Files
joywayerandClaude Opus 4.8 7ab748919a chore: 纳入项目全部源码进根仓库统一管理
删除 YouleNexus 内嵌 .git,统一由根仓库唯一管理。提交:
- projects/ 旧 H5 模板 Game_Surface_3 与各子游戏源码
- cocoscreator_projects/YouleNexus 工程 + cocos-creator-mcp 扩展源码
- CLAUDE.md、.mcp.json 等配置
library/temp/node_modules/dist 等缓存由 .gitignore 排除。

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-28 11:55:13 +08:00

1671 lines
57 KiB
JavaScript

/********黄欢*********/
/**
* ————————
*收包和一些接口
* ————————
* */
var gameHallImport = {};
gameHallImport.appStart =function(){
console.log("appStart");
}
gameHallImport.jumpMenuScene =function(){
console.log("jumpMenuScene");
}
gameHallImport.gameStart = function(){
console.log("gameStart");
}
gameHallImport.setGameList =function(){
console.log("setGameList");
}
gameHallImport.clearGameinfo = function(){
console.log("clearGameinfo");
}
gameHallImport.getWebdata = function(data){
console.log("getWebdata");
}
gameHallImport.isInstalled = function(data){
console.log("isInstalled");
return 1;
}
gameHallImport.up_imgurl = function(recid,photo){
console.log("up_imgurl");
}
gameHallImport.getphoto = function(recid,photo){
console.log("getphoto");
}
Game_Modify.StartWar = function (_msg) {
set_self(2234, 37, 1, 0, 0);
d.show_timeready(); //显示准备时间
console.log("flow flow flow StartWar");
}
Game_Modify._ReceiveData = function (_msg) {
console.log("flow flow flow _ReceiveData");
if (d.replay) {
return;
}
if (_msg.rpc == "tips")//接收数据包
{
if (_msg.data && _msg.data.tips != undefined) {
if (_msg.data.tips == 1) {
GameUI.OpenTips("超时1分未准备", 3500);
}
if (_msg.data.tips == 2) {
Utl.openTips2("超时30秒未准备", 3500);
}
if (_msg.data.tips == 3) {
Utl.openTips("金币不足", 3500);
}
}
}
if (_msg.rpc == "addr")//接收数据包
{
if (_msg.addr != undefined) {
d.addr = _msg.addr;
d.show_distance();
}
}
if (_msg.rpc == "ip")//接收数据包
{
if (_msg.ips != undefined) {
d.ip = _msg.ips;
for (var i = 0; i < 4; i++) {
if (Desk.PlayerList[i] && Desk.PlayerList[i].ip) {
d.ip[i] = Desk.PlayerList[i].ip;
}
}
C_Player.ip = d.ip[C_Player.seat];
d.show_ip();
}
}
if (_msg.rpc == "agree")//接收数据包
{
if (_msg.agree != undefined) {
d.agree = d.c(_msg.agree);
d.a.agree_disband();
}
}
if (_msg.rpc == "exit")//接收数据包
{
if (_msg.exit != undefined && _msg.exit == C_Player.seat) {
d.a.exit();
}
}
//准备开战
if (_msg.rpc == "startwar") {
d.set_png_pos(C_Player.seat);
d.set_png_pos_un(C_Player.seat);
var ready_id = [1413, 1415, 1420, 1425];
var persons = [4, 4, 3, 2];
var person = persons[Desk.roomtype[6]] || 4;
if (person == 2) {
var ready_id = [1413, 1420, 1420];
}
if (_msg.data) {
for (var i = 0; i < _msg.data.readyseat.length; i++) {
if (_msg.data.readyseat[i] == 1) {
set_self(ready_id[d.pos[i]], 37, 1, 0, 0);
}
}
}
if (_msg.data && _msg.data.readyseat[C_Player.seat] == 1) {
set_self(2234, 37, 0, 0, 0);
//d.hide_timeready(); //关闭准备时间
}
if (_msg.data && _msg.data.start == 1) {
var msg = localStorage.getItem(C_Player.playerid + "back");
if (msg) {
localStorage.removeItem(C_Player.playerid + "back");
}
d.ini_StartWar(1);
//time();
}
}
//掷骰子
if (_msg.rpc == "sieves") {
Desk.stage = 1;
d.set_png_pos(C_Player.seat);
d.set_png_pos_un(C_Player.seat);
if (_msg.pai_num != undefined) {
d.pai_num = d.c(_msg.pai_num);//牌的剩余数量
d.show_card_wall();
}
if (_msg.data && _msg.data.upjing != undefined) {
d.jing = d.c(_msg.data.upjing);//上精
}
if (_msg.data && _msg.data.downjing != undefined) {
d.downjing = d.c(_msg.data.downjing);//下精
if (Desk.roomtype[5] == 3) {
d.song_downjing = d.get_song_downjing(d.downjing);
}
}
if (_msg.data && _msg.data.last_up_jing != undefined) {
d.last_up_jing = d.c(_msg.data.last_up_jing);//上局的上精
}
if (_msg.data && _msg.data.last_down_jing != undefined) {
d.last_down_jing = d.c(_msg.data.last_down_jing);//上局的下精
}
if (_msg.data && _msg.data.smile_score != undefined) {
d.smile_score = d.c(_msg.data.smile_score);//回头一笑上精分数,牌值,霸王,冲关
}
if (_msg.data && _msg.data.smile2_score != undefined) {
d.smile2_score = d.c(_msg.data.smile2_score);//回头两笑下精分数,牌值,霸王,冲关
}
if (_msg.data && _msg.data.down_score != undefined) {
d.down_score = d.c(_msg.data.down_score);//下精分数,牌值,霸王,冲关
}
if (_msg.data && _msg.data.user_ctrl != undefined) {
d.getserver_time = d.c(_msg.data.user_ctrl);//掷骰子获得服务器时间
}
if (_msg.sound != undefined) {
d.bet_sound(_msg.sound);
}//播放的音效
if (_msg.data && _msg.data.user_eat_bump != undefined) {
d.user_eat_bump = d.c(_msg.data.user_eat_bump);//操作按钮相关
}
if (_msg.data && _msg.data.qing_status != undefined) {
d.qing_status = d.c(_msg.data.qing_status);//操作按钮相关
}
if (_msg.data && _msg.data.baoting != undefined) {
d.baoting = d.c(_msg.data.baoting);//报听
}
d.nowtime = new Date().getTime();
if (_msg.data && _msg.data.turn_point != undefined) {
d.turn_point = d.c(_msg.data.turn_point);//各用户小局分数
}
if (_msg.rep_num != undefined) {
d.replay_record(0, d.nowtime, _msg, _msg.rep_num[0]);
}
}
if (_msg.rpc == "baoting") {
Desk.stage = 1;
d.set_png_pos(C_Player.seat);
