目录结构调整
This commit is contained in:
106
codes/games/client/Projects/doudizhu/js/kj/Calculator.js
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106
codes/games/client/Projects/doudizhu/js/kj/Calculator.js
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var Calculator = {
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//计算器
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}
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Calculator.show1 = function(branch){
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//计算器计算
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if (branch.length>0) {
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Utl.getMultipleResult(branch);
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GameUI.showCalBtn(branch);
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}
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}
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Calculator.show = function(inputArr,interval,interval_num,initial,digit,num_id,bol_id,reference_id,version){
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//inputArr : 同Game_Modify.calResult
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//interval : 减号号和数字的间隔
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//interval_num : 2个数字间的间距
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//initial : 第一个人的数字显示X坐标的中心位置
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//digit : 个位数字的宽
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//num_id : 第一个数字id
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//bol_id : 第一个-号id
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//reference_id : 第一个参照物id 用于数字居中
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//version : 版本 true竖版, false横版
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//if (!version) {
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for (var i = 0;i<Public_data.data.maxman;i++) {
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//结果转码
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set_draw (min_replaceAll(String(ifast_abs(inputArr[i])),'\\.', 'b', ''),num_id+i,initial+(i*interval_num)-digit/2,digit);
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set_self(num_id+i,37,1,0,0);
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set_self(num_id+i,20,digit*ifast_inttostr(ifast_abs(inputArr[i])).length,0,0);
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duiqi(num_id+i,reference_id+i,1);
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if(inputArr[i]<0){
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set_self(bol_id+i,37,1,0,0);
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set_self(bol_id+i,18,get_self(num_id+i,18,0,0,0)-interval,0,0);
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}
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}
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}
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function set_draw (num,id,weizhi,len) {
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set_self(id,18,weizhi - (ifast_inttostr(num).length - 1)*len/2,0,0);
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set_self(id,20,len*ifast_inttostr(num).length,0,0);
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set_self(id,7,num);
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};
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//局数显示
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var game_num = function(type){
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if(Utl.getIsInfinite() == 0){
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if (type) {
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set_self(id_config.game,37,1,0,0);//局
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set_self(id_config.Slash,37,1,0,0);//斜杠
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set_self(id_config.min_num,37,1,0,0);//小局数
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set_self(id_config.max_num,37,1,0,0);//大局数
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set_self(id_config.min_num,18,get_self(id_config.Slash,18,0,0,0) - id_config.ward_interval-5 - (ifast_inttostr(Public_data.data.num[0]).length - 1) * id_config.ward_wide ,0,0);
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set_self(id_config.min_num,20,id_config.ward_wide*ifast_inttostr(Public_data.data.num[0]).length,0,0);
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set_self(id_config.min_num,7,Public_data.data.num[0]);
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set_self(id_config.max_num,18,get_self(id_config.Slash,18,0,0,0) + id_config.ward_interval,0,0);
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set_self(id_config.max_num,20,id_config.ward_wide*ifast_inttostr(Public_data.data.num[1]).length,0,0);
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set_self(id_config.max_num,7,Public_data.data.num[1]);
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set_self(id_config.game,18,get_self(id_config.max_num,18,0,0,0) + id_config.ward_interval + id_config.ward_wide*ifast_inttostr(Public_data.data.num[1]).length,0,0);
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}else{
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set_self(id_config.game,37,0,0,0);//局
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set_self(id_config.Slash,37,0,0,0);//斜杠
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set_self(id_config.min_num,37,0,0,0);//小局数
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set_self(id_config.max_num,37,0,0,0);//大局数
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}
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}
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}
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var cards_interval = function(){
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//设置手牌间距
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var wei = 1280-id_config.wide[0];//最后一张牌的坐标
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var inter = parseInt((wei-5)/(id_config.hc_len[Utl.getMySeat()]-1));
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if (inter>70) {
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id_config.car_intervalx[0] = 70;
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}else{
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id_config.car_intervalx[0] = inter;
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}
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}
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var config_carlen = function(){
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//设置手牌长度
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id_config.hc_len[0] = game.config.card_len[Public_data.data.roomtype[2]-1][Public_data.data.roomtype[8]-1];
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id_config.hc_len[1] = game.config.card_len[Public_data.data.roomtype[2]-1][Public_data.data.roomtype[8]-1];
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id_config.hc_len[2] = game.config.card_len[Public_data.data.roomtype[2]-1][Public_data.data.roomtype[8]-1];
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if (Public_data.data.banker>-1) {
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id_config.hc_len[Public_data.data.banker] = id_config.hc_len[Public_data.data.banker]+Public_data.data.undercards.length;
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}
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}
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102
