132 lines
3.6 KiB
C++
132 lines
3.6 KiB
C++
#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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//初始化;
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virtual bool init();
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public:
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//玩家状态改变;
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void upPlayerState();
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//玩家进入;
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virtual void PlayerEnter();
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//玩家离开;
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virtual void PlayerLeave();
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//显示玩家聊天内容;
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virtual void showChatInfo(const std::string strChatString);
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//显示语音气泡;
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virtual void showVoiceBubble();
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//隐藏语音气泡;
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virtual void hideVoiceBubble();
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public:
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//重置界面;
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void resetUI(bool bAll = false);
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//玩家信息可见性;
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void setInfoVisible(bool bVisible);
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//设置是否为房主;
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void setOwner(bool bOwenr);
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//设置是否为庄家;
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bool setBankerVisible(bool bVisible);
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//设置准备状态;
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void setReadyVisible(bool bVisible);
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//设置断线状态;
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void setOfflineVisible(bool bVisible);
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//增加牌;
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void addOneCard(uint8 cbData, uint8 cbRowIndex, uint8 cbColIndex);
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//更新积分;
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void updateScore();
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//更新筹码;
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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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//显示牌;
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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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//显示手牌状态;
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void showHandStatus(uint8 cbHandStatus);
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//显示手牌遮罩层;
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void showSepShadow(bool bVisible);
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//显示特殊牌类型;
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void showCardType(uint8 cbSpecialCardType);
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//获取头像位置;
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const Vec2 getHeadPos();
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//获取手牌位置;
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const Vec2 getHandCardPos(uint8 cbRowIndex, uint8 cbColIndex);
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//增加子节点;
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void addChild(Node* pNode);
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//转换到世界坐标系;
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Vec2 convertToWorldSpace(const Vec2& nodePoint) const;
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private:
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bool m_bReady; // 是否准备了;
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uint8 m_cbViewID; // 视图ID;
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Layout* m_pRootLayout; // 根节点;
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TextBMFont* m_pTxtChip; //筹码;
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Text* m_pTxtNickName; // 昵称;
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Text* m_pTxtScore; // 积分;
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ImageView* m_pImgChatView; // 聊天框背景;
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Text* m_pTxtChatInfo; // 聊天内容;
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Node* m_pVoiceBubble; // 语音气泡;
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Sprite* m_pSprVoiceAni; // 语音动画;
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Button* m_pBtnUserHead; // 头像按钮;
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Sprite* m_pSprHead; // 头像;
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Sprite* m_pSprOffline; // 断线标志;
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Sprite* m_pSprOwner; // 房主标志;
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Sprite* m_pSprBanker; // 庄标志;
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Sprite* m_pSprReady; // 准备标志;
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Sprite* m_pSprStatus; // 状态标志;
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Sprite* m_pSprSepShadow; // 遮罩层;
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Armature* m_pArmatureStatus; // 状态动画;
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Armature* m_pArmaCardTypeNode; // 手牌类型;
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Layout* m_pPanelGameScore; // 游戏分面板;
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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]; //玩家前墩;
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uint8 m_aryMidCard[SSS_MAX_ITEM_COUNT]; //玩家中墩;
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uint8 m_aryBackCard[SSS_MAX_ITEM_COUNT]; //玩家后墩;
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};
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