d.set_png_pos_un(C_Player.seat);
if (_msg.data && _msg.data.user_ctrl != undefined) {
d.getserver_time = d.c(_msg.data.user_ctrl);//报听获得服务器时间
}
if (_msg.seat != undefined) {
d.baoting_seat = d.c(_msg.seat);//报听人座位
}
if (_msg.sound != undefined) {
d.bet_sound(_msg.sound);
}//播放的音效
if (_msg.data && _msg.data.baoting != undefined) {
d.baoting = d.c(_msg.data.baoting);//报听
if (d.baoting[d.baoting_seat] == 2) {
var persons = [4, 4, 3, 2];
var person = persons[Desk.roomtype[6]] || 4;
var show_spids = [2160, 2161, 2162, 2163];
var pos = d.pos[d.baoting_seat];
if (person == 2) {
show_spids = [2160, 2162, 2162, 2162];
if (pos != 0) {
pos = 2;
}
}
var show_spid = show_spids[pos];
RoomFunc.operate_before(show_spid, 11);
}
//d.show_operate();
if (d.baoting[0] != 1 && d.baoting[1] != 1 && d.baoting[2] != 1 && d.baoting[3] != 1) {
if (_msg.data && _msg.data.user_eat_bump != undefined) {
d.user_eat_bump = d.c(_msg.data.user_eat_bump);//操作按钮相关
//d.show_operate();
}
//d.show_14card();
d.robot_chu_pai();
}
else {
for (var i = 0; i < 4; i++) {
if (d.baoting[i] == 1 && i == C_Player.seat && get_self(1965, 37) == 0 && d.user_eat_bump[C_Player.seat][5] != 1) {
set_self(2322, 37, 1);
set_self(2176, 37, 1);
set_self(2177, 37, 1);
set_self(2176, 18, 550);
set_self(2177, 18, 750);
set_self(2176, 43, 4);
set_self(2177, 43, 6);
}
if (d.baoting[i] != 1 && i == C_Player.seat && get_self(1965, 37) == 0) {
set_self(2322, 37, 0);
set_self(2176, 37, 0);
set_self(2177, 37, 0);
}
}
}
//d.show_time();
}
d.nowtime = new Date().getTime();
if (_msg.rep_num != undefined) {
d.replay_record(0, d.nowtime, _msg, _msg.rep_num[0]);
}
}
if (_msg.rpc == "start")//接收数据包
{
if (d.recon == 1 || d.backstage == 1) {
d.ini_UI();
}
if (_msg.data && _msg.data.readyseat != undefined && Utl.getIsInfinite() != 1) {
//位置更新
d.set_png_pos(C_Player.seat);
d.set_png_pos_un(C_Player.seat);
var ready_id = [1413, 1415, 1420, 1425];
var persons = [4, 4, 3, 2];
var person = persons[Desk.roomtype[6]] || 4;
if (person == 2) {
var ready_id = [1413, 1420, 1420, 1420];
}
if (_msg.data) {
for (var i = 0; i < _msg.data.readyseat.length; i++) {
if (_msg.data.readyseat[i] == 1) {
set_self(ready_id[d.pos[i]], 37, 1, 0, 0);
}
}
if (_msg.data.readyseat[C_Player.seat] == 0) {
set_self(2234, 37, 1, 0, 0);
d.show_timeready(); //显示准备时间
}
}
var bban = 1;
if (_msg.data) {
for (var i = 0; i < _msg.data.readyseat.length; i++) {
if (_msg.data.readyseat[i] != 1) {
bban = 0;
break;
}
}
}
if (bban) {
if (d.onchange == 0) {
//time()
}
} else {
// return;
}
}
if (_msg.data && _msg.data.robot != undefined) {
if (Utl.getIsInfinite() == 1 || Desk.roomtype[14] == 3 || Desk.roomtype[14] == 4) {
d.robot = d.c(_msg.data.robot);
}
}
if (_msg.person_info != undefined) {
if (Utl.getIsInfinite() == 1) {
d.person_info = d.c(_msg.person_info);
d.playerid = [];
if (d.person_info) {
d.person_info = Util.copyArray(d.person_info);
}
for (var i = 0; i < d.person_info.length; i++) {
if (d.person_info[i]) {
//Utl.setGrade(i, d.grade[i]);
d.playerid.push(d.person_info[i].playerid);
}
}
}//玩家信息
}
if (_msg.user_eat_bump != undefined) {
d.user_eat_bump = d.c(_msg.user_eat_bump);//操作按钮相关
}
if (d.recon == 1 || d.backstage == 1) {
if (_msg.identity != undefined) {
d.identity = d.c(_msg.identity);
d.show_identity();//显示庄
}
if (_msg.jing != undefined) {
d.jing = d.c(_msg.jing);//上精
}
if (_msg.down_jing != undefined) {
d.downjing = d.c(_msg.down_jing);//下精
if (Desk.roomtype[5] == 3) {
d.song_downjing = d.get_song_downjing(d.downjing);
}
}
if (_msg.data && _msg.data.last_up_jing != undefined) {
d.last_up_jing = d.c(_msg.data.last_up_jing);//上局的上精
}
if (_msg.data && _msg.data.last_down_jing != undefined) {
d.last_down_jing = d.c(_msg.data.last_down_jing);//上局的下精
}
if (_msg.data && _msg.data.smile_score != undefined) {
d.smile_score = d.c(_msg.data.smile_score);//回头一笑上精分数,牌值,霸王,冲关
}
if (_msg.data && _msg.data.smile2_score != undefined) {
d.smile2_score = d.c(_msg.data.smile2_score);//回头两笑下精分数,牌值,霸王,冲关
}
if (_msg.data && _msg.data.down_score != undefined) {
d.down_score = d.c(_msg.data.down_score);//下精分数,牌值,霸王,冲关
}
if (_msg.user_ctrl != undefined) {
d.getserver_time = d.c(_msg.user_ctrl);//掷骰子获得服务器时间
}
}
d.nowtime = new Date().getTime();
d.roomcode = Desk.roomcode;
Desk.stage = 1;
C_Player.ChangeExit(0);
set_group(28, 37, 0, 0, 0);
d.turn = d.turn || [];
d.turn[2] = Desk.count;
d.set_png_pos(C_Player.seat);
d.set_png_pos_un(C_Player.seat);
if (_msg.grade != undefined) {
if (Utl.getIsInfinite() == 1) {
for (var i = 0; i < 4; i++) {
if (Desk.PlayerList[i] && _msg.grade[i] != undefined) {
Desk.GetPlayerBySeat(i).bean = _msg.grade[i];
Utl.setGrade(i, _msg.grade[i]);
if (Desk.GetPlayerBySeat(i).bean < 0) {
var ready_id = [1413, 1415, 1420, 1425];
//2人模式
var persons = [4, 4, 3, 2];
var person = persons[Desk.roomtype[6]] || 4;
if (person == 2) {
ready_id = [1413, 1420, 1420, 1420];
