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

161 lines
3.6 KiB
C++

#pragma once
#include "cocos2d.h"
#include "cocostudio/CocoStudio.h"
#include "cocostudio/CCArmature.h"
#include "ui/CocosGUI.h"
#include "GamePlayer.h"
#include "ZJH_CMD.h"
USING_NS_CC;
using namespace cocostudio;
using namespace std;
using namespace ui;
class ZJHGamePlayer : public GamePlayer
{
public:
ZJHGamePlayer(WORD wViewID, Layout* pRootLayout);
~ZJHGamePlayer();
//初始化;
virtual bool init();
public:
//玩家状态改变;
void upPlayerState();
//玩家进入;
virtual void PlayerEnter();
//玩家离开;
virtual void PlayerLeave();
//显示玩家聊天内容;
virtual void showChatInfo(const std::string strChatString);
//显示语音气泡;
virtual void showVoiceBubble();
//隐藏语音气泡;
virtual void hideVoiceBubble();
public:
//重置界面;
void resetUI(bool bAll = false);
//玩家信息可见性;
void setInfoVisible(bool bVisible);
//设置是否为房主;
void setOwner(bool bOwenr);
//设置准备状态;
void setReadyVisible(bool bVisible);
//设置断线状态;
void setOfflineVisible(bool bVisible);
//获取头像;
Sprite* getHeadSprite() { return m_pSprHead; }
//开启时钟;
void openClock(float fTime);
//关闭时钟;
void closeClock();
//设置选择比牌按钮状态;
void setCompareVisible(bool bVisible);
//设置选择比牌按钮点击回调;
void setCompareClickCallback(const std::function<void(uint16)>& callback);
//设置选择看牌按钮状态;
void setLookCardVisible(bool bVisible);
//设置选择看牌按钮点击回调;
void setLookCardClickCallback(const Widget::ccWidgetClickCallback& callback);
//显示操作提示;
void showOperateTip(uint32 dwOper, int nData);
//显示背牌;
void showBackCard();
//显示牌类型;
void showCardType(uint8 cbCardType);
//显示牌类型;
void showCardTypeEx(uint8 cbCardType);
//隐藏牌类型;
void hideCardTypeEx();
//增加牌;
void addOneCard(uint8 cbData, uint8 cbIndex);
//设置总下注;
void setAllChip(SCORE lChip);
//设置加注;
void setAddChip(SCORE lChip);
//更新积分;
void updateScore();
//显示牌;
void showCard(uint8 aryCardData[ZJH_MAX_COUNT]);
//显示手牌状态;
void showHandStatus(uint8 cbHandStatus);
//隐藏手牌状态;
void hideHandStatus();
//获取头像位置;
const Vec2 getHeadPos();
//获取手牌位置;
const Vec2 getHandCardPos(uint8 cbIndex);
//增加子节点;
void addChild(Node* pNode);
//转换到世界坐标系;
Vec2 convertToWorldSpace(const Vec2& nodePoint) const;
private:
//点击比牌按钮;
void onCompareButtonClick(Ref* pSender);
private:
bool m_bReady; // 是否准备了;
uint8 m_cbViewID; // 视图ID;
Layout* m_pRootLayout; // 根节点;
Text* m_pTxtNickName; // 昵称;
Text* m_pTxtScore; // 积分;
ImageView* m_pImgChatView; // 聊天框背景;
Text* m_pTxtChatInfo; // 聊天内容;
Node* m_pVoiceBubble; // 语音气泡;
Sprite* m_pSprVoiceAni; // 语音动画;
Sprite* m_pSprAllAddChip; // 已下注精灵;
Text* m_pTxtAllAddChip; // 已下注文本;
Sprite* m_pSprCurAddChip; // 当前加注精灵;
Text* m_pTxtCurAddChip; // 当前加注文本;
Button* m_pBtnUserHead; // 头像按钮;
Button* m_pBtnCompareCard; // 比牌按钮;
Button* m_pBtnLookCard; // 看牌按钮;
Sprite* m_pSprHead; // 头像;
Sprite* m_pSprOffline; // 断线标志;
Sprite* m_pSprOwner; // 房主标志;
Sprite* m_pSprReady; // 准备标志;
Sprite* m_pSprStatus; // 状态标志;
TextBMFont* m_pTxtOperTip; // 操作提示;
Vec2 m_ptInitOperTip; // 提示文字初始位置;
Armature* m_pArmatureCardType; // 类型动画;
Armature* m_pArmatureSelect; // 选择动画;
Layout* m_aryPanelHandCard;
Sprite* m_arySpriteCard[ZJH_MAX_COUNT];
Sprite* m_sprCardType;
ProgressTimer* m_pProgressTimer;
Sprite* m_pSprTimeOut;
uint8 m_aryCardData[ZJH_MAX_COUNT];
std::function<void(uint8)> _fnCompareCardSelect;
};