--- --- Created by 谌建军. --- DateTime: 2017/12/13 17:04 --- local EXPlayerPokerInfoView = import('.EXPlayerPokerInfoView') local EXCardType = import('.EXCardType') local EXCardCheck = import(".CardCheck") local CardView = { btn_card = nil, -- 牌号码 (大小) card_code_number = 0, -- 牌号码 (花色) card_code_flower = 0, -- 索引 index = 0 } local function NewCardView(card, cardcodenum, cardcodeflower) local self = {} setmetatable(self, { __index = CardView }) self.btn_card = card self.card_code_number = cardcodenum self.card_code_flower = cardcodeflower self.card_isTouchable = 0 return self end local function tableSortNumber(a, b) return a.card_code_number > b.card_code_number end local EXPlayerSelfPokerInfoView = { _view = nil, _mainView = nil, _mask_liangpai = nil } local M = EXPlayerSelfPokerInfoView function M.new(view, mainView) setmetatable(M, { __index = EXPlayerPokerInfoView }) local self = setmetatable({}, { __index = M }) self._view = view self._mainView = mainView self.gameCtr = ControllerManager.GetController(GameController) self:init() return self end function M:init() self.Reset = false self.ctr_outpoker = self._view:GetController('output') self.outpoker_list = self._view:GetChild('out_card_list') self.item_data = json.decode(self._view:GetChild('area_mask').text) self.out_card_data = self.item_data['outcard_list'] self.hand_card_list = self._view:GetChild('hand_card_list') self.ctr_hand_card_pos = self._view:GetChild('hand_card_list') self._mask_liangpai = self._view:GetChild('mask_liangpai') self.card_width = 171 self.cards_view = self._view:GetChild('hand_poker_c') self.card_list = {} self.out_card_list = {} self.touchMoveFun = handler(self, self.TouchMoving) self.ctr_put_card_option = self._view:GetController('out_card_option') self.ctr_piao = self._view:GetController('piao') self.ctr_piao_value = self._view:GetController('piao_value') self.ctr_put_error = self._view:GetController('put_error') self.put_error_text = self._view:GetChild('put_error') self.ctr_select_card_type = self._view:GetController('select_card_type') self.select_card_type_view = self._view:GetChild('choose_type') self.text_bomb_score = self._view:GetChild('Score') self.ani_bomb_score = self._view:GetTransition('score') self.ani_result_score = self._view:GetTransition('score_1') self.send_card = {} self.tips_click_count = 0 self:BtnEvent() ------------------------------lingmeng------------------------ self.touchMoveEndFun = handler(self, self.TouchMoveEnd) self._view_handCard = self._view:GetChild('List_HandCard') self._view_Out = self._view:GetChild('List_Out') self._cardCheck = EXCardCheck:InitFlag() self._ctr_time_clock = self._view:GetController('time_clock') self._view_comp_clock = self._view:GetChild('Comp_Clock') -------------------------------------------------------------- end function M:InitPoker(pokerList, isPlayAni, open) if self.cor_init_poker ~= nil then coroutine.stop(self.cor_init_poker) end -- -- print(vardump(self.card_list)) self.cor_init_poker = nil self.card_list = {} self.newCard_list = {} self._ctr_canSendCard.selectedIndex = 0 self._flag_ruleCard = false self._view_handCard:RemoveChildren(0, -1, true) self.scaleW = (GRoot.inst.width * 0.85 - self._view_handCard.columnGap * 14) / 15 self.scaleH = self.scaleW * 1.3 if isPlayAni == true then self.cor_init_poker = coroutine.start( function() self._mainView._popEvent = false if self._mainView._rightPanelView._settingView ~= nil then self._mainView._rightPanelView._settingView:SetBtnDismissRoomEnable(false) end