}
if (_msg.data.readyseat[C_Player.seat] == 0) {
set_self(2234, 37, 1, 0, 0);
d.show_timeready(); //显示准备时间
}
set_self(ready_id[d.pos[i]], 37, 0, 0, 0);
}
}
}
}
}
if (_msg.wartime != undefined) {
d.wartime = _msg.wartime;
}//开战时间
if (_msg.sound != undefined) {
d.bet_sound(_msg.sound);
}//播放的音效
if (_msg.continue_hu != undefined) {
d.continue_hu = d.c(_msg.continue_hu);
}//播放的音效
if (_msg.roomtype != undefined) {
d.roomtype = d.c(_msg.roomtype);
}//房间类型
if (_msg.turn != undefined) {
d.turn[1] = _msg.turn;//当前回合数
if (Desk.roomcode && Desk.count) {
var turn1 = d.turn[1] + 1;
if (turn1 > Desk.count) {
turn1 = Desk.count;
}
set_self(291, 7, "房号:" + Desk.roomcode + "\n(" + String(d.turn[1] + 1) + "/" + Desk.count + "局)");
}
}
if (_msg.status != undefined) {
d.status = _msg.status;//游戏状态:0未开战1准备阶段2游戏中3结算阶段
if (d.status == 1 && cd_con[0] == 0 && d.recon != 1 && d.backstage != 1) {
cd_con[0] = 1;
d.ini_card_wall();
d.hide_timeready();
}
if (d.turn[1] < d.turn[2] && d.status != 3) {
set_self(291, 7, "房号:" + Desk.roomcode + "\n(" + String(d.turn[1] + 1) + "/" + Desk.count + "局)");
}
if (Utl.getIsInfinite() == 1) {
set_self(291, 7, "系统房");
}
if (d.status != 3) {
set_group(228, 37, 0, 0, 0);
}
}
if (_msg.record_change_state != undefined) {
d.record_change_state = d.c(_msg.record_change_state);
}//换三张状态
if (_msg.change_card_state != undefined) {
d.change_card_state = d.c(_msg.change_card_state);
}//换三张状态
if (_msg.data && _msg.data.back_array != undefined) {
d.back_array = d.c(_msg.data.back_array);
} else {
d.back_array = [];
}//换三张数据
if (_msg.ting_status != undefined) {
d.ting_status = d.c(_msg.ting_status);
}//听牌状态
if (_msg.start_hu != undefined) {
d.start_hu = d.c(_msg.start_hu);
}//起手胡
if (_msg.bao_record != undefined) {
d.bao_hu = d.c(_msg.bao_record);
if (d.bao_hu[C_Player.seat] == 3) {
for (var i = 935; i < 946; i++) {
set_self(i, 35, 200);
}
}
}//报胡
if (_msg.qing_status != undefined) {
d.qing_status = d.c(_msg.qing_status);
}//请胡
if (_msg.qing_record != undefined) {
d.qing_hu = d.c(_msg.qing_record);
}//请胡
if (_msg.act != undefined) {
d.act = d.c(_msg.act);
}
if (_msg.last_operate != undefined) {
d.last_operate = d.c(_msg.last_operate);
}
if (_msg.user_ctrl != undefined) {
if (d.status < 3 && d.user_ctrl[10] < _msg.user_ctrl[10]) {
d.user_ctrl = d.c(_msg.user_ctrl);//控制权:2谁出牌/发给谁牌,3发的牌
d.ctrl = 1;//控制权是否有变动
var can_operate = 0;
for (var i = 0; i < 6; i++) {
if (d.user_eat_bump[C_Player.seat][i] > 0) {
can_operate = 1;
break;
}
}
if (d.user_ctrl[2] == -1 && can_operate == 0) {
d.ctrl = 0;
d.t = 0;//初始化初始值的过牌校对
}
}
d.user_ctrl = d.c(_msg.user_ctrl);//控制权:2谁出牌/发给谁牌,3发的牌
var bu_C = [2892, 2893, 2894, 2902];
var persons = [4, 4, 3, 2];
var person = persons[Desk.roomtype[6]] || 4;
if (person == 2) {
bu_C = [2892, 2894, 2894, 2894];
}
else if (person == 3) {
if (C_Player.seat == 0) {
bu_C = [2892, 2893, 2902, 2902];
} else {
bu_C = [2892, 2893, 2893, 2902];
}
}
if (d.user_ctrl[2] > -1 && get_self(bu_C[d.pos[d.user_ctrl[2]]], 37) == 1) {
set_self(bu_C[d.pos[d.user_ctrl[2]]], 37, 0, 0);
}
d.show_time();
//d.show_operate();
if (d.last_operate[0] == 0 && d.user_ctrl[2] == -1 && d.user_ctrl[3] == -1 || d.user_ctrl[2] == C_Player.seat || d.throw_card == 0) {
d.user_ctrl0 = new Date().getTime();
}
d.time_dif = d.user_ctrl[11] - d.nowtime;//时间校对
if (d.status < 3 && d.user_ctrl[2] > -1)//显示谁的控制权
{
var head = [346, 347, 348, 349];
var seat = d.user_ctrl[2];
set_self(1021, 18, get_self(head[d.pos[seat]], 18, 0, 0, 0) - 10, 0, 0);
set_self(1021, 19, get_self(head[d.pos[seat]], 19, 0, 0, 0) - 10, 0, 0);
set_self(1021, 37, 1, 0, 0);
if (d.status > 0) {
//set_self(1327, 37, 1, 0, 0);
}//方向
var wind = d.identity[0];
//2人模式
var persons = [4, 4, 3, 2];
var person = persons[Desk.roomtype[6]] || 4;
if (wind > -1 && d.user_ctrl[2] > -1) {
set_self(1327, 43, wind + d.user_ctrl[2] + 1, 0, 0);
if (person == 2 && d.user_ctrl[2] == 1) {
set_self(1327, 43, wind + d.user_ctrl[2] + 1 + 1, 0, 0);
}
}
}
else if (d.status < 3 && d.user_ctrl[2] == -1) {
var persons = [4, 4, 3, 2];
var person = persons[Desk.roomtype[6]] || 4;
var head = [346, 347, 348, 349];
var seat = C_Player.seat;
if (person > 2) {
set_self(1327, 37, 0, 0, 0);
} else {
if (d.act && d.act[3].length < 3 && d.act[0] != 5 && get_self(1012, 37) == 1) {
//set_self(1327, 37, 1, 0, 0);
if (d.last_operate[2] == C_Player.seat) {
if (d.identity[0] == C_Player.seat) {
set_self(1327, 43, 3, 0, 0);
} else {
set_self(1327, 43, 1, 0, 0);
}
} else {
if (d.identity[0] == C_Player.seat) {
set_self(1327, 43, 1, 0, 0);
} else {
set_self(1327, 43, 3, 0, 0);
}
}
}
}
if (get_self(1021, 18, 0, 0, 0) == get_self(head[d.pos[seat]], 18, 0, 0, 0) - 10 && get_self(1021, 19, 0, 0, 0) == get_self(head[d.pos[seat]], 19, 0, 0, 0) - 10) {
set_self(1021, 37, 0, 0, 0);
}
}
if (d.status == 1 && cd_con[0] == 1 && d.recon != 1 && d.backstage != 1) {
