splitLine = ifast_addtospritefromspritecopy(gameCombat.combatPageTwoConfig.fSpid,gameCombat.combatPageTwoConfig.splitSpid, gameCombat.combatPageTwoConfig.splitPosition[0], gameCombat.combatPageTwoConfig.splitPosition[1]+i*gameCombat.combatPageTwoConfig.bgSpace, splitTag); splitTag++; } var nameLimit; CombatInfo[gameCombat.combatData.pageOneIndex].gameinfo1.playerlist.length > 5 ? nameLimit = gameCombat.combatPageTwoConfig.nickNameLimit10:nameLimit = gameCombat.combatPageTwoConfig.nickNameLimit5; var scoreList = []; var n=0; for(var j=0;j 0){ for(var i=0;i= 3){ if(force_bet[0] < 0){ //修改默认强制下注 force_bet[0] = 1; } if(force_bet[2] < 0){ //修改默认强制下注值为1 force_bet[2] = 1; } var arr_fb = null; if(force_bet[3] && force_bet[3][model - 1]){ arr_fb = force_bet[3][model - 1]; }else if(model == 4 || model == 5){ if(force_bet[3] && force_bet[3][3]){ arr_fb = force_bet[3][3]; }else if(force_bet[3] && force_bet[3][0]){ arr_fb = force_bet[3][0]; }else if(!loc_forceBet){ NN_config.force_bet = [1,-1,1];//看牌抢庄默认强制下注 } }else { if(force_bet[3] && force_bet[3][0]){ arr_fb = force_bet[3][0]; }else if(force_bet[0] > 0 && force_bet[2] > 0){ NN_config.force_bet[0] = 1; if(NN_config.force_bet[2] < NN_config.betRange[0] || NN_config.force_bet[2] > NN_config.betRange[NN_config.betRange.length - 1]){ NN_config.force_bet[2] = force_bet[2]; } } } if(arr_fb){ if(model == 4 || model == 5){ if(!loc_forceBet){ NN_config.force_bet = [1,-1,1]; if(NN_config.betRange.length > 0){ NN_config.force_bet[2] = NN_config.betRange[0]; } } }else if(force_bet[0] > 0 && force_bet[2] > 0){ NN_config.force_bet = force_bet.slice(0,3); } for(var i=0; i 0){ var _temp = false; for(var j=0; j NN_config.model_bet){ NN_config.force_bet[2] = arr_fb[i][1]; } }else { NN_config.force_bet = [1,-1,arr_fb[i][1]]; } break; } } } //判断下注值是否在下注范围内 if(NN_config.betRange.length > 0){ if(NN_config.force_bet[2] < NN_config.betRange[0]){ NN_config.force_bet[2] = NN_config.betRange[0]; }else if(NN_config.force_bet[2] > NN_config.betRange[NN_config.betRange.length-1]){ NN_config.force_bet[2] = NN_config.betRange[NN_config.betRange.length-1]; }else { var _temp = false; for(var j=0; j NN_config.model_bet){ NN_config.force_bet[2] = NN_config.model_bet; }else if(NN_config.force_bet[2] < 0){ NN_config.force_bet = [1,-1,1]; } }else { //if(model == 4 || model == 5){ if(NN_config.force_bet[0] < 0 || NN_config.force_bet[2] <= 0){ NN_config.force_bet = [1,-1,1]; } if(NN_config.betRange.length > 0){ NN_config.force_bet[2] = NN_config.betRange[0]; } //} } //console.log("强制下注:"+JSON.stringify(NN_config.force_bet)); //强制下注按钮 标记下注状态及按钮显示 if(NN_config.force_bet[0] == 1 && NN_config.force_bet[2] > 0){ Game_Modify.CreateRoomData.forceBet = 1; }else { Game_Modify.CreateRoomData.forceBet = -1; } //刷新强制下注按钮显示 Game_Modify.gameView.btn_forceBet(); }; //解析游戏服务费最大值 Game_Modify.gameFunc.getMaxTeaCost = function(){ var _maxCost = -1; if(NN_config.teaCost[2] == 1){ //可变动 if(NN_config.teaCost[4] == 1 && NN_config.teaCost[5] != null){ //最大值可变 