table.sort(pokerList) table.sort(self.card_list, tableSortNumber) for i = #pokerList, 1, -1 do if pokerList[i] == 403 then self._flag_ruleCard = true end local card_number_code = self:ChangeOneCodeByFrom(pokerList[i]) local card_flower_code = pokerList[i] -- local btn_card = self:CreatPoker(card_number_code, cs, open) local btn_card = self._view_handCard:AddItemFromPool() self:FillPoker(btn_card, "", card_number_code) btn_card.alpha = 0 btn_card.touchable = false local card_view = NewCardView(btn_card, card_number_code, card_flower_code) self.card_list[#self.card_list + 1] = card_view btn_card.data = card_view self:AddTouchMoveEvent(self._view_handCard) if i == #pokerList then for j = 1, #self.card_list do local card = self.card_list[j] card.btn_card.touchable = true if open ~= 1 then -- body self:AddCardTouchEvent(card) end end end end for j = #self.card_list, 1, -1 do local card_view = self.card_list[j] card_view.index = j card_view.btn_card:TweenMove(self:GetHandCardPos(j, #self.card_list), 0.10) DSTween.To( 0.7, 1, 0.1, function(value) card_view.btn_card:SetScale(value, value) end ) DSTween.To( 0.7, 1, 0.1, function(value) card_view.btn_card.alpha = value end ) card_view.btn_card.alpha = 1 end self._mainView._popEvent = true if self._mainView._rightPanelView._settingView ~= nil then self._mainView._rightPanelView._settingView:SetBtnDismissRoomEnable(true) end end ) else for i = #pokerList, 1, -1 do if not self.newCard_list[pokerList[i] % 100] then self.newCard_list[pokerList[i] % 100] = {} end self.newCard_list[pokerList[i] % 100][math.floor(pokerList[i] / 100)] = (self.newCard_list[pokerList[i] % 100][math.floor(pokerList[i] / 100)] or 0) + 1 end self:UpdateHandCardsPos() end end function M:updatePoker() local templist = {} for i = 1, #self.card_list do templist[#templist + 1] = self.card_list[i].card_code_flower end self:InitPoker(templist, false, 0) end function M:AddTouchMoveEvent(list) local send_card = {} -- list.onTouchBegin:Set( -- function(context) -- self.send_card = {} -- if list.touchable == false then -- return -- end -- local xy = self._view_handCard:GlobalToLocal(Vector2.New(context.inputEvent.x, context.inputEvent.y)) -- self.touchBegin = xy -- Stage.inst.onTouchMove:Add(self.touchMoveFun) -- Stage.inst.onTouchEnd:Add(self.touchMoveEndFun) -- end -- ) end function M:AddCardTouchEvent(card) card.btn_card.onTouchBegin:Set( function(context) if card.btn_card.touchable == false then return end local cardList = card.fatherList local touchIndex = cardList:GetChildIndex(card.btn_card) self._SendCards = {} self.touchCard = card self.touchIndex = touchIndex for i = 0, touchIndex do local oncard = cardList:GetChildAt(i) self:SetBtnCardColor(oncard.data, 1) if oncard.data.zha then for j = 1, 4 do table.insert(self._SendCards, oncard.data.card_code_flower) end else table.insert(self._SendCards, oncard.data.card_code_flower) end end local xy = self.touchCard.fatherList:GlobalToLocal(Vector2.New(context.inputEvent.x, context.inputEvent.y)) self.touchBegin = xy - card.btn_card.xy Stage.inst.onTouchMove:Add(self.touchMoveFun) Stage.inst.onTouchEnd:Add(self.touchMoveEndFun) end ) end function M:zhizhanxuanpai() --智障选牌 -- body local temp_send_card = {} for i = 1, #self.send_card do if self.send_card[i] ~= self.send_card[i - 1] then -- body temp_send_card[#temp_send_card + 1] = self.send_card[i] end end local card_map, max_key = self:GetCardMapAndMaxKey(temp_send_card) local list_ones = self:CheckOnes(card_map) if