codes/games/client/Projects/doudizhu/js/kj/Infinite.js
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102
codes/games/client/Projects/doudizhu/js/kj/Infinite.js
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@@ -0,0 +1,102 @@
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var Infinite = {
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}
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Infinite.join = function(seat){
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//加入房间
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if (Utl.getIsInfinite() == 1) {//如果是无限局
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for (var i = 0; i <Desk.PlayerList.length; i++) {
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if(Desk.PlayerList[i].playerid!=-1){
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Utl.setGrade(i,Desk.GetPlayerBySeat(i).bean);
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}
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}
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Utl.setPlayerPrepare(seat, 0);
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}
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}
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Infinite.no_join = function(){
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//未开战加入房间
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Utl.setDeskStage(0);
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Utl.setPlayerPrepare(Utl.getMySeat(), 0);
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}
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Infinite.updata = function(stage){
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//stage 开战状态
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//重连
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if (Utl.getIsInfinite() == 1) {//如果是无限局
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if(stage != -1){
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Utl.setDeskStage(1);
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}else{
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Utl.setDeskStage(0);
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for (var i = 0; i < Desk.PlayerList.length; i++) {
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if(Desk.PlayerList[i].playerid!=1){
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if (Utl.getPlayerReadyState(i) == 1) {//是否准备
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Utl.setPlayerPrepare(i,1);
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}else{
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Utl.setPlayerPrepare(i,0);
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}
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}
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}
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}
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for (var i = 0; i < Desk.PlayerList.length; i++) {
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if(Desk.PlayerList[i].playerid!=1){
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Utl.setGrade(i,Desk.GetPlayerBySeat(i).bean);
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}
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}
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}
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}
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Infinite.out = function(){
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//退出房间
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if (Utl.getIsInfinite() == 1) {//如果是无限局
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Utl.setPlayerPrepare(Utl.getMySeat(), 0);
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}
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}
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Infinite.ready = function(seat){
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if (Utl.getIsInfinite() == 1) {//如果是无限局
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//准备
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Utl.setPlayerPrepare(seat, 1);
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}
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}
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Infinite.robot_ready = function(wjzb){
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if (Utl.getIsInfinite() == 1) {//如果是无限局
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//准备
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for (var i = 0; i < wjzb.length; i++) {
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if(Desk.PlayerList[i].playerid != -1){
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if (wjzb[i] == 1) {//是否准备
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Utl.setPlayerPrepare(i,1);
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}else{
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Utl.setPlayerPrepare(i,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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Infinite.found = function(){
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//创建房间
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if (Utl.getIsInfinite() == 1) {//如果是无限局
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Utl.setGrade(Utl.getMySeat(),Desk.GetPlayerBySeat(Utl.getMySeat()).bean);
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Utl.setDeskStage(0);
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Utl.setPlayerPrepare(Utl.getMySeat(), 0);
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}
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}
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179
codes/games/client/Projects/doudizhu/js/kj/Recovery.js
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179
codes/games/client/Projects/doudizhu/js/kj/Recovery.js
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@@ -0,0 +1,179 @@
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//回放时调用
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var Recovery = {
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}
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var msgrecovery = {
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}
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Public_data.huifang = function(_msg,ju){
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msgrecovery = _msg;
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if(typeof _msg.data.gameinfo2 == "string"){
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_msg.data.gameinfo2=JSON.parse(_msg.data.gameinfo2);
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}
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Public_data.recovery.roomcode = _msg.data.gameinfo2.roomcode; //房间号
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Public_data.recovery.asetcount = _msg.data.gameinfo2.asetcount; //总局数
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Public_data.data.roomtype = _msg.data.gameinfo2.roomtype; //房间类型
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Public_data.recovery.ziyuan = _msg.data.gameinfo2.ziyuan;//玩家信息 昵称 头像
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Public_data.recovery.id = _msg.data.gameinfo2.id; //玩家id
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Public_data.recovery.hand_cards= _msg.data.gameinfo2.hand_cards[ju]; //手牌
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Public_data.recovery.pjhf = _msg.data.gameinfo2.pjhf[ju]; //牌局回放数据 pjhf :[[出牌状态,座位号,[每个人的牌id:[],[]],[手牌ID],[玩家状态]],[],[],[].....]
