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>
635 lines
20 KiB
JavaScript
635 lines
20 KiB
JavaScript
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var Game_Modify = Game_Modify||{};//子游戏可能会修改的模块
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var C_PageOne = {
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Tag:1,
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X:1050,
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Y:160,
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H:80
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};
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var C_PageTwo = {
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Tag:1,
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X:1050,
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Y:160,
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H:80
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};
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Game_Modify.roomDes = "";
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Game_Modify.game_config={
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};
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Game_Modify.Type_1 = [
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{id:0,des1:"2局",des2:"(房卡X1)",roomcard:1,type:1},
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{id:1,des1:"4局",des2:"(房卡X2)",roomcard:2,type:2}
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];
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Game_Modify.Type_2 = [
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{id:0,des:"叫分的一半升一级",type:1},
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{id:1,des:"40分升一级",type:2}
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];
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Game_Modify.Type_3 = [
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{id:0,des:"房主扣卡",type:1},
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{id:1,des:"每人扣卡",type:2}
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];
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Game_Modify.CreateRoomData = {//发送创建房间数据roomtype
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//Roomcard:0,
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Type_1:0,
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Type_2:0,
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Type_3:0
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//增加房间类型时在下面添加
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};
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Game_Modify.utlmousedown = function(gameid, spid, downx, downy, no1, no2, no3, no4, no5, no6){
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}
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Game_Modify.utlmousedown_nomove = function(gameid, spid, downx, downy, timelong, no1, no2, no3, no4, no5){
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switch(spid){
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//case ConstVal.Task.f_spid:
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//GameData.slideTask = false;
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//break;
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}
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}
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Game_Modify.mouseup=function(gameid, spid_down, downx, downy, spid_up, upx, upy, timelong, no1, no2){
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if(spid_down == 52){
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var pos = get_self(50,19,0,0,0);
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if(pos > Game_Config.Combat.up_y){
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var t = pos - Game_Config.Combat.up_y;
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play_ani(1,50,19,pos,Game_Config.Combat.up_y,0,t,0,0,0,1,0,0,0);
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for(var i=0;i<C_PageOneBtn.length;i++){
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var p = get_self(C_PageOneBtn[i],19,0,0,0);
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var d = pos - Game_Config.Combat.up_y;
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play_ani(1,C_PageOneBtn[i],19,p,p-d,0,t,0,0,0,1,0,0,0);
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}
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}else{
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if(CombatInfo.length<=5){
