目录结构调整
This commit is contained in:
@@ -0,0 +1,116 @@
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var Game_Config = Game_Config||{};//相关配置
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Game_Config.Debugger={//调试配置
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isDebugger : true,// debugger模式下会将所有收发的包输出到控制台(正式发布改为false)
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AutoLogin : true,//debugger模式下是否需要记住登录状态自动登录(正式发布改为true)
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isSubmitError : false,//是否需要服务器收集错误信息调试时可根据需要(正式发布改为true)
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visitorLogin : true,//隐藏式游客登录
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visiblePay:true,//审核通过后是否显示支付按钮
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serverType:0,//服务器0->正式 1->测试 2->本地
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gameserver:"http://ovw4mqeln.bkt.clouddn.com/update_json/74update_json.txt"+"?"+ifast_random(100000)
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};
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Game_Config.Max = {
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SumOfRoomtype:3,//创建时房间类型roomtype数组长度
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ShowChat:2000,//聊天停留时间
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PlayerCnt:3,//房间最大人数
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group:500,//游戏最大群组号
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showtime:10,//加载等待最少时间
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reconnecttime:30000,//唤醒游戏间隔(超过间隔断线重连)
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Mainnickname:20,//主界面玩家昵称显示长度(字符长度)
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Infonickname:16//个人信息显示长度(字符长度)
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};
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Game_Config.Combat = {
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height:80,//战绩页单行高度高度
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up_y:190,//战绩页裁剪y坐标
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bannerheight:60,//战绩横幅高度
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bannery:80,//战绩横幅Y左边(相对48精灵)
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btnbg:50
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};
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Game_Config.Info = {
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Mainnickname:8,//游戏主界面玩家信息显示最大长度(字符)
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textwidth_1:11.5,//聊天显示文字的宽度(未改动聊天显示文字大小无需改动无需修改)
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textwidth_2:12.5,//聊天显示文字的宽度(未改动聊天显示文字大小无需改动无需修改)
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otherPositionDefault:true,//其他主界面玩家信息(昵称、积分)是否采用默认对齐方式对齐居中点为头像中点
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myPositionDefault:false,//其他主界面玩家信息(昵称、积分)是否采用默认对齐方式对齐居中点为头像中点
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myPosition:700,//自己信息对齐点(根据游戏界面自行修改)
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position:[],//其他主界面玩家信息(昵称、积分)居中对齐的x坐标 注意是其他玩家不包括自己从下家开始
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TextContent:["快点吧,我等的花儿都谢了。","离开一下,马上回来","诶。抓得一手烂牌","这牌打得太给力!","二七王,我喜欢玩","不好意思,我又赢啦","我先走了,后会有期"],//常用语内容
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TextContentMp3:["","","","","","",""],//常用语对应音效
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};
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Game_Config.Share={//分享参数
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appdownload:"",//下载链接(无需配置,从服务器获取)
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title:"",//(分享标题)
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description:"最受欢迎的棋牌游戏!",//分享描述
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gameTitle:"",//游戏中的分享标题模板工程会自动将游戏名字分享出去、不必写在这个变量里(子游戏需要设置)
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gameDescription:""//游戏中分享描述(子游戏需要设置)
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};
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Game_Config.Chat={//游戏内聊天配置信息
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LimitLength:40,//聊天最大长度(字节长度)
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textwidth:12.5,//聊天显示文字的宽度(未改动聊天显示文字大小无需改动无需修改)
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ChatDis:[30,12],//聊天气泡与内容的间隔0位置左右间隔(最好不要低于30)1位置上下间隔
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isLeft:[1,0,1,1,1],//聊天气泡是否为以左边为基准线
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ChatLoc:[[660,526],[1090,90],[185,90],[175,105],[175,315]]//聊天气泡的基准点位置(注意是基准点位置!)
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};
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Game_Config.Voice={//游戏内聊天配置信息
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VoiceTime:600,//播放语音动画的时间一般情况无需无需修改
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VoiceDis:[30,12],//语音气泡与内容的间隔0位置左右间隔(最好不要低于30)1位置上下间隔
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isLeft:[1,0,1,1,1],//气泡是否为以左边为基准线
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VoiceLoc:[[518,526],[1090,180],[185,180],[175,105],[175,315]]//气泡的基准点位置(注意是基准点位置!)
