添加spine的支持

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G:\Works\YouleGames\codes\games\client\Projects\Spine\
G:\Works\YouleGames\codes\games\client\Projects\Project1\
G:\Works\YouleGames\games\games\Projects\clinet\gamehall\ G:\Works\YouleGames\games\games\Projects\clinet\gamehall\
G:\Works\YouleGames\games\games\Projects\clinet\zpy\ G:\Works\YouleGames\games\games\Projects\clinet\zpy\
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# Spine 动画集成手册
> 本手册针对 **gameabc 引擎** 的 Spine 项目,说明如何在 Canvas 2D 游戏中加载、
> 控制和管理 Spine 骨骼动画。
> 运行时版本:**spine-canvas 4.2** | 引擎:**gameabc**
---
## 目录
1. [项目结构总览](#1-项目结构总览)
2. [快速开始5 分钟跑通](#2-快速开始5-分钟跑通)
3. [从 Spine 编辑器导出资源](#3-从-spine-编辑器导出资源)
4. [SpineMgr 完整 API 参考](#4-spinemgr-完整-api-参考)
5. [事件系统](#5-事件系统)
6. [常见用法示例](#6-常见用法示例)
7. [与 gameabc 精灵系统配合](#7-与-gameabc-精灵系统配合)
8. [性能优化建议](#8-性能优化建议)
9. [常见问题排查](#9-常见问题排查)
10. [附录:文件加载顺序](#10-附录文件加载顺序)
---
## 1. 项目结构总览
```
Projects/Spine/
├── index.html ← 入口 HTML
├── js/
│ ├── spine-canvas.js ← Spine Canvas 2D 运行时 (第三方库)
│ ├── gameabc.min.js ← gameabc 游戏引擎
│ ├── SpineMgr.js ← ★ Spine 动画管理器(独立文件,自动挂钩渲染)
│ ├── gamemain.js ← 游戏主逻辑(无需修改)
│ ├── Spine_Event.js ← Spine 事件回调 (complete / event)
│ └── Project1_Event.js ← 精灵事件单元
├── assets/
│ ├── bmp/ ← gameabc 图片资源
│ └── spine/ ← ★ Spine 资源目录
│ ├── xxx.json ← 骨骼数据 (Spine 编辑器导出)
│ ├── xxx.atlas ← 图集描述文件
│ └── xxx.png ← 图集纹理图片
├── output/ ← gameabc 编译输出的配置数据
├── save/ ← gameabc 编辑器保存的 XML
└── docs/ ← 本文档所在目录
```
### 关键文件说明
| 文件 | 作用 | 需要修改 |
|------|------|----------|
| `js/spine-canvas.js` | Spine 4.2 Canvas 渲染运行时 | ✗ 不要修改 |
| `js/SpineMgr.js` | Spine 动画管理器,自动初始化+自动渲染 | ✗ 不需要修改 |
| `js/gamemain.js` | 游戏主逻辑(保持原样) | ✗ 不需要修改 |
| `js/Spine_Event.js` | Spine 动画完成/自定义事件回调 | ✓ 处理动画事件 |
| `assets/spine/*` | Spine 导出的资源文件 | ✓ 放入你的资源 |
---
## 2. 快速开始5 分钟跑通
### 第一步:准备 Spine 资源
将 Spine 编辑器导出的 3 个文件复制到 `assets/spine/` 目录:
```
assets/spine/
├── hero.json ← 骨骼 JSON
├── hero.atlas ← 图集描述
└── hero.png ← 图集纹理
```
### 第二步:在任意位置调用 API 播放动画
**无需手动 `load`**,直接调用 `setAnimation` 即可。如果该 Spine 实例尚未加载,会自动根据 id 查找资源(约定文件名 id.json / id.atlas并创建实例。
渲染也已自动挂钩到 `gameenddraw`,开发者无需编写任何渲染代码。
在任何 gameabc 事件回调中直接调用即可:
```javascript
// 设置位置 + 播放动画,无需先 load
gameabc_face.spineMgr.setPosition("hero", 640, 500);
gameabc_face.spineMgr.setAnimation("hero", "idle", true);
// 之后切换动画
gameabc_face.spineMgr.setAnimation("hero", "attack", false);
```
> **约定**id 必须与资源文件名一致(不含扩展名)。例如 id 为 `"hero"`
> 则需要 `assets/spine/hero.json`、`hero.atlas`、`hero.png`。
>
> **可选**:如果资源不在默认路径 `assets/spine/`,可手动调用一次 `init()`
> ```javascript
> gameabc_face.spineMgr.init("other/path/");
> ```
### 第三步:打开 index.html 即可运行
用浏览器打开 `index.html`(需要 HTTP 服务器环境,不能直接 `file://`
```bash
# 简易方法:在项目目录下启动 HTTP 服务
cd codes/games/client/Projects/Spine
npx http-server -p 8080
# 浏览器访问 http://localhost:8080
```
或者使用 gameabc 自带的预览环境。
---
## 3. 从 Spine 编辑器导出资源
### 导出设置Spine 编辑器 → Export
1. 打开 Spine 编辑器,加载你的 `.spine` 项目
2. 点击菜单 **Spine → Export...**
3. 左侧选择 **JSON** 格式
4. 配置项:
| 设置项 | 推荐值 | 说明 |
|--------|--------|------|
| Output folder | `assets/spine/` | 直接导出到项目目录 |
| Extension | `.json` | 骨骼数据格式 |
| Create atlas | ✓ 勾选 | 同时生成图集 |
| Atlas extension | `.atlas` | 图集描述格式 |
| Images folder | (默认) | 纹理来源 |
| Max width/height | 2048 / 2048 | 图集纹理最大尺寸 |
| Pack settings → Power of two | ✓ 勾选 | 纹理尺寸为 2 的幂 |
| Pack settings → Premultiply alpha | ✗ 不勾选 | Canvas 2D 不需要预乘 |
5. 点击 **Export** 按钮
### 导出后得到的文件
```
hero.json ← 骨骼数据,包含骨骼、插槽、动画等
hero.atlas ← 图集描述,记录每个区域在纹理中的位置
hero.png ← 图集纹理图片
```
> **注意**:如果图集很大被拆分成多张(`hero.png`、`hero2.png`),所有 `.png`
> 都需要放到 `assets/spine/` 目录中。`.atlas` 文件会自动引用它们。
---
## 4. SpineMgr 完整 API 参考
`SpineMgr` 挂载在 `gameabc_face.spineMgr` 上,所有调用形如:
```javascript
gameabc_face.spineMgr.方法名(参数);
```
---
### 4.1 init(basePath) *(可选)*
**手动设置资源根路径。通常无需调用——`load()` 会自动以默认路径 `"assets/spine/"` 初始化。**
仅在资源放在其他目录时才需要调用:
```javascript
gameabc_face.spineMgr.init("other/spine/path/");
```
| 参数 | 类型 | 说明 |
|------|------|------|
| `basePath` | string | Spine 资源文件的根目录路径,需要以 `/` 结尾。省略则使用默认值 `"assets/spine/"` |
---
### 4.2 load(id, jsonFile, atlasFile, option) *(可选)*
**手动加载一组 Spine 资源并注册为一个实例。通常无需调用——所有 API 在实例不存在时会自动加载。**
仅在以下情况需要手动调用 `load()`
- id 与文件名不一致(如 id 为 `"mj"` 但文件为 `mj_gangshangkaihua.json`
- 需要在加载时指定 skin、scale 等初始参数
```javascript
gameabc_face.spineMgr.load("hero", "hero.json", "hero.atlas", {
x: 640,
y: 500,
scale: 0.5,
skin: "default",
animation: "idle",
loop: true,
mixDuration: 0.2
});
```
| 参数 | 类型 | 说明 |
|------|------|------|
| `id` | string | 唯一标识,后续所有操作通过此 id 引用 |
| `jsonFile` | string | 骨骼 JSON 文件名(相对于 basePath |
| `atlasFile` | string | 图集 atlas 文件名(相对于 basePath |
| `option` | object | 可选配置对象 |
**option 字段:**
| 字段 | 类型 | 默认值 | 说明 |
|------|------|--------|------|
| `x` | number | 0 | Canvas X 坐标 |
| `y` | number | 0 | Canvas Y 坐标 |
| `scale` | number | 1 | 初始缩放比例 |
| `skin` | string | `"default"` | 初始皮肤名称 |
| `animation` | string | null | 加载完成后自动播放的动画名 |
| `loop` | boolean | true | 默认动画是否循环 |
| `mixDuration` | number | 0.2 | 动画切换时的过渡混合时长(秒) |
---
### 4.3 setAnimation(id, animName, loop, track)
**切换动画。立即替换指定轨道上的当前动画。如果实例尚未加载,会自动根据 id 加载资源并在就绪后播放。**
```javascript
// 无需先 load直接调用即可
gameabc_face.spineMgr.setAnimation("hero", "attack", false);
gameabc_face.spineMgr.setAnimation("hero", "run", true, 0);
```
| 参数 | 类型 | 默认值 | 说明 |
|------|------|--------|------|
| `id` | string | - | 实例标识 |
| `animName` | string | - | 动画名称(必须在 Spine 中存在) |
| `loop` | boolean | true | 是否循环播放 |
| `track` | number | 0 | 轨道号(多轨道可叠加动画) |
**返回值:** `TrackEntry` 对象,可用于进一步控制;加载未完成时返回 `null`
---
### 4.4 addAnimation(id, animName, loop, delay, track)
**将动画添加到播放队列,在当前动画结束后自动播放。**
```javascript
// 先播放 attackattack 完成后自动切换到 idle
gameabc_face.spineMgr.setAnimation("hero", "attack", false);
gameabc_face.spineMgr.addAnimation("hero", "idle", true, 0);
```
| 参数 | 类型 | 默认值 | 说明 |
|------|------|--------|------|
| `id` | string | - | 实例标识 |
| `animName` | string | - | 队列中的下一个动画 |
| `loop` | boolean | true | 是否循环 |
| `delay` | number | 0 | 延迟秒数0 = 上一动画结束时立即开始) |
| `track` | number | 0 | 轨道号 |
---
### 4.5 setPosition(id, x, y)
**设置 Spine 实例在 Canvas 上的位置。**
```javascript
gameabc_face.spineMgr.setPosition("hero", 640, 500);
```
> Spine 的坐标原点在骨骼的根骨骼处。Y 轴向上为正(与 Canvas 的 Y 轴方向相反),
> spine-canvas 运行时已做了内部转换。
---
### 4.6 setScale(id, sx, sy)
**设置缩放。**
```javascript
gameabc_face.spineMgr.setScale("hero", 0.5); // 等比缩放
gameabc_face.spineMgr.setScale("hero", 0.5, 0.8); // 分别设置 X/Y
```
| 参数 | 类型 | 说明 |
|------|------|------|
| `sx` | number | X 方向缩放 |
| `sy` | number | Y 方向缩放(省略则等于 sx |
---
### 4.7 setFlip(id, flipX, flipY)
**水平/垂直翻转。**
```javascript
gameabc_face.spineMgr.setFlip("hero", true, false); // 水平翻转
```
---
### 4.8 setVisible(id, visible)
**显示或隐藏 Spine 实例。**
```javascript
gameabc_face.spineMgr.setVisible("hero", false); // 隐藏
gameabc_face.spineMgr.setVisible("hero", true); // 显示
```
---
### 4.9 setSkin(id, skinName)
**切换皮肤。**
```javascript
gameabc_face.spineMgr.setSkin("hero", "warrior");
```
> 切换皮肤后会自动重置插槽到 Setup Pose。皮肤名必须在 Spine 编辑器中预定义。
---
### 4.10 getAnimations(id)
**获取该实例所有可用动画名称列表。**
```javascript
var anims = gameabc_face.spineMgr.getAnimations("hero");
// 返回: ["idle", "walk", "run", "attack", "die"]
logmessage("动画列表: " + anims.join(", "));
```
---
### 4.11 getSkins(id)
**获取该实例所有可用皮肤名称列表。**
```javascript
var skins = gameabc_face.spineMgr.getSkins("hero");
// 返回: ["default", "warrior", "mage"]
```
---
### 4.12 playOnce(id, animName, track)
**播放一次动画后自动隐藏。** 自动显示实例、播放指定动画(不循环),动画完成后自动设置 `visible = false`
```javascript
// 播放一次攻击动画,播完自动隐藏
gameabc_face.spineMgr.playOnce("hero", "attack");
// 指定轨道
gameabc_face.spineMgr.playOnce("hero", "attack", 0);
```
| 参数 | 类型 | 默认值 | 说明 |
|------|------|--------|------|
| `id` | string | - | 实例标识 |
| `animName` | string | - | 动画名称 |
| `track` | number | 0 | 轨道号 |
---
### 4.13 playQueue(id, animList, hideOnComplete)
**按顺序播放一组动画(队列),全部播完后可选择隐藏或保持显示。** 自动显示实例,队列中每个动画均播放一次(不循环),依次播放。
```javascript
// 播放 attack → die全部播完后自动隐藏默认
gameabc_face.spineMgr.playQueue("hero", ["attack", "die"]);
// 播放 intro → idle全部播完后保持显示
gameabc_face.spineMgr.playQueue("hero", ["intro", "idle"], false);
```
| 参数 | 类型 | 默认值 | 说明 |
|------|------|--------|------|
| `id` | string | - | 实例标识 |
| `animList` | string[] | - | 动画名称数组,按顺序依次播放 |
| `hideOnComplete` | boolean | true | `true` = 队列全部播完后自动隐藏;`false` = 保持显示 |
---
### 4.14 remove(id)
**销毁指定 Spine 实例,释放内存。**
```javascript
gameabc_face.spineMgr.remove("hero");
```
---
### 4.15 removeAll()
**销毁所有 Spine 实例。**
```javascript
gameabc_face.spineMgr.removeAll();
```
### 4.16 spine_onComplete(spineId, animName, trackIndex) *(事件回调)*
**动画完成回调。每次动画播放一轮结束时触发。**`js/Spine_Event.js` 中定义。
```javascript
// 在 Spine_Event.js 中定义
gameabc_face.spine_onComplete = function(spineId, animName, trackIndex) {
// 示例:攻击播完后恢复 idle
if (animName === "attack") {
gameabc_face.spineMgr.setAnimation(spineId, "idle", true);
}
};
```
| 参数 | 类型 | 说明 |
|------|------|------|
| `spineId` | string | 实例标识(即 load / autoLoad 时的 id |
| `animName` | string | 刚完成的动画名称 |
| `trackIndex` | number | 轨道号(通常为 0 |
> **注意**:循环动画每播完一轮也会触发。`playOnce` / `playQueue` 的自动隐藏在此回调**之前**执行,
> 因此回调中可以检查 `visible` 状态或重新显示实例。
---
### 4.17 spine_onEvent(spineId, eventName, intValue, floatValue, stringValue) *(事件回调)*
**自定义事件回调。当动画播放到 Spine 编辑器中定义的 Event 关键帧时触发。**`js/Spine_Event.js` 中定义。
```javascript
// 在 Spine_Event.js 中定义
gameabc_face.spine_onEvent = function(spineId, eventName, intValue, floatValue, stringValue) {
if (eventName === "footstep") {
// 播放脚步声
}
if (eventName === "hit") {
// 产生伤害判定
}
};
```
| 参数 | 类型 | 说明 |
|------|------|------|
| `spineId` | string | 实例标识 |
| `eventName` | string | Spine 编辑器中定义的事件名 |
| `intValue` | number | 事件的整数参数 |
| `floatValue` | number | 事件的浮点参数 |
| `stringValue` | string | 事件的字符串参数 |
> 事件需要在 Spine 编辑器的时间线中预先添加 Event Key导出 JSON 后运行时自动解析。
---
## 5. 事件系统(详细说明)
Spine 动画在运行时会触发两类事件,回调定义在 `js/Spine_Event.js` 中。
API 签名见 [4.16](#416-spine_oncompletespineid-animname-trackindex--事件回调) 和 [4.17](#417-spine_oneventspineid-eventname-intvalue-floatvalue-stringvalue--事件回调)。
### 5.1 动画完成事件 spine_onComplete
**每次动画循环播放一轮结束时触发。**
```javascript
// 在 Spine_Event.js 中
gameabc_face.spine_onComplete = function(spineId, animName, trackIndex) {
// spineId : load 时的唯一标识, 如 "hero"
// animName : 完成的动画名, 如 "attack"
// trackIndex : 轨道号 (通常为 0)
// 示例:非循环攻击动画播完后恢复 idle
if (animName === "attack") {
gameabc_face.spineMgr.setAnimation(spineId, "idle", true);
}
};
```
### 5.2 自定义事件 spine_onEvent
**当动画播放到 Spine 编辑器中定义的 Event 关键帧时触发。**
```javascript
// 在 Spine_Event.js 中
gameabc_face.spine_onEvent = function(spineId, eventName, intValue, floatValue, stringValue) {
// spineId : 唯一标识
// eventName : Spine 编辑器中定义的事件名
// intValue : 整数参数
// floatValue : 浮点参数
// stringValue : 字符串参数
if (eventName === "footstep") {
// 播放脚步声
}
if (eventName === "hit") {
// 产生伤害判定
}
};
```
### 如何在 Spine 编辑器中添加事件
1. 打开 Spine 编辑器,选中动画
2. 在时间线底部点击右键 → **Add Event Key**
3.**Tree** 面板中创建并命名事件(如 `hit``footstep`
4. 可为事件设置 int / float / string 参数
5. 导出 JSON 后,运行时会自动解析并触发回调
---
## 6. 常见用法示例
### 6.1 加载多个角色
```javascript
// 在 gamestart 或任意时机,直接设置位置并播放(自动加载)
gameabc_face.spineMgr.setPosition("hero", 640, 500);
gameabc_face.spineMgr.setAnimation("hero", "idle", true);
gameabc_face.spineMgr.setPosition("npc", 300, 500);
gameabc_face.spineMgr.setAnimation("npc", "idle", true);
gameabc_face.spineMgr.setPosition("monster", 900, 500);
gameabc_face.spineMgr.setAnimation("monster", "walk", true);
```
### 6.2 播放一次后隐藏 / 队列播放
```javascript
// 播放一次攻击动画,完成后自动隐藏
gameabc_face.spineMgr.setPosition("effect", 640, 400);
gameabc_face.spineMgr.playOnce("effect", "explode");
// 队列播放:攻击 → 死亡,全部播完后自动隐藏
gameabc_face.spineMgr.playQueue("monster", ["hit", "die"]);
// 队列播放:入场 → 待机,全部播完后保持显示
gameabc_face.spineMgr.playQueue("hero", ["intro", "idle"], false);
```
### 6.3 点击切换动画(攻击→恢复)
```javascript
gameabc_face.mousedown = function(gameid, spid, downx, downy) {
// 点击播放攻击(非循环)
gameabc_face.spineMgr.setAnimation("hero", "attack", false);
// 攻击完自动切回 idle
gameabc_face.spineMgr.addAnimation("hero", "idle", true, 0);
};
```
### 6.4 角色移动 + 动画联动
```javascript
var heroState = "idle";
gameabc_face.mousedown = function(gameid, spid, downx, downy) {
heroState = "run";
gameabc_face.spineMgr.setAnimation("hero", "run", true);
};
gameabc_face.mouseup = function(gameid, spid_down, downx, downy, spid_up, upx, upy) {
heroState = "idle";
gameabc_face.spineMgr.setAnimation("hero", "idle", true);
};
gameabc_face.mousemove = function(gameid, spid, downx, downy, movex, movey, timelong, offmovex, offmovey) {
// 通过拖拽移动角色
var mgr = gameabc_face.spineMgr;
var entry = mgr._entries["hero"];
if (entry) {
mgr.setPosition("hero", entry.x + offmovex, entry.y + offmovey);
// 根据移动方向翻转
mgr.setFlip("hero", offmovex < 0, false);
}
};
```
### 6.5 多轨道叠加(走路 + 射击)
Spine 支持多轨道同时播放动画。低轨道track 0为基础动画高轨道覆盖部分骨骼
```javascript
// track 0: 下半身走路
gameabc_face.spineMgr.setAnimation("hero", "walk", true, 0);
// track 1: 上半身射击(在 Spine 编辑器中只设置上半身骨骼的关键帧)
gameabc_face.spineMgr.setAnimation("hero", "shoot", false, 1);
```
### 6.6 动态切换皮肤(换装系统)
```javascript
// 查看有哪些皮肤
var skins = gameabc_face.spineMgr.getSkins("hero");
logmessage("可用皮肤: " + skins.join(", "));
// 切换到战士皮肤
gameabc_face.spineMgr.setSkin("hero", "warrior");
// 切换到法师皮肤
gameabc_face.spineMgr.setSkin("hero", "mage");
```
### 6.7 运行时查询动画列表
```javascript
gameabc_face.spine_onComplete = function(spineId, animName, trackIndex) {
var anims = gameabc_face.spineMgr.getAnimations(spineId);
logmessage(spineId + " 拥有的动画: " + anims.join(", "));
};
```
---
## 7. 与 gameabc 精灵系统配合
### 渲染时序
```
gameabc 引擎循环 (每帧)
├── gamebegindraw() ← 帧开始
├── 遍历 Layer → 每个精灵:
│ ├── gamemydrawbegin()
│ ├── 精灵自绘 (图片/文字)
│ └── gamemydraw()
├── gameenddraw() ← 用户自定义逻辑
│ └── (自动) spineMgr.updateAndDraw(ctx) ← ★ 通过 defineProperty 自动追加
└── 帧结束
```
Spine 动画在 `gameenddraw` 末尾**自动渲染**(通过 `Object.defineProperty` 拦截实现,
无论开发者如何重新定义 `gameenddraw`Spine 渲染都不会丢失),
因此会**覆盖在所有 gameabc 精灵之上**。
开发者在 `gameenddraw` 中编写的自定义逻辑会先执行Spine 渲染在其后自动执行。
### 如果需要 Spine 在精灵之下渲染
可以通过手动控制渲染时机来实现。在 `gamebegindraw` 中手动调用渲染,并禁用自动渲染:
```javascript
// 方式:在 gamebegindraw 中手动渲染
gameabc_face.gamebegindraw = function(gameid, spid, times, timelong) {
var ctx = gameabc_face.dc;
if (ctx) {
gameabc_face.spineMgr.updateAndDraw(ctx);
}
// 标记自动渲染跳过(因为已在此手动渲染)
gameabc_face.spineMgr._rendered = true;
};
```
> 注意:当前自动挂钩在 gameenddraw 末尾,如需精细控制层级,
> 可将 SpineMgr._inited 临时置 false 跳过自动渲染,手动选择渲染时机。
### 让 Spine 跟随某个精灵移动
```javascript
gameabc_face.gamemydraw = function(gameid, spid, times, timelong) {
// 让 Spine 角色跟随精灵 1 的位置
if (spid === 1) {
var sx = get_self(1, 18, 0, 0, 0); // 获取精灵 1 的 X
var sy = get_self(1, 19, 0, 0, 0); // 获取精灵 1 的 Y
gameabc_face.spineMgr.setPosition("hero", sx, sy);
}
};
```
---
## 8. 性能优化建议
### 8.1 图集纹理
- 纹理尺寸建议不超过 **2048×2048**
- 导出时勾选 **Power of two** 确保尺寸为 2 的幂
- 不要勾选 **Premultiply alpha**Canvas 2D 不需要预乘 Alpha
### 8.2 控制实例数量
- Canvas 2D 渲染性能有限,建议同屏 Spine 实例不超过 **5-8 个**
- 不可见的实例调用 `setVisible(id, false)`,跳过渲染和更新
- 不再需要的实例调用 `remove(id)` 释放内存
### 8.3 减少骨骼复杂度
- 骨骼数量建议控制在 **50 个**以内
- 减少网格变形Mesh Deform对 Canvas 2D 影响较大
- 使用裁剪Clipping时性能开销大谨慎使用
### 8.4 动画混合时长
`mixDuration` 越长,过渡越平滑,但在切换瞬间需要同时计算两个动画。
建议设为 **0.1 ~ 0.3 秒**
---
## 9. 常见问题排查
### Q1: 画面上看不到 Spine 动画
**检查清单:**
1. **文件路径是否正确?**
- 确认 `assets/spine/` 目录下有 `.json``.atlas``.png`
- 文件名大小写必须一致Linux/Mac 服务器区分大小写)
2. **是否通过 HTTP 访问?**
- `file://` 协议无法加载跨域资源,必须使用 HTTP 服务器
3. **打开浏览器控制台F12看报错**
- 404 错误:文件路径有误
- JSON 解析错误:`.json` 文件格式异常
- `spine is not defined``spine-canvas.js` 未正确加载
4. **坐标是否在可见范围内?**
- 项目设计尺寸为 1280×720检查 `x``y` 是否在此范围
5. **logmessage 输出是否有 "[SpineMgr] xxx 构建完成"**
- 有 → 加载成功,检查坐标和缩放
- 有 "构建失败" → 查看具体错误信息
- 没有 → 资源还在加载中或路径错误
### Q2: 动画显示位置不对
- Spine 编辑器中设置骨骼原点的位置会影响运行时的锚点
- 调整 `setPosition` 的坐标,或在 Spine 编辑器中修改根骨骼位置
- 注意 Spine 的 Y 轴与 Canvas Y 轴方向可能不同
### Q3: 动画速度太快或太慢
- 检查 `gameabc_Project` 中的 `fps` 设置(默认 30
- SpineMgr 内部是用 `Date.now()` 计算真实时间差的,不依赖帧率
- 如果需要倍速播放,修改 `state.timeScale`
```javascript
var entry = gameabc_face.spineMgr._entries["hero"];
entry.state.timeScale = 2.0; // 2 倍速
```
### Q4: 切换动画时有跳帧
- 增大 `mixDuration`(加载时的 option 或修改 `stateData.defaultMix`
- 使用 `addAnimation` 排队而不是直接 `setAnimation` 打断
### Q5: 多个 Spine 实例重叠时闪烁
- 确认没有同一个 id 加载两次
- 检查 `ctx.save()` / `ctx.restore()` 是否配对SpineMgr 内部已处理)
### Q6: spine-canvas.js 版本与 Spine 编辑器版本不匹配
- **spine-canvas.js 4.2** 需搭配 **Spine 编辑器 4.2.x** 导出的数据
- 如果使用 Spine 4.1 编辑器,请下载对应版本的运行时:
```
https://unpkg.com/@esotericsoftware/spine-canvas@4.1/dist/iife/spine-canvas.js
```
---
## 10. 附录:文件加载顺序
`index.html` 中的 script 标签加载顺序至关重要:
```
1. spine-canvas.js ← 先加载 Spine 运行时 (定义 window.spine)
2. gameabc.min.js ← 再加载游戏引擎
3. SpineMgr.js ← Spine 管理器 + defineProperty 自动挂钩渲染
4. gamemain.js ← 游戏主逻辑(不需修改,直接调用 API 即可)
5. Spine_Event.js ← Spine 事件回调 (依赖 gameabc_face)
6. Project1_Event.js ← 精灵事件
7. gameabc_data.min.js ← 项目配置数据 (引擎初始化)
```
> **不能调换顺序**`SpineMgr.js` 必须在 `gamemain.js` 之前加载,
> 否则会出现 `spine is not defined` 或 `gameabc_face.spineMgr is undefined` 的错误。
---
## 附录:完整最小示例 gamemain.js
`gamemain.js` **不需要任何修改**,保持原样即可。在任意事件回调中直接调用 `gameabc_face.spineMgr` 的 API
```javascript
// gamemain.js —— 无需修改框架,只需在回调中调用 API
gameabc_face.gamestart = function(gameid) {
// 直接设置位置并播放动画(自动加载,无需 load
gameabc_face.spineMgr.setPosition("mj_gangshangkaihua", 640, 500);
gameabc_face.spineMgr.setAnimation("mj_gangshangkaihua", "animation", true);
};
// gameenddraw 保持原样Spine 渲染由 SpineMgr.js 自动处理
gameabc_face.gameenddraw = function(gameid, spid, times, timelong) {
// 这里写其他自定义绘制逻辑,或留空
};
gameabc_face.mousedown = function(gameid, spid, downx, downy) {
// 点击播放动画
gameabc_face.spineMgr.setAnimation("mj_gangshangkaihua", "animation", false);
};
```
> **重要**`SpineMgr.js` 是独立文件,通过 `Object.defineProperty` 自动拦截 `gameenddraw`
> 无论 `gamemain.js` 如何定义 `gameenddraw`Spine 渲染都会自动追加在其后执行。
> `gamemain.js` 完全不需要修改。
---
> **参考链接**
> - Spine 官方运行时文档: https://zh.esotericsoftware.com/spine-api-reference
> - Spine Player 在线演示: https://jp.esotericsoftware.com/spine-player
> - spine-canvas npm 包: https://www.npmjs.com/package/@esotericsoftware/spine-canvas

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// Spine resource list (auto-generated, do not edit manually)
gameabc_face.spineAssets = [
"gamestart"
];