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if(pos < Game_Config.Combat.up_y){
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var t = Game_Config.Combat.up_y - pos;
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play_ani(1,50,19,pos,Game_Config.Combat.up_y,0,t,0,0,0,1,0,0,0);
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for(var i=0;i<C_PageOneBtn.length;i++){
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var p = get_self(C_PageOneBtn[i],19,0,0,0);
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var d = pos - Game_Config.Combat.up_y;
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play_ani(1,C_PageOneBtn[i],19,p,p-d,0,t,0,0,0,1,0,0,0);
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}
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}
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}else{
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var dis = Game_Config.Combat.up_y+5*(Game_Config.Combat.height+2)-CombatInfo.length*(Game_Config.Combat.height+2);
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if(pos < dis){
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var t = dis - pos;
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play_ani(1,50,19,pos,dis,0,t,0,0,0,1,0,0,0);
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for(var i=0;i<C_PageOneBtn.length;i++){
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var p = get_self(C_PageOneBtn[i],19,0,0,0);
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var d = pos - dis;
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play_ani(1,C_PageOneBtn[i],19,p,p-d,0,t,0,0,0,1,0,0,0);
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}
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}
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}
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}
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}
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if(spid_down == 56){
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var pos = get_self(57,19,0,0,0);
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if(pos > Game_Config.Combat.up_y){
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var t = pos - Game_Config.Combat.up_y;
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play_ani(1,57,19,pos,Game_Config.Combat.up_y,0,t,0,0,0,1,0,0,0);
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for(var i=0;i<C_PageTwoBtn.length;i++){
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var p = get_self(C_PageTwoBtn[i],19,0,0,0);
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var d = pos - Game_Config.Combat.up_y;
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play_ani(1,C_PageTwoBtn[i],19,p,p-d,0,t,0,0,0,1,0,0,0);
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}
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}else{
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if(CombatInfo_2.length<=5){
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if(pos < Game_Config.Combat.up_y){
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var t = Game_Config.Combat.up_y - pos;
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play_ani(1,57,19,pos,Game_Config.Combat.up_y,0,t,0,0,0,1,0,0,0);
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for(var i=0;i<C_PageTwoBtn.length;i++){
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var p = get_self(C_PageTwoBtn[i],19,0,0,0);
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var d = pos - Game_Config.Combat.up_y;
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play_ani(1,C_PageTwoBtn[i],19,p,p-d,0,t,0,0,0,1,0,0,0);
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}
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}
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}else{
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var dis = Game_Config.Combat.up_y+5*(Game_Config.Combat.height+2)-CombatInfo_2.length*(Game_Config.Combat.height+2);
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if(pos < dis){
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var t = dis - pos;
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play_ani(1,57,19,pos,dis,0,t,0,0,0,1,0,0,0);
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for(var i=0;i<C_PageTwoBtn.length;i++){
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var p = get_self(C_PageTwoBtn[i],19,0,0,0);
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var d = pos - dis;
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play_ani(1,C_PageTwoBtn[i],19,p,p-d,0,t,0,0,0,1,0,0,0);
