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wnmj-normal/Classes/Games/ZJH/ZJH_GamePlayer.h

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2026-03-03 13:56:44 +08:00
#pragma once
#include "cocos2d.h"
#include "cocostudio/CocoStudio.h"
#include "cocostudio/CCArmature.h"
#include "ui/CocosGUI.h"
#include "GamePlayer.h"
#include "ZJH_CMD.h"
USING_NS_CC;
using namespace cocostudio;
using namespace std;
using namespace ui;
class ZJHGamePlayer : public GamePlayer
{
public:
ZJHGamePlayer(WORD wViewID, Layout* pRootLayout);
~ZJHGamePlayer();
//<2F><>ʼ<EFBFBD><CABC>;
virtual bool init();
public:
//<2F><><EFBFBD><EFBFBD>״̬<D7B4>ı<EFBFBD>;
void upPlayerState();
//<2F><><EFBFBD>ҽ<EFBFBD><D2BD><EFBFBD>;
virtual void PlayerEnter();
//<2F><><EFBFBD><EFBFBD><EFBFBD>뿪;
virtual void PlayerLeave();
//<2F><>ʾ<EFBFBD><CABE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
virtual void showChatInfo(const std::string strChatString);
//<2F><>ʾ<EFBFBD><CABE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
virtual void showVoiceBubble();
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
virtual void hideVoiceBubble();
public:
//<2F><><EFBFBD>ý<EFBFBD><C3BD><EFBFBD>;
void resetUI(bool bAll = false);
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD>ɼ<EFBFBD><C9BC><EFBFBD>;
void setInfoVisible(bool bVisible);
//<2F><><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD>Ϊ<EFBFBD><CEAA><EFBFBD><EFBFBD>;
void setOwner(bool bOwenr);
//<2F><><EFBFBD><EFBFBD>׼<EFBFBD><D7BC>״̬;
void setReadyVisible(bool bVisible);
//<2F><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>״̬;
void setOfflineVisible(bool bVisible);
//<2F><>ȡͷ<C8A1><CDB7>;
Sprite* getHeadSprite() { return m_pSprHead; }
//<2F><><EFBFBD><EFBFBD>ʱ<EFBFBD><CAB1>;
void openClock(float fTime);
//<2F>ر<EFBFBD>ʱ<EFBFBD><CAB1>;
void closeClock();
//<2F><><EFBFBD><EFBFBD>ѡ<EFBFBD><D1A1><EFBFBD><EFBFBD><EFBFBD>ư<EFBFBD>ť״̬;
void setCompareVisible(bool bVisible);
//<2F><><EFBFBD><EFBFBD>ѡ<EFBFBD><D1A1><EFBFBD><EFBFBD><EFBFBD>ư<EFBFBD>ť<EFBFBD><C5A5><EFBFBD><EFBFBD><EFBFBD>ص<EFBFBD>;
void setCompareClickCallback(const std::function<void(uint16)>& callback);
//<2F><><EFBFBD><EFBFBD>ѡ<EFBFBD><D1A1><EFBFBD><EFBFBD><EFBFBD>ư<EFBFBD>ť״̬;
void setLookCardVisible(bool bVisible);
//<2F><><EFBFBD><EFBFBD>ѡ<EFBFBD><D1A1><EFBFBD><EFBFBD><EFBFBD>ư<EFBFBD>ť<EFBFBD><C5A5><EFBFBD><EFBFBD><EFBFBD>ص<EFBFBD>;
void setLookCardClickCallback(const Widget::ccWidgetClickCallback& callback);
//<2F><>ʾ<EFBFBD><CABE><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʾ;
void showOperateTip(uint32 dwOper, int nData);
//<2F><>ʾ<EFBFBD><CABE><EFBFBD><EFBFBD>;
void showBackCard();
//<2F><>ʾ<EFBFBD><CABE><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
void showCardType(uint8 cbCardType);
//<2F><>ʾ<EFBFBD><CABE><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
void showCardTypeEx(uint8 cbCardType);
