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>
190 lines
5.1 KiB
JavaScript
190 lines
5.1 KiB
JavaScript
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Game_Modify.StartWar=function(_msg){//开战
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}
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Game_Modify._ReceiveData=function(_msg){//接收数据包
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}
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Game_Modify.createRoom=function(_roomtype,_infinite){//创建房间
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}
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Game_Modify.myJoinRoom=function(_msg){//自己进入房间
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}
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Game_Modify.Reconnect=function(_deskinfo){//重连
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}
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Game_Modify.stopAllSounds=function(){//关闭所有声音 (游戏声音)
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}
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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
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}
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Game_Modify.DeskInfo=function(_msg){//未开战状态下自己加入是牌桌数据
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}
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Game_Modify.breakRoom=function(){//游戏已开局情况下自己退出房间触发
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}
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Game_Modify.playerJoinRoom=function(seat){//其他玩家加入房间
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}
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Game_Modify.playerLeaveRoom=function(seat){//其他玩家离开房间
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}
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Game_Modify.updateScene = function(){//更新游戏界面
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//根据本地数据重新显示界面
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}
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Game_Modify.closeGameScene=function(){//关闭游戏界面
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}
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Game_Modify.playerOffline = function(seat){//玩家离线
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}
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Game_Modify.playerOnline = function(seat){//玩家上线
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}
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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
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}
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Game_Modify.shakeEvent = function(){
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switch(GameData.shakeID){
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case Game_Config.shakeList.startwar://摇一摇开战(如果有主动开战)
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var data={};
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data.agentid=GameData.AgentId;
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data.gameid=GameData.GameId;
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data.playerid=C_Player.playerid;
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data.roomcode=Desk.roomcode;
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Net.Send_self_makewar(data);
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Func.stopshake();
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GameData.shakeID=Game_Config.shakeList.nil;
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break;
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}
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}
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Game_Modify.calResult = function(inputArr){
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}
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Game_Modify.onEnterMainScene = function(roomtype){//进入游戏主场景
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console.log("进入游戏主场景");
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}
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Game_Modify.onExitMainScene = function(){//退出游戏主场景
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console.log("退出游戏主场景");
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}
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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)
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}
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Game_Modify.onEnterVideo = function(){//进入牌局回放触发
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}
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Game_Modify.onSurrender = function(_msg){//收到投降回包
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}
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Game_Modify.onReady = function(seat){//玩家准备触发
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}
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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
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console.log("Game_Modify.getRoomInfo:"+roomtype);
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return "房间描述"+roomtype;
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}
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Game_Modify.getStarLimit = function(roomtype){//通过roomtype获取房间星星场下限数量(准入)
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console.log("Game_Modify.getStarLimit:"+roomtype);
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return 2001000;
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}
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Game_Modify.getMult = function(roomtype,type){//通过roomtype获取房间星星场倍数
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console.log("Game_Modify.getStarLimit:"+roomtype);
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return 10000;
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}
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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
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console.log("Game_Modify.getFullRoomInfo:"+roomtype);
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return "房间描述房间描\n述房间描述房间\n描述房间描述"+roomtype;
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}
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Game_Modify.onOpenHelp = function(spid){//打开帮助页面触发
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}
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//显示大厅界面触发
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Game_Modify.onMainMenuScene = function(){
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}
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//确认数字输入框回调
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Game_Modify.onCheckInput = function(_result){
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console.log(_result);
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}
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//创建房间成功后触发
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Game_Modify.onCreateRoom = function(_data){
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}
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//获取离场限制
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Game_Modify.getLeaveLimit = function(roomtype){
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return 10;
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}
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//成功获取定位信息触发
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Game_Modify.onLocationInfo = function(_locationInfo){
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if(_locationInfo){
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if(!gamehall_Data.isLocation){
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gamehall_Data.isLocation = 1;
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Utl.SaveData(gamehall_Logic.isLocation,1);
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gamehall_Data.isLocation = 1;
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var aConfig = gamehall_Logic.alyArea([_locationInfo.longitude,_locationInfo.latitude]);
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if(aConfig){
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var agConfig = gamehall_Logic.isExitAgentCode(aConfig.agentCode);
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if(agConfig){
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gamehall_Data.agentConfigTemp = agConfig;
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if(gamehall_Data.agentConfig){
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if(gamehall_Data.agentConfigTemp.agentCode != gamehall_Data.agentConfig.agentCode){
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gamehall_GameUI.openCheckSwitch(true);
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}
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}else{
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gamehall_GameUI.openCheckSwitch(true);
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}
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}else{
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gamehall_Data.agentConfigTemp = null;
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}
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}
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}
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}
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}
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//进入游戏界面创建牌桌之前调用
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Game_Modify.onCreateDesk = function(roomtype){
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console.log("onCreateDesk:"+roomtype);
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}
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//通过roomtype获取是否开启视频功能0->不开启1->开启
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Game_Modify.getVideoByRoomType = function(roomtype){
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return 1;
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}
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//返回值为字符数组数组每项为房间一项描述信息
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Game_Modify.getRoomTopDescAry = function(roomtype){
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console.log(roomtype);
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return ["2人跑得快(17张)","特色玩法"];
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}
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//星星场房间列表
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Game_Modify.getShareRoom = function(_msg){
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}
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//玩家自己退出房间
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Game_Modify.myExitRoom = function(seat){
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}
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//接收到换座包触发
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Game_Modify.changeSeat = function(seat1,seat2){
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}
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//关闭vip选项时调用
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Game_Modify.onCloseVip = function(){
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}
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Game_Modify.getRoomMode = function(roomtype){
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return 0;
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}
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