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}
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}
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}
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}
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}
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if(spid_down==spid_up){
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switch(spid_up){
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case 25://创建房间
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var data={};
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data.agentid = GameData.AgentId;
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data.playerid = C_Player.playerid;
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data.gameid = GameData.GameId;
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data.roomtype = [Game_Modify.Type_1[Game_Modify.CreateRoomData.Type_1].type,Game_Modify.Type_2[Game_Modify.CreateRoomData.Type_2].type,Game_Modify.Type_3[Game_Modify.CreateRoomData.Type_3].type];//发送的房间类型数组
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Net.Send_create_room(data);
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break;
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case 150://游戏内帮助按钮
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GameUI.OpenHelp();
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break;
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case 13://发送战绩请求
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var data = {};
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data.agentid = GameData.AgentId;
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data.playerid = C_Player.playerid;
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data.gameid = GameData.GameId;
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Game_Modify.Send_get_player_grade1(data);
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break;
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case 52://战绩页一
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var up_id = ifast_check_add(52,upx,upy);
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console.log(up_id);
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if(up_id>=C_PageOne.Tag&&up_id<=C_PageOne.Tag+CombatInfo.length){
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GameData.GradeIdx=CombatInfo[up_id - C_PageOne.Tag].idx;
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var data = {};
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data.agentid = GameData.AgentId;
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data.playerid = C_Player.playerid;
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data.gameid = GameData.GameId;
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data.idx=GameData.GradeIdx;
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Game_Modify.Send_get_player_grade2(data);
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}
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break;
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case 56://战绩页二
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var up_id = ifast_check_add(56,upx,upy);
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console.log(up_id);
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if(up_id>=C_PageTwo.Tag&&up_id<=C_PageOne.Tag+CombatInfo_2.length){
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//this.GoCombatPageThree(up_id - C_PageTwo.Tag);
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eqw_GameUI.Data.Video_Index=up_id - C_PageTwo.Tag;
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eqw_GameUI.SetVideoData();
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eqw_GameUI.OpenVideo();
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}
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break;
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case 49:
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case 61:
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{
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Game_Modify.CloseCombat();
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}
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break;
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case 55://战绩返回
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if(CombatPage == 0){
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Game_Modify.CloseCombat();
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}else if(CombatPage == 1){
