#include "DDZ_GameScene.h" #include "DDZ_Player.h" #include "DDZ_GameLogic.h" #include "UserInfo.h" #include "MainScene.h" #include "MissionWeiXin.h" #include "DismissScene.h" #include "DDZ_SmallCardSprite.h" #include "PopScene.h" #include "ActionEx.h" #include "JniFun.h" #include "SetScene.h" #include "ChatScene.h" #include "PlayerScene.h" #include "IpTipScene.h" #include "SimpleAudioEngine.h" using namespace DDZ_SPACE; bool DDZGameScene::init() { if (!GameFrameBase::init()) { return false; } m_cbTimeOutCard = 0; m_cbTimeCallScore = 0; m_cbTimeStartGame = 0; m_cbTimeHeadOutCard = 0; m_nCellScore = 0; m_pVoiceNode = nullptr; m_strGameRuleInfo = ""; zeromemory(&m_PrivateRoomInfo, sizeof(CMD_GF_Private_Room_Info)); initNet(); initScene(); return true; } //进场动画完成回调; void DDZGameScene::onEnterTransitionDidFinish() { GameFrameBase::onEnterTransitionDidFinish(); if (true == GAME_MUISCBG) { CocosDenshion::SimpleAudioEngine::getInstance()->playBackgroundMusic("Games/DDZ/Sound/backmusic.mp3", true); } // 暂时停了测试; #if CC_PLATFORM_WIN32 == CC_TARGET_PLATFORM CocosDenshion::SimpleAudioEngine* pAudio = CocosDenshion::SimpleAudioEngine::getInstance(); pAudio->stopBackgroundMusic(true); #endif // 录像模式; if (m_IsGameRecord) { StartRecord(DDZ_GAME_PLAYER); } else { // 增加游戏内事件处理; auto dispatcher = Director::getInstance()->getEventDispatcher(); dispatcher->addCustomEventListener(SHOW_PRIVATE_END, CC_CALLBACK_1(DDZGameScene::onEventShowPrivate, this)); CGameServerItem* pGameServerItem = GameMission::g_pGameServerItem; CC_ASSERT(pGameServerItem != nullptr); if (pGameServerItem != nullptr) { m_kGameMission.SetServerItem(pGameServerItem); m_kGameMission.start(); } } } //场景退出; void DDZGameScene::onExit() { GameFrameBase::onExit(); for (int i = 0; i < DDZ_GAME_PLAYER; i++) { SafeDelete(m_aryPlayer[i]); } auto dispatcher = Director::getInstance()->getEventDispatcher(); dispatcher->removeCustomEventListeners(SHOW_PRIVATE_END); } //场景初始化; void DDZGameScene::initScene() { //根节点; m_rootNode = CSLoader::createNodeWithVisibleSize("Games/DDZ/GameScene.csb"); CC_ASSERT(m_rootNode != nullptr); this->addChild(m_rootNode, ZO_DEFAULT); // 公告; auto ImageSytem = (ImageView*)m_rootNode->getChildByName("ImgRoll"); ASSERT(ImageSytem!=nullptr); SetSystemNode(ImageSytem); //桌子节点; auto tablePanel = static_cast(m_rootNode->getChildByName("panelRoomBg")); CC_ASSERT(tablePanel != nullptr); for (int i = 0; i < DDZ_GAME_PLAYER; i++) { const char* lpcStr = __String::createWithFormat("panelChair_%d", i)->getCString(); Layout* layout = static_cast(m_rootNode->getChildByName(lpcStr)); m_aryPlayer[i] = new DDZPlayer(i, layout); // 自己不可点击; if (i != DDZ_SELF_VIEW_ID) { layout->addClickEventListener([i, this](Ref* pSender){ CC_ASSERT(pSender != nullptr); if (nullptr == pSender) return; if ((m_aryPlayer[i] != nullptr) && m_aryPlayer[i]->getUserItem(false)!=nullptr) { PlayerScene* playerScene = PlayerScene::create(); playerScene->showPlayerInfo(m_aryPlayer[i]); this->addChild(playerScene, ZO_TRUSTEE); } }); } } m_pLocalPlayer = m_aryPlayer[DDZ_SELF_VIEW_ID]; auto exitCallFunc = [=](Ref*){ auto callback = [=](){ onClickExitGameButton(nullptr); this->runAction(Sequence::createWithTwoActions(DelayTime::create(0.2f), CallFunc::create([=]{ Director::getInstance()->getEventDispatcher()->dispatchCustomEvent(LEAVE_GAME); }))); }; PopScene::Instance().show(utility::a_u8("您确定要退出游戏吗?"), callback, nullptr); }; //退出按钮; m_pBtnLeave = static_cast(tablePanel->getChildByName("btnExit")); CC_ASSERT(m_pBtnLeave != nullptr); m_pBtnLeave->addClickEventListener(exitCallFunc); //设置按钮; auto btnSetting = static_cast(tablePanel->getChildByName("btnSetting")); CC_ASSERT(btnSetting != nullptr); btnSetting->addClickEventListener([this](Ref*){ YSAudioEngine::Instance().playBtnClickEffect(); TipNode* pNode = SetScene::create(); CC_ASSERT(pNode != nullptr); this->addChild(pNode, ZO_ANI); pNode->pushScene(); }); //聊天按钮; auto btnChat = static_cast(tablePanel->getChildByName("btnChat")); CC_ASSERT(btnChat != nullptr); btnChat->addClickEventListener([this](Ref*){ YSAudioEngine::Instance().playBtnClickEffect(); const std::vector& chatList = getShortChatList(); auto chatLayer = ChatLayer::create(chatList); CC_ASSERT(chatLayer != nullptr); this->addChild(chatLayer, ZO_ANI); chatLayer->pushScene(); }); auto btnTrustee = static_cast(tablePanel->getChildByName("btnTrust")); CC_ASSERT(btnTrustee != nullptr); btnTrustee->addClickEventListener([=](Ref*){ if (!m_bGameStart) return; DDZ_CMD_C_Trustee mData; mData.bTrustee = !m_aryTrustee[DDZ_SELF_VIEW_ID]; SendSocketData(DDZ_SUB_C_TRUSTEE, &mData, sizeof(DDZ_CMD_C_Trustee)); }); auto imgTop = static_cast(tablePanel->getChildByName("imgTop")); CC_ASSERT(imgTop != nullptr); //基数; m_pTxtBaseScore = static_cast(imgTop->getChildByName("baseScore")); CC_ASSERT(m_pTxtBaseScore != nullptr); //倍数; m_pTxtMultiple = static_cast(imgTop->getChildByName("multiple")); CC_ASSERT(m_pTxtMultiple != nullptr); auto sprRoomID = static_cast(tablePanel->getChildByName("sprRoomID")); CC_ASSERT(sprRoomID != nullptr); //房间号; m_txtPrivateRoomID = static_cast(sprRoomID->getChildByName("txtPrivateRoomID")); CC_ASSERT(m_txtPrivateRoomID != nullptr); m_txtPrivateRoomID->setVisible(false); auto imgRule = static_cast(tablePanel->getChildByName("imgRule")); CC_ASSERT(imgRule != nullptr); //局数; m_txtPrivatePlayCount = static_cast(imgRule->getChildByName("txtPrivatePlayCount")); CC_ASSERT(m_txtPrivatePlayCount != nullptr); m_txtPrivatePlayCount->setVisible(false); ////倍数; //m_txtPrivateMultiple = static_cast(imgRule->getChildByName("txtPrivateMultiple")); //CC_ASSERT(m_txtPrivateMultiple != nullptr); //m_txtPrivateMultiple->setVisible(false); //底牌面板; m_pPanelBackCard = static_cast(tablePanel->getChildByName("panelBackCard")); CC_ASSERT(m_pPanelBackCard != nullptr); //准备按钮; m_pBtnReady = static_cast(m_rootNode->getChildByName("btnReady")); CC_ASSERT(m_pBtnReady != nullptr); m_pBtnReady->addClickEventListener([=](Ref*){ SendUserReady(); }); //叫分按钮面板; auto panelCallScore = static_cast(m_rootNode->getChildByName("panelCallScore")); CC_ASSERT(panelCallScore != nullptr); for (int i = 0; i < 3; i++) { m_pAryBtnCall[i] = static_cast(panelCallScore->getChildByName(StringUtils::format("btnCall%d", (i+1)))); CC_ASSERT(m_pAryBtnCall[i] != nullptr); m_pAryBtnCall[i]->addClickEventListener([=](Ref*){ DDZ_CMD_C_CallScore call; call.cbCallScore = i+1; SendSocketData(DDZ_SUB_C_CALL_SCORE, &call, sizeof(DDZ_CMD_C_CallScore)); }); } //不叫按钮; m_pBtnNoCall = static_cast(panelCallScore->getChildByName("btnPass")); CC_ASSERT(m_pBtnNoCall != nullptr); m_pBtnNoCall->addClickEventListener([=](Ref*){ SendPassCall(); }); //出牌按钮面板; auto panelOutCard = static_cast(m_rootNode->getChildByName("panelOutCard")); CC_ASSERT(panelOutCard != nullptr); //不出按钮; m_pBtnPass = static_cast(panelOutCard->getChildByName("btnPass")); CC_ASSERT(m_pBtnPass != nullptr); m_pBtnPass->addClickEventListener([this](Ref*){ if (getSelfChairID() == m_wCurChairID) { SendSocketData(DDZ_SUB_C_PASS_CARD); m_pHandCardLayer->downAllCard(); } }); //提示按钮; m_pBtnTips = static_cast(panelOutCard->getChildByName("btnTips")); CC_ASSERT(m_pBtnTips != nullptr); m_pBtnTips->addClickEventListener(CC_CALLBACK_1(DDZGameScene::onButtonTipClick, this)); //出牌按钮; m_pBtnOutCard = static_cast(panelOutCard->getChildByName("btnOutCard")); CC_ASSERT(m_pBtnOutCard != nullptr); m_pBtnOutCard->addClickEventListener([this](Ref*){ //播放出牌音效; playSoundEffect(DDZ_ST_OUT_CARD); DDZ_CMD_C_OutCard OutCard; zeromemory(&OutCard, sizeof(DDZ_CMD_C_OutCard)); m_pHandCardLayer->getShootCardData(OutCard.cbCardData, OutCard.cbCardCount); uint16 wHeadSize = sizeof(DDZ_CMD_C_OutCard) - sizeof(OutCard.cbCardData); uint16 wSendSize = wHeadSize + sizeof(uint8)*OutCard.cbCardCount; SendSocketData(DDZ_SUB_C_OUT_CARD, &OutCard, wSendSize); }); //提示面板; m_pPanelTrustee = static_cast(m_rootNode->getChildByName("panelTrustee")); CC_ASSERT(m_pPanelTrustee != nullptr); //取消托管按钮; auto btnCancelTrustee = static_cast(m_pPanelTrustee->getChildByName("btnTrustee")); CC_ASSERT(btnCancelTrustee != nullptr); btnCancelTrustee->addClickEventListener([=](Ref*){ if (!m_bGameStart || !m_aryTrustee[DDZ_SELF_VIEW_ID]) return; DDZ_CMD_C_Trustee mData; mData.bTrustee = false; SendSocketData(DDZ_SUB_C_TRUSTEE, &mData, sizeof(DDZ_CMD_C_Trustee)); }); //提示文字; m_pSprTips = static_cast(m_rootNode->getChildByName("sprTips")); CC_ASSERT(m_pSprTips != nullptr); //手牌节点; auto panelHandCard = static_cast(m_rootNode->getChildByName("panelHandCard")); auto func = CC_CALLBACK_2(DDZGameScene::selectCardCallback, this); m_pHandCardLayer = DDZHandCardLayer::create(panelHandCard->getContentSize(), func); panelHandCard->addChild(m_pHandCardLayer); //加载扑克牌缓存; SpriteFrameCache* pSpriteFrameCache = SpriteFrameCache::getInstance(); pSpriteFrameCache->addSpriteFramesWithFile("Games/DDZ/Table/PinCard.plist"); //微信分享按钮; m_btnWeiXin = (Button*)tablePanel->getChildByName("btnWeiXin"); CC_ASSERT(m_btnWeiXin != nullptr); m_btnWeiXin->setVisible(false); // 分享房间号; m_btnWeiXin->addClickEventListener([=](Ref*){ //std::string strText = StringUtils::format("房间号: [%u] %d 局, 房卡AA, %s。", m_PrivateRoomInfo.dwRoomNum, m_PrivateRoomInfo.dwPlayTotal, m_strGameRuleInfo.c_str()); std::string strText = StringUtils::format("房间号(%u), %d 局。", m_PrivateRoomInfo.dwRoomNum, m_PrivateRoomInfo.dwPlayTotal); std::string strUrl = GlobalJosn::getInstance()->getShareInfoByKind(SH_KIND_WEIXIN_URL); std::string strUrlAll = StringUtils::format("%s?param=%d", strUrl.c_str(), m_PrivateRoomInfo.dwRoomNum); MissionWeiXin::Instance().shareUrlWeiXin(strUrlAll, "斗地主", strText); //SelectShareScene::Instance().shareRoomInfo(strUrlAll, utility::a_u8("斗地主"), strText, 0); }); // 语音标志; m_pVoiceNode = (Node*)m_rootNode->getChildByName("VoiceNode"); CC_ASSERT(m_pVoiceNode != nullptr); m_pVoiceNode->setVisible(false); //语音按钮; auto btnVoice = (Button*)tablePanel->getChildByName("btnVoice"); CC_ASSERT(btnVoice != nullptr); //注册触摸事件; btnVoice->addTouchEventListener(CC_CALLBACK_2(DDZGameScene::OnButtonVoiceTouched, this)); //btnVoice->setVisible(false); // 解散房间函数; auto callback = [this](){ onEventAgreeDismissRoom(true); }; // 离开按钮; m_btnDismissRoom = (Button*)tablePanel->getChildByName("btnDismiss"); CC_ASSERT(m_btnDismissRoom != nullptr); m_btnDismissRoom->setVisible(false); m_btnDismissRoom->addClickEventListener([=](Ref *pSender){ std::string strTip; if (0 == m_PrivateRoomInfo.dwPlayCout && false == m_PrivateRoomInfo.bStartGame) { strTip = "解散房间不扣房卡,是否解散?"; } else { strTip = "您确定要解散房间吗?"; } PopScene::Instance().show(utility::a_u8(strTip.c_str()), callback, nullptr); }); // 结算面板; m_pResultLayer = DDZGameEndNode::create(); m_pResultLayer->setVisible(false); this->addChild(m_pResultLayer, ZO_END); // 私人场面皮; m_pPrivateScene = DDZPrivateEndNode::create(); m_pPrivateScene->setVisible(false); this->addChild(m_pPrivateScene, ZO_PRIVATE); //对手机返回键的监听; auto keyListener = EventListenerKeyboard::create(); //和回调函数绑定; keyListener->onKeyReleased = [=](EventKeyboard::KeyCode keyCode, Event * pEvent){ //返回值处理; if (keyCode == EventKeyboard::KeyCode::KEY_ESCAPE) { exitCallFunc(nullptr); } }; //添加到事件分发器中; _eventDispatcher->addEventListenerWithSceneGraphPriority(keyListener, this); loadShortChat("Games/DDZ/ShortChat/ChatInfo.json"); //重置场景; resetScene(); //重置数据; ResetAllData(); } //重置场景; void DDZGameScene::resetScene(bool bAll/* = false*/) { //重置玩家UI for (uint8 i = 0; i < DDZ_GAME_PLAYER; i++) { m_aryPlayer[i]->resetUI(bAll); m_pAryBtnCall[i]->setVisible(false); } ////重置基数; //m_pTxtBaseScore->setString(""); //倍数; m_pTxtMultiple->setString(""); //隐藏所有按钮; m_pBtnNoCall->setVisible(false); m_pBtnPass->setVisible(false); m_pBtnTips->setVisible(false); m_pBtnOutCard->setVisible(false); m_pBtnReady->setVisible(false); //隐藏面板; m_pSprTips->setVisible(false); m_pPanelTrustee->setVisible(false); //清空底牌; m_pPanelBackCard->removeAllChildren(); //清空手牌; m_pHandCardLayer->setLordMode(false); m_pHandCardLayer->initUIData(); } //重置数据; void DDZGameScene::resetData() { m_bGameStart = false; m_wLandChairID = INVALID_CHAIR; m_wCurChairID = INVALID_CHAIR; m_wTurnWiner = INVALID_CHAIR; m_cbTurnCardCount = 0; m_cbBombCount = 0; m_cbCallScore = 0; for (uint8 i = 0; i < DDZ_GAME_PLAYER; i++) { m_aryTrustee[i] = false; } zeromemory(m_cbTurnCardData, sizeof(m_cbTurnCardData)); zeromemory(m_aryHandCardData, sizeof(m_aryHandCardData)); zeromemory(m_aryHandCardCount, sizeof(m_aryHandCardCount)); zeromemory(m_aryAllHandCardData, sizeof(m_aryAllHandCardData)); zeromemory(m_aryBackCardData, sizeof(m_aryBackCardData)); } //重置数据(相当于玩家离开); void DDZGameScene::ResetAllData() { resetScene(); resetData(); } //重置桌子; void DDZGameScene::ResetTable() { resetScene(true); resetData(); } //获取快捷语音文件路径; const std::string DDZGameScene::getShortChatSoundPath(uint8 cbGender, int nIndex) { // 短语; std::string strFilePath = "Games/DDZ/ShortChat/"; if (cbGender == enMan) { strFilePath += StringUtils::format("man/%d.mp3", nIndex); } else { strFilePath += StringUtils::format("woman/%d.mp3", nIndex); } return strFilePath; } //绑定网络消息; void DDZGameScene::initNet() { addNetCBDefine(DDZ_SUB_S_GAME_START, this, DDZGameScene::onSubGameStart); addNetCBDefine(DDZ_SUB_S_CALL_SCORE, this, DDZGameScene::onSubGameCallScore); addNetCBDefine(DDZ_SUB_S_BANKER_INFO, this, DDZGameScene::onSubGameBankerInfo); addNetCBDefine(DDZ_SUB_S_OUT_CARD, this, DDZGameScene::onSubGameOutCard); addNetCBDefine(DDZ_SUB_S_PASS_CARD, this, DDZGameScene::onSubGamePassCard); addNetCBDefine(DDZ_SUB_S_SET_BASESCORE, this, DDZGameScene::onSubGameSetBaseScore); addNetCBDefine(DDZ_SUB_S_GAME_CONCLUDE, this, DDZGameScene::onSubGameEnd); addNetCBDefine(DDZ_SUB_S_TRUSTEE, this, DDZGameScene::onSubGameTrustee); } //按钮点击事件; void DDZGameScene::onButtonTipClick(Ref*) { if (getSelfChairID() != m_wCurChairID) { return; } //搜索出牌; tagSearchCardResult mCardResult; uint8 cbResultCount = m_GameLogic.SearchOutCard(m_aryHandCardData, m_aryHandCardCount[DDZ_SELF_VIEW_ID], m_cbTurnCardData, m_cbTurnCardCount, &mCardResult); if (cbResultCount > 0) { //弹起牌; m_pHandCardLayer->shootCardData(mCardResult.cbResultCard[0], mCardResult.cbCardCount[0]); m_pBtnOutCard->setEnabled(true); } else { SendSocketData(DDZ_SUB_C_PASS_CARD); } } bool DDZGameScene::OnEventSceneMessage(uint8 cbGameStatus, bool bLookonUser, void* pData, int nDataSize) { switch (cbGameStatus) { case GAME_SCENE_FREE: { return onGameSceneFree(pData, nDataSize); } case GAME_SCENE_CALL: { return onGameSceneCall(pData, nDataSize); } case GAME_SCENE_PLAY: { return onGameScenePlay(pData, nDataSize); } default: break; } return true; } //恢复空闭场景; bool DDZGameScene::onGameSceneFree(void* pData, int nDataSize) { //校验数据; CC_ASSERT(nDataSize == sizeof(DDZ_CMD_S_StatusFree)); DDZ_CMD_S_StatusFree* pStatusFree = (DDZ_CMD_S_StatusFree*)pData; m_cbTimeOutCard = pStatusFree->cbTimeOutCard; m_cbTimeCallScore = pStatusFree->cbTimeCallScore; m_cbTimeStartGame = pStatusFree->cbTimeStartGame; m_cbTimeHeadOutCard = pStatusFree->cbTimeHeadOutCard; m_nCellScore = pStatusFree->lCellScore; m_pTxtBaseScore->setString(utility::toString(pStatusFree->lCellScore)); m_pBtnReady->setVisible(true); return true; } //恢复叫分场景; bool DDZGameScene::onGameSceneCall(void* pData, int nDataSize) { //校验数据; CC_ASSERT(nDataSize == sizeof(DDZ_CMD_S_StatusCall)); DDZ_CMD_S_StatusCall* pStatusCall = (DDZ_CMD_S_StatusCall*)pData; m_bGameStart = true; m_cbTimeOutCard = pStatusCall->cbTimeOutCard; m_cbTimeCallScore = pStatusCall->cbTimeCallScore; m_cbTimeStartGame = pStatusCall->cbTimeStartGame; m_cbTimeHeadOutCard = pStatusCall->cbTimeHeadOutCard; m_nCellScore = pStatusCall->lCellScore; m_cbCallScore = pStatusCall->cbBankerScore; m_pTxtBaseScore->setString(utility::toString(pStatusCall->lCellScore)); m_pTxtMultiple->setString(utility::toString(pStatusCall->cbBankerScore)); //拷贝手牌; memcpy(m_aryHandCardData, pStatusCall->cbHandCardData, sizeof(pStatusCall->cbHandCardData)); //初始化牌数; for (uint8 i = 0; i < DDZ_GAME_PLAYER; i++) { uint16 wViewID = SwitchViewChairID(i); m_aryHandCardCount[wViewID] = DDZ_NORMAL_COUNT; m_aryTrustee[wViewID] = pStatusCall->bUserTrustee[i]; m_aryPlayer[wViewID]->setHandCardCount(DDZ_NORMAL_COUNT); if (pStatusCall->cbScoreInfo[i] > 0) { m_aryPlayer[wViewID]->setCallVisible(true, pStatusCall->cbScoreInfo[i]); } } m_GameLogic.SortCardList(m_aryHandCardData, DDZ_NORMAL_COUNT, DDZ_ST_ORDER); m_pHandCardLayer->redrawHandCard(m_aryHandCardData, DDZ_NORMAL_COUNT); //更新出牌按钮; updateCallButtons(pStatusCall->wCurrentUser, pStatusCall->cbBankerScore); //显示底牌; drawBackCardData(); m_wCurChairID = pStatusCall->wCurrentUser; //// 同IP判断 //IsSameIp(); //// 隐藏同IP显示; //IpTipScene::Instance().hide(); return true; } //恢复游戏场景; bool DDZGameScene::onGameScenePlay(void* pData, int nDataSize) { //校验数据; CC_ASSERT(nDataSize == sizeof(DDZ_CMD_S_StatusPlay)); DDZ_CMD_S_StatusPlay* pStatusPlay = (DDZ_CMD_S_StatusPlay*)pData; m_bGameStart = true; m_cbTimeOutCard = pStatusPlay->cbTimeOutCard; m_cbTimeCallScore = pStatusPlay->cbTimeCallScore; m_cbTimeStartGame = pStatusPlay->cbTimeStartGame; m_cbTimeHeadOutCard = pStatusPlay->cbTimeHeadOutCard; m_cbCallScore = pStatusPlay->cbBankerScore; m_cbBombCount = pStatusPlay->cbBombCount; //显示基数; m_pTxtBaseScore->setString(utility::toString(pStatusPlay->lCellScore)); //更新倍数; updateMultipleText(); m_wTurnWiner = pStatusPlay->wTurnWiner; m_cbTurnCardCount = pStatusPlay->cbTurnCardCount; memcpy(m_cbTurnCardData, pStatusPlay->cbTurnCardData, m_cbTurnCardCount); m_wLandChairID = pStatusPlay->wBankerUser; m_wCurChairID = pStatusPlay->wCurrentUser; //初始化牌数; for (uint8 i = 0; i < DDZ_GAME_PLAYER; i++) { uint16 wViewID = SwitchViewChairID(i); m_aryTrustee[wViewID] = pStatusPlay->bUserTrustee[i]; uint8 cbCardCount = pStatusPlay->cbHandCardCount[i]; m_aryHandCardCount[wViewID] = cbCardCount; m_aryPlayer[wViewID]->setHandCardCount(cbCardCount); //最后出牌玩家视图; if (i == m_wTurnWiner) { m_aryPlayer[wViewID]->setOutCardData(pStatusPlay->cbTurnCardData, m_cbTurnCardCount); } if (DDZ_SELF_VIEW_ID == wViewID) { //拷贝手牌; memcpy(m_aryHandCardData, pStatusPlay->cbHandCardData, cbCardCount); m_GameLogic.SortCardList(m_aryHandCardData, cbCardCount, DDZ_ST_ORDER); m_pHandCardLayer->redrawHandCard(m_aryHandCardData, cbCardCount); } bool bLandlord = (i == pStatusPlay->wBankerUser); m_aryPlayer[wViewID]->setLand(bLandlord); } //拷贝底牌; memcpy(m_aryBackCardData, pStatusPlay->cbBankerCard, sizeof(pStatusPlay->cbBankerCard)); if (m_wLandChairID==getSelfChairID()) { m_pHandCardLayer->setLordMode(true); } //显示底牌; drawBackCardData(); //翻牌动画; flipBackCard(); //更新按钮状态; updateButtonsStatus(pStatusPlay->wCurrentUser, m_cbTimeOutCard, (0 == pStatusPlay->cbTurnCardCount)); if (m_aryTrustee[DDZ_SELF_VIEW_ID]) { m_pPanelTrustee->setVisible(true); } //// 同IP判断; //IsSameIp(); //// 隐藏同IP显示; //IpTipScene::Instance().hide(); return true; } void DDZGameScene::onSubGameStart(const void * pBuffer, uint16 wDataSize) { //校验数据; CC_ASSERT(wDataSize == sizeof(DDZ_CMD_S_GameStart)); DDZ_CMD_S_GameStart* pGameStart = (DDZ_CMD_S_GameStart*)pBuffer; m_bGameStart = true; //清除准备状态; for (uint8 i = 0; i < DDZ_GAME_PLAYER; i++) { m_aryPlayer[i]->setReadyVisible(false); } m_wCurChairID = pGameStart->wCurrentUser; //拷贝手牌; memcpy(m_aryHandCardData, pGameStart->cbCardData, sizeof(pGameStart->cbCardData)); if (m_IsGameRecord) { for (uint8 i = 0; i < DDZ_GAME_PLAYER; i++) { m_aryHandCardCount[i] = DDZ_NORMAL_COUNT; m_aryPlayer[i]->setHandCardCount(DDZ_NORMAL_COUNT); } m_GameLogic.SortCardList(m_aryHandCardData, m_aryHandCardCount[DDZ_SELF_VIEW_ID], DDZ_ST_ORDER); m_pHandCardLayer->redrawHandCard(m_aryHandCardData, m_aryHandCardCount[DDZ_SELF_VIEW_ID]); //更新叫分按钮; updateCallButtons(m_wCurChairID, 255); //设置别外两家手牌; m_GameLogic.SortCardList(m_aryAllHandCardData[DDZ_LEFT_VIEW_ID], m_aryHandCardCount[DDZ_LEFT_VIEW_ID], DDZ_ST_ORDER); m_aryPlayer[DDZ_LEFT_VIEW_ID]->setHandCardData(m_aryAllHandCardData[DDZ_LEFT_VIEW_ID], m_aryHandCardCount[DDZ_LEFT_VIEW_ID]); m_GameLogic.SortCardList(m_aryAllHandCardData[DDZ_RIGHT_VIEW_ID], m_aryHandCardCount[DDZ_RIGHT_VIEW_ID], DDZ_ST_ORDER); m_aryPlayer[DDZ_RIGHT_VIEW_ID]->setHandCardData(m_aryAllHandCardData[DDZ_RIGHT_VIEW_ID], m_aryHandCardCount[DDZ_RIGHT_VIEW_ID]); } else { playSoundEffect(DDZ_ST_DEAL_CARD); //发牌动画; float fDelaySendTime = 0.01f; SpriteFrameCache* pSpriteFrameCache = SpriteFrameCache::getInstance(); //Vec2 ptInitCard = m_rootNode->getChildByName("imgGameLogo")->getPosition(); Size sizeWin = Director::getInstance()->getWinSize(); Vec2 ptInitCard; ptInitCard.x = sizeWin.width / 2; ptInitCard.y = sizeWin.height / 2; for (uint8 i = 1; i <= (DDZ_FULL_COUNT - DDZ_BACK_COUNT); i++) { Sprite* pCardSprite = Sprite::createWithSpriteFrameName("bCardBack.png"); pCardSprite->setTag(i); pCardSprite->setScale(0.5f); //pCardSprite->setName(StringUtils::format("SendCardSprite%d", i)); pCardSprite->setPosition(ptInitCard); m_rootNode->addChild(pCardSprite); moveSendCardSprite(pCardSprite, i%DDZ_GAME_PLAYER, fDelaySendTime); fDelaySendTime = fDelaySendTime + 0.03; } } ////初始化牌数; //for (uint8 i = 0; i < DDZ_GAME_PLAYER; i++) //{ // m_aryHandCardCount[i] = DDZ_NORMAL_COUNT; //} ////更新叫分按钮; //updateCallButtons(pGameStart->wCurrentUser, 255); //显示底牌背景; drawBackCardData(); //// 隐藏同IP显示; //IpTipScene::Instance().hide(); } //玩家叫分 void DDZGameScene::onSubGameCallScore(const void * pBuffer, uint16 wDataSize) { //校验数据; CC_ASSERT(wDataSize == sizeof(DDZ_CMD_S_CallScore)); DDZ_CMD_S_CallScore* pCallScore = (DDZ_CMD_S_CallScore*)pBuffer; if (pCallScore->cbUserCallScore != 255 && pCallScore->cbUserCallScore>m_cbCallScore) { m_cbCallScore = pCallScore->cbUserCallScore; } //转换叫分玩家视图; uint16 wViewID = SwitchViewChairID(pCallScore->wCallScoreUser); //播放叫分声音; playSoundEffect(DDZ_ST_CALL, m_aryPlayer[wViewID]->GetGender(), pCallScore->cbUserCallScore); //隐藏倒计时; m_aryPlayer[wViewID]->killClock(); m_aryPlayer[wViewID]->setCallVisible(true, pCallScore->cbUserCallScore); //如果是自已叫分隐藏叫分按钮; if (DDZ_SELF_VIEW_ID==wViewID) { for (uint8 i = 0; i < 3; i++) { m_pAryBtnCall[i]->setVisible(false); } m_pBtnNoCall->setVisible(false); } if (pCallScore->cbUserCallScore <= 3) { //显示倍数; m_pTxtMultiple->setString(utility::toString(pCallScore->cbUserCallScore)); } //玩家叫了3分后当前玩家为INVALID_CHAIR; if (INVALID_CHAIR!=pCallScore->wCurrentUser) { updateCallButtons(pCallScore->wCurrentUser, m_cbCallScore); m_wCurChairID = pCallScore->wCurrentUser; } } //地主信息; void DDZGameScene::onSubGameBankerInfo(const void * pBuffer, uint16 wDataSize) { //校验数据; CC_ASSERT(wDataSize == sizeof(DDZ_CMD_S_BankerInfo)); DDZ_CMD_S_BankerInfo* pBankerInfo = (DDZ_CMD_S_BankerInfo*)pBuffer; m_wLandChairID = pBankerInfo->wBankerUser; m_cbCallScore = pBankerInfo->cbBankerScore; //清除玩家叫分信息; for (uint8 i = 0; i < DDZ_GAME_PLAYER; i++) { m_aryPlayer[i]->setCallVisible(false); } //显示倍数; m_pTxtMultiple->setString(utility::toString(pBankerInfo->cbBankerScore)); //转换叫分玩家视图; uint16 wBankerViewID = SwitchViewChairID(pBankerInfo->wBankerUser); //增加手牌数量; m_aryHandCardCount[wBankerViewID] += DDZ_BACK_COUNT; m_aryPlayer[wBankerViewID]->setHandCardCount(m_aryHandCardCount[wBankerViewID]); //设置地主标志; m_aryPlayer[wBankerViewID]->setLand(true); for (uint8 i = 0; i < DDZ_GAME_PLAYER; i++) { if (i != wBankerViewID) { m_aryPlayer[i]->setLand(false); } } m_wCurChairID = pBankerInfo->wCurrentUser; m_wTurnWiner = m_wCurChairID; m_cbTurnCardCount = 0; zeromemory(m_cbTurnCardData, sizeof(m_cbTurnCardData)); if (DDZ_SELF_VIEW_ID==wBankerViewID) { memcpy(m_aryHandCardData + DDZ_NORMAL_COUNT, pBankerInfo->cbBankerCard, sizeof(pBankerInfo->cbBankerCard)); m_GameLogic.SortCardList(m_aryHandCardData, m_aryHandCardCount[DDZ_SELF_VIEW_ID], DDZ_ST_ORDER); m_pHandCardLayer->setLordMode(true); m_pHandCardLayer->redrawHandCard(m_aryHandCardData, m_aryHandCardCount[DDZ_SELF_VIEW_ID]); updateButtonsStatus(pBankerInfo->wCurrentUser, m_cbTimeHeadOutCard, true); } else