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Public_data.recovery.num = -1;//重新回放
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Public_data.data.maxman = _msg.data.gameinfo2.pjhf[dijiju][_msg.data.gameinfo2.pjhf[dijiju].length-1][2]; //人数
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Public_data.data.undercards = _msg.data.gameinfo2.undercards[dijiju]; //底牌
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var myseat = 0;
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for(var i = 0; i < Public_data.recovery.id.length; i++){
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if (Public_data.recovery.id[i]==Utl.getMyPlayerid()) {
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myseat = i;
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break;
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}
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}
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//最大人数
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//Game_Config.Max.PlayerCnt = Public_data.data.maxman;
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Utl.openVideo(Public_data.recovery.ziyuan,myseat,Public_data.recovery.roomcode,Public_data.data.roomtype);
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Recovery.show(_msg);
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for (var i = 0; i < Public_data.data.maxman; i++) {
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if (Public_data.recovery.hand_cards[i]) {
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Public_data.data.hand_cards = Public_data.recovery.hand_cards[i];
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Public_data.data.hand_cards = Game_Modify.sort(Public_data.data.hand_cards);
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Hand_card.sort(i,Public_data.data.hand_cards);//手牌显示
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}
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}
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Public_data.data.hand_cards = Public_data.recovery.hand_cards[myseat];
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set_self(id_config.pause,43,2,0,0);
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Recovery.button();
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Public_data.data.control = Public_data.recovery.pjhf[0][1];
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clock(1);
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set_self(All_timer.recovery,57,All_timer.time.recovery,0,0);
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}
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Recovery.Card_Game = {
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show :function(){//开启牌局回放定时器
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Public_data.Recovery();//数据处理
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set_self(All_timer.recovery,57,All_timer.time.recovery,0,0);
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Recovery.show();
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},
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hide: function(){//关闭牌局回放定时器
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set_self(All_timer.recovery,57,0,0,0);//关闭
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set_self(All_timer.clock,57,0,0,0);//关闭
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}
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}
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Recovery.show = function(_msg){
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//回放时要显示的
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Game_Modify.recovery(_msg);
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}
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Recovery.button = function(){
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if (Public_data.recovery.num<=0) {
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set_self(id_config.retreat,41,0,0,0);
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}else{
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set_self(id_config.retreat,41,1,0,0);
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}
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set_self(id_config.fast,37,1,0,0);
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set_self(id_config.pause,37,1,0,0);
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set_self(id_config.retreat,37,1,0,0);
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set_self(id_config.out,37,1,0,0);
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}
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Recovery.click = function(gameid, spid_down, downx, downy, spid_up, upx, upy, timelong, no1, no2){
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switch (spid_up){
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case id_config.fast://快进
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Recovery.Card_Game.hide();//关闭定时器
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if (Public_data.recovery.num+1<Public_data.recovery.pjhf.length-1) {
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Public_data.recovery.num ++;
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Public_data.Recovery();
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set_self(id_config.retreat,41,1,0,0);
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//Recovery.button();
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set_self(All_timer.clock,57,0,0,0);
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set_self(id_config.pause,43,1,0,0);
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}else{
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Recovery.Card_Game.hide();//关闭定时器
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Public_data.recovery.num ++;
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Game_Modify.over(msgrecovery);
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}
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click_up(gameid, spid_down, downx, downy, spid_up, upx, upy, timelong, no1, no2);
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break;
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case id_config.pause://暂停 开始
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if(get_self(id_config.pause,43,0,0,0) == 2){
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Recovery.Card_Game.hide();//关闭定时器
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set_self(id_config.pause,43,1,0,0);
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}else if(get_self(id_config.pause,43,0,0,0) == 1){
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set_self(All_timer.recovery,57,All_timer.time.recovery,0,0);//开启定时器
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set_self(id_config.pause,43,2,0,0);