set_self(1021, 37, 0, 0, 0);
set_self(1289, 37, 0, 0, 0);
set_self(1289, 7, -1);
d.ctrl = 1;//控制权是否有变动
d.t = 0;//初始化初始值的过牌校对
}
if (d.ctrl == 1 && d.status == 2 || d.status == 2 && !d.isEnd()) {
//d.show_time();//转移到计时器内
}
d.show_ready();//显示是否准备
}
if (_msg.sieve != undefined) {
d.sieve = d.c(_msg.sieve);//筛子
}
if (_msg.identity != undefined) {
d.identity = d.c(_msg.identity);
d.show_identity();//显示庄
}
if (_msg.hostwait != undefined) {//遮罩
d.hostwait = _msg.hostwait;
if (d.hostwait && d.identity[4] == C_Player.seat) {
set_self(2449, 37, 1);
} else {
set_self(2449, 37, 0);
}
}
if (_msg.jing != undefined) {
d.jing = d.c(_msg.jing);//癞子
}
if (_msg.jing_reduce != undefined) {
//d.jing_reduce = d.c(_msg.jing_reduce);//精还原
}
if (_msg.poker != undefined) {
d.poker = d.c(_msg.poker);//牌墙
}
if (_msg.pai_num != undefined) {
d.pai_num = d.c(_msg.pai_num);//牌的剩余数量
d.show_card_wall();
}
if (_msg.lastbar != undefined) {
d.lastbar = d.c(_msg.lastbar);//上个杠
}
if (_msg.last_operate != undefined) {
d.last_operate = d.c(_msg.last_operate);//上个操作
}
if (_msg.ag != undefined) {
d.ag = d.c(_msg.ag);//暗杠
}
if (_msg.peng_chi_num != undefined) {
d.peng_chi_num = d.c(_msg.peng_chi_num);//碰吃记录
}
if (_msg.settlePoint != undefined) {
d.settlePoint = d.c(_msg.settlePoint);//各种胡的记录
}
if (_msg.many_hu != undefined) {
d.many_hu = d.c(_msg.many_hu);//多人胡的记录
}
if (_msg.turn_point != undefined) {
d.turn_point = d.c(_msg.turn_point);//本回合分数
}
if (_msg.final_hu != undefined) {
d.final_hu = d.c(_msg.final_hu);//胡的记录
}
if (_msg.act_pai != undefined) {
d.act_pai = d.c(_msg.act_pai);//牌的动画
d.show_act_pai_flash();
}
if (_msg.hu_ready != undefined) {
d.hu_ready = d.c(_msg.hu_ready);//牌的动画
}
if (_msg.an_gang_num != undefined) {
d.an_gang_num = d.c(_msg.an_gang_num);//暗杠数量
}
if (_msg.hand_arrow != undefined) {
d.hand_arrow = d.c(_msg.hand_arrow);//碰杠吃记号
}
if (_msg.hua_hua != undefined) {
d.hua_hua = d.c(_msg.hua_hua);//江山麻将
}
if (_msg.hua_huadan != undefined) {
d.hua_huadan = d.c(_msg.hua_huadan);//江山麻将
}
if (_msg.hand != undefined)//显示手牌
{
for (var i = 0; i < 4; i++) {
if (i != C_Player.seat && _msg.hand[i] && _msg.hand[i].length > 0) {
d.hand[i] = d.c(_msg.hand[i]);
}
if (i == C_Player.seat && _msg.hand[i] && _msg.hand[i].length > 0) {
var set_ban = 0;
for (var j = 0; j < _msg.hand[i][0].length; j++) {
if (_msg.hand[i][0][j] == -1) {
set_ban = 1;
break;
}
}
if (set_ban == 0) {
d.hand[i] = d.c(_msg.hand[i]);
}
}
}
if (_msg.start_hu_card != undefined) {
d.start_hu_card = d.c(_msg.start_hu_card);
}
if (get_self(1413, 37, 0, 0, 0) == 0) {
if (d.status > 1) {
for (var i = 0; i < 15; i++) {
if (get_self(936 + i, 37, 0, 0, 0) == 1) {
play_ani123(0, 936 + i, 18);
play_ani123(0, 936 + i, 19);
}
}
//d.show_13card_flash();
//TODO 自己出的牌别人吃不起时,别人不要的时候会重置自己的牌。
if (_msg.last_put && _msg.last_put[0] != C_Player.seat) {
d.show_my13card(1);//不取消选中的牌
} else {
d.show_my13card();
}
d.show_you13card();
d.show_shang13card();
d.show_zuo13card();
d.show_14card();//显示发的牌
var first_card = d.user_ctrl[3];
if (first_card == -1) {
RoomFunc.nomopai_before(d.user_ctrl[2]);
}
if (first_card != -1) {
RoomFunc.mopai_before(first_card, d.user_ctrl[2]);
}
}
}
}
if (_msg.throw_card != undefined) {
d.throw_card = _msg.throw_card;//最近出的牌
}
if (_msg.hu_card != undefined) {
d.hu_card = d.c(_msg.hu_card);//胡的牌
}
if (_msg.act != undefined) {
d.act = d.c(_msg.act);//牌的动画
if (d.act[1] != C_Player.seat) {
d.show_put_card_act(0);
}
if (d.act[0] != -1 && d.baoting[4] && d.baoting[4].length) {
d.baoting[4] = [];
}
d.show_putcard();
}
if (_msg.sea_hua != undefined) {
d.sea_hua = d.c(_msg.sea_hua);
d.show_btn();
}
if (_msg.hua_hua != undefined) {
d.hua_hua = d.c(_msg.hua_hua);
}
if (_msg.sea != undefined) {
d.sea = d.c(_msg.sea);//已经出了的牌
d.show_Sea();
}
if (_msg.last_ban != undefined) {
d.last_ban = _msg.last_ban;
if (d.last_ban > -1) {
var C_P = d.last_ban;
var bu_C = [2892, 2893, 2894, 2902];
var persons = [4, 4, 3, 2];
var person = persons[Desk.roomtype[6]] || 4;
if (person == 2) {
bu_C = [2892, 2894, 2894, 2894];
}
else if (person == 3) {
if (C_Player.seat == 0) {
bu_C = [2892, 2893, 2902, 2902];
} else {
bu_C = [2892, 2893, 2893, 2902];
}
}
AM.remove(bu_C[d.pos[C_P]]);
AM.add(bu_C[d.pos[C_P]]).bfunc(function () {
set_self(bu_C[d.pos[C_P]], 37, 1, 0, 0);
set_self(bu_C[d.pos[C_P]], 33, 100, 0, 0);
}).zoom(300, 5).zoom(100, 5).start();
}
}
if (_msg.last_put != undefined) {
d.last_put = d.c(_msg.last_put);
var show_btn_ban = 1;
if (d.user_ctrl[2] == C_Player.seat) {
if (d.last_put[0] == C_Player.seat || d.last_put[0] == -1 || (d.last_put[0] > -1 && d.last_put[0] != C_Player.seat && d.OverTime == 0)) {
var tip;
if (d.last_put[0] == C_Player.seat || d.last_put[0] == -1) {
tip = d.getTip(true);
} else {
tip = d.getTip(false);
}
//Battle.gdytip(d.last_put[1],d.hand[C_Player.seat][0]);
if (tip.length != 0) {
for (var i = 0; i < 60; i++) {
if (get_self(817 + i, 19, 0, 0, 0) < 500) {
