目录结构调整
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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 : false,// 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 : true,//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,//0->正式服务器 1->测试服务器 2->本地服务器
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//gameserver:"http://testgame.youlehdyx.com/update_json/ceshi_json.txt"
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gameserver:"https://tsgames.daoqi88.cn/config/update_jsonv2.txt"
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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:10,//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:6,//游戏主界面玩家信息显示最大长度(字符)
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textwidth_1:12.5,//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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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: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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myPosition:75,//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:["嫩真好喂打牌!","打的恶过下特!","晓得的嫩狼打牌个!","快级出牌、快级出牌哦,等的压里!","笔想恰愣里!","有奖放奖和!","不好意思,等两分钟马上来!"],//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:"关牌",//(分享标题)
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description:"关牌",//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
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gameDescription:""//游戏中分享描述
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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:[[100,480],[1180,153],[93,153],[185,192],[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:[[100,480],[1180,153],[93,153],[185,192],[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 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:","",""],//客服QQ提醒
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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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};
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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:240,//帮助图片初始x坐标
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y:170,//帮助图片初始y坐标
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w:820,//帮助图片显示高度
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h:460//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:"00188.mp3",//大厅界面背景音
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MainSceneMusic:"00187.mp3"//游戏主界面背景音
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//Button:""//按钮音效
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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:"",//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.gameConfig = {//游戏配置
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//gameMode:0,//游戏模式
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//};
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Game_Config.loginButton = {//登录按钮信息
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x1:415,//非审核版本微信登录按钮x
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x2:113,//审核版本微信登录按钮x
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x3:488,//审核版本游客登录按钮x
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};
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Game_Config.sysConfig = {
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mainMenuButton:false,//是否进入主菜单界面隐藏四个按钮
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mainScenePlayerInfo:false,//是否隐藏主界面玩家信息
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mainSceneButton:false,//是否隐藏主界面按钮
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shareRoom:false,//接收到星星场是否屏蔽平台框架显示
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changeSeat:false,//是否屏蔽平台自动刷新换座后界面
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hideNotice:false,//隐藏公告栏
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vipInfinite:false,//vip房是否默认开启无限局
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}
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File diff suppressed because it is too large
Load Diff
@@ -0,0 +1,451 @@
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Game_Modify.StartWar=function(_msg){//开战
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gp_ui_kaizhan();
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Utl.changePlayerState(0);
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huifang=0;
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}
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Game_Modify._ReceiveData=function(_msg){//接收数据包
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set_level (101,1);
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gp_sfb(_msg);
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}
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Game_Modify.createRoom=function(_roomtype,_infinite){//创建房间
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GameUI.openRoomInfo();
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}