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};
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Game_Config.Setting={
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Ads1:"本游戏仅为娱乐休\n闲使用,房卡所有\n友乐游戏通用\n\n游戏问题请联系微\n 信公众号:\n",
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//Ads2:"\n 或客服号:\n",
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board:"",//从后台获取设置无效
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info:[" 客服信息","QQ:","手机:","微信:"],//客服QQ提醒
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board_blength:24,//通知页面一行最大字节数(无需设置)
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charge:"关注友乐微信公众号充值",//充值提示
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//BtnLoc : [751,833]//音效设置界面两个按钮的x坐标点
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};
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Game_Config.Protocol={
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x:270,//协议图片初始x坐标
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y:70,//协议图片初始y坐标
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h:560,//协议图片显示高度
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w:729//协议图片显示宽度
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};
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Game_Config.Help={//帮助
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x:300,//帮助图片初始x坐标
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y:165,//帮助图片初始y坐标
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w:729,//帮助图片显示高度
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h:450//帮助图片显示宽度
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};
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Game_Config.Notice={//滚动公告
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x1:0,//无需设置
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x2:0,//无需设置
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y:0,//无需设置
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h:0,//无需设置
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//以上参数用来截取滚动公告的显示,截取位置是与滚动公告底大小位置一致
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speed:0.1,//滚动公告的滚动速度
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width:15//滚动公告的内容字体的字节长度(汉字是两个字节)
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};
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Game_Config.Feedback = {//反馈配置
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maxLen:250 //反馈内容最大长度
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};
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Game_Config.shakeList ={//摇一摇事件的回调ID、需要添加时在此处添加回调事件写在Utl_Input.js中的Utl.shakeEvent()中
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nil:0,
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startwar:1
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};
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Game_Config.soundList ={//声音资源名
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MenuSceneMusic:"00101.mp3",//大厅界面背景音
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MainSceneMusic:"00102.mp3",//游戏主界面背景音
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};
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Game_Config.ClickButton = {//需要设置点击音效的按钮(只有有弹窗的按钮设置此音效有效、按钮已经设置好、子游戏不允许修改)
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src_1:"00103.mp3",//点击时播放的声音资源文件( 不需要播放则不填,下同)
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src_2:""//弹窗时播放的音效
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}
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Game_Config.loginButton = {//??????
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x1:258,//???????????x
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x2:113,//??????????x
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x3:488,//??????????x
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};
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@@ -0,0 +1,634 @@
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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){
|
||||
set_clip(0,0,50,Game_Config.Combat.up_y,1200,5*(Game_Config.Combat.height+2));
|
||||
}
|
||||
if(spid==54||spid==56||spid==57){
|
||||
set_clip(0,0,50,Game_Config.Combat.up_y,1200,5*(Game_Config.Combat.height+2));
|
||||
}
|
||||
}
|
||||
Game_Modify.gamemydraw = function(gameid, spid, times, timelong, no2, no3, no4, no5, no6, no7){
|
||||
switch(spid){
|
||||
//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)
|
||||
//------------------- begin --------------
|
||||
case 248://协议勾选
|
||||
if(GameData.ProtocolIndex){
|
||||
ifast_mydrawbmp(spid,4,5,5,40,40,0,0,40,40);
|
||||
}
|
||||
break;
|
||||
case 139://创建房间时的勾选
|
||||
if(Game_Modify.CreateRoomData.Type_1 == 0){
|
||||
ifast_mydrawbmp(spid,4,5,5,40,40,0,0,40,40);
|
||||
}
|
||||
break;
|
||||
case 140://创建房间时的勾选
|
||||
if(Game_Modify.CreateRoomData.Type_1 == 1){
|
||||
ifast_mydrawbmp(spid,4,5,5,40,40,0,0,40,40);
|
||||
}
|
||||
break;
