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

411 lines
12 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 "13S_CMD.h"
#include "13S_GamePlayer.h"
#include "13S_GameLogic.h"
#include "13S_OperateCardPanel.h"
#include "13S_OpenResultScene.h"
#include "13S_GameOverAni.h"
USING_NS_CC;
using namespace cocostudio;
using namespace std;
using namespace ui;
namespace SSS_SPACE {
enum SSS_OPERATE_STATUS
{
SSS_OS_NULL = 0, // 无操作;
SSS_OS_CALLBANK, // 其他人叫庄;
SSS_OS_ADDSCORE0, // 其他人加注;
SSS_OS_ADDSCORE1, // 自己加注;
};
class SSSGameScene : public GameFrameBase
{
public:
//创建场景;
CREATE_FUNC(SSSGameScene);
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);
//抢庄场景;
bool onGameSceneRobBanker(void* pData, int nDataSize);
//下注场景;
bool onGameSceneUserChip(void* pData, int nDataSize);
//发牌场景;
bool onGameSceneSendCard(void* pData, int nDataSize);
//开牌场景;
bool onGameSceneOpenCard(void* pData, int nDataSize);
//比牌场景;
bool onGameSceneCompareCard(void* pData, int nDataSize);
//游戏消息处理;
//游戏开始;
void onSubGameStart(const void * pBuffer, uint16 wDataSize);
//开始抢庄;
void onSubStartRob(const void * pBuffer, uint16 wDataSize);
//玩家抢庄;
void onSubUserRob(const void * pBuffer, uint16 wDataSize);
//开始下注;
void onSubStartChip(const void * pBuffer, uint16 wDataSize);
//玩家下注;
void onSubUserChip(const void * pBuffer, uint16 wDataSize);
//发送剩下的牌;
void onSubSendLeftCard(const void * pBuffer, uint16 wDataSize);
//开始开牌;
void onSubStartOpen(const void * pBuffer, uint16 wDataSize);
//开牌;
void onSubOpenCard(const void * pBuffer, uint16 wDataSize);
//经典玩法比牌结果;
void onSubClassicCompareCard(const void * pBuffer, uint16 wDataSize);
//带庄家比牌结果;
void onSubBankerCompareCard(const void * pBuffer, uint16 wDataSize);
//游戏结束;
void onSubGameEnd(const void * pBuffer, uint16 wDataSize);
//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);
//点击比牌按钮;
void onCompareButtonClick(Ref* pSender);
//点击随便机组牌按钮;
void onRandomButtonClick(Ref* pSender);
//点击重置按钮;
void onResetButtonClick(Ref* pSender);
//点击邀请按钮;
void onInviteButtonClick(Ref* pSender);
//点击重选按钮;
void onRechooseButtonClick(Ref* pSender);
//面板触摸事件;
void onPanelTouchEvent(Ref* pSender, Widget::TouchEventType iEventType);
//抢注按钮点击事件;
void onRobYesButtonClick(Ref* pSender);
//抢注按钮点击事件;
void onRobNoButtonClick(Ref* pSender);
//压注按钮点击事件;
void onYaZhuButtonClick(Ref* pSender);
//不摆特殊牌按钮点击事件;
void onRefuseCardsButtonClick(Ref* pSender);
//确定特殊牌按钮点击事件;
void onCommitSpecialButtonClick(Ref* pSender);
//一对;
void onDuiZiButtonClick(Ref* pSender);
//两对;
void onLiangDuiButtonClick(Ref* pSender);
//三条;
void onSanTiaoButtonClick(Ref* pSender);
//顺子;
