132 lines
3.6 KiB
C
132 lines
3.6 KiB
C
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#pragma once
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#include "cocos2d.h"
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#include "cocostudio/CocoStudio.h"
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#include "cocostudio/CCArmature.h"
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#include "ui/CocosGUI.h"
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#include "GamePlayer.h"
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#include "13S_CMD.h"
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USING_NS_CC;
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using namespace cocostudio;
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using namespace std;
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using namespace ui;
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class SSS_GamePlayer : public GamePlayer
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{
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public:
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SSS_GamePlayer(WORD wViewID, Layout* pRootLayout);
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~SSS_GamePlayer();
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//<2F><>ʼ<EFBFBD><CABC>;
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virtual bool init();
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public:
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//<2F><><EFBFBD><EFBFBD>״̬<D7B4>ı<EFBFBD>;
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void upPlayerState();
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//<2F><><EFBFBD>ҽ<EFBFBD><D2BD><EFBFBD>;
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virtual void PlayerEnter();
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//<2F><><EFBFBD><EFBFBD><EFBFBD>뿪;
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virtual void PlayerLeave();
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//<2F><>ʾ<EFBFBD><CABE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
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virtual void showChatInfo(const std::string strChatString);
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//<2F><>ʾ<EFBFBD><CABE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
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virtual void showVoiceBubble();
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//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
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virtual void hideVoiceBubble();
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public:
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//<2F><><EFBFBD>ý<EFBFBD><C3BD><EFBFBD>;
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void resetUI(bool bAll = false);
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//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ϣ<EFBFBD>ɼ<EFBFBD><C9BC><EFBFBD>;
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void setInfoVisible(bool bVisible);
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//<2F><><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD>Ϊ<EFBFBD><CEAA><EFBFBD><EFBFBD>;
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void setOwner(bool bOwenr);
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//<2F><><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD>Ϊׯ<CEAA><D7AF>;
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bool setBankerVisible(bool bVisible);
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//<2F><><EFBFBD><EFBFBD><EFBFBD><D7BC>״̬;
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void setReadyVisible(bool bVisible);
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//<2F><><EFBFBD>ö<EFBFBD><C3B6><EFBFBD>״̬;
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void setOfflineVisible(bool bVisible);
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//<2F><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
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void addOneCard(uint8 cbData, uint8 cbRowIndex, uint8 cbColIndex);
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//<2F><><EFBFBD>»<EFBFBD><C2BB><EFBFBD>;
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void updateScore();
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//<2F><><EFBFBD>³<EFBFBD><C2B3><EFBFBD>;
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void updateUserChip(SCORE lChipScore);
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void showGameScore(SCORE aryScore[SSS_GROUP_COUNT]);
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void setGameScore(SCORE aryScore[SSS_GROUP_COUNT], uint16 aryCardType[SSS_GROUP_COUNT], bool bShowScore=true);
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void playScoreAni(int nIndex, const std::function<void()>& fnCallback, bool bPlaySound, bool bPlaySubScore=true);
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void playSubScoreAni(int nIndex, SCORE lScore, const std::function<void()>& fnCallback=nullptr);
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//<2F><>ʾ<EFBFBD><CABE>;
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void showCard(uint8 aryFrontCard[SSS_MIN_ITEM_COUNT], uint8 aryMidCard[SSS_MAX_ITEM_COUNT], uint8 aryBackCard[SSS_MAX_ITEM_COUNT], uint8 cbHandStatus, bool bInitCard = false);
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//<2F><>ʾ<EFBFBD><CABE><EFBFBD><EFBFBD>״̬;
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void showHandStatus(uint8 cbHandStatus);
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//<2F><>ʾ<EFBFBD><CABE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ֲ<EFBFBD>;
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void showSepShadow(bool bVisible);
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//<2F><>ʾ<EFBFBD><CABE><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
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void showCardType(uint8 cbSpecialCardType);
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//<2F><>ȡͷ<C8A1><CDB7>λ<EFBFBD><CEBB>;
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const Vec2 getHeadPos();
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//<2F><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD>λ<EFBFBD><CEBB>;
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const Vec2 getHandCardPos(uint8 cbRowIndex, uint8 cbColIndex);
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//<2F><><EFBFBD><EFBFBD><EFBFBD>ӽڵ<D3BD>;
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void addChild(Node* pNode);
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//ת<><D7AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ϵ;
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Vec2 convertToWorldSpace(const Vec2& nodePoint) const;
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private:
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bool m_bReady; // <20>Ƿ<EFBFBD><EFBFBD><D7BC><EFBFBD><EFBFBD>;
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uint8 m_cbViewID; // <20><>ͼID;
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Layout* m_pRootLayout; // <20><><EFBFBD>ڵ<EFBFBD>;
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TextBMFont* m_pTxtChip; //<2F><><EFBFBD><EFBFBD>;
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Text* m_pTxtNickName; // <20>dz<EFBFBD>;
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Text* m_pTxtScore; // <20><><EFBFBD><EFBFBD>;
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ImageView* m_pImgChatView; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
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Text* m_pTxtChatInfo; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
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Node* m_pVoiceBubble; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
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Sprite* m_pSprVoiceAni; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
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Button* m_pBtnUserHead; // ͷ<><CDB7><EFBFBD><EFBFBD>ť;
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Sprite* m_pSprHead; // ͷ<><CDB7>;
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Sprite* m_pSprOffline; // <20><><EFBFBD>߱<EFBFBD>־;
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Sprite* m_pSprOwner; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD>־;
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Sprite* m_pSprBanker; // ׯ<><D7AF>־;
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Sprite* m_pSprReady; // <><D7BC><EFBFBD><EFBFBD>־;
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Sprite* m_pSprStatus; // ״̬<D7B4><CCAC>־;
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Sprite* m_pSprSepShadow; // <20><><EFBFBD>ֲ<EFBFBD>;
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Armature* m_pArmatureStatus; // ״̬<D7B4><CCAC><EFBFBD><EFBFBD>;
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Armature* m_pArmaCardTypeNode; // <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
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Layout* m_pPanelGameScore; // <20><>Ϸ<EFBFBD><CFB7><EFBFBD><EFBFBD><EFBFBD><EFBFBD>;
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Layout* m_aryPanelHandCard[SSS_GROUP_COUNT];
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Sprite* m_arySpriteCard[SSS_GROUP_COUNT][SSS_MAX_ITEM_COUNT];
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Sprite* m_arySprCardType[SSS_GROUP_COUNT];
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TextAtlas* m_pTxtAtlasScoreCount;
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TextAtlas* m_aryTxtAtlasScore[SSS_GROUP_COUNT]; //
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SCORE m_aryGameScore[SSS_GROUP_COUNT];
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SCORE m_nScoreCount;
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uint16 m_aryCardType[SSS_GROUP_COUNT];
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uint8 m_aryFrontCard[SSS_MIN_ITEM_COUNT]; //<2F><><EFBFBD><EFBFBD>ǰ<EFBFBD><C7B0>;
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uint8 m_aryMidCard[SSS_MAX_ITEM_COUNT]; //<2F><><EFBFBD><EFBFBD><EFBFBD>ж<EFBFBD>;
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uint8 m_aryBackCard[SSS_MAX_ITEM_COUNT]; //<2F><><EFBFBD>Һ<EFBFBD><D2BA><EFBFBD>;
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};
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