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PlayUI.js
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PlayUI.js
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/**
* 开始游戏,负责发牌洗牌,抢地主
*/
var PlayUI = qc.defineBehaviour('qc.engine.PlayUI', qc.Behaviour, function() {
// need this behaviour be scheduled in editor
this.startBtn = null;
/**
* 用于抢地主
*/
//当前最高分
this.currentScore = 0;
//当前次数
this.round = 0;
//当前地主
this.currentLandlord = null;
this.dealTimer = null;
window.playUI = this;
}, {
startBtn : qc.Serializer.NODE,
ownCardContainer : qc.Serializer.NODE,
hiddenContainer : qc.Serializer.NODE,
cardPrefab: qc.Serializer.PREFAB,
msgPrefab: qc.Serializer.PREFAB,
scoreOne : qc.Serializer.NODE,
scoreTwo : qc.Serializer.NODE,
scoreThree : qc.Serializer.NODE,
scoreZero : qc.Serializer.NODE,
scorePanel : qc.Serializer.NODE,
ratePanel: qc.Serializer.NODE,
leftPlayerArea : qc.Serializer.NODE,
rightPlayerArea : qc.Serializer.NODE,
ownPlayerArea : qc.Serializer.NODE,
exitBtn : qc.Serializer.NODE,
mainScene : qc.Serializer.STRING
});
// Called when the script instance is being loaded.
PlayUI.prototype.awake = function() {
var self = this;
//指定玩家区域
self.leftPlayerArea.getScript('qc.engine.PlayerUI').player = G.leftPlayer;
self.rightPlayerArea.getScript('qc.engine.PlayerUI').player = G.rightPlayer;
self.ownPlayerArea.getScript('qc.engine.PlayerUI').player = G.ownPlayer;
self.reDrawScore();
//事件
self.addListener(self.startBtn.onClick, self.startGame, self);
self.addListener(self.scoreOne.onClick, function(){
self.playerProvideScore(1);
}, self);
self.addListener(self.scoreTwo.onClick, function(){
self.playerProvideScore(2);
}, self);
self.addListener(self.scoreThree.onClick, function(){
self.playerProvideScore(3);
}, self);
self.addListener(self.scoreZero.onClick, function(){
self.playerProvideScore(4);
}, self);
self.addListener(self.exitBtn.onClick, function(){
if(self.dealTimer){
self.game.timer.remove(self.dealTimer);
self.dealTimer = null;
}
self.game.state.load(self.mainScene, false, function() {
// 啥都不干
}, function() {
console.log(self.mainScene + '场景加载完毕。');
});
}, self);
};
//开始游戏
PlayUI.prototype.startGame = function (){
var self = this;
//清空玩家的牌
for (var i = 0; i < G.currentCards.length ; i++) {
G.currentCards[i].destroy();
}
//清空原牌组
G.currentCards = [];
G.hiddenCards = [];
G.ownPlayer.cardList = [];
G.leftPlayer.cardList =[];
G.rightPlayer.cardList = [];
//还原抢地主数据
self.currentScore = 0;
self.round = 0;
self.currentLandlord = null;
self.scorePanel.text = '0';
self.ratePanel.text = '1';
self.ownPlayerArea.getScript('qc.engine.PlayerUI').headPic.visible = false;
self.leftPlayerArea.getScript('qc.engine.PlayerUI').headPic.visible = false;
self.rightPlayerArea.getScript('qc.engine.PlayerUI').headPic.visible = false;
self.reDraw();
self.startBtn.visible = false;
window.landlordUI.roundWinner = null;
window.landlordUI.hideBtn();
window.landlordUI.cleanAllPlayArea();
window.landlordUI.cue.visible = false;
//还原底牌
for (i = 0; i < self.hiddenContainer.children.length; i++) {
self.hiddenContainer.children[i].frame = 'bg.jpg';
}
//重新发牌
self.dealCards();
};
/**
* 抢地主阶段
* @method robLandlord
*/
PlayUI.prototype.robLandlord = function (){
var self = this;
//随机获取从哪一家开始
var fb = G.gameRule.random(1,3);
var firstPlayer = fb === 1 ? G.ownPlayer : (fb == 2 ? G.rightPlayer : G.leftPlayer);
self.provideScore(firstPlayer);
};
/**
* 轮换叫分
* @method robLandlord
