Files
wnmj/Classes/Games/ZJH/ZJH_GameScene.h
2026-02-13 14:34:15 +08:00

325 lines
8.8 KiB
C++

#pragma once
#include "cocos2d.h"
#include "cocostudio/CocoStudio.h"
#include "cocostudio/CCArmature.h"
#include "ui/CocosGUI.h"
#include "GameFrameBase.h"
#include "PlatformHeader.h"
#include "ZJH_CMD.h"
#include "ZJH_GamePlayer.h"
#include "ZJH_GameLogic.h"
#include "ZJH_OpenResultScene.h"
#include "ZJH_ChipNode.h"
#define ZJH_OPERATE_PANEL 1 //操作面板;
#define ZJH_ADD_CHIP_PANEL 2 //加注面板;
USING_NS_CC;
using namespace cocostudio;
using namespace std;
using namespace ui;
namespace ZJH_SPACE {
class ZJHGameScene : public GameFrameBase
{
public:
//创建场景;
CREATE_FUNC(ZJHGameScene);
static std::string getGameRule(uint32 dwGameRule);
//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);
//恢复空闭场景;
bool onGameSceneFree(void* pData, int nDataSize);
//发牌场景;
bool onGameSceneSendCard(void* pData, int nDataSize);
//游戏中场景;
bool onGameScenePlaying(void* pData, int nDataSize);
void initStatusFree(ZJHStatusBase* pStatusBase);
//游戏消息处理;
//游戏开始;
void onSubGameStart(const void * pBuffer, uint16 wDataSize);
//开始下注;
void onSubStartChip(const void * pBuffer, uint16 wDataSize);
//放弃;
void onSubGiveUp(const void * pBuffer, uint16 wDataSize);
//加注结果;
void onSubUserChip(const void * pBuffer, uint16 wDataSize);
//看牌;
void onSubLookCard(const void * pBuffer, uint16 wDataSize);
//比牌结果;
void onSubCompareCard(const void * pBuffer, uint16 wDataSize);
//游戏结束;
void onSubGameEnd(const void * pBuffer, uint16 wDataSize);
//作弊消息;
void onSubCheatCard(const void * pBuffer, uint16 wDataSize);
//筹码信息处理;
void procChipInfo(uint16 wLastViewID, ZJHChipInfo* pChipInfo);
//游戏结束处理;
void procGameEnd(ZJH_CMD_S_GameEnd* pGameEnd);
//比牌结束;
void compareCardEnd();
//用户进入;
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);
//点击放弃按钮;
void onGiveUpButtonClick(Ref* pSender);
//点击比牌按钮;
void onCompareButtonClick(Ref* pSender);
//点击加注按钮;
void onAddChipButtonClick(Ref* pSender);
//点击跟注按钮;
void onFollowButtonClick(Ref* pSender);
//点击取消按钮;
void onAddCancelButtonClick(Ref* pSender);
//点击加注按钮;
void onAddChipBtnsClick(Ref* pSender);
//点击看牌按钮;
void onLookCardButtonClick(Ref* pSender);
//点击邀请按钮;
void onInviteButtonClick(Ref* pSender);
// 开始发牌;
void startSendCardAni();
// 动画回调;
void movementEventCallFunc(cocostudio::Armature *armature, cocostudio::MovementEventType movementType, const std::string& movementID);
// 发牌动画;
float playSendCardAni();
// 移动扑克;
void moveSentCardSprite(Sprite* pCardSprite, uint16 wViewID, uint8 cbIndex,float fDelayTime);
// 扔筹码动画;
void playChipAni(uint16 wViewID, int nCount, bool bAction=true);
// 播放结束积分动画;
void playResultScoreAni(int nIndex, SCORE lScore);
// 播放喜钱积分动画;
void playXiScoreAni(int nIndex, SCORE lScore);
// 显示操作面板;
void showOperatePanel(bool bShow, uint8 cbPanelType=0);
// 设置桌面总筹码数;
void setTotalChipNumber(int nTotalNumber);
// 获到性别字符串;
std::string getUserGender(int cbGender);
// 播放发牌声音;
void playSendCardEffect();
// 播放快捷语音;
