目录结构调整
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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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//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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