if(typeof(NN_config.teaCost[5]) == "object"){ //number _maxCost = NN_config.bean_mult[0] * NN_config.teaCost[5][Game_Modify.CreateRoomData.Type_2]; }else { _maxCost = NN_config.bean_mult[0] * NN_config.teaCost[5]; } }else if(NN_config.teaCost[4] == 2 && NN_config.teaCost[5] != null){//最大值固定 if(typeof(NN_config.teaCost[5]) == "object"){ //number _maxCost = NN_config.teaCost[5][Game_Modify.CreateRoomData.Type_2]; }else { _maxCost = NN_config.teaCost[5]; } } }else if(NN_config.teaCost[2] == 2){ //固定值 if(typeof(NN_config.teaCost[5]) == "object"){ //number _maxCost = NN_config.teaCost[3][Game_Modify.CreateRoomData.Type_2]; }else if(NN_config.teaCost[3] >= 0){ _maxCost = NN_config.teaCost[3]; } } if(_maxCost != -1){ NN_config.teaCost[6] = _maxCost; } return _maxCost; }; //解析游戏服务费最大值 Game_Modify.gameFunc.updateMainSceneBtn = function(){ if(Utl.getIsInfinite() == 1){ //set_self(233,18,684,0,0); //set_self(233,19,381,0,0); }else{ //set_self(233,18,906,0,0); //set_self(233,19,509,0,0); } }; //创建房间时相关显示 Game_Modify.gameView = {}; //房卡房。真人竞技按钮位置 Game_Modify.gameView.btn_creatRoomType = function(isView){ if(isView){ //按钮位置 //set_self(1305,19,get_self(19,19) + (get_self(19,21)/2 - get_self(1305,21))/2 + 20,0,0); //set_self(1307,19,get_self(19,19) + get_self(19,21)/2 + (get_self(19,21)/2 - get_self(1307,21))/2 - 20,0,0); //set_self(1306,19,get_self(1305,19) + 14,0,0); //set_self(1308,19,get_self(1307,19) + 14,0,0); //set_self(1309,19,get_self(1307,19) - 19,0,0); //房卡房 set_self(1305,18,get_self(19,18) + 19,0,0); set_self(1305,19,get_self(19,19) + 87,0,0); set_self(1306,19,get_self(1305,19) + 50,0,0); set_self(1306,19,get_self(1305,19) + 34,0,0); set_self(1306,41,0,0,0); //set_self(1309,18,get_self(1307,18) - 19,0,0); //set_self(1309,19,get_self(1307,19) - 19,0,0); if(NN_config.creatRoomMode[0] == 1){ //真人竞技 set_self(1307,18,get_self(19,18) + 19,0,0); set_self(1307,19,get_self(19,19) + 187,0,0); set_self(1308,18,get_self(1307,18) + 50,0,0); set_self(1308,19,get_self(1307,19) + 34,0,0); set_self(1308,41,0,0,0); //按钮帧数 if(NN_config.creatRoomMode[1] == 1){ set_self(1305,43,1,0,0); set_self(1306,43,2,0,0); set_self(1307,43,2,0,0); set_self(1308,43,3,0,0); }else if(NN_config.creatRoomMode[1] == 2){ set_self(1305,43,2,0,0); set_self(1306,43,1,0,0); set_self(1307,43,1,0,0); set_self(1308,43,4,0,0); } //显示真人竞技 set_self(1307,37,1,0,0); set_self(1308,37,1,0,0); }else { //房卡房 set_self(1305,43,1,0,0); set_self(1306,43,2,0,0); } //显示 set_self(1305,37,1,0,0); set_self(1306,37,1,0,0); //set_self(1309,37,1,0,0); }else{ set_self(1305,37,0,0,0); set_self(1306,37,0,0,0); set_self(1307,37,0,0,0); set_self(1308,37,0,0,0); set_self(1309,37,0,0,0); } }; Game_Modify.gameView.btn_forceBet = function(){ if(NN_config.forceBetType != 1){ //强制下注 if(NN_config.force_bet[0] == 1 && NN_config.force_bet[2] > 0){ //按钮显示 set_self(1269,43,1,0,0); set_self(1296,1,537,0,0); }else {//换灰度按钮 set_self(1269,43,2,0,0); set_self(1296,1,536,0,0); } }else { //最低下注 set_self(1269,43,3,0,0); set_self(1296,1,537,0,0); } if(NN_config.force_bet[2] >= 