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Game_Modify.GoCombatPageOne();
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}else{
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Game_Modify.GoCombatPageTwo(CombatPageTwoIndex);
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}
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break;
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}
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if(spid_up>=20&&spid_up<=21){//
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Game_Modify.CreateRoomData.Type_2 = spid_up-20;
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}
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if(spid_up>=139&&spid_up<=140){
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Game_Modify.CreateRoomData.Type_1 = spid_up-139;
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}
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if(spid_up>=22&&spid_up<=23){//
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Game_Modify.CreateRoomData.Type_3 = spid_up-22;
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}
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}
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}
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Game_Modify.utlmousemove = function(gameid, spid, downx, downy, movex,movey ,timelong,offmovex, offmovey, no1){
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switch(spid){
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case 52://战绩页一
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set_self(50,19,offmovey,1,0);
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for(var i=0;i<C_PageOneBtn.length;i++){
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set_self(C_PageOneBtn[i],19,offmovey,1,0);
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}
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break;
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case 56://战绩页二
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set_self(57,19,offmovey,1,0);
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for(var i=0;i<C_PageTwoBtn.length;i++){
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set_self(C_PageTwoBtn[i],19,offmovey,1,0);
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}
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break;
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}
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}
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Game_Modify.utlgamemydrawbegin = function(gameid, spid, times, timelong, no2, no3, no4, no5, no6, no7){
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if(spid>=50&&spid<=52){
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set_clip(0,0,50,Game_Config.Combat.up_y,1200,5*(Game_Config.Combat.height+2));
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}
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if(spid==54||spid==56||spid==57){
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set_clip(0,0,50,Game_Config.Combat.up_y,1200,5*(Game_Config.Combat.height+2));
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}
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}
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Game_Modify.gamemydraw = function(gameid, spid, times, timelong, no2, no3, no4, no5, no6, no7){
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switch(spid){
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//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)
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//------------------- begin --------------
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case 248://协议勾选
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if(GameData.ProtocolIndex){
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ifast_mydrawbmp(spid,4,5,5,40,40,0,0,40,40);
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}
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break;
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case 139://创建房间时的勾选
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if(Game_Modify.CreateRoomData.Type_1 == 0){
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ifast_mydrawbmp(spid,4,5,5,40,40,0,0,40,40);
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}
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break;
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case 140://创建房间时的勾选
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if(Game_Modify.CreateRoomData.Type_1 == 1){
