var Game_Modify = Game_Modify||{};//子游戏可能会修改的模块 var C_PageOne = { Tag:1, X:1050, Y:160, H:80 }; var C_PageTwo = { Tag:1, X:1050, Y:160, H:80 }; Game_Modify.roomDes = ""; Game_Modify.game_config={ }; Game_Modify.Type_1 = [ {id:0,des1:"2局",des2:"(房卡X1)",roomcard:1,type:1}, {id:1,des1:"4局",des2:"(房卡X2)",roomcard:2,type:2} ]; Game_Modify.Type_2 = [ {id:0,des:"叫分的一半升一级",type:1}, {id:1,des:"40分升一级",type:2} ]; Game_Modify.Type_3 = [ {id:0,des:"房主扣卡",type:1}, {id:1,des:"每人扣卡",type:2} ]; Game_Modify.CreateRoomData = {//发送创建房间数据roomtype //Roomcard:0, Type_1:0, Type_2:0, Type_3:0 //增加房间类型时在下面添加 }; 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 == 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=C_PageOne.Tag&&up_id<=C_PageOne.Tag+CombatInfo.length){ GameData.GradeIdx=CombatInfo[up_id - C_PageOne.Tag].idx; var data = {}; data.agentid = GameData.AgentId; data.playerid = C_Player.playerid; data.gameid = GameData.GameId; data.idx=GameData.GradeIdx; Game_Modify.Send_get_player_grade2(data); } break; case 56://战绩页二 var up_id = ifast_check_add(56,upx,upy); console.log(up_id); if(up_id>=C_PageTwo.Tag&&up_id<=C_PageOne.Tag+CombatInfo_2.length){ //this.GoCombatPageThree(up_id - C_PageTwo.Tag); eqw_GameUI.Data.Video_Index=up_id - C_PageTwo.Tag; eqw_GameUI.SetVideoData(); eqw_GameUI.OpenVideo(); } break; case 49: case 61: { Game_Modify.CloseCombat(); } break; case 55://战绩返回 if(CombatPage == 0){ Game_Modify.CloseCombat(); }else if(CombatPage == 1){ Game_Modify.GoCombatPageOne(); }else{ Game_Modify.GoCombatPageTwo(CombatPageTwoIndex); } break; } if(spid_up>=20&&spid_up<=21){// Game_Modify.CreateRoomData.Type_2 = spid_up-20; } if(spid_up>=139&&spid_up<=140){ Game_Modify.CreateRoomData.Type_1 = spid_up-139; } if(spid_up>=22&&spid_up<=23){// Game_Modify.CreateRoomData.Type_3 = spid_up-22; } } } 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=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 139://创建房间时的勾选 if(Game_Modify.CreateRoomData.Type_1 == 0){ ifast_mydrawbmp(spid,4,5,5,40,40,0,0,40,40); } break; case 140://创建房间时的勾选 if(Game_Modify.CreateRoomData.Type_1 == 1){ ifast_mydrawbmp(spid,4,5,5,40,40,0,0,40,40); } break; case 20://创建房间时的勾选 if(Game_Modify.CreateRoomData.Type_2 == 0){ ifast_mydrawbmp(spid,4,5,5,40,40,0,0,40,40); } break; case 21://创建房间时的勾选 if(Game_Modify.CreateRoomData.Type_2 == 1){ ifast_mydrawbmp(spid,4,5,5,40,40,0,0,40,40); } break; case 22://创建房间时的勾选 if(Game_Modify.CreateRoomData.Type_3 == 0){ ifast_mydrawbmp(spid,4,5,5,40,40,0,0,40,40); } break; case 23://创建房间时的勾选 if(Game_Modify.CreateRoomData.Type_3 == 1){ ifast_mydrawbmp(spid,4,5,5,40,40,0,0,40,40); } break; case 48: if(CombatPage == 0){//战绩页一 ifast_mydrawbmp(spid,1069,40,Game_Config.Combat.bannery,1060,Game_Config.Combat.bannerheight,0,0,999,41); ifast_mydrawtext(spid,205,130,Game_Config.Combat.bannery+18,50,25);//时间 ifast_mydrawtext(spid,206,270,Game_Config.Combat.bannery+18,75,25);//房间号 ifast_mydrawtext(spid,207,400,Game_Config.Combat.bannery+18,50,25);//局数 ifast_mydrawtext(spid,208,550,Game_Config.Combat.bannery+18,50,25);//玩家 ifast_mydrawtext(spid,208,710,Game_Config.Combat.bannery+18,50,25);//玩家 ifast_mydrawtext(spid,208,870,Game_Config.Combat.bannery+18,50,25);//玩家 //ifast_mydrawtext(spid,228,860,Max.bannery+18,50,25);//玩家 //ifast_mydrawtext(spid,228,990,Max.bannery+18,50,25);//玩家 }else if(CombatPage == 1){//战绩页二 //ifast_mydrawbmp(spid,36,95,Max.bannery,1000,Max.bannerheight,0,0,34,34); ifast_mydrawbmp(spid,1069,55,Game_Config.Combat.bannery,1040,Game_Config.Combat.bannerheight,0,0,999,41); ifast_mydrawtext(spid,205,140,Game_Config.Combat.bannery+18,50,25);//局数 ifast_mydrawtext(spid,206,380-String(get_rec(206)).gblen()*6.25,Game_Config.Combat.bannery+18,String(get_rec(206)).gblen()*12.5,25);//玩家1 ifast_mydrawtext(spid,207,610-String(get_rec(207)).gblen()*6.25,Game_Config.Combat.bannery+18,String(get_rec(207)).gblen()*12.5,25);//玩家2 ifast_mydrawtext(spid,208,840-String(get_rec(208)).gblen()*6.25,Game_Config.Combat.bannery+18,String(get_rec(208)).gblen()*12.5,25);//玩家3 //ifast_mydrawtext(spid,229,760,Max.bannery+18,get_rec(229).length*25,25);//玩家4 //ifast_mydrawtext(spid,230,920,Max.bannery+18,get_rec(230).length*25,25);//玩家5 }else{//战绩页三 //ifast_mydrawbmp(spid,5,400,Max.bannery,184,55,0,0,184,55); ifast_mydrawtext(spid,225,640-get_rec(225).length*25,Game_Config.Combat.bannery+18,get_rec(225).length*50,50);//玩家5 } break; case 50://战绩页一底 for(var i=0;i