Files
youle_cocos/projects/erqiwang/js/01_SubGame/02_SubGame_Input.js
T
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

127 lines
3.7 KiB
JavaScript

//注:ConsttVal中的ChatLoc与isLeft的数组长度一定要与ConstVal.Max.PlayerCnt保持一致否则会导致报错或者聊天气泡位置不对
Game_Modify.StartWar=function(_msg){//开战
}
Game_Modify._ReceiveData=function(_msg){//接收数据包
eqw_Net.ReceiveData(_msg);
}
Game_Modify.createRoom=function(_roomtype,_infinite){//创建房间
}
Game_Modify.myJoinRoom=function(_msg){//自己进入房间
}
Game_Modify.Reconnect=function(_deskinfo){//重连
eqw_Desk.Reconnect(_deskinfo);
}
Game_Modify.stopAllSounds=function(){//关闭所有声音 (游戏声音)
//Utl.stopMusic();
}
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
eqw_Desk.ApplyFree(_msg);
}
Game_Modify.DeskInfo=function(_msg){//开战状态下自己加入是牌桌数据
}
Game_Modify.breakRoom=function(){//游戏已开局情况下自己退出房间触发
}
Game_Modify.playerJoinRoom=function(seat){//其他玩家加入房间
}
Game_Modify.playerLeaveRoom=function(seat){//其他玩家离开房间
}
Game_Modify.updateScene = function(){//更新游戏界面
//根据本地数据重新显示界面
eqw_Desk.updateScene();
}
Game_Modify.closeGameScene=function(){//关闭游戏界面
}
Game_Modify.playerOffline = function(seat){//玩家离线
}
Game_Modify.playerOnline = function(seat){//玩家上线
}
Game_Modify.playerphonestate = function(seat,type){//玩家电话状态type->挂断1->接打电话、有电话进来的状态
}
Game_Modify.shakeEvent = function(){
switch(GameData.shakeID){
case Game_Config.shakeList.startwar://摇一摇开战(如果有主动开战)
// var data={};
// data.agentid=GameData.AgentId;
// data.gameid=GameData.GameId;
// data.playerid=C_Player.playerid;
// data.roomcode=Desk.roomcode;
// Net.Send_self_makewar(data);
// Func.stopshake();
// GameData.shakeID=Game_Config.shakeList.nil;
break;
}
}
Game_Modify.calResult = function(inputArr){
for(var i=0;i<inputArr.length;i++){
if(inputArr[i]>=0){
inputArr[i] = min_replaceAll(String(inputArr[i]), "\\.", "d", false);
set_self(1214+i,7,'b'+inputArr[i],0,0);
set_self(1214+i,20,('b'+inputArr[i]).length*18,0,0);
}else{
inputArr[i] = min_replaceAll(String(Math.abs(inputArr[i])), "\\.", "d", false);
set_self(1214+i,7,'c'+inputArr[i],0,0);
set_self(1214+i,20,('c'+inputArr[i]).length*18,0,0);
}
}
}
Game_Modify.onEnterMainScene = function(){//进入游戏主场景
set_self(1218,37,1,0,0);
}
Game_Modify.onExitMainScene = function(){//退出游戏主场景
set_self(1218,37,0,0,0);
eqw_GameUI.CloseCountDown();
}
Game_Modify.onGameConfig = function(_gameConfig){//获取到游戏配置时调用(只在game_config有数据时才调用)
}
Game_Modify.onEnterVideo = function(){//进入牌局回放触发
}
Game_Modify.onSurrender = function(_msg){//收到投降回包
}
Game_Modify.onReady = function(seat){//玩家准备触发
}
Game_Modify.getRoomInfo = function(roomtype,type){//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
return "";
}
Game_Modify.getStarLimit = function(roomtype){//通过roomtype获取房间星星场下限数量
return 2000;
}
Game_Modify.getMult = function(roomtype,type){//通过roomtype获取房间星星场倍数
console.log("Game_Modify.getStarLimit:"+roomtype);
return 2000;
}
Game_Modify.getFullRoomInfo = function(roomtype){//??roomtype?????????? ????26???????????
console.log("Game_Modify.getFullRoomInfo:"+roomtype);
return "";
}
Game_Modify.onOpenHelp = function(spid){//????????spid?????????
}
Game_Modify.onEnterMainScene = function(roomtype){//???????roomtype????
}
Game_Modify.onCheckInput = function(_result){
}
Game_Modify.onCreateRoom = function(_data){
}