void playFastVoice(int cbGender, int voiceIndex);
// 播放音效;
void playEffect(std::string strPath);
// 播放音效;
void playEffectEx(int cbGender, std::string strPath);
// 播放点击音效;
void playBtnClickEffect();
//发牌结束;
void sendSendCardOverMsg();
//发送操作消息;
void sendOperateMsg(uint32 dwCode, int lData=0);
// 获取当前玩家数量;
uint8 getCurPlayerCount();
//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);
void ShowGameRule(CMD_GF_Private_Room_Info* pNetInfo);
//录像处理;
public:
virtual void StartGameRecord(){};
virtual void NextRecordAction(float dt){};
private:
//私人场信息;
CMD_GF_Private_Room_Info m_PrivateRoomInfo;
uint32 m_dwRoomID; //房间号;
uint32 m_dwPlayCout; //局数;
Node* m_pVoiceNode; //语音标志;
uint8 m_cbGameStatus; //游戏状态;
uint16 _wCurrentUser; //当前玩家;
SCORE _lCellScore; //基础积分;
uint16 _wOperTimeOut; //操作超时时间;
uint8 _cbCurRound; //当前轮数;
uint8 _cbMaxRound; //最大轮数;
uint8 _cbMinLookRound; //最小看牌轮数;
uint32 _dwOperateCode; //操作掩码;
uint16 _wBankerUser; //庄家用户;
SCORE _lCurChipScore; //当前注数;
SCORE _lMaxChipScore; //最大可下注;
uint8 _aryGamingStatus[ZJH_GAME_PLAYER]; //玩家状态;
SCORE _aryUserChipScore[ZJH_GAME_PLAYER]; //玩家下注;
SCORE _lTotalChipScore; //玩家总下注;
uint8 _aryHandCardData[ZJH_MAX_COUNT]; //手牌数据;
uint16 _aryChairToViewID[ZJH_GAME_PLAYER]; //实际位置对应视图ID;
bool _bHasShowLookCard; //是否已显示看牌;
bool _bComparingCard; //是否正在比牌;
bool _bGameEnd; //游戏是否结束;
ZJH_CMD_S_CompareCard _cmdCompareCard; //比牌数据包;
ZJH_CMD_S_GameEnd _cmdGameEnd; //游戏结束;
//界面;
Node* m_rootNode; //场景;
Layout* _MainPanel;
ImageView* _imgRoomInfo;
Layout* _RoundPanel;
Text* _txtRoomID;
Text* _txtJushu;
Text* _txtCompareRound; //比牌轮数文本;
Text* _txtLookCardRound; //看牌轮数文本;
Text* _txtOpenCardRound; //开牌轮数文本;
Layout* _ChipPanel; // 筹码面板;
Layout* _ButtonPanel;
Button* _btnInvite;
Button* _btnDismiss;
Button* _btnLeave; // 离开按钮;
Button* _btnVoice;
Button* _btnChat;
Button* _btnStartGame;
Layout* _OperBtnsPanel;
Layout* _AddChipPanel;
ZJHOpenResultScene* _OpenResultScene;
Button* _btnGiveUp;
Button* _btnCompare;
Button* _btnAddChip;
Button* _btnFollow;
Button* _btnAddCancel;
Button* _aryAddChip[4];
Text* _txtCompareChip;
Text* _txtFollowChip;
Text* _txtTip;
ImageView* _imgAllChips;
Text* _txtAllChips;
Sprite* _sprSelectUserTip;
Layout* _ComparePanel;
Armature* _armCompare;
Sprite* _sprLeftHead;
Text* _txtLeftNickName;
Sprite* _sprLeftBackCard;
Sprite* _sprLeftFlag;
Armature* _armLeftLose;
Sprite* _sprRightHead;
Text* _txtRightNickName;
Sprite* _sprRightBackCard;
Sprite* _sprRightFlag;
Armature* _armRightLose;
Layout* _ResultPanel;
Button* _btnReady;
Button* _btnPrivateEnd;
Armature* _pArmatureResult; // 胜负动画;
TextAtlas* _pTxtResultScore[ZJH_GAME_PLAYER];
TextAtlas* _pTxtXiScore[ZJH_GAME_PLAYER];
ZJHGamePlayer* m_aryPlayer[ZJH_GAME_PLAYER]; //玩家;
ZJHGamePlayer* m_pLocalPlayer;
std::string m_strGameRuleInfo;
Vec2 _ptSendCardPos; // 发牌位置;
std::vector<tagZJHOpenResultItem> _aryResultItem;
std::vector<ZJHChipNode*> _aryChipNode;
CZJHGameLogic m_GameLogic;
// 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;
};
};
}