Files
wnmj-normal/Classes/Games/PDK/PDK_GameScene.h
2026-03-03 13:56:44 +08:00

252 lines
7.1 KiB
C++

#pragma once
#include "cocos2d.h"
#include "cocostudio/CocoStudio.h"
#include "ui/CocosGUI.h"
#include "Singleton.h"
#include "GameFrameBase.h"
#include "PlatformHeader.h"
#include "PDK_Player.h"
#include "PDK_GameLogic.h"
#include "PDK_CMD.h"
#include "PDK_HandCardLayer.h"
#include "PDK_GameEndNode.h"
#include "PDK_PrivateEndNode.h"
USING_NS_CC;
using namespace cocostudio;
using namespace std;
using namespace ui;
namespace PDK_SPACE{
class PDKGameScene :public GameFrameBase
{
public:
//游戏类型ID;
//const static int KIND_ID = 210;
static std::string getGameRule(uint32 dwGameRule);
static int getRealChairCount(uint32 dwGameRule);
public:
//创建场景;
CREATE_FUNC(PDKGameScene);
//场景初始化;
virtual bool init();
//进场动画完成回调;
virtual void onEnterTransitionDidFinish();
//场景退出;
virtual void onExit();
public:
//椅子号视图转换;
virtual WORD SwitchViewChairID(WORD wChairID);
//更新玩家信息;
virtual void upSelfPlayerInfo();
//初始化场景;
void initScene();
//绑定网络消息;
void initNet();
//重置场景;
void resetScene(bool bAll=false);
//重置数据;
void resetData();
//重置数据;
void ResetAllData();
//重置桌子(相当于玩家离开);
virtual void ResetTable();
//获取快捷语音文件路径;
virtual const std::string getShortChatSoundPath(uint8 cbGender, int nIndex);
private:
//场景消息;
virtual bool OnEventSceneMessage(uint8 cbGameStatus, bool bLookonUser, void* pData, int nDataSize);
//恢复游戏场景;
bool onGameScenePlay(void* pData, int nDataSize);
//恢复叫分场景;
bool onGameSceneCall(void* pData, int nDataSize);
//恢复空闭场景;
bool onGameSceneFree(void* pData, int nDataSize);
//恢复发牌场景;
bool onGameSceneSend(void* pData, int nDataSize);
//游戏消息处理;
//游戏开始;
void onSubGameStart(const void * pBuffer, uint16 wDataSize);
//玩家叫分;
void onSubGameCallScore(const void * pBuffer, uint16 wDataSize);
//地主信息;
void onSubGameBankerInfo(const void * pBuffer, uint16 wDataSize);
//玩家出牌;
void onSubGameOutCard(const void * pBuffer, uint16 wDataSize);
//玩家不出;
void onSubGamePassCard(const void * pBuffer, uint16 wDataSize);
//设置基分;
void onSubGameSetBaseScore(const void * pBuffer, uint16 wDataSize);
//游戏结束;
void onSubGameEnd(const void * pBuffer, uint16 wDataSize);
//玩家托管;
void onSubGameTrustee(const void * pBuffer, uint16 wDataSize);
//开始叫分;
void onSubGameStartScore(const void * pBuffer, uint16 wDataSize);
//叫分消息;
void SendCallScore(bool bCallScore);
//按钮点击事件;
void onButtonTipClick(Ref*);
//更新叫分按钮;
void updateCallButtons();
//更新按钮状态;
void updateButtonsStatus(uint16 wCurChairID, uint8 cbLeftSeconds, bool bTurnOver = false);
//隐藏出牌按钮;
void hideOutCardButtons();
//检测出牌按钮;
void checkOutCardButton();
//发牌;
void moveSendCardSprite(Sprite* pCardSprite, uint16 wViewID, float fDelayTime);
//选牌回调;
void selectCardCallback(uint8* pCardData, uint8 cbCardCount);
//显示底牌;
void drawBackCardData();
//翻转底牌;
void flipBackCard();
//播放动画;
void playAnimate(uint8 cbCardType, uint16 wFromChair, uint16 wToChair);
//播放声音;
void playSoundEffect(const uint8 cbCardType, uint8 cbSex = 1, const uint8 cbData = 0);
//玩家进入;