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Game_Modify.myJoinRoom=function(_msg){//自己进入房间
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if (Utl.getIsInfinite() == 1) {//如果是无限局
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for (var i = 0; i < _msg.data.players.length; i++) {
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Utl.setGrade(i,Desk.GetPlayerBySeat(i).bean);
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}
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}
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GameUI.openRoomInfo();
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}
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Game_Modify.Reconnect=function(_deskinfo){//重连
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set_self(291,57,35,0,0);
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game = _deskinfo;
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game.suoyoupai = _deskinfo.pai;
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if(Utl.getIsDebugger() == 1)
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{
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game.pai = _deskinfo.pai[Utl.getMySeat()];
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}
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game.tuoguan = game.tuoguan[Utl.getMySeat()];
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//game.difen = GameData.gameConfig.difen[_deskinfo.leixing[4]-1];
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game.xs_paishu = [];
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for(var i = 0;i<_deskinfo.carlen.length;i++){
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game.xs_paishu[i] = _deskinfo.carlen[i];
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}
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game.ersansi = [1017,1034,1051,1068];
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if ( game.leixing[3]==2) {
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if (game.laizi ==14 ) {
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game.laizi = 1;
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}else if(game.laizi ==15 ) {
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game.laizi = 2;
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}
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}else {
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game.laizi = 0;
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game.laizi_bian = [[],[],[]]
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}
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if (Utl.getIsInfinite() == 1) {//如果是无限局
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if(_deskinfo.zhuangtai == 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 < 3; i++) {
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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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}
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}
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}
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for (var i = 0; i < game.people; i++) {
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Utl.setGrade(i,Desk.GetPlayerBySeat(i).bean);
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}
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}
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if (game.zhuangtai>0&&game.zhuangtai<4) {
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huifang=0;
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}
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gp_chonglian();
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}
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Game_Modify.stopAllSounds=function(){//关闭所有声音 (游戏声音)
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}
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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
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if (game.zhuangtai == 1) {
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game.jushu[0] = game.jushu[0]-1;
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}
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game.zhuangtai = 3;
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kg=2;
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game.grade = _msg.data.grade;
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game.quanbufen = _msg.data.quanbufen;
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gp_ui_daju();
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}
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Game_Modify.DeskInfo=function(_msg){//开战状态下自己加入是牌桌数据
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if(_msg.zhuangtai == 1){
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Utl.setDeskStage(1);
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}else{
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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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Game_Modify.breakRoom=function(){//游戏已开局情况下自己退出房间触发