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ifast_mydrawbmp(spid,4,5,5,40,40,0,0,40,40);
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}
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break;
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case 20://创建房间时的勾选
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if(Game_Modify.CreateRoomData.Type_2 == 0){
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ifast_mydrawbmp(spid,4,5,5,40,40,0,0,40,40);
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}
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break;
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case 21://创建房间时的勾选
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if(Game_Modify.CreateRoomData.Type_2 == 1){
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ifast_mydrawbmp(spid,4,5,5,40,40,0,0,40,40);
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}
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break;
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case 22://创建房间时的勾选
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if(Game_Modify.CreateRoomData.Type_3 == 0){
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ifast_mydrawbmp(spid,4,5,5,40,40,0,0,40,40);
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}
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break;
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case 23://创建房间时的勾选
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if(Game_Modify.CreateRoomData.Type_3 == 1){
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ifast_mydrawbmp(spid,4,5,5,40,40,0,0,40,40);
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}
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break;
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case 48:
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if(CombatPage == 0){//战绩页一
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ifast_mydrawbmp(spid,1069,40,Game_Config.Combat.bannery,1060,Game_Config.Combat.bannerheight,0,0,999,41);
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ifast_mydrawtext(spid,205,130,Game_Config.Combat.bannery+18,50,25);//时间
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ifast_mydrawtext(spid,206,270,Game_Config.Combat.bannery+18,75,25);//房间号
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ifast_mydrawtext(spid,207,400,Game_Config.Combat.bannery+18,50,25);//局数
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ifast_mydrawtext(spid,208,550,Game_Config.Combat.bannery+18,50,25);//玩家
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ifast_mydrawtext(spid,208,710,Game_Config.Combat.bannery+18,50,25);//玩家
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ifast_mydrawtext(spid,208,870,Game_Config.Combat.bannery+18,50,25);//玩家
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//ifast_mydrawtext(spid,228,860,Max.bannery+18,50,25);//玩家
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//ifast_mydrawtext(spid,228,990,Max.bannery+18,50,25);//玩家
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}else if(CombatPage == 1){//战绩页二
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//ifast_mydrawbmp(spid,36,95,Max.bannery,1000,Max.bannerheight,0,0,34,34);
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ifast_mydrawbmp(spid,1069,55,Game_Config.Combat.bannery,1040,Game_Config.Combat.bannerheight,0,0,999,41);
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ifast_mydrawtext(spid,205,140,Game_Config.Combat.bannery+18,50,25);//局数
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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
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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
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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
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//ifast_mydrawtext(spid,229,760,Max.bannery+18,get_rec(229).length*25,25);//玩家4
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//ifast_mydrawtext(spid,230,920,Max.bannery+18,get_rec(230).length*25,25);//玩家5
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}else{//战绩页三
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//ifast_mydrawbmp(spid,5,400,Max.bannery,184,55,0,0,184,55);
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ifast_mydrawtext(spid,225,640-get_rec(225).length*25,Game_Config.Combat.bannery+18,get_rec(225).length*50,50);//玩家5
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}