|
||||
case 20://创建房间时的勾选
|
||||
if(Game_Modify.CreateRoomData.Type_2 == 0){
|
||||
ifast_mydrawbmp(spid,4,5,5,40,40,0,0,40,40);
|
||||
}
|
||||
break;
|
||||
case 21://创建房间时的勾选
|
||||
if(Game_Modify.CreateRoomData.Type_2 == 1){
|
||||
ifast_mydrawbmp(spid,4,5,5,40,40,0,0,40,40);
|
||||
}
|
||||
break;
|
||||
case 22://创建房间时的勾选
|
||||
if(Game_Modify.CreateRoomData.Type_3 == 0){
|
||||
ifast_mydrawbmp(spid,4,5,5,40,40,0,0,40,40);
|
||||
}
|
||||
break;
|
||||
case 23://创建房间时的勾选
|
||||
if(Game_Modify.CreateRoomData.Type_3 == 1){
|
||||
ifast_mydrawbmp(spid,4,5,5,40,40,0,0,40,40);
|
||||
}
|
||||
break;
|
||||
case 48:
|
||||
if(CombatPage == 0){//战绩页一
|
||||
ifast_mydrawbmp(spid,1069,40,Game_Config.Combat.bannery,1060,Game_Config.Combat.bannerheight,0,0,999,41);
|
||||
ifast_mydrawtext(spid,205,130,Game_Config.Combat.bannery+18,50,25);//时间
|
||||
ifast_mydrawtext(spid,206,270,Game_Config.Combat.bannery+18,75,25);//房间号
|
||||
ifast_mydrawtext(spid,207,400,Game_Config.Combat.bannery+18,50,25);//局数
|
||||
ifast_mydrawtext(spid,208,550,Game_Config.Combat.bannery+18,50,25);//玩家
|
||||
ifast_mydrawtext(spid,208,710,Game_Config.Combat.bannery+18,50,25);//玩家
|
||||
ifast_mydrawtext(spid,208,870,Game_Config.Combat.bannery+18,50,25);//玩家
|
||||
//ifast_mydrawtext(spid,228,860,Max.bannery+18,50,25);//玩家
|
||||
//ifast_mydrawtext(spid,228,990,Max.bannery+18,50,25);//玩家
|
||||
|
||||
}else if(CombatPage == 1){//战绩页二
|
||||
//ifast_mydrawbmp(spid,36,95,Max.bannery,1000,Max.bannerheight,0,0,34,34);
|
||||
ifast_mydrawbmp(spid,1069,55,Game_Config.Combat.bannery,1040,Game_Config.Combat.bannerheight,0,0,999,41);
|
||||
ifast_mydrawtext(spid,205,140,Game_Config.Combat.bannery+18,50,25);//局数
|
||||
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
|
||||
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
|
||||
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
|
||||
//ifast_mydrawtext(spid,229,760,Max.bannery+18,get_rec(229).length*25,25);//玩家4
|
||||
//ifast_mydrawtext(spid,230,920,Max.bannery+18,get_rec(230).length*25,25);//玩家5
|
||||
}else{//战绩页三
|
||||
//ifast_mydrawbmp(spid,5,400,Max.bannery,184,55,0,0,184,55);
|
||||
ifast_mydrawtext(spid,225,640-get_rec(225).length*25,Game_Config.Combat.bannery+18,get_rec(225).length*50,50);//玩家5
|
||||
}
|
||||
break;
|
||||
case 50://战绩页一底
|
||||
for(var i=0;i<CombatInfo.length;i++){
|
||||
ifast_mydrawbmp(spid,1071,0,(i+1)*Game_Config.Combat.height,1084,5,0,0,1084,5);
|
||||
ifast_mydrawtext(spid,230+i*13,10,i*Game_Config.Combat.height+37,get_rec(230+i*13).gblen()*12.5,25);
|
||||
ifast_mydrawtext(spid,231+i*13,230,i*Game_Config.Combat.height+37,80,25);
|
||||
ifast_mydrawtext(spid,232+i*13,380,i*Game_Config.Combat.height+37,100,25);
|
||||
for(var j=0;j<CombatInfo[i].gameinfo1.players.length;j++){
|
||||
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);
|
||||
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);
|
||||
}
|
||||
}
|
||||
break;
|
||||
case 57://战绩页二底
|
||||
for(var i=0;i<CombatInfo_2.length;i++){
|
||||
//ifast_mydrawbmp(spid,37,0,(i+1)*Max.height,1025,2,0,0,1025,2);
|
||||
ifast_mydrawbmp(spid,1071,0,(i+1)*Game_Config.Combat.height,1084,5,0,0,1084,5);
|
||||
ifast_mydrawtext(spid,231+i*6,115,i*Game_Config.Combat.height+30,40,40);
|
||||
for(var j=0;j<3;j++){
|
||||
|
||||
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);
|
||||
}
|
||||
}
|
||||
break;
|
||||
case 63://战绩页三玩家1
|
||||
ifast_mydrawtext(spid,226,50,155,get_rec(206).length*30,30);
|
||||
ifast_mydrawtext(spid,231,111-String(get_rec(231)).length*8,300,String(get_rec(231)).length*30,30);
|
||||
break;
|
||||
case 64://战绩页三玩家2
|
||||
ifast_mydrawtext(spid,227,50,155,get_rec(227).length*30,30);
|
||||
ifast_mydrawtext(spid,232,111-String(get_rec(232)).length*8,300,String(get_rec(232)).length*30,30);
|
||||
break;
|
||||
case 65://战绩页三玩家3
|
||||
ifast_mydrawtext(spid,228,50,155,get_rec(228).length*30,30);
|
||||
ifast_mydrawtext(spid,233,111-String(get_rec(233)).length*8,300,String(get_rec(233)).length*30,30);
|
||||
break;
|
||||
case 66://战绩页三玩家4
|
||||
ifast_mydrawtext(spid,229,50,155,get_rec(229).length*30,30);
|
||||
ifast_mydrawtext(spid,234,111-String(get_rec(234)).length*8,300,String(get_rec(234)).length*30,30);
|
||||
break;
|
||||
case 67://战绩页三玩家5
|
||||
ifast_mydrawtext(spid,230,50,155,get_rec(230).length*30,30);
|
||||
ifast_mydrawtext(spid,235,111-String(get_rec(235)).length*8,300,String(get_rec(235)).length*30,30);
|
||||
break;
|
||||
|
||||
|
||||
//------------------- end ------------------
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
Game_Modify.OpenCreateRoom=function(){
|
||||
var roomty = Utl.getRoomtype();//获取到的为创建房间成功时收到的roomtype数组
|
||||
if(roomty){
|
||||
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);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -0,0 +1,126 @@
|
||||
//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){
|
||||
|
||||
}
|
||||
Reference in New Issue
Block a user