*/
PlayUI.prototype.provideScore = function(player){
var self = this;
if(player.isAI){//AI玩家随机出分
self.scoreThree.visible = false;
self.scoreTwo.visible = false;
self.scoreOne.visible = false;
self.scoreZero.visible = false;
self.game.timer.add(1000, function (){
var s = (new AILogic(player)).judgeScore();
var area = player.nextPlayer.isAI ? window.landlordUI.rightCards : window.landlordUI.leftCards;
if(s < 4 && s > self.currentScore){//小于3分
console.info(player.name + ":叫" + s);
self.currentScore = s;
self.scorePanel.text = s + '';
self.currentLandlord = player;
//根据下家是否是AI判断他的出牌区
for (var i = 0; i < area.children.length; i++) {//清空
area.children[i].destroy();
}
var mesg = self.game.add.clone(self.msgPrefab, area);
mesg.text = s + '分';
if(s === 3){//三分,得地主
self.setLandlord(player);
return;
}
} else {
var mesg = self.game.add.clone(self.msgPrefab, area);
mesg.text = '不叫';
console.info(player.name + "没有叫分抢地主");
}
if(++self.round === 3){//已经三次不再进行
if(self.currentLandlord){//有叫分的得地主
self.setLandlord(self.currentLandlord);
} else {//没有叫分,重新发牌
self.showRestartMesg();
self.startGame();
}
} else {
self.provideScore(player.nextPlayer);
}
});
} else {
self.scoreZero.visible = true;
self.scoreThree.visible = true;
if(self.currentScore < 2)
self.scoreTwo.visible = true;
if(self.currentScore < 1)
self.scoreOne.visible = true;
}
};
/**
* 玩家给分(抢地主)
* @method function
* @return {[type]} [description]
*/
PlayUI.prototype.playerProvideScore = function(score){
var self = this;
if(score < 4){//小于3分
self.currentScore = score;
self.scorePanel.text = score + '';
self.currentLandlord = G.ownPlayer;
var mesg = self.game.add.clone(self.msgPrefab, window.landlordUI.ownCards);
mesg.text = score + '分';
if(score === 3){//三分,得地主
self.setLandlord(G.ownPlayer);
return;
}
} else {
var mesg = self.game.add.clone(self.msgPrefab, window.landlordUI.ownCards);
mesg.text = '不叫';
}
if(++self.round === 3){//已经三次不再进行
if(self.currentLandlord){//有叫分的得地主
self.setLandlord(self.currentLandlord);
} else {//没有叫分,重新发牌
self.showRestartMesg();
self.startGame();
}
} else {
self.provideScore(G.ownPlayer.nextPlayer);
}
};
//发牌
PlayUI.prototype.dealCards = function (){
var self = this,
cards = G.cardMgr.getNewCards();
//抽三张底牌
for (var i = 0; i < 3; i++) {
G.hiddenCards.push(self.getOneCard(cards));
//G.hiddenCards.push(cards.splice(0,1)[0]);
}
//总牌数
var total = 17;
var deal = function (){
//左边电脑玩家发牌
card = self.getOneCard(cards);
G.leftPlayer.cardList.push(card);
var c = self.game.add.clone(self.cardPrefab, self.leftPlayerArea.getScript('qc.engine.PlayerUI').cardContainer);
c.visible = true;
c.interactive = false;
//c.frame = card.icon;
//右边电脑玩家发牌
card = self.getOneCard(cards);
G.rightPlayer.cardList.push(card);
c = self.game.add.clone(self.cardPrefab, self.rightPlayerArea.getScript('qc.engine.PlayerUI').cardContainer);
c.visible = true;
c.interactive = false;
//c.frame = card.icon;
//左边电脑玩家发牌
//玩家的牌
card = self.getOneCard(cards);
G.ownPlayer.cardList.push(card);
self.insertOneCard(card);
if ( --total > 0) {
self.dealTimer = self.game.timer.add(200, deal);
} else {
G.leftPlayer.cardList.sort(G.gameRule.cardSort);
G.rightPlayer.cardList.sort(G.gameRule.cardSort);
G.ownPlayer.cardList.sort(G.gameRule.cardSort);
for (i = 0; i < G.currentCards.length; i++) {
G.currentCards[i].getScript('qc.engine.CardUI').isSelected = false;
}
//进入抢地主阶段
self.robLandlord();
}
};
deal();
/*
//造牌
G.hiddenCards = [