set_self(817 + i, 19, 500, 0, 0);
}
}
if (d.last_put[1].length) {
for (var i = 0; i < tip.length; i++) {
var index = d.hand[C_Player.seat][0].indexOf(tip[i]);
set_self(817 + index, 19, 480, 0, 0);
}
d.pai = d.c(tip);
if (RoomFunc.compare_array(d.hand[C_Player.seat][0],d.pai)) {
d.show_btn(1);
d.click_btn(2);
}
}
} else if (d.last_put[0] != -1 && d.last_put[0] != C_Player.seat) {
show_btn_ban = 0;//不能显示出牌按钮
set_self(2891, 37, 1, 0, 0);
set_self(2890, 37, 1, 0, 0);
set_self(2890, 43, 2, 0, 0);
}
}
}
var put = Battle.check(d.last_put[1]);
if (put.length > 0 && d.last_ban == -1) {
switch (put) {
case "god":
d.straight();
break;
case "zha":
d.straight(2901);
d.straight(2920);
break;
case "shun":
d.straight(2900);
break;
case "duishun":
d.straight(2899);
break;
case "feiji":
set_self(810, 37, 1, 0, 0);
set_self(810, 18, 1280, 0, 0);
break;
default:
break;
}
}
if (d.last_put[0] != -1 || (d.recon == 1 || d.backstage == 1)) {
d.btn = 1;
}
d.show_btn(show_btn_ban);
}
if (_msg.beishu != undefined) {
d.beishu = _msg.beishu;
}
if (_msg.user_point != undefined) {
d.user_point = d.c(_msg.user_point);//各用户累积分数
if (d.status != 3) {
var pointids = [436, 437, 438, 439];
//2人模式
for (var i = 0; i < 4; i++) {
Utl.setGrade(i, d.user_point[i]);
}
}
if (Utl.getIsInfinite() == 1) {
for (var i = 0; i < 4; i++) {
var arr_grade = [];
if (Desk.PlayerList[i]) {
var _bean = Desk.GetPlayerBySeat(i).bean;
Utl.setGrade(i, _bean);
}
}
}
}
if (_msg.realHorse != undefined) {
d.realHorse = d.c(_msg.realHorse);//中的马
}
if (_msg.buyHorse != undefined) {
d.buyHorse = d.c(_msg.buyHorse);//买马
}
if (_msg.winHorse != undefined) {
d.winHorse = d.c(_msg.winHorse);//中马
}
if (_msg.Horse_vic_def != undefined) {
d.Horse_vic_def = d.c(_msg.Horse_vic_def);
}
if (_msg.settlePoint_gang != undefined) {
d.settlePoint_gang = d.c(_msg.settlePoint_gang);//杠的记录
}
if (_msg.settlePoint_gang_jing != undefined) {
d.settlePoint_gang_jing = d.c(_msg.settlePoint_gang_jing);//癞子杠的记录
}
if (_msg.putJing != undefined) {
d.putJing = d.c(_msg.putJing);//出了癞子的记录
}
RoomFunc.running_before(_msg);
if (_msg.settle_log != undefined) {
d.settle_log = d.c(_msg.settle_log);//胡杠详情
}
if (_msg.data && _msg.data.caiKeScore != undefined) {
d.caiKeScore = d.c(_msg.data.caiKeScore);//财神,风刻
}
if (_msg.data && _msg.data.up_score != undefined) {
d.up_score = d.c(_msg.data.up_score);//上精分数,牌值,霸王,冲关
}
if (_msg.data && _msg.data.bmob_score != undefined) {
d.bmob_score = d.c(_msg.data.bmob_score);//埋雷下精分数,牌值,霸王,冲关
}
if (_msg.data && _msg.data.song_score != undefined) {
d.song_score = d.c(_msg.data.song_score);//同一首歌下精分数,牌值,霸王,冲关
}
if (_msg.data && _msg.data.huscore != undefined) {
d.huscore = d.c(_msg.data.huscore);//胡牌分数
}
if (_msg.data && _msg.data.upscore != undefined) {
d.upscore = d.c(_msg.data.upscore);//上精分数
}
if (_msg.data && _msg.data.downscore != undefined) {
d.downscore = d.c(_msg.data.downscore);//下精分数
}
if (_msg.data && _msg.data.gangscore != undefined) {
d.gangscore = d.c(_msg.data.gangscore);//杠分数
}
if (_msg.data && _msg.data.smilescore != undefined) {
d.smilescore = d.c(_msg.data.smilescore);//回头分数
}
if (_msg.final_hu != undefined) {
if (!d.user_ctrl[4 + C_Player.seat]) {
if (d.isEnd()) {
if (d.clearing_time == 0 && d.recon != 1 && d.backstage != 1) {
d.clearing_time = 1;//结算时间
}
}
}
}
if (d.status >= 1 && cd_con[0] == 0) {
if (d.recon == 1 || d.backstage == 1)//重连
{
if (d.user_ctrl[0]) {
d.user_ctrl0 = d.user_ctrl[0];
}
d.a.re_connect();
d.click_ban = 1;
d.recon = 2;
d.backstage = 2;
d.bmp_jing = 1;
}
}
RoomFunc.running_after(_msg);
if (_msg.user_eat_bump != undefined)//显示操作按钮
{
if (d.status == 2 && get_self(1965, 37) == 0) {
if (d.operate_show_con > 0) {
//setTimeout("d.show_operate", 120);
}
else {
//d.show_operate();
}
}
}
if (_msg.rep != undefined) {
d.reps = _msg.rep;
}
if (_msg.p != undefined) {
d.p = _msg.p;
}
if (_msg.rep_num != undefined) {
d.replay_record(0, d.nowtime, _msg, _msg.rep_num[0]);
if (_msg.makewartime != undefined) {
d.makewartime = d.c(_msg.makewartime);//开战时间
}
}
if (_msg.statis != undefined) {
d.statis = d.c(_msg.statis);//结算统计
}
if (_msg.ting_record != undefined) {
d.ting_record = d.c(_msg.ting_record);//一口香
}
d.t = 0;
}
}
Game_Modify.createRoom = function (_roomtype, _infinite) {
console.log("flow flow flow createRoom");
d.show_head();
//创建房间
var msg = localStorage.getItem(C_Player.playerid + "back");
if (msg) {
localStorage.removeItem(C_Player.playerid + "back");
}
{
set_self(2874, 43, 60, 0, 0);
d.ini_start(1);//开战初始化
set_self(1012, 37, 0, 0, 0);
d.turn[2] = Desk.count;
d.send_ip();
d.send_distance();
if (d.a.share) {
d.a.share();
}
}
if (Utl.getIsInfinite() == 1) {
GameUI.openRoomInfo();
set_self(110, 7, "系统房");
set_self(512, 37, 0, 0, 0);
var h = get_self(109, 21);
for (var i = 0; i < 4; i++) {
var _bean = Desk.GetPlayerBySeat(i).bean;
if (Utl.getIsInfinite() == 1) {
Utl.setGrade(i, _bean);