File diff suppressed because one or more lines are too long

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@@ -1,144 +1,125 @@
<!DOCTYPE HTML> <!DOCTYPE HTML>
<html> <html>
<head> <head>
<meta charset="utf-8"> <meta charset="utf-8">
<meta http-equiv="Pragma" content="no-cache"> <meta http-equiv="Pragma" content="no-cache">
<meta http-equiv="Cache-Control" content="no-cache"> <meta http-equiv="Cache-Control" content="no-cache">
<meta http-equiv="Expires" content="0"> <meta http-equiv="Expires" content="0">
<meta name="viewport" content="width=device-width,initial-scale=1 user-scalable=0,viewport-fit=cover"/> <meta name="viewport" content="width=device-width,initial-scale=1 user-scalable=0,viewport-fit=cover" />
<title>gameabc</title> <title>gameabc</title>
<style> <style>
body { body {
padding-top: constant(safe-area-inset-top); padding-top: constant(safe-area-inset-top);
padding-left: constant(safe-area-inset-left); padding-left: constant(safe-area-inset-left);
padding-right: constant(safe-area-inset-right); padding-right: constant(safe-area-inset-right);
padding-bottom: constant(safe-area-inset-bottom); padding-bottom: constant(safe-area-inset-bottom);
} }
</style> </style>
</head> </head>
<body style='position:fixed;bottom:0;'> <body style='position:fixed;bottom:0;'>
<div id="ifastgame2" style="position:absolute;left:0px;top:0px;z-index:10"> <div id="ifastgame2" style="position:absolute;left:0px;top:0px;z-index:10">
<canvas id="bg1" width="1" height="1"> <canvas id="bg1" width="1" height="1">
<p>Your browser does not support the canvas element.</p> <p>Your browser does not support the canvas element.</p>
</canvas> </canvas>
</div> </div>
<div id="ifastgame_4" style="position:absolute;left:0px;top:0px;z-index:1"> <div id="ifastgame_4" style="position:absolute;left:0px;top:0px;z-index:1">
<canvas id="ifastgame_bg" width="1" height="1"> <canvas id="ifastgame_bg" width="1" height="1">
<p>Your browser does not support the canvas element.</p> <p>Your browser does not support the canvas element.</p>
</canvas> </canvas>
</div> </div>
<div id="ifastgame3" style="position:absolute;left:0px;top:0px;z-index:11"> <div id="ifastgame3" style="position:absolute;left:0px;top:0px;z-index:11">
<canvas id="bg2" width="1" height="1"> <canvas id="bg2" width="1" height="1">
<p>Your browser does not support the canvas element.</p> <p>Your browser does not support the canvas element.</p>
</canvas> </canvas>
</div> </div>
<div id="ifastgame" style="position:absolute;left:0px;top:0px;z-index:2"> <div id="ifastgame" style="position:absolute;left:0px;top:0px;z-index:2">
<canvas id="canvas" width="6000" height="3000"> <canvas id="canvas" width="6000" height="3000">
<p>Your browser does not support the canvas element.</p> <p>Your browser does not support the canvas element.</p>
</canvas> </canvas>
</div> </div>
<style type="text/css">
* { margin: 0; padding: 0; }
html, body { height: 100%; width: 100%;
overflow-x:hidden;overflow-y:hidden;
backgroundColor:"rab(255,0,0)";
}
canvas { display: block; }
</style>
<script>
function setupWebViewJavascriptBridge(callback) {
if (window.WebViewJavascriptBridge) { return callback(WebViewJavascriptBridge); } <style type="text/css">
if (window.WVJBCallbacks) { return window.WVJBCallbacks.push(callback); } * {
window.WVJBCallbacks = [callback]; margin: 0;
var WVJBIframe = document.createElement('iframe'); padding: 0;
WVJBIframe.style.display = 'none'; }
WVJBIframe.src = 'https://__bridge_loaded__';
document.documentElement.appendChild(WVJBIframe); html,
setTimeout(function() { document.documentElement.removeChild(WVJBIframe) }, 0) body {
} height: 100%;
setupWebViewJavascriptBridge(function(bridge){}); width: 100%;
overflow-x: hidden;
overflow-y: hidden;
backgroundColor: "rab(255,0,0)";
}
canvas {
display: block;
}
</style>
<script>
function setupWebViewJavascriptBridge(callback) {
if (window.WebViewJavascriptBridge) { return callback(WebViewJavascriptBridge); }
if (window.WVJBCallbacks) { return window.WVJBCallbacks.push(callback); }
window.WVJBCallbacks = [callback];
var WVJBIframe = document.createElement('iframe');
WVJBIframe.style.display = 'none';
WVJBIframe.src = 'https://__bridge_loaded__';
document.documentElement.appendChild(WVJBIframe);
setTimeout(function () { document.documentElement.removeChild(WVJBIframe) }, 0)
}
setupWebViewJavascriptBridge(function (bridge) { });
</script> </script>
<script src="http://pv.sohu.com/cityjson?ie=utf-8" ></script> <script src="http://pv.sohu.com/cityjson?ie=utf-8"></script>
<script type="text/javascript" src="js/jquery-2.1.1.min.js"></script> <script type="text/javascript" src="js/jquery-2.1.1.min.js"></script>
<script language='javascript'>var gameabc_face = gameabc_face||{};</script> <script language='javascript'>var gameabc_face = gameabc_face || {};</script>
<script language='javascript'>gameabc_face.path="assets/bmp";</script> <script language='javascript'>gameabc_face.path = "assets/bmp";</script>
<!-- Spine Canvas Runtime -->
<script type="text/javascript" src="app_data.js"></script> <script type="text/javascript" src="js/spine-canvas.js"></script>
<script type="text/javascript" src="app_battery.js"></script>
<script type="text/javascript" src="app_network.js"></script>
<script type="text/javascript" src="app_gamesname.js"></script>
<script type="text/javascript" src="js/gameabc.min.js"></script>
<script type="text/javascript" src="js/gamemain.js"></script>
<script type="text/javascript" src="js/00_Surface/02_Const.js"></script>
<script type="text/javascript" src="js/00_Surface/04_Data.js"></script>
<script type="text/javascript" src="version.js"></script>
<script type="text/javascript" src="js/00_Surface/08_Utl_Output.js"></script> <script type="text/javascript" src="js/gameabc.min.js"></script>
<script type="text/javascript" src="js/00_Surface/07_Desk.js"></script> <!-- Spine 资源清单:列出需要预加载的 Spine 资源基础名 -->
<script type="text/javascript" src="js/00_Surface/05_Func.js"></script> <script type="text/javascript" src="generated/spine_assets.js"></script>
<script type="text/javascript" src="js/00_Surface/10_Game.js"></script> <!-- Spine 文本数据嵌入(解决 file:// 协议 CORS 问题) -->
<script type="text/javascript" src="js/00_Surface/11_GameUI.js"></script> <script type="text/javascript" src="generated/spine_data.js"></script>
<script type="text/javascript" src="js/00_Surface/12_Logic.js"></script> <!-- SpineMgr: 自动初始化+自动渲染,必须在 gamemain.js 之前加载 -->
<script type="text/javascript" src="js/00_Surface/00_minhttp.js"></script> <script type="text/javascript" src="js/SpineMgr.js"></script>
<script type="text/javascript" src="js/00_Surface/09_Net.js"></script>
<script type="text/javascript" src="js/00_Surface/06_Player.js"></script> <script type="text/javascript" src="app_data.js"></script>
<script type="text/javascript" src="js/00_Surface/03_Banwords.js"></script> <script type="text/javascript" src="app_battery.js"></script>
<script type="text/javascript" src="js/01_SubGame/00_SubGame_Config.js"></script> <script type="text/javascript" src="app_network.js"></script>
<script type="text/javascript" src="js/01_SubGame/01_SubGame_modify.js"></script> <script type="text/javascript" src="app_gamesname.js"></script>
<script type="text/javascript" src="js/01_SubGame/02_SubGame_Input.js"></script> <script type="text/javascript" src="js/gameabc.min.js"></script>
<!-----------------------------------------------------------------------------> <script type="text/javascript" src="js/gamemain.js"></script>
<script type="text/javascript" src="js/00_Surface/02_Const.js"></script>
<script type="text/javascript" src="js/00_Surface/04_Data.js"></script>
<script type="text/javascript" src="version.js"></script>
<script type="text/javascript" src="js/00_Surface/08_Utl_Output.js"></script>
<script type="text/javascript" src="js/00_Surface/07_Desk.js"></script>
<script type="text/javascript" src="js/00_Surface/05_Func.js"></script>
<script type="text/javascript" src="js/00_Surface/10_Game.js"></script>
<script type="text/javascript" src="js/00_Surface/11_GameUI.js"></script>
<script type="text/javascript" src="js/00_Surface/12_Logic.js"></script>
<script type="text/javascript" src="js/00_Surface/00_minhttp.js"></script>
<script type="text/javascript" src="js/00_Surface/09_Net.js"></script>
<script type="text/javascript" src="js/00_Surface/06_Player.js"></script>
<script type="text/javascript" src="js/00_Surface/03_Banwords.js"></script>
<script type="text/javascript" src="js/01_SubGame/00_SubGame_Config.js"></script>
<script type="text/javascript" src="js/01_SubGame/01_SubGame_modify.js"></script>
<script type="text/javascript" src="js/01_SubGame/02_SubGame_Input.js"></script>
<!----------------------------------------------------------------------------->
<script type="text/javascript" src="js/Game_Surface_3_Event.js"></script> <script type="text/javascript" src="js/Game_Surface_3_Event.js"></script>
<script type="text/javascript" src="output/gameabc_data.min.js"></script> <script type="text/javascript" src="output/gameabc_data.min.js"></script>
</body> </body>
</html>
</html>

View File

@@ -0,0 +1,416 @@
// ============================================================
// SpineMgr —— Spine 动画管理器(独立文件)
// 集成到 gameabc Canvas 2D 绘制循环,零侵入 gamemain.js
// 在 index.html 中置于 gameabc.min.js 之后、gamemain.js 之前加载
// ============================================================
(function(){
var SpineMgr = {
// --- 内部状态 ---
_entries: {}, // {id: EntryObject}
_assetManager: null,
_renderer: null, // spine.SkeletonRenderer (Canvas 2D)
_lastTime: 0, // 上一帧时间戳(ms)
_inited: false,
_loadedPaths: {}, // 已请求加载的资源路径,避免重复请求
_pendingCmds: {}, // {id: [{method, args}]} 等待实例就绪后执行的命令队列
// 默认资源根路径(可通过 init 覆盖)
_basePath: "assets/spine/",
// ----------------------------------------------------------
// init(basePath) 手动初始化(可选)
// 如不调用load 时会自动以默认路径 "assets/spine/" 初始化
// ----------------------------------------------------------
init: function(basePath) {
if (!window.spine) {
logmessage("[SpineMgr] spine-canvas.js 未加载,请检查引用");
return;
}
this._basePath = basePath || this._basePath;
this._assetManager = new spine.AssetManager(this._basePath);
this._lastTime = Date.now();
this._inited = true;
},
// (内部) 确保已初始化
_ensureInit: function() {
if (!this._inited) {
this.init(this._basePath);
}
},
// (内部) 自动加载:根据 id 约定文件名 id.json / id.atlas
_autoLoad: function(id) {
if (this._entries[id]) return;
this.load(id, id + ".json", id + ".atlas", {});
},
// (内部) 将命令加入等待队列
_queueCmd: function(id, method, args) {
if (!this._pendingCmds[id]) this._pendingCmds[id] = [];
this._pendingCmds[id].push({method: method, args: args});
},
// (内部) 实例就绪后执行队列中的命令
_flushCmds: function(id) {
var cmds = this._pendingCmds[id];
if (!cmds || cmds.length === 0) return;
delete this._pendingCmds[id];
for (var i = 0; i < cmds.length; i++) {
var cmd = cmds[i];
this[cmd.method].apply(this, [id].concat(cmd.args));
}
},
// ----------------------------------------------------------
// load(id, jsonFile, atlasFile, option)
// 加载一组 Spine 资源, id 为自定义标识
// option: {x, y, scale, skin, animation, loop, mixDuration}
// ----------------------------------------------------------
load: function(id, jsonFile, atlasFile, option) {
this._ensureInit();
if (!this._inited) return;
var opt = option || {};
// 只加载尚未请求过的资源(预加载过的会跳过)
if (!this._loadedPaths[jsonFile]) {
this._assetManager.loadText(jsonFile);
this._loadedPaths[jsonFile] = true;
}
if (!this._loadedPaths[atlasFile]) {
this._assetManager.loadTextureAtlas(atlasFile);
this._loadedPaths[atlasFile] = true;
}
this._entries[id] = {
jsonFile: jsonFile,
atlasFile: atlasFile,
skeleton: null,
state: null,
x: opt.x || 0,
y: opt.y || 0,
scale: opt.scale || 1,
skin: opt.skin || "default",
defAnim: opt.animation || null,
defLoop: opt.loop !== undefined ? opt.loop : true,
mixDur: opt.mixDuration || 0.2,
visible: true,
ready: false,
_hideOnComplete: false, // 播放完成后是否自动隐藏
_hideAfterCompletes: 0 // 剩余多少次 complete 后触发隐藏
};
},
// ----------------------------------------------------------
// (内部) 资源加载完成后实例化骨骼
// ----------------------------------------------------------
_buildEntry: function(entry) {
var atlas = this._assetManager.require(entry.atlasFile);
var loader = new spine.AtlasAttachmentLoader(atlas);
var skelJson = new spine.SkeletonJson(loader);
skelJson.scale = entry.scale;
var skelData = skelJson.readSkeletonData(
this._assetManager.require(entry.jsonFile)
);
entry.skeleton = new spine.Skeleton(skelData);
// 设置皮肤
if (entry.skin && entry.skin !== "default") {
entry.skeleton.setSkinByName(entry.skin);
}
entry.skeleton.setToSetupPose();
// AnimationState
var stateData = new spine.AnimationStateData(skelData);
stateData.defaultMix = entry.mixDur;
entry.state = new spine.AnimationState(stateData);
// 绑定事件回调 —— 转发到 Spine_Event.js
entry.state.addListener({
complete: function(trackEntry) {
// 自动隐藏playOnce / playQueue 设置的计数器
if (entry._hideOnComplete && !trackEntry.loop) {
entry._hideAfterCompletes--;
if (entry._hideAfterCompletes <= 0) {
entry.visible = false;
entry._hideOnComplete = false;
}
}
if (gameabc_face.spine_onComplete) {
gameabc_face.spine_onComplete(entry._id, trackEntry.animation.name, trackEntry.trackIndex);
}
},
event: function(trackEntry, event) {
if (gameabc_face.spine_onEvent) {
gameabc_face.spine_onEvent(entry._id, event.data.name, event.intValue, event.floatValue, event.stringValue);
}
}
});
// 默认动画
if (entry.defAnim) {
entry.state.setAnimation(0, entry.defAnim, entry.defLoop);
}
entry.ready = true;
},
// ----------------------------------------------------------
// (内部) 每帧调用:确保所有资源就绪
// ----------------------------------------------------------
_tryBuild: function() {
if (!this._assetManager.isLoadingComplete()) return false;
for (var id in this._entries) {
var e = this._entries[id];
if (!e.ready) {
e._id = id;
try {
this._buildEntry(e);
logmessage("[SpineMgr] " + id + " 构建完成");
this._flushCmds(id);
} catch(err) {
logmessage("[SpineMgr] " + id + " 构建失败: " + err.message);
e.ready = false;
}
}
}
return true;
},
// ----------------------------------------------------------
// updateAndDraw(ctx) 每帧自动调用
// ctx: gameabc_face.dc (Canvas 2D Context)
// ----------------------------------------------------------
updateAndDraw: function(ctx) {
if (!this._inited) return;
this._tryBuild();
var now = Date.now();
var dt = (now - this._lastTime) / 1000;
this._lastTime = now;
if (dt <= 0 || dt > 0.5) dt = 1/30;
if (!this._renderer) {
this._renderer = new spine.SkeletonRenderer(ctx);
this._renderer.triangleRendering = true; // ★ 启用三角形渲染以支持 Mesh 网格附件
}
// 确保 renderer 用的是当前 ctx (gameabc可能重建)
this._renderer.ctx = ctx;
for (var id in this._entries) {
var e = this._entries[id];
if (!e.ready || !e.visible) continue;
e.state.update(dt);
e.state.apply(e.skeleton);
// 骨骼位置归零,由 ctx.translate 控制实际位置
e.skeleton.x = 0;
e.skeleton.y = 0;
e.skeleton.updateWorldTransform(spine.Physics.update);
ctx.save();
ctx.translate(e.x, e.y);
ctx.scale(1, -1); // ★ Spine Y-up → Canvas Y-down
this._renderer.draw(e.skeleton);
ctx.restore();
}
},
// ==========================================================
// 公开控制 API
// ==========================================================
setAnimation: function(id, animName, loop, track) {
var e = this._entries[id];
if (!e) {
this._autoLoad(id);
this._queueCmd(id, "setAnimation", [animName, loop, track]);
return null;
}
if (!e.ready) {
this._queueCmd(id, "setAnimation", [animName, loop, track]);
return null;
}
return e.state.setAnimation(track || 0, animName, loop !== false);
},
addAnimation: function(id, animName, loop, delay, track) {
var e = this._entries[id];
if (!e) {
this._autoLoad(id);
this._queueCmd(id, "addAnimation", [animName, loop, delay, track]);
return null;
}
if (!e.ready) {
this._queueCmd(id, "addAnimation", [animName, loop, delay, track]);
return null;
}
return e.state.addAnimation(track || 0, animName, loop !== false, delay || 0);
},
setPosition: function(id, x, y) {
var e = this._entries[id];
if (!e) {
this._autoLoad(id);
e = this._entries[id];
}
e.x = x; e.y = y;
},
setScale: function(id, sx, sy) {
var e = this._entries[id];
if (!e) {
this._autoLoad(id);
this._queueCmd(id, "setScale", [sx, sy]);
return;
}
if (!e.skeleton) {
this._queueCmd(id, "setScale", [sx, sy]);
return;
}
e.skeleton.scaleX = sx;
e.skeleton.scaleY = sy !== undefined ? sy : sx;
},
setFlip: function(id, flipX, flipY) {
var e = this._entries[id];
if (!e) {
this._autoLoad(id);
this._queueCmd(id, "setFlip", [flipX, flipY]);
return;
}
if (!e.skeleton) {
this._queueCmd(id, "setFlip", [flipX, flipY]);
return;
}
e.skeleton.scaleX = Math.abs(e.skeleton.scaleX) * (flipX ? -1 : 1);
e.skeleton.scaleY = Math.abs(e.skeleton.scaleY) * (flipY ? -1 : 1);
},
setVisible: function(id, visible) {
var e = this._entries[id];
if (!e) {
this._autoLoad(id);
e = this._entries[id];
}
e.visible = !!visible;
},
setSkin: function(id, skinName) {
var e = this._entries[id];
if (!e) {
this._autoLoad(id);
this._queueCmd(id, "setSkin", [skinName]);
return;
}
if (!e.ready) {
this._queueCmd(id, "setSkin", [skinName]);
return;
}
e.skeleton.setSkinByName(skinName);
e.skeleton.setSlotsToSetupPose();
},
getAnimations: function(id) {
var e = this._entries[id];
if (!e) { this._autoLoad(id); return []; }
if (!e.ready) return [];
var anims = e.skeleton.data.animations;
var names = [];
for (var i = 0; i < anims.length; i++) names.push(anims[i].name);
return names;
},
getSkins: function(id) {
var e = this._entries[id];
if (!e) { this._autoLoad(id); return []; }
if (!e.ready) return [];
var skins = e.skeleton.data.skins;
var names = [];
for (var i = 0; i < skins.length; i++) names.push(skins[i].name);
return names;
},
playOnce: function(id, animName, track) {
this.setVisible(id, true);
this.setAnimation(id, animName, false, track);
var e = this._entries[id];
if (e) {
e._hideOnComplete = true;
e._hideAfterCompletes = 1;
}
},
playQueue: function(id, animList, hideOnComplete) {
if (!animList || animList.length === 0) return;
this.setVisible(id, true);
this.setAnimation(id, animList[0], false, 0);
for (var i = 1; i < animList.length; i++) {
this.addAnimation(id, animList[i], false, 0, 0);
}
var e = this._entries[id];
if (e) {
e._hideOnComplete = hideOnComplete !== false;
e._hideAfterCompletes = animList.length;
}
},
remove: function(id) {
delete this._entries[id];
},
removeAll: function() {
this._entries = {};
}
};
// 挂载到 gameabc_face 上
gameabc_face.spineMgr = SpineMgr;
// ★ 自动预加载:读取 gameabc_face.spineAssets 清单,在引擎启动前预加载所有 Spine 资源
// 如果存在 spineTextData嵌入文本数据则通过 setRawDataURI 注入,
// 彻底避免 file:// 协议下 XHR CORS 拦截问题
if (gameabc_face.spineAssets && gameabc_face.spineAssets.length > 0) {
SpineMgr._ensureInit();
var list = gameabc_face.spineAssets;
var textData = gameabc_face.spineTextData || {};
for (var i = 0; i < list.length; i++) {
var name = list[i];
var jsonKey = name + ".json";
var atlasKey = name + ".atlas";
// 将嵌入文本数据注册为 rawDataURISpine Downloader 会优先从内存读取
if (textData[jsonKey]) {
SpineMgr._assetManager.setRawDataURI(jsonKey, "data:," + textData[jsonKey]);
}
if (textData[atlasKey]) {
SpineMgr._assetManager.setRawDataURI(atlasKey, "data:," + textData[atlasKey]);
}
SpineMgr._assetManager.loadText(jsonKey);
SpineMgr._loadedPaths[jsonKey] = true;
SpineMgr._assetManager.loadTextureAtlas(atlasKey);
SpineMgr._loadedPaths[atlasKey] = true;
}
logmessage("[SpineMgr] 预加载 " + list.length + " 组 Spine 资源" +
(Object.keys(textData).length > 0 ? "(使用嵌入数据)" : "(使用网络请求)"));
}
// ★ 用 defineProperty 拦截 gameenddraw 赋值
// 无论 gamemain.js 或其他代码如何定义 gameenddraw
// Spine 渲染都会自动追加在用户逻辑之后
var _userEndDraw = gameabc_face.gameenddraw || null;
var _wrappedEndDraw = function(gameid, spid, times, timelong) {
if (typeof _userEndDraw === "function") {
_userEndDraw(gameid, spid, times, timelong);
}
var ctx = gameabc_face.dc;
if (ctx && SpineMgr._inited) {
SpineMgr.updateAndDraw(ctx);
}
};
Object.defineProperty(gameabc_face, "gameenddraw", {
configurable: true,
get: function() { return _wrappedEndDraw; },
set: function(fn) { _userEndDraw = fn; }
});
})();

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@echo off
chcp 65001 >nul
REM ============================================================
REM Spine 资源数据生成脚本
REM 扫描 assets/spine/ 目录,自动生成:
REM generated/spine_assets.js — 资源名清单
REM generated/spine_data.js — .json/.atlas 文本内容嵌入
REM
REM 用法:双击运行,或在命令行执行:
REM cd codes\games\client\Projects\Spine\scripts
REM build_spine_data.cmd
REM ============================================================
pushd "%~dp0"
powershell -NoProfile -ExecutionPolicy Bypass -File "%~dp0build_spine_data.ps1"
popd
pause

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# Spine resource data generation script
# Scans assets/spine/ directory and generates:
# generated/spine_assets.js - resource name list
# generated/spine_data.js - .json/.atlas text content embedded (file:// CORS fix)
$ErrorActionPreference = "Stop"
$scriptDir = Split-Path -Parent $MyInvocation.MyCommand.Path
$projectDir = Split-Path -Parent $scriptDir
$spineDir = Join-Path $projectDir "assets\spine"
$outDir = Join-Path $projectDir "generated"
$assetsOut = Join-Path $outDir "spine_assets.js"
$dataOut = Join-Path $outDir "spine_data.js"
if (-not (Test-Path $outDir)) {
New-Item -ItemType Directory -Path $outDir | Out-Null
}
if (-not (Test-Path $spineDir)) {
Write-Host "[WARN] Spine assets directory not found: $spineDir — generating empty files" -ForegroundColor Yellow
$jsonFiles = @()
} else {
$jsonFiles = Get-ChildItem $spineDir -Filter "*.json" | Sort-Object Name
}
if ($jsonFiles.Count -eq 0) {
Write-Host "[INFO] No .json files found — generating empty placeholder files" -ForegroundColor Yellow
$utf8NoBom = New-Object System.Text.UTF8Encoding($false)
[System.IO.File]::WriteAllText($assetsOut, "// Spine resource list (auto-generated, do not edit manually)`ngameabc_face.spineAssets = [];`n", $utf8NoBom)
[System.IO.File]::WriteAllText($dataOut, "// Spine text data (auto-generated, do not edit manually)`ngameabc_face.spineTextData = {};`n", $utf8NoBom)
Write-Host "[OK] $assetsOut (empty)" -ForegroundColor Green
Write-Host "[OK] $dataOut (empty)" -ForegroundColor Green
exit 0
}
$names = @()
foreach ($f in $jsonFiles) {
$names += $f.BaseName
}
Write-Host "Found $($names.Count) Spine resource(s): $($names -join ', ')" -ForegroundColor Cyan
# ==================== spine_assets.js ====================
$assetsSB = [System.Text.StringBuilder]::new()
[void]$assetsSB.AppendLine('// Spine resource list (auto-generated, do not edit manually)')
[void]$assetsSB.Append('gameabc_face.spineAssets = [')
for ($i = 0; $i -lt $names.Count; $i++) {
if ($i -gt 0) { [void]$assetsSB.Append(',') }
[void]$assetsSB.AppendLine('')
[void]$assetsSB.Append("`t`"$($names[$i])`"")
}
[void]$assetsSB.AppendLine('')
[void]$assetsSB.AppendLine('];')
$utf8NoBom = New-Object System.Text.UTF8Encoding($false)
[System.IO.File]::WriteAllText($assetsOut, $assetsSB.ToString(), $utf8NoBom)
Write-Host "[OK] $assetsOut" -ForegroundColor Green
# ==================== spine_data.js ====================
$dataSB = [System.Text.StringBuilder]::new()
[void]$dataSB.AppendLine('// Spine text data (auto-generated, do not edit manually)')
[void]$dataSB.AppendLine('// Embeds .json/.atlas content into JS to bypass file:// XHR CORS')
[void]$dataSB.AppendLine('gameabc_face.spineTextData = {};')
$totalOriginal = 0
foreach ($name in $names) {
foreach ($ext in '.json', '.atlas') {
$filePath = Join-Path $spineDir "$name$ext"
if (-not (Test-Path $filePath)) {
Write-Host "[WARN] Missing file: $name$ext" -ForegroundColor Yellow
continue
}
$raw = [System.IO.File]::ReadAllText($filePath, [System.Text.Encoding]::UTF8)
$totalOriginal += (Get-Item $filePath).Length
$escaped = $raw.Replace('\', '\\').Replace("'", "\'")
$escaped = $escaped.Replace("`r`n", '\n').Replace("`n", '\n').Replace("`r", '')
[void]$dataSB.AppendLine("gameabc_face.spineTextData['$name$ext'] = '$escaped';")
}
}
[System.IO.File]::WriteAllText($dataOut, $dataSB.ToString(), $utf8NoBom)
$dataSize = (Get-Item $dataOut).Length
$overhead = $dataSize - $totalOriginal
Write-Host "[OK] $dataOut" -ForegroundColor Green
Write-Host ''
Write-Host '=== Summary ===' -ForegroundColor Cyan
Write-Host " Resources: $($names.Count)"
Write-Host " Original size: $([math]::Round($totalOriginal/1024, 1)) KB"
Write-Host " Output size: $([math]::Round($dataSize/1024, 1)) KB (overhead: $overhead bytes)"

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G:\Works\YouleGames\codes\games\client\Projects\Project1\js\gamemain.js
G:\Works\YouleGames\codes\games\client\Projects\Project1\js\Project1_Event.js

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LayerStartID=1
SpiritStartID=1
ImgResStartID=1
TxtResStartID=1
VoiResStartID=1
OpenLayerList=1

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var gameabc_Project =
{
"Property": {
"ProjectName": "Spine",
"ScreenWidth": 1280,
"ScreenHeight": 720,
"GameSceneWidth": 2337,
"GameSceneHeight": 1800,
"ScreenFitMode": 0,
"TcpIP": "",
"TcpPort": "",
"Http": "",
"title": ""
},
"Event": {
"gamestart": 0,
"gamebegindraw": 0,
"gameenddraw": 0,
"mousedown": 0,
"mousedown_nomove": 0,
"mouseup": 0,
"mousemove": 0,
"gamemydraw": 0,
"gamemydrawbegin": 0,
"chongzhi": 0,
"tcpconnected": 0,
"tcpdisconnected": 0,
"tcpmessage": 0,
"tcperror": 0,
"httpmessage": 0,
"ani_doend": 0,
"box_doend": 0,
"onresize": 0,
"ontimer": 0,
"onloadurl": 0
},
"Option": {
"fps": 30,
"tag": 0,
"tag1": 0,
"tag2": 0,
"tag3": 0,
"showmodel": 0
}
}
;
var gameabc_Layer =
{
"LayerList": [
{},{
"Property": {
"LayerID": 1,
"LayerName": "Layer1"
},
"ObjectList": [
1,2,3]
}]
}
;
var gameabc_GroupList =
{
"GroupList": []
}
;
var gameabc_Object =
{
"ObjectList": [
{},{
"Property": {
"ObjectID": 1,
"ObjectType": 4,
"ObjectName": "Spirit1",
"Left": -668,
"Top": 19,
"Width": 79,
"Height": 35,
"BelongLayerID": 1,
"IndexOfLayer": 1,
"Text": "Spirit1",
"FontSize": 20,
"FontBold": 0,
"FontColorR": 0,
"FontColorG": 0,
"FontColorB": 0,
"FontColor": "#000000",
"BackColorR": 255,
"BackColorG": 255,
"BackColorB": 255,
"BackColorA": 0,
"BackColor": "#FFFFFF",
"GameTxtStyle": 0,
"LineSpace": 0,
"GroupID": 0,
"TimerInterval": 0,
"Data": "",
"Parent": 0,
"OriginID": 0,
"OriginPos": 1,
"SelfPos": 1,
"offX": -668,
"offY": 19
},
"Event": {
"mousedown": 1,
"mouseup": 1,
"mousemove": 1,
"ontimer": 1
},
"Option": {
"tag": 0,
"tag1": 0,
"tag2": 0,
"tag3": 0,
"vx": 0,
"vy": 0,
"vw": 0,
"vh": 0,
"canclick": 1,
"visbale": 1
}
},{
"Property": {
"ObjectID": 2,
"ObjectType": 2,
"ObjectName": "Spirit2",
"Left": 0,
"Top": 0,
"Width": 1280,
"Height": 720,
"BelongLayerID": 1,
"IndexOfLayer": 2,
"ImageFileID": 1,
"FrameStyle": 0,
"FrameIndex": 0,
"TextFrames": "",
"L9": 0,
"T9": 0,
"R9": 0,
"B9": 0,
"VoiceFileID": 0,
"GroupID": 0,
"TimerInterval": 0,
"Data": "",
"Parent": 0,
"OriginID": 0,
"OriginPos": 1,
"SelfPos": 1,
"offX": 0,
"offY": 0
},
"Event": {
"mousedown": 2,
"mouseup": 2,
"mousemove": 2,
"ontimer": 2
},
"Option": {
"tag": 0,
"tag1": 0,
"tag2": 0,
"tag3": 0,
"vx": 0,
"vy": 0,
"vw": 0,
"vh": 0,
"canclick": 1,
"visbale": 1
}
},{
"Property": {
"ObjectID": 3,
"ObjectType": 2,
"ObjectName": "Spirit3",
"Left": 393,
"Top": 412,
"Width": 560,
"Height": 148,
"BelongLayerID": 1,
"IndexOfLayer": 3,
"ImageFileID": 2,
"FrameStyle": 0,
"FrameIndex": 0,
"TextFrames": "",
"L9": 0,
"T9": 0,
"R9": 0,
"B9": 0,
"VoiceFileID": 0,
"GroupID": 0,
"TimerInterval": 0,
"Data": "",
"Parent": 0,
"OriginID": 0,
"OriginPos": 1,
"SelfPos": 1,
"offX": 393,
"offY": 412
},
"Event": {
"mousedown": 3,
"mouseup": 3,
"mousemove": 3,
"ontimer": 3
},
"Option": {
"tag": 0,
"tag1": 0,
"tag2": 0,
"tag3": 0,
"vx": 0,
"vy": 0,
"vw": 0,
"vh": 0,
"canclick": 1,
"visbale": 1
}
}]
}
;
var gameabc_Image =
{
"ImageFileList": [
{},{
"id": 1,
"w_all": 1280,
"h_all": 720,
"w": 1,
"h": 1,
"frame_all": 1,
"bmp": "00001.png",
"w1": 1280,
"h1": 720
},{
"id": 2,
"w_all": 1920,
"h_all": 740,
"w": 1,
"h": 1,
"frame_all": 1,
"bmp": "00002.png",
"w1": 1920,
"h1": 740
}]
}
;
var gameabc_GameTxt =
{
"GameTxtList": []
}
;
var gameabc_Voice =
{
"VoiceFileList": []
}
;