0){//分数显示 set_self(1296,7,NN_config.force_bet[2],0,0); }else { NN_config.force_bet[2] = 0; set_self(1296,7,0,0,0); } if(NN_config.force_bet[2] >= 10){//分数显示位置 set_self(1296,18,get_self(1269,18) + 160,0,0); }else { set_self(1296,18,get_self(1269,18) + 170,0,0); } set_self(1296,20,String(NN_config.force_bet[2]).length * 25,0,0); }; //强制下注选择界面 Game_Modify.gameView.forceBetSelect = function(isView){ if(isView){ for (var i=0; i<10; i++) { if(i < NN_config.model_bet){ set_self(1273+i,41,1,0,0); set_self(1273+i,43,1,0,0); set_self(1283+i,1,555,0,0); set_self(1273+i,35,255,0,0); set_self(1283+i,35,255,0,0); }else { set_self(1273+i,41,0,0,0); set_self(1273+i,43,2,0,0); set_self(1283+i,1,583,0,0); set_self(1273+i,35,122,0,0); set_self(1283+i,35,122,0,0); } set_self(1283+i,7,i+1,0,0); set_self(1283+i,41,0,0,0); } //设置界面 if(NN_config.betRange.length > 0){ var temp = NN_config.betRange.slice(0); for (var i=0; i< NN_config.model_bet; i++) { if(i+1 == temp[0]){ temp.shift(); }else { //变帧灰图 set_self(1273+i,41,0,0,0); set_self(1273+i,43,2,0,0); set_self(1273+i,35,122,0,0); set_self(1283+i,35,122,0,0); //数字 set_self(1283+i,1,583,0,0); set_self(1283+i,7,i+1,0,0); } } if(NN_config.forceBetType == 1){ //最低下注 for (var i=0; i< NN_config.force_bet[2] - 1; i++) { //变帧灰图 set_self(1273+i,43,2,0,0); //数字 set_self(1283+i,1,583,0,0); } } } //设置下注分数显示 set_self(1294,7,NN_config.force_bet[2],0,0); set_self(1294,20,String(NN_config.force_bet[2]).length * 30,0,0); if(NN_config.forceBetType != 1){ //强制下注 set_self(1293,7,"强制下注分数:",0,0); }else { //最低下注 set_self(1293,7,"最低下注分数:",0,0); } //显示界面 for(var i=1270;i<=1295;i++){ set_self(i,37,1,0,0); } set_self(1298,37,1,0,0); set_self(1295,35,120,0,0); }else { //关闭弹窗 for(var i=1270;i<=1295;i++){ set_self(i,37,0,0,0); } set_self(1298,37,0,0,0); } }; //星星场选中时显示数量选择界面 Game_Modify.gameView.creatRoom_beanSelect = function(isView){ if(isView){ set_self(1265,7,NN_config.beanDes +"倍数:",0,0); set_self(1258,7,"入场"+ NN_config.beanDes +"数限制:",0,0); set_self(1299,7,"房间费("+ NN_config.beanDes +"):",0,0); Game_Modify.CreateRoomData.Type_6[2] = 1; Game_Modify.Type_6[2].max = NN_config.model_bean[2]; if(NN_config.bean_mult[0] < NN_config.bean_mult[1] || NN_config.bean_mult[0] > NN_config.bean_mult[2]){ NN_config.bean_mult[0] = NN_config.bean_mult[1]; } //星星倍数最小值 set_self(1261,7,NN_config.bean_mult[1],0,0); set_self(1261,18,197 - String(NN_config.bean_mult[1]).length * 30,0,0); set_self(1261,20,String(NN_config.bean_mult[1]).length * 30,0,0); //星星倍数最大值 set_self(1262,7,NN_config.bean_mult[2],0,0); set_self(1262,20,String(NN_config.bean_mult[2]).length * 30,0,0); //星星倍数当前值 set_self(1264,7,NN_config.bean_mult[0],0,0); set_self(1264,20,String(NN_config.bean_mult[0]).length * 30,0,0); if( NN_config.bean_mult[0] < NN_config.bean_mult[1] || NN_config.bean_mult[0] > NN_config.bean_mult[2]){ NN_config.bean_mult[0] = NN_config.bean_mult[1]; } //按钮位置 set_self(1263,18,((NN_config.bean_mult[0] - NN_config.bean_mult[1]) / (NN_config.bean_mult[2] - NN_config.bean_mult[1])) * get_self(1252,20) + get_self(1252,18) - 