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break;
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case 50://战绩页一底
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for(var i=0;i<CombatInfo.length;i++){
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ifast_mydrawbmp(spid,1071,0,(i+1)*Game_Config.Combat.height,1084,5,0,0,1084,5);
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ifast_mydrawtext(spid,230+i*13,10,i*Game_Config.Combat.height+37,get_rec(230+i*13).gblen()*12.5,25);
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ifast_mydrawtext(spid,231+i*13,230,i*Game_Config.Combat.height+37,80,25);
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ifast_mydrawtext(spid,232+i*13,380,i*Game_Config.Combat.height+37,100,25);
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for(var j=0;j<CombatInfo[i].gameinfo1.players.length;j++){
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ifast_mydrawtext(spid,233+i*13+j*2,550+j*160-String(get_rec(233+i*13+j*2)).gblen()*6.25-12.5,i*Game_Config.Combat.height+20,String(get_rec(233+i*13+j*2)).gblen()*12.5,25);
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ifast_mydrawtext(spid,234+i*13+j*2,550+j*160-String(get_rec(234+i*13+j*2)).gblen()*6.25-12.5,i*Game_Config.Combat.height+55,String(get_rec(234+i*13+j*2)).gblen()*12.5,25);
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}
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}
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break;
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case 57://战绩页二底
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for(var i=0;i<CombatInfo_2.length;i++){
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//ifast_mydrawbmp(spid,37,0,(i+1)*Max.height,1025,2,0,0,1025,2);
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ifast_mydrawbmp(spid,1071,0,(i+1)*Game_Config.Combat.height,1084,5,0,0,1084,5);
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ifast_mydrawtext(spid,231+i*6,115,i*Game_Config.Combat.height+30,40,40);
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for(var j=0;j<3;j++){
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ifast_mydrawtext(spid,232+i*6+j,380+j*230-String(get_rec(232+i*6+j)).gblen()*6.25-33,i*Game_Config.Combat.height+40,String(get_rec(232+i*6+j)).gblen()*12.5,25);
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}
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}
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break;
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case 63://战绩页三玩家1
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ifast_mydrawtext(spid,226,50,155,get_rec(206).length*30,30);
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ifast_mydrawtext(spid,231,111-String(get_rec(231)).length*8,300,String(get_rec(231)).length*30,30);
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break;
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case 64://战绩页三玩家2
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ifast_mydrawtext(spid,227,50,155,get_rec(227).length*30,30);
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ifast_mydrawtext(spid,232,111-String(get_rec(232)).length*8,300,String(get_rec(232)).length*30,30);
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break;
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case 65://战绩页三玩家3
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ifast_mydrawtext(spid,228,50,155,get_rec(228).length*30,30);
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ifast_mydrawtext(spid,233,111-String(get_rec(233)).length*8,300,String(get_rec(233)).length*30,30);
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break;
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case 66://战绩页三玩家4
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ifast_mydrawtext(spid,229,50,155,get_rec(229).length*30,30);
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ifast_mydrawtext(spid,234,111-String(get_rec(234)).length*8,300,String(get_rec(234)).length*30,30);
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break;
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case 67://战绩页三玩家5
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ifast_mydrawtext(spid,230,50,155,get_rec(230).length*30,30);
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ifast_mydrawtext(spid,235,111-String(get_rec(235)).length*8,300,String(get_rec(235)).length*30,30);
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break;
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//------------------- end ------------------