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var gameabc_Project = { "Property": { "ProjectName": "Spine", "ScreenWidth": 1280, "ScreenHeight": 720, "GameSceneWidth": 2337, "GameSceneHeight": 1800, "ScreenFitMode": 0, "TcpIP": "", "TcpPort": "", "Http": "", "title": "" }, "Event": { "gamestart": 0, "gamebegindraw": 0, "gameenddraw": 0, "mousedown": 0, "mousedown_nomove": 0, "mouseup": 0, "mousemove": 0, "gamemydraw": 0, "gamemydrawbegin": 0, "chongzhi": 0, "tcpconnected": 0, "tcpdisconnected": 0, "tcpmessage": 0, "tcperror": 0, "httpmessage": 0, "ani_doend": 0, "box_doend": 0, "onresize": 0, "ontimer": 0, "onloadurl": 0 }, "Option": { "fps": 30, "tag": 0, "tag1": 0, "tag2": 0, "tag3": 0, "showmodel": 0 }};var gameabc_Layer = { "LayerList": [ {},{ "Property": { "LayerID": 1, "LayerName": "Layer1" }, "ObjectList": [ 1,2,3] }]};var gameabc_GroupList = { "GroupList": []};var gameabc_Object = { "ObjectList": [ {},{ "Property": { "ObjectID": 1, "ObjectType": 4, "ObjectName": "Spirit1", "Left": -668, "Top": 19, "Width": 79, "Height": 35, "BelongLayerID": 1, "IndexOfLayer": 1, "Text": "Spirit1", "FontSize": 20, "FontBold": 0, "FontColorR": 0, "FontColorG": 0, "FontColorB": 0, "FontColor": "#000000", "BackColorR": 255, "BackColorG": 255, "BackColorB": 255, "BackColorA": 0, "BackColor": "#FFFFFF", "GameTxtStyle": 0, "LineSpace": 0, "GroupID": 0, "TimerInterval": 0, "Data": "", "Parent": 0, "OriginID": 0, "OriginPos": 1, "SelfPos": 1, "offX": -668, "offY": 19 }, "Event": { "mousedown": 1, "mouseup": 1, "mousemove": 1, "ontimer": 1 }, "Option": { "tag": 0, "tag1": 0, "tag2": 0, "tag3": 0, "vx": 0, "vy": 0, "vw": 0, "vh": 0, "canclick": 1, "visbale": 1 } },{ "Property": { "ObjectID": 2, "ObjectType": 2, "ObjectName": "Spirit2", "Left": 0, "Top": 0, "Width": 1280, "Height": 720, "BelongLayerID": 1, "IndexOfLayer": 2, "ImageFileID": 1, "FrameStyle": 0, "FrameIndex": 0, "TextFrames": "", "L9": 0, "T9": 0, "R9": 0, "B9": 0, "VoiceFileID": 0, "GroupID": 0, "TimerInterval": 0, "Data": "", "Parent": 0, "OriginID": 0, "OriginPos": 1, "SelfPos": 1, "offX": 0, "offY": 0 }, "Event": { "mousedown": 2, "mouseup": 2, "mousemove": 2, "ontimer": 2 }, "Option": { "tag": 0, "tag1": 0, "tag2": 0, "tag3": 0, "vx": 0, "vy": 0, "vw": 0, "vh": 0, "canclick": 1, "visbale": 1 } },{ "Property": { "ObjectID": 3, "ObjectType": 2, "ObjectName": "Spirit3", "Left": 393, "Top": 412, "Width": 560, "Height": 148, "BelongLayerID": 1, "IndexOfLayer": 3, "ImageFileID": 2, "FrameStyle": 0, "FrameIndex": 0, "TextFrames": "", "L9": 0, "T9": 0, "R9": 0, "B9": 0, "VoiceFileID": 0, "GroupID": 0, "TimerInterval": 0, "Data": "", "Parent": 0, "OriginID": 0, "OriginPos": 1, "SelfPos": 1, "offX": 393, "offY": 412 }, "Event": { "mousedown": 3, "mouseup": 3, "mousemove": 3, "ontimer": 3 }, "Option": { "tag": 0, "tag1": 0, "tag2": 0, "tag3": 0, "vx": 0, "vy": 0, "vw": 0, "vh": 0, "canclick": 1, "visbale": 1 } }]};var gameabc_Image = { "ImageFileList": [ {},{ "id": 1, "w_all": 1280, "h_all": 720, "w": 1, "h": 1, "frame_all": 1, "bmp": "00001.png", "w1": 1280, "h1": 720 },{ "id": 2, "w_all": 1920, "h_all": 740, "w": 1, "h": 1, "frame_all": 1, "bmp": "00002.png", "w1": 1920, "h1": 740 }]};var gameabc_GameTxt = { "GameTxtList": []};var gameabc_Voice = { "VoiceFileList": []};

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# Spine 动画集成手册
> 本手册针对 **gameabc 引擎** 的 Spine 项目,说明如何在 Canvas 2D 游戏中加载、
> 控制和管理 Spine 骨骼动画。
> 运行时版本:**spine-canvas 4.2** | 引擎:**gameabc**
---
## 目录
1. [项目结构总览](#1-项目结构总览)
2. [快速开始5 分钟跑通](#2-快速开始5-分钟跑通)
3. [从 Spine 编辑器导出资源](#3-从-spine-编辑器导出资源)
4. [SpineMgr 完整 API 参考](#4-spinemgr-完整-api-参考)
5. [事件系统](#5-事件系统)
6. [常见用法示例](#6-常见用法示例)
7. [与 gameabc 精灵系统配合](#7-与-gameabc-精灵系统配合)
8. [性能优化建议](#8-性能优化建议)
9. [常见问题排查](#9-常见问题排查)
10. [附录:文件加载顺序](#10-附录文件加载顺序)
---
## 1. 项目结构总览
```
Projects/Spine/
├── index.html ← 入口 HTML
├── js/
│ ├── spine-canvas.js ← Spine Canvas 2D 运行时 (第三方库)
│ ├── gameabc.min.js ← gameabc 游戏引擎
│ ├── SpineMgr.js ← ★ Spine 动画管理器(独立文件,自动挂钩渲染)
│ ├── gamemain.js ← 游戏主逻辑(无需修改)
│ ├── Spine_Event.js ← Spine 事件回调 (complete / event)
│ └── Project1_Event.js ← 精灵事件单元
├── assets/
│ ├── bmp/ ← gameabc 图片资源
│ └── spine/ ← ★ Spine 资源目录
│ ├── xxx.json ← 骨骼数据 (Spine 编辑器导出)
│ ├── xxx.atlas ← 图集描述文件
│ └── xxx.png ← 图集纹理图片
├── output/ ← gameabc 编译输出的配置数据
├── save/ ← gameabc 编辑器保存的 XML
└── docs/ ← 本文档所在目录
```
### 关键文件说明
| 文件 | 作用 | 需要修改 |
|------|------|----------|
| `js/spine-canvas.js` | Spine 4.2 Canvas 渲染运行时 | ✗ 不要修改 |
| `js/SpineMgr.js` | Spine 动画管理器,自动初始化+自动渲染 | ✗ 不需要修改 |
| `js/gamemain.js` | 游戏主逻辑(保持原样) | ✗ 不需要修改 |
| `js/Spine_Event.js` | Spine 动画完成/自定义事件回调 | ✓ 处理动画事件 |
| `assets/spine/*` | Spine 导出的资源文件 | ✓ 放入你的资源 |
---
## 2. 快速开始5 分钟跑通
### 第一步:准备 Spine 资源
将 Spine 编辑器导出的 3 个文件复制到 `assets/spine/` 目录:
```
assets/spine/
├── hero.json ← 骨骼 JSON
├── hero.atlas ← 图集描述
└── hero.png ← 图集纹理
```
### 第二步:在任意位置调用 API 播放动画
**无需手动 `load`**,直接调用 `setAnimation` 即可。如果该 Spine 实例尚未加载,会自动根据 id 查找资源(约定文件名 id.json / id.atlas并创建实例。
渲染也已自动挂钩到 `gameenddraw`,开发者无需编写任何渲染代码。
在任何 gameabc 事件回调中直接调用即可:
```javascript
// 设置位置 + 播放动画,无需先 load
gameabc_face.spineMgr.setPosition("hero", 640, 500);
gameabc_face.spineMgr.setAnimation("hero", "idle", true);
// 之后切换动画
gameabc_face.spineMgr.setAnimation("hero", "attack", false);
```
> **约定**id 必须与资源文件名一致(不含扩展名)。例如 id 为 `"hero"`
> 则需要 `assets/spine/hero.json`、`hero.atlas`、`hero.png`。
>
> **可选**:如果资源不在默认路径 `assets/spine/`,可手动调用一次 `init()`
> ```javascript
> gameabc_face.spineMgr.init("other/path/");
> ```
### 第三步:打开 index.html 即可运行
用浏览器打开 `index.html`(需要 HTTP 服务器环境,不能直接 `file://`
```bash
# 简易方法:在项目目录下启动 HTTP 服务
cd codes/games/client/Projects/Spine
npx http-server -p 8080
# 浏览器访问 http://localhost:8080
```
或者使用 gameabc 自带的预览环境。
---
## 3. 从 Spine 编辑器导出资源
### 导出设置Spine 编辑器 → Export
1. 打开 Spine 编辑器,加载你的 `.spine` 项目
2. 点击菜单 **Spine → Export...**
3. 左侧选择 **JSON** 格式
4. 配置项:
| 设置项 | 推荐值 | 说明 |
|--------|--------|------|
| Output folder | `assets/spine/` | 直接导出到项目目录 |
| Extension | `.json` | 骨骼数据格式 |
| Create atlas | ✓ 勾选 | 同时生成图集 |
| Atlas extension | `.atlas` | 图集描述格式 |
| Images folder | (默认) | 纹理来源 |
| Max width/height | 2048 / 2048 | 图集纹理最大尺寸 |
| Pack settings → Power of two | ✓ 勾选 | 纹理尺寸为 2 的幂 |
| Pack settings → Premultiply alpha | ✗ 不勾选 | Canvas 2D 不需要预乘 |
5. 点击 **Export** 按钮
### 导出后得到的文件
```
hero.json ← 骨骼数据,包含骨骼、插槽、动画等
hero.atlas ← 图集描述,记录每个区域在纹理中的位置
hero.png ← 图集纹理图片
```
> **注意**:如果图集很大被拆分成多张(`hero.png`、`hero2.png`),所有 `.png`
> 都需要放到 `assets/spine/` 目录中。`.atlas` 文件会自动引用它们。
---
## 4. SpineMgr 完整 API 参考
`SpineMgr` 挂载在 `gameabc_face.spineMgr` 上,所有调用形如:
```javascript
gameabc_face.spineMgr.方法名(参数);
```
---
### 4.1 init(basePath) *(可选)*
**手动设置资源根路径。通常无需调用——`load()` 会自动以默认路径 `"assets/spine/"` 初始化。**
仅在资源放在其他目录时才需要调用:
```javascript
gameabc_face.spineMgr.init("other/spine/path/");
```
| 参数 | 类型 | 说明 |
|------|------|------|
| `basePath` | string | Spine 资源文件的根目录路径,需要以 `/` 结尾。省略则使用默认值 `"assets/spine/"` |
---
### 4.2 load(id, jsonFile, atlasFile, option) *(可选)*
**手动加载一组 Spine 资源并注册为一个实例。通常无需调用——所有 API 在实例不存在时会自动加载。**
仅在以下情况需要手动调用 `load()`
- id 与文件名不一致(如 id 为 `"mj"` 但文件为 `mj_gangshangkaihua.json`
- 需要在加载时指定 skin、scale 等初始参数
```javascript
gameabc_face.spineMgr.load("hero", "hero.json", "hero.atlas", {
x: 640,
y: 500,
scale: 0.5,
skin: "default",
animation: "idle",
loop: true,
mixDuration: 0.2
});
```
| 参数 | 类型 | 说明 |
|------|------|------|
| `id` | string | 唯一标识,后续所有操作通过此 id 引用 |
| `jsonFile` | string | 骨骼 JSON 文件名(相对于 basePath |
| `atlasFile` | string | 图集 atlas 文件名(相对于 basePath |
| `option` | object | 可选配置对象 |
**option 字段:**
| 字段 | 类型 | 默认值 | 说明 |
|------|------|--------|------|
| `x` | number | 0 | Canvas X 坐标 |
| `y` | number | 0 | Canvas Y 坐标 |
| `scale` | number | 1 | 初始缩放比例 |
| `skin` | string | `"default"` | 初始皮肤名称 |
| `animation` | string | null | 加载完成后自动播放的动画名 |
| `loop` | boolean | true | 默认动画是否循环 |
| `mixDuration` | number | 0.2 | 动画切换时的过渡混合时长(秒) |
---
### 4.3 setAnimation(id, animName, loop, track)
**切换动画。立即替换指定轨道上的当前动画。如果实例尚未加载,会自动根据 id 加载资源并在就绪后播放。**
```javascript
// 无需先 load直接调用即可
gameabc_face.spineMgr.setAnimation("hero", "attack", false);
gameabc_face.spineMgr.setAnimation("hero", "run", true, 0);
```
| 参数 | 类型 | 默认值 | 说明 |
|------|------|--------|------|
| `id` | string | - | 实例标识 |
| `animName` | string | - | 动画名称(必须在 Spine 中存在) |
| `loop` | boolean | true | 是否循环播放 |
| `track` | number | 0 | 轨道号(多轨道可叠加动画) |
**返回值:** `TrackEntry` 对象,可用于进一步控制;加载未完成时返回 `null`
---
### 4.4 addAnimation(id, animName, loop, delay, track)
**将动画添加到播放队列,在当前动画结束后自动播放。**
```javascript
// 先播放 attackattack 完成后自动切换到 idle
gameabc_face.spineMgr.setAnimation("hero", "attack", false);
gameabc_face.spineMgr.addAnimation("hero", "idle", true, 0);
```
| 参数 | 类型 | 默认值 | 说明 |
|------|------|--------|------|
| `id` | string | - | 实例标识 |
| `animName` | string | - | 队列中的下一个动画 |
| `loop` | boolean | true | 是否循环 |
| `delay` | number | 0 | 延迟秒数0 = 上一动画结束时立即开始) |
| `track` | number | 0 | 轨道号 |
---
### 4.5 setPosition(id, x, y)
**设置 Spine 实例在 Canvas 上的位置。**
```javascript
gameabc_face.spineMgr.setPosition("hero", 640, 500);
```
> Spine 的坐标原点在骨骼的根骨骼处。Y 轴向上为正(与 Canvas 的 Y 轴方向相反),
> spine-canvas 运行时已做了内部转换。
---
### 4.6 setScale(id, sx, sy)
**设置缩放。**
```javascript
gameabc_face.spineMgr.setScale("hero", 0.5); // 等比缩放
gameabc_face.spineMgr.setScale("hero", 0.5, 0.8); // 分别设置 X/Y
```
| 参数 | 类型 | 说明 |
|------|------|------|
| `sx` | number | X 方向缩放 |
| `sy` | number | Y 方向缩放(省略则等于 sx |
---
### 4.7 setFlip(id, flipX, flipY)
**水平/垂直翻转。**
```javascript
gameabc_face.spineMgr.setFlip("hero", true, false); // 水平翻转
```
---
### 4.8 setVisible(id, visible)
**显示或隐藏 Spine 实例。**
```javascript
gameabc_face.spineMgr.setVisible("hero", false); // 隐藏
gameabc_face.spineMgr.setVisible("hero", true); // 显示
```
---
### 4.9 setSkin(id, skinName)
**切换皮肤。**
```javascript
gameabc_face.spineMgr.setSkin("hero", "warrior");
```
> 切换皮肤后会自动重置插槽到 Setup Pose。皮肤名必须在 Spine 编辑器中预定义。
---
### 4.10 getAnimations(id)
**获取该实例所有可用动画名称列表。**
```javascript
var anims = gameabc_face.spineMgr.getAnimations("hero");
// 返回: ["idle", "walk", "run", "attack", "die"]
logmessage("动画列表: " + anims.join(", "));
```
---
### 4.11 getSkins(id)
**获取该实例所有可用皮肤名称列表。**
```javascript
var skins = gameabc_face.spineMgr.getSkins("hero");
// 返回: ["default", "warrior", "mage"]
```
---
### 4.12 playOnce(id, animName, track)
**播放一次动画后自动隐藏。** 自动显示实例、播放指定动画(不循环),动画完成后自动设置 `visible = false`
```javascript
// 播放一次攻击动画,播完自动隐藏
gameabc_face.spineMgr.playOnce("hero", "attack");
// 指定轨道
gameabc_face.spineMgr.playOnce("hero", "attack", 0);
```
| 参数 | 类型 | 默认值 | 说明 |
|------|------|--------|------|
| `id` | string | - | 实例标识 |
| `animName` | string | - | 动画名称 |
| `track` | number | 0 | 轨道号 |
---
### 4.13 playQueue(id, animList, hideOnComplete)
**按顺序播放一组动画(队列),全部播完后可选择隐藏或保持显示。** 自动显示实例,队列中每个动画均播放一次(不循环),依次播放。
```javascript
// 播放 attack → die全部播完后自动隐藏默认
gameabc_face.spineMgr.playQueue("hero", ["attack", "die"]);
// 播放 intro → idle全部播完后保持显示
gameabc_face.spineMgr.playQueue("hero", ["intro", "idle"], false);
```
| 参数 | 类型 | 默认值 | 说明 |
|------|------|--------|------|
| `id` | string | - | 实例标识 |
| `animList` | string[] | - | 动画名称数组,按顺序依次播放 |
| `hideOnComplete` | boolean | true | `true` = 队列全部播完后自动隐藏;`false` = 保持显示 |
---
### 4.14 remove(id)
**销毁指定 Spine 实例,释放内存。**
```javascript
gameabc_face.spineMgr.remove("hero");
```
---
### 4.15 removeAll()
**销毁所有 Spine 实例。**
```javascript
gameabc_face.spineMgr.removeAll();
```
### 4.16 spine_onComplete(spineId, animName, trackIndex) *(事件回调)*
**动画完成回调。每次动画播放一轮结束时触发。**`js/Spine_Event.js` 中定义。
```javascript
// 在 Spine_Event.js 中定义
gameabc_face.spine_onComplete = function(spineId, animName, trackIndex) {
// 示例:攻击播完后恢复 idle
if (animName === "attack") {
gameabc_face.spineMgr.setAnimation(spineId, "idle", true);
}
};
```
| 参数 | 类型 | 说明 |
|------|------|------|
| `spineId` | string | 实例标识(即 load / autoLoad 时的 id |
| `animName` | string | 刚完成的动画名称 |
| `trackIndex` | number | 轨道号(通常为 0 |
> **注意**:循环动画每播完一轮也会触发。`playOnce` / `playQueue` 的自动隐藏在此回调**之前**执行,
> 因此回调中可以检查 `visible` 状态或重新显示实例。
---
### 4.17 spine_onEvent(spineId, eventName, intValue, floatValue, stringValue) *(事件回调)*
**自定义事件回调。当动画播放到 Spine 编辑器中定义的 Event 关键帧时触发。**`js/Spine_Event.js` 中定义。
```javascript
// 在 Spine_Event.js 中定义
gameabc_face.spine_onEvent = function(spineId, eventName, intValue, floatValue, stringValue) {
if (eventName === "footstep") {
// 播放脚步声
}
if (eventName === "hit") {
// 产生伤害判定
}
};
```
| 参数 | 类型 | 说明 |
|------|------|------|
| `spineId` | string | 实例标识 |
| `eventName` | string | Spine 编辑器中定义的事件名 |
| `intValue` | number | 事件的整数参数 |
| `floatValue` | number | 事件的浮点参数 |
| `stringValue` | string | 事件的字符串参数 |
> 事件需要在 Spine 编辑器的时间线中预先添加 Event Key导出 JSON 后运行时自动解析。
---
## 5. 事件系统(详细说明)
Spine 动画在运行时会触发两类事件,回调定义在 `js/Spine_Event.js` 中。
API 签名见 [4.16](#416-spine_oncompletespineid-animname-trackindex--事件回调) 和 [4.17](#417-spine_oneventspineid-eventname-intvalue-floatvalue-stringvalue--事件回调)。
### 5.1 动画完成事件 spine_onComplete
**每次动画循环播放一轮结束时触发。**
```javascript
// 在 Spine_Event.js 中
gameabc_face.spine_onComplete = function(spineId, animName, trackIndex) {
// spineId : load 时的唯一标识, 如 "hero"
// animName : 完成的动画名, 如 "attack"
// trackIndex : 轨道号 (通常为 0)
// 示例:非循环攻击动画播完后恢复 idle
if (animName === "attack") {
gameabc_face.spineMgr.setAnimation(spineId, "idle", true);
}
};
```
### 5.2 自定义事件 spine_onEvent
**当动画播放到 Spine 编辑器中定义的 Event 关键帧时触发。**
```javascript
// 在 Spine_Event.js 中
gameabc_face.spine_onEvent = function(spineId, eventName, intValue, floatValue, stringValue) {
// spineId : 唯一标识
// eventName : Spine 编辑器中定义的事件名
// intValue : 整数参数
// floatValue : 浮点参数
// stringValue : 字符串参数
if (eventName === "footstep") {
// 播放脚步声
}
if (eventName === "hit") {
// 产生伤害判定
}
};
```
### 如何在 Spine 编辑器中添加事件
1. 打开 Spine 编辑器,选中动画
2. 在时间线底部点击右键 → **Add Event Key**
3.**Tree** 面板中创建并命名事件(如 `hit``footstep`
4. 可为事件设置 int / float / string 参数
5. 导出 JSON 后,运行时会自动解析并触发回调
---
## 6. 常见用法示例
### 6.1 加载多个角色
```javascript
// 在 gamestart 或任意时机,直接设置位置并播放(自动加载)
gameabc_face.spineMgr.setPosition("hero", 640, 500);
gameabc_face.spineMgr.setAnimation("hero", "idle", true);
gameabc_face.spineMgr.setPosition("npc", 300, 500);
gameabc_face.spineMgr.setAnimation("npc", "idle", true);
gameabc_face.spineMgr.setPosition("monster", 900, 500);
gameabc_face.spineMgr.setAnimation("monster", "walk", true);
```
### 6.2 播放一次后隐藏 / 队列播放
```javascript
// 播放一次攻击动画,完成后自动隐藏
gameabc_face.spineMgr.setPosition("effect", 640, 400);
gameabc_face.spineMgr.playOnce("effect", "explode");
// 队列播放:攻击 → 死亡,全部播完后自动隐藏
gameabc_face.spineMgr.playQueue("monster", ["hit", "die"]);
// 队列播放:入场 → 待机,全部播完后保持显示
gameabc_face.spineMgr.playQueue("hero", ["intro", "idle"], false);
```
### 6.3 点击切换动画(攻击→恢复)
```javascript
gameabc_face.mousedown = function(gameid, spid, downx, downy) {
// 点击播放攻击(非循环)
gameabc_face.spineMgr.setAnimation("hero", "attack", false);
// 攻击完自动切回 idle
gameabc_face.spineMgr.addAnimation("hero", "idle", true, 0);
};
```
### 6.4 角色移动 + 动画联动
```javascript
var heroState = "idle";
gameabc_face.mousedown = function(gameid, spid, downx, downy) {
heroState = "run";
gameabc_face.spineMgr.setAnimation("hero", "run", true);
};
gameabc_face.mouseup = function(gameid, spid_down, downx, downy, spid_up, upx, upy) {
heroState = "idle";
gameabc_face.spineMgr.setAnimation("hero", "idle", true);
};
gameabc_face.mousemove = function(gameid, spid, downx, downy, movex, movey, timelong, offmovex, offmovey) {
// 通过拖拽移动角色
var mgr = gameabc_face.spineMgr;
var entry = mgr._entries["hero"];
if (entry) {
mgr.setPosition("hero", entry.x + offmovex, entry.y + offmovey);
// 根据移动方向翻转
mgr.setFlip("hero", offmovex < 0, false);
}
};
```
### 6.5 多轨道叠加(走路 + 射击)
Spine 支持多轨道同时播放动画。低轨道track 0为基础动画高轨道覆盖部分骨骼
```javascript
// track 0: 下半身走路
gameabc_face.spineMgr.setAnimation("hero", "walk", true, 0);
// track 1: 上半身射击(在 Spine 编辑器中只设置上半身骨骼的关键帧)
gameabc_face.spineMgr.setAnimation("hero", "shoot", false, 1);
```
### 6.6 动态切换皮肤(换装系统)
```javascript
// 查看有哪些皮肤
var skins = gameabc_face.spineMgr.getSkins("hero");
logmessage("可用皮肤: " + skins.join(", "));
// 切换到战士皮肤
gameabc_face.spineMgr.setSkin("hero", "warrior");
// 切换到法师皮肤
gameabc_face.spineMgr.setSkin("hero", "mage");
```
### 6.7 运行时查询动画列表
```javascript
gameabc_face.spine_onComplete = function(spineId, animName, trackIndex) {
var anims = gameabc_face.spineMgr.getAnimations(spineId);
logmessage(spineId + " 拥有的动画: " + anims.join(", "));
};
```
---
## 7. 与 gameabc 精灵系统配合
### 渲染时序
```
gameabc 引擎循环 (每帧)
├── gamebegindraw() ← 帧开始
├── 遍历 Layer → 每个精灵:
│ ├── gamemydrawbegin()
│ ├── 精灵自绘 (图片/文字)
│ └── gamemydraw()
├── gameenddraw() ← 用户自定义逻辑
│ └── (自动) spineMgr.updateAndDraw(ctx) ← ★ 通过 defineProperty 自动追加
└── 帧结束
```
Spine 动画在 `gameenddraw` 末尾**自动渲染**(通过 `Object.defineProperty` 拦截实现,
无论开发者如何重新定义 `gameenddraw`Spine 渲染都不会丢失),
因此会**覆盖在所有 gameabc 精灵之上**。
开发者在 `gameenddraw` 中编写的自定义逻辑会先执行Spine 渲染在其后自动执行。
### 如果需要 Spine 在精灵之下渲染
可以通过手动控制渲染时机来实现。在 `gamebegindraw` 中手动调用渲染,并禁用自动渲染:
```javascript
// 方式:在 gamebegindraw 中手动渲染
gameabc_face.gamebegindraw = function(gameid, spid, times, timelong) {
var ctx = gameabc_face.dc;
if (ctx) {
gameabc_face.spineMgr.updateAndDraw(ctx);
}
// 标记自动渲染跳过(因为已在此手动渲染)
gameabc_face.spineMgr._rendered = true;
};
```
> 注意:当前自动挂钩在 gameenddraw 末尾,如需精细控制层级,
> 可将 SpineMgr._inited 临时置 false 跳过自动渲染,手动选择渲染时机。
### 让 Spine 跟随某个精灵移动
```javascript
gameabc_face.gamemydraw = function(gameid, spid, times, timelong) {
// 让 Spine 角色跟随精灵 1 的位置
if (spid === 1) {
var sx = get_self(1, 18, 0, 0, 0); // 获取精灵 1 的 X
var sy = get_self(1, 19, 0, 0, 0); // 获取精灵 1 的 Y
gameabc_face.spineMgr.setPosition("hero", sx, sy);
}
};
```
---
## 8. 性能优化建议
### 8.1 图集纹理
- 纹理尺寸建议不超过 **2048×2048**
- 导出时勾选 **Power of two** 确保尺寸为 2 的幂
- 不要勾选 **Premultiply alpha**Canvas 2D 不需要预乘 Alpha
### 8.2 控制实例数量
- Canvas 2D 渲染性能有限,建议同屏 Spine 实例不超过 **5-8 个**
- 不可见的实例调用 `setVisible(id, false)`,跳过渲染和更新
- 不再需要的实例调用 `remove(id)` 释放内存
### 8.3 减少骨骼复杂度
- 骨骼数量建议控制在 **50 个**以内
- 减少网格变形Mesh Deform对 Canvas 2D 影响较大
- 使用裁剪Clipping时性能开销大谨慎使用
### 8.4 动画混合时长
`mixDuration` 越长,过渡越平滑,但在切换瞬间需要同时计算两个动画。
建议设为 **0.1 ~ 0.3 秒**
---
## 9. 常见问题排查
### Q1: 画面上看不到 Spine 动画
**检查清单:**
1. **文件路径是否正确?**
- 确认 `assets/spine/` 目录下有 `.json``.atlas``.png`
- 文件名大小写必须一致Linux/Mac 服务器区分大小写)
2. **是否通过 HTTP 访问?**
- `file://` 协议无法加载跨域资源,必须使用 HTTP 服务器
3. **打开浏览器控制台F12看报错**
- 404 错误:文件路径有误
- JSON 解析错误:`.json` 文件格式异常
- `spine is not defined``spine-canvas.js` 未正确加载
4. **坐标是否在可见范围内?**
- 项目设计尺寸为 1280×720检查 `x``y` 是否在此范围
5. **logmessage 输出是否有 "[SpineMgr] xxx 构建完成"**
- 有 → 加载成功,检查坐标和缩放
- 有 "构建失败" → 查看具体错误信息
- 没有 → 资源还在加载中或路径错误
### Q2: 动画显示位置不对
- Spine 编辑器中设置骨骼原点的位置会影响运行时的锚点
- 调整 `setPosition` 的坐标,或在 Spine 编辑器中修改根骨骼位置
- 注意 Spine 的 Y 轴与 Canvas Y 轴方向可能不同
### Q3: 动画速度太快或太慢
- 检查 `gameabc_Project` 中的 `fps` 设置(默认 30
- SpineMgr 内部是用 `Date.now()` 计算真实时间差的,不依赖帧率
- 如果需要倍速播放,修改 `state.timeScale`
```javascript
var entry = gameabc_face.spineMgr._entries["hero"];
entry.state.timeScale = 2.0; // 2 倍速
```
### Q4: 切换动画时有跳帧
- 增大 `mixDuration`(加载时的 option 或修改 `stateData.defaultMix`
- 使用 `addAnimation` 排队而不是直接 `setAnimation` 打断
### Q5: 多个 Spine 实例重叠时闪烁
- 确认没有同一个 id 加载两次
- 检查 `ctx.save()` / `ctx.restore()` 是否配对SpineMgr 内部已处理)
### Q6: spine-canvas.js 版本与 Spine 编辑器版本不匹配
- **spine-canvas.js 4.2** 需搭配 **Spine 编辑器 4.2.x** 导出的数据
- 如果使用 Spine 4.1 编辑器,请下载对应版本的运行时:
```
https://unpkg.com/@esotericsoftware/spine-canvas@4.1/dist/iife/spine-canvas.js
```
---
## 10. 附录:文件加载顺序
`index.html` 中的 script 标签加载顺序至关重要:
```
1. spine-canvas.js ← 先加载 Spine 运行时 (定义 window.spine)
2. gameabc.min.js ← 再加载游戏引擎
3. SpineMgr.js ← Spine 管理器 + defineProperty 自动挂钩渲染
4. gamemain.js ← 游戏主逻辑(不需修改,直接调用 API 即可)
5. Spine_Event.js ← Spine 事件回调 (依赖 gameabc_face)
6. Project1_Event.js ← 精灵事件
7. gameabc_data.min.js ← 项目配置数据 (引擎初始化)
```
> **不能调换顺序**`SpineMgr.js` 必须在 `gamemain.js` 之前加载,
> 否则会出现 `spine is not defined` 或 `gameabc_face.spineMgr is undefined` 的错误。
---
## 附录:完整最小示例 gamemain.js
`gamemain.js` **不需要任何修改**,保持原样即可。在任意事件回调中直接调用 `gameabc_face.spineMgr` 的 API
```javascript
// gamemain.js —— 无需修改框架,只需在回调中调用 API
gameabc_face.gamestart = function(gameid) {
// 直接设置位置并播放动画(自动加载,无需 load
gameabc_face.spineMgr.setPosition("mj_gangshangkaihua", 640, 500);
gameabc_face.spineMgr.setAnimation("mj_gangshangkaihua", "animation", true);
};
// gameenddraw 保持原样Spine 渲染由 SpineMgr.js 自动处理
gameabc_face.gameenddraw = function(gameid, spid, times, timelong) {
// 这里写其他自定义绘制逻辑,或留空
};
gameabc_face.mousedown = function(gameid, spid, downx, downy) {
// 点击播放动画
gameabc_face.spineMgr.setAnimation("mj_gangshangkaihua", "animation", false);
};
```
> **重要**`SpineMgr.js` 是独立文件,通过 `Object.defineProperty` 自动拦截 `gameenddraw`
> 无论 `gamemain.js` 如何定义 `gameenddraw`Spine 渲染都会自动追加在其后执行。
> `gamemain.js` 完全不需要修改。
---
> **参考链接**
> - Spine 官方运行时文档: https://zh.esotericsoftware.com/spine-api-reference
> - Spine Player 在线演示: https://jp.esotericsoftware.com/spine-player
> - spine-canvas npm 包: https://www.npmjs.com/package/@esotericsoftware/spine-canvas