if (m_IsGameRecord) { memcpy(m_aryAllHandCardData[wBankerViewID] + DDZ_NORMAL_COUNT, pBankerInfo->cbBankerCard, sizeof(pBankerInfo->cbBankerCard)); m_GameLogic.SortCardList(m_aryAllHandCardData[wBankerViewID], m_aryHandCardCount[wBankerViewID], DDZ_ST_ORDER); m_aryPlayer[wBankerViewID]->setHandCardData(m_aryAllHandCardData[wBankerViewID], m_aryHandCardCount[wBankerViewID]); } //拷贝底牌; memcpy(m_aryBackCardData, pBankerInfo->cbBankerCard, sizeof(pBankerInfo->cbBankerCard)); //翻牌动画; flipBackCard(); } //玩家出牌; void DDZGameScene::onSubGameOutCard(const void * pBuffer, uint16 wDataSize) { //定义变量; DDZ_CMD_S_OutCard* pOutCard = (DDZ_CMD_S_OutCard*)pBuffer; uint16 wHeadSize = sizeof(DDZ_CMD_S_OutCard) - sizeof(pOutCard->cbCardData); //效验数据; CC_ASSERT((wDataSize >= wHeadSize) && (wDataSize == (wHeadSize + pOutCard->cbCardCount*sizeof(uint8)))); if ((wDataSize < wHeadSize) || (wDataSize != (wHeadSize + pOutCard->cbCardCount*sizeof(uint8)))) return ; //转换出牌玩家视图; uint16 wViewID = SwitchViewChairID(pOutCard->wOutCardUser); m_aryPlayer[wViewID]->setPassVisible(false); m_aryPlayer[wViewID]->setOutCardData(pOutCard->cbCardData, pOutCard->cbCardCount); m_aryPlayer[wViewID]->killClock(); //获取出牌类型; uint8 cbCardType = m_GameLogic.GetCardType(pOutCard->cbCardData, pOutCard->cbCardCount); //计算炸弹次数; if (DDZ_CT_BOMB_CARD == cbCardType || DDZ_CT_MISSILE_CARD == cbCardType) { m_cbBombCount++; //更新倍数; updateMultipleText(); } playAnimate(cbCardType, pOutCard->wOutCardUser, m_wTurnWiner); //播放出牌声音; playSoundEffect(cbCardType, m_aryPlayer[wViewID]->GetGender(), pOutCard->cbCardData[0]); if (wViewID == DDZ_SELF_VIEW_ID) { hideOutCardButtons(); m_GameLogic.RemoveCard(pOutCard->cbCardData, pOutCard->cbCardCount, m_aryHandCardData, m_aryHandCardCount[DDZ_SELF_VIEW_ID]); m_aryHandCardCount[DDZ_SELF_VIEW_ID] -= pOutCard->cbCardCount; //剩余牌数大于1再排序; if (m_aryHandCardCount[DDZ_SELF_VIEW_ID]>1) { m_GameLogic.SortCardList(m_aryHandCardData, m_aryHandCardCount[DDZ_SELF_VIEW_ID], DDZ_ST_ORDER); } m_pHandCardLayer->redrawHandCard(m_aryHandCardData, m_aryHandCardCount[DDZ_SELF_VIEW_ID]); } else { m_aryHandCardCount[wViewID] -= pOutCard->cbCardCount; if (m_IsGameRecord) { m_GameLogic.RemoveCard(pOutCard->cbCardData, pOutCard->cbCardCount, m_aryAllHandCardData[wViewID], m_aryHandCardCount[wViewID] + pOutCard->cbCardCount); m_GameLogic.SortCardList(m_aryAllHandCardData[wViewID], m_aryHandCardCount[wViewID], DDZ_ST_ORDER); m_aryPlayer[wViewID]->setHandCardData(m_aryAllHandCardData[wViewID], m_aryHandCardCount[wViewID]); } } m_aryPlayer[wViewID]->setHandCardCount(m_aryHandCardCount[wViewID]); //此时游戏结束; if (INVALID_CHAIR == pOutCard->wCurrentUser) { return; } m_wCurChairID = pOutCard->wCurrentUser; m_wTurnWiner = pOutCard->wOutCardUser; for (uint8 i = 0; i < DDZ_GAME_PLAYER; i++) { if (i != wViewID) { m_aryPlayer[i]->setPassVisible(false); m_aryPlayer[i]->setOutCardData(nullptr, 0); } } //出牌类型为火箭时出牌玩家等于下个出牌玩家; if (pOutCard->wOutCardUser == pOutCard->wCurrentUser) { m_cbTurnCardCount = 0; zeromemory(m_cbTurnCardData, sizeof(m_cbTurnCardData)); } else { m_cbTurnCardCount = pOutCard->cbCardCount; memcpy(m_cbTurnCardData, pOutCard->cbCardData, pOutCard->cbCardCount); } //更新出牌按钮状态; updateButtonsStatus(pOutCard->wCurrentUser, m_cbTimeOutCard); //只剩一张牌时播放音效; if (1==m_aryHandCardCount[wViewID]) { playSoundEffect(DDZ_ST_LEFT_ONE_CARD, m_aryPlayer[wViewID]->GetGender()); } } //玩家不出; void DDZGameScene::onSubGamePassCard(const void * pBuffer, uint16 wDataSize) { //校验数据; CC_ASSERT(wDataSize == sizeof(DDZ_CMD_S_PassCard)); DDZ_CMD_S_PassCard* pPassCard = (DDZ_CMD_S_PassCard*)pBuffer; //转换不出玩家视图; uint16 wViewID = SwitchViewChairID(pPassCard->wPassCardUser); m_aryPlayer[wViewID]->setPassVisible(true); m_aryPlayer[wViewID]->setOutCardData(nullptr, 0); m_aryPlayer[wViewID]->killClock(); //播放不出声音; playSoundEffect(DDZ_ST_PASS, m_aryPlayer[wViewID]->GetGender()); m_wCurChairID = pPassCard->wCurrentUser; //如果一轮结束清空本轮出牌; if (pPassCard->cbTurnOver) { m_wTurnWiner = m_wCurChairID; m_cbTurnCardCount = 0; zeromemory(m_cbTurnCardData, sizeof(m_cbTurnCardData)); for (uint8 i = 0; i < DDZ_GAME_PLAYER; i++) { m_aryPlayer[i]->setPassVisible(false); m_aryPlayer[i]->setOutCardData(nullptr, 0); } } //如果是自已不出隐藏出牌按钮; if (wViewID == DDZ_SELF_VIEW_ID) { hideOutCardButtons(); } //更新出牌按钮状态; updateButtonsStatus(pPassCard->wCurrentUser, m_cbTimeOutCard, pPassCard->cbTurnOver>0); } //更新叫分按钮; void DDZGameScene::updateCallButtons(uint16 wCurChairID, uint8 cbLastCallScore) { //转换当前玩家视图; uint16 wCurViewID = SwitchViewChairID(wCurChairID); //如果当前是自已显示叫分按钮; if (DDZ_SELF_VIEW_ID == wCurViewID) { if (cbLastCallScore < 3 || 255 == cbLastCallScore) { for (uint8 i = 0; i < 3; i++) { //显示按钮; m_pAryBtnCall[i]->setVisible(true); //小于当前的叫分设置为不可用; if (i < cbLastCallScore && 255 != cbLastCallScore) { m_pAryBtnCall[i]->setEnabled(false); } else { m_pAryBtnCall[i]->setEnabled(true); } } m_pBtnNoCall->setVisible(true); } //显示当前玩家倒计时; m_aryPlayer[wCurViewID]->showClock(m_cbTimeCallScore, [=](void){ //SendPassCall(); }); } else { m_aryPlayer[wCurViewID]->showClock(m_cbTimeCallScore); } } //更新按钮状态; void DDZGameScene::updateButtonsStatus(uint16 wCurChairID, uint8 cbLeftSeconds, bool bTurnOver/* = false*/) { //转换当前玩家视图; uint16 wCurViewID = SwitchViewChairID(wCurChairID); CC_ASSERT(wCurViewID < DDZ_GAME_PLAYER); //如果当前玩家是自已则显示出牌面板; if (DDZ_SELF_VIEW_ID == wCurViewID) { m_aryPlayer[wCurViewID]->setPassVisible(false); m_aryPlayer[wCurViewID]->setOutCardData(nullptr, 0); m_pBtnPass->setVisible(true); m_pBtnPass->setEnabled(!bTurnOver); m_pBtnTips->setVisible(true); m_pBtnOutCard->setVisible(true); //m_pBtnOutCard->setEnabled(false); //搜索出牌; tagSearchCardResult mCardResult; uint8 cbResultCount = m_GameLogic.SearchOutCard(m_aryHandCardData, m_aryHandCardCount[DDZ_SELF_VIEW_ID], m_cbTurnCardData, m_cbTurnCardCount, &mCardResult); if (cbResultCount==0) { m_pSprTips->setVisible(true); m_pSprTips->setTexture(DDZ_TIPS_ONLY_PASS_PNG_FILE); m_pBtnTips->setEnabled(false); m_pBtnOutCard->setEnabled(false); } else { m_pBtnTips->setEnabled(true); checkOutCardButton(); } //不出回调函数; auto callback = [=](){ if (getSelfChairID() != m_wCurChairID) { CC_ASSERT(false); return; } ////如果是自已出牌 //if (m_wTurnWiner == m_wCurChairID && 0 == m_cbTurnCardCount) //{ // uint8 cbLeftCard = m_aryHandCardCount[DDZ_SELF_VIEW_ID]; // CC_ASSERT(cbLeftCard > 0 && cbLeftCard <= DDZ_MAX_COUNT); // DDZ_CMD_C_OutCard OutCard; // zeromemory(&OutCard, sizeof(DDZ_CMD_C_OutCard)); // OutCard.cbCardCount = 1; // OutCard.cbCardData[0] = m_aryHandCardData[cbLeftCard - 1]; // uint16 wHeadSize = sizeof(DDZ_CMD_C_OutCard) - sizeof(OutCard.cbCardData); // uint16 wSendSize = wHeadSize + sizeof(uint8)*OutCard.cbCardCount; // SendSocketData(DDZ_SUB_C_OUT_CARD, &OutCard, wSendSize); //} //else //{ // SendSocketData(DDZ_SUB_C_PASS_CARD); //} }; //显示自已倒计时; m_aryPlayer[wCurViewID]->showClock(cbLeftSeconds, callback); } else { //显示其它玩家倒计时; m_aryPlayer[wCurViewID]->showClock(cbLeftSeconds); } } //隐藏出牌按钮; void DDZGameScene::hideOutCardButtons() { m_pSprTips->setVisible(false); m_pBtnPass->setVisible(false); m_pBtnTips->setVisible(false); m_pBtnOutCard->setVisible(false); } //隐藏出牌按钮; void DDZGameScene::checkOutCardButton() { uint8 aryShootCardData[DDZ_MAX_COUNT] = { 0 }; uint8 cbShootCardCount = 0; m_pHandCardLayer->getShootCardData(aryShootCardData, cbShootCardCount); if (cbShootCardCount==0) { m_pSprTips->setVisible(true); m_pSprTips->setTexture(DDZ_TIPS_CHOOSECARD_PNG_FILE); m_pBtnOutCard->setEnabled(false); return; } uint8 cbCardType = m_GameLogic.GetCardType(aryShootCardData, cbShootCardCount); if (cbCardType == DDZ_CT_ERROR) { m_pSprTips->setVisible(true); m_pSprTips->setTexture(DDZ_TIPS_OUT_ERROR_PNG_FILE); m_pBtnOutCard->setEnabled(false); return; } else { m_pSprTips->setVisible(false); } if (m_cbTurnCardCount > 0) { bool bRet = m_GameLogic.CompareCard(m_cbTurnCardData, aryShootCardData, m_cbTurnCardCount, cbShootCardCount); if (bRet) { m_pBtnOutCard->setEnabled(true); } else { m_pBtnOutCard->setEnabled(false); } } else { m_pBtnOutCard->setEnabled(true); } } //更新倍数; void DDZGameScene::updateMultipleText() { int nScoreTimes = 1; for (uint8 i = 0; i < m_cbBombCount; i++) { nScoreTimes *= 2; } if (m_PrivateRoomInfo.bGameRuleIdex&eDDZRuleEnum_LimitMultiple8) { nScoreTimes = __min(nScoreTimes, 8); } //显示倍数; m_pTxtMultiple->setString(utility::toString(m_cbCallScore*nScoreTimes)); } //设置基分; void DDZGameScene::onSubGameSetBaseScore(const void * pBuffer, uint16 wDataSize) { LONG lBaseScore = *(LONG*)pBuffer; } //游戏结束; void DDZGameScene::onSubGameEnd(const void * pBuffer, uint16 wDataSize) { //校验数据; CC_ASSERT(wDataSize == sizeof(DDZ_CMD_S_GameConclude)); DDZ_CMD_S_GameConclude* pGameEnd = (DDZ_CMD_S_GameConclude*)pBuffer; m_bGameStart = false; m_pBtnReady->setEnabled(true); m_pBtnReady->setVisible(true); std::string aryNickName[DDZ_GAME_PLAYER]; for (uint8 i = 0; i < DDZ_GAME_PLAYER; i++) { uint16 wViewID = SwitchViewChairID(i); aryNickName[i] = m_aryPlayer[wViewID]->GetNickName(); m_aryPlayer[wViewID]->killClock(); } //if (m_wLandChairID != INVALID_CHAIR) { // bool bLandWin = false; // if (m_wLandChairID != INVALID_CHAIR) // { // bLandWin = (pGameEnd->lGameScore[m_wLandChairID]>0); // } uint16 wMyChairID = getSelfChairID(); if (pGameEnd->lGameScore[wMyChairID] > 0) { playSoundEffect(DDZ_ST_WIN); } else { playSoundEffect(DDZ_ST_LOSE); } int nScoreTimes = 1; for (uint8 i = 0; i < m_cbBombCount; i++) { nScoreTimes *= 2; } if (m_PrivateRoomInfo.bGameRuleIdex&eDDZRuleEnum_LimitMultiple8) { nScoreTimes = __min(nScoreTimes, 8); } //m_pResultLayer->show(m_wLandChairID, wMyChairID, aryNickName, pGameEnd->lGameScore, m_cbCallScore, nScoreTimes, m_cbTimeStartGame); m_pResultLayer->show(m_wLandChairID, wMyChairID, aryNickName, pGameEnd, m_cbTimeStartGame); } } //玩家托管; void DDZGameScene::onSubGameTrustee(const void * pBuffer, uint16 wDataSize) { //校验数据; CC_ASSERT(wDataSize == sizeof(DDZ_CMD_S_Trustee)); DDZ_CMD_S_Trustee* pTrustee = (DDZ_CMD_S_Trustee*)pBuffer; uint16 wViewID = SwitchViewChairID(pTrustee->wTrusteeUser); m_aryTrustee[wViewID] = (pTrustee->bTrustee>0); if (DDZ_SELF_VIEW_ID == wViewID) { if (m_aryTrustee[wViewID]) { m_pPanelTrustee->setVisible(true); m_pHandCardLayer->downAllCard(); } else { m_pPanelTrustee->setVisible(false); } } } //玩家状态改变; void DDZGameScene::OnEventUserStatus(GamePlayer * pPlayer) { if ( pPlayer->GetChairID() == getSelfChairID() ) { //更新准备按钮状态; if (pPlayer->GetUserStatus() >= US_READY) { m_pBtnReady->setVisible(false); } } //std::string strIps[DDZ_GAME_PLAYER] = {}; //std::string strNickNames[DDZ_GAME_PLAYER] = {}; // //// 同IP判断; //if ((m_PrivateRoomInfo.dwPlayCout <= 0) && !m_PrivateRoomInfo.bStartGame) //{ // IsSameIp(); //} } // 同IP判断; void DDZGameScene::IsSameIp() { std::string strIps[DDZ_GAME_PLAYER] = {}; std::string strNickNames[DDZ_GAME_PLAYER] = {}; // 同IP判断; for (WORD i = 0; i < DDZ_GAME_PLAYER; i++) { GamePlayer* pPlayer = getPlayerByChairID(i); if (pPlayer) { strIps[i] = pPlayer->GetLogonIp(); strNickNames[i] = pPlayer->GetNickName(); } } bool bSameIp = false; for (WORD i = 0; i < DDZ_GAME_PLAYER; i++) { WORD wNext = (i + 1) % DDZ_GAME_PLAYER; if ((strIps[i] != "") && (strIps[i] == strIps[wNext])) { bSameIp = true; break; } } if (bSameIp) { IpTipScene::Instance().show(strNickNames, strIps, DDZ_GAME_PLAYER); } else if (IpTipScene::Instance().isVisible()) { IpTipScene::Instance().setVisible(false); } } //玩家金币改变; void DDZGameScene::OnUserScore(GamePlayer* pPlayer) { CC_ASSERT(pPlayer!=nullptr); if (pPlayer == nullptr) return; // 不再桌子上; CC_ASSERT(pPlayer->GetTableID() != INVALID_TABLE && pPlayer->GetChairID() != INVALID_CHAIR); if (pPlayer->GetTableID() == INVALID_TABLE || pPlayer->GetChairID() == INVALID_CHAIR) return; // 不是同一桌子玩家; CC_ASSERT(pPlayer->GetTableID() == getSelfGamePlayer()->GetTableID()); if (pPlayer->GetTableID() != getSelfGamePlayer()->GetTableID()) return; cocos2d::log(a_u8c("用户%s,score = %d"), pPlayer->GetNickName().c_str(), pPlayer->GetUserScore()); ((DDZPlayer*)pPlayer)->updateScore(); } // 玩家坐标; Vec2 DDZGameScene::GetPlayerPosByUserID(uint32 dwUserID) { DDZPlayer* pPlayer = (DDZPlayer*)getPlayerByUserID(dwUserID); if (pPlayer == nullptr) { return Vec2(); } const Vec2& ptHeadPos = pPlayer->getHeadPos(); Vec2 ptWorldPos = pPlayer->convertToWorldSpace(ptHeadPos); return Vec2(ptWorldPos); } //调用; GamePlayer* DDZGameScene::CreatePlayer(IClientUserItem * pIClientUserItem) { if (pIClientUserItem->GetChairID() == INVALID_CHAIR) { return NULL; } if (pIClientUserItem->GetUserID() == UserInfo::Instance().getUserID()) { m_pLocalPlayer->setUserItem(pIClientUserItem); return m_pLocalPlayer; } else { WORD wViewID = SwitchViewChairID(pIClientUserItem->GetChairID()); CC_ASSERT(wViewID!=INVALID_CHAIR); DDZPlayer* pPlayer = m_aryPlayer[wViewID]; pPlayer->setUserItem(pIClientUserItem); return pPlayer; } return NULL; } //椅子号视图转换; WORD DDZGameScene::SwitchViewChairID(WORD wChairID) { //参数判断; if (wChairID == INVALID_CHAIR) return INVALID_CHAIR; WORD wSelfChairID = getSelfChairID(); if (wSelfChairID == INVALID_CHAIR) return INVALID_CHAIR; //转换椅子; WORD wChairCount = DDZ_GAME_PLAYER; WORD wViewChairID = (wChairID + wChairCount * 3 / 2 - wSelfChairID) % wChairCount; return wViewChairID; } //本人进入游戏 GameFrameBase.cpp调用; void DDZGameScene::upSelfPlayerInfo() { log("Self Enter!!"); return; } //不叫消息; void DDZGameScene::SendPassCall() { DDZ_CMD_C_CallScore call; call.cbCallScore = 0xFF; SendSocketData(DDZ_SUB_C_CALL_SCORE, &call, sizeof(DDZ_CMD_C_CallScore)); } //发牌; void DDZGameScene::moveSendCardSprite(Sprite* pCardSprite, uint16 wViewID, float fDelayTime) { float fEndPosX = 0.f, fEndPosY = 0.f; if (wViewID == DDZ_SELF_VIEW_ID) { Node* pHandCardPanel = m_pHandCardLayer->getParent(); CC_ASSERT(pHandCardPanel!=nullptr); int iHandCardSpace = m_pHandCardLayer->getHandCardSpace(DDZ_NORMAL_COUNT); int iStartPosX = pHandCardPanel->getPositionX();// -(iHandCardWidth / 2); fEndPosX = iStartPosX + pCardSprite->getContentSize().width*0.35f + pCardSprite->getTag() / 3 * iHandCardSpace; fEndPosY = pHandCardPanel->getPositionY() + pHandCardPanel->getContentSize().height / 2; } else { fEndPosX = m_aryPlayer[wViewID]->getCardPos().x; fEndPosY = m_aryPlayer[wViewID]->getCardPos().y; } //auto pAction = Spawn::create(MoveTo::create(0.2f, Vec2(fEndPosX, fEndPosY)), RotateBy::create(0.2f, 180), nullptr); auto pAction = MoveTo::create(0.2f, Vec2(fEndPosX, fEndPosY)); auto fnShowAllCard = [=](Node * pNode) { pNode->stopAllActions(); m_GameLogic.SortCardList(m_aryHandCardData, m_aryHandCardCount[DDZ_SELF_VIEW_ID], DDZ_ST_ORDER); m_pHandCardLayer->redrawHandCard(m_aryHandCardData, m_aryHandCardCount[DDZ_SELF_VIEW_ID]); //更新叫分按钮; updateCallButtons(m_wCurChairID, 255); }; auto callback = [=](Node* pNode) { m_aryHandCardCount[wViewID]++; m_aryPlayer[wViewID]->setHandCardCount(m_aryHandCardCount[wViewID]); pNode->removeFromParent(); if (wViewID == DDZ_SELF_VIEW_ID) //玩家自己 { m_pHandCardLayer->addSendCard2Panel(); //发牌完成,延时0.2秒显示手牌数据 if (m_aryHandCardCount[wViewID] == DDZ_NORMAL_COUNT) { this->runAction(Sequence::create(DelayTime::create(0.2f), CallFuncN::create(fnShowAllCard), nullptr)); } } }; Action* pCardAction = Sequence::create(DelayTime::create(fDelayTime), pAction, CallFuncN::create(callback), nullptr); pCardSprite->runAction(pCardAction); } //选牌回调; void DDZGameScene::selectCardCallback(uint8* arySelCardData, uint8 cbSelCardCount) { //播放点牌音效; playSoundEffect(DDZ_ST_CLICK_CARD); if ( getSelfChairID()!