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}
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Game_Modify.playerJoinRoom=function(seat){//其他玩家加入房间
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if (Utl.getIsInfinite() == 0) {//如果bu是无限局
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if (seat == 0) {
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set_group(219,37,0,0,0);
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set_self(1135+Utl.changeToStatus(0),37,1,0,0);
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}
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}else {
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Utl.setGrade(seat,Desk.GetPlayerBySeat(seat).bean);
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if (Utl.getPlayerReadyState(seat) == 1) {//是否准备
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Utl.setPlayerPrepare(seat,1);
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}else {
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Utl.setPlayerPrepare(seat,0);
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}
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}
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}
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Game_Modify.playerLeaveRoom=function(seat){//其他玩家离开房间
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if (seat == 0) {
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set_group(219,37,0,0,0);
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//set_self(1135+Utl.changeToStatus(0),37,1,0,0);
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}
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}
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Game_Modify.updateScene = function(){//更新游戏界面
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//根据本地数据重新显示界面
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if (huifang == 0) {
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gp_chonglian();
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}
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}
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Game_Modify.closeGameScene=function(){//关闭游戏界面
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}
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Game_Modify.playerOffline = function(seat){//玩家离线
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}
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Game_Modify.playerOnline = function(seat){//玩家上线
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}
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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
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}
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Game_Modify.shakeEvent = function(){
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switch(GameData.shakeID){
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case Game_Config.shakeList.startwar://摇一摇开战(如果有主动开战)
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var data={};
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data.agentid=GameData.AgentId;
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data.gameid=GameData.GameId;
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data.playerid=C_Player.playerid;
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data.roomcode=Desk.roomcode;
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Net.Send_self_makewar(data);
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Func.stopshake();
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GameData.shakeID=Game_Config.shakeList.nil;
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break;
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}
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}
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Game_Modify.calResult = function(inputArr){
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var xsd = [];
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for (var i=0;i<game.people;i++) {
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xsd[i] = min_replaceAll(String(ifast_abs(inputArr[i])),'\\.', 'b', '');
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}
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var input_mul = min_replaceAll(String(GameData.Multiple), "b", ".", false);
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input_mul = Number(input_mul);
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if(input_mul==0){
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input_mul = 1;
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}
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for (var i=0;i<game.people;i++) {
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//xsd[i]=game.grade[i]*input_mul;
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set_self(1541+i,20,30*ifast_inttostr(xsd[i]).length,0,0);
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set_self(1541+i,7,xsd[i]);