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@@ -0,0 +1,6 @@
// Spine resource list (auto-generated, do not edit manually)
gameabc_face.spineAssets = [
"chipengganghu",
"gamestart",
"Zaijiezaili"
];

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<!DOCTYPE HTML>
<html>
<head>
<meta charset="utf-8">
<meta http-equiv="Pragma" content="no-cache">
<meta http-equiv="Cache-Control" content="no-cache">
<meta http-equiv="Expires" content="0">
<meta name="viewport" content="width=device-width,initial-scale=1 user-scalable=0"/>
<title>gameabc</title>
</head>
<body style='position:fixed;bottom:0;'>
<div id="ifastgame2" style="position:absolute;left:0px;top:0px;z-index:10">
<canvas id="bg1" width="1" height="1">
<p>Your browser does not support the canvas element.</p>
</canvas>
</div>
<div id="ifastgame_4" style="position:absolute;left:0px;top:0px;z-index:1">
<canvas id="ifastgame_bg" width="1" height="1">
<p>Your browser does not support the canvas element.</p>
</canvas>
</div>
<div id="ifastgame3" style="position:absolute;left:0px;top:0px;z-index:11">
<canvas id="bg2" width="1" height="1">
<p>Your browser does not support the canvas element.</p>
</canvas>
</div>
<div id="ifastgame" style="position:absolute;left:0px;top:0px;z-index:2">
<canvas id="canvas" width="6000" height="3000">
<p>Your browser does not support the canvas element.</p>
</canvas>
</div>
<style type="text/css">
* { margin: 0; padding: 0; }
html, body { height: 100%; width: 100%;
overflow-x:hidden;overflow-y:hidden;
backgroundColor:"rab(255,0,0)";
}
canvas { display: block; }
</style>
<script language='javascript'>var gameabc_face = gameabc_face||{};</script>
<script language='javascript'>gameabc_face.path="assets/bmp";</script>
<!-- Spine Canvas Runtime -->
<script type="text/javascript" src="js/spine-canvas.js"></script>
<script type="text/javascript" src="js/gameabc.min.js"></script>
<!-- Spine 资源清单:列出需要预加载的 Spine 资源基础名 -->
<script type="text/javascript" src="generated/spine_assets.js"></script>
<!-- Spine 文本数据嵌入(解决 file:// 协议 CORS 问题) -->
<script type="text/javascript" src="generated/spine_data.js"></script>
<!-- SpineMgr: 自动初始化+自动渲染,必须在 gamemain.js 之前加载 -->
<script type="text/javascript" src="js/SpineMgr.js"></script>
<script type="text/javascript" src="js/gamemain.js"></script>
<script type="text/javascript" src="js/Project1_Event.js"></script>
<script type="text/javascript" src="output/gameabc_data.min.js"></script>
</body>
</html>

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@@ -0,0 +1,416 @@
// ============================================================
// SpineMgr —— Spine 动画管理器(独立文件)
// 集成到 gameabc Canvas 2D 绘制循环,零侵入 gamemain.js
// 在 index.html 中置于 gameabc.min.js 之后、gamemain.js 之前加载
// ============================================================
(function(){
var SpineMgr = {
// --- 内部状态 ---
_entries: {}, // {id: EntryObject}
_assetManager: null,
_renderer: null, // spine.SkeletonRenderer (Canvas 2D)
_lastTime: 0, // 上一帧时间戳(ms)
_inited: false,
_loadedPaths: {}, // 已请求加载的资源路径,避免重复请求
_pendingCmds: {}, // {id: [{method, args}]} 等待实例就绪后执行的命令队列
// 默认资源根路径(可通过 init 覆盖)
_basePath: "assets/spine/",
// ----------------------------------------------------------
// init(basePath) 手动初始化(可选)
// 如不调用load 时会自动以默认路径 "assets/spine/" 初始化
// ----------------------------------------------------------
init: function(basePath) {
if (!window.spine) {
logmessage("[SpineMgr] spine-canvas.js 未加载,请检查引用");
return;
}
this._basePath = basePath || this._basePath;
this._assetManager = new spine.AssetManager(this._basePath);
this._lastTime = Date.now();
this._inited = true;
},
// (内部) 确保已初始化
_ensureInit: function() {
if (!this._inited) {
this.init(this._basePath);
}
},
// (内部) 自动加载:根据 id 约定文件名 id.json / id.atlas
_autoLoad: function(id) {
if (this._entries[id]) return;
this.load(id, id + ".json", id + ".atlas", {});
},
// (内部) 将命令加入等待队列
_queueCmd: function(id, method, args) {
if (!this._pendingCmds[id]) this._pendingCmds[id] = [];
this._pendingCmds[id].push({method: method, args: args});
},
// (内部) 实例就绪后执行队列中的命令
_flushCmds: function(id) {
var cmds = this._pendingCmds[id];
if (!cmds || cmds.length === 0) return;
delete this._pendingCmds[id];
for (var i = 0; i < cmds.length; i++) {
var cmd = cmds[i];
this[cmd.method].apply(this, [id].concat(cmd.args));
}
},
// ----------------------------------------------------------
// load(id, jsonFile, atlasFile, option)
// 加载一组 Spine 资源, id 为自定义标识
// option: {x, y, scale, skin, animation, loop, mixDuration}
// ----------------------------------------------------------
load: function(id, jsonFile, atlasFile, option) {
this._ensureInit();
if (!this._inited) return;
var opt = option || {};
// 只加载尚未请求过的资源(预加载过的会跳过)
if (!this._loadedPaths[jsonFile]) {
this._assetManager.loadText(jsonFile);
this._loadedPaths[jsonFile] = true;
}
if (!this._loadedPaths[atlasFile]) {
this._assetManager.loadTextureAtlas(atlasFile);
this._loadedPaths[atlasFile] = true;
}
this._entries[id] = {
jsonFile: jsonFile,
atlasFile: atlasFile,
skeleton: null,
state: null,
x: opt.x || 0,
y: opt.y || 0,
scale: opt.scale || 1,
skin: opt.skin || "default",
defAnim: opt.animation || null,
defLoop: opt.loop !== undefined ? opt.loop : true,
mixDur: opt.mixDuration || 0.2,
visible: true,
ready: false,
_hideOnComplete: false, // 播放完成后是否自动隐藏
_hideAfterCompletes: 0 // 剩余多少次 complete 后触发隐藏
};
},
// ----------------------------------------------------------
// (内部) 资源加载完成后实例化骨骼
// ----------------------------------------------------------
_buildEntry: function(entry) {
var atlas = this._assetManager.require(entry.atlasFile);
var loader = new spine.AtlasAttachmentLoader(atlas);
var skelJson = new spine.SkeletonJson(loader);
skelJson.scale = entry.scale;
var skelData = skelJson.readSkeletonData(
this._assetManager.require(entry.jsonFile)
);
entry.skeleton = new spine.Skeleton(skelData);
// 设置皮肤
if (entry.skin && entry.skin !== "default") {
entry.skeleton.setSkinByName(entry.skin);
}
entry.skeleton.setToSetupPose();
// AnimationState
var stateData = new spine.AnimationStateData(skelData);
stateData.defaultMix = entry.mixDur;
entry.state = new spine.AnimationState(stateData);
// 绑定事件回调 —— 转发到 Spine_Event.js
entry.state.addListener({
complete: function(trackEntry) {
// 自动隐藏playOnce / playQueue 设置的计数器
if (entry._hideOnComplete && !trackEntry.loop) {
entry._hideAfterCompletes--;
if (entry._hideAfterCompletes <= 0) {
entry.visible = false;
entry._hideOnComplete = false;
}
}
if (gameabc_face.spine_onComplete) {
gameabc_face.spine_onComplete(entry._id, trackEntry.animation.name, trackEntry.trackIndex);
}
},
event: function(trackEntry, event) {
if (gameabc_face.spine_onEvent) {
gameabc_face.spine_onEvent(entry._id, event.data.name, event.intValue, event.floatValue, event.stringValue);
}
}
});
// 默认动画
if (entry.defAnim) {
entry.state.setAnimation(0, entry.defAnim, entry.defLoop);
}
entry.ready = true;
},
// ----------------------------------------------------------
// (内部) 每帧调用:确保所有资源就绪
// ----------------------------------------------------------
_tryBuild: function() {
if (!this._assetManager.isLoadingComplete()) return false;
for (var id in this._entries) {
var e = this._entries[id];
if (!e.ready) {
e._id = id;
try {
this._buildEntry(e);
logmessage("[SpineMgr] " + id + " 构建完成");
this._flushCmds(id);
} catch(err) {
logmessage("[SpineMgr] " + id + " 构建失败: " + err.message);
e.ready = false;
}
}
}
return true;
},
// ----------------------------------------------------------
// updateAndDraw(ctx) 每帧自动调用
// ctx: gameabc_face.dc (Canvas 2D Context)
// ----------------------------------------------------------
updateAndDraw: function(ctx) {
if (!this._inited) return;
this._tryBuild();
var now = Date.now();
var dt = (now - this._lastTime) / 1000;
this._lastTime = now;
if (dt <= 0 || dt > 0.5) dt = 1/30;
if (!this._renderer) {
this._renderer = new spine.SkeletonRenderer(ctx);
this._renderer.triangleRendering = true; // ★ 启用三角形渲染以支持 Mesh 网格附件
}
// 确保 renderer 用的是当前 ctx (gameabc可能重建)
this._renderer.ctx = ctx;
for (var id in this._entries) {
var e = this._entries[id];
if (!e.ready || !e.visible) continue;
e.state.update(dt);
e.state.apply(e.skeleton);
// 骨骼位置归零,由 ctx.translate 控制实际位置
e.skeleton.x = 0;
e.skeleton.y = 0;
e.skeleton.updateWorldTransform(spine.Physics.update);
ctx.save();
ctx.translate(e.x, e.y);
ctx.scale(1, -1); // ★ Spine Y-up → Canvas Y-down
this._renderer.draw(e.skeleton);
ctx.restore();
}
},
// ==========================================================
// 公开控制 API
// ==========================================================
setAnimation: function(id, animName, loop, track) {
var e = this._entries[id];
if (!e) {
this._autoLoad(id);
this._queueCmd(id, "setAnimation", [animName, loop, track]);
return null;
}
if (!e.ready) {
this._queueCmd(id, "setAnimation", [animName, loop, track]);
return null;
}
return e.state.setAnimation(track || 0, animName, loop !== false);
},
addAnimation: function(id, animName, loop, delay, track) {
var e = this._entries[id];
if (!e) {
this._autoLoad(id);
this._queueCmd(id, "addAnimation", [animName, loop, delay, track]);
return null;
}
if (!e.ready) {
this._queueCmd(id, "addAnimation", [animName, loop, delay, track]);
return null;
}
return e.state.addAnimation(track || 0, animName, loop !== false, delay || 0);
},
setPosition: function(id, x, y) {
var e = this._entries[id];
if (!e) {
this._autoLoad(id);
e = this._entries[id];
}
e.x = x; e.y = y;
},
setScale: function(id, sx, sy) {
var e = this._entries[id];
if (!e) {
this._autoLoad(id);
this._queueCmd(id, "setScale", [sx, sy]);
return;
}
if (!e.skeleton) {
this._queueCmd(id, "setScale", [sx, sy]);
return;
}
e.skeleton.scaleX = sx;
e.skeleton.scaleY = sy !== undefined ? sy : sx;
},
setFlip: function(id, flipX, flipY) {
var e = this._entries[id];
if (!e) {
this._autoLoad(id);
this._queueCmd(id, "setFlip", [flipX, flipY]);
return;
}
if (!e.skeleton) {
this._queueCmd(id, "setFlip", [flipX, flipY]);
return;
}
e.skeleton.scaleX = Math.abs(e.skeleton.scaleX) * (flipX ? -1 : 1);
e.skeleton.scaleY = Math.abs(e.skeleton.scaleY) * (flipY ? -1 : 1);
},
setVisible: function(id, visible) {
var e = this._entries[id];
if (!e) {
this._autoLoad(id);
e = this._entries[id];
}
e.visible = !!visible;
},
setSkin: function(id, skinName) {
var e = this._entries[id];
if (!e) {
this._autoLoad(id);
this._queueCmd(id, "setSkin", [skinName]);
return;
}
if (!e.ready) {
this._queueCmd(id, "setSkin", [skinName]);
return;
}
e.skeleton.setSkinByName(skinName);
e.skeleton.setSlotsToSetupPose();
},
getAnimations: function(id) {
var e = this._entries[id];
if (!e) { this._autoLoad(id); return []; }
if (!e.ready) return [];
var anims = e.skeleton.data.animations;
var names = [];
for (var i = 0; i < anims.length; i++) names.push(anims[i].name);
return names;
},
getSkins: function(id) {
var e = this._entries[id];
if (!e) { this._autoLoad(id); return []; }
if (!e.ready) return [];
var skins = e.skeleton.data.skins;
var names = [];
for (var i = 0; i < skins.length; i++) names.push(skins[i].name);
return names;
},
playOnce: function(id, animName, track) {
this.setVisible(id, true);
this.setAnimation(id, animName, false, track);
var e = this._entries[id];
if (e) {
e._hideOnComplete = true;
e._hideAfterCompletes = 1;
}
},
playQueue: function(id, animList, hideOnComplete) {
if (!animList || animList.length === 0) return;
this.setVisible(id, true);
this.setAnimation(id, animList[0], false, 0);
for (var i = 1; i < animList.length; i++) {
this.addAnimation(id, animList[i], false, 0, 0);
}
var e = this._entries[id];
if (e) {
e._hideOnComplete = hideOnComplete !== false;
e._hideAfterCompletes = animList.length;
}
},
remove: function(id) {
delete this._entries[id];
},
removeAll: function() {
this._entries = {};
}
};
// 挂载到 gameabc_face 上
gameabc_face.spineMgr = SpineMgr;
// ★ 自动预加载:读取 gameabc_face.spineAssets 清单,在引擎启动前预加载所有 Spine 资源
// 如果存在 spineTextData嵌入文本数据则通过 setRawDataURI 注入,
// 彻底避免 file:// 协议下 XHR CORS 拦截问题
if (gameabc_face.spineAssets && gameabc_face.spineAssets.length > 0) {
SpineMgr._ensureInit();
var list = gameabc_face.spineAssets;
var textData = gameabc_face.spineTextData || {};
for (var i = 0; i < list.length; i++) {
var name = list[i];
var jsonKey = name + ".json";
var atlasKey = name + ".atlas";
// 将嵌入文本数据注册为 rawDataURISpine Downloader 会优先从内存读取
if (textData[jsonKey]) {
SpineMgr._assetManager.setRawDataURI(jsonKey, "data:," + textData[jsonKey]);
}
if (textData[atlasKey]) {
SpineMgr._assetManager.setRawDataURI(atlasKey, "data:," + textData[atlasKey]);
}
SpineMgr._assetManager.loadText(jsonKey);
SpineMgr._loadedPaths[jsonKey] = true;
SpineMgr._assetManager.loadTextureAtlas(atlasKey);
SpineMgr._loadedPaths[atlasKey] = true;
}
logmessage("[SpineMgr] 预加载 " + list.length + " 组 Spine 资源" +
(Object.keys(textData).length > 0 ? "(使用嵌入数据)" : "(使用网络请求)"));
}
// ★ 用 defineProperty 拦截 gameenddraw 赋值
// 无论 gamemain.js 或其他代码如何定义 gameenddraw
// Spine 渲染都会自动追加在用户逻辑之后
var _userEndDraw = gameabc_face.gameenddraw || null;
var _wrappedEndDraw = function(gameid, spid, times, timelong) {
if (typeof _userEndDraw === "function") {
_userEndDraw(gameid, spid, times, timelong);
}
var ctx = gameabc_face.dc;
if (ctx && SpineMgr._inited) {
SpineMgr.updateAndDraw(ctx);
}
};
Object.defineProperty(gameabc_face, "gameenddraw", {
configurable: true,
get: function() { return _wrappedEndDraw; },
set: function(fn) { _userEndDraw = fn; }
});
})();

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var gameabc_face = gameabc_face||{};
{
gameabc_face.tag=12; //定义你的游戏全局内存
gameabc_face.tag1=123;//定义你的游戏全局内存
gameabc_face.tag2=123;//定义你的游戏全局内存
gameabc_face.tag3=123;//定义你的游戏全局内存
}
gameabc_face.gamestart=function(gameid)
{
//游戏初始化代码
gameabc_face.spineMgr.setPosition("gamestart", 640, 500);
gameabc_face.spineMgr.setAnimation("gamestart", "start", true);
};
gameabc_face.ani_doend=function(id,sx,count,allend)
{
logmessage(id+"/"+sx+"/"+count+"/"+allend);
//play_ani(0,2,18,50,200,0,1000,0,0,0,0,6000,1);//主动关闭
};
gameabc_face.box_doend=function(id,sx,timelen)
{
//play_box 结束事件
//showmessage("box_doend:"+id+"/"+sx+"/"+timelen);
logmessage("box_doend:"+id+"/"+sx+"/"+timelen);
};
gameabc_face.onloadurl1=function(recid,rectype,url,error,count,len)
{
//修改为gameabc_face.onloadurl 则自己处理图片加载进度
//资源加载完成函数
//recid:资源id
//rectype:1 图片 2声音
//url :网络地址
//error:是否加载错误
//len:资源大小
//count加载的个数百分比
logmessage("onload:"+recid+"/"+rectype+"/"+count+"/"+error);
/*
if (rectype==0)
{
open_load("","1.mp3","");
gameabc_face.randombase=0;//使用系统浏览器缓存
}
if (count==100)
{
game_close_zsmsg("");
} else
{
game_open_zsmsg(count+"%"+" 加载中...");
};
*/
};
gameabc_face.chongzhi=function(userid,zt,data)
{
//游戏接口代码
};
gameabc_face.onresize=function(pmw/*屏幕宽*/,pmh/*屏幕宽*/,sjweww/*设计宽*/,sjnewh/*设计宽*/,nweww/*显示宽*/,newh/*显示高*/)
{
//屏幕变化
// 在此调整 列表控件的宽高和区域 不是整体缩放
logmessage("onresize:"+pmw+"/"+pmh+"/"+sjweww+"/"+sjnewh+"/"+nweww+"/"+newh);
};
gameabc_face.gamebegindraw=function(gameid, spid, times, timelong)
{
//更新开始代码
};
gameabc_face.gameenddraw=function(gameid, spid, times, timelong)
{
//更新完成代码
};
gameabc_face.mousedown=function(gameid, spid, downx, downy, no1, no2, no3, no4, no5, no6)
{
//点击代码
};
gameabc_face.mousedown_nomove=function(gameid, spid, downx, downy, timelong, no1, no2, no3, no4, no5)
{
//点击代没移动代码
};
gameabc_face.mouseup=function(gameid, spid_down, downx, downy, spid_up, upx, upy, timelong, no1, no2)
{
//点击弹起代码
//可以通过spid_down和spid_up 的比较 来判断是 点击还是 移动
};
gameabc_face.mousemove=function(gameid, spid, downx, downy, movex,movey ,timelong,offmovex, offmovey, no1)
{
//点击后移动代码
//set_self(spid,18,offmovex,1,0);
//set_self(spid,19,offmovey,1,0);
};
gameabc_face.gamemydraw=function(gameid, spid, times, timelong, no2, no3, no4, no5, no6, no7)
{
//每个精灵更新绘画代码
};
gameabc_face.gamemydrawbegin=function(gameid, spid, times, timelong, no2, no3, no4, no5, no6, no7)
{
//每个精灵更新前绘画代码
};
gameabc_face.ontimer= function(gameid, spid, /* 本次间隔多少次了 */ times, /* 本次间隔多久 */ timelong,/* 开启后运行多少次了 */ alltimes){
/*请在下面输入您的代码
*/
//set_self(1,18,5,1,0);
} ;
gameabc_face.tcpconnected=function(tcpid)
{
/*
ifast_tcp_open(1,"127.0.0.1:5414");//连接ws tcp
*/
logmessage("tcpopen:"+tcpid);
};
gameabc_face.tcpmessage=function(tcpid,data)
{
logmessage("tcpread:"+data);
};
gameabc_face.tcpdisconnected=function(tcpid)
{
logmessage("tcpclose:"+tcpid);
};
gameabc_face.tcperror=function(tcpid,data)
{
logmessage("tcperror:"+tcpid);
};
gameabc_face.httpmessage=function(myid,url,data)
{
/*
ifast_http(1,"web/test.txt",1);//获取文件 同域
*/
logmessage("httpread:"+myid+"/"+url+":"+data);
};

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@@ -0,0 +1,3 @@
{
"GameTxtList": []
}

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@@ -0,0 +1,3 @@
{
"GroupList": []
}

View File

@@ -0,0 +1,24 @@
{
"ImageFileList": [
{},{
"id": 1,
"w_all": 1280,
"h_all": 720,
"w": 1,
"h": 1,
"frame_all": 1,
"bmp": "00001.png",
"w1": 1280,
"h1": 720
},{
"id": 2,
"w_all": 1920,
"h_all": 740,
"w": 1,
"h": 1,
"frame_all": 1,
"bmp": "00002.png",
"w1": 1920,
"h1": 740
}]
}

View File

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{
"LayerList": [
{},{
"Property": {
"LayerID": 1,
"LayerName": "Layer1"
},
"ObjectList": [
1,2,3]
}]
}

View File

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{
"ObjectList": [
{},{
"Property": {
"ObjectID": 1,
"ObjectType": 4,
"ObjectName": "Spirit1",
"Left": -668,
"Top": 19,
"Width": 79,
"Height": 35,
"BelongLayerID": 1,
"IndexOfLayer": 1,
"Text": "Spirit1",
"FontSize": 20,
"FontBold": 0,
"FontColorR": 0,
"FontColorG": 0,
"FontColorB": 0,
"FontColor": "#000000",
"BackColorR": 255,
"BackColorG": 255,
"BackColorB": 255,
"BackColorA": 0,
"BackColor": "#FFFFFF",
"GameTxtStyle": 0,
"LineSpace": 0,
"GroupID": 0,
"TimerInterval": 0,
"Data": "",
"Parent": 0,
"OriginID": 0,
"OriginPos": 1,
"SelfPos": 1,
"offX": -668,
"offY": 19
},
"Event": {
"mousedown": 1,
"mouseup": 1,
"mousemove": 1,
"ontimer": 1
},
"Option": {
"tag": 0,
"tag1": 0,
"tag2": 0,
"tag3": 0,
"vx": 0,
"vy": 0,
"vw": 0,
"vh": 0,
"canclick": 1,
"visbale": 1
}
},{
"Property": {
"ObjectID": 2,
"ObjectType": 2,
"ObjectName": "Spirit2",
"Left": 0,
"Top": 0,
"Width": 1280,
"Height": 720,
"BelongLayerID": 1,
"IndexOfLayer": 2,
"ImageFileID": 1,
"FrameStyle": 0,
"FrameIndex": 0,
"TextFrames": "",
"L9": 0,
"T9": 0,
"R9": 0,
"B9": 0,
"VoiceFileID": 0,
"GroupID": 0,
"TimerInterval": 0,
"Data": "",
"Parent": 0,
"OriginID": 0,
"OriginPos": 1,
"SelfPos": 1,
"offX": 0,
"offY": 0
},
"Event": {
"mousedown": 2,
"mouseup": 2,
"mousemove": 2,
"ontimer": 2
},
"Option": {
"tag": 0,
"tag1": 0,
"tag2": 0,
"tag3": 0,
"vx": 0,
"vy": 0,
"vw": 0,
"vh": 0,
"canclick": 1,
"visbale": 1
}
},{
"Property": {
"ObjectID": 3,
"ObjectType": 2,
"ObjectName": "Spirit3",
"Left": 393,
"Top": 412,
"Width": 560,
"Height": 148,
"BelongLayerID": 1,
"IndexOfLayer": 3,
"ImageFileID": 2,
"FrameStyle": 0,
"FrameIndex": 0,
"TextFrames": "",
"L9": 0,
"T9": 0,
"R9": 0,
"B9": 0,
"VoiceFileID": 0,
"GroupID": 0,
"TimerInterval": 0,
"Data": "",
"Parent": 0,
"OriginID": 0,
"OriginPos": 1,
"SelfPos": 1,
"offX": 393,
"offY": 412
},
"Event": {
"mousedown": 3,
"mouseup": 3,
"mousemove": 3,
"ontimer": 3
},
"Option": {
"tag": 0,
"tag1": 0,
"tag2": 0,
"tag3": 0,
"vx": 0,
"vy": 0,
"vw": 0,
"vh": 0,
"canclick": 1,
"visbale": 1
}
}]
}

View File

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{
"Property": {
"ProjectName": "Spine",
"ScreenWidth": 1280,
"ScreenHeight": 720,
"GameSceneWidth": 2337,
"GameSceneHeight": 1800,
"ScreenFitMode": 0,
"TcpIP": "",
"TcpPort": "",
"Http": "",
"title": ""
},
"Event": {
"gamestart": 0,
"gamebegindraw": 0,
"gameenddraw": 0,
"mousedown": 0,
"mousedown_nomove": 0,
"mouseup": 0,
"mousemove": 0,
"gamemydraw": 0,
"gamemydrawbegin": 0,
"chongzhi": 0,
"tcpconnected": 0,
"tcpdisconnected": 0,
"tcpmessage": 0,
"tcperror": 0,
"httpmessage": 0,
"ani_doend": 0,
"box_doend": 0,
"onresize": 0,
"ontimer": 0,
"onloadurl": 0
},
"Option": {
"fps": 30,
"tag": 0,
"tag1": 0,
"tag2": 0,
"tag3": 0,
"showmodel": 0
}
}

View File

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{
"VoiceFileList": []
}

View File

@@ -0,0 +1,255 @@
var gameabc_Project =
{
"Property": {
"ProjectName": "Spine",
"ScreenWidth": 1280,
"ScreenHeight": 720,
"GameSceneWidth": 2337,
"GameSceneHeight": 1800,
"ScreenFitMode": 0,
"TcpIP": "",
"TcpPort": "",
"Http": "",
"title": ""
},
"Event": {
"gamestart": 0,
"gamebegindraw": 0,
"gameenddraw": 0,
"mousedown": 0,
"mousedown_nomove": 0,
"mouseup": 0,
"mousemove": 0,
"gamemydraw": 0,
"gamemydrawbegin": 0,
"chongzhi": 0,
"tcpconnected": 0,
"tcpdisconnected": 0,
"tcpmessage": 0,
"tcperror": 0,
"httpmessage": 0,
"ani_doend": 0,
"box_doend": 0,
"onresize": 0,
"ontimer": 0,
"onloadurl": 0
},
"Option": {
"fps": 30,
"tag": 0,
"tag1": 0,
"tag2": 0,
"tag3": 0,
"showmodel": 0
}
}
;
var gameabc_Layer =
{
"LayerList": [
{},{
"Property": {
"LayerID": 1,
"LayerName": "Layer1"
},
"ObjectList": [
1,2,3]
}]
}
;
var gameabc_GroupList =
{
"GroupList": []
}
;
var gameabc_Object =
{
"ObjectList": [
{},{
"Property": {
"ObjectID": 1,
"ObjectType": 4,
"ObjectName": "Spirit1",
"Left": -668,
"Top": 19,
"Width": 79,
"Height": 35,
"BelongLayerID": 1,
"IndexOfLayer": 1,
"Text": "Spirit1",
"FontSize": 20,
"FontBold": 0,
"FontColorR": 0,
"FontColorG": 0,
"FontColorB": 0,
"FontColor": "#000000",
"BackColorR": 255,
"BackColorG": 255,
"BackColorB": 255,
"BackColorA": 0,
"BackColor": "#FFFFFF",
"GameTxtStyle": 0,
"LineSpace": 0,
"GroupID": 0,
"TimerInterval": 0,
"Data": "",
"Parent": 0,
"OriginID": 0,
"OriginPos": 1,
"SelfPos": 1,
"offX": -668,
"offY": 19
},
"Event": {
"mousedown": 1,
"mouseup": 1,
"mousemove": 1,
"ontimer": 1
},
"Option": {
"tag": 0,
"tag1": 0,
"tag2": 0,
"tag3": 0,
"vx": 0,
"vy": 0,
"vw": 0,
"vh": 0,
"canclick": 1,
"visbale": 1
}
},{
"Property": {
"ObjectID": 2,
"ObjectType": 2,
"ObjectName": "Spirit2",
"Left": 0,
"Top": 0,
"Width": 1280,
"Height": 720,
"BelongLayerID": 1,
"IndexOfLayer": 2,
"ImageFileID": 1,
"FrameStyle": 0,
"FrameIndex": 0,
"TextFrames": "",
"L9": 0,
"T9": 0,
"R9": 0,
"B9": 0,
"VoiceFileID": 0,
"GroupID": 0,
"TimerInterval": 0,
"Data": "",
"Parent": 0,
"OriginID": 0,
"OriginPos": 1,
"SelfPos": 1,
"offX": 0,
"offY": 0
},
"Event": {
"mousedown": 2,
"mouseup": 2,
"mousemove": 2,
"ontimer": 2
},
"Option": {
"tag": 0,
"tag1": 0,
"tag2": 0,
"tag3": 0,
"vx": 0,
"vy": 0,
"vw": 0,
"vh": 0,
"canclick": 1,
"visbale": 1
}
},{
"Property": {
"ObjectID": 3,
"ObjectType": 2,
"ObjectName": "Spirit3",
"Left": 393,
"Top": 412,
"Width": 560,
"Height": 148,
"BelongLayerID": 1,
"IndexOfLayer": 3,
"ImageFileID": 2,
"FrameStyle": 0,
"FrameIndex": 0,
"TextFrames": "",
"L9": 0,
"T9": 0,
"R9": 0,
"B9": 0,
"VoiceFileID": 0,
"GroupID": 0,
"TimerInterval": 0,
"Data": "",
"Parent": 0,
"OriginID": 0,
"OriginPos": 1,
"SelfPos": 1,
"offX": 393,
"offY": 412
},
"Event": {
"mousedown": 3,
"mouseup": 3,
"mousemove": 3,
"ontimer": 3
},
"Option": {
"tag": 0,
"tag1": 0,
"tag2": 0,
"tag3": 0,
"vx": 0,
"vy": 0,
"vw": 0,
"vh": 0,
"canclick": 1,
"visbale": 1
}
}]
}
;
var gameabc_Image =
{
"ImageFileList": [
{},{
"id": 1,
"w_all": 1280,
"h_all": 720,
"w": 1,
"h": 1,
"frame_all": 1,
"bmp": "00001.png",
"w1": 1280,
"h1": 720
},{
"id": 2,
"w_all": 1920,
"h_all": 740,
"w": 1,
"h": 1,
"frame_all": 1,
"bmp": "00002.png",
"w1": 1920,
"h1": 740
}]
}
;
var gameabc_GameTxt =
{
"GameTxtList": []
}
;
var gameabc_Voice =
{
"VoiceFileList": []
}
;