{icon: 'j1.jpg', type: '0', val: 17},
{icon: 'j2.jpg', type: '0', val: 16},
{icon: 't1.jpg', type: '1', val: 14}
];
G.ownPlayer.cardList = [
{icon: 'k9.jpg', type: '4', val: 9},
{icon: 'h10.jpg', type: '3', val: 10},
{icon: 'k11.jpg', type: '4', val: 11},
{icon: 'h12.jpg', type: '3', val: 12},
{icon: 'k13.jpg', type: '4', val: 13},
{icon: 't1.jpg', type: '1', val: 14},
{icon: 't2.jpg', type: '1', val: 15}
];
for (var k = 0; k < G.ownPlayer.cardList.length; k++) {
self.insertOneCard(G.ownPlayer.cardList[k]);
}
G.rightPlayer.cardList = [
{icon: 'x4.jpg', type: '2', val: 4},
{icon: 't5.jpg', type: '1', val: 5},
{icon: 'x6.jpg', type: '2', val: 6},
{icon: 't7.jpg', type: '1', val: 7},
{icon: 't8.jpg', type: '1', val: 8},
{icon: 't2.jpg', type: '1', val: 15}
];
G.leftPlayer.cardList = [
{icon: 'x7.jpg', type: '2', val: 7},
{icon: 'x8.jpg', type: '2', val: 8},
{icon: 'x9.jpg', type: '2', val: 9},
{icon: 't5.jpg', type: '1', val: 5},
{icon: 't6.jpg', type: '1', val: 6},
{icon: 'h11.jpg', type: '3', val: 11}
];
*/
/*
{icon: 't3.jpg', type: '1', val: 3},
{icon: 't4.jpg', type: '1', val: 4},
{icon: 'x3.jpg', type: '2', val: 3},
{icon: 't9.jpg', type: '1', val: 9},
{icon: 'h3.jpg', type: '3', val: 3},
{icon: 'k3.jpg', type: '4', val: 3},
{icon: 'h4.jpg', type: '3', val: 4},
{icon: 't11.jpg', type: '1', val: 11},
{icon: 'x11.jpg', type: '2', val: 11}
{icon: 't2.jpg', type: '1', val: 15},
{icon: 'h9.jpg', type: '3', val: 9},
{icon: 'k7.jpg', type: '4', val: 7},
{icon: 'x1.jpg', type: '2', val: 14},
{icon: 'k12.jpg', type: '4', val: 12},
{icon: 'x12.jpg', type: '2', val: 12}
];
{icon: 'h1.jpg', type: '3', val: 14},
{icon: 'h2.jpg', type: '3', val: 15},
{icon: 'k1.jpg', type: '4', val: 14},
{icon: 'k2.jpg', type: '4', val: 15},
{icon: 'k4.jpg', type: '4', val: 4},
{icon: 'k6.jpg', type: '4', val: 6},
{icon: 'k8.jpg', type: '4', val: 8},
G.leftPlayer.cardList.sort(G.gameRule.cardSort);
G.rightPlayer.cardList.sort(G.gameRule.cardSort);
G.ownPlayer.cardList.sort(G.gameRule.cardSort);
self.robLandlord();
*/
};
//抽取牌组中的一张牌
PlayUI.prototype.getOneCard = function (cards){
var self = this;
return cards.splice(self.game.math.random(0,cards.length - 1) ,1)[0];
};
//设置地主
PlayUI.prototype.setLandlord = function(player){
var self = this;
self.scorePanel.text = self.currentScore + '';
self.scoreThree.visible = false;
self.scoreTwo.visible = false;
self.scoreOne.visible = false;
self.scoreZero.visible = false;
//显示底牌
var oldHiddenCard = self.hiddenContainer.children;
for (var i = 0; i < self.hiddenContainer.children.length; i++) {
self.hiddenContainer.children[i].frame = G.hiddenCards[i].icon;
}
//self.startBtn.visible = false;
//设置地主及农民信息
G.ownPlayer.isLandlord = false;
G.leftPlayer.isLandlord = false;
G.rightPlayer.isLandlord = false;
player.isLandlord = true;
self.setAIStation(self.leftPlayerArea, G.leftPlayer.isLandlord);
self.setAIStation(self.rightPlayerArea, G.rightPlayer.isLandlord);
self.ownPlayerArea.getScript('qc.engine.PlayerUI').headPic.frame = G.ownPlayer.isLandlord ? 'landlord.png' : 'peasant.png';
self.ownPlayerArea.getScript('qc.engine.PlayerUI').headPic.visible = true;
//把底牌给地主
player.cardList = player.cardList.concat(G.hiddenCards);
player.cardList.sort(G.gameRule.cardSort);
self.reDraw();
if(!player.isAI){//不是AI需要重新渲染牌组
for (i = 0; i < G.hiddenCards.length; i++) {
self.insertOneCard(G.hiddenCards[i]);
}
}
for (i = 0; i < G.currentCards.length; i++) {