=m_wCurChairID ) { return; } checkOutCardButton(); } //显示底牌; void DDZGameScene::drawBackCardData() { for (uint8 i = 0; i < DDZ_BACK_COUNT; i++) { uint8 cbCardData = m_aryBackCardData[i]; DDZSmallCardSprite* pCardSprite = DDZSmallCardSprite::create(cbCardData); pCardSprite->ignoreAnchorPointForPosition(false); pCardSprite->setAnchorPoint(Vec2(0.5f, 0.5f)); pCardSprite->setPosition(29, 33); pCardSprite->setName(StringUtils::format("BackCardSprite%d", i)); m_pPanelBackCard->addChild(pCardSprite); pCardSprite->runAction(MoveBy::create(0.4f, Vec2(i * 59, 0))); } } //翻转底牌; void DDZGameScene::flipBackCard() { for (uint8 i = 0; i < DDZ_BACK_COUNT; i++) { CallFuncN* callback = CallFuncN::create([=](Node* pNode){ DDZSmallCardSprite* pCardSprite = static_cast(pNode); pCardSprite->updateUIData(m_aryBackCardData[i]); }); Node* pBackCard = m_pPanelBackCard->getChildByName(StringUtils::format("BackCardSprite%d", i)); CC_ASSERT(pBackCard!=nullptr); Action* pAction = Sequence::create(OrbitCamera::create(0.25f, 1, 0, 0, 90, 0, 0), callback, OrbitCamera::create(0.25f, 1, 0, 270, 90, 0, 0), nullptr); pBackCard->runAction(pAction); } } //播放动画 void DDZGameScene::playAnimate(uint8 cbCardType, uint16 wFromChair, uint16 wToChair) { SpriteFrameCache* pSpriteFrameCache = SpriteFrameCache::getInstance(); uint16 wFromViewID = SwitchViewChairID(wFromChair); uint16 wToViewID = SwitchViewChairID(wToChair); DDZPlayer* pFromUserItem = (wFromViewID != INVALID_CHAIR)?m_aryPlayer[wFromViewID]:nullptr; DDZPlayer* pToUserItem = (wToViewID != INVALID_CHAIR) ? m_aryPlayer[wToViewID] : nullptr; const Size& winSize = Director::getInstance()->getWinSize(); //顺子类型; if (cbCardType == DDZ_CT_SINGLE_LINE) { if (pFromUserItem!=nullptr) { pSpriteFrameCache->addSpriteFramesWithFile("Games/DDZ/Ani/AniLine.plist"); Sprite* pImgLineAni = Sprite::createWithSpriteFrameName("imgAniLine1.png"); if (wFromViewID == DDZ_LEFT_VIEW_ID) { pImgLineAni->setAnchorPoint(Vec2(0.0f, 0.5f)); } else if (wFromViewID == DDZ_SELF_VIEW_ID) { pImgLineAni->setAnchorPoint(Vec2(0.5f, 0.5f)); } else if (wFromViewID == DDZ_RIGHT_VIEW_ID) { pImgLineAni->setAnchorPoint(Vec2(1.0f, 0.5f)); } pImgLineAni->setPosition(pFromUserItem->getOutCardPos()); pFromUserItem->addChild(pImgLineAni); auto pLineAni = Animation::create(); pLineAni->setDelayPerUnit(0.1f); for (uint8 i = 1; i <= 10; i++) { SpriteFrame* pSpriteFrame = pSpriteFrameCache->getSpriteFrameByName(StringUtils::format("imgAniLine%d.png", i)); pLineAni->addSpriteFrame(pSpriteFrame); } pImgLineAni->runAction(Sequence::create(Animate::create(pLineAni), RemoveSelf::create(), nullptr)); } } else if (cbCardType == DDZ_CT_DOUBLE_LINE) //连对类型; { if (pFromUserItem != nullptr) { pSpriteFrameCache->addSpriteFramesWithFile("Games/DDZ/Ani/AniDouble.plist"); auto pImgDoubleAni = Sprite::createWithSpriteFrameName("imgAniDouble1.png"); if (wFromViewID == DDZ_LEFT_VIEW_ID) { pImgDoubleAni->setAnchorPoint(Vec2(0, 0.5f)); } else if (wFromViewID == DDZ_SELF_VIEW_ID) { pImgDoubleAni->setAnchorPoint(Vec2(0.5f, 0.5f)); } else if (wFromViewID == DDZ_RIGHT_VIEW_ID) { pImgDoubleAni->setAnchorPoint(Vec2(1.0f, 0.5f)); } pImgDoubleAni->setPosition(pFromUserItem->getOutCardPos()); pFromUserItem->addChild(pImgDoubleAni); auto pDoubleAni = Animation::create(); pDoubleAni->setDelayPerUnit(0.15f); for (uint8 i = 1; i <= 9; i++) { SpriteFrame* pSpriteFrame = pSpriteFrameCache->getSpriteFrameByName(StringUtils::format("imgAniDouble%d.png", i)); pDoubleAni->addSpriteFrame(pSpriteFrame); } pImgDoubleAni->runAction(Sequence::create(Animate::create(pDoubleAni), RemoveSelf::create(), nullptr)); } } else if (cbCardType == DDZ_CT_THREE_LINE) //飞机类型 { pSpriteFrameCache->addSpriteFramesWithFile("Games/DDZ/Ani/AniPlane.plist"); auto pImgPlaneSprite = Sprite::createWithSpriteFrameName("imgAniPlane1.png"); pImgPlaneSprite->setAnchorPoint(Vec2(1.0f, 0.5f)); pImgPlaneSprite->setPosition(0.0f, winSize.height/2); m_rootNode->addChild(pImgPlaneSprite); auto pImgPlaneAni1 = Sprite::createWithSpriteFrameName("imgAniPlane2.png"); pImgPlaneAni1->setPosition(390, 130); pImgPlaneSprite->addChild(pImgPlaneAni1); auto pPlaneAni1 = Animation::create(); pPlaneAni1->setDelayPerUnit(0.1f); pPlaneAni1->addSpriteFrame(pSpriteFrameCache->getSpriteFrameByName("imgAniPlane2.png")); pPlaneAni1->addSpriteFrame(pSpriteFrameCache->getSpriteFrameByName("imgAniPlane3.png")); pImgPlaneAni1->runAction(RepeatForever::create(Animate::create(pPlaneAni1))); auto pImgPlaneAni2 = Sprite::createWithSpriteFrameName("imgAniPlane4.png"); pImgPlaneAni2->setPosition(-55, 150); pImgPlaneSprite->addChild(pImgPlaneAni2); auto pPlaneAni2 = Animation::create(); pPlaneAni2->setDelayPerUnit(0.1f); pPlaneAni2->addSpriteFrame(pSpriteFrameCache->getSpriteFrameByName("imgAniPlane4.png")); pPlaneAni2->addSpriteFrame(pSpriteFrameCache->getSpriteFrameByName("imgAniPlane5.png")); pPlaneAni2->addSpriteFrame(pSpriteFrameCache->getSpriteFrameByName("imgAniPlane6.png")); pImgPlaneAni2->runAction(RepeatForever::create(Animate::create(pPlaneAni2))); Action* pAction = Sequence::create(MoveBy::create(1.5f, Vec2(winSize.width + 380, 0)), RemoveSelf::create(), nullptr); pImgPlaneSprite->runAction(pAction); } else if (cbCardType == DDZ_CT_BOMB_CARD ) //炸弹类型 { Vec2 ptEndBombPos = Vec2::ZERO; if (wFromChair == wToChair) { ptEndBombPos.x = winSize.width / 2; ptEndBombPos.y = winSize.height / 2; } else { if (pToUserItem != nullptr) { ptEndBombPos = pToUserItem->getHeadPos(); ptEndBombPos = pToUserItem->convertToWorldSpace(ptEndBombPos); } } if (pFromUserItem != nullptr ) { pSpriteFrameCache->addSpriteFramesWithFile("Games/DDZ/Ani/AniBomb.plist"); Vec2 ptBeginBombPos = pFromUserItem->getHeadPos(); ptBeginBombPos = pFromUserItem->convertToWorldSpace(ptBeginBombPos); Sprite* pImgBombAni = Sprite::createWithSpriteFrameName("imgAniBomb1.png"); pImgBombAni->setPosition(ptBeginBombPos); m_rootNode->addChild(pImgBombAni); ccBezierConfig tabMovePos = { ptEndBombPos, Vec2(winSize.width / 2, winSize.height / 2), ptBeginBombPos }; EaseSineIn* pMoveAction = EaseSineIn::create(BezierTo::create(0.5f, tabMovePos)); Spawn* pSpawnAction = Spawn::create(RotateBy::create(0.5f, 720), pMoveAction, nullptr); auto bombFunc = [=](){ if (wFromChair == wToChair) { for (uint8 i = 0; i < DDZ_GAME_PLAYER; i++) { if (i != wFromViewID) { Sprite* pImgBombAni2 = Sprite::createWithSpriteFrameName("imgAniBomb15.png"); const Vec2& ptHeadPos = m_aryPlayer[i]->getHeadPos(); pImgBombAni2->setScale(1.4f); pImgBombAni2->setPositionX(ptHeadPos.x); pImgBombAni2->setPositionY(ptHeadPos.y + 4); m_aryPlayer[i]->addChild(pImgBombAni2); auto pBombAni2 = Animation::create(); pBombAni2->setDelayPerUnit(0.1f); pBombAni2->addSpriteFrame(pSpriteFrameCache->getSpriteFrameByName("imgAniBomb15.png")); pBombAni2->addSpriteFrame(pSpriteFrameCache->getSpriteFrameByName("imgAniBomb16.png")); pBombAni2->addSpriteFrame(pSpriteFrameCache->getSpriteFrameByName("imgAniBomb17.png")); Action* pAction = Sequence::create(Repeat::create(Animate::create(pBombAni2), 2), RemoveSelf::create(), nullptr); pImgBombAni2->runAction(pAction); } } } else { if (pToUserItem != nullptr) { Sprite* pImgBombAni2 = Sprite::createWithSpriteFrameName("imgAniBomb15.png"); const Vec2& ptHeadPos = pToUserItem->getHeadPos(); pImgBombAni2->setScale(1.4f); pImgBombAni2->setPositionX(ptHeadPos.x); pImgBombAni2->setPositionY(ptHeadPos.y + 4); pToUserItem->addChild(pImgBombAni2); auto pBombAni2 = Animation::create(); pBombAni2->setDelayPerUnit(0.1f); pBombAni2->addSpriteFrame(pSpriteFrameCache->getSpriteFrameByName("imgAniBomb15.png")); pBombAni2->addSpriteFrame(pSpriteFrameCache->getSpriteFrameByName("imgAniBomb16.png")); pBombAni2->addSpriteFrame(pSpriteFrameCache->getSpriteFrameByName("imgAniBomb17.png")); Action* pAction = Sequence::create(Repeat::create(Animate::create(pBombAni2), 2), RemoveSelf::create(), nullptr); pImgBombAni2->runAction(pAction); } } }; auto callback = [=](){ //震动/闪屏 m_rootNode->runAction(ShakeBy::create(0.5f, Vec2(10, 10))); Device::vibrate(0.5f); Sprite* pImgBombAni1 = Sprite::createWithSpriteFrameName("imgAniBomb3.png"); if (wFromChair == wToChair) { pImgBombAni1->setPosition(ptEndBombPos); m_rootNode->addChild(pImgBombAni1); } else { if (pToUserItem != nullptr) { pImgBombAni1->setPosition(pToUserItem->getHeadPos()); } pToUserItem->addChild(pImgBombAni1); } auto pBombAni1 = Animation::create(); pBombAni1->setDelayPerUnit(0.1f); for (uint8 i = 3; i <= 14; i++) { SpriteFrame* pSpriteFrame = pSpriteFrameCache->getSpriteFrameByName(StringUtils::format("imgAniBomb%d.png", i)); pBombAni1->addSpriteFrame(pSpriteFrame); } Action* pAction = Sequence::create(Animate::create(pBombAni1), RemoveSelf::create(), CallFunc::create(bombFunc), nullptr); pImgBombAni1->runAction(pAction); }; pImgBombAni->runAction(Sequence::create(pSpawnAction, RemoveSelf::create(), CallFunc::create(callback), nullptr)); } } else if (cbCardType == DDZ_CT_MISSILE_CARD) //火箭类型 { pSpriteFrameCache->addSpriteFramesWithFile("Games/DDZ/Ani/AniRocket.plist"); //auto pImgRocketBg = Sprite::createWithSpriteFrameName("imgAniRocket1.png"); //pImgRocketBg->setPosition(winSize.width/2,winSize.height/2); //pImgRocketBg->setScaleX(winSize.width/pImgRocketBg->getContentSize().width); //pImgRocketBg->setScaleY(winSize.height/pImgRocketBg->getContentSize().height); //m_rootNode->addChild(pImgRocketBg); //pImgRocketBg->runAction(RepeatForever::create(cBlink::create(0.5f,1))); Sprite* pImgRocketSprite = Sprite::createWithSpriteFrameName("imgAniRocket2.png"); pImgRocketSprite->setAnchorPoint(Vec2(0.5f, 0.0f)); pImgRocketSprite->setPosition(winSize.width / 2, 85); m_rootNode->addChild(pImgRocketSprite); Sprite* pImgRocketAni1 = Sprite::createWithSpriteFrameName("imgAniRocket5.png"); pImgRocketAni1->setAnchorPoint(Vec2(0.5f, 1.0f)); pImgRocketAni1->setPosition(177, 85); pImgRocketSprite->addChild(pImgRocketAni1); auto pRocketAni1 = Animation::create(); pRocketAni1->setDelayPerUnit(0.1f); pRocketAni1->addSpriteFrame(pSpriteFrameCache->getSpriteFrameByName("imgAniRocket5.png")); pRocketAni1->addSpriteFrame(pSpriteFrameCache->getSpriteFrameByName("imgAniRocket6.png")); pImgRocketAni1->runAction(RepeatForever::create(Animate::create(pRocketAni1))); Sprite* pImgRocketAni2 = Sprite::createWithSpriteFrameName("imgAniRocket3.png"); pImgRocketAni2->setAnchorPoint(Vec2(0.5f, 1.0f)); pImgRocketAni2->setPosition(177, -30); pImgRocketSprite->addChild(pImgRocketAni2); auto pRocketAni2 = Animation::create(); pRocketAni2->setDelayPerUnit(0.1f); pRocketAni2->addSpriteFrame(pSpriteFrameCache->getSpriteFrameByName("imgAniRocket3.png")); pRocketAni2->addSpriteFrame(pSpriteFrameCache->getSpriteFrameByName("imgAniRocket4.png")); pImgRocketAni2->runAction(RepeatForever::create(Animate::create(pRocketAni2))); auto callback = [=](){ pImgRocketSprite->runAction(Sequence::create(MoveBy::create(1.0f, Vec2(0, winSize.height + 610)), RemoveSelf::create(), nullptr)); }; pImgRocketAni2->runAction(Sequence::create(DelayTime::create(0.5f), RemoveSelf::create(), CallFunc::create(callback), nullptr)); //震动/闪屏 m_rootNode->runAction(ShakeBy::create(0.5f, Vec2(10, 10))); Device::vibrate(0.5f); } //else if (cbCardType == DDZ_RLT_SPRING)//春天 //{ // pSpriteFrameCache->addSpriteFramesWithFile("Games/DDZ/Ani/AniSpring.plist"); // auto pSpringNode = CSLoader::createNodeWithVisibleSize("Games/DDZ/Table/SpringAniScene.csb"); // m_rootNode->addChild(pSpringNode); // auto pMainPanel = pSpringNode->getChildByName("MainPanel"); // auto img9FloweBg = pMainPanel->getChildByName("img9FloweBg"); // img9FloweBg->setScale(0.0f); // img9FloweBg->stopAllActions(); // img9FloweBg->runAction(ScaleTo::create(0.3f, 1.2f)); // for (uint8 i=1; i<=8; i++) // { // auto flower = pMainPanel->getChildByName(StringUtils::format("imgFlower%d", i)); // flower->setOpacity(0); // flower->runAction(FadeIn::create(0.3f)); // flower->runAction(RepeatForever::create(RotateBy::create(0.5f, 180))); // auto star = pMainPanel->getChildByName(StringUtils::format("imgStar%d", i)); // star->runAction(RepeatForever::create(Blink::create(0.5f, 1))); // } // pSpringNode->runAction(Sequence::create(DelayTime::create(1.5f), RemoveSelf::create(), nullptr)); //} } void DDZGameScene::playSoundEffect(const uint8 cbCardType, uint8 cbSex/*=1*/, const uint8 cbData/*=0*/) { CocosDenshion::SimpleAudioEngine* pAudio = CocosDenshion::SimpleAudioEngine::getInstance(); std::string strSoundFile; if (cbSex > 0) { cbSex--; } switch (cbCardType) { case DDZ_CT_SINGLE: { int nFlagID = 0; if (CARD_LITTLE_JOKER == cbData) //小王 { nFlagID = 14; } else if (CARD_LITTLE_JOKER == cbData) //大王 { nFlagID = 15; } else { nFlagID = m_GameLogic.GetCardValue(cbData); } strSoundFile = StringUtils::format(DDZ_DANZHANG_FILE, cbSex, nFlagID); break; } case DDZ_CT_DOUBLE: { int nFlagID = m_GameLogic.GetCardValue(cbData); strSoundFile = StringUtils::format(DDZ_LIANGZHANG_FILE, cbSex, nFlagID); break; } case DDZ_CT_THREE: { strSoundFile = StringUtils::format(DDZ_3ZHANG_FILE, cbSex); break; } case DDZ_CT_SINGLE_LINE: { pAudio->playEffect(DDZ_SHUNZI_EFF_FILE); strSoundFile = StringUtils::format(DDZ_SHUNZI_FILE, cbSex); break; } case DDZ_CT_DOUBLE_LINE: { pAudio->playEffect(DDZ_LIANDUI_EFF_FILE); strSoundFile = StringUtils::format(DDZ_LIANDUI_FILE, cbSex); break; } case DDZ_CT_THREE_LINE: { strSoundFile = StringUtils::format(DDZ_FEIJI_FILE, cbSex); pAudio->playEffect(DDZ_FEIJI_EFF_FILE); break; } case DDZ_CT_THREE_TAKE_ONE: { strSoundFile = StringUtils::format(DDZ_3DAI1_FILE, cbSex); break; } case DDZ_CT_THREE_TAKE_TWO: { strSoundFile = StringUtils::format(DDZ_3DAI2_FILE, cbSex); break; } case DDZ_CT_FOUR_TAKE_ONE: case DDZ_CT_FOUR_TAKE_TWO: { strSoundFile = StringUtils::format(DDZ_4DAI2_FILE, cbSex); break; } case DDZ_CT_BOMB_CARD: { pAudio->playEffect(DDZ_ZHADAN_EFF_FILE); strSoundFile = StringUtils::format(DDZ_ZHADAN_FILE, cbSex); break; } case DDZ_CT_MISSILE_CARD: { pAudio->playEffect(DDZ_HUOJIAN_EFF_FILE); strSoundFile = StringUtils::format(DDZ_HUOJIAN_FILE, cbSex); break; } case DDZ_ST_DEAL_CARD: { strSoundFile = DDZ_FAPAI_EFF_FILE; break; } case DDZ_ST_PASS: { int nSoundID = (rand() % 4) + 1; strSoundFile = StringUtils::format(DDZ_PASS_FILE, cbSex, nSoundID); break; } case DDZ_ST_CALL: { if (cbData <= 3) { strSoundFile = StringUtils::format(DDZ_JIAO_FEN_FILE, cbSex, cbData); } else { strSoundFile = StringUtils::format(DDZ_BUJIAO_FILE, cbSex); } break; } case DDZ_ST_CLICK_CARD: { strSoundFile = DDZ_DIANPAI_EFF_FILE; break; } case DDZ_ST_OUT_CARD: { strSoundFile = DDZ_CHUPAI_EFF_FILE; break; } case DDZ_ST_LEFT_ONE_CARD: { strSoundFile = StringUtils::format(DDZ_ZUIHOUYIZHANG_FILE, cbSex); break; } case DDZ_ST_WIN: { strSoundFile = DDZ_WIN_EFF_FILE; break; } case DDZ_ST_LOSE: { strSoundFile = DDZ_LOSE_EFF_FILE; break; } } CC_ASSERT(!strSoundFile.empty()); pAudio->playEffect(strSoundFile.c_str()); //SimpleAudioEngine::getInstance()->playEffect(fillpath,isRe); } /************************************* 语音 ***********************************************************/ // 按住语音按钮 void DDZGameScene::OnButtonVoiceTouched(Ref*, Widget::TouchEventType type) { if (Widget::TouchEventType::BEGAN == type) { // 暂停播放背景音乐; CocosDenshion::SimpleAudioEngine::getInstance()->pauseBackgroundMusic(); if (m_pVoiceNode->isVisible()) { m_pVoiceNode->setVisible(false); m_pVoiceNode->stopAllActions(); YvVoiceManager::GetInstance()->StopRecord(); return; } m_pVoiceNode->setVisible(true); // 启动帧动画; auto action = CSLoader::createTimeline("Games/DDZ/VoiceNode.csb"); action->gotoFrameAndPlay(0); m_pVoiceNode->runAction(action); YvVoiceManager::GetInstance()->StartRecord(); } else if ((Widget::TouchEventType::CANCELED == type) || (Widget::TouchEventType::ENDED == type)) { // 继续播放背景音乐; CocosDenshion::SimpleAudioEngine::getInstance()->resumeBackgroundMusic(); if (!m_pVoiceNode->isVisible()) { return; } m_pVoiceNode->setVisible(false); m_pVoiceNode->stopAllActions(); YvVoiceManager::GetInstance()->StopRecord(); } } /************************************* 房间信息 ***********************************************************/ // 房间信息消息 void DDZGameScene::OnSocketSubPrivateRoomInfo(CMD_GF_Private_Room_Info* pNetInfo) { m_PrivateRoomInfo = *pNetInfo; m_dwRoomID = pNetInfo->dwRoomNum; string strRoomID = StringUtils::format("房号:%d", m_dwRoomID); m_txtPrivateRoomID->setString(utility::a_u8(strRoomID)); m_txtPrivateRoomID->setVisible(true); uint32 dwPlayCout = __max(pNetInfo->dwPlayCout+1, 1); dwPlayCout = __min(dwPlayCout, pNetInfo->dwPlayTotal); string strPlayCount = StringUtils::format("局数:%u/%u 局", dwPlayCout, pNetInfo->dwPlayTotal); cocos2d::log("dwPlayCout = %d", pNetInfo->dwPlayCout); m_txtPrivatePlayCount->setString(utility::a_u8(strPlayCount.c_str())); m_txtPrivatePlayCount->setVisible(true); //if (m_PrivateRoomInfo.bGameRuleIdex&eDDZRuleEnum_LimitMultiple8) //{ // m_txtPrivateMultiple->setString(utility::a_u8("封顶:8 倍")); // m_txtPrivateMultiple->setVisible(true); // m_strGameRuleInfo = "8倍封顶"; //} //else if (m_PrivateRoomInfo.bGameRuleIdex&eDDZRuleEnum_NoLimitMultiple) //{ // m_txtPrivateMultiple->setString(utility::a_u8("封顶:不封顶")); // m_txtPrivateMultiple->setVisible(true); // m_strGameRuleInfo = "不封顶"; //} if (pNetInfo->bStartGame) { //如果游戏已开始则隐藏“返回大厅”按钮,显示“解散房间”按钮 m_btnWeiXin->setVisible(false); m_pBtnLeave->setVisible(false); m_btnDismissRoom->setVisible(true); } else { GamePlayer* pPlayer = getSelfGamePlayer(); //如果房间主人是自已则隐藏“返回大厅”按钮,显示“解散房间”按钮 if (pPlayer != nullptr && pNetInfo->dwCreateUserID == pPlayer->GetUserID()) { m_pBtnLeave->setVisible(false); m_btnDismissRoom->setVisible(true); } //游戏未开始显示微信分享按钮 m_btnWeiXin->setVisible(true); } } // 私人场结束 void DDZGameScene::OnSocketSubPrivateEnd(void* data, int dataSize) { m_bPrivateEnd = true; // 申请解散界面 DismissScene::Instance().hide(); GamePlayer* players[DDZ_GAME_PLAYER]; for (int i = 0; i < DDZ_GAME_PLAYER; i++) { players[i] = getPlayerByChairID(i); } if (m_pPrivateScene) { DataStream kDataStream(data, dataSize); DDZ_CMD_S_Private_End_Info kNetInfo; kNetInfo.StreamValue(kDataStream, false); //SCORE lGameGold = m_PrivateRoomInfo.lGameGold*m_PrivateRoomInfo.dwPlayCost; //m_pPrivateScene->ShowGameResult(&kNetInfo, players, (m_PrivateRoomInfo.cbUnionGoldOpen == 1), lGameGold, m_PrivateRoomInfo.lScoreMultiple); // 欢乐场 if (m_PrivateRoomInfo.cbUnionGoldOpen == 1) { //SCORE lGameGold = m_PrivateRoomInfo.lGameGold*m_PrivateRoomInfo.dwPlayCost; //m_pPrivateScene->ShowGameResult(&kNetInfo, players, (m_PrivateRoomInfo.cbUnionGoldOpen == 1), lGameGold, m_PrivateRoomInfo.lScoreMultiple); m_pPrivateScene->ShowGameResult(&kNetInfo, players, m_PrivateRoomInfo, m_PrivateScoreInfo); } else { m_pPrivateScene->ShowGameResult(&kNetInfo, players, m_PrivateRoomInfo.cbBaseScore); } m_pResultLayer->SetShowPrivate(); if (m_pResultLayer->isVisible() == false) { m_pPrivateScene->pushScene(); } } } void DDZGameScene::onEventShowPrivate(cocos2d::EventCustom *event) { if (m_pPrivateScene) { m_pPrivateScene->pushScene(); } } // 请求解散房间 void DDZGameScene::OnSocketSubPrivateDismissInfo(CMD_GF_Private_Dismiss_Info* pNetInfo) { std::string aryName[DDZ_GAME_PLAYER]; BYTE aryResult[DDZ_GAME_PLAYER] = { 0 }; // 0 未选择 1 同意 2 不同意 bool bHasSelf = false; uint32 dwMyChairID = getSelfChairID(); for (uint32 i = 0; i < pNetInfo->dwDissUserCout; i++) { uint32 dwChairID = pNetInfo->dwDissChairID[i]; GamePlayer* pPlayer = getPlayerByChairID(dwChairID); if (pPlayer != nullptr && dwChairID < DDZ_GAME_PLAYER) { aryResult[dwChairID] = 1; } if (dwMyChairID == dwChairID) { bHasSelf = true; } } for (uint32 i = 0; i < pNetInfo->dwNotAgreeUserCout; i++) { uint32 dwChairID = pNetInfo->dwNotAgreeChairID[i]; GamePlayer* pPlayer = getPlayerByChairID(dwChairID); if (pPlayer != nullptr && dwChairID < DDZ_GAME_PLAYER) { aryResult[dwChairID] = 2; } if (dwMyChairID == dwChairID) { bHasSelf = true; } } GamePlayer* players[DDZ_GAME_PLAYER]; for (int i = 0; i < DDZ_GAME_PLAYER; i++) { players[i] = getPlayerByChairID(i); } DismissScene::Instance().show(aryResult, players, !bHasSelf, DDZ_GAME_PLAYER); //DismissScene::Instance().show(aryName, aryResult, !bHasSelf); } void DDZGameScene::OnSocketSubPrivateDismissResult(CMD_GF_Private_Dismiss_Result* pNetInfo) { if (pNetInfo->bSuccess && false == m_PrivateRoomInfo.bStartGame) { Director::getInstance()->popScene(); } else { DismissScene::Instance().hide(); } } //////////////////////////////// 游戏录像 ////////////////////////////////////////// // 开始录像播放 void DDZGameScene::StartGameRecord() { if (m_GameRecord.playersVec.size() != DDZ_GAME_PLAYER) { return; } // 初始化房间信息; OnSocketSubPrivateRoomInfo(&m_GameRecord.roomInfo); m_iActRecordIdex = 0; m_txtRecordPercent->setString(utility::toString(m_iActRecordIdex * 100 / m_GameRecord.actionVec.size(), "%")); schedule(schedule_selector(GameFrameBase::NextRecordAction), m_RecordTime); return; } void DDZGameScene::NextRecordAction(float dt) { cocos2d::log("NextRecordAction...m_iActRecordIdex = %d", m_iActRecordIdex); // 已经播放完了 if (m_iActRecordIdex >= (int)m_GameRecord.actionVec.size() || !isVisible()) { m_txtRecordPercent->setString("100%"); m_btnPlay->setVisible(true); m_btnPause->setVisible(false); unschedule(schedule_selector(GameFrameBase::NextRecordAction)); return; } // 下一个操作记录; tagGameRecordOperateResult& kAction = m_GameRecord.actionVec[m_iActRecordIdex]; // 游戏开始; if (kAction.wSubCmdID == DDZ_SUB_S_GAME_START) { m_cbTimeOutCard = 15; m_cbTimeCallScore = 15; m_cbTimeStartGame = 15; m_cbTimeHeadOutCard = 15; m_nCellScore = 1; m_pTxtBaseScore->setString(utility::toString(m_nCellScore)); DDZ_CMD_Record_GameStart recordStart; kAction.subMessageData.popValue(&recordStart, sizeof(DDZ_CMD_Record_GameStart)); DDZ_CMD_S_GameStart gameStart; zeromemory(&gameStart, sizeof(DDZ_CMD_S_GameStart)); gameStart.wStartUser = recordStart.wStartUser; gameStart.wCurrentUser = recordStart.wCurrentUser; CC_ASSERT(m_wRecordSelfChairID!=INVALID_CHAIR); tagGameRecordPlayer& kRecordPlayer = m_GameRecord.playersVec[m_wRecordSelfChairID]; for (int j = 0; j < DDZ_NORMAL_COUNT; j++) { gameStart.cbCardData[j] = kRecordPlayer.cbCardData[j]; } for (uint8 i = 0; i < DDZ_GAME_PLAYER; i++) { uint16 wChairID = (m_wRecordSelfChairID + i) % DDZ_GAME_PLAYER; uint16 wViewID = SwitchViewChairID(wChairID); tagGameRecordPlayer& kRecordPlayer2 = m_GameRecord.playersVec[wChairID]; for (int j = 0; j < DDZ_NORMAL_COUNT; j++) { m_aryAllHandCardData[wViewID][j] = kRecordPlayer2.cbCardData[j]; } } onSubGameStart(&gameStart, sizeof(DDZ_CMD_S_GameStart)); } // 玩家叫分; else if (kAction.wSubCmdID == DDZ_SUB_S_CALL_SCORE) { DDZ_CMD_S_CallScore callCard; kAction.subMessageData.popValue(&callCard, sizeof(DDZ_CMD_S_CallScore)); onSubGameCallScore(&callCard, sizeof(DDZ_CMD_S_CallScore)); } // 确认地主; else if (kAction.wSubCmdID == DDZ_SUB_S_BANKER_INFO) { DDZ_CMD_S_BankerInfo bankerInfo; kAction.subMessageData.popValue(&bankerInfo, sizeof(DDZ_CMD_S_BankerInfo)); onSubGameBankerInfo(&bankerInfo, sizeof(DDZ_CMD_S_BankerInfo)); } // 玩家出牌; else if (kAction.wSubCmdID == DDZ_SUB_S_OUT_CARD) { DDZ_CMD_S_OutCard outCard; kAction.subMessageData.popValue(outCard.cbCardCount); kAction.subMessageData.popValue(outCard.wCurrentUser); kAction.subMessageData.popValue(outCard.wOutCardUser); kAction.subMessageData.popValue(outCard.cbCardData, outCard.cbCardCount); uint16 wHeadSize = sizeof(DDZ_CMD_S_OutCard) - sizeof(outCard.cbCardData); onSubGameOutCard(&outCard, (wHeadSize + outCard.cbCardCount*sizeof(uint8))); } // 玩家放弃出牌; else if (kAction.wSubCmdID == DDZ_SUB_S_PASS_CARD) { DDZ_CMD_S_PassCard passCard; kAction.subMessageData.popValue(&passCard, sizeof(DDZ_CMD_S_PassCard)); onSubGamePassCard(&passCard, sizeof(DDZ_CMD_S_PassCard)); } // 游戏结束; else if (kAction.wSubCmdID == DDZ_SUB_S_GAME_CONCLUDE) { DDZ_CMD_S_GameConclude GameEnd; kAction.subMessageData.popValue(&GameEnd, sizeof(DDZ_CMD_S_GameConclude)); onSubGameEnd(&GameEnd, sizeof(DDZ_CMD_S_GameConclude)); } m_iActRecordIdex++; m_txtRecordPercent->setString(utility::toString(m_iActRecordIdex * 100 / m_GameRecord.actionVec.size(), "%")); } std::string DDZGameScene::getGameRule(uint32 dwGameRule) { std::string strGameRule = "经典玩法"; return strGameRule; }