var Desk=Desk||{}; Desk.PlayerList=[];//玩家列表 Desk.roomcode = "";//房间号 Desk.stage=0;//牌桌阶段 0->未开局 1->已开局 Desk.state=0;//牌桌解散状态 0->正常 1->申请解散状态 Desk.applyresult=-1;//投票结果-1->无结果0->不通过1->通过 Desk.AgreeList=[];//同意解散座位列表 Desk.agreefree=[]; Desk.roomtype = []; Desk.warcnt=0;//开战条件 Desk.playercnt=0;//玩家总数 Desk.count=0;// 总局数 Desk.deskfree=null; Desk.starCount = 0;//投降扣除星星数量 Desk.roomMode = 0;//0->普通场 1->星星场 Desk.needprepare = 0;//是否需要准备 Desk.myInfo = null;//自己的信息 Desk.infinite = 0;//无限局 Desk.isSystem = 1;//是否为系统房间 Desk.setMyInfo = function(_data){ Desk.myInfo.seat = _data.seat; Desk.myInfo.playerid=_data.playerid; Desk.myInfo.nickname=_data.nickname; Desk.myInfo.avatar=_data.avatar; Desk.myInfo.sex=_data.sex; Desk.myInfo.ip=_data.ip; Desk.myInfo.onstate=_data.onstate; Desk.myInfo.bean = _data.bean; Desk.myInfo.initialBean = _data.bean;//玩家豆子初始值 //Desk.myInfo.paycode = _data.paycode; } Desk.setStarCount = function(_value){ Desk.starCount = _value; } Desk.setInfinite = function(_value){ Desk.infinite = _value; //Desk.infinite = 1; } Desk.setRoomMode = function(_value){ Desk.roomMode = _value; } Desk.Create=function(){//创建牌桌 this.PlayerList.length = Game_Config.Max.PlayerCnt; for(var i=0;i无结果0->不通过1->通过 this.roomcode = "";//房间号 this.stage=0;//牌桌阶段 0->未开局 1->已开局 this.state=0;//牌桌解散状态 0->正常 1->申请解散状态 this.AgreeList=[];//同意解散座位列表 Desk.deskfree=null; Desk.starCount = 0;//投降扣除星星数量 Desk.roomMode = 0;//0->普通场 1->星星场 Desk.needprepare = 0;//是否需要准备 Desk.infinite = 0;//无限局 //Desk.myInfo.Init();//自己的信息 } Desk.setRoom=function(roomcode,asetcount,roomtype){//设置房间号 this.roomcode = roomcode; this.count = asetcount; this.roomtype = roomtype; //Game_Modify.setRoomDes(roomcode,asetcount,roomtype); //set_self(291,7,Game_Modify.roomDes,0,0); } Desk.GetPlayerBySeat=function(seat){ return this.PlayerList[seat]; } Desk.getPlayerIndexByPlayerid=function(_playerid){ _playerid = Number(_playerid); if(_playerid<0){return -1;} for(var i=0;i0){ Logic.saveShortCode(GameData.shortCode); GameData.shortCode = ""; }else{ GameData.shortCode = ""; Logic.saveShortCode(""); } if(_msg.data.infinite){ Desk.setInfinite(_msg.data.infinite); } if(_msg.data.match){ GameData.matchInfo = _msg.data.match; }else{ GameData.matchInfo = null; } if(typeof _msg.data.roommode != "undefined"){ Desk.setRoomMode(Number(_msg.data.roommode)); } if(_msg.data.beanlimit){ Desk.setStarCount(_msg.data.beanlimit); } if(typeof _msg.data.needprepare != "undefined"){ Desk.needprepare = _msg.data.needprepare; } if( _msg.data.ownerNote){ //GameData.ownerNote = _msg.data.ownerNote; Logic.setOwnerNote(_msg.data.ownerNote); Utl.SaveData(Utl.Config.ownerNote,_msg.data.ownerNote); } Desk.warcnt = _msg.data.makewar; C_Player.SetSeat(_msg.data.seat); //if(_msg.data.paycode){ C_Player.setPayCode(_msg.data.paycode); //}else{ //C_Player.setPayCode(""); //} //C_Player.status=2; if(_msg.data.isowner==1){//房主设置 C_Player.status=1; Logic.removeRoomFromList(Number(_msg.data.roomcode)); }else{ C_Player.status=2; } if(_msg.data.seat==0){//房主设置 //C_Player.status=1; C_Player.isStart = true;//能否点击按钮开始游戏 }else{ //C_Player.status=2; C_Player.isStart = false;//能否点击按钮开始游戏 } C_Player.ChangeExit(1); this.GetPlayerBySeat(_msg.data.seat).SetDeskInfo(C_Player); this.playercnt=0; for(var i=0;i<_msg.data.players.length;i++){ //var pobj=this.GetPlayerBySeat(_msg.data.players[i].seat); if(_msg.data.players[i]!