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}
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click_up(gameid, spid_down, downx, downy, spid_up, upx, upy, timelong, no1, no2);
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break;
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case id_config.retreat://退一步
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Recovery.Card_Game.hide();//关闭定时器
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if (Public_data.recovery.num>0) {
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Public_data.recovery.num = Public_data.recovery.num -1;
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Public_data.Recovery();
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set_group(251,37,0,0,0);
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//Recovery.button();
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set_self(All_timer.clock,57,0,0,0);
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set_self(id_config.pause,43,1,0,0);
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}
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click_up(gameid, spid_down, downx, downy, spid_up, upx, upy, timelong, no1, no2);
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break;
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case id_config.out://退出
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UI.hide();
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Utl.closeVideo();
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Game_Modify.recoveryout();
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click_up(gameid, spid_down, downx, downy, spid_up, upx, upy, timelong, no1, no2);
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break;
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}
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}
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Recovery.clickdown = function(gameid, spid_down, downx, downy, spid_up, upx, upy, timelong, no1, no2){
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switch (spid_up){
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case id_config.fast://快进
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click_down(gameid, spid_down, downx, downy, spid_up, upx, upy, timelong, no1, no2);
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break;
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case id_config.pause://暂停 开始
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click_down(gameid, spid_down, downx, downy, spid_up, upx, upy, timelong, no1, no2);
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break;
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case id_config.retreat://退一步
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click_down(gameid, spid_down, downx, downy, spid_up, upx, upy, timelong, no1, no2);
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break;
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case id_config.out://退出
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click_down(gameid, spid_down, downx, downy, spid_up, upx, upy, timelong, no1, no2);
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break;
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default:
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break;
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}
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}
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24
codes/games/client/Projects/doudizhu/js/kj/_data.js
Normal file
24
codes/games/client/Projects/doudizhu/js/kj/_data.js
Normal file
@@ -0,0 +1,24 @@
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All_timer.hide1 = function(){
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//关定时器
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set_self(All_timer.dealcard,57,0,0,0);
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set_self(All_timer.recovery,57,0,0,0);
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set_self(All_timer.clock,57,0,0,0);
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set_self(All_timer.put_err,57,0,0,0);
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}
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All_ani.hide1 = function(){
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//关动画
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}
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||||
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160
codes/games/client/Projects/doudizhu/js/kj/click_effect.js
Normal file
160
codes/games/client/Projects/doudizhu/js/kj/click_effect.js
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var click_down = function(gameid, spid_down, downx, downy, spid_up, upx, upy, timelong, no1, no2){
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//点击时触发特效
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for (var i = 0; i < texiao.length; i++) {
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if (spid_down == texiao[i]) {
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set_self(spid_down,33,105,0,0,0);
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set_self(spid_down,35,200,0,0,0);
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}
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}
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}
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var click_up = function(gameid, spid_down, downx, downy, spid_up, upx, upy, timelong, no1, no2){
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//弹起时解除特效
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//for (var i = 0; i < texiao.length; i++) {
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set_self(spid_down,33,100,0,0,0);
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set_self(spid_down,35,255,0,0,0);
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//}
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}
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var clock = function(type){
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//type 显示时钟 1:显示 0:隐藏
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set_self(All_timer.clock,57,0,0,0);
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set_self(id_config.clock,37,0,0,0);
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set_self(id_config.time_id,37,0,0,0);
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if (type) {
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if (Public_data.data.stage>=0) {
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Public_data.current = game.config.playtime[Public_data.data.stage];//当前倒计时
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}else{
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Public_data.current = 15;//当前倒计时
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}