View File

@@ -0,0 +1 @@
var gameabc_Project = { "Property": { "ProjectName": "Spine", "ScreenWidth": 1280, "ScreenHeight": 720, "GameSceneWidth": 2337, "GameSceneHeight": 1800, "ScreenFitMode": 0, "TcpIP": "", "TcpPort": "", "Http": "", "title": "" }, "Event": { "gamestart": 0, "gamebegindraw": 0, "gameenddraw": 0, "mousedown": 0, "mousedown_nomove": 0, "mouseup": 0, "mousemove": 0, "gamemydraw": 0, "gamemydrawbegin": 0, "chongzhi": 0, "tcpconnected": 0, "tcpdisconnected": 0, "tcpmessage": 0, "tcperror": 0, "httpmessage": 0, "ani_doend": 0, "box_doend": 0, "onresize": 0, "ontimer": 0, "onloadurl": 0 }, "Option": { "fps": 30, "tag": 0, "tag1": 0, "tag2": 0, "tag3": 0, "showmodel": 0 }};var gameabc_Layer = { "LayerList": [ {},{ "Property": { "LayerID": 1, "LayerName": "Layer1" }, "ObjectList": [ 1,2,3] }]};var gameabc_GroupList = { "GroupList": []};var gameabc_Object = { "ObjectList": [ {},{ "Property": { "ObjectID": 1, "ObjectType": 4, "ObjectName": "Spirit1", "Left": -668, "Top": 19, "Width": 79, "Height": 35, "BelongLayerID": 1, "IndexOfLayer": 1, "Text": "Spirit1", "FontSize": 20, "FontBold": 0, "FontColorR": 0, "FontColorG": 0, "FontColorB": 0, "FontColor": "#000000", "BackColorR": 255, "BackColorG": 255, "BackColorB": 255, "BackColorA": 0, "BackColor": "#FFFFFF", "GameTxtStyle": 0, "LineSpace": 0, "GroupID": 0, "TimerInterval": 0, "Data": "", "Parent": 0, "OriginID": 0, "OriginPos": 1, "SelfPos": 1, "offX": -668, "offY": 19 }, "Event": { "mousedown": 1, "mouseup": 1, "mousemove": 1, "ontimer": 1 }, "Option": { "tag": 0, "tag1": 0, "tag2": 0, "tag3": 0, "vx": 0, "vy": 0, "vw": 0, "vh": 0, "canclick": 1, "visbale": 1 } },{ "Property": { "ObjectID": 2, "ObjectType": 2, "ObjectName": "Spirit2", "Left": 0, "Top": 0, "Width": 1280, "Height": 720, "BelongLayerID": 1, "IndexOfLayer": 2, "ImageFileID": 1, "FrameStyle": 0, "FrameIndex": 0, "TextFrames": "", "L9": 0, "T9": 0, "R9": 0, "B9": 0, "VoiceFileID": 0, "GroupID": 0, "TimerInterval": 0, "Data": "", "Parent": 0, "OriginID": 0, "OriginPos": 1, "SelfPos": 1, "offX": 0, "offY": 0 }, "Event": { "mousedown": 2, "mouseup": 2, "mousemove": 2, "ontimer": 2 }, "Option": { "tag": 0, "tag1": 0, "tag2": 0, "tag3": 0, "vx": 0, "vy": 0, "vw": 0, "vh": 0, "canclick": 1, "visbale": 1 } },{ "Property": { "ObjectID": 3, "ObjectType": 2, "ObjectName": "Spirit3", "Left": 393, "Top": 412, "Width": 560, "Height": 148, "BelongLayerID": 1, "IndexOfLayer": 3, "ImageFileID": 2, "FrameStyle": 0, "FrameIndex": 0, "TextFrames": "", "L9": 0, "T9": 0, "R9": 0, "B9": 0, "VoiceFileID": 0, "GroupID": 0, "TimerInterval": 0, "Data": "", "Parent": 0, "OriginID": 0, "OriginPos": 1, "SelfPos": 1, "offX": 393, "offY": 412 }, "Event": { "mousedown": 3, "mouseup": 3, "mousemove": 3, "ontimer": 3 }, "Option": { "tag": 0, "tag1": 0, "tag2": 0, "tag3": 0, "vx": 0, "vy": 0, "vw": 0, "vh": 0, "canclick": 1, "visbale": 1 } }]};var gameabc_Image = { "ImageFileList": [ {},{ "id": 1, "w_all": 1280, "h_all": 720, "w": 1, "h": 1, "frame_all": 1, "bmp": "00001.png", "w1": 1280, "h1": 720 },{ "id": 2, "w_all": 1920, "h_all": 740, "w": 1, "h": 1, "frame_all": 1, "bmp": "00002.png", "w1": 1920, "h1": 740 }]};var gameabc_GameTxt = { "GameTxtList": []};var gameabc_Voice = { "VoiceFileList": []};

View File

@@ -0,0 +1,168 @@
<?xml version="1.0" encoding="UTF-8"?>
<Layer Version="2.7" SaveTime="2026-04-09 01:13:11">
<PropertyList>
<Property Name="ID" Value="1"/>
<Property Name="Name" Value="Layer1"/>
<Property Name="Description" Value=""/>
</PropertyList>
<OptionList/>
<EventList/>
<SpiritList>
<Spirit>
<PropertyList>
<Property Name="SpiritType" Value="1"/>
<Property Name="ID" Value="1"/>
<Property Name="Name" Value="Spirit1"/>
<Property Name="FontSize" Value="20"/>
<Property Name="FontBold" Value="0"/>
<Property Name="FontColor" Value="0"/>
<Property Name="FontColorA" Value="255"/>
<Property Name="BackColor" Value="16777215"/>
<Property Name="BackColorA" Value="0"/>
<Property Name="AutoSize" Value="1"/>
<Property Name="TextStyle" Value="0"/>
<Property Name="WordWrap" Value="0"/>
<Property Name="LineSpace" Value="0"/>
<Property Name="AlignHorz" Value="0"/>
<Property Name="AlignVert" Value="0"/>
<Property Name="Text" Value="Spirit1"/>
<Property Name="X" Value="-668"/>
<Property Name="Y" Value="19"/>
<Property Name="Width" Value="79"/>
<Property Name="Height" Value="35"/>
<Property Name="BelongLayerID" Value="1"/>
<Property Name="IndexOfLayer" Value="1"/>
<Property Name="BelongGroupID" Value="0"/>
<Property Name="IsVisible" Value="1"/>
<Property Name="CanClick" Value="1"/>
<Property Name="CanDragSize" Value="0"/>
<Property Name="TimerInterval" Value="0"/>
<Property Name="Data" Value=""/>
<Property Name="Description" Value=""/>
<Property Name="CoordParentID" Value="0"/>
<Property Name="CoordParentPos" Value="0"/>
<Property Name="CoordSelfPos" Value="0"/>
<Property Name="CoordRelaX" Value="-668"/>
<Property Name="CoordRelaY" Value="19"/>
<Property Name="SizeCalcMode" Value="0"/>
<Property Name="SizeParentID" Value="0"/>
<Property Name="WidthCalcMode" Value="0"/>
<Property Name="SizeRelaWidth" Value="79"/>
<Property Name="HeightCalcMode" Value="0"/>
<Property Name="SizeRelaHeight" Value="35"/>
</PropertyList>
<OptionList>
<Option Name="tag" Value="0"/>
<Option Name="tag1" Value="0"/>
<Option Name="tag2" Value="0"/>
<Option Name="tag3" Value="0"/>
<Option Name="vx" Value="0"/>
<Option Name="vy" Value="0"/>
<Option Name="vw" Value="0"/>
<Option Name="vh" Value="0"/>
</OptionList>
<EventList>
<Event Name="MouseDown" Value=""/>
<Event Name="MouseUp" Value=""/>
<Event Name="MouseMove" Value=""/>
<Event Name="OnTimer" Value=""/>
</EventList>
</Spirit>
<Spirit>
<PropertyList>
<Property Name="SpiritType" Value="0"/>
<Property Name="ID" Value="2"/>
<Property Name="Name" Value="Spirit2"/>
<Property Name="ImgResID" Value="1"/>
<Property Name="X" Value="0"/>
<Property Name="Y" Value="0"/>
<Property Name="Width" Value="1280"/>
<Property Name="Height" Value="720"/>
<Property Name="BelongLayerID" Value="1"/>
<Property Name="IndexOfLayer" Value="2"/>
<Property Name="BelongGroupID" Value="0"/>
<Property Name="IsVisible" Value="1"/>
<Property Name="CanClick" Value="1"/>
<Property Name="CanDragSize" Value="0"/>
<Property Name="TimerInterval" Value="0"/>
<Property Name="Data" Value=""/>
<Property Name="Description" Value=""/>
<Property Name="CoordParentID" Value="0"/>
<Property Name="CoordParentPos" Value="0"/>
<Property Name="CoordSelfPos" Value="0"/>
<Property Name="CoordRelaX" Value="0"/>
<Property Name="CoordRelaY" Value="0"/>
<Property Name="SizeCalcMode" Value="2"/>
<Property Name="SizeParentID" Value="1"/>
<Property Name="WidthCalcMode" Value="1"/>
<Property Name="SizeRelaWidth" Value="10000"/>
<Property Name="HeightCalcMode" Value="1"/>
<Property Name="SizeRelaHeight" Value="10000"/>
</PropertyList>
<OptionList>
<Option Name="tag" Value="0"/>
<Option Name="tag1" Value="0"/>
<Option Name="tag2" Value="0"/>
<Option Name="tag3" Value="0"/>
<Option Name="vx" Value="0"/>
<Option Name="vy" Value="0"/>
<Option Name="vw" Value="0"/>
<Option Name="vh" Value="0"/>
</OptionList>
<EventList>
<Event Name="MouseDown" Value=""/>
<Event Name="MouseUp" Value=""/>
<Event Name="MouseMove" Value=""/>
<Event Name="OnTimer" Value=""/>
</EventList>
</Spirit>
<Spirit>
<PropertyList>
<Property Name="SpiritType" Value="0"/>
<Property Name="ID" Value="3"/>
<Property Name="Name" Value="Spirit3"/>
<Property Name="ImgResID" Value="2"/>
<Property Name="X" Value="393"/>
<Property Name="Y" Value="412"/>
<Property Name="Width" Value="560"/>
<Property Name="Height" Value="148"/>
<Property Name="BelongLayerID" Value="1"/>
<Property Name="IndexOfLayer" Value="3"/>
<Property Name="BelongGroupID" Value="0"/>
<Property Name="IsVisible" Value="1"/>
<Property Name="CanClick" Value="1"/>
<Property Name="CanDragSize" Value="1"/>
<Property Name="TimerInterval" Value="0"/>
<Property Name="Data" Value=""/>
<Property Name="Description" Value=""/>
<Property Name="CoordParentID" Value="0"/>
<Property Name="CoordParentPos" Value="0"/>
<Property Name="CoordSelfPos" Value="0"/>
<Property Name="CoordRelaX" Value="393"/>
<Property Name="CoordRelaY" Value="412"/>
<Property Name="SizeCalcMode" Value="0"/>
<Property Name="SizeParentID" Value="0"/>
<Property Name="WidthCalcMode" Value="0"/>
<Property Name="SizeRelaWidth" Value="560"/>
<Property Name="HeightCalcMode" Value="0"/>
<Property Name="SizeRelaHeight" Value="148"/>
</PropertyList>
<OptionList>
<Option Name="tag" Value="0"/>
<Option Name="tag1" Value="0"/>
<Option Name="tag2" Value="0"/>
<Option Name="tag3" Value="0"/>
<Option Name="vx" Value="0"/>
<Option Name="vy" Value="0"/>
<Option Name="vw" Value="0"/>
<Option Name="vh" Value="0"/>
</OptionList>
<EventList>
<Event Name="MouseDown" Value=""/>
<Event Name="MouseUp" Value=""/>
<Event Name="MouseMove" Value=""/>
<Event Name="OnTimer" Value=""/>
</EventList>
</Spirit>
</SpiritList>
</Layer>

View File

@@ -0,0 +1,50 @@
<?xml version="1.0" encoding="UTF-8"?>
<Project SoftVersion="2.7" SaveTime="2026-04-09 01:13:11">
<PropertyList>
<Property Name="Name" Value="Spine"/>
<Property Name="SceneWidth" Value="2337"/>
<Property Name="SceneHeight" Value="1800"/>
<Property Name="ScreenWidth" Value="1280"/>
<Property Name="ScreenHeight" Value="720"/>
<Property Name="ScreenFitMode" Value="0"/>
<Property Name="WebTitle" Value=""/>
<Property Name="Description" Value=""/>
<Property Name="TcpIP" Value=""/>
<Property Name="TcpPort" Value=""/>
<Property Name="Http" Value=""/>
<Property Name="RealLayerCount" Value="1"/>
<Property Name="RealGroupCount" Value="0"/>
<Property Name="RealSpiritCount" Value="3"/>
</PropertyList>
<OptionList>
<Option Name="fps" Value="30"/>
<Option Name="tag" Value="0"/>
<Option Name="tag1" Value="0"/>
<Option Name="tag2" Value="0"/>
<Option Name="tag3" Value="0"/>
<Option Name="showmodel" Value="0"/>
</OptionList>
<EventList>
<Event Name="GameStart" Value="0"/>
<Event Name="GameBeginDraw" Value="0"/>
<Event Name="GameEndDraw" Value="0"/>
<Event Name="MouseDown" Value="0"/>
<Event Name="MouseDown_NoMove" Value="0"/>
<Event Name="MouseUp" Value="0"/>
<Event Name="MouseMove" Value="0"/>
<Event Name="GameMyDraw" Value="0"/>
<Event Name="GameMyDrawBegin" Value="0"/>
<Event Name="ChongZhi" Value="0"/>
<Event Name="TcpConnected" Value="0"/>
<Event Name="TcpDisconnected" Value="0"/>
<Event Name="TcpMessage" Value="0"/>
<Event Name="TcpError" Value="0"/>
<Event Name="HttpMessage" Value="0"/>
<Event Name="Ani_DoEnd" Value="0"/>
<Event Name="Box_DoEnd" Value="0"/>
<Event Name="OnResize" Value="0"/>
<Event Name="OnTimer" Value="0"/>
<Event Name="OnLoadUrl" Value="0"/>
</EventList>
<GroupList/>
</Project>

View File

@@ -0,0 +1,5 @@
<?xml version="1.0" encoding="UTF-8"?>
<ImageResList SoftVersion="2.7" SaveTime="2026-04-09 01:13:11">
<ImageRes ID="1" ImageFile="00001.png" Name="启动图" ImageWidth="1280" ImageHeight="720" HorzFrameCount="1" VertFrameCount="1" TotalFrameCount="1" ImageContent="" Description=""/>
<ImageRes ID="2" ImageFile="00002.png" Name="生成图片" ImageWidth="1920" ImageHeight="740" HorzFrameCount="1" VertFrameCount="1" TotalFrameCount="1" ImageContent="" Description=""/>
</ImageResList>

View File

@@ -0,0 +1,17 @@
@echo off
chcp 65001 >nul
REM ============================================================
REM Spine 资源数据生成脚本
REM 扫描 assets/spine/ 目录,自动生成:
REM generated/spine_assets.js — 资源名清单
REM generated/spine_data.js — .json/.atlas 文本内容嵌入
REM
REM 用法:双击运行,或在命令行执行:
REM cd codes\games\client\Projects\Spine\scripts
REM build_spine_data.cmd
REM ============================================================
pushd "%~dp0"
powershell -NoProfile -ExecutionPolicy Bypass -File "%~dp0build_spine_data.ps1"
popd
pause

View File

@@ -0,0 +1,99 @@
# Spine resource data generation script
# Scans assets/spine/ directory and generates:
# generated/spine_assets.js - resource name list
# generated/spine_data.js - .json/.atlas text content embedded (file:// CORS fix)
$ErrorActionPreference = "Stop"
$scriptDir = Split-Path -Parent $MyInvocation.MyCommand.Path
$projectDir = Split-Path -Parent $scriptDir
$spineDir = Join-Path $projectDir "assets\spine"
$outDir = Join-Path $projectDir "generated"
$assetsOut = Join-Path $outDir "spine_assets.js"
$dataOut = Join-Path $outDir "spine_data.js"
if (-not (Test-Path $outDir)) {
New-Item -ItemType Directory -Path $outDir | Out-Null
}
if (-not (Test-Path $spineDir)) {
Write-Host "[WARN] Spine assets directory not found: $spineDir — generating empty files" -ForegroundColor Yellow
$jsonFiles = @()
} else {
$jsonFiles = Get-ChildItem $spineDir -Filter "*.json" | Sort-Object Name
}
if ($jsonFiles.Count -eq 0) {
Write-Host "[INFO] No .json files found — generating empty placeholder files" -ForegroundColor Yellow
$utf8NoBom = New-Object System.Text.UTF8Encoding($false)
[System.IO.File]::WriteAllText($assetsOut, "// Spine resource list (auto-generated, do not edit manually)`ngameabc_face.spineAssets = [];`n", $utf8NoBom)
[System.IO.File]::WriteAllText($dataOut, "// Spine text data (auto-generated, do not edit manually)`ngameabc_face.spineTextData = {};`n", $utf8NoBom)
Write-Host "[OK] $assetsOut (empty)" -ForegroundColor Green
Write-Host "[OK] $dataOut (empty)" -ForegroundColor Green
exit 0
}
$names = @()
foreach ($f in $jsonFiles) {
$names += $f.BaseName
}
Write-Host "Found $($names.Count) Spine resource(s): $($names -join ', ')" -ForegroundColor Cyan
# ==================== spine_assets.js ====================
$assetsSB = [System.Text.StringBuilder]::new()
[void]$assetsSB.AppendLine('// Spine resource list (auto-generated, do not edit manually)')
[void]$assetsSB.Append('gameabc_face.spineAssets = [')
for ($i = 0; $i -lt $names.Count; $i++) {
if ($i -gt 0) { [void]$assetsSB.Append(',') }
[void]$assetsSB.AppendLine('')
[void]$assetsSB.Append("`t`"$($names[$i])`"")
}
[void]$assetsSB.AppendLine('')
[void]$assetsSB.AppendLine('];')
$utf8NoBom = New-Object System.Text.UTF8Encoding($false)
[System.IO.File]::WriteAllText($assetsOut, $assetsSB.ToString(), $utf8NoBom)
Write-Host "[OK] $assetsOut" -ForegroundColor Green
# ==================== spine_data.js ====================
$dataSB = [System.Text.StringBuilder]::new()
[void]$dataSB.AppendLine('// Spine text data (auto-generated, do not edit manually)')
[void]$dataSB.AppendLine('// Embeds .json/.atlas content into JS to bypass file:// XHR CORS')
[void]$dataSB.AppendLine('gameabc_face.spineTextData = {};')
$totalOriginal = 0
foreach ($name in $names) {
foreach ($ext in '.json', '.atlas') {
$filePath = Join-Path $spineDir "$name$ext"
if (-not (Test-Path $filePath)) {
Write-Host "[WARN] Missing file: $name$ext" -ForegroundColor Yellow
continue
}
$raw = [System.IO.File]::ReadAllText($filePath, [System.Text.Encoding]::UTF8)
$totalOriginal += (Get-Item $filePath).Length
$escaped = $raw.Replace('\', '\\').Replace("'", "\'")
$escaped = $escaped.Replace("`r`n", '\n').Replace("`n", '\n').Replace("`r", '')
[void]$dataSB.AppendLine("gameabc_face.spineTextData['$name$ext'] = '$escaped';")
}
}
[System.IO.File]::WriteAllText($dataOut, $dataSB.ToString(), $utf8NoBom)
$dataSize = (Get-Item $dataOut).Length
$overhead = $dataSize - $totalOriginal
Write-Host "[OK] $dataOut" -ForegroundColor Green
Write-Host ''
Write-Host '=== Summary ===' -ForegroundColor Cyan
Write-Host " Resources: $($names.Count)"
Write-Host " Original size: $([math]::Round($totalOriginal/1024, 1)) KB"
Write-Host " Output size: $([math]::Round($dataSize/1024, 1)) KB (overhead: $overhead bytes)"

View File

@@ -0,0 +1,141 @@
<!DOCTYPE HTML>
<html>
<head>
<meta charset="utf-8">
<meta http-equiv="Pragma" content="no-cache">
<meta http-equiv="Cache-Control" content="no-cache">
<meta http-equiv="Expires" content="0">
<meta name="viewport" content="width=device-width,initial-scale=1 user-scalable=0"/>
<title>gameabc</title>
</head>
<body>
<div id="divChat">
<textarea name="txtChatMain" id="txtChatMain" readonly="readonly" class="txtarea"></textarea>
<!-- Inputs are disabled by default -->
<input type="text" name="txtChatMsg" id="txtChatMsg" readonly="readonly" class="txt" />
<input type="button" name="btnChatSend" id="btnChatSend" value="Send" onClick="btnChatSendClick();" disabled="disabled" class="btn" />
</div>
<style type='text/css'>
div#divChat { width:30em; }
textarea.txtarea { float:left; width: 30em; height: 15em;}
input.txt { float:left; display: inline; width: 26em; }
input.btn { float:left; display: inline; width: 4em; }
</style>
<script language='javascript'>var gameabc_face = gameabc_face||{}; gameabc_face.isserver=1</script>
<script language='javascript'>gameabc_face.path="assets/bmp";</script>
<script type="text/javascript" src="../../web/gameabc.min.js"></script>
<script type="text/javascript" src="js/gamemain.js"></script>
<script type="text/javascript" src="output/gameabc_data.min.js"></script>
<script type="text/javascript">
// Websocket status values
const rsConnecting = 0;
const rsOpen = 1;
const rsClosed = 2;
// Websocket object
var ws = null;
// Helper functions
function $() {
return document.getElementById(arguments[0]);
}
function logMsg(msg) {
$('txtChatMain').value += msg + '\n';
}
function logmsg(msg) {
$('txtChatMain').value += msg + '\n';
}
function enableInputs(val) {
$('txtChatMsg').readOnly = ! val;
$('btnChatSend').disabled = ! val;
}
function sendMsg(msg) {
ws.send(msg);
}
function sendmsg(msg) {
ws.send(msg);
}
function btnChatSendClick() {
var msg = $('txtChatMsg').value;
if (msg) {
sendMsg(msg);
$('txtChatMsg').value = '';
}
}
// Websocket functions
function connectWebSocket() {
gameabc_face.gamestart();
if ("WebSocket" in window) {
// Create new websocket connection
ws = new WebSocket("ws://127.0.0.1:5414");
// Called after connection is established
ws.onopen = function() {
enableInputs(true);
logMsg('Connected to: ' + ws.URL);
sendMsg('dfw19770109');
//sendMsg('Hello!');
};
// Called when a new message is received
ws.onmessage = function (msg) {
if (msg.data) {
logMsg(msg.data);
gameabc_face.httpmessage(-1,'server',msg.data);
};
return;
if (msg.data) {
logMsg(msg.data);
var arr=msg.data;
var arrs=arr.split(":");
var tou='@tooneone';
logMsg(arrs[1]);
if (arrs.length>2)
{
arrs[0]=tou;
arrs[2]=arrs[2]+'_return';
var re=arrs.join(":");
sendMsg(re);
};
}
};
// Called when connection is closed
ws.onclose = function() {
enableInputs(false);
logMsg("Connection closed!");
};
} else {
logMsg('Browser doesn\'t support websockets!');
}
}
window.onload=connectWebSocket();
</script>
</body>
</html>

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,185 @@
///////////////////////////////////////////////////
////////// cls_youle_erqiwang_desk: 牌桌 //////////
///////////////////////////////////////////////////
var cls_youle_erqiwang_desk = cls_youle_erqiwang_desk || {
countdown_jiaofen: 15, //叫分倒计时
countdown_xuanzhu: 20, //选主倒计时
countdown_maipai: 25, //埋牌倒计时
countdown_chupai: 30, //出牌倒计时
//创建牌桌对象
new: function(o_room){
var desk = {};
desk.o_room = o_room; //桌所属的房间对象
desk.seatlist = []; //玩家得分
desk.seatlist.push([0, []]); //第一位为累积得分,第二位为每局得分
desk.seatlist.push([0, []]);
desk.seatlist.push([0, []]);
desk.prepare = [0,0,0]; //玩家准备状态
desk.paiju_list = []; //牌局列表
//方法
desk.method = {};
//当前牌局
desk.method.curr_paiju = function(){
return desk.paiju_list[desk.paiju_list.length - 1];
}
//新牌局
desk.method.do_new_paiju = function(firstseat){
cls_youle_erqiwang_desk.do_new_paiju(desk, firstseat);
}
//叫分倒计时
desk.method.get_countdown_jiaofen = function(){
return cls_youle_erqiwang_desk.countdown_jiaofen;
}
//叫主倒计时
desk.method.get_countdown_xuanzhu = function(){
return cls_youle_erqiwang_desk.countdown_xuanzhu;
}
//埋牌倒计时
desk.method.get_countdown_maipai = function(){
return cls_youle_erqiwang_desk.countdown_maipai;
}
//出牌倒计时
desk.method.get_countdown_chupai = function(){
return cls_youle_erqiwang_desk.countdown_chupai;
}
//准备
desk.method.do_prepare = function(seat){
return cls_youle_erqiwang_desk.do_prepare(desk, seat);
}
//获取大局结算包
desk.method.get_desk_account = function(msg){
return cls_youle_erqiwang_desk.get_desk_account(desk, msg);
}
return desk;
},
//新开一局
do_new_paiju: function(o_desk, firstseat){
//恢复玩家准备状态
o_desk.prepare = [0,0,0];
if (o_desk.paiju_list.length > 0){
delete o_desk.paiju_list[o_desk.paiju_list.length - 1].tmp_jiesuan_aset;
}
//新开一局
cls_youle_erqiwang_paiju.new(o_desk, firstseat);
var msg = {};
msg.app = "youle";
msg.route = "erqiwang";
msg.rpc = "fapai";
msg.data = {};
msg.data.asetidx = o_desk.paiju_list.length;
msg.data.asetcount = o_desk.o_room.asetcount;
msg.data.seat = o_desk.method.curr_paiju().method.get_callgrade_seat();
msg.data.countdown = o_desk.method.get_countdown_jiaofen();
for (var i = 0; i < o_desk.o_room.seatlist.length; i++) {
msg.conmode = o_desk.o_room.seatlist[i].conmode;
msg.fromid = o_desk.o_room.seatlist[i].fromid;
msg.data.cards = o_desk.method.curr_paiju().method.get_seat_cards(i);
youle_erqiwang.app.SendPack(msg);
}
},
//准备
do_prepare: function(o_desk, seat){
o_desk.prepare[seat] = 1;
if (o_desk.prepare[0] && o_desk.prepare[1] && o_desk.prepare[2]){
//新开一局
var paiju = o_desk.method.curr_paiju();
var firstseat = paiju.banker;
if (paiju.result == 1 || paiju.result == 2){
firstseat = (firstseat + 1) % 3;
}
cls_youle_erqiwang_desk.do_new_paiju(o_desk, firstseat);
} else {
var msg = {};
msg.app = "youle";
msg.route = "erqiwang";
msg.rpc = "zhunbei";
msg.data = {};
msg.data.seat = seat;
o_desk.o_room.method.sendpack_toother(msg, -1);
}
},
//大局结算包
get_desk_account: function(o_desk, msg){
//保存战绩
var do_save_grade = function(){
var o_gameinfo1 = {};
o_gameinfo1.roomcode = o_desk.o_room.roomcode;
o_gameinfo1.asetcount = o_desk.paiju_list.length;
o_gameinfo1.createtime = o_desk.o_room.createtime;
o_gameinfo1.makewartime = o_desk.o_room.makewartime;
o_gameinfo1.players = [];
for (var i = 0; i < o_desk.o_room.seatlist.length; i++){
var _player = {};
_player.seat = i;
_player.playerid = o_desk.o_room.seatlist[i].playerid;
_player.name = o_desk.o_room.seatlist[i].nickname;
_player.avatar = o_desk.o_room.seatlist[i].avatar;
_player.score = o_desk.seatlist[i][0];
o_gameinfo1.players.push(_player);
}
var o_gameinfo2 = [];
for (var i = 0; i < o_desk.paiju_list.length; i++) {
var _paiju = {};
_paiju.starttime = o_desk.paiju_list[i].starttime;
_paiju.endtime = o_desk.paiju_list[i].endtime;
_paiju.seatlist = [0, 0, 0];
_paiju.seatlist[0] = o_desk.seatlist[0][1][i];
_paiju.seatlist[1] = o_desk.seatlist[1][1][i];
_paiju.seatlist[2] = o_desk.seatlist[2][1][i];
_paiju.callproc = o_desk.paiju_list[i].callproc;
_paiju.banker = o_desk.paiju_list[i].banker;
_paiju.call = o_desk.paiju_list[i].call;
_paiju.flower = o_desk.paiju_list[i].flower;
_paiju.result = o_desk.paiju_list[i].result;
//数据量太多json转数组后进行存储
_paiju.cards = [];
for (var j = 0; j < o_desk.paiju_list[i].cards.length; j++) {
var _pai = o_desk.paiju_list[i].cards[j];
var _card = [];
_card.push(_pai.id);
_card.push(_pai.flower);
_card.push(_pai.number);
_card.push(_pai.score);
_card.push(_pai.dealowner);
_card.push(_pai.playround);
_card.push(_pai.playindex);
_card.push(_pai.playowner);
_paiju.cards.push(_card);
}
o_gameinfo2.push(_paiju);
}
//累积游戏得分
for (var i = 0; i < o_desk.o_room.seatlist.length; i++) {
o_desk.o_room.seatlist[i].gameinfo.grade = o_desk.seatlist[i][0];
}
//保存战绩
youle_erqiwang.import.save_grade(o_desk.o_room, o_gameinfo1, o_gameinfo2, 1);
}
min_ontimeout(do_save_grade, 1000);
msg.data.account = o_desk.seatlist;
return msg;
}
}

