Game_Modify.StartWar=function(_msg){//开战 } Game_Modify._ReceiveData=function(_msg){//接收数据包 } Game_Modify.createRoom=function(_roomtype,_infinite){//创建房间 } Game_Modify.myJoinRoom=function(_msg){//自己进入房间 } Game_Modify.Reconnect=function(_deskinfo){//重连 } 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 } Game_Modify.DeskInfo=function(_msg){//未开战状态下自己加入是牌桌数据 } 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 } 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 } 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){ } Game_Modify.onEnterMainScene = function(roomtype){//进入游戏主场景 console.log("进入游戏主场景"); } 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_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 2001000; } 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 10000; } 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); return "房间描述房间描\n述房间描述房间\n描述房间描述"+roomtype; } 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(){ } //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){ if(_locationInfo){ if(!gamehall_Data.isLocation){ gamehall_Data.isLocation = 1; Utl.SaveData(gamehall_Logic.isLocation,1); gamehall_Data.isLocation = 1; var aConfig = gamehall_Logic.alyArea([_locationInfo.longitude,_locationInfo.latitude]); if(aConfig){ var agConfig = gamehall_Logic.isExitAgentCode(aConfig.agentCode); if(agConfig){ gamehall_Data.agentConfigTemp = agConfig; if(gamehall_Data.agentConfig){ if(gamehall_Data.agentConfigTemp.agentCode != gamehall_Data.agentConfig.agentCode){ gamehall_GameUI.openCheckSwitch(true); } }else{ gamehall_GameUI.openCheckSwitch(true); } }else{ gamehall_Data.agentConfigTemp = null; } } } } } //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; } //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); return ["2人跑得快(17张)","特色玩法"]; } //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(){ } Game_Modify.getRoomMode = function(roomtype){ return 0; }