}
}
set_self(291, 37, 0, 0, 0);
}
else {
GameUI.openRoomInfo();
}
}
Game_Modify.myJoinRoom = function (_msg) {
console.log("flow flow flow myJoinRoom");
d.show_head();
set_self(2874, 43, 60, 0, 0);
//自己进入房间
var msg = localStorage.getItem(C_Player.playerid + "back");
if (msg) {
localStorage.removeItem(C_Player.playerid + "back");
}
if (_msg != undefined) {
d.ini_start();//开战初始化
set_self(1012, 37, 0, 0, 0);
d.join = 1;
}
if (Utl.getIsInfinite() == 1) {
d.show_timeready();
GameUI.openRoomInfo();
set_self(110, 7, "系统房");
set_self(512, 37, 0, 0, 0);
var h = get_self(109, 21);
for (var i = 0; i < 4; i++) {
if (Desk.PlayerList[i] && Desk.PlayerList[i].isprepare == 1) {
GameUI.SetIsprepare(i, 1);
var ready_id = [1413, 1415, 1420, 1425];
//2人模式
var persons = [4, 4, 3, 2];
var person = persons[Desk.roomtype[6]] || 4;
if (person == 2) {
ready_id = [1413, 1420, 1420, 1420];
}
set_self(ready_id[d.pos[i]], 37, 1, 0, 0);
}
var _bean = Desk.GetPlayerBySeat(i).bean;
if (Utl.getIsInfinite() == 1) {
Utl.setGrade(i, _bean);
}
}
set_self(291, 37, 0, 0, 0);
}
else {
GameUI.openRoomInfo();
}
}
Game_Modify.Reconnect = function (_deskinfo) {
console.log("flow flow flow Reconnect");
GameUI.closeRoomInfo();
if (d.turn[1] + 1 == d.turn[2] && d.isEnd()) {
return;
}
d.show_head();
//重连
if (d.replay) {
return;
}
d.ini_start(2);
set_self(291, 57, 35);
d.recon2 = 1;//重连初始化控制
set_self(1012, 37, 0, 0, 0);
d.turn[2] = Desk.count;
if (Desk.stage != 0 && Utl.getIsInfinite() != 1) {
d.ini_StartWar(2);//发开战/请求数据包
set_self(1012, 37, 0, 0, 0);
d.recon = 1;
d.recon1 = 1;
}
if (Utl.getIsInfinite() == 1) {
d.user_ctrl = d.c(_deskinfo.user_ctrl);
var ready = [d.user_ctrl[4], d.user_ctrl[5], d.user_ctrl[6], d.user_ctrl[7]]
console.log(" d.ini_start(2);");
;
d.ini_StartWar(2);//发开战/请求数据包
set_self(1012, 37, 0, 0, 0);
d.recon = 1;
d.recon1 = 1;
d.final_hu = d.c(_deskinfo.final_hu);
if (_deskinfo.status) {
d.status = d.c(_deskinfo.status);
}
if (_deskinfo.grade) {
d.grade = d.c(_deskinfo.grade);
}
d.set_png_pos(C_Player.seat);
d.playerid = [];
if (_deskinfo.person_info) {
d.person_info = Util.copyArray(_deskinfo.person_info);
}
if (_deskinfo.user_ctrl) {
d.user_ctrl = d.c(_deskinfo.user_ctrl);
}
//d.show_ready();
for (var i = 0; i < _deskinfo.person_info.length; i++) {
if (_deskinfo.person_info[i]) {
Utl.setGrade(i, d.grade[i]);
d.playerid.push(_deskinfo.person_info[i].playerid);
//初始化预备加载头像
for (var i = 0; i < 4; i++) {
//显示头像 昵称 ID
if (i < _deskinfo.person_info.length) {
if (Utl.getIsInfinite() == 1 && C_Player.seat != i && d.person_info && d.person_info[i]) {
Func.up_imgurl(318 + i, d.person_info[i].avatar);//改变资源
}
}
}
}
}
}
d.send_ip();
d.send_distance();
if (d.a.share) {
d.a.share();
}
var msg = localStorage.getItem(C_Player.playerid + "back");
if (msg) {
d.re = d.re || [];
d.re = JSON.parse(msg);
}
}
Game_Modify.stopAllSounds = function () {
//关闭所有声音 (游戏声音)
console.log("flow flow stopAllSounds");
}
Game_Modify.Free = function (_msg) {
console.log("flow flow Free");
//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 (get_self(1158, 37, 0, 0, 0) == 0 && get_self(1408, 37, 0, 0, 0) == 0 && get_self(1413, 37, 0, 0, 0) == 0) {
var nowtime = new Date().getTime();
d.replay_record(2, nowtime, "");
}
if (_msg != undefined) {
var l = d.turn[1];
d.re[l] = d.re[l] || [];
var l1 = d.re[l].length;
for (var i = 0; i < l1; i++) {
if (d.re[l][i][1] == 0 && d.re[l][i][3] != undefined && String(d.re[l][i][3]).length > 0) {
var rep_num = d.re[l][i][3];
if (_msg.rep && _msg.rep[rep_num] && _msg.rep[rep_num].length > 0 && d.re[l][i][2].hand && d.re[l][i][2].hand.length > 0) {
d.re[l][i][2].hand = d.c(_msg.rep[rep_num]);
}
if (_msg.p != undefined && _msg.p[rep_num] && String(_msg.p[rep_num]).length > 0) {
d.re[l][i][2].p = _msg.p[rep_num];
}
}
}
}
if (_msg.user_point) {
d.user_point = d.c(_msg.user_point);
}
if (_msg.turn_point) {
var turn = d.turn[1];
d.turn_point[turn] = d.c(_msg.turn_point);
}
if (_msg.statis) {
d.statis = d.c(_msg.statis);
}
d.a.show_turnpoint();//显示大结算界面
var msg = localStorage.getItem(C_Player.playerid + "back");
if (msg) {
localStorage.removeItem(C_Player.playerid + "back");
}
}
Game_Modify.DeskInfo = function (_msg) {
console.log("flow flow DeskInfo");
//开战状态下自己加入是牌桌数据
console.log(_msg);
Utl.setDeskStage(0);
d.show_timeready();
if (Utl.getIsInfinite() == 1) {
GameUI.openRoomInfo();
set_self(110, 7, "系统房");
set_self(512, 37, 0, 0, 0);
var h = get_self(109, 21);
for (var i = 0; i < 4; i++) {
if (Desk.PlayerList[i] && Desk.PlayerList[i].isprepare == 1) {
GameUI.SetIsprepare(i, 1);
var ready_id = [1413, 1415, 1420, 1425];
//2人模式
var persons = [4, 4, 3, 2];
var person = persons[Desk.roomtype[6]] || 4;
if (person == 2) {
ready_id = [1413, 1420, 1420, 1420];
}
set_self(ready_id[d.pos[i]], 37, 1, 0, 0);
}
var _bean = Desk.GetPlayerBySeat(i).bean;
if (Utl.getIsInfinite() == 1) {