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///////////////////////////////////////////////////
/////// cls_youle_erqiwang_export: 输出接口 ///////
///////////////////////////////////////////////////
var cls_youle_erqiwang_export = cls_youle_erqiwang_export || {
new: function() {
var exp = {};
//解析roomtype获取开房所需房卡
exp.get_needroomcard = function(roomtype){
switch (roomtype[2])
{
case 1: //房主扣卡
switch (roomtype[0])
{
case 1:
return 1;
break;
case 2:
return 2;
break;
default:
return 1;
break;
}
break;
case 2: //每人扣卡
switch (roomtype[0])
{
case 1:
return 1;
break;
case 2:
return 2;
break;
default:
return 1;
break;
}
break;
}
}
//解析roomtype获取总局数
exp.get_asetcount = function(roomtype){
switch (roomtype[0])
{
case 1:
return 2;
break;
case 2:
return 4;
break;
default:
return 4;
break;
}
}
//加入房间时根据roomtype获取需要的房卡数量
exp.get_needroomcard_joinroom = function(roomtype){
switch (roomtype[2])
{
case 1: //房主扣卡
return 0;
break;
case 2: //每人扣卡
switch (roomtype[0])
{
case 1:
return 1;
break;
case 2:
return 2;
break;
default:
return 1;
break;
}
break;
}
}
//开战
exp.makewar = function(o_room){
//牌桌对象
o_room.o_desk = cls_youle_erqiwang_desk.new(o_room);
for (var i = 0; i < o_room.seatlist.length; i++) {
o_room.seatlist[i].gameinfo.isbet = 1;
}
//开始第一局
var do_newpaiju = function(){
o_room.o_desk.method.do_new_paiju(0);
}
min_ontimeout(do_newpaiju, 1000);
}
//获取某个玩家的牌桌整桌当前信息
exp.get_deskinfo = function(o_room, seat){
if (!o_room.o_desk){
return null;
}
var paiju = o_room.o_desk.method.curr_paiju();
var deskinfo = {};
deskinfo.count = o_room.asetcount; //总局数
deskinfo.idx = paiju.idx; //当前局数
deskinfo.PlayerInfo = []; //玩家当前累积得分
for (var i = 0; i < o_room.o_desk.seatlist.length; i++) {
deskinfo.PlayerInfo.push(o_room.o_desk.seatlist[i][0]);
};
deskinfo.step = paiju.step; //牌局状态
deskinfo.MyCards = paiju.method.get_seat_cards(seat); //我手上的牌
switch (paiju.step){
case 1: //发完牌叫分
deskinfo.CallRun = {};
//当前叫分位置
deskinfo.CallRun.seat = paiju.method.get_callgrade_seat();
//叫分倒计时
deskinfo.CallRun.countdown = o_room.o_desk.method.get_countdown_jiaofen();
//当前叫分
deskinfo.CallRun.nowcall = paiju.method.get_callgrade_value();
//当前叫分倍数
deskinfo.CallRun.multiple = cls_youle_erqiwang_arith.get_multiple_bycall(deskinfo.CallRun.nowcall);
//所有玩家的叫分情况
deskinfo.CallRun.call = [null, null, null];
deskinfo.CallRun.call[0] = paiju.method.get_seat_callgrade(0);
deskinfo.CallRun.call[1] = paiju.method.get_seat_callgrade(1);
deskinfo.CallRun.call[2] = paiju.method.get_seat_callgrade(2);
break;
case 2: //选主
deskinfo.ChooseMain = {};
//庄家
deskinfo.ChooseMain.banker = paiju.banker;
//庄家叫分
deskinfo.ChooseMain.call = paiju.call;
//庄家叫分倍数
deskinfo.ChooseMain.multiple = cls_youle_erqiwang_arith.get_multiple_bycall(paiju.call);
//选主倒计时
deskinfo.ChooseMain.countdown = o_room.o_desk.method.get_countdown_xuanzhu();
//底牌
deskinfo.ChooseMain.bottomcards = paiju.method.get_bottomcards();
//是否可投降
if (paiju.call < 65){
deskinfo.ChooseMain.touxiang = 0;
} else {
deskinfo.ChooseMain.touxiang = 1;
}
break;
case 3: //埋牌
deskinfo.BuryCards = {};
//庄家
deskinfo.BuryCards.banker = paiju.banker;
//庄家叫分
deskinfo.BuryCards.call = paiju.call;
//庄家叫分倍数
deskinfo.BuryCards.multiple = cls_youle_erqiwang_arith.get_multiple_bycall(paiju.call);
//埋牌倒计时
deskinfo.BuryCards.countdown = o_room.o_desk.method.get_countdown_maipai();
//底牌
deskinfo.BuryCards.bottomcards = paiju.method.get_bottomcards();
//主牌花色
deskinfo.BuryCards.flower = paiju.flower;
//是否可投降
if (paiju.call < 65){
deskinfo.BuryCards.touxiang = 0;
} else {
deskinfo.BuryCards.touxiang = 1;
}
break;
case 4: //投降
deskinfo.Surrender = {};
//庄家
deskinfo.Surrender.banker = paiju.banker;
//庄家叫分
deskinfo.Surrender.call = paiju.call;
//庄家叫分倍数
deskinfo.Surrender.multiple = cls_youle_erqiwang_arith.get_multiple_bycall(paiju.call);
//出牌倒计时
deskinfo.Surrender.countdown = o_room.o_desk.method.get_countdown_chupai();
//主牌花色
deskinfo.Surrender.flower = paiju.flower;
if (seat == paiju.banker){
//埋的牌
deskinfo.Surrender.bottomcards = paiju.method.get_burycard();
}
//是否可投降
if (paiju.call < 65){
deskinfo.Surrender.touxiang = 0;
} else {
deskinfo.Surrender.touxiang = 1;
}
break;
case 5: //出牌
deskinfo.PushCards = {};
//庄家
deskinfo.PushCards.banker = paiju.banker;
//庄家叫分
deskinfo.PushCards.call = paiju.call;
//庄家叫分倍数
deskinfo.PushCards.multiple = cls_youle_erqiwang_arith.get_multiple_bycall(paiju.call);
//出牌倒计时
deskinfo.PushCards.countdown = o_room.o_desk.method.get_countdown_chupai();
//主牌花色
deskinfo.PushCards.flower = paiju.flower;
//捡分
var jian_grade = paiju.method.get_jian_grade();
if (seat == paiju.banker){
//埋的牌
deskinfo.PushCards.bottomcards = paiju.method.get_burycard();
} else {
//闲家当前的捡分分牌
deskinfo.PushCards.gradecards = jian_grade.cards;
}
//闲家当前的捡分分数
deskinfo.PushCards.grade = jian_grade.grade;
//当前的出牌情况
deskinfo.PushCards.playproc = paiju.playproc;
//座位列表
deskinfo.PushCards.seatlist = paiju.seatlist;
//出牌历史
deskinfo.PushCards.pushlist = [];
for (var i = 0; i < paiju.cards.length; i++) {
var pai = paiju.cards[i];
if (pai.playround > 0){
if (deskinfo.PushCards.pushlist.length < pai.playround){
deskinfo.PushCards.pushlist.length = pai.playround;
}
if (!deskinfo.PushCards.pushlist[pai.playround - 1]){
deskinfo.PushCards.pushlist[pai.playround - 1] = [[], [], []];
}
var owner = pai.dealowner;
if (owner == 0){
owner = paiju.banker + 1;
}
deskinfo.PushCards.pushlist[pai.playround - 1][owner - 1].push(i);
}
}
//按大小排序
for (var i = 0; i < deskinfo.PushCards.pushlist.length; i++) {
for (var j = 0; j < deskinfo.PushCards.pushlist.length; j++) {
deskinfo.PushCards.pushlist[i][j] = cls_youle_erqiwang_arith.order_cards(pai.flower, deskinfo.PushCards.pushlist[i][j]);
}
}
break;
case 6: //结算
deskinfo.Balance = {};
//玩家的准备状态
deskinfo.Balance.readystate = o_room.o_desk.prepare;
if (o_room.o_desk.prepare[seat] == 0){
//结算情况
deskinfo.Balance.aset = paiju.tmp_jiesuan_aset;
}
break;
}
return deskinfo;
}
//解散房间
exp.get_disbandRoom = function(o_room){
var msg = {};
return o_room.o_desk.method.curr_paiju().method.get_paiju_account(2, msg);
}
return exp;
}
}
//对内输出接口
youle_erqiwang.export = cls_youle_erqiwang_export.new();

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///////////////////////////////////////////////////
/////// cls_youle_platform_import: 输入接口 ///////
///////////////////////////////////////////////////
var cls_youle_erqiwang_import = cls_youle_erqiwang_import || {
new: function() {
var imp = {};
//检查玩家
imp.check_player = function(agentid, gameid, roomcode, seat, playerid, conmode, fromid){
return youle_erqiwang.app.youle_room.export.check_player(agentid, gameid, roomcode, seat, playerid, conmode, fromid);
}
//第一局结算扣除房卡
imp.deduct_roomcard = function(o_room){
return youle_erqiwang.app.youle_room.export.deduct_roomcard(o_room);
}
//保存战绩
imp.save_grade = function(o_room, o_gameinfo1, o_gameinfo2, freeroomflag){
youle_erqiwang.app.youle_room.export.save_grade(o_room, o_gameinfo1, o_gameinfo2, freeroomflag);
}
return imp;
}
}
// 输入接口
youle_erqiwang.import = cls_youle_erqiwang_import.new();

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///////////////////////////////////////////////////
////////// cls_youle_erqiwang_pai: 牌 //////////
///////////////////////////////////////////////////
var cls_youle_erqiwang_pai = cls_youle_erqiwang_pai || {
//创建单张牌对象
new: function(id, flower, number, score, dealowner){
/*
参数说明:
id 绝对id
flower 牌面花色
number 牌面数值
code 牌编码
扑克牌的统一编码规则:
1牌面花色的定义 5:王 4:黑桃 3:红心 2:梅花 1:方块
2牌面数值的定义 01:A 02:2 03:3 ... 09:9 10:10 11:J 12:Q 13:K 53:小王 54:大王
3牌编码的定义
3.1 常主的牌编码定义:
未叫主之前:
2的牌编码定义 黑桃2:2402 红心2:2302 梅花2:2202 方块2:2102
7的牌编码定义 黑桃7:7407 红心2:7307 梅花7:7207 方块7:7107
王的牌编码定义 小王:9553 大王:9554
叫主之后:
主2牌编码定义 原有牌编码的基础上+1000例如红心为主牌则红心2的牌编码变为3302
主7牌编码定义 原有牌编码的基础上+1000例如红心为主牌则红心7的牌编码变为8307
3.2 普通牌的牌编码定义
A的定义14
未叫主之前:
3位数字 第一位为牌面花色 第二三位为牌面数值
叫主之后:
主牌花色 4位数字即在原有牌编码的基础上+1000表示是主牌
非主牌花色 3位数字即原有牌编码不变
3.3 综上所述
牌编码是3位的即小于1000的都是非主牌
牌编码是4位的即大于1000的都是主牌
可根据牌编码进行牌大小的比较和排序
4 牌型定义
>100: 单张, 101一张单张102两张单张103三张单张 ...
>200: 对子, 201一对202两对203三对 ...
>300: 拖拉机302两连对拖拉机303三连对拖拉机 ...
*/
var pai = {};
pai.id = id; //绝对id即数组下标从0开始计数
pai.flower = flower; //牌面花色
pai.number = number; //牌面数值
pai.score = score; //牌在游戏中的分值
pai.dealowner = dealowner; //发牌状态
//-1:规则去除的牌
// 0:未发的牌,即底牌
//>0:发牌发到谁手上从1开始计数即位置编号+1位置编号是从0开始计数的
pai.playround = -1; //出牌状态
//-1:未出的牌
// 0:埋牌
//>0:牌是第几轮出出去的从1开始计数
pai.playindex = -1; //本轮中的出牌顺序从1开始计数
pai.playowner = -1; //出牌后被谁得到,与位置编号对应
return pai;
}
}

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///////////////////////////////////////////////////
////////// cls_youle_erqiwang_paiju: 牌局 /////////
///////////////////////////////////////////////////
var cls_youle_erqiwang_paiju = cls_youle_erqiwang_paiju || {
new: function(o_desk, firstseat) {
var paiju = {};
o_desk.paiju_list.push(paiju);
// ================= 实例的私有属性 ================= //
//发牌过程中待发的位置列表
var tmpdeal = [];
//三家需要各发28张牌
for (var i = 0; i < 28; i++){
tmpdeal.push(0); //0表示第一个玩家的位置
tmpdeal.push(1); //1表示第二个玩家的位置
tmpdeal.push(2); //2表示第三个玩家的位置
}
//8张底牌
for (var i = 0; i < 8; i++){
tmpdeal.push(-1); //-1 表示是底牌
}
// ================= 实例的私有方法 ================= //
//初始化座位列表
var init_seatlist = function(){
//第一层是玩家列表,与位置序号对应
//第二层前4个数组是花色列表与花色-1对应
//第三层的第一位是无该花色的牌标志
//第三层的第二位是该花色无对标志
//第二层第5个数组是报副情况
//第三层的第一位是剩余主牌数量
//第三层的第二位是剩余主牌对子
//0号位
paiju.seatlist.push([[0,0],[0,0],[0,0],[0,0],[-1,-1]]);
//1号位
paiju.seatlist.push([[0,0],[0,0],[0,0],[0,0],[-1,-1]]);
//2号位
paiju.seatlist.push([[0,0],[0,0],[0,0],[0,0],[-1,-1]]);
}
//初始化牌列表并发牌
var init_cards = function(){
//两副牌
for (var i = 1; i <= 2; i++){
//四种花色
for (var j = 1; j <= 4; j++){
for (var k = 1; k <= 13; k++){
//牌id
var id = (i - 1) * 54 + (j - 1) * 13 + k - 1;
//分值
var score = 0;
//发牌状态
var dealowner = 0;
//特殊处理
switch (k)
{
case 5:
score = 5;
break;
case 10:
score = 10;
break;
case 13:
score = 10;
break;
case 3:
dealowner = -1;
break;
case 4:
dealowner = -1;
break;
}
var pai = cls_youle_erqiwang_pai.new(id, j, k, score, dealowner);
paiju.cards.push(pai);
//发牌
if (k != 3 && k != 4){
do_dealpai(pai);
}
}
}
//小王
var pai = cls_youle_erqiwang_pai.new((i - 1) * 54 + 53 - 1, 5, 53, 0, 0);
paiju.cards.push(pai);
do_dealpai(pai);
//大王
var pai = cls_youle_erqiwang_pai.new((i - 1) * 54 + 54 - 1, 5, 54, 0, 0);
paiju.cards.push(pai);
do_dealpai(pai);
}
}
//将单张牌随机发到玩家手中或成为底牌
var do_dealpai = function(o_pai){
var idx = min_random(0, tmpdeal.length - 1);
if (tmpdeal[idx] == -1) { //底牌
o_pai.dealowner = 0;
} else {
o_pai.dealowner = tmpdeal[idx] + 1;
}
//将数组的最后一位至该位置
if (idx < tmpdeal.length - 1) {
tmpdeal[idx] = tmpdeal[tmpdeal.length - 1];
};
//数组长度减一
tmpdeal.length = tmpdeal.length - 1;
}
//进入叫分阶段
var start_call = function(){
paiju.step = 1;
var o_call = {};
o_call.seat = paiju.firstseat;
o_call.call = null; //null:未叫分 0:不叫分 >0:叫分分数
paiju.callproc.push(o_call);
}
// ================= 实例的公有属性 ================= //
paiju.o_desk = o_desk;
//牌局号
paiju.idx = o_desk.paiju_list.length;
//第一个叫分者的位置
paiju.firstseat = firstseat;
//开始时间
paiju.starttime = min_now();
//结束时间
paiju.endtime = null;
//座位列表
paiju.seatlist = [];
//牌列表
paiju.cards = [];
//当前阶段
paiju.step = -1; //1发完牌叫分 2选主 3埋牌 4投降 5出牌 6结算
//叫分过程
paiju.callproc = [];
//庄家位置
paiju.banker = -1;
//庄家叫分
paiju.call = -1;
//主牌花色
paiju.flower = -1;
//当前出牌情况
paiju.playproc = {};
//输赢结果 0:庄赢 1:闲赢 2:庄投降 3:中途解散
paiju.result = null;
//结算包,供断线重连时使用,新开一局时清除
paiju.tmp_jiesuan_aset = null;
//初始化座位列表
init_seatlist();
//初始化牌列表并发牌
init_cards();
//进入叫分阶段
start_call();
// ================= 实例的公有方法 ================= //
paiju.method = {};
//获取某个位置玩家手上的牌
paiju.method.get_seat_cards = function(seat){
return cls_youle_erqiwang_paiju.get_seat_cards(paiju, seat);
}
//获取当前的叫分位置
paiju.method.get_callgrade_seat = function(){
return paiju.callproc[paiju.callproc.length - 1].seat;
}
//获取当前的叫分分数
paiju.method.get_callgrade_value = function(){
return cls_youle_erqiwang_paiju.get_callgrade_value(paiju);
}
//获取某个玩家的当前叫分情况
paiju.method.get_seat_callgrade = function(seat){
return cls_youle_erqiwang_paiju.get_seat_callgrade(paiju, seat);
}
//叫分或不叫
paiju.method.do_callgrade = function(call){
cls_youle_erqiwang_paiju.do_callgrade(paiju, call);
}
//获取底牌
paiju.method.get_bottomcards = function(){
return cls_youle_erqiwang_paiju.get_bottomcards(paiju);
}
//选主
paiju.method.do_choiceflower = function(flower){
cls_youle_erqiwang_paiju.do_choiceflower(paiju, flower);
}
//判断牌是否在玩家手上
paiju.method.check_cards_inhand = function(cards, seat){
return cls_youle_erqiwang_paiju.check_cards_inhand(paiju, cards, seat);
}
//埋牌
paiju.method.do_burycard = function(cards){
cls_youle_erqiwang_paiju.do_burycard(paiju, cards);
}
//检查选中的牌是否可出,并出牌
paiju.method.do_playcard = function(cards){
return cls_youle_erqiwang_paiju.do_playcard(paiju, cards);
}
//是否有人报副
paiju.method.have_baofu = function(){
return (paiju.seatlist[0][4][0] == 0 || paiju.seatlist[1][4][0] == 0 || paiju.seatlist[2][4][0] == 0);
}
//在牌列表中获取分牌和分值
paiju.method.get_grade_incard = function(cards){
return cls_youle_erqiwang_paiju.get_grade_incard(paiju, cards);
}
//获取埋牌
paiju.method.get_burycard= function(){
return cls_youle_erqiwang_paiju.get_burycard(paiju);
}
//获取抠底包
paiju.method.get_bottom_account = function(msg){
return cls_youle_erqiwang_paiju.get_bottom_account(paiju, msg);
}
//小局结算type 0正常结算 1投降结算 2解散结算
paiju.method.get_paiju_account = function(type, msg){
return cls_youle_erqiwang_paiju.get_paiju_account(paiju, type, msg);
}
//获取闲家当前的捡分分数和分牌
paiju.method.get_jian_grade = function(){
return cls_youle_erqiwang_paiju.get_jian_grade(paiju);
}
return paiju;
},
//下一个位置
get_nextseat: function(seat){
return (seat + 1) % 3;
},
//获取某个位置玩家手上的牌
get_seat_cards: function(o_paiju, seat){
var aryCardIDs = [];
for (var i = 0; i < o_paiju.cards.length; i++){
var o_card = o_paiju.cards[i];
if (o_card.playround == -1){ //未出的牌
if ((o_card.dealowner == seat + 1) || //发到手上
(o_card.dealowner == 0 && seat == o_paiju.banker)){ //庄家包括底牌
aryCardIDs.push(o_paiju.cards[i].id);
}
}
}
return cls_youle_erqiwang_arith.order_cards(o_paiju.flower, aryCardIDs);
},
//获取某个位置玩家发到手上的牌
get_seat_cards_deal: function(o_paiju, seat){
var aryCardIDs = [];
for (var i = 0; i < o_paiju.cards.length; i++){
var o_card = o_paiju.cards[i];
if (o_card.dealowner == seat + 1){
aryCardIDs.push(o_paiju.cards[i].id);
}
}
return cls_youle_erqiwang_arith.order_cards(o_paiju.flower, aryCardIDs);
},
//获取某个位置玩家发到手上的牌(庄家包含底牌)
get_seat_cards_owner: function(o_paiju, seat){
var aryCardIDs = [];
for (var i = 0; i < o_paiju.cards.length; i++){
var o_card = o_paiju.cards[i];
if ((o_card.dealowner == seat + 1) || //发到手上
(o_card.dealowner == 0 && seat == o_paiju.banker)){ //庄家包括底牌
aryCardIDs.push(o_paiju.cards[i].id);
}
}
return cls_youle_erqiwang_arith.order_cards(o_paiju.flower, aryCardIDs);
},
//获取某个位置玩家手上的主牌
get_seat_zhucards: function(o_paiju, seat){
var aryCardIDs = [];
for (var i = 0; i < o_paiju.cards.length; i++){
var o_card = o_paiju.cards[i];
if (o_card.playround == -1){ //未出的牌
if ((o_card.dealowner == seat + 1) || //发到手上
(o_card.dealowner == 0 && seat == o_paiju.banker)){ //庄家包括底牌
if (o_card.flower == o_paiju.flower || o_card.flower == 5 || o_card.number == 2 || o_card.number == 7){
aryCardIDs.push(o_paiju.cards[i].id);
}
}
}
}
return cls_youle_erqiwang_arith.order_cards(o_paiju.flower, aryCardIDs);
},
//获取当前的叫分分数
get_callgrade_value: function(o_paiju){
var value = 0;
for (var i = o_paiju.callproc.length - 2; i >= 0; i--) {
if (o_paiju.callproc[i].call) {
value = o_paiju.callproc[i].call;
break;
}
}
return value;
},
//获取某个位置的叫分 返回值:null未叫 0不叫 >0当前叫分
get_seat_callgrade: function(o_paiju, seat){
for (var i = o_paiju.callproc.length - 2; i >= 0; i--){
if (o_paiju.callproc[i].seat == seat){
return o_paiju.callproc[i].call;
}
}
return null;
},
//叫分
do_callgrade: function(o_paiju, call){
var o_call = o_paiju.callproc[o_paiju.callproc.length - 1];
o_call.call = call;
//等待下一个叫分者叫分
var do_wait_nextseat_call = function(seat){
var o_call = {};
o_call.seat = seat;
o_call.call = null;
o_paiju.callproc.push(o_call);
}
//上庄
var do_up_banker = function(seat, call){
//庄家位置
o_paiju.banker = seat;
//庄家叫分
o_paiju.call = call;
//进入选主阶段
o_paiju.step = 2;
}
//叫了5分直接上庄
if (call == 5){
do_up_banker(o_call.seat, call);
return;
}
//叫了分
if (call > 0){
//下一个位置
var nextseat = cls_youle_erqiwang_paiju.get_nextseat(o_call.seat);
//下一个位置的叫分
var nextcall = cls_youle_erqiwang_paiju.get_seat_callgrade(o_paiju, nextseat);
//下一个位置不叫分
if (nextcall == 0){
//再下一个位置
nextseat = cls_youle_erqiwang_paiju.get_nextseat(nextseat);
}
//等待下一个叫分者叫分
do_wait_nextseat_call(nextseat);
return;
}
//不叫
if (call == 0){
//下一个位置
var nextseat_1 = cls_youle_erqiwang_paiju.get_nextseat(o_call.seat);
//下一个位置的叫分
var nextcall_1 = cls_youle_erqiwang_paiju.get_seat_callgrade(o_paiju, nextseat_1);
//再下一个位置
var nextseat_2 = cls_youle_erqiwang_paiju.get_nextseat(nextseat_1);
//再下一个位置的叫分
var nextcall_2 = cls_youle_erqiwang_paiju.get_seat_callgrade(o_paiju, nextseat_2);
if (nextcall_1 != 0 && nextcall_2 != 0){
//另外两家都没有不叫分
do_wait_nextseat_call(nextseat_1);
return;
}
if (nextcall_1 != 0 && nextcall_2 == 0){
//nextseat_1上庄
do_up_banker(nextseat_1, nextcall_1);
return;
}
if (nextcall_1 == 0 && nextcall_2 != 0){
//nextseat_2上庄
do_up_banker(nextseat_2, nextcall_2);
return;
}
}
},
//获取底牌
get_bottomcards: function(o_paiju){
var aryCardIDs = [];
for (var i = 0; i < o_paiju.cards.length; i++){
if (o_paiju.cards[i].dealowner == 0){
aryCardIDs.push(o_paiju.cards[i].id);
}
}
return cls_youle_erqiwang_arith.order_cards(o_paiju.flower, aryCardIDs);
},
//选主
do_choiceflower: function(o_paiju, flower){
o_paiju.flower = flower;
//修改主牌的牌编码
for (var i = 1; i <= 2; i++){ //两副牌
for (var j = 0; j < 13; j++){
var o_card = o_paiju.cards[(i - 1) * 54 + (flower - 1) * 13 + j];
}
}
//进入埋牌阶段
o_paiju.step = 3;
},
//判断牌是否在玩家手上
check_cards_inhand: function(o_paiju, cards, seat){
for (var i = 0; i < cards.length; i++) {
var o_card = o_paiju.cards[cards[i]];
if (o_card.playround != -1){
return;
}
if (seat == o_paiju.banker){
//是庄家
if (o_card.dealowner != seat + 1 && o_card.dealowner != 0){
return false;
}
} else {
//是闲家
if (o_card.dealowner != seat + 1){
return false;
}
}
}
return true;
},
//埋牌
do_burycard: function(o_paiju, cards){
for (var i = 0; i < cards.length; i++) {
o_paiju.cards[cards[i]].playround = 0;
};
//进入投降阶段
o_paiju.step = 4;
cls_youle_erqiwang_paiju.new_playround(o_paiju, 1, o_paiju.banker);
},
//新一轮出牌
new_playround: function(o_paiju, round, startseat){
o_paiju.playproc.round = round; //第几轮
o_paiju.playproc.start = startseat; //本轮的起始出牌位置
o_paiju.playproc.currseat = startseat; //本轮的当前的出牌位置
o_paiju.playproc.startcount = -1; //本轮第一个出牌的张数
o_paiju.playproc.startflower = -1; //本轮第一个出牌的花色
o_paiju.playproc.starttype = -1; //本轮第一个出牌的牌型
o_paiju.playproc.maxseat = -1; //谁的牌最大,位置
o_paiju.playproc.maxcard = -1; //满足第一个玩家出牌的牌型最大牌
o_paiju.playproc.cards = []; //本轮各位置出的牌,数组与位置序号对应
o_paiju.playproc.cards.length= 3;
},
//在牌列表中获取分牌和分值
get_grade_incard: function(o_paiju, cards){
var re = {};
re.grade = 0;
re.cards = [];
for (var i = 0; i < cards.length; i++) {
if (o_paiju.cards[cards[i]].score > 0){
re.grade = re.grade + o_paiju.cards[cards[i]].score;
re.cards.push(cards[i]);
}
}
return re;
},
//检查选中的牌是否可出,并出牌
do_playcard: function(o_paiju, cards){
//出牌
var doplay = function(playindex){
for (var i = 0; i < cards.length; i++) {
o_paiju.cards[cards[i]].playround = o_paiju.playproc.round;
o_paiju.cards[cards[i]].playindex = playindex;
};
o_paiju.playproc.cards[o_paiju.playproc.currseat] = cards;
//进入出牌阶段
o_paiju.step = 5;
//是否报副处理
if (o_paiju.seatlist[o_paiju.playproc.currseat][4][0] != 0){
var _zhu = cls_youle_erqiwang_paiju.get_seat_zhucards(o_paiju, o_paiju.playproc.currseat);
if (_zhu.length == 0){
o_paiju.seatlist[o_paiju.playproc.currseat][4][0] = 0;
o_paiju.seatlist[o_paiju.playproc.currseat][4][1] = 0;
}
if (o_paiju.method.have_baofu()){
var _parilist = cls_youle_erqiwang_arith.get_pairlist(o_paiju.flower, _zhu);
o_paiju.seatlist[o_paiju.playproc.currseat][4][0] = _zhu.length;
o_paiju.seatlist[o_paiju.playproc.currseat][4][1] = _parilist.length;
if (o_paiju.seatlist[o_paiju.playproc.currseat][4][0] == 0){
o_paiju.seatlist[o_paiju.playproc.currseat][o_paiju.flower - 1][0] = 1;
o_paiju.seatlist[o_paiju.playproc.currseat][o_paiju.flower - 1][1] = 1;
} else if (o_paiju.seatlist[o_paiju.playproc.currseat][4][1] == 0){
o_paiju.seatlist[o_paiju.playproc.currseat][o_paiju.flower - 1][1] = 1;
}
}
}
}
//本轮中的第二个出牌位置
var nextseat_1 = cls_youle_erqiwang_paiju.get_nextseat(o_paiju.playproc.start);
//本轮中的第三个出牌位置
var nextseat_2 = cls_youle_erqiwang_paiju.get_nextseat(nextseat_1);
if (o_paiju.playproc.currseat == o_paiju.playproc.start){ //是本轮的第一个出牌
var can = cls_youle_erqiwang_arith.can_playcard(o_paiju.flower, cards, o_paiju.playproc.currseat, o_paiju.seatlist);
if (!can.result){
var re = {};
re.result = false;
return re;
}
//出牌
doplay(1);
//记录下牌型、花色、牌型最大牌
o_paiju.playproc.startcount = cards.length;
o_paiju.playproc.startflower = can.flower;
o_paiju.playproc.starttype = can.cardtype;
o_paiju.playproc.maxseat = o_paiju.playproc.currseat;
o_paiju.playproc.maxcard = can.cardvalue;
o_paiju.playproc.currseat = nextseat_1;
//返回结果
var re1 = {};
re1.result = true;
re1.idx = 1;
re1.count = cards.length;
re1.flower = can.flower;
re1.cardtype = can.cardtype;
return re1;
}
//不是本轮中的第一个出牌,是跟牌
var cardsinhand = cls_youle_erqiwang_paiju.get_seat_cards(o_paiju, o_paiju.playproc.currseat);
var can = cls_youle_erqiwang_arith.can_followcard(o_paiju.flower, cardsinhand, cards, o_paiju.playproc.startcount, o_paiju.playproc.startflower, o_paiju.playproc.starttype);
if (!can.result){
var re = {};
re.result = false;
return re;
}
//与之前的出牌比较大小
if (can.cardvalue > o_paiju.playproc.maxcard){
o_paiju.playproc.maxseat = o_paiju.playproc.currseat;
o_paiju.playproc.maxcard = can.cardvalue;
}
//无花色、无对子处理
if (can.nopair){
o_paiju.seatlist[o_paiju.playproc.currseat][o_paiju.playproc.startflower - 1][1] = 1;
}
if (can.noflower){
o_paiju.seatlist[o_paiju.playproc.currseat][o_paiju.playproc.startflower - 1][0] = 1;
o_paiju.seatlist[o_paiju.playproc.currseat][o_paiju.playproc.startflower - 1][1] = 1;
}
//是本轮中的第二个出牌
if (o_paiju.playproc.currseat == nextseat_1){
//出牌
doplay(2);
//下一个出牌者
o_paiju.playproc.currseat = nextseat_2;
//返回结果
var re2 = {};
re2.idx = 2;
re2.result = true;
return re2;
}
//是本轮中的第三个出牌
//出牌
doplay(3);
//本轮出牌结束
for (var i = 0; i < o_paiju.playproc.cards.length; i++) {
for (var j = 0; j < o_paiju.playproc.cards[i].length; j++) {
o_paiju.cards[o_paiju.playproc.cards[i][j]].playowner = o_paiju.playproc.maxseat;
}
}
//返回结果
var re3 = {};
re3.result = true;
re3.idx = 3;
re3.maxseat = o_paiju.playproc.maxseat;
if (o_paiju.playproc.maxseat != o_paiju.banker){
re3.grade = 0;
// re3.gradecards = [];
for (var i = 0; i < o_paiju.playproc.cards.length; i++) {
var grade_incards = cls_youle_erqiwang_paiju.get_grade_incard(o_paiju, o_paiju.playproc.cards[i]);
re3.grade = re3.grade + grade_incards.grade;
// re3.gradecards = re3.gradecards.concat(grade_incards.cards);
}
}
//判断是否还有牌在玩家手上未出
var havecard_inhand = function(){
for (var i = 0; i < o_paiju.cards.length; i++) {
if (o_paiju.cards[i].playround == -1 && o_paiju.cards[i].number != 3 && o_paiju.cards[i].number != 4){
return true;
}
}
return false;
}
// if (!havecard_inhand() || o_paiju.playproc.round == 2){ //测试用
if (!havecard_inhand()){
//进入结算阶段
o_paiju.step = 6;
} else {
//新一轮出牌
cls_youle_erqiwang_paiju.new_playround(o_paiju, o_paiju.playproc.round + 1, o_paiju.playproc.maxseat);
}
return re3;
},
//获取埋牌
get_burycard: function(o_paiju){
var aryCardIDs = [];
for (var i = 0; i < o_paiju.cards.length; i++){
if (o_paiju.cards[i].playround == 0){
aryCardIDs.push(o_paiju.cards[i].id);
}
}
return cls_youle_erqiwang_arith.order_cards(o_paiju.flower, aryCardIDs);
},
//获取抠底包
get_bottom_account: function(o_paiju, msg){
msg.data.bottom = {};
msg.data.bottom.cards = o_paiju.method.get_burycard();
if (o_paiju.playproc.maxseat != o_paiju.banker){ //闲家抠底
var multiple = cls_youle_erqiwang_arith.get_bottom_multiple(o_paiju.flower, o_paiju.playproc.cards[o_paiju.playproc.maxseat]);
if (multiple > 0){
msg.data.bottom.multiple = multiple;
var get = o_paiju.method.get_grade_incard(msg.data.bottom.cards);
msg.data.bottom.grade1 = get.grade;
msg.data.bottom.grade2 = multiple * msg.data.bottom.grade1;
}
}
return msg;
},
//获取闲家捡分(不包含抠底)
get_jian_grade: function(o_paiju){
var re = {};
re.grade = 0;
re.cards = [];
for (var i = 0; i < o_paiju.cards.length; i++){
if (o_paiju.cards[i].playowner > -1 && o_paiju.cards[i].playowner != o_paiju.banker){
if (o_paiju.cards[i].score > 0){
re.grade = re.grade + o_paiju.cards[i].score;
re.cards.push(i);
}
}
}
return re;
},
//获取小局结算包type 0正常结算 1投降结算 2解散结算
get_paiju_account: function(o_paiju, type, msg){
o_paiju.endtime = min_now();
//第一局结算扣除房卡
if (o_paiju.idx == 1 && type != 2){
var do_deduct_roomcard = function(){
youle_erqiwang.import.deduct_roomcard(o_paiju.o_desk.o_room);
}
min_ontimeout(do_deduct_roomcard, 1000);
}
if (msg.rpc != "jiesuan"){
msg.rpc = "jiesuan";
}
if (!msg.data){
msg.data = {};
}
msg.data.aset = {};
msg.data.aset.banker = o_paiju.banker;
msg.data.aset.call = o_paiju.call;
msg.data.aset.multiple = cls_youle_erqiwang_arith.get_multiple_bycall(o_paiju.call);
msg.data.aset.flower = o_paiju.flower;
var jian_grade = cls_youle_erqiwang_paiju.get_jian_grade(o_paiju);
msg.data.aset.grade = jian_grade.grade;
if (msg.data.bottom && msg.data.bottom.grade2){
msg.data.aset.grade = msg.data.aset.grade + msg.data.bottom.grade2;
}
switch (type){
case 0:
msg.data.aset.upgrade = cls_youle_erqiwang_arith.get_upgrade(o_paiju.call, msg.data.aset.grade);
if (msg.data.aset.upgrade > 0){
o_paiju.result = 0;
} else {
o_paiju.result = 1;
}
break;
case 1:
msg.data.aset.upgrade = -99;
o_paiju.result = 2;
break;
case 2:
msg.data.aset.upgrade = 0;
o_paiju.result = 3;
break;
}
msg.data.aset.seatlist = [];
var _player0 = {};
var _player1 = {};
var _player2 = {};
//获取玩家的牌
var _card0 = cls_youle_erqiwang_paiju.get_seat_cards_owner(o_paiju, 0);
var _card1 = cls_youle_erqiwang_paiju.get_seat_cards_owner(o_paiju, 1);
var _card2 = cls_youle_erqiwang_paiju.get_seat_cards_owner(o_paiju, 2);
//计算冲关或王牌
var _flower = o_paiju.flower;
if (type != 2){
_flower = -1;
}
var _chongguan0 = cls_youle_erqiwang_arith.get_chongguan(_flower, _card0);
var _chongguan1 = cls_youle_erqiwang_arith.get_chongguan(_flower, _card1);
var _chongguan2 = cls_youle_erqiwang_arith.get_chongguan(_flower, _card2);
//冲关的牌或王牌
_player0.cards = _chongguan0.cards;
_player1.cards = _chongguan1.cards;
_player2.cards = _chongguan2.cards;
//关数
_player0.chongguan = _chongguan0.count;
_player1.chongguan = _chongguan1.count;
_player2.chongguan = _chongguan2.count;
//是否作废
_player0.obsolete = 0;
_player1.obsolete = 0;
_player2.obsolete = 0;
//根据叫分判断冲关是否作废
var do_obsolete_with_call = function(player, seat){
var _dealcards = cls_youle_erqiwang_paiju.get_seat_cards_deal(o_paiju, seat);
var _dealchongguan = cls_youle_erqiwang_arith.get_chongguan(-1, _dealcards);
if (_dealchongguan.count == 0){
return;
}
var _call = null;
for (var i = 0; i < o_paiju.callproc.length; i++){
if (o_paiju.callproc[i].seat == seat){
_call = o_paiju.callproc[i].call;
break;
}
}
if (!_call){ //冲关必叫
player.obsolete = 1;
} else if (_dealchongguan.wang == 4 && _call > 60){ //四王必踢
player.obsolete = 1;
}
}
do_obsolete_with_call(_player0, 0);
do_obsolete_with_call(_player1, 1);
do_obsolete_with_call(_player2, 2);
//计算冲关得分
var _cg0 = _player0.chongguan;
var _cg1 = _player1.chongguan;
var _cg2 = _player2.chongguan;
if (_player0.obsolete){
_cg0 = 0;
}
if (_player1.obsolete){
_cg1 = 0;
}
if (_player2.obsolete){
_cg2 = 0;
}
_player0.grade_cg = _cg0 * 2 - _cg1 - _cg2;
_player1.grade_cg = _cg1 * 2 - _cg2 - _cg0;
_player2.grade_cg = _cg2 * 2 - _cg0 - _cg1;
//计算傍王得分
var _w0 = _chongguan0.wang;
var _w1 = _chongguan1.wang;
var _w2 = _chongguan2.wang;
if (_player0.obsolete){
_w0 = 0;
}
if (_player1.obsolete){
_w1 = 0;
}
if (_player2.obsolete){
_w2 = 0;
}
_player0.grade_w = _w0 * 2 - _w1 - _w2;
_player1.grade_w = _w1 * 2 - _w2 - _w0;
_player2.grade_w = _w2 * 2 - _w0 - _w1;
//计算捡分得分
var _upgrade = msg.data.aset.upgrade;
if (_upgrade == -99){
_upgrade = -2;
}
switch (o_paiju.banker){
case -1:
_player0.grade_jf = 0;
_player1.grade_jf = 0;
_player2.grade_jf = 0;
break;
case 0:
_player0.grade_jf = _upgrade * msg.data.aset.multiple * 2;
_player1.grade_jf = _upgrade * msg.data.aset.multiple * -1;
_player2.grade_jf = _player1.grade_jf;
break;
case 1:
_player0.grade_jf = _upgrade * msg.data.aset.multiple * -1;
_player1.grade_jf = _upgrade * msg.data.aset.multiple * 2;
_player2.grade_jf = _player0.grade_jf;
break;
case 2:
_player0.grade_jf = _upgrade * msg.data.aset.multiple * -1;
_player1.grade_jf = _player0.grade_jf;
_player2.grade_jf = _upgrade * msg.data.aset.multiple * 2;
break;
}
//计算本局总得分
_player0.grade = _player0.grade_cg + _player0.grade_w + _player0.grade_jf;
_player1.grade = _player1.grade_cg + _player1.grade_w + _player1.grade_jf;
_player2.grade = _player2.grade_cg + _player2.grade_w + _player2.grade_jf;
//大局累积得分
o_paiju.o_desk.seatlist[0][0] = o_paiju.o_desk.seatlist[0][0] + _player0.grade;
o_paiju.o_desk.seatlist[1][0] = o_paiju.o_desk.seatlist[1][0] + _player1.grade;
o_paiju.o_desk.seatlist[2][0] = o_paiju.o_desk.seatlist[2][0] + _player2.grade;
_player0.score = o_paiju.o_desk.seatlist[0][0];
_player1.score = o_paiju.o_desk.seatlist[1][0];
_player2.score = o_paiju.o_desk.seatlist[2][0];
//保存每局得分
o_paiju.o_desk.seatlist[0][1].push(_player0.grade);
o_paiju.o_desk.seatlist[1][1].push(_player1.grade);
o_paiju.o_desk.seatlist[2][1].push(_player2.grade);
msg.data.aset.seatlist.push(_player0);
msg.data.aset.seatlist.push(_player1);
msg.data.aset.seatlist.push(_player2);
if (o_paiju.idx >= o_paiju.o_desk.o_room.asetcount || type == 2){
msg = o_paiju.o_desk.method.get_desk_account(msg);
}
//保存结算包,供断线重连时使用
o_paiju.tmp_jiesuan_aset = msg.data.aset;
return msg;
}
}