G.currentCards[i].getScript('qc.engine.CardUI').isSelected = false;
}
console.info('本轮地主是' + player.name);
//由地主开始出牌
window.landlordUI.cleanAllPlayArea();
window.landlordUI.playCard(player);
};
/**
* 给玩家牌组加入一张牌
* @method insertOneCard
* @return {[type]} [description]
*/
PlayUI.prototype.insertOneCard = function (card){
var self = this,
insertIndex = 0;
if(G.currentCards.length != 0 && G.gameRule.cardSort(card, G.currentCards[0]) === 1){//比第一张牌小才需要查询
for (var j = 0; j < G.currentCards.length; j++) {//查询新的牌应放置的位置
var _curr = G.currentCards[j].getScript('qc.engine.CardUI').info,
_next = null;
if( j < G.currentCards.length - 1){
_next = G.currentCards[j + 1].getScript('qc.engine.CardUI').info;
}
if(G.gameRule.cardSort(card, _curr) === 1 && ((_next && G.gameRule.cardSort(card, _next) === -1) || !_next)){
insertIndex = j + 1;
break;
}
}
}
var c = self.game.add.clone(self.cardPrefab, self.ownCardContainer);
c.getScript('qc.engine.CardUI').show(card, true);
self.ownCardContainer.setChildIndex(c, insertIndex);
G.currentCards.splice(insertIndex, 0, c);
};
/**
* 显示AI玩家身份头像
* @property playerNode节点
* @property flag 是否是地主
* @method setAIStation
*/
PlayUI.prototype.setAIStation = function (playerNode, flag){
var node = playerNode.getScript('qc.engine.PlayerUI');
node.headPic.frame = flag ? 'landlord.png' : 'peasant.png';
node.headPic.visible = true;
};
/**
*
* 重绘页面信息:电脑卡牌数量
*/
PlayUI.prototype.reDraw = function (){
var self = this;
//设置电脑玩家牌数量
var reDrawDiff = function (container, len){
var diff = container.children.length - len;//G.leftPlayer.cardList.length;
if(diff > 0){
for (var i = 0; i < diff; i++) {
container.removeChild(container.children[0]);
}
} else {
diff = -diff;
for (var i = 0; i < diff; i++) {
var c = self.game.add.clone(self.cardPrefab, container);
c.visible = true;
c.interactive = false;
}
}
};
reDrawDiff(self.leftPlayerArea.getScript('qc.engine.PlayerUI').cardContainer, G.leftPlayer.cardList.length);
reDrawDiff(self.rightPlayerArea.getScript('qc.engine.PlayerUI').cardContainer, G.rightPlayer.cardList.length);
//self.rightPlayerArea.getScript('qc.engine.PlayerUI').cardCount.text = G.rightPlayer.cardList.length + '';
};
PlayUI.prototype.reDrawScore = function(){
var self = this;
var own = self.ownPlayerArea.getScript('qc.engine.PlayerUI'),
left = self.leftPlayerArea.getScript('qc.engine.PlayerUI'),
right = self.rightPlayerArea.getScript('qc.engine.PlayerUI');
own.playerScore.text = own.player.score + '分';
left.playerScore.text = left.player.score + '分';
right.playerScore.text = right.player.score + '分';
};
/**
* 显示AI牌
*/
PlayUI.prototype.showAICards = function (){
var self = this,
leftCantainer = self.leftPlayerArea.getScript('qc.engine.PlayerUI').cardContainer,
rightCantainer = self.rightPlayerArea.getScript('qc.engine.PlayerUI').cardContainer;
for (var i = 0; i < leftCantainer.children.length; i++) {
leftCantainer.children[i].frame = G.leftPlayer.cardList[i].icon;
}
for (i = 0; i < rightCantainer.children.length; i++) {
rightCantainer.children[i].frame = G.rightPlayer.cardList[i].icon;
}
};
/**
*
* 显示重新开始的提示语句
*/
PlayUI.prototype.showRestartMesg = function (){
var self = this,
cue = window.landlordUI.cue;
cue.text = G.gameRule.MSG_NO_ROROB_RESTART;
cue.visible = true;
self.game.timer.add(1500, function(){
cue.visible = false;
});
};
// Called every frame, if the behaviour is enabled.
//PlayUI.prototype.update = function() {
//
//};