void onShunZiButtonClick(Ref* pSender);
//同花;
void onTongHuaButtonClick(Ref* pSender);
//葫芦;
void onHuLuButtonClick(Ref* pSender);
//铁支;
void onTieZhiButtonClick(Ref* pSender);
//同花顺;
void onTongHuaShunButtonClick(Ref* pSender);
// 开始发牌;
void startSendCardAni();
// 开始比牌;
void startCompareCardAni();
// 动画回调;
void movementEventCallFunc(cocostudio::Armature *armature, cocostudio::MovementEventType movementType, const std::string& movementID);
// 定时器;
void openClock(Sprite* sprClock, int iLeftTime, const std::function<void()>& callFunc=nullptr);
// 开启定时器;
void closeClock(Sprite* sprClock);
//选牌回调;
void selectCardCallback(uint8* pCardData, uint8 cbCardCount);
// 显示玩家牌;
void showAllPlayersCard();
// 播放结束积分动画;
void playResultScoreAni(int nIndex, SCORE lScore, SCORE lXinScore);
//显示操作面板;
void showOperatePanel(bool bShow);
//显示特殊牌面板;
void showSpecialPanel(bool bShow);
void addTricksCard(int nIndex, uint8 aryCardData[SSS_MAX_ITEM_COUNT], uint8 cbCardCount);
//加入选择面板;
bool inTricksCardPanel(int nIndex, uint8 cbCardData);
//选择结束;
void onChooseFinished();
//一道牌动画播放完成;
void oneGroupFinished();
//检测是否有特殊牌动画;
void checkSpecialTypeAni();
//特殊牌动画播放完成;
void specialTypeAniFinished();
//检测是否有全垒打动画;
void checkKillAllAni();
//全垒打动画播放完成;
void killAllAniFinished();
void oneShootFinished(tagSSSTwoGunInfos* pGunInfos);
//打枪加分动画结束;
void shootScoreAniFinished();
//更新牌类型按钮状态;
void updateCardTypeButtons();
//禁用牌类型按钮状态;
void disableCardTypeButtons();
// 获到性别字符串;
std::string getUserGender(int cbGender);
// 播放发牌声音;
void playSendCardEffect();
// 播放特殊牌型声音;
void playSpecialTypeEffect(uint8 cbGender, uint8 cbCardType);
// 播放快捷语音;
void playFastVoice(int cbGender, int voiceIndex);
// 播放音效;
void playEffect(std::string strPath);
// 播放点击音效;
void playBtnClickEffect();
//发牌结束;
void sendSendCardOverMsg();
//开牌操作;
void sendOpenCardMsg();
//比牌完成;
void sendCompareOverMsg();
//显示当前手牌;
void showCurHandCard(uint8 cbCardCount);
//显示庄家图标;
void showBankerIcon();
// 设置状态;
void setOperateStatus(SSS_OPERATE_STATUS ops);
//牌型A32转32A;
bool cardTypeTo32A(const uint8 arySrcCardData[SSS_MAX_ITEM_COUNT], const uint8 cbCardCount, uint8* aryTargetCardData, const uint8 cbTargetCardCount);
//检测扑克牌摆放规则;
bool checkCardPutRule();
// 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;
bool m_bClassicRule; //是否是经典规则;
uint8 _cbGameStatus; //游戏状态;
uint16 _wBuildCardTime; //配置时间;
uint16 _wRobBankerTime; //抢庄时间;
uint16 _wUserChipTime; //下注时间;
SCORE _iBaseScore; //底注;
uint8 _cbSendCardCount; //发牌数量;
uint16 _wBankerUser; //庄家玩家;
uint8 _cbCurOpenCardAniIndex; //当前播放动画索引;
uint16 _wSelfSpecialType; //特殊牌型;
uint16 _wKillAllUserChairID; //全垒打用户椅子号;