Utl.setGrade(i, _bean);
}
}
set_self(291, 37, 0, 0, 0);
}
else {
GameUI.openRoomInfo();
}
}
Game_Modify.breakRoom = function () {
//游戏已开局情况下自己退出房间触发
console.log("flow flow breakRoom");
}
Game_Modify.playerJoinRoom = function (seat) {
console.log("flow flow playerJoinRoom");
if (Desk.stage != 0) {
}
if (Utl.getIsInfinite() == 1) {
GameUI.SetOnState(seat, 0);
if (Desk.PlayerList[seat].isprepare == 1) {
GameUI.SetIsprepare(seat, 1);
var ready_id = [1413, 1415, 1420, 1425];
//2人模式
var persons = [4, 4, 3, 2];
var person = persons[Desk.roomtype[6]] || 4;
if (person == 2) {
ready_id = [1413, 1420, 1420, 1420];
}
set_self(ready_id[d.pos[seat]], 37, 1, 0, 0);
}
if (get_self(1157, 37)) {
d.show_xiao_settle(1);
}
}
console.log("flow flow 其他玩家加入房间" + Desk.playercnt)
d.other_join = seat;
d.send_ip();
d.send_distance();
var persons = [4, 4, 3, 2];
var person = persons[Desk.roomtype[6]] || 4;
for (var i = 0; i < 4; i++) {
if (i > person - 1 && get_self(376 + d.pos[i], 37, 0, 0, 0) == 1) {
set_group(43 + d.pos[i], 37, 0, 0, 0);
}
}
}
Game_Modify.playerLeaveRoom = function (seat) {
console.log("flow flow playerLeaveRoom");
//其他玩家离开房间
if (d.replay) {
return;
}
var persons = [4, 4, 3, 2];
var person = persons[Desk.roomtype[6]] || 4;
for (var i = 0; i < person; i++) {
var head_img = [2282, 2283, 2284, 2285];
var gold = [2286, 2287, 2288, 2289];
if (person == 2) {
var head_img = [2282, 2284, 2284, 2284];
var gold = [2286, 2288, 2288, 2288];
}
if (Utl.getIsInfinite() == 1 && d.playerid[i] != Desk.PlayerList[i].playerid && d.isEnd()) {
set_self(head_img[d.pos[i]], 37, 1, 0, 0);
set_self(gold[d.pos[i]], 37, 1, 0, 0);
set_self(gold[d.pos[i]], 7, "已离开", 0, 0);
}
}
d.send_ip(seat);
d.send_distance(seat);
}
Game_Modify.updateScene = function () {
console.log("flow flow updateScene");
//更新游戏界面
if (d.replay) {
return;
}
if (d.turn[1] + 1 == d.turn[2] && d.isEnd()) {
return;
}
//根据本地数据重新显示界面
set_self(1012, 37, 0, 0, 0);
d.turn[2] = Desk.count;
d.send_ip(C_Player.seat);
d.send_distance(C_Player.seat);
if (Desk.stage != 0 || Utl.getIsInfinite() == 1)
if (Utl.getIsInfinite() == 1) {
d.ini_StartWar(3);
} else {
d.ini_StartWar(3);
}
set_self(1012, 37, 0, 0, 0);
d.backstage = 1;
d.backstage1 = 1;
d.a.backstage_ani_end();
}
Game_Modify.closeGameScene = function () {
//关闭游戏界面
console.log("flow flow closeGameScene");
}
Game_Modify.playerOffline = function (seat) {
//玩家离线
console.log("flow flow playerOffline");
}
Game_Modify.playerOnline = function (seat) {
//玩家上线
console.log("flow flow playerOnline");
}
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
console.log("flow flow playerphonestate");
}
Game_Modify.shakeEvent = function () {
console.log("flow flow shakeEvent");
return;
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) {
console.log("flow flow calResult");
//计算器确定按钮后执行
if (GameData.Multiple == 0) {
GameData.Multiple = 1;
}
for (var i = 0; i < 4; i++) {
var x = get_self(1436 + i, 18, 0, 0, 0);
if (get_self(1441 + i, 37, 0, 0, 0) == 1) {
var k = GameUI.getMultiple() || 1;
var x = get_self(1436 + i, 18, 0, 0, 0);
var w = String(ifast_abs(d.point[i] * k)).length;
set_self(1421 + i, 7, ifast_abs(d.point[i] * k));
set_self(1421 + i, 20, 30 * w, 0, 0);
x0 = x + 85 - w * 30 / 2;
set_self(1421 + i, 18, x0, 0, 0);
set_self(1460 + i, 18, x0 - 24, 0, 0);
set_self(1421 + i, 37, 1, 0, 0);
if (d.point[i] < 0) {
set_self(1460 + i, 37, 1, 0, 0);
}
else {
set_self(1460 + i, 37, 0, 0, 0);
}
}
}
}
Game_Modify.onEnterMainScene = function (roomtype) {
console.log("flow flow onEnterMainScene");
if (roomtype) {
Desk.roomtype = roomtype;
}
//if (Utl.getIsInfinite() == 1)
{
d.show_timeready();
}
d.show_head();
set_self(291, 57, 35);
RoomInit(roomtype);
//进入游戏主场景
console.log("flow flow 进入游戏主场景 ")
set_self(2874, 43, 60, 0, 0);
set_self(1482, 37, 0, 0, 0);
set_self(1489, 37, 0, 0, 0);
set_self(1496, 37, 0, 0, 0);
set_self(1503, 37, 0, 0, 0);
for (var i = 0; i < 4; i++) {
set_self(1770 + i, 37, 0, 0, 0);
set_self(1766 + i, 37, 0, 0, 0);
set_self(1762 + i, 37, 0, 0, 0);
}
set_self(1821, 43, 60);//癞子帧数
set_self(1822, 43, 60);//癞子帧数
if (!Desk.rebateNumber && roomtype[14] == 1 && roomtype[23] && roomtype[23] > 0) {
Desk.rebateNumber = roomtype[23];
}
Func.play_wav('00301.mp3', -1);
d.soundlist(0);
}
Game_Modify.onExitMainScene = function () {
Func.play_wav('00301.mp3', -1);
d.soundlist(0);
console.log("flow flow onExitMainScene");
var msg = localStorage.getItem(C_Player.playerid + "back");
if (msg) {
localStorage.removeItem(C_Player.playerid + "back");
}
//退出游戏主场景
}
Game_Modify.onGameConfig = function (_gameConfig) {
console.log("flow flow onGameConfig");
//获取到游戏配置时调用(只在game_config有数据时才调用)
if (_gameConfig.move_x) {
d.move_x = _gameConfig.move_x;
}
d.gameConfig = _gameConfig;
// d.gameConfig.horse="扎鸟";d.gameConfig.horse_mun=[1,4,7,9];//测试
if (d.gameConfig.horse) {
set_self(1891, 7, d.gameConfig.horse, 0, 0);