View File

@@ -0,0 +1,457 @@
//////////////////////////////////////////////////////////////////
/////////////////////////////咻一咻/////////////////////////////
//////////////////////////////////////////////////////////////////
var youle_erqiwang = youle_erqiwang || cls_mod.new("youle_erqiwang", "erqiwang", youle_app);
//牌类
min_loadJsFile("games2/erqiwang/class.pai.js", function(){
//牌局类
min_loadJsFile("games2/erqiwang/class.paiju.js", function(){
//牌桌类
min_loadJsFile("games2/erqiwang/class.desk.js", function(){
//算法类
min_loadJsFile("games2/erqiwang/class.arith.js", function(){
//对内的输入接口类
min_loadJsFile("games2/erqiwang/class.import.js", function(){
//对内的输出接口类
min_loadJsFile("games2/erqiwang/class.export.js", function(){
});
});
});
});
});
});
//对内的输入接口类(需要的外部接口)
youle_erqiwang.import = null;
//对内的输出接口类(提供给外部使用的接口)
youle_erqiwang.export = null;
//叫分或不叫
youle_erqiwang.jiaofen = function(pack){
var agentid = pack.data.agentid;
var playerid = parseInt(pack.data.playerid);
var gameid = pack.data.gameid;
var roomcode = parseInt(pack.data.roomcode);
var seat = parseInt(pack.data.seat);
var call = parseInt(pack.data.call);
//检查玩家的位置是否正确
var o_room = youle_erqiwang.import.check_player(agentid, gameid, roomcode, seat, playerid, pack.conmode, pack.fromid);
if (!o_room){
return;
}
//牌桌
var o_desk = o_room.o_desk;
if (!o_desk){
return;
}
//牌局
var o_paiju = o_desk.method.curr_paiju();
if (!o_paiju){
return;
}
//检查当前的游戏阶段是否是叫分阶段
if (o_paiju.step != 1){
return;
}
//检查当前的叫分位置
if (o_paiju.method.get_callgrade_seat() != seat){
return;
}
//检查当前的叫分分值必须大于0且是5的整数倍
if (call < 0 || call % 5 != 0){
return;
}
var curr_call = o_paiju.method.get_callgrade_value();
//第一家不能不叫分
if (curr_call == 0 && call == 0){
return;
}
//叫分必须小于之前的叫分
if (curr_call != 0 && call >= curr_call){
return;
}
//叫分成功
o_paiju.method.do_callgrade(call);
//返回前端
if (o_paiju.step == 1){
//等待下一家叫分
var msg = {};
msg.app = "youle";
msg.route = "erqiwang";
msg.rpc = "jiaofen";
msg.data = {};
msg.data.seat = seat;
msg.data.call = call;
msg.data.currcall = o_paiju.method.get_callgrade_value();
msg.data.multiple = cls_youle_erqiwang_arith.get_multiple_bycall(msg.data.currcall);
msg.data.nextseat = o_paiju.method.get_callgrade_seat();
msg.data.countdown = o_desk.method.get_countdown_jiaofen();
o_room.method.sendpack_toother(msg, -1);
return;
}
if (o_paiju.step == 2){
//等待庄家叫主
var msg = {};
msg.app = "youle";
msg.route = "erqiwang";
msg.rpc = "shangzhuang";
msg.data = {};
msg.data.seat = seat;
msg.data.call = call;
msg.data.banker = o_paiju.banker;
msg.data.grade = o_paiju.call;
msg.data.multiple = cls_youle_erqiwang_arith.get_multiple_bycall(msg.data.grade);
msg.data.bottomcards = o_paiju.method.get_bottomcards();
msg.data.countdown = o_desk.method.get_countdown_xuanzhu();
if (o_paiju.call < 65){
msg.data.touxiang = 0;
} else {
msg.data.touxiang = 1;
}
for (var i = 0; i < o_room.seatlist.length; i++) {
msg.conmode = o_room.seatlist[i].conmode;
msg.fromid = o_room.seatlist[i].fromid;
if (i == o_paiju.banker){
msg.data.cards = o_paiju.method.get_seat_cards(i);
} else {
delete msg.data.cards;
}
youle_erqiwang.app.SendPack(msg);
}
return;
}
}
//选主
youle_erqiwang.xuanzhu = function(pack){
var agentid = pack.data.agentid;
var playerid = parseInt(pack.data.playerid);
var gameid = pack.data.gameid;
var roomcode = parseInt(pack.data.roomcode);
var seat = parseInt(pack.data.seat);
var flower = parseInt(pack.data.flower);
//检查玩家的位置是否正确
var o_room = youle_erqiwang.import.check_player(agentid, gameid, roomcode, seat, playerid, pack.conmode, pack.fromid);
if (!o_room){
return;
}
//牌桌
var o_desk = o_room.o_desk;
if (!o_desk){
return;
}
//牌局
var o_paiju = o_desk.method.curr_paiju();
if (!o_paiju){
return;
}
//检查当前的游戏阶段是否是选主阶段
if (o_paiju.step != 2){
return;
}
//检查庄家位置
if (o_paiju.banker != seat){
return;
}
//检查花色
if (flower != 1 && flower != 2 && flower != 3 && flower != 4){
return;
}
//选主成功
o_paiju.method.do_choiceflower(flower);
//返回前端
var msg = {};
msg.app = "youle";
msg.route = "erqiwang";
msg.rpc = "xuanzhu";
msg.data = {};
msg.data.banker = o_paiju.banker;
msg.data.flower = flower;
msg.data.countdown = o_desk.method.get_countdown_maipai();
for (var i = 0; i < o_room.seatlist.length; i++) {
msg.conmode = o_room.seatlist[i].conmode;
msg.fromid = o_room.seatlist[i].fromid;
msg.data.cards = o_paiju.method.get_seat_cards(i);
youle_erqiwang.app.SendPack(msg);
}
}
//埋牌
youle_erqiwang.maipai = function(pack){
var agentid = pack.data.agentid;
var playerid = parseInt(pack.data.playerid);
var gameid = pack.data.gameid;
var roomcode = parseInt(pack.data.roomcode);
var seat = parseInt(pack.data.seat);
var cards = pack.data.cards;
//检查玩家的位置是否正确
var o_room = youle_erqiwang.import.check_player(agentid, gameid, roomcode, seat, playerid, pack.conmode, pack.fromid);
if (!o_room){
return;
}
//牌桌
var o_desk = o_room.o_desk;
if (!o_desk){
return;
}
//牌局
var o_paiju = o_desk.method.curr_paiju();
if (!o_paiju){
return;
}
//检查当前的游戏阶段是否是埋牌阶段
if (o_paiju.step != 3){
return;
}
//检查庄家位置
if (o_paiju.banker != seat){
return;
}
//检查埋牌是否是8张
if (cards.length != 8){
return;
}
//检查埋牌是否都在庄家手上
if (!o_paiju.method.check_cards_inhand(cards, seat)){
return;
}
//埋牌成功
o_paiju.method.do_burycard(cards);
//返回前端
var msg = {};
msg.app = "youle";
msg.route = "erqiwang";
msg.rpc = "maipai";
msg.data = {};
msg.data.seat = o_paiju.playproc.currseat;
msg.data.countdown = o_desk.method.get_countdown_chupai();
for (var i = 0; i < o_room.seatlist.length; i++) {
msg.conmode = o_room.seatlist[i].conmode;
msg.fromid = o_room.seatlist[i].fromid;
if (i == o_paiju.banker){
msg.data.cards = o_paiju.method.get_seat_cards(i);
msg.data.bottomcards = cards;
} else {
delete msg.data.cards;
delete msg.data.bottomcards;
}
youle_erqiwang.app.SendPack(msg);
}
}
//投降
youle_erqiwang.touxiang = function(pack){
var agentid = pack.data.agentid;
var playerid = parseInt(pack.data.playerid);
var gameid = pack.data.gameid;
var roomcode = parseInt(pack.data.roomcode);
var seat = parseInt(pack.data.seat);
//检查玩家的位置是否正确
var o_room = youle_erqiwang.import.check_player(agentid, gameid, roomcode, seat, playerid, pack.conmode, pack.fromid);
if (!o_room){
return;
}
//牌桌
var o_desk = o_room.o_desk;
if (!o_desk){
return;
}
//牌局
var o_paiju = o_desk.method.curr_paiju();
if (!o_paiju){
return;
}
//检查当前的游戏阶段是否是叫分、埋牌、投降阶段
if (o_paiju.step != 2 && o_paiju.step != 3 && o_paiju.step != 4){
return;
}
//检查庄家位置
if (o_paiju.banker != seat){
return;
}
//检查是否允许投降
if (o_paiju.call < 65){
return;
}
//投降结算
o_paiju.step = 6;
var msg = {};
msg.app = "youle";
msg.route = "erqiwang";
msg.rpc = "jiesuan";
msg.data = {};
msg = o_paiju.method.get_paiju_account(1, msg);
o_room.method.sendpack_toother(msg, -1);
}
//出牌
youle_erqiwang.chupai = function(pack){
var agentid = pack.data.agentid;
var playerid = parseInt(pack.data.playerid);
var gameid = pack.data.gameid;
var roomcode = parseInt(pack.data.roomcode);
var seat = parseInt(pack.data.seat);
var cards = pack.data.cards;
//检查玩家的位置是否正确
var o_room = youle_erqiwang.import.check_player(agentid, gameid, roomcode, seat, playerid, pack.conmode, pack.fromid);
if (!o_room){
return;
}
//牌桌
var o_desk = o_room.o_desk;
if (!o_desk){
return;
}
//牌局
var o_paiju = o_desk.method.curr_paiju();
if (!o_paiju){
return;
}
//检查当前的游戏阶段是否是出牌阶段
if (o_paiju.step != 4 && o_paiju.step != 5){
return;
}
//检查出牌位置
if (seat != o_paiju.playproc.currseat){
return;
}
//检查出牌
if (cards.length == 0){
return;
}
//检查出牌是否都在玩家手上
if (!o_paiju.method.check_cards_inhand(cards, seat)){
return;
}
//检查选中的牌是否可出,并出牌
var re = o_paiju.method.do_playcard(cards);
if (!re.result){
return;
}
//返回前端
var msg = {};
msg.app = "youle";
msg.route = "erqiwang";
msg.data = {};
msg.data.seat = seat;
msg.data.cards = cards;
msg.data.info = o_paiju.seatlist[seat];
msg.data.nextseat = o_paiju.playproc.currseat;
msg.data.countdown = o_desk.method.get_countdown_chupai();
if (o_paiju.method.have_baofu()){
msg.data.baozhu = 1;
} else {
msg.data.baozhu = 0;
}
switch (re.idx)
{
case 1: //第一个出牌
msg.rpc = "chupai1";
msg.data.count = re.count;
msg.data.flower = re.flower;
msg.data.cardtype = re.cardtype;
break;
case 2: //第二个出牌
msg.rpc = "chupai2";
break;
case 3: //第三个出牌
msg.rpc = "chupai3";
msg.data.maxseat = re.maxseat;
if (re.grade > 0){
msg.data.grade = re.grade;
// msg.data.gradecards = re.gradecards;
}
break;
}
if (o_paiju.step == 5){
for (var i = 0; i < o_room.seatlist.length; i++){
msg.conmode = o_room.seatlist[i].conmode;
msg.fromid = o_room.seatlist[i].fromid;
if (i == seat){
msg.data.cardsinhand = o_paiju.method.get_seat_cards(i);
} else {
delete msg.data.cardsinhand;
}
youle_erqiwang.app.SendPack(msg);
}
} else if (o_paiju.step == 6){
//小局结算
//出牌包的调整
msg.data.chupai = {};
msg.data.chupai.seat = msg.data.seat;
msg.data.chupai.cards = msg.data.cards;
msg.data.chupai.maxseat = msg.data.maxseat;
if (msg.data.grade){
msg.data.chupai.grade = msg.data.grade;
}
if (msg.data.gradecards){
msg.data.chupai.gradecards = msg.data.gradecards;
}
delete msg.data.seat;
delete msg.data.cards;
delete msg.data.info;
delete msg.data.nextseat;
delete msg.data.countdown;
delete msg.data.baozhu;
delete msg.data.cardsinhand;
delete msg.data.maxseat;
delete msg.data.grade;
delete msg.data.gradecards;
//获取抠底包
msg = o_paiju.method.get_bottom_account(msg);
//获取小局结算包
msg = o_paiju.method.get_paiju_account(0, msg);
o_room.method.sendpack_toother(msg, -1);
}
}
//准备
youle_erqiwang.zhunbei = function(pack){
var agentid = pack.data.agentid;
var playerid = parseInt(pack.data.playerid);
var gameid = pack.data.gameid;
var roomcode = parseInt(pack.data.roomcode);
var seat = parseInt(pack.data.seat);
//检查玩家的位置是否正确
var o_room = youle_erqiwang.import.check_player(agentid, gameid, roomcode, seat, playerid, pack.conmode, pack.fromid);
if (!o_room){
return;
}
//牌桌
var o_desk = o_room.o_desk;
if (!o_desk){
return;
}
//牌局
var o_paiju = o_desk.method.curr_paiju();
if (!o_paiju){
return;
}
//检查当前的游戏阶段是否是结算阶段
if (o_paiju.step != 6){
return;
}
//检查当前局数小于总局数
if (o_desk.paiju_list.length >= o_room.asetcount){
return;
}
//准备成功
o_desk.method.do_prepare(seat);
}

Binary file not shown.

View File

@@ -189,15 +189,15 @@
$(".btn___37Kse").text(btnText); $(".btn___37Kse").text(btnText);
$(".down_load").attr("href", downloadLink); $(".down_load").attr("href", downloadLink);
// if (isAndroid && !isHarmony) { if (isAndroid && !isHarmony) {
// $(".down_load").after('<a href="' + androidUrlBak + '" class="ms-btn template-btn clearfix pc-pwd down_load" style="margin-top:20px;"><div class="btn___37Kse">无法安装时备用包下载</div></a>'); $(".down_load").after('<a href="' + androidUrlBak + '" class="ms-btn template-btn clearfix pc-pwd down_load" style="margin-top:20px;"><div class="btn___37Kse">无法安装时备用包下载</div></a>');
// } }
} else { } else {
// PC Mode // PC Mode
$(".shuoming").html('请选择对应系统下载'); $(".shuoming").html('请选择对应系统下载');
var btns = ''; var btns = '';
btns += '<a href="' + androidUrl + '" class="ms-btn template-btn clearfix pc-pwd down_load"><div class="btn___37Kse">Android版下载</div></a>'; btns += '<a href="' + androidUrl + '" class="ms-btn template-btn clearfix pc-pwd down_load"><div class="btn___37Kse">Android版下载</div></a>';
// btns += '<a href="' + androidUrlBak + '" class="ms-btn template-btn clearfix pc-pwd down_load" style="margin-top:20px"><div class="btn___37Kse">无法安装时备用包下载</div></a>'; btns += '<a href="' + androidUrlBak + '" class="ms-btn template-btn clearfix pc-pwd down_load" style="margin-top:20px"><div class="btn___37Kse">无法安装时备用包下载</div></a>';
btns += '<a href="' + harmonyUrl + '" class="ms-btn template-btn clearfix pc-pwd down_load" style="margin-top:20px"><div class="btn___37Kse">HarmonyOS版下载</div></a>'; btns += '<a href="' + harmonyUrl + '" class="ms-btn template-btn clearfix pc-pwd down_load" style="margin-top:20px"><div class="btn___37Kse">HarmonyOS版下载</div></a>';
btns += '<a href="' + iosUrl + '" class="ms-btn template-btn clearfix pc-pwd down_load" style="margin-top:20px"><div class="btn___37Kse">iOS版下载</div></a>'; btns += '<a href="' + iosUrl + '" class="ms-btn template-btn clearfix pc-pwd down_load" style="margin-top:20px"><div class="btn___37Kse">iOS版下载</div></a>';