uint8 _aryActiveStatus[SSS_GAME_PLAYER]; //玩家手牌状态;
uint8 _aryHandCardData[SSS_HAND_CARD_COUNT]; //手牌数据;
uint16 _arySpecialType[SSS_GAME_PLAYER]; //特殊牌类型;
int _arySpecialCompareResult[SSS_GAME_PLAYER]; //特殊牌型比较结果;
int _aryThreeKillResult[SSS_GAME_PLAYER]; //全垒打加减分;
uint8 _aryTricksFrontCard[SSS_MIN_ITEM_COUNT];
uint8 _aryTricksMidCard[SSS_MAX_ITEM_COUNT];
uint8 _aryTricksBackCard[SSS_MAX_ITEM_COUNT];
uint8 _aryFrontCard[SSS_GAME_PLAYER][SSS_MIN_ITEM_COUNT]; //玩家前墩;
uint8 _aryMidCard[SSS_GAME_PLAYER][SSS_MAX_ITEM_COUNT]; //玩家中墩;
uint8 _aryBackCard[SSS_GAME_PLAYER][SSS_MAX_ITEM_COUNT]; //玩家后墩;
//界面;
Node* m_rootNode; //场景;
Layout* _MainPanel;
ImageView* _imgRoomInfo;
Layout* _RoundPanel;
Text* _txtRoomID;
Text* _txtRoomRule;
Text* _txtJushu;
Layout* _ButtonPanel;
Layout* _SendCardPanel;
Button* _btnInvite;
Button* _btnDismiss;
Button* _btnLeave; // 离开按钮;
Button* _btnVoice;
Button* _btnChat;
Button* _btnStartGame;
Layout* _RobPanel; // 抢庄面板;
Layout* _YaZhuPanel; // 压注面板;
Button* _btnRobYes; // 抢庄;
Button* _btnRobNo; // 不抢庄;
Button* _aryButtonScore[3]; // 压注按钮;
Layout* _SpecialPanel;
Layout* _OperatePanel;
SSSOperateCardPanel* _OperateCardPanel;
SSSOpenResultScene* _OpenResultScene;
Layout* _aryTricksCardPanel[SSS_GROUP_COUNT];
Button* _aryButtonRechoose[SSS_GROUP_COUNT];
Sprite* _arySprCardType[SSS_GROUP_COUNT];
Sprite* _arySprCardShadow[SSS_GROUP_COUNT];
Sprite* _sprSpecialType;
Button* _btnRefuseCards;
Button* _btnCommitSpecial;
Button* _btnCompare;
Button* _btnReset;
Button* _btnRandomCard;
Button* _btnDuiZi;
Button* _btnLiangDui;
Button* _btnSanTiao;
Button* _btnShunZi;
Button* _btnTongHua;
Button* _btnHuLu;
Button* _btnTieZhi;
Button* _btnTongHuaShun;
Text* _txtTip;
Sprite* _imgOperClock;
Sprite* _imgGameClock;
Sprite* _imgQualifiedTips; // 头道小于中道提示;
Sprite* _sprOtherCallBanker;
Sprite* _sprOtherAddScore;
Sprite* _sprSelfAddScore;
Layout* _ResultPanel;
Button* _btnReady;
Button* _btnPrivateEnd;
Armature* _pArmatureStart; // 开始动画;
Armature* _pArmatureResult; // 胜负动画;
Armature* _pArmaAllKillEffect; // 全垒打动画;
TextAtlas* _pTxtResultScore[SSS_GAME_PLAYER];
//TextAtlas* _pTxtXinScore[SSS_GAME_PLAYER];
SSS_GamePlayer* m_aryPlayer[SSS_GAME_PLAYER]; //玩家;
SSS_GamePlayer* m_pLocalPlayer;
std::string m_strGameRuleInfo;
std::string m_strGameTitle;
Vec2 _ptSendCardPos; // 发牌位置;
std::vector<tagSSSOpenResultItem> _aryResultItem;
//std::vector<tagSSSOpenScore> _aryOpenScoreList;
CGameOverAni* m_GameOverAni;
tag13SAnalyseType m_AnalyseType;
C13SGameLogic m_GameLogic;
SSS_CMD_S_GameEnd m_GameEnd;
// 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;
};
};
}