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}
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}
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Game_Modify.OpenCreateRoom=function(){
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var roomty = Utl.getRoomtype();//获取到的为创建房间成功时收到的roomtype数组
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if(roomty){
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Game_Modify.CreateRoomData.Type_1 = roomty[0]-1;
|
|
Game_Modify.CreateRoomData.Type_2 = roomty[1]-1;
|
|
Game_Modify.CreateRoomData.Type_3 = roomty[2]-1;
|
|
}else{
|
|
Game_Modify.CreateRoomData.Type_1 = 0;
|
|
Game_Modify.CreateRoomData.Type_2 = 0;
|
|
Game_Modify.CreateRoomData.Type_3 = 0;
|
|
}
|
|
|
|
//类型一描述
|
|
var d1 = Game_Modify.Type_1[0].des1;
|
|
var d2 = Game_Modify.Type_1[1].des1;
|
|
if(Utl.getVersionState()==0){
|
|
d1 += Game_Modify.Type_1[0].des2;
|
|
d2 += Game_Modify.Type_1[1].des2;
|
|
}
|
|
set_self(672,7,d1,0,0);
|
|
set_self(673,7,d2,0,0);
|
|
//类型二描述
|
|
set_self(674,7,Game_Modify.Type_2[0].des,0,0);
|
|
set_self(675,7,Game_Modify.Type_2[1].des,0,0);
|
|
|
|
set_self(1227,7,Game_Modify.Type_3[0].des,0,0);
|
|
set_self(1228,7,Game_Modify.Type_3[1].des,0,0);
|
|
|
|
set_group(4,37,1,0,0);
|
|
if(Utl.getVersionState()==1){
|
|
set_self(1226,37,0,0,0);
|
|
set_self(1227,37,0,0,0);
|
|
set_self(1228,37,0,0,0);
|
|
set_self(22,37,0,0,0);
|
|
set_self(23,37,0,0,0);
|
|
}
|
|
}
|
|
Game_Modify.CloseCreateRoom=function(){
|
|
set_group(4,37,0,0,0);
|
|
}
|
|
//发送获取战绩
|
|
Game_Modify.Send_get_player_grade1 = function(_data){
|
|
GameUI.StartLoad();
|
|
Net.Send_get_player_grade1(_data);
|
|
}
|
|
//接收获取战绩
|
|
Game_Modify.get_player_grade1 = function(_msg){
|
|
//CombatInfo = _msg.data.gradeinfo;
|
|
CombatCount = _msg.data.asetcount;
|
|
//Logic.SetCombatInfo(_msg.data);
|
|
CombatInfo = _msg.data.gradeinfo;
|
|
for(var i=0;i<CombatInfo.length;i++){
|
|
CombatInfo[i].gameinfo1=JSON.parse(CombatInfo[i].gameinfo1);
|
|
}
|
|
this.OpenCombat();
|
|
GameUI.EndLoad();
|
|
|
|
}
|
|
//发送获取战绩2
|
|
Game_Modify.Send_get_player_grade2 = function(_data){
|
|
GameUI.StartLoad();
|
|
Net.Send_get_player_grade2(_data);
|
|
|
|
}
|
|
//接收获取战绩2
|
|
Game_Modify.get_player_grade2 = function(_msg){
|
|
eqw_Desk.get_player_grade2(_msg);
|
|
GameUI.EndLoad();
|
|
}
|
|
//设置游戏界面房间号显示内容(也是在房间内时分享附加的房间信息)
|
|
Game_Modify.setRoomDes = function(roomcode,asetcount,roomtype){
|
|
var des1 = "";
|
|
var des2 = "";
|
|
var des3 = "";
|
|
des1 = asetcount+"局";
|
|
//if(roomtype[0] == 1){
|
|
//Game_Modify.roomDes = "房间号:"+roomcode+"("+asetcount+"局 叫分的一半升一级)";
|
|
//}else if(roomtype[0] == 2){
|
|
//Game_Modify.roomDes = "房间号:"+roomcode+"("+asetcount+"局 40分升一级)";
|
|
//}
|
|
if(roomtype[1] == 1){
|
|
//Game_Modify.roomDes = "房间号:"+roomcode+"("+asetcount+"局 叫分的一半升一级)";
|
|
des2 = Game_Modify.Type_2[0].des;
|
|
}else if(roomtype[1] == 2){
|
|
//Game_Modify.roomDes = "房间号:"+roomcode+"("+asetcount+"局 40分升一级)";
|
|
des2 = Game_Modify.Type_2[1].des;
|
|
}
|
|
if(roomtype[2] == 1){
|
|
//Game_Modify.roomDes = "房间号:"+roomcode+"("+asetcount+"局 叫分的一半升一级)";
|
|
des3 = "房主扣卡";
|
|
if(Utl.getVersionState()==1){
|
|
des3 = "";
|
|
}
|
|
}else if(roomtype[2] == 2){
|
|
//Game_Modify.roomDes = "房间号:"+roomcode+"("+asetcount+"局 40分升一级)";
|
|
des3 = "每人扣卡";
|
|
if(Utl.getVersionState()==1){
|
|
des3 = "";
|
|
}
|
|
}
|
|
Game_Modify.roomDes = "房间号:"+roomcode+"("+des1+" "+des2+" "+des3+")";
|
|
Game_Config.Share.gameTitle = "房间号:"+roomcode+"("+des1+")";
|
|
Game_Config.Share.gameDescription = des2+" "+des3;
|
|
}
|
|
Game_Modify.OpenCombat=function(){//打开战绩页
|
|
this.SetCombatPageOne();
|
|
CombatPage = 0;
|
|
|
|
//set_self(48,20,1150,0,0);
|
|
set_self(50,19,Game_Config.Combat.up_y,0,0);
|
|
set_group(7,37,1,0,0);
|
|
set_group(8,37,1,0,0);
|
|
set_self(55,37,0,0,0);
|
|
this.CreateCombatOneBtn(CombatInfo.length);
|
|
|
|
}
|
|
Game_Modify.SetCombatPageOne=function(){//设置战绩页一信息
|
|
set_rec(205,"时间");
|
|
set_rec(206,"房间号");
|
|
set_rec(207,"局数");
|
|
set_rec(208,"玩家");
|
|
set_self(684,7,CombatCount,0,0);
|
|
set_self(684,20,String(CombatCount).length*16,0,0);
|
|
for(var i=0;i<CombatInfo.length;i++){
|
|
set_rec(230+i*13,CombatInfo[i].overtime);
|
|
|
|
set_rec(231+i*13,CombatInfo[i].roomcode);
|
|
set_rec(232+i*13,CombatInfo[i].gameinfo1.asetcount);
|
|
for(var j=0;j<CombatInfo[i].gameinfo1.players.length;j++){
|
|
set_rec(233+i*13+j*2,Func.subString(CombatInfo[i].gameinfo1.players[j].name,16,true));//昵称
|
|
set_rec(234+i*13+j*2,CombatInfo[i].gameinfo1.players[j].score);//得分
|
|
}
|
|
}
|
|
}