virtual void OnEventUserEnter(GamePlayer * pPlayer);
//玩家状态改变;
virtual void OnEventUserStatus(GamePlayer * pPlayer);
//玩家金币改变;
virtual void OnUserScore(GamePlayer* pPlayer);
//玩家坐标;
virtual Vec2 GetPlayerPosByUserID(uint32 dwUserID);
//创建玩家;
virtual GamePlayer* CreatePlayer(IClientUserItem * pIClientUserItem);
// 同IP判断;
virtual void IsSameIp();
// 获取下家椅子号;
uint16 getNextChairID(WORD wChairID);
void SetChairs();
//私人场;
public:
//私人场信息;
virtual void OnSocketSubPrivateRoomInfo(CMD_GF_Private_Room_Info* pNetInfo);
//私人场结束;
virtual void OnSocketSubPrivateEnd(void* data, int dataSize);
//私人场解散信息;
virtual void OnSocketSubPrivateDismissInfo(CMD_GF_Private_Dismiss_Info* pNetInfo);
//私人场解散结果;
virtual void OnSocketSubPrivateDismissResult(CMD_GF_Private_Dismiss_Result* pNetInfo);
//自由人数场玩家状态;
virtual void OnSocketSubPrivateAutoUserStatus(tagAutoUserStatus* pNetInfo){}
//自由人数
virtual void OnSocketSubPrivateAutoUserReady(CMD_GR_Private_ReadyInfo* pNetInfo){}
//显示结算信息;
void onEventShowPrivate(cocos2d::EventCustom *event);
//按住语音按钮;
void OnButtonVoiceTouched(Ref*, Widget::TouchEventType);
//录像处理;
public:
virtual void StartGameRecord();
virtual void NextRecordAction(float dt);
private:
uint8 m_cbGameStatus; //游戏状态;
uint32 m_dwRoomID; //房间号;
bool m_aryActiveStatus[PDK_GAME_PLAYER]; //玩家手牌状态;
//私人场信息;
CMD_GF_Private_Room_Info m_PrivateRoomInfo;
Button* m_btnDismissRoom; //解散房间;
Button* m_btnWeiXin; //微信分享;
Text* m_txtPrivateRoomID; //房间号;
Text* m_txtPrivatePlayCount; //局数;
Text* m_txtCompareDesc; //规则;
Node* m_pVoiceNode; //语音标志;
//界面
Node* m_rootNode; //场景;
Button* m_pBtnLeave; //离开房间;
PDKPlayer* m_aryPlayer[PDK_GAME_PLAYER]; //玩家;
PDKPlayer* m_pLocalPlayer;
Button* m_pAryBtnCall; //叫分按钮;
Button* m_pBtnNoCall; //不叫按钮;
Button* m_pBtnReady; //准备按钮;
Button* m_pBtnPass; //不出按钮;
Button* m_pBtnTips; //提示按钮;
Button* m_pBtnOutCard; //出牌按钮;
Sprite* m_pSprTips; //提示文字;
uint8 m_cbTimeOutCard; //出牌时间;
uint8 m_cbTimeCallScore; //叫分时间;
uint8 m_cbTimeStartGame; //开始时间;
uint8 m_cbTimeHeadOutCard; //首次出牌时间;
uint8 m_cbBombCount; //炸弹次数;
uint8 m_cbCallScore; //叫分;
//int m_nCellScore; //基数;
uint16 m_wTurnWiner; //胜利玩家;
uint8 m_cbTurnCardCount; //出牌数目;
uint8 m_cbTurnCardData[PDK_MAX_COUNT]; //出牌数据;
uint16 m_wLastWiner; //最后一手牌玩家;
uint8 m_cbLastCardCount; //出牌数目;
uint8 m_cbLastCardData[PDK_MAX_COUNT]; //出牌数据;
bool m_bGameStart; //游戏是否开始;
uint16 m_wLandChairID; //地主玩家位置;
uint16 m_wCurChairID; //当前玩家位置;
uint8 m_cbMustOutCard; //必出牌;
uint8 m_aryHandCardData[PDK_MAX_COUNT]; //自已手中的牌;
uint8 m_arySendCardCount[PDK_GAME_PLAYER]; //每个玩家需要发牌数量;
uint8 m_aryHandCardCount[PDK_GAME_PLAYER]; //桌子上玩家牌的数量;
uint8 m_aryAllHandCardData[PDK_GAME_PLAYER][PDK_MAX_COUNT];
std::string m_strGameRuleInfo;
CPDKGameLogic m_GameLogic;
PDKGameEndNode* m_pResultLayer; // 结算面板;
PDKPrivateEndNode* m_pPrivateScene; // 私人场面板;
PDKHandCardLayer* m_pHandCardLayer; // 手牌控件;
// localZOrder 层级
enum ZOrder
{
ZO_DEFAULT = 0, // 默认
ZO_CARDMANAGER, // 麻将管理类
ZO_UPDOWN, // 上下翻
ZO_ANI, // 动画
ZO_TRUSTEE, // 托管
ZO_END, // 结算面板
ZO_PRIVATE, // 私人场面板
};
};
}