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//钟的位置
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set_self(id_config.clock,18,id_config.clock_x[Utl.changeToStatus(Public_data.data.control)],0,0);
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set_self(id_config.clock,19,id_config.clock_y[Utl.changeToStatus(Public_data.data.control)],0,0);
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set_self(id_config.clock,37,1,0,0);
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//数字的位置
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set_self(id_config.time_id,18,id_config.clock_x[Utl.changeToStatus(Public_data.data.control)]+id_config.time_clock_x-((ifast_inttostr(Public_data.current).length-1)*id_config.time_size/2),0,0);
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set_self(id_config.time_id,19,id_config.clock_y[Utl.changeToStatus(Public_data.data.control)]+id_config.time_clock_y,0,0);
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set_self(id_config.time_id,20,id_config.time_size*(ifast_inttostr(Public_data.current).length),0,0);
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set_self(id_config.time_id,37,1,0,0);
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set_self(id_config.time_id,7,Public_data.current,0,0);
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//倒计时定时器
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set_self(All_timer.clock,57,All_timer.time.clock,0,0);
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}
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}
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var button_show = function(type,s){
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//type :
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//2 正常情况 显示出牌 不要 提示按钮
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//1: 第一个出情况 显示出牌按钮 或者加上提示按钮
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//3: 要不起情况 只显示不要按钮和显示没有打过上家的牌
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//s:显示提示按钮 true:显示 false : 隐藏 默认 true
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var show = false;
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if (s) {
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show = s;
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}
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set_self(id_config.but_prompt,37,0,0,0);
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set_self(id_config.but_putcard,37,0,0,0);
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set_self(id_config.but_pass,37,0,0,0);
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set_self(id_config.pass_prompt,37,0,0,0);
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set_self(id_config.txt_di,37,0,0,0);
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set_self(id_config.but_mingpai,37,0,0,0);
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set_self(id_config.but_maxpass,37,0,0,0);
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if(type == 2) {//显示3个按钮
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set_self(id_config.but_prompt,37,1,0,0);
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set_self(id_config.but_prompt,18,id_config.but_prompt_x[1],0,0);
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set_self(id_config.but_putcard,37,1,0,0);
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set_self(id_config.but_putcard,18,id_config.but_putcard_x[1],0,0);
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set_self(id_config.but_pass,37,1,0,0);
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set_self(id_config.but_pass,18,id_config.but_pass_x[1],0,0);
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}else if (type == 1) {//只显示出牌
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if (show) {
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set_self(id_config.but_prompt,37,1,0,0);
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set_self(id_config.but_prompt,18,id_config.but_prompt_x[0],0,0);
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set_self(id_config.but_putcard,37,1,0,0);
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set_self(id_config.but_putcard,18,id_config.but_putcard_x[0],0,0);
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} else {
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if(Public_data.data.caozuo == 0){
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var mp = 0;
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for (var i = 0; i < Public_data.data.maxman; i++) {
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if (Public_data.data.mp_zt[i] == 1) {
|
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mp = 1;
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}
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}
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if (mp == 0) {//显示明牌按钮
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set_self(id_config.but_mingpai,37,1,0,0);
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id_config.clock_x[0] = 600;
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clock(1); //时钟显示
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set_self(id_config.but_putcard,18,id_config.but_putcard_x[2],0,0);
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}else{//隐藏明牌按钮
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set_self(id_config.but_mingpai,37,0,0,0);
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set_self(id_config.but_putcard,18,id_config.but_putcard_x[3],0,0);
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id_config.clock_x[0] = 428;
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clock(1); //时钟显示
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}
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}else{
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set_self(id_config.but_putcard,18,id_config.but_putcard_x[2],0,0);
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}
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set_self(id_config.but_putcard,37,1,0,0);
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}
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}else if (type == 3) {//显示要不起
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set_self(id_config.but_maxpass,37,1,0,0);
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set_self(id_config.but_maxpass,18,id_config.but_pass_x[2],0,0);
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set_self(id_config.pass_prompt,37,1,0,0);
|
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set_self(id_config.txt_di,37,1,0,0);
|
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All_ani.put_err.show(0);
|
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}
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}
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Reference in New Issue
Block a user