|
|
Game_Modify.SetCombatPageTwo=function(v){//设置战绩页二信息
|
|
set_rec(205,"局数");
|
|
|
|
for(var i=0;i<CombatInfo[v].gameinfo1.players.length;i++){
|
|
set_rec(206+i,Func.subString(CombatInfo[v].gameinfo1.players[i].name,20,true));
|
|
}
|
|
for(var i=CombatInfo[v].gameinfo1.players.length;i<5;i++){
|
|
set_rec(206+i,"");
|
|
}
|
|
for(var i=0;i<CombatInfo_2.length;i++){
|
|
set_rec(231+i*6,i+1);//局数
|
|
for(var j=0;j<5;j++){
|
|
set_rec(232+i*6+j,"");
|
|
}
|
|
for(var j=0;j<CombatInfo_2[i].seatlist.length;j++){
|
|
//set_rec(232+i*6+CombatInfo_2[i].round[i][j][0],CombatInfo_2[v].round[i][j][1]);//积分
|
|
set_rec(232+i*6+j,CombatInfo_2[i].seatlist[j]);//积分
|
|
}
|
|
}
|
|
}
|
|
Game_Modify.SetCombatPageThree=function(v){//设置战绩页三信息
|
|
var c=v+1;
|
|
set_rec(225,"第"+c+"局");
|
|
|
|
for(var i=0;i<CombatInfo[CombatPageTwoIndex].round[v].length;i++){
|
|
set_rec(226+i,CombatInfo[CombatPageTwoIndex].playerlist[CombatInfo[CombatPageTwoIndex].round[v][i][0]][0]);
|
|
//if(CombatInfo[CombatPageTwoIndex].round[v].playerlist[i][0]!=""){
|
|
//up_imgurl(60+i,CombatInfo[CombatPageTwoIndex].round[v].playerlist[i][1]);
|
|
//}
|
|
Func.up_imgurl(60+i,CombatInfo[CombatPageTwoIndex].playerlist[CombatInfo[CombatPageTwoIndex].round[v][i][0]][2]);
|
|
set_rec(231+i,CombatInfo[CombatPageTwoIndex].round[v][i][1]);
|
|
for(var j=0;j<5;j++){
|
|
set_self(87+i*5+j,43,CombatInfo[CombatPageTwoIndex].round[v][i][2+j]+1,0,0);
|
|
}
|
|
}
|
|
|
|
}
|
|
Game_Modify.CloseCombat=function(){//关闭战绩页
|
|
set_group(7,37,0,0,0);
|
|
set_group(8,37,0,0,0);
|
|
set_group(9,37,0,0,0);
|
|
set_group(13,37,0,0,0);
|
|
set_group(14,37,0,0,0);
|
|
set_group(15,37,0,0,0);
|
|
set_group(16,37,0,0,0);
|
|
set_group(17,37,0,0,0);
|
|
for(var i=0;i<C_PageOneBtn.length;i++){
|
|
ifast_dllpritefromspritecopy(52,i+C_PageOne.Tag);
|
|
}
|
|
for(var i=0;i<C_PageTwoBtn.length;i++){
|
|
ifast_dllpritefromspritecopy(56,i+C_PageTwo.Tag);
|
|
}
|
|
|
|
}
|
|
Game_Modify.CreateCombatOneBtn=function(n){//创建战绩一按钮
|
|
C_PageOneBtn=[];
|
|
C_PageOneBtn.length = n;
|
|
set_self(52,19,Game_Config.Combat.btnbg,0,0);
|
|
for(var i=0;i<n;i++){
|
|
var btnid = i+C_PageOne.Tag;
|
|
ifast_addtospritefromspritecopy(52,51,C_PageOne.X,C_PageOne.Y+i*C_PageOne.H,btnid);//战绩详情按钮
|
|
C_PageOneBtn[i]='52add'+ btnid;
|
|
}
|
|
set_self(50,21,n*(Game_Config.Combat.height+2),0,0);
|
|
}
|
|
Game_Modify.GoCombatPageOne=function(){//转换战绩页一
|
|
|
|
this.SetCombatPageOne();
|
|
set_self(50,19,Game_Config.Combat.up_y,0,0);
|
|
CombatPage = 0;
|
|
set_group(9,37,0,0,0);
|
|
set_group(13,37,0,0,0);
|
|
set_group(14,37,0,0,0);
|
|
set_group(15,37,0,0,0);
|
|
set_group(16,37,0,0,0);
|
|
set_group(17,37,0,0,0);
|
|
set_group(8,37,1,0,0);
|
|
for(var i=0;i<C_PageTwoBtn.length;i++){
|
|
ifast_dllpritefromspritecopy(56,i+C_PageTwo.Tag);
|
|
}
|
|
Game_Modify.CreateCombatOneBtn(CombatInfo.length);
|
|
|
|
}
|
|
|
|
Game_Modify.GoCombatPageTwo=function(val){//转换战绩页二
|
|
var v=0;
|
|
for(var i=0;i<CombatInfo.length;i++){
|
|
if(CombatInfo[i].idx==val){
|
|
v=i;
|
|
break;
|
|
}
|
|
}
|
|
CombatPage = 1;
|
|
set_self(57,19,Game_Config.Combat.up_y,0,0);
|
|
CombatPageTwoIndex = v;
|
|
this.SetCombatPageTwo(v);
|
|
set_group(8,37,0,0,0);
|
|
set_group(13,37,0,0,0);
|
|
set_group(14,37,0,0,0);
|
|
set_group(15,37,0,0,0);
|
|
set_group(16,37,0,0,0);
|
|
set_group(17,37,0,0,0);
|
|
set_group(9,37,1,0,0);
|
|
set_self(55,37,1,0,0);
|
|
for(var i=0;i<C_PageOneBtn.length;i++){
|
|
ifast_dllpritefromspritecopy(52,i+C_PageOne.Tag);
|
|
}
|
|
this.CreateCombatTwoBtn(CombatInfo_2.length);
|
|
}
|
|
Game_Modify.CreateCombatTwoBtn=function(n){//创建战绩二按钮
|
|
C_PageTwoBtn=[];
|
|
C_PageTwoBtn.length = n;
|
|
set_self(56,19,Game_Config.Combat.btnbg,0,0);
|
|
for(var i=0;i<n;i++){
|
|
var btnid = i+C_PageTwo.Tag;
|
|
ifast_addtospritefromspritecopy(56,54,C_PageTwo.X,C_PageTwo.Y+i*C_PageTwo.H,btnid);//战绩详情按钮
|
|
C_PageTwoBtn[i]='56add'+ btnid;
|
|
}
|
|
set_self(57,21,n*(Game_Config.Combat.height+2),0,0);
|
|
}
|
|
Game_Modify.GoCombatPageThree=function(v){//转换战绩页三
|
|
Game_Modify.SetCombatPageThree(v);
|
|
CombatPage = 2;
|
|
set_group(8,37,0,0,0);
|
|
set_group(9,37,0,0,0);
|
|
set_group(13,37,0,0,0);
|
|
set_group(14,37,0,0,0);
|
|
set_group(15,37,0,0,0);
|
|
set_group(16,37,0,0,0);
|
|
set_group(17,37,0,0,0);
|
|
//set_group(10,37,1,0,0);
|
|
for(var i=0;i<C_PageTwoBtn.length;i++){
|
|
ifast_dllpritefromspritecopy(56,i+C_PageTwo.Tag);
|
|
}
|
|
for(var i=0;i<CombatInfo[CombatPageTwoIndex].round[v].length;i++){
|
|
set_group(13+i,37,1,0,0);
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|