=null){ if(i == C_Player.seat){ C_Player.isprepare = _msg.data.players[i].isprepare; } var pobj=this.GetPlayerBySeat(i); pobj.SetDeskInfo(_msg.data.players[i]); this.playercnt++; //if(_msg.data.players[i].seat==0){//房主设置 //pobj.status=1; //}else{ //pobj.status=2; //} GameUI.SetOnState(i,_msg.data.players[i].onstate); GameUI.SetIsprepare(i,_msg.data.players[i].isprepare); } } //GameData.getbattery = "MainScene.Desk.self_join_room"; //GameData.getbatteryPack = _msg; Desk.setRoom(_msg.data.roomcode,_msg.data.asetcount,_msg.data.roomtype); GameUI.MainScene(true); Game_Modify.setRoomDes(_msg.data.roomcode,_msg.data.asetcount,_msg.data.roomtype); set_self(291,7,Game_Modify.roomDes,0,0); //if(GameData.userAgent != ConstVal.userAgent.uAgent_3){ Game_Modify.myJoinRoom(_msg); if(_msg.data.deskwar){ Desk.stage=1; C_Player.ChangeExit(0); if(Desk.infinite == 1){ C_Player.ChangeExit(1); } //Desk.setRoom(_msg.data.roomcode,_msg.data.asetcount,_msg.data.roomtype); Game_Modify.StartWar(_msg); }else{ //this.stage=0; //GameUI.ShowStartScene(); //C_Player.ChangeExit(1); if(_msg.data.deskinfo){ Desk.stage=1; Game_Modify.DeskInfo(_msg.data.deskinfo); if(Desk.infinite == 1){ GameUI.ShowStartScene(); } //C_Player.ChangeExit(0); }else{ Desk.stage=0; GameUI.ShowStartScene(); C_Player.ChangeExit(1); } //Desk.setRoom(_msg.data.roomcode,_msg.data.asetcount,_msg.data.roomtype); } GameUI.showReady(); if(Desk.infinite == 1 && Desk.stage==1){ GameUI.hideReady(); } ////Desk.count///////// Desk.count = _msg.data.asetcount; //} break; default: if(_msg.data.showerror==1){ GameUI.OpenTips(_msg.data.error,ConstVal.Tips.time); } if(_msg.data.state==99){ Logic.removeRoomFromList(Number(_msg.data.roomcode)); GameUI.updateNoticeBoard(); } break; } if(GameData.h5Version == 1){ GameUI.closeCheck(); GameData.isJoinRoomFromH5 = true; } } Desk.self_break_room=function(_msg){//接收未开局之前房主自己解散房间 GameData.shakeID = Game_Config.shakeList.nil; Func.stopshake(); this.Init(); if(_msg.data.roomcode){ Logic.removeRoomFromList(Number(_msg.data.roomcode)); //GameUI.updateNoticeBoard(); } C_Player.BreakRoom(); GameUI.JumpMenuScene(); Game_Modify.stopAllSounds(); } Desk.other_break_room=function(_msg){//接收未开局之前他人房主解散房间 this.Init(); C_Player.BreakRoom(); Game_Modify.stopAllSounds(); GameUI.JumpMenuScene(); GameUI.OpenTips("房主已解散房间!",ConstVal.Tips.time); } Desk.other_join_room=function(_msg){//接收其他玩家加入房间 var pobj=this.GetPlayerBySeat(_msg.data.seat); pobj.SetDeskInfo(_msg.data); if(typeof _msg.data.needprepare != "undefined"){ Desk.needprepare = _msg.data.needprepare; } GameUI.PlayerJoinRoom(_msg.data.seat); Game_Modify.playerJoinRoom(_msg.data.seat); this.playercnt++; GameUI.showStartButton(); if(C_Player.status == 1 && Desk.playercnt == 2 && Desk.roomMode == 1 && Desk.infinite == 0 && Desk.stage == 0){ GameUI.showEscape();//set_self(513,37,1,0,0); }else{ GameUI.hideEscape();//set_self(513,37,0,0,0); if(GameData.checkType==3){ GameUI.closeCheck(); } } if(_msg.data.deskwar){ this.makewar(_msg); }else{ } } Desk.self_exit_room=function(_msg){//接收未开局之前自己退出房间 if(Desk.stage==1){ Game_Modify.breakRoom(); } if(typeof(_msg.data.isowner)!="undefined"){ if(_msg.data.isowner == 1 && Desk.infinite == 0){ Logic.addRoomToList(Number(_msg.data.roomcode)); //GameUI.updateNoticeBoard(); } } this.Init(); C_Player.BreakRoom(); GameUI.JumpMenuScene(); Game_Modify.stopAllSounds(); } Desk.other_exit_room=function(_msg){//接收未开局之前其他玩家退出房间 var pobj=this.GetPlayerBySeat(_msg.data.seat); pobj.Init(false); this.playercnt--; GameUI.showStartButton(); if(C_Player.status == 1 && Desk.playercnt == 2 && Desk.roomMode == 1 && Desk.infinite == 0 && Desk.stage == 0){ GameUI.showEscape();//set_self(513,37,1,0,0); }else{ GameUI.hideEscape();//set_self(513,37,0,0,0); if(GameData.checkType==3){ GameUI.closeCheck(); } } if(_msg.data.seat == 0 && Desk.infinite == 0){ GameUI.OpenTips("房主已经离开,新进入房间的玩家成为新房主,您也可重进房间成为房主"); } Game_Modify.playerLeaveRoom(_msg.data.seat); GameUI.PlayerLeaveRoom(_msg.data.seat); } Desk.self_apply_free_room=function(_msg){//接收开局之后自己申请解散房间 C_Player.ApplyBreakRoom(); this.state=1; this.GetPlayerBySeat(C_Player.seat).ApplyBreakRoom(); this.agreefree=_msg.data.agreefree.state; for(var i=0;i