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wnmj/Classes/Games/DDZ/DDZ_Player.h

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2026-02-13 14:34:15 +08:00
#pragma once
#include "cocos2d.h"
#include "cocostudio/CocoStudio.h"
#include "ui/CocosGUI.h"
#include "GamePlayer.h"
#include "DDZ_CMD.h"
USING_NS_CC;
using namespace cocostudio;
using namespace std;
using namespace ui;
class DDZPlayer : public GamePlayer
{
public:
DDZPlayer(WORD wViewID, Layout* pRootLayout);
~DDZPlayer();
//<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 setLand(bool bLandlord);
//<2F><><EFBFBD><EFBFBD>׼<EFBFBD><D7BC>״̬;
void setReadyVisible(bool bVisible);
//<2F><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>״̬;
void setOfflineVisible(bool bVisible);
//<2F><><EFBFBD>ýз<C3BD>;
void setCallVisible(bool bVisible, uint8 cbScore=255);
//<2F><><EFBFBD>ò<EFBFBD><C3B2><EFBFBD>;
void setPassVisible(bool bVisible);
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ҵ<EFBFBD><D2B4><EFBFBD>ȥ<EFBFBD><C8A5><EFBFBD><EFBFBD>;
void setOutCardData(uint8* pData, uint8 cbCount);
//<2F><>ʾ<EFBFBD><CABE><EFBFBD><EFBFBD>ʱ;
void showClock(uint16 wSeconds, const std::function<void()>& callback=nullptr);
//<2F><><EFBFBD>ص<EFBFBD><D8B5><EFBFBD>ʱ;
void killClock();
//<2F><><EFBFBD>»<EFBFBD><C2BB><EFBFBD>;
void updateScore();
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>˿<EFBFBD><CBBF><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
void setHandCardCount(uint8 cbCount);
//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
void setHandCardData(uint8* pData, uint8 cbCount);
//<2F><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>λ<EFBFBD><CEBB>;
const Vec2 getCardPos();
//<2F><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>λ<EFBFBD><CEBB>;
const Vec2& getOutCardPos();
//<2F><>ȡͷ<C8A1><CDB7>λ<EFBFBD><CEBB>;
const Vec2& getHeadPos();
//<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;
////<2F><>ȡ<EFBFBD><C8A1><EFBFBD>ڵ<EFBFBD>;
//Layout* getRootNode() { return m_pRootLayout; }
private:
bool m_bReady; //<2F>Ƿ<EFBFBD>׼<EFBFBD><D7BC><EFBFBD><EFBFBD>;
bool m_bLandlord; //<2F>Ƿ<EFBFBD><C7B7>ǵ<EFBFBD><C7B5><EFBFBD>;
uint8 m_cbViewID; //<2F><>ͼID;
Layout* m_pRootLayout; //<2F><><EFBFBD>ڵ<EFBFBD>;
Layout* m_pHandCardLayout; //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
Text* m_pTxtNickName; //<2F>dz<EFBFBD>;
Text* m_pTxtScore; //<2F><><EFBFBD><EFBFBD>;
TextAtlas* m_pTxtAtlClock; //<2F><><EFBFBD><EFBFBD>ʱ;
TextAtlas* m_pTxtAtlSurplus; //ʣ<><CAA3><EFBFBD><EFBFBD>;
ImageView* m_pImgChatView; //<2F><><EFBFBD><EFBFBD><EFBFBD>򱳾<EFBFBD>;
Text* m_pTxtChatInfo; //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
Node* m_pVoiceBubble; //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
Sprite* m_pSprVoiceAni; //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
Sprite* m_pSprHead; //ͷ<><CDB7>;
Sprite* m_pLandFlag; //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>־;
Sprite* m_pSprOper; //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ʾ;
Sprite* m_pSprOffline; //<2F><><EFBFBD>߱<EFBFBD>־;
Sprite* m_pSprSurplusCard; //ʣ<><CAA3><EFBFBD><EFBFBD>;
Text* m_pTxtUnionName; //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
Layout* m_pPanelOutCard; //<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
};