var horse = "";
if (d.gameConfig.horse == "买马") {
horse = "匹";
} else if (d.gameConfig.horse == "扎鸟") {
horse = "鸟";
}
var id = [2210, 2209, 2211, 2212];
for (var i = 0; i < d.gameConfig.horse_mun.length; i++) {
set_self(id[i], 7, d.gameConfig.horse_mun[i] + horse, 0, 0);
}
}
}
Game_Modify.onEnterVideo = function () {
console.log("flow flow onEnterVideo");
//进入牌局回放触发
}
Game_Modify.onSurrender = function (_msg) {
console.log("flow flow onSurrender");
//收到投降回包
}
Game_Modify.onReady = function (seat) {
console.log("flow flow onReady");
//玩家准备触发
C_Player.ChangeExit(0);
}
Game_Modify.getRoomInfo = function (roomtype, type, tea) {
console.log("flow flow getRoomInfo");
//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
//tea为茶水费如有此属性且不为undefined或者null茶水费以此为准
console.log("flow flow Game_Modify.getRoomInfo:" + roomtype);
d.a.share(roomtype);
var _des = Game_Config.Share.gameDescription.split("\n")[0];
_des = _des.split("玩法:")[1];
return _des;
}
Game_Modify.getStarLimit = function (roomtype) {
console.log("flow flow getStarLimit");
//通过roomtype获取房间星星场下限数量
console.log("flow flow Game_Modify.getStarLimit:" + roomtype);
if (roomtype[14] == 2) {
return roomtype[16][2];
} else if (roomtype[14] == 1) {
return roomtype[21]
}
if (Utl.getIsInfinite() == 1) {
var persons = [4, 4, 3, 2];
var person = persons[roomtype[6]] || 4;
if (person == 3) {
if (roomtype[2] == 2)//159买马
{
if (roomtype[5] == 2)//奖4码
{
return 100;
}
if (roomtype[5] == 4)//胡几奖几码
{
return 200;
}
}
else if (roomtype[2] == 3)//一码全中
{
return 300;
}
}
else if (person == 4) {
if (roomtype[2] == 2)//159买马
{
if (roomtype[5] == 2)//奖4码
{
return 100;
}
if (roomtype[5] == 4)//胡几奖几码
{
return 200;
}
}
else if (roomtype[2] == 3)//一码全中
{
return 300;
}
}
}
return 0;
}
Game_Modify.getMult = function (roomtype) {
console.log("flow flow getMult");
//通过roomtype获取房间星星场倍数
console.log("flow flow Game_Modify.getStarLimit:" + roomtype);
if (roomtype[14] == 2) {
return roomtype[16][1];
} else if (roomtype[14] == 1) {
return roomtype[20]
}
var persons = [4, 4, 3, 2];
var person = persons[roomtype[6]] || 4;
if (person == 3) {
if (roomtype[2] == 2)//159买马
{
if (roomtype[5] == 2)//奖4码
{
return 1;
}
if (roomtype[5] == 4)//胡几奖几码
{
return 1;
}
}
else if (roomtype[2] == 3)//一码全中
{
return 1;
}
}
else if (person == 4) {
if (roomtype[2] == 2)//159买马
{
if (roomtype[5] == 2)//奖4码
{
return 1;
}
if (roomtype[5] == 4)//胡几奖几码
{
return 1;
}
}
else if (roomtype[2] == 3)//一码全中
{
return 1;
}
}
return 1;
}
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("flow flow getFullRoomInfo");
console.log("flow flow Game_Modify.getFullRoomInfo:" + roomtype);
d.a.share(roomtype);
var _des = Game_Config.Share.gameDescription.split("\n")[0];
_des = _des.split("玩法:")[1];
_des = _des.split(" ");
var msg = _des[0] + _des[1];
var l = _des.length;
for (var i = 2; i < l; i++) {
if (i == 4 && l > 4) {
msg = msg + "\n";
} else if (i == 6 && l > 6) {
msg = msg + "\n";
} else if (i == 9 && l > 9) {
msg = msg + "\n";
}
msg = msg + " " + _des[i];
}
return msg;
}
Game_Modify.onOpenHelp = function (spid) {
//打开帮助页面触发
console.log("flow flow onOpenHelp");
}
Game_Modify.onMainMenuScene = function () {
//显示大厅界面触发
console.log("flow flow onMainMenuScene");
d.ini();
d.hide_timeready();
set_group(205, 37, 0, 0, 0);
}
Game_Modify.onCheckInput = function (_result) {
//计算器输入相关时执行
console.log("flow flow onCheckInput");
}
Game_Modify.onCreateRoom = function (_data) {
//创建房间时执行
console.log("flow flow onCreateRoom");
console.log(_data);
if (_data && _data.state == 1 && _data.showerror == 1) {
GameUI.closeRoomInfo();
}
if (Utl.getIsInfinite() == 1) {
d.show_timeready();
}
}
//获取离场限制
Game_Modify.getLeaveLimit = function (roomtype) {
console.log("flow flow getLeaveLimit");
return 0;
}
//成功获取定位信息触发
Game_Modify.onLocationInfo = function (_locationInfo) {
console.log("flow flow onLocationInfo");
gameabc_face.locationinfo = _locationInfo;
}
//进入游戏界面创建牌桌之前调用
Game_Modify.onCreateDesk = function (roomtype) {
console.log("flow flow onCreateDesk");
var persons = [4, 4, 3, 2];
var person = persons[roomtype[6]] || 4;
}
//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) {
console.log("flow flow getVideoByRoomType");
if (roomtype[17]) {
return 1;
} else {
return 0;
}
}
Game_Modify.getRoomTopDescAry = function (roomtype) {
console.log("flow flow getRoomTopDescAry");
if (Game_Modify.roomDes != undefined) {
set_self(3124, 41, 0, 0, 0);
var s = Game_Config.Share.gameDescription.split("玩法:");
if (s[1]) {
var ss = s[1].split(" ");
ss.pop();
if (Utl.getIsInfinite() == 0) {
if (d.turn[1] < Desk.count) {
ss[0] = ss[0] + "(" + (d.turn[1] + 1) + "/" + Desk.count + ")";
}
else if (d.turn[1] == Desk.count) {
ss[0] = ss[0] + "(" + (d.turn[1]) + "/" + Desk.count + ")";
}
}
return ss;
}
}
return [""];
}
//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) {
if (roomtype[13] == 1) {
return 1;
}
return 0;
}