File diff suppressed because it is too large Load Diff

View File

@@ -0,0 +1,713 @@
@charset "utf-8";
@charset "utf-8";
/*防止用户自定义背景颜色对网页的影响,添加让用户可以自定义字体 */
html{-webkit-text-size-adjust:100%; /*禁用Webkit内核浏览器的文字大小调整功能默认是auto;*/
-ms-text-size-adjust:100%; /*禁用IE内核浏览器的文字大小调整功能默认是auto;*/
font-family: sans-serif;
-webkit-font-smoothing: antialiased;
height: 100%;
touch-action: manipulation; /*取消移动端click300ms的延迟*/
}
body{font-family: "Helvetica", "Tahoma", "Arial", "PingFang SC", "Microsoft Yahei", "SimSun", "SimHei", "sans-serif"; color: #848484; background: #f1f1f194; font-size: 14px;}
/*针对英文单词,强制让单词换行,break-word不拆分单词, break-all拆分单词*/
*{word-wrap: break-word; /*word-break: break-all;*/}
.break-all{word-break: break-all;}
a, abbr, acronym, address, applet, article, aside, audio, b, big, body, button, canvas, caption, center, cite, code, dd, del, details, dfn, div, dl, dt, em, embed, fieldset, figcaption, figure, footer, form, h1, h2, h3, h4, h5, h6, header, html, hr, i, iframe, input, img, ins, kbd, label, legend, li, mark, menu, nav, object, ol, output, p, pre, q, ruby, s, samp, section, select, small, span, strike, strong, sub, summary, sup, table, tbody, td, tfoot, th, thead, time, tr, tt, textarea, u, ul, var, video,.h1, .h2, .h3{margin: 0; padding: 0;}
dt,label{font-weight:normal; font-size:100%;}/*此处增加dt,label针对bootstrap的加粗定义*/
input,button,textarea,select,optgroup,option{font-size: 100%; font-weight: normal; outline: none;}
input,button,textarea{-webkit-appearance: none;}/*去除ios按钮内阴影、圆角,对单选框、复选框有影响*/
input[type=checkbox]{-webkit-appearance: checkbox;}
input[type=radio]{-webkit-appearance: radio;}
input::-webkit-input-safebox-button{display: none;}/*解决搜狗浏览器密码框自带安全键盘*/
input:focus,textarea:focus{outline: none;}
th,td,button,input,select,textarea{-webkit-font-smoothing: antialiased; -moz-font-smoothing: antialiased;}/*页面的字体抗锯齿,字体会更清晰圆滑*/
textarea{resize: none; border: 1px solid #e5e5e5; padding: 5px; width: 100%; border-radius: 0;}
address,caption,cite,code,dfn,th,var,/*em,*/i{font-style: normal; font-weight: normal;}
sub,sup{vertical-align: baseline;}
button{overflow: visible; vertical-align: middle; outline: none; height: auto;}
/*去掉列表标签的默认样式*/
ul,ol,li{list-style-type: none;}
/*重置table样式*/
table{border-collapse:collapse; border-spacing:0; /*table-layout: fixed;*/}/*table-layout: fixed; 表格布局尺寸固定(默认等分表格),表格的宽度不再由单元格的内容多少而决定,可自定义宽度(给th,td不起作用)*/
/*border-collapse: separate独立边框; border-spacing:20px 20px边框单元格间距离;*/
/*btn基础样式*/
.ms-btn{display: inline-block; padding: 6px 12px; border-radius: 0; text-align: center; white-space: nowrap; vertical-align: middle; cursor: pointer; background: none; border: 1px solid transparent;}
/*a链接*/
a{outline:none; text-decoration: none; color: #848484; cursor: pointer;}
a:focus{outline: none; text-decoration: none; color: inherit;}
a:hover{outline: none; color: #157df1; text-decoration: none;}
@media (min-width: 1200px) {
.container{}
.table-responsive{overflow-x: visible;}
}
/*----------分发落地页----------*/
.template-common .form-control{height: 40px;}
.passwords .template-common{padding: 0 320px;}
.template-common{padding: 0 235px;}
.template-common hr{border-top-color: #e5e5e5; margin-top: 25px; display: none;}
.template-common .t-icon{background-color: #fff; width: 180px; height: 180px; border-radius: 25px; box-shadow: 0 0 10px rgba(0,0,0,.2); display: flex; align-items: center; margin: 0 auto;}
.template-common .t-icon img{width: 120px; height: 120px; border-radius: 30px; border: 1px solid #e5e5e5; margin: 0 auto;}
.template-common .template-btn-wrap{text-align: center;}
.template-common .template-btn{color: #fff; background-color: #51a3fe; height: 50px; padding: 0 38px; line-height: 48px; font-size: 18px; margin: 35px auto 15px; display: inline-block;}
.template-common .decoding{color: #fff; background-color: #157df1; height: 50px; padding: 0; width: 180px; text-align: center; line-height: 48px; font-size: 18px; margin: 30px auto 20px; display: block;}
.template-common .template-btn span:last-of-type{line-height: 50px;}
.template-common .template-btn .iconfont{font-size: 36px; margin-left: -5px;}
.template-common .t-apply{color: #666; text-align: center;}
.template-common .t-code{color: #666; width: 200px; overflow: hidden; margin: 35px auto 0; text-align: center;}
.template-common .t-code img{border: 1px solid #e5e5e5; width: 150px; height: 150px; margin: 0 auto 5px;}
.template-common .t-name{color: #333; text-align: center;}
.template-common .t-name .name-info span{margin-right: 10px; color: #666;}
.template-common .t-name .tit{font-size: 28px; margin-bottom: 10px; margin-top: 15px;}
.template-common .t-introduce{color: #333;}
.template-common .t-introduce .tit{font-size: 20px; margin-top: 25px;}
.template-common .t-introduce p{margin-top: 15px;}
.template-common .t-contact{color: #333; margin-top: 20px;}
.template-common .t-contact .tit{font-size: 20px; margin-bottom: 15px;}
.template-common .t-contact dl{margin-bottom: 5px;}
.template-common .t-contact dl dt{margin-right: 10px;}
.template-pwd{border: 1px solid #e5e5e5; border-radius: 3px; padding: 45px 35px; margin-top: 45px; /*margin-bottom: 50px;*/ display: none;}
.template-pwd label{color: #3e4753; text-align: center; display: block;}
.template-pwd .form-control{margin-top: 15px;}
.passwords+.template-footer{margin-top: 50px;}
.template-footer{margin-top: 30px;}
.template-footer .methods-tutorial-full{background-color: #ff6666;}
.template-footer .methods-tutorial-full a{color: #fff;}
.template-footer .methods-tutorial-full a.fl{height: 50px; line-height: 50px;}
.template-footer .methods-tutorial-full a.fl:hover{text-decoration: underline;}
.template-footer .methods-tutorial-full a.fr{width: 22px; height: 22px; line-height: 22px; border: 1px solid #fff; border-radius: 50%; text-align: center; margin-top: 14px;}
.template-footer .methods-tutorial-full a.fr .iconfont{color: #fff;}
.template-footer .t-footer{text-align: center; margin-top: 30px; padding-bottom: 30px;}
.template-footer .t-footer a{color: #157df1;}
.template-footer .t-footer a:hover{text-decoration: underline;}
/*应用截图*/
.template-common .app-screen{margin-top: 20px;}
.template-common .app-screen .tit{font-size: 20px; margin-bottom: 15px; color: #333;}
.template-common .app-screen .s-responsive{overflow: hidden; height: 405px; width: 100%; overflow-x: auto;}
/*.template-common .app-screen ul{height: 405px;}*/
.template-common .app-screen ul li{float: left; margin-right: 20px;}
.template-common .app-screen ul li img{width: auto; height: auto; max-width: 800px; max-height: 405px;}
.template-common .app-screen ul li:last-of-type{margin-right: 0;}
/*模板1*/
.template-1 .t-bg-1{background: #157df1 url("../images/t-04.png") repeat-x center bottom; height: 175px;}
.template-1 .content{margin-top: -125px; padding: 0 80px;}
.template-1 .template-common{padding: 0;}
.template-1 .template-common .t-icon{box-shadow: none; width: auto; height: auto; background-color: transparent;}
.template-1.passwords .template-common .t-code{width: 125px; margin-top: 35px;}
.template-1 .template-common .t-code{width: 200px; margin-top: 15px;}
.template-1 .template-common .t-code img{width: 125px; height: 125px; margin: 0 auto;}
.template-1 .template-common .t-name{text-align: left;}
.template-1 .template-common .t-name .name-info span{color: #fff;}
.template-1+.template-footer{margin-top: 140px;}
.template-1 .template-common .template-btn{margin-top: 30px; margin-bottom: 15px; padding: 0 15px;}
.template-1 .content .c-left{background: url("../images/t-05.png") no-repeat center; width: 308px; height: 608px; padding-top: 110px;}
.template-1.passwords .content .c-left{padding-top: 140px;}
.template-1.passwords .content .c-right{margin-left: 130px; width: auto;}
.template-1 .content .c-right{margin-left: 100px; width: 630px;}
.template-1 .content .c-right .t-name{color: #fff; margin-bottom: 100px;}
.template-1 .template-common .t-name .tit{margin-top: 5px;}
.template-1 .content .c-right .t-introduce{/*margin-top: 100px;*/ margin-bottom: 45px;}
.template-1 .content .c-right .t-contact{margin-top: 0; margin-bottom: 45px;}
.template-1 .template-pwd{width: 500px; height: 230px; background-color: #fafafa; margin-top: 90px; padding: 60px 30px 0; position: relative; border-radius: 5px; display: none; border: none;}
.template-1 .template-pwd .form-group{text-align: center;}
.template-1 .template-pwd .form-group label{color: #3e4753;}
.template-1 .template-pwd .form-group .form-control{border-color: #e5e5e5; margin-top: 5px;}
.template-1 .template-pwd .form-group .form-control:focus{border-color: #66afe9;}
.template-1 .template-pwd .top-pwd{position: absolute; left: 50%; top: -20px; margin-left: -30px; width: 60px; height: 60px; border: 1px solid #157df1; border-radius: 50%; display: flex; justify-content: center; align-items: center; background-color: #fafafa;}
.template-1 .template-pwd .top-pwd .iconfont{color: #157df1; font-size: 30px;}
.template-1 .template-common .app-screen .s-responsive{width: 730px;}
/*/模板1*/
/*模板2*/
.template-2 .t-bg-2{/* background: url("../images/t-06.jpg") center; */background-color: #51a3fe; height: 130px;}
.template-2 .content{margin-top: -90px;}
/*/模板2*/
/*模板3*/
.template-3 .t-bg-3{background: url("../images/t-07.jpg") center; height: 160px;}
.template-3 .content{margin-top: 20px;}
.template-3 .template-common .t-icon{width: 160px; height: 160px; border-radius: 50%;}
.template-3 .template-common .t-icon img{width: 105px; height: 105px;}
/*/模板3*/
/*模板4*/
.template-4 .t-bg-4{background: url("../images/t-09.png") no-repeat center; height: 485px;}
.template-4 .t-left{width: 255px; margin-left: 265px; margin-top: 150px;}
.template-4 .t-right{margin-left: 225px; margin-top: 45px;}
.template-4 .content4 .template-common{padding: 0;}
.template-4 .content4 .template-common .t-icon{width: auto; height: auto; background-color: transparent; box-shadow: none;}
.template-4 .content4 .template-common .t-icon img{border: none;}
.template-4 .content4 .template-common .t-name .tit{color: #fff; margin-top: 25px; margin-bottom: 20px;}
.template-4 .content4 .template-common .t-name .name-info span{display: block; text-align: center; margin-right: 0; color: #fff; line-height: 24px;}
.template-4 .template-common .template-btn{margin-bottom: 20px;}
.template-4 .content>.template-common{padding: 80px 100px 0;}
.template-4 .template-common .t-code{width: 200px;}
.template-4 .template-common .t-code img{width: 120px; height: 120px; margin-left: auto; margin-right: auto;}
.template-4 .template-common .decoding{width: 100%; margin-top: 30px;}
.template-4 .template-pwd{border: none; padding: 0; width: 490px; margin: 0 auto;}
.template-4+.template-footer{margin-top: 100px;}
.template-4 .content>.template-common .app-screen{width: 730px;}
/*/模板4*/
/*模板5*/
.template-5 .left-bg{position: absolute; left: 0; top: 0; background: url("../images/t11.png") no-repeat left top; width: 283px; height: 1012px;}
.template-5 .right-bg{position: absolute; right: 0; top: 0; background: url("../images/t12.png") no-repeat right top; width: 283px; height: 1012px;}
.template-5 .content{padding-top: 100px;}
.template-5 .template-common{padding: 0 235px;}
.template-5 .template-common .t-icon{border-radius: 50%; position: relative; margin-left: 180px;}
.template-5 .template-common .t-icon .bg-shadow{position: absolute; left: -20px; top: 70px; border-radius: 90px; width: 360px; height: 180px; background-color: #eff2f2; z-index: -1; transform: rotate(45deg);}
.template-5 .template-common .t-icon .code{position: absolute; top: 160px; right: -160px; transition: all 500ms;}
.template-5 .template-common .t-icon .code img{border-radius: 0; border: none; width: 110px; height: 110px; transition: all 500ms;}
.template-5 .template-common .t-icon .code:hover{width: 240px; height: 240px; right: -190px; top: 130px;}
.template-5 .template-common .t-icon .code:hover img{width: 160px; height: 160px;}
.template-5 .template-common .t-name-wrap{width: 350px; margin-left: auto; margin-right: auto;}
.template-5 .template-common .t-name-wrap .t-name{text-align: left;}
.template-5 .template-common .t-name-wrap .template-btn{margin: 45px 0 20px}
.template-5 .template-common .t-name{margin-top: 200px;}
.template-5 .template-common .t-name .tit{margin-bottom: 20px;}
.template-5 .template-common .t-name .name-info{text-align: left; line-height: 24px;}
.template-5 .template-common .t-apply{text-align: left; padding-left: 15px;}
.template-5 .template-common .template-btn{padding: 0 53px;}
.template-5 .template-common hr{margin-top: 50px;}
.template-5 .template-common .t-introduce .tit{margin-top: 50px;}
.template-5 .template-common .t-contact{margin-top: 25px;}
.template-5.passwords+.template-footer{margin-top: 99px;}
.template-5+.template-footer{margin-top: 40px;}
.template-5 .template-pwd{width: 555px; height: 245px; margin: 80px auto 0; padding: 60px 30px 0; position: relative; border-radius: 5px;}
.template-5 .template-pwd .top-pwd{position: absolute; left: 50%; top: -30px; margin-left: -30px; width: 60px; height: 60px; border: 1px solid #157df1; border-radius: 50%; display: flex; justify-content: center; align-items: center; background-color: #fafafa;}
.template-5 .template-pwd .top-pwd .iconfont{color: #157df1; font-size: 30px;}
.template-5 .template-pwd .decoding{width: 100%; margin-top: 30px; margin-bottom: 30px;}
/*/模板5*/
/*模板6*/
.template-6 .t-bg-6{background-color: #f4f4f4; height: 80px; line-height: 80px;}
.template-6 .t-top .tit{font-size: 30px; color: #333;}
.template-6 .t-top .name-info{font-size: 18px; color: #666;}
.template-6 .t-top .name-info span{margin-left: 10px;}
.template-6 .content{margin-top: 55px;}
.template-6 .template-common .template-btn{margin-bottom: 15px;}
.template-6 .template-common .show-hr{display: block; margin-top: 40px;}
.template-6 .template-common .t-code{margin-top: 40px;}
/*/模板6*/
/*密码显示控制*/
.passwords .template-pwd{display: block;}
.passwords .pc-pwd{display: none !important;}
.passwords .template-pwd{display: block;}
/*----------/分发落地页----------*/
/*----------/分发落地页----------*/
.passwords .template-common{padding: 0;}
.template-common{padding: 0;}
.template-common .form-control{height: 34px;}
.template-common hr{display: block;}
.template-common .t-icon{width: 2.5rem; height: 2.5rem; background-color: #fff; box-shadow: 0 0 10px rgba(0,0,0,.1); border-radius: 25px; margin: 0 auto;}
/*
.template-common .t-icon{width: 1.8rem; height: 1.8rem; padding: .3rem; background-color: #a45dec21e0787f8b; box-shadow: 0 0 10px rgba(0,0,0,.1); border-radius: 20px; margin: 0 auto;}
*/
.template-common .t-icon img{border-radius: 15px; width: 110px; height: 110px;}
.template-common .t-name .tit{text-align: center; font-size: .4rem; font-weight: 600; margin-top: .3rem; margin-bottom: 8px;}
.template-common .t-name .name-info{font-size: .28rem;}
.template-common .t-name .name-info span{color: #999;}
.template-common .t-name .name-info span:last-of-type{display: block;}
.template-common .t-apply{color: #999; font-size: .24rem;}
.template-common .t-code{color: #999; font-size: .24rem; margin-top: 25px; width: 200px;}
.template-common .t-code img{width: 130px; height: 130px;}
.template-common .t-introduce .tit{font-size: .3rem; font-weight: 600; margin-bottom: 5px;}
.template-common .t-introduce p{font-size: .24rem;}
.template-common .t-contact{margin-top: .4rem !important;}
.template-common .t-contact .tit{font-size: .3rem; font-weight: 600; margin-bottom: 5px;}
.template-common .t-contact p{font-size: .24rem;}
.template-common .t-contact dl{font-size: .24rem;}
.template-common .template-btn{padding: 0 50px; height: 40px; line-height: 38px; border-radius: 20px; text-align: center; font-size: .32rem; margin-top: .4rem; margin-bottom: .2rem;}
.template-common .template-btn span:last-of-type{line-height: .8rem;}
.template-common .decoding{padding: 0; height: 40px; line-height: 40px; border-radius: 20px; text-align: center; font-size: .32rem; margin-top: .4rem; margin-bottom: .2rem; width: 3.6rem;}
.template-common .template-btn .iconfont{font-size: 32px;}
.passwords+.template-footer{margin-top: 30px;}
.template-footer{margin-top: 15px;}
.template-footer .methods-tutorial-full{position: fixed; width: 100%; left: 0; bottom: 0;}
.template-footer .methods-tutorial-full a.fl{height: 30px; line-height: 30px; font-size: .24rem;}
.template-footer .methods-tutorial-full a.fr{margin-top: 4px;}
.template-footer .t-footer{margin-top: 0; margin-bottom: 40px; padding-bottom: .2rem; font-size: .24rem;}
.template-pwd{width: auto !important; margin: .4rem .7rem 0; background-color: #fff !important; box-shadow: 0 0 10px rgba(0,0,0,.2); padding: .4rem .3rem !important; height: auto !important;}
.template-pwd .form-group label{color: #666; font-size: .24rem;}
.template-pwd .form-control{margin-top: 10px;}
/*应用截图*/
.template-common .app-screen .tit{font-size: .3rem; font-weight: 600; margin-bottom: 5px;}
.template-common .app-screen .s-responsive{overflow: hidden; height: 350px; width: 100%; overflow-x: auto; /*-webkit-overflow-scrolling: touch;*/}
.template-common .app-screen ul li{float: left; margin-right: 10px;}
.template-common .app-screen ul li img{max-width: 600px; width: auto; height: auto; max-height: 350px;}
/*模板1*/
.template-1 .t-bg-1{background: #157df1 url("../images/t-04.png") repeat-x center bottom; height: 1.4rem;}
.template-1 .content{margin-top: 0; padding: 0;}
.template-1 .content .c-left{background-image: none; width: 100%; height: auto; float: none; padding-top: .4rem;}
.template-1.passwords .content .c-left{padding-top: 25px;}
.template-1 .template-common .t-name .tit{margin-bottom: 0; margin-top: 15px;}
/*.template-1 .template-common .t-icon{width: 3.2rem; height: 3.2rem; background-color: #fff; box-shadow: 0 0 10px rgba(0,0,0,.1); border-radius: 25px; margin: 0 auto;}*/
/*设计稿 单独定义APP图标大小*/
.template-1 .template-common .t-icon{width: 1.8rem; height: 1.8rem; background-color: #fff; box-shadow: 0 0 10px rgba(0,0,0,.1); border-radius: 20px; margin: 0 auto;}
.template-1 .template-common .t-icon img{width: 60px; height: 60px;}
/*设计稿 单独定义APP图标大小*/
.template-1 .content .c-right{float: none; width: 100%; margin-left: 0 !important; padding-top: .5rem; border-top: 1px solid transparent; margin-top: 0; padding-top: 0;}
.template-1 .content .c-right .template-common{padding: 0;}
.template-1 .template-common .t-name .name-info{text-align: center; margin-top: 5px;}
.template-1 .template-common .t-name .name-info span{color: #999;}
.template-1 .template-common .template-btn{margin-top: 20px; padding: 0 36px; margin-bottom: 10px;}
.template-1 .content .c-right .t-introduce{margin-top: 0; margin-bottom: 20px;}
.template-1 .content .c-right .t-introduce p{margin-top: 0;}
.template-1 .content .c-right .t-contact{margin-bottom: 20px; margin-top: 0;}
.template-1 .template-common .t-code{margin-top: 25px;}
.template-1 .template-pwd{margin-top: .4rem;}
.template-1.passwords+.template-footer{margin-top: 40px;}
.template-1+.template-footer{margin-top: 40px;}
.template-1 .template-common .app-screen .s-responsive{width: 100%;}
/*/模板1*/
/*模板2*/
.template-2 .content{margin-top: -80px;}
/*/模板2*/
/*模板3*/
.template-3 .t-bg-3{background: url("../images/f57fbed0feda5a33.jpg") center; height: .7rem; background-size: cover;}
.template-3 .content{margin-top: 20px;}
.template-3 .template-common .t-icon{width: 100px; height: 100px; border-radius: 50%;}
.template-3 .template-common .t-icon img{width: 65px; height: 65px;}
.template-3 .template-common .t-name .tit{margin-top: 10px;}
.template-3.passwords+.template-footer{margin-top: 40px;}
/*/模板3*/
/*模板4*/
.template-4 .t-bg-4{background: none; height: auto;}
.template-4 .t-bg-4>.container{padding: 0;}
.template-4 .t-left{float: none; margin: 0; width: 100%; padding-top: 55px; background: url("../images/d9ee8741f22ce1f3.png") no-repeat center; height: 3.7rem; background-size: cover;}
.template-4 .t-right{float: none; margin: 25px auto 0; width: 100%;}
/*.template-4 .t-right{float: none; margin: 40px auto 0; width: 100%;}*/
.template-4 .content4 .template-common .t-icon{margin-left: -3px;}
.template-4 .content4 .template-common .t-icon img{width: 70px; height: 70px;}
.template-4 .content4 .template-common .t-name .tit{font-weight: normal; margin-top: 10px; font-size: .32rem;}
.template-4 .t-right .template-common .t-name .name-info span{color: #999; display: inline-block; line-height: 20px;}
.template-4 .t-right .template-common .t-name .name-info span:last-of-type{display: block;}
.template-4 .content>.template-common{padding: 0;}
.template-4 .template-common .template-btn{margin-bottom: 5px;}
.template-4 .template-common .decoding{width: 3.6rem; padding: 0; margin-top: .4rem;}
.template-4 .template-common .template-pwd{margin: 0 .7rem;}
.template-4.passwords+.template-footer{margin-top: 55px;}
.template-4+.template-footer{margin-top: 15px;}
.template-4 .content>.template-common .app-screen{width: 100%;}
/*/模板4*/
/*模板5*/
.template-5 .left-bg{position: absolute; left: 0; top: 0; background: url("../images/t11.png") no-repeat left top; width: 1.1rem; height: 3.93rem; background-size: cover;}
.template-5 .right-bg{position: absolute; right: 0; top: 0; background: url("../images/t12.png") no-repeat right top; width: 1.1rem; height: 3.93rem; background-size: cover;}
.template-5 .content{padding-top: 25px;}
.template-5.passwords .template-common{padding: 0 .7rem;}
.template-5 .template-common .t-icon{border-radius: 25px; margin-left: auto; margin-right: auto;}
.template-5 .template-common .t-name-wrap{width: auto; margin-left: 0;}
.template-5 .template-common .t-name{margin-top: 0;}
.template-5 .template-common .t-name .tit{margin-bottom: 10px;}
.template-5 .template-common .t-name .name-info{text-align: center; line-height: 20px;}
.template-5 .template-common .t-name-wrap .template-btn{padding: 0 38px; margin: 20px auto 10px;}
.template-5 .template-common .t-apply{padding-left: 0; text-align: center;}
.template-5 .template-common hr{margin-top: 25px;}
.template-5 .template-common .t-introduce .tit{margin-top: 25px;}
.template-5 .template-common .t-contact{margin-top: .4rem;}
.template-5.passwords+.template-footer{margin-top: 30px;}
.template-5+.template-footer{margin-top: 15px;}
.template-5 .template-pwd{margin-top: 15px;}
.template-5 .template-pwd .decoding{width: 3.6rem; margin-top: 0; margin-bottom: 25px;}
.template-5 .template-common{padding: 0;}
/*/模板5*/
/*模板6*/
.template-6 .t-bg-6{background-color: #f4f4f4; height: auto; line-height: normal; padding: 10px 0;}
.template-6 .t-top .tit{font-size: .4rem; color: #333; float: none; text-align: center;}
.template-6 .t-top .name-info{font-size: .28rem; background-color:#a54adea061bafe6f;color: #999; float: none; text-align: center; margin-top: 3px;}
.template-6 .t-top .name-info span{margin-left: 10px;}
.template-6 .t-top .name-info span:last-of-type{display: block;}
.template-6 .content{margin-top: 25px;}
.template-6 .template-common .template-btn{margin-bottom: 15px;}
.template-6 .template-common .show-hr{display: none;}
.template-6 .template-common .t-code{margin-top: 25px;}
/*/模板6*/
/*密码显示控制*/
.passwords .pc-pwd{display: none !important;}
.passwords .phone-pwd{display: none;}
/*----------/分发落地页----------*/
.xuanfutishi span {
float: left;
padding-left: 15px;
}
.xuanfutishi img {
float: right;
height: 15px;
margin: 12px 15px 0 0;
width: 15px;
}
.appicon {
border: 1px solid #ddd;
border-radius: 24px;
height: 120px;
width: 120px;
}
.appicon2 {
border: 1px solid #fff;
border-radius: 24px;
height: 140px;
width: 140px;
}
#codeico {
background-color: #efefef;
border: 2px solid #fff;
border-radius: 10px;
margin: 77px;
position: absolute;
z-index: 999;
}
.one-key-report {
background-color: #32b2a7;
color: #fff;
margin-top: -5px;
padding: 5px 10px;
}
.one-key-report-dialog {
background-color: #fff;
border-radius: 10px;
box-shadow: 0 0 5px rgba(0, 0, 0, 0.5);
left: 50%;
margin-left: -225px;
margin-top: -275px;
padding: 20px;
position: fixed;
top: 50%;
width: 450px;
z-index: 99999;
}
.one-key-report-dialog .dialog-close {
position: absolute;
right: 10px;
top: 10px;
}
.one-key-report-dialog .dialog-close i.icon-close {
cursor: pointer;
font-size: 18px;
font-weight: 700;
}
.one-key-report-dialog .dialog-close i.icon-close:hover {
color: #333;
}
.one-key-report-dialog .dialog-close .icon-return {
color: #32b2a7;
display: none;
}
.one-key-report-dialog .custom-checkbox {
cursor: pointer;
display: inline-block;
line-height: 24px;
margin-right: 40px;
padding: 2px 2px 2px 25px;
position: relative;
text-align: left;
}
.one-key-report-dialog .custom-checkbox:last-child {
margin-right: 0;
}
.one-key-report-dialog .custom-checkbox::after, .one-key-report-dialog .custom-checkbox::before {
content: " ";
display: block;
position: absolute;
}
.one-key-report-dialog .custom-checkbox::after {
background-color: #1989fa;
border-radius: 10px;
display: none;
height: 10px;
left: 1px;
top: 7px;
width: 10px;
}
.one-key-report-dialog .custom-checkbox::before {
background-color: #fff;
border: 1px solid #1989fa;
border-radius: 12px;
height: 12px;
left: 0;
top: 6px;
width: 12px;
}
.one-key-report-dialog .custom-checkbox.active::after {
display: block;
}
.one-key-report-dialog .content-row {
display: table;
padding: 10px 10px 5px;
position: relative;
width: 100%;
}
.one-key-report-dialog .content-row input, .one-key-report-dialog .content-row label {
display: inline-block;
float: left;
}
.one-key-report-dialog .content-row label {
font-size: 18px;
line-height: 34px;
margin-right: 30px;
}
.one-key-report-dialog .content-row input {
border: 1px solid #a9b1b3;
border-radius: 5px;
height: 34px;
outline: 0 none;
padding: 5px 10px;
width: 240px;
}
.one-key-report-dialog .content-row .checkbox-list {
clear: both;
padding: 5px 0;
text-align: left;
width: 100%;
}
.one-key-report-dialog .content-row textarea {
border: 1px solid #a9b1b3;
border-radius: 10px;
color: #a9b1b3;
font-size: 16px;
height: 200px;
outline: 0 none;
padding: 10px;
resize: none;
width: 100%;
}
.one-key-report-dialog .content-row .btn-report {
background-color: #32b2a7;
border-radius: 15px;
color: #fff;
float: right;
margin-top: -5px;
padding: 5px 10px;
}
.one-key-report-dialog .report-feedback, .one-key-report-dialog .report-form {
height: 100%;
position: relative;
width: 100%;
}
.one-key-report-dialog .report-sending {
background-color: rgba(255, 255, 255, 0.5);
color: #000;
cursor: default;
display: none;
font-size: 20px;
height: 100%;
left: 0;
line-height: 450px;
position: absolute;
text-align: center;
top: 0;
width: 100%;
z-index: 100;
}
.one-key-report-dialog .report-form {
display: block;
}
.one-key-report-dialog .report-feedback {
cursor: default;
display: none;
}
.one-key-report-dialog .report-feedback .feedback-thanks {
background-color: #efefef;
border-radius: 20px;
height: 160px;
margin: 50px auto 20px;
width: 160px;
}
.one-key-report-dialog .report-feedback .feedback-thanks .brace-content {
color: #000;
margin: 0 auto;
padding-top: 30px;
text-align: center;
width: 110px;
}
.one-key-report-dialog .report-feedback .feedback-thanks .thanks {
color: #000;
cursor: default;
font-family: "Roboto Slab", "Helvetica Neue", Helvetica, "Hiragino Sans GB", Arial, sans-serif;
font-size: 16px;
font-weight: 700;
letter-spacing: 0.8px;
margin: 15px 0 0;
min-height: 22px;
text-align: center;
}
.one-key-report-dialog .report-feedback .feedback-thanks .face, .one-key-report-dialog .report-feedback .feedback-thanks .icon-brace-left, .one-key-report-dialog .report-feedback .feedback-thanks .icon-brace-right {
display: inline-block;
vertical-align: middle;
}
.one-key-report-dialog .report-feedback .feedback-thanks .icon-brace-left, .one-key-report-dialog .report-feedback .feedback-thanks .icon-brace-right {
font-size: 80px;
}
.one-key-report-dialog .report-feedback .feedback-thanks .face .icon-comma-eye {
font-size: 22px;
margin: 0 4px;
}
.one-key-report-dialog .report-feedback .feedback-thanks .face .icon-comma-eye.right {
display: inline-block;
margin-left: 16px;
transform: scaleY(0.5);
}
.one-key-report-dialog .report-feedback .feedback-thanks .face .icon-mouth {
display: block;
margin-top: 15px;
transform: rotateZ(-19deg) translateX(2px);
}
.one-key-report-dialog .report-feedback .feedback-message {
color: #1989fa;
font-size: 30px;
text-align: center;
}
.one-key-report-dialog .report-feedback .feedback-content {
color: #858585;
font-size: 18px;
margin-top: 40px;
}
.one-key-report-dialog .report-error {
color: red;
cursor: default;
line-height: 34px;
padding: 0 10px;
}
.one-key-report-dialog .report-error > div {
display: none;
}
.ad_section {
position: fixed;
bottom: 0;
margin-bottom: 0;
left: 50%;
margin-left: -365px;
}
@media (max-width: 767px) {
.ad_section {
position: fixed;
bottom: 0;
left: 0;
margin: auto;
}
}
.floadAd {
position: absolute;
z-index: 999900;
display: none;
}
.floadAd .item {
display: block;
}
.floadAd .item img {
vertical-align: bottom;
}
/*safari打开提示*/
.click_opacity{ width:100%; height:100%; background:#000; opacity:0.6; position:fixed; z-index:10000; top:0px;}
.to_btn{ position:fixed; top:10px; right:10px; text-align:right; z-index:10001; font-family:"微软雅黑";}
.to_btn span{ display:block;}
.to_btn img{ width:20%; height:auto; display:inline-block;}
.to_btn .span1{ font-size:1.6rem; color:#fff; margin-top:5px;}
.to_btn{ color:#fff;}
.to_btn .span2{ display:inline-block; line-height:36px; width:80%; margin-bottom:12px; text-align:left; font-size:16px;}
.to_btn .span2 em{ display:inline-block; width:16px; height:16px; background:#009dd9; color:#fff; font-size:12px; text-align:center; line-height:16px; border:1px solid #fff; border-radius:50%; margin-right:3px;}
.to_btn .span2 img{ display:inline-block; width:30px; height:30px; margin:0px 5px;}
.to_btn span{ display:block; float:right;}
.to_btn .android_open img{ display:inline-block; width:150px; height:34px;}

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<!DOCTYPE html>
<html>
<head>
<meta charset="utf-8">
<meta name="viewport"
content="width=device-width, initial-scale=1, maximum-scale=1, minimum-scale=1, user-scalable=no">
<link rel="shortcut icon" type="image/x-icon" href="./img/logo.png">
<link rel="stylesheet" type="text/css" href="./css/umi.css">
<link rel="stylesheet" type="text/css" href="./css/download.css">
<script src="./js/jquery-1.9.1.min.js"></script>
<link rel="stylesheet" href="./css/main.css">
<title>下载</title>
</head>
<body _c_t_j1="1">
<div id="root">
<div class="mobile___3touz">
<div class="top-content___1-px4">
<div class="title___vZvj6">
下载客户端
</div>
<div class="desc___1bUF- shuoming">
适应系统HarmonyOS 2.0+ Android 5.0+ iOS 9.0+
</div>
<div class="logo___2JBdG">
<img alt="" src="./img/logo.png">
</div>
</div>
<div class="bottom-content___25WPV">
<a href="" type="ios" class="ms-btn template-btn clearfix pc-pwd down_load">
<div class="btn___37Kse">
立即下载
</div>
</a>
<div class="update-info___1KZ0J">
<div class="title___vZvj6">
游戏声明
</div>
<div class="content___3LVDL">
<div>
- 游戏仅供娱乐
</div>
<div>
</div>
</div>
</div>
</div>
<div style="height: 100px;">
</div>
<div class="footer___31nRH">
© 2024
<!-- <a href="http://www.beian.miit.gov.cn"> -->
</a>
</div>
</div>
</div>
<div id="weixin_ios" style="display:none;">
<div class="click_opacity">
</div>
<div class="to_btn">
<span class="span1">
<img src="./picture/click_btn.png">
</span>
<span class="span2">
<em>
1
</em>
点击右上角
<img src="./picture/menu.png">
打开菜单
</span>
<span class="span2">
<em>
2
</em>
选择
<img src="./picture/safari.png">
在默认浏览器打开
</span>
</div>
</div>
<div id="weixin_android" style="display: none;">
<div class="click_opacity">
</div>
<div class="to_btn">
<span class="span1">
<img src="./picture/click_btn.png">
</span>
<span class="span2">
<em>
1
</em>
点击右上角
<img src="./picture/menu_android.png">
打开菜单
</span>
<span class="span2 android_open">
<em>
2
</em>
选择
<img src="./picture/android.png">
</span>
</div>
</div>
<script>
var ua = navigator.userAgent.toLowerCase();
var Sys = {};
var s;
(s = ua.match(/version\/([\d.]+).*safari/)) ? Sys.safari = s[1] : 0;
// Get base URL (protocol + domain)
var baseUrl = window.location.protocol + "//" + window.location.host;
// Links
var iosUrl = "itms-services://?action=download-manifest&url=" + baseUrl + "/plist/gamehall_jinxianv2.plist";
var androidUrl = baseUrl + '/apk/gamehall_jinxianv2.apk';
var androidUrlBak = baseUrl + '/apk/gamehall_jinxianv2_bak.apk';
var harmonyUrl = baseUrl + '/harmonyos/gamehall_jinxian_harmonyosv2.apk';
// Detect Types
var isIos = /(iPhone|iPad|iPod|iOS)/i.test(ua);
var isHarmony = /(harmonyos|openharmony)/i.test(ua);
var isAndroid = /(Android|Adr)/i.test(ua);
// Detect WX/QQ (使用更稳健的 indexOf 检测)
var isWeChat = ua.indexOf("micromessenger") > -1;
var isQQ = ua.indexOf(' qq') > -1 && ua.indexOf('mqqbrowser') < 0;
// Logic
if (isIos) {
$(".shuoming").html('适用于苹果手机');
$(".btn___37Kse").text('iOS版下载');
if (Sys.safari) {
if (isWeChat || isQQ) { // iOS下微信我们也拦截一下显示提示
$("#weixin_ios").show();
} else {
$(".down_load").attr("href", iosUrl);
$(".down_load").click(function (event) {});
}
} else {
// 非 Safari (Chrome等 或 微信/QQ)
$("#weixin_ios").show();
}
}
else {
// Android / Harmony / PC
// 优先检查微信/QQ确保即使系统识别失败如HarmonyOS UA变动也能正确拦截
if (isWeChat || isQQ) {
var labelText = '适用于安卓手机';
var btnText = 'Android版下载';
// 如果能精确识别是鸿蒙,则更新文案
if (isHarmony) {
labelText = '适用于HarmonyOS系统';
btnText = 'HarmonyOS版下载';
}
$(".shuoming").html(labelText);
$(".btn___37Kse").text(btnText);
$(".down_load").attr("href", '###');
$("#weixin_android").show();
}
else {
// 非微信/QQ环境正常浏览器下载逻辑
var downloadLink = androidUrl; // 默认
var labelText = '适用于安卓手机';
var btnText = 'Android版下载';
var isPC = false;
if (isHarmony) {
labelText = '适用于HarmonyOS系统';
btnText = 'HarmonyOS版下载';
downloadLink = harmonyUrl;
} else if (isAndroid) {
// 默认即安卓
} else {
isPC = true;
}
if (!isPC) {
$(".shuoming").html(labelText);
$(".btn___37Kse").text(btnText);
$(".down_load").attr("href", downloadLink);
if (isAndroid && !isHarmony) {
$(".down_load").after('<a href="' + androidUrlBak + '" class="ms-btn template-btn clearfix pc-pwd down_load" style="margin-top:20px;"><div class="btn___37Kse">无法安装时备用包下载</div></a>');
}
} else {
// PC Mode
$(".shuoming").html('请选择对应系统下载');
var btns = '';
btns += '<a href="' + androidUrl + '" class="ms-btn template-btn clearfix pc-pwd down_load"><div class="btn___37Kse">Android版下载</div></a>';
btns += '<a href="' + androidUrlBak + '" class="ms-btn template-btn clearfix pc-pwd down_load" style="margin-top:20px"><div class="btn___37Kse">无法安装时备用包下载</div></a>';
btns += '<a href="' + harmonyUrl + '" class="ms-btn template-btn clearfix pc-pwd down_load" style="margin-top:20px"><div class="btn___37Kse">HarmonyOS版下载</div></a>';
btns += '<a href="' + iosUrl + '" class="ms-btn template-btn clearfix pc-pwd down_load" style="margin-top:20px"><div class="btn___37Kse">iOS版下载</div></a>';
$(".down_load").replaceWith(btns);
}
}
}
</script>
</body>
</html>

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