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set_self(1541+i,18,get_self(1537+i,18)+36-15*ifast_inttostr(ifast_abs(inputArr[i])).length,0,0);
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set_self(1545+i,7,"x"+input_mul);
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set_self(1545+i,18,375+334*i-7*ifast_inttostr(input_mul).length,0,0);
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if(inputArr[i]<0) //显示zong分
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{
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set_self(1549+i,37,1);
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set_self(1549+i,18,get_self(1541+i,18)-30,0,0);
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}
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else
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{
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set_self(1549+i,37,0);
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}
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}
|
||||
}
|
||||
Game_Modify.onEnterMainScene = function(roomtype){//进入游戏主场景
|
||||
set_group(219,37,0,0,0);
|
||||
if (Utl.getIsInfinite() == 1) {//如果是无限局
|
||||
var jbc=1;
|
||||
set_self(1480,7,"("+roomtype[6][0]+"倍;限制"+roomtype[6][1]+")",0,0);
|
||||
set_self(1479,43,jbc,0,0);
|
||||
set_self(1480,37,1,0,0);
|
||||
set_self(1479,37,1,0,0);
|
||||
} else {
|
||||
set_self(1135+Utl.changeToStatus(0),37,1,0,0);
|
||||
}
|
||||
set_self(291,57,35,0,0);
|
||||
}
|
||||
Game_Modify.onExitMainScene = function(){//退出游戏主场景
|
||||
if (Utl.getIsInfinite() == 1) {//如果是无限局
|
||||
Utl.setPlayerPrepare(Utl.getMySeat(), 0);
|
||||
}
|
||||
console.log("退出游戏主场景");
|
||||
}
|
||||
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)
|
||||
zhadanfen = _gameConfig.zha;
|
||||
//game.hf_difen = _gameConfig.difen;
|
||||
Game_Modify.Type_1 = [
|
||||
{id:0,des:_gameConfig.numbergames[0]+"局"+"(房卡X"+_gameConfig.buckle[0]+")",roomcard:1,type:1},
|
||||
{id:1,des:_gameConfig.numbergames[1]+"局"+"(房卡X"+_gameConfig.buckle[1]+")",roomcard:2,type:2}
|
||||
];
|
||||
Game_Modify.Type_2 = [
|
||||
{id:0,des:_gameConfig.people[0]+"人",type:1},
|
||||
{id:1,des:_gameConfig.people[1]+"人",type:2}
|
||||
//{id:2,des:_gameConfig.people[2]+"人",type:3}
|
||||
];
|
||||
Game_Modify.Type_3 = [
|
||||
{id:0,des:_gameConfig.zha[0]+"分",type:1},
|
||||
{id:1,des:_gameConfig.zha[1]+"分",type:2},
|
||||
{id:2,des:_gameConfig.zha[2]+"分",type:3},
|
||||
{id:3,des:_gameConfig.zha[3]+"分",type:4}
|
||||
];
|
||||
//Game_Modify.Type_5 = [
|
||||
//{id:0,des:_gameConfig.difen[0]+"分",type:1},
|
||||
//{id:1,des:_gameConfig.difen[1]+"分",type:2}
|
||||
//{id:2,des:_gameConfig.difen[2]+"分",type:3}
|
||||
//];
|
||||
dfpeizhi = _gameConfig.difen; //低分配置
|
||||
xxcbs = _gameConfig.beishu; //星星场倍数
|
||||
xxcxz = _gameConfig.xianzhi; //星星场限制
|
||||
}
|
||||
Game_Modify.onEnterVideo = function(){//进入牌局回放触发
|
||||
huifang = 1;
|
||||
set_level (101,1);
|
||||
for ( var i=1001;i<=1068;i++) {
|
||||
set_self(i,33,50,0,0);
|
||||
}
|
||||
set_self(291,7,Game_Modify.roomDes,0,0);
|
||||
var aaa = game.hf_huifang[game.hf_ju].pai;
|
||||
var bbb = game.hf_playerid.length;
|
||||
var ccc = game.hf_huifang[game.hf_ju].kaijufen;
|
||||
var ddd = game.hf_huifang[game.hf_ju].zhuang;
|
||||
baipai(aaa,bbb);
|
||||
game.jushu = game.hf_huifang[game.hf_ju].jushu;
|
||||
gp_ui_xs_jushu();
|
||||
xs_zongfen(ccc,bbb);
|
||||
hf_shizhong(ddd);
|
||||
set_self(1054,57,2000,0,0);
|
||||
set_self(1139,37,1,0,0);
|
||||
set_self(1140,37,1,0,0);
|
||||
set_self(1140,43,2,0,0);
|
||||
set_self(1141,37,1,0,0);
|
||||
if (game.hf_huifang[game.hf_ju].laizi.length == 0) {
|
||||
set_self(1143,37,0,0,0);
|
||||
}else {
|
||||
set_self(1143,43,(game.hf_huifang[game.hf_ju].laizi-1)%13+1,0,0);
|
||||
set_self(1143,18,567,0,0);
|
||||
set_self(1143,19,-10,0,0);
|
||||
set_self(1143,33,45,0,0);
|
||||
set_self(1143,1,567,0,0);
|
||||
set_self(1143,37,1,0,0);
|
||||
}
|
||||
}
|
||||
Game_Modify.onSurrender = function(_msg){//收到投降回包
|
||||
|
||||
}
|
||||
Game_Modify.onReady = function(seat){//玩家准备触发
|
||||
if (Utl.getIsInfinite() == 1) {//如果是无限局
|
||||
Utl.setPlayerPrepare(seat, 1);
|
||||
}
|
||||
}
|
||||
Game_Modify.getRoomInfo = function(roomtype,type,tea){//tea为茶水费如有此属性且不为undefined或者null茶水费以此为准
|
||||
//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type1系统房间2非系统房间
|
||||
console.log("Game_Modify.getRoomInfo:"+roomtype);
|
||||
return Game_Modify.Type_2[roomtype[1]-1].des+" 底"+roomtype[4]+"分"+
|
||||
" 炸"+Game_Modify.Type_3[roomtype[2]-1].des + " "+Game_Modify.Type_4[roomtype[3]-1].des;
|
||||
}
|
||||
Game_Modify.getStarLimit = function(roomtype){//通过roomtype获取房间星星场下限数量
|
||||
console.log("Game_Modify.getStarLimit:"+roomtype);
|
||||
return roomtype[6][1];
|
||||
}
|
||||
Game_Modify.getMult = function(roomtype,type){//通过roomtype获取房间星星场倍数
|
||||
if(type == 1){
|
||||
return roomtype[6][0];
|
||||
}else{
|
||||
return 1;
|
||||
}
|
||||
}
|
||||
|
||||
Game_Modify.getFullRoomInfo = function(roomtype){//通过roomtype获取房间全部信息描述 每行最多26个字符超过需要自己换行
|
||||
