目录结构调整

This commit is contained in:
2026-02-04 23:47:45 +08:00
parent 6938c911c3
commit 6b22238c6e
8780 changed files with 15333 additions and 574 deletions

View File

@@ -0,0 +1,179 @@
//回放时调用
var Recovery = {
}
var msgrecovery = {
}
Public_data.huifang = function(_msg,ju){
msgrecovery = _msg;
if(typeof _msg.data.gameinfo2 == "string"){
_msg.data.gameinfo2=JSON.parse(_msg.data.gameinfo2);
}
Public_data.recovery.roomcode = _msg.data.gameinfo2.roomcode; //房间号
Public_data.recovery.asetcount = _msg.data.gameinfo2.asetcount; //总局数
Public_data.data.roomtype = _msg.data.gameinfo2.roomtype; //房间类型
Public_data.recovery.ziyuan = _msg.data.gameinfo2.ziyuan;//玩家信息 昵称 头像
Public_data.recovery.id = _msg.data.gameinfo2.id; //玩家id
Public_data.recovery.hand_cards= _msg.data.gameinfo2.hand_cards[ju]; //手牌
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]],[],[],[].....]
Public_data.recovery.num = -1;//重新回放
Public_data.data.maxman = _msg.data.gameinfo2.pjhf[dijiju][_msg.data.gameinfo2.pjhf[dijiju].length-1][2]; //人数
Public_data.data.undercards = _msg.data.gameinfo2.undercards[dijiju]; //底牌
var myseat = 0;
for(var i = 0; i < Public_data.recovery.id.length; i++){
if (Public_data.recovery.id[i]==Utl.getMyPlayerid()) {
myseat = i;
break;
}
}
//最大人数
//Game_Config.Max.PlayerCnt = Public_data.data.maxman;
Utl.openVideo(Public_data.recovery.ziyuan,myseat,Public_data.recovery.roomcode,Public_data.data.roomtype);
Recovery.show(_msg);
for (var i = 0; i < Public_data.data.maxman; i++) {
if (Public_data.recovery.hand_cards[i]) {
Public_data.data.hand_cards = Public_data.recovery.hand_cards[i];
Public_data.data.hand_cards = Game_Modify.sort(Public_data.data.hand_cards);
Hand_card.sort(i,Public_data.data.hand_cards);//手牌显示
}
}
Public_data.data.hand_cards = Public_data.recovery.hand_cards[myseat];
set_self(id_config.pause,43,2,0,0);
Recovery.button();
Public_data.data.control = Public_data.recovery.pjhf[0][1];
clock(1);
set_self(All_timer.recovery,57,All_timer.time.recovery,0,0);
}
Recovery.Card_Game = {
show :function(){//开启牌局回放定时器
Public_data.Recovery();//数据处理
set_self(All_timer.recovery,57,All_timer.time.recovery,0,0);
Recovery.show();
},
hide: function(){//关闭牌局回放定时器
set_self(All_timer.recovery,57,0,0,0);//关闭
set_self(All_timer.clock,57,0,0,0);//关闭
}
}
Recovery.show = function(_msg){
//回放时要显示的
Game_Modify.recovery(_msg);
}
Recovery.button = function(){
if (Public_data.recovery.num<=0) {
set_self(id_config.retreat,41,0,0,0);
}else{
set_self(id_config.retreat,41,1,0,0);
}
set_self(id_config.fast,37,1,0,0);
set_self(id_config.pause,37,1,0,0);
set_self(id_config.retreat,37,1,0,0);
set_self(id_config.out,37,1,0,0);
}
Recovery.click = function(gameid, spid_down, downx, downy, spid_up, upx, upy, timelong, no1, no2){
switch (spid_up){
case id_config.fast://快进
Recovery.Card_Game.hide();//关闭定时器
if (Public_data.recovery.num+1<Public_data.recovery.pjhf.length-1) {
Public_data.recovery.num ++;
Public_data.Recovery();
set_self(id_config.retreat,41,1,0,0);
//Recovery.button();
set_self(All_timer.clock,57,0,0,0);
set_self(id_config.pause,43,1,0,0);
}else{
Recovery.Card_Game.hide();//关闭定时器
Public_data.recovery.num ++;
Game_Modify.over(msgrecovery);
}
click_up(gameid, spid_down, downx, downy, spid_up, upx, upy, timelong, no1, no2);
break;
case id_config.pause://暂停 开始
if(get_self(id_config.pause,43,0,0,0) == 2){
Recovery.Card_Game.hide();//关闭定时器
set_self(id_config.pause,43,1,0,0);
}else if(get_self(id_config.pause,43,0,0,0) == 1){
set_self(All_timer.recovery,57,All_timer.time.recovery,0,0);//开启定时器
set_self(id_config.pause,43,2,0,0);
}
click_up(gameid, spid_down, downx, downy, spid_up, upx, upy, timelong, no1, no2);
break;
case id_config.retreat://退一步
Recovery.Card_Game.hide();//关闭定时器
if (Public_data.recovery.num>0) {
Public_data.recovery.num = Public_data.recovery.num -1;
Public_data.Recovery();
set_group(251,37,0,0,0);
//Recovery.button();
set_self(All_timer.clock,57,0,0,0);
set_self(id_config.pause,43,1,0,0);
}
click_up(gameid, spid_down, downx, downy, spid_up, upx, upy, timelong, no1, no2);
break;
case id_config.out://退出
UI.hide();
Utl.closeVideo();
Game_Modify.recoveryout();
click_up(gameid, spid_down, downx, downy, spid_up, upx, upy, timelong, no1, no2);
break;
}
}
Recovery.clickdown = function(gameid, spid_down, downx, downy, spid_up, upx, upy, timelong, no1, no2){
switch (spid_up){
case id_config.fast://快进
click_down(gameid, spid_down, downx, downy, spid_up, upx, upy, timelong, no1, no2);
break;
case id_config.pause://暂停 开始
click_down(gameid, spid_down, downx, downy, spid_up, upx, upy, timelong, no1, no2);
break;
case id_config.retreat://退一步
click_down(gameid, spid_down, downx, downy, spid_up, upx, upy, timelong, no1, no2);
break;
case id_config.out://退出
click_down(gameid, spid_down, downx, downy, spid_up, upx, upy, timelong, no1, no2);
break;
default:
break;
}
}