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
void hideCardTypeEx();
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
void addOneCard(uint8 cbData, uint8 cbIndex);
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ע;
void setAllChip(SCORE lChip);
//<2F><><EFBFBD>ü<EFBFBD>ע;
void setAddChip(SCORE lChip);
//<2F><><EFBFBD>»<EFBFBD><C2BB><EFBFBD>;
void updateScore();
//<2F><>ʾ<EFBFBD><CABE>;
void showCard(uint8 aryCardData[ZJH_MAX_COUNT]);
//<2F><>ʾ<EFBFBD><CABE><EFBFBD><EFBFBD>״̬;
void showHandStatus(uint8 cbHandStatus);
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>״̬;
void hideHandStatus();
//<2F><>ȡͷ<C8A1><CDB7>λ<EFBFBD><CEBB>;
const Vec2 getHeadPos();
//<2F><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>λ<EFBFBD><CEBB>;
const Vec2 getHandCardPos(uint8 cbIndex);
//<2F><><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD>;
void addChild(Node* pNode);
//ת<><D7AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϵ;
Vec2 convertToWorldSpace(const Vec2& nodePoint) const;
private:
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ư<EFBFBD>ť;
void onCompareButtonClick(Ref* pSender);
private:
bool m_bReady; // <20>Ƿ<EFBFBD>׼<EFBFBD><D7BC><EFBFBD><EFBFBD>;
uint8 m_cbViewID; // <20><>ͼID;
Layout* m_pRootLayout; // <20><><EFBFBD>ڵ<EFBFBD>;
Text* m_pTxtNickName; // <20>dz<EFBFBD>;
Text* m_pTxtScore; // <20><><EFBFBD><EFBFBD>;
ImageView* m_pImgChatView; // <20><><EFBFBD><EFBFBD><EFBFBD>򱳾<EFBFBD>;
Text* m_pTxtChatInfo; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
Node* m_pVoiceBubble; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
Sprite* m_pSprVoiceAni; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
Sprite* m_pSprAllAddChip; // <20><><EFBFBD><EFBFBD>ע<EFBFBD><D7A2><EFBFBD><EFBFBD>;
Text* m_pTxtAllAddChip; // <20><><EFBFBD><EFBFBD>ע<EFBFBD>ı<EFBFBD>;
Sprite* m_pSprCurAddChip; // <20><>ǰ<EFBFBD><C7B0>ע<EFBFBD><D7A2><EFBFBD><EFBFBD>;
Text* m_pTxtCurAddChip; // <20><>ǰ<EFBFBD><C7B0>ע<EFBFBD>ı<EFBFBD>;
Button* m_pBtnUserHead; // ͷ<><CDB7><EFBFBD><EFBFBD>ť;
Button* m_pBtnCompareCard; // <20><><EFBFBD>ư<EFBFBD>ť;
Button* m_pBtnLookCard; // <20><><EFBFBD>ư<EFBFBD>ť;
Sprite* m_pSprHead; // ͷ<><CDB7>;
Sprite* m_pSprOffline; // <20><><EFBFBD>߱<EFBFBD>־;
Sprite* m_pSprOwner; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>־;
Sprite* m_pSprReady; // ׼<><D7BC><EFBFBD><EFBFBD>־;
Sprite* m_pSprStatus; // ״̬<D7B4><CCAC>־;
TextBMFont* m_pTxtOperTip; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʾ;
Vec2 m_ptInitOperTip; // <20><>ʾ<EFBFBD><CABE><EFBFBD>ֳ<EFBFBD>ʼλ<CABC><CEBB>;
Armature* m_pArmatureCardType; // <20><><EFBFBD>Ͷ<EFBFBD><CDB6><EFBFBD>;
Armature* m_pArmatureSelect; // ѡ<>񶯻<EFBFBD>;
Layout* m_aryPanelHandCard;
Sprite* m_arySpriteCard[ZJH_MAX_COUNT];
Sprite* m_sprCardType;
ProgressTimer* m_pProgressTimer;
Sprite* m_pSprTimeOut;
uint8 m_aryCardData[ZJH_MAX_COUNT];
std::function<void(uint8)> _fnCompareCardSelect;
};