console.log("Game_Modify.getFullRoomInfo:"+roomtype);
|
||||
var xxcjiesao="";
|
||||
if (roomtype[5] == 2) {
|
||||
//xxcjiesao = "\n星星场\n("+roomtype[6][0]+"倍;限制"+roomtype[6][1]+")";
|
||||
}
|
||||
return Game_Modify.Type_1[roomtype[0]-1].des +'\n'+ Game_Modify.Type_2[roomtype[1]-1].des +"\n炸"+Game_Modify.Type_3[roomtype[2]-1].des+" 底"+roomtype[4]+"分"+xxcjiesao
|
||||
+ "\n"+Game_Modify.Type_4[roomtype[3]-1].des + "\n"+Game_Modify.Type_6[roomtype[7]-1].des;;
|
||||
}
|
||||
Game_Modify.onOpenHelp = function(spid){//打开帮助页面触发
|
||||
|
||||
}
|
||||
//显示大厅界面触发
|
||||
Game_Modify.onMainMenuScene = function(){
|
||||
set_self(1054,57,0,0,0);
|
||||
set_self(1075,57,0,0,0);
|
||||
set_self(1061,57,0,0,0);
|
||||
set_self(1060,57,0,0,0);
|
||||
set_self(1053,57,0,0,0);
|
||||
for (var i = 201; i < 223; i++) {
|
||||
set_group(i,37,0,0,0);
|
||||
}for (var i = 301; i < 305; i++) {
|
||||
set_group(i,37,0,0,0);
|
||||
}for (var i = 501; i < 510; i++) {
|
||||
set_group(i,37,0,0,0);
|
||||
}gp_ui_paihuanyuan();
|
||||
}
|
||||
//确认数字输入框回调
|
||||
Game_Modify.onCheckInput = function(_result){
|
||||
console.log(_result);
|
||||
Utl.closeInputPanel();
|
||||
switch (tanchuang){
|
||||
case 0:
|
||||
if(_result<=1)
|
||||
{
|
||||
difen = 1;
|
||||
}
|
||||
else if(_result >= dfpeizhi)
|
||||
{
|
||||
difen = dfpeizhi;
|
||||
}
|
||||
else
|
||||
{
|
||||
difen = _result;
|
||||
}
|
||||
set_self(1392,7,difen+"分"+"(1分~"+dfpeizhi+"分)");
|
||||
break;
|
||||
case 1:
|
||||
if(_result<=xxcbs[0])
|
||||
{
|
||||
xxcshuju[0] = xxcbs[0];
|
||||
xsxianzhi[0] = xxcshuju[0]*xxcxz[0];
|
||||
xsxianzhi[1] = xxcshuju[0]*xxcxz[1];
|
||||
}
|
||||
else if(_result >= xxcbs[1])
|
||||
{
|
||||
xxcshuju[0] = xxcbs[1];
|
||||
xsxianzhi[0] = xxcshuju[0]*xxcxz[0];
|
||||
xsxianzhi[1] = xxcshuju[0]*xxcxz[1];
|
||||
}
|
||||
else
|
||||
{
|
||||
xxcshuju[0] = _result;
|
||||
xsxianzhi[0] = xxcshuju[0]*xxcxz[0];
|
||||
xsxianzhi[1] = xxcshuju[0]*xxcxz[1];
|
||||
}
|
||||
if (xxcshuju[1]<=xsxianzhi[0]) {
|
||||
xxcshuju[1] = xxcshuju[0]*xxcxz[0];
|
||||
}else if (xxcshuju[1]>=xsxianzhi[1]) {
|
||||
xxcshuju[1] = xxcshuju[0]*xxcxz[1];
|
||||
}
|
||||
set_self(1482,7,xxcshuju[0]);
|
||||
set_self(1482,20,24*ifast_inttostr(xxcshuju[0]).length,0,0);
|
||||
set_self(1475,7,"(最小:"+xsxianzhi[0]+"最大:"+xsxianzhi[1]+")",0,0);
|
||||
set_self(1483,7,xxcshuju[1]);
|
||||
set_self(1483,20,24*ifast_inttostr(xxcshuju[1]).length,0,0);
|
||||
break;
|
||||
case 2:
|
||||
if(_result<=xsxianzhi[0])
|
||||
{
|
||||
xxcshuju[1] = xsxianzhi[0];
|
||||
}
|
||||
else if(_result >= xsxianzhi[1])
|
||||
{
|
||||
xxcshuju[1] = xsxianzhi[1];
|
||||
}
|
||||
else
|
||||
{
|
||||
xxcshuju[1] = _result;
|
||||
}
|
||||
set_self(1483,7,xxcshuju[1]);
|
||||
set_self(1483,20,24*ifast_inttostr(xxcshuju[1]).length,0,0);
|
||||
break;
|
||||
case 3:
|
||||
if(_result<=0)
|
||||
{
|
||||
xxcshuju[2] = 0;
|
||||
}
|
||||
else if(_result >= xxccsf)
|
||||
{
|
||||
xxcshuju[2] = xxccsf;
|
||||
}
|
||||
else
|
||||
{
|
||||
xxcshuju[2] = _result;
|
||||
}
|
||||
set_self(1484,7,xxcshuju[2]);
|
||||
set_self(1484,20,24*ifast_inttostr(xxcshuju[2]).length,0,0);
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
Game_Modify.onCreateRoom = function(_data){//无限局创建新桌时返回游戏数据
|
||||
if (Utl.getIsInfinite() == 1) {//如果是无限局
|
||||
Utl.setGrade(Utl.getMySeat(),Desk.GetPlayerBySeat(Utl.getMySeat()).bean);
|
||||
}
|
||||
}
|
||||
Game_Modify.getLeaveLimit = function(roomtype){//获取星星场离场限制
|
||||
return roomtype[6][1];
|
||||
}
|
||||
//成功获取定位信息触发
|
||||
Game_Modify.onLocationInfo = function(_locationInfo){
|
||||
|
||||
}
|
||||
//进入游戏界面创建牌桌之前调用
|
||||
Game_Modify.onCreateDesk = function(roomtype){
|
||||
console.log("onCreateDesk:"+roomtype);
|
||||
}
|
||||
//通过roomtype获取是否开启视频功能0->不开启1->开启
|
||||
Game_Modify.getVideoByRoomType = function(roomtype){
|
||||
return 1;
|
||||
}
|
||||
Game_Modify.getRoomTopDescAry = function(roomtype){
|
||||
//return ["牛几几倍","一副牌","特色玩特色玩法"];
|
||||
if (Utl.getIsInfinite() != 1) {//如果不是无限局
|
||||
if(Game_Modify.roomDes && Game_Modify.roomDes.length>0)
|
||||
{
|
||||
var s=Game_Modify.roomDes.split(") ");
|
||||
s=s[1].split(" ");
|
||||
return [zongju+"局",s[0]+" ",s[1],s[2],s[3],s[4]];
|
||||
}
|
||||
|
||||
return [""];
|
||||
}else {
|
||||
var roomdes =Game_Modify.Type_2[roomtype[1]-1].des+"关牌 底"+roomtype[4]+"分"+
|
||||
" 炸"+Game_Modify.Type_3[roomtype[2]-1].des + " "+Game_Modify.Type_4[roomtype[3]-1].des ;//+ " "+Game_Modify.Type_6[roomtype[7]-1].des
|
||||
var s=roomdes.split(" ");
|
||||
return [s[0]+" ",s[1],s[2],s[3]];//,s[4]
|
||||
}
|
||||
}
|
||||
//星星场房间列表
|
||||
Game_Modify.getShareRoom = function(_msg){
|
||||
|
||||
}
|
||||
//玩家自己退出房间
|
||||
Game_Modify.myExitRoom = function(seat){
|
||||
|
||||
}
|
||||
//接收到换座包触发
|
||||
Game_Modify.changeSeat = function(seat1,seat2){
|
||||
|
||||
}
|
||||
//关闭vip选项时调用
|
||||
Game_Modify.onCloseVip = function(){
|
||||
|
||||
}
|
||||
//判断房间是否为金币场(是金币场返回1否则返回0)
|
||||
Game_Modify.getRoomMode = function(roomtype){
|
||||
return 0;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user