35,0,0); // 星星倍数相关位置调整 if((NN_config.creatRoomMode[0] == 1 && NN_config.creatRoomMode[1] == 2) || (NN_config.teaCost != null && NN_config.teaCost[2] > 0)){ set_self(1260,19, get_self(1259,19) + 110,0,0); } else { set_self(1260,19, get_self(1259,19) + 180,0,0); } set_self(1265,19, get_self(1260,19) - 80,0,0); set_self(1264,19, get_self(1260,19) - 80,0,0); set_self(1261,19, get_self(1260,19) - 8,0,0); set_self(1262,19, get_self(1260,19) - 8,0,0); set_self(1263,19, get_self(1260,19) - 14,0,0); var beanMin = NN_config.bean_mult[0] * NN_config.model_bean[2], beanMax = NN_config.bean_mult[0] * NN_config.model_bean[3]; //星星数最小值 set_self(1254,7,beanMin,0,0); set_self(1254,18,197 - String(beanMin).length * 30,0,0); set_self(1254,20,String(beanMin).length * 30,0,0); //星星数最大值 set_self(1255,7,beanMax,0,0); set_self(1255,20,String(beanMax).length * 30,0,0); //星星数当前值 if(NN_config.model_bean[1] < beanMin || NN_config.model_bean[1] > beanMax){ NN_config.model_bean[1] = beanMin; } set_self(1256,7,NN_config.model_bean[1],0,0); set_self(1256,20,String(NN_config.model_bean[1]).length * 30,0,0); //按钮位置 set_self(1253,18,((NN_config.model_bean[1] - beanMin) / (beanMax - beanMin) ) * get_self(1252,20) + get_self(1252,18) - 35,0,0); // 星星数相关位置调整 set_self(1252,19, get_self(1260,19) + 130,0,0); set_self(1258,19, get_self(1252,19) - 75,0,0); set_self(1256,19, get_self(1252,19) - 75,0,0); set_self(1254,19, get_self(1252,19) - 8,0,0); set_self(1255,19, get_self(1252,19) - 8,0,0); set_self(1253,19, get_self(1252,19) - 14,0,0); //显示星星数量选择界面 for(var i=1251;i<=1265;i++){ set_self(i,37,1,0,0); } //下方显示个数, 背景y轴位置 var viewCount = 0, bmp_y = get_self(1259, 19); //背景y轴位置; //离场星星 //if(NN_config.creatRoomMode[0] == 1 && NN_config.creatRoomMode[1] == 2){ //Game_Modify.gameView.creatRoom_leaveBean(1); //viewCount ++; //} //服务费 [是否房主服务费(-1、0:无,1:可变动,2:固定服务费值), 服务费值, 服务费最大值模式(1:可变动,2:固定值),服务费最大值]; if(NN_config.teaCost != null && NN_config.teaCost[2] > 0){ //判断值服务费是否正确 //var _maxCost = Game_Modify.gameFunc.getMaxTeaCost(); //if(_maxCost != -1 && NN_config.teaCost[1] > _maxCost){ //判断是否超出 //NN_config.teaCost[1] = _maxCost; //} var range = null; if(Game_Modify.CreateRoomData.Type_6[1] == 1){ range = Utl.getRebateRange(NN_config.bean_mult[0], 0); }else { range = Utl.getRebateRange(NN_config.bean_mult[0], 1); } if(range[0] > NN_config.teaCost[1]){ //判断是否超出 NN_config.teaCost[1] = range[0]; }else if(NN_config.teaCost[1] > range[1]){ NN_config.teaCost[1] = range[1]; } if(NN_config.teaCost[1] >= 0){ set_self(1303,7, NN_config.teaCost[1],0,0); }else { NN_config.teaCost[1] = 0; set_self(1303,7, NN_config.teaCost[1],0,0); } set_self(1303,20, String(get_self(1303,7)).length * 26,0,0); //数字背景框位置调整 if(String(get_self(1303,7)).length > 6){ set_self(1302,20,170 + (String(get_self(1303,7)).length - 6) * 26 ,0,0); } else { set_self(1302,20,170,0,0); } if(NN_config.teaCost[2] == 1){ //数字背景框 set_self(1302,37,1,0,0); //if(NN_config.teaCost[6] >= 0){ set_self(1304,7,"("+ range[0] + " ~ " + range[1] +")",0,0); set_self(1304,18,get_self(1302,18) + get_self(1302,20) + 15,0,0); set_self(1304,37,1,0,0); //} } //Y轴位置设置 set_self(1300,19,get_self(1252,19) + 80 + 70 * viewCount,0,0); set_self(1301,19,get_self(1300,19) - 16,0,0); set_self(1299,19,get_self(1300,19) + 6,0,0); set_self(1302,19,get_self(1300,19) + 3,0,0); set_self(1303,19,get_self(1300,19) + 8,0,0); set_self(1304,19,get_self(1300,19) + 6,0,0); //显示 set_self(1299,37,1,0,0); //set_self(1300,37,1,0,0); //set_self(1301,37,1,0,0); set_self(1303,37,1,0,0); set_self(1303,41,0,0,0); viewCount ++; } //设置创建房间星星场显示 set_self(1221,7,Game_Modify.Type_6[1].des + "(" + NN_config.bean_mult[0] + "倍)",0,0); set_self(1223,7,Game_Modify.Type_6[2].des + ":" + NN_config.model_bean[1],0,0); if(Game_Modify.CreateRoomData.Type_6[1] == 1){ //显示抢庄、下注星星数限 if(NN_config.cfg_bean[0]){ set_self(1266,7,"抢庄所需"+ NN_config.beanDes +"数:" + NN_config.cfg_bean[0] * NN_config.bean_mult[0],0,0); set_self(1266,37,1,0,0); }else { set_self(1266,37,0,0,0); } if(NN_config.cfg_bean[1]){ set_self(1267,7,"下注所需"+ NN_config.beanDes +"数:" + NN_config.cfg_bean[1] * NN_config.bean_mult[0],0,0); set_self(1267,37,1,0,0); }else { set_self(1267,37,0,0,0); } set_self(1266,19,get_self(1252,19) + 80 + 70 * viewCount,0,0); set_self(1267,19,get_self(1266,19),0,0); if(get_self(1266,37) == 1 || get_self(1267,37) == 1){ viewCount ++; } } //确定按钮位置 if(viewCount == 0){ set_self(1257,19,get_self(1252,19) + 150,0,0); }else if(viewCount == 1){ set_self(1257,19,get_self(1252,19) + 180,0,0); }else if(viewCount == 2){ set_self(1257,19,get_self(1252,19) + 240,0,0); }else if(viewCount == 3){ set_self(1257,19,get_self(1252,19) + 270,0,0); //set_self(1257,19,get_self(1252,19) + 80 + (80 - (viewCount-1) * 6) * viewCount,0,0); } }else { //关闭星星数量选择界面 for(var i=1251;i<=1267;i++){ set_self(i,37,0,0,0); } for(var i=1314;i<=1317;i++){ set_self(i,37,0,0,0); } set_self(1299,37,0,0,0); set_self(1300,37,0,0,0); set_self(1301,37,0,0,0); set_self(1302,37,0,0,0); set_self(1303,37,0,0,0); set_self(1304,37,0,0,0); } }; //创建房间界面显示离场星星 Game_Modify.gameView.creatRoom_leaveBean = function(isView, isDefaultMin){ if(isView){ return ; //离场星星 if(NN_config.creatRoomMode[0] == 1 && NN_config.creatRoomMode[1] == 2){ //var bmp_y = get_self(1259, 19); //背景y轴位置 //var bmp_y = get_self(1252, 19); //背景y轴位置 //判断值离场星星是否正确 if(NN_config.bean_leaveMin[0] <= 0){ NN_config.bean_leaveMin[0] = 0.5; } //判断值是否正确 if(NN_config.bean_leaveMin[1] == 1){ //范围取值 if(NN_config.bean_leaveMin[0] < NN_config.bean_leaveMin[2][0]){ NN_config.bean_leaveMin[0] = NN_config.bean_leaveMin[2][0]; } else if(NN_config.bean_leaveMin[0] > NN_config.bean_leaveMin[2][1]){ if(isDefaultMin){ NN_config.bean_leaveMin[0] = NN_config.bean_leaveMin[2][0]; }else{ NN_config.bean_leaveMin[0] = NN_config.bean_leaveMin[2][1]; } } } else { //固定值 NN_config.bean_leaveMin[0] = NN_config.bean_leaveMin[2][0]; } //设置星星数值 set_self(1316,7, Math.round(NN_config.bean_leaveMin[0] * NN_config.model_bean[1]),0,0); set_self(1316,20, String(get_self(1316,7)).length * 26,0,0); set_self(1311,7,"离场星星:" + Math.round(NN_config.bean_leaveMin[0] * NN_config.model_bean[1]),0,0); set_self(1313,20,getStrLength(get_self(1311,7)) * 15,0,0); //数字背景框位置调整 if(String(get_self(1316,7)).length > 6){ set_self(1315,20,170 + (String(get_self(1316,7)).length - 6) * 26 ,0,0); } else { set_self(1315,20,170,0,0); } if(NN_config.bean_leaveMin[1] == 1){ //括号内容 set_self(1315,37,1,0,0); set_self(1317,7,"(最小值:" + Math.round(NN_config.bean_leaveMin[2][0] * NN_config.model_bean[1]) + " 最大值:"+ Math.round(NN_config.bean_leaveMin[2][1] * NN_config.model_bean[1]) +")",0,0); set_self(1317,18,get_self(1315,18) + get_self(1315,20) + 15,0,0); set_self(1317,37,1,0,0); } //Y轴位置设置 set_self(1314,19,get_self(1252, 19) + 80,0,0); set_self(1315,19,get_self(1314,19) - 3,0,0); set_self(1316,19,get_self(1314,19) + 2,0,0); set_self(1317,19,get_self(1314,19),0,0); //显示 set_self(1314,37,1,0,0); //set_self(1315,37,1,0,0); set_self(1316,41,0,0,0); set_self(1316,37,1,0,0); //set_self(1317,37,1,0,0); } }else { set_self(1314,37,0,0,0); set_self(1315,37,0,0,0); set_self(1316,41,0,0,0); set_self(1316,37,0,0,0); set_self(1317,37,0,0,0); } }; //创建房间界面显示离场星星 Game_Modify.gameView.createRoom_beanUpdata = function(){ //星星场数 set_self(1223,7,Game_Modify.Type_6[2].des + ":" + NN_config.model_bean[1],0,0); set_self(1224,18,get_self(1223,18) - 6,0,0); set_self(1224,19,get_self(1223,19) - 8,0,0); set_self(1224,20,getStrLength(get_self(1223,7)) * 15 + 4,0,0); //星星场 set_self(1221,7,Game_Modify.Type_6[1].des + "(" + NN_config.bean_mult[0] + "倍)",0,0); set_self(1312,18,get_self(1221,18) - 6,0,0); set_self(1312,19,get_self(1221,19) - 8,0,0); set_self(1312,20,getStrLength(get_self(1221,7)) * 15 + 4,0,0); //离场星星 set_self(1311,7,Game_Modify.Type_6[3].des + ":" + Math.round(NN_config.bean_leaveMin[0] * NN_config.model_bean[1]),0,0); set_self(1313,18,get_self(1311,18) - 6,0,0); set_self(1313,19,get_self(1311,19) - 8,0,0); set_self(1313,20,getStrLength(get_self(1311,7)) * 15 +4,0,0); }; //更新局数及扣卡显示 Game_Modify.gameView.roomCardUpdate = function(){ //不同局数消耗房卡数不同 if(Utl.getVersionState() == 1 || Game_Modify.Type_2[0].roomcard[Game_Modify.CreateRoomData.Type_1] <= 0 || (NN_config.creatRoomMode[0] == 1 && NN_config.creatRoomMode[1] == 2)){ set_self(674,7,Game_Modify.Type_2[0].roomcount[Game_Modify.CreateRoomData.Type_1] + "局",0,0); set_self(675,7,Game_Modify.Type_2[1].roomcount[Game_Modify.CreateRoomData.Type_1] + "局",0,0); } else{ set_self(674,7,Game_Modify.Type_2[0].roomcount[Game_Modify.CreateRoomData.Type_1] + "局("+ NN_config.roomCardDes +"x" + Game_Modify.Type_2[0].roomcard[Game_Modify.CreateRoomData.Type_1] + ")",0,0); set_self(675,7,Game_Modify.Type_2[1].roomcount[Game_Modify.CreateRoomData.Type_1] + "局("+ NN_config.roomCardDes +"x" + Game_Modify.Type_2[1].roomcard[Game_Modify.CreateRoomData.Type_1] + ")",0,0); } }; //创建房间时相关显示 Game_Modify.gameView._pageOpt = -1; Game_Modify.gameView._nowRecordType = -1; Game_Modify.gameView._gradeIdx = []; //本地战绩点击触发次数 Game_Modify.gameView.locRecordsClick = [-1, 0, 5]; //战绩页三显示 Game_Modify.gameView.combat = { //本地战绩按钮精灵 _locRecordsSpid: 1166, //动态创建精灵列表(10人局) _fspid: 48, //5人局战绩 _addSpids_5: { frame: [1151, 37, 149, [226, 395], 232],//头像框5 head: [1152, 63, 42, [100, 100]], //头像 payCode:[1164, 68, 84, [90, 60]], //吱口令 name: [1153, 113, 155], //昵称 id: [1154, 113, 194], //玩家id score: [1155, 113, 337], //赢分 card: [1156, 26, 233, [59, 84], 29], //牌 frameList: [], tagCount: 0 }, //10人局战绩 _addSpids_10: { frame: [1158, 38, 96, [572, 103], 584, 105],//头像框5 head: [1152, 8, 6, [90, 90]], //头像 payCode:[1164, 8, 36, [90, 60]], //吱口令 name: [1153, 107, 18], //昵称 id: [1154, 107, 60], //玩家id score: [1155, 483, 34], //赢分 card: [1156, 254, 9, [59, 84], 27], //牌 frameList: [], tagCount: 0 }, //吱口令标记值 _payCodeTags: [], //创建标记列表 _tagList: [], //最大玩家人数 _personMax: 10, //其他精灵 _spid: { zhuang: 1157, zhuangIcon: 1159, zhuangName: 1160, zhuangId: 1161, roomtype: 1163, surplusCard:1162, numGames: 1165 }, //添加背景框 addPlayerFrame:function(o_addSpid){ var spid; for(var i = 0; i < this._personMax; i ++){ //创建框 o_addSpid.tagCount ++; spid = ifast_addtospritefromspritecopy(this._fspid, o_addSpid.frame[0], o_addSpid.frame[1], o_addSpid.frame[2], o_addSpid.tagCount); o_addSpid.frameList[i] = spid; this._tagList.push([this._fspid, o_addSpid.tagCount]); if(this._personMax == 10){ set_self(spid, 18, o_addSpid.frame[1] + i % 2 * o_addSpid.frame[4],0,0); set_self(spid, 19, o_addSpid.frame[2] + Math.floor(i / 2) * o_addSpid.frame[5],0,0); } else { set_self(spid, 18, o_addSpid.frame[1] + o_addSpid.frame[4] * i,0,0); } set_self(spid, 43, 1,0,0); } }, //添加玩家信息显示 addPlayerFrameInfo: function(seat, o_addSpid, name, id, score, cards, payCode){ var spid, fPos; //o_addSpid = this._addSpids_5; /* //创建框 o_addSpid.tagCount ++; spid = ifast_addtospritefromspritecopy(this._fspid, o_addSpid.frame[0], o_addSpid.frame[1], o_addSpid.frame[2], o_addSpid.tagCount); o_addSpid.frameList[seat] = spid; this._tagList.push([this._fspid, o_addSpid.tagCount]); if(this._personMax == 10){ set_self(spid, 18, o_addSpid.frame[1] + seat % 2 * o_addSpid.frame[4],0,0); set_self(spid, 19, o_addSpid.frame[2] + Math.floor(seat / 2) * o_addSpid.frame[5],0,0); } else { set_self(spid, 18, o_addSpid.frame[1] + o_addSpid.frame[4] * seat,0,0); } */ set_self(o_addSpid.frameList[seat], 43, 2,0,0); fPos = [get_self(o_addSpid.frameList[seat], 18), get_self(o_addSpid.frameList[seat], 19)]; //判断座位是否为空 if(o_addSpid == null){ return ; } //创建精灵-头像 o_addSpid.tagCount ++; spid = ifast_addtospritefromspritecopy(this._fspid, o_addSpid.head[0], o_addSpid.head[1], o_addSpid.head[2], o_addSpid.tagCount); this._tagList.push([this._fspid, o_addSpid.tagCount]); //图片替换 set_self(spid, 1, 116 + seat,0,0); set_self(spid, 18, fPos[0] + o_addSpid.head[1],0,0); set_self(spid, 19, fPos[1] + o_addSpid.head[2],0,0); set_self(spid, 20, o_addSpid.head[3][0],0,0); set_self(spid, 21, o_addSpid.head[3][1],0,0); //创建牌 for(var i = 0; i < 5; i ++){ o_addSpid.tagCount ++; spid = ifast_addtospritefromspritecopy(this._fspid, o_addSpid.card[0], o_addSpid.card[1], o_addSpid.card[2], o_addSpid.tagCount); this._tagList.push([this._fspid, o_addSpid.tagCount]); set_self(spid, 43, cards[i] + 1, 0,0); set_self(spid, 18, fPos[0] + o_addSpid.card[1] + o_addSpid.card[4] * i,0,0); set_self(spid, 19, fPos[1] + o_addSpid.card[2],0,0); set_self(spid, 20, o_addSpid.card[3][0],0,0); set_self(spid, 21, o_addSpid.card[3][1],0,0); } //创建精灵-昵称 o_addSpid.tagCount ++; spid = ifast_addtospritefromspritecopy(this._fspid, o_addSpid.name[0], o_addSpid.name[1], o_addSpid.name[2], o_addSpid.tagCount); this._tagList.push([this._fspid, o_addSpid.tagCount]); if(this._personMax == 5){ set_self(spid, 7, name,0,0); set_self(spid, 18, fPos[0] + o_addSpid.name[1] - 6 * getStrLength(name),0,0); }else { set_self(spid, 7, Func.subString(name, 10, true),0,0); set_self(spid, 18, fPos[0] + o_addSpid.name[1],0,0); } set_self(spid, 19, fPos[1] + o_addSpid.name[2],0,0); //创建精灵-id o_addSpid.tagCount ++; spid = ifast_addtospritefromspritecopy(this._fspid, o_addSpid.id[0], o_addSpid.id[1], o_addSpid.id[2], o_addSpid.tagCount); this._tagList.push([this._fspid, o_addSpid.tagCount]); set_self(spid, 7,"ID:" + id ,0,0); if(this._personMax == 5){ set_self(spid, 18, fPos[0] + o_addSpid.id[1] - 6 * getStrLength(get_self(spid, 7)),0,0); }else { set_self(spid, 18, fPos[0] + o_addSpid.id[1],0,0); } set_self(spid, 19, fPos[1] + o_addSpid.id[2],0,0); //创建精灵-得分 o_addSpid.tagCount ++; spid = ifast_addtospritefromspritecopy(this._fspid, o_addSpid.score[0], o_addSpid.score[1], o_addSpid.score[2], o_addSpid.tagCount); this._tagList.push([this._fspid, o_addSpid.tagCount]); set_self(spid, 7, score, 0,0); set_self(spid, 18, fPos[0] + o_addSpid.score[1] - 7.5 * String(score).length,0,0); set_self(spid, 19, fPos[1] + o_addSpid.score[2],0,0); if(payCode != null){ //吱口令 o_addSpid.tagCount ++; spid = ifast_addtospritefromspritecopy(this._fspid, o_addSpid.payCode[0], o_addSpid.payCode[1], o_addSpid.payCode[2], o_addSpid.tagCount); this._tagList.push([this._fspid, o_addSpid.tagCount]); this._payCodeTags.push([o_addSpid.tagCount, seat]); set_self(spid, 18, fPos[0] + o_addSpid.payCode[1],0,0); set_self(spid, 19, fPos[1] + o_addSpid.payCode[2],0,0); set_self(spid, 20, o_addSpid.payCode[3][0],0,0); set_self(spid, 21, o_addSpid.payCode[3][1],0,0); } }, //显示战绩 gameInfo游戏战绩, rounds回合数据, roomtype:房间类型, surplusCard:余卡, 局数-1 view: function(isView, gameInfo, rounds, roomtype, surplusCard, point){ if(isView){ var pList = gameInfo.playerlist, //玩家信息 o_addSpid; if(typeof roomtype == "string"){ roomtype = JSON.parse(roomtype); } //清除创建的精灵 this.clearAddSprite(); //判断最大玩家人数 if(roomtype[5] && roomtype[5][5] == 1){ this._personMax = 10; o_addSpid = this._addSpids_10; } else { this._personMax = 5; o_addSpid = this._addSpids_5; } o_addSpid.tagCount = 0; o_addSpid.frameList = []; //创建玩家信息栏 set_group(216,37,1,0,0); //显示 //添加背景框 this.addPlayerFrame(o_addSpid); //背景框上添加玩家信息 var pRound; for(var i = 0; i < pList.length; i++){ if(pList[i]){ //找到对应玩家的战绩 pRound = null; for(var j=0;j