list_ones ~= nil and #list_ones > 0 then for i = 1, #self.card_list do self:UpdateCardMove(self.card_list[i].btn_card, false, false) end for i = 1, #self.send_card do for j = 1, #list_ones do if self.send_card[i] == list_ones[j][1] then -- body self:UpdateCardMove(self.send_card[i].btn_card, true, false) end end end return list_ones else return {} end end function M:TouchMoving(context) if self._view_handCard == nil then return end local send_card1 = {} local xy = self.touchCard.fatherList:GlobalToLocal(Vector2.New(context.inputEvent.x, context.inputEvent.y)) for i = self.touchIndex, 0, -1 do local oncard = self.touchCard.fatherList:GetChildAt(i) oncard.xy = xy - self.touchBegin - Vector2.New(0, (self.scaleH + self.linegap) * (self.touchIndex - i)) end -- for i = 1, self._view_handCard.numItems do -- local card = self._view_handCard:GetChildAt(i - 1).data -- if card.btn_card.touchable == false or card.card_isTouchable == 1 then -- else -- if -- (card.btn_card.x + oneCardWidth > min_x or (i == #self.card_list and card.btn_card.x + CardWidth > min_x)) -- and card.btn_card.x < max_x -- then -- self:SetBtnCardColor(card, 1) -- if #send_card1 == 0 then -- send_card1[1] = card -- end -- if send_card1[#send_card1] ~= card then -- send_card1[#send_card1 + 1] = card -- end -- else -- self:SetBtnCardColor(card, 0) -- end -- end -- end -- self.send_card = send_card1 end function M:TouchMoveEnd(context) local linexy = self._view_handCard:GlobalToLocal(Vector2.New(context.inputEvent.x, context.inputEvent.y)) local allcards = {} for k, v in pairs(self.newCard_list) do for k1, v1 in pairs(v) do if v1 > 0 then for i = 1, v1 do local card_flower_code = k1 * 100 + k table.insert(allcards, card_flower_code) end end end end if linexy.y < self._view:GetChild('n82').y then self.gameCtr:SendCard(self._SendCards, allcards) else if self.touchCard.card_code_flower % 100 < 3 then for i = self._view_handCard.numItems - 1, 0, -1 do local oneCardList = self._view_handCard:GetChildAt(i):GetChild('list') local listxy = oneCardList:GlobalToLocal(Vector2.New(context.inputEvent.x, context.inputEvent.y)) if listxy.x > 0 and oneCardList:GetChildAt(0).data.card_code_flower % 100 > 2 then for i = 0, oneCardList.numItems - 1 do local oncard = oneCardList:GetChildAt(i) if oncard.data.zha then for j = 1, 4 do table.insert(self._SendCards, oncard.data.card_code_flower) end else table.insert(self._SendCards, oncard.data.card_code_flower) end end self.gameCtr:SendCard(self._SendCards, allcards) break end end end end for i = 0, self.touchIndex do local oncard = self.touchCard.fatherList:GetChildAt(i) self:SetBtnCardColor(oncard.data, 0) oncard.xy = Vector2.New(0, (self.scaleH + self.linegap) * i) end -- local fristCard = self._view_handCard:GetChildAt(0) -- local CardWidth = fristCard.width -- local columnGap = self._view_handCard.columnGap -- local oneCardWidth = CardWidth + columnGap -- local xy = fristCard:GlobalToLocal(Vector2.New(context.inputEvent.x, context.inputEvent.y)) -- local downCards = #self.card_list Stage.inst.onTouchMove:Remove(self.touchMoveFun) Stage.inst.onTouchEnd:Remove(self.touchMoveEndFun) -- local max_x -- local min_x -- if xy.x - self.touchBegin.x > 0 then -- max_x = xy.x -- min_x = self.touchBegin.x -- else -- max_x = self.touchBegin.x -- min_x = xy.x -- end -- for k = 1, self._view_handCard.numItems do -- local card = self._view_handCard:GetChildAt(k - 1).data -- table.insert(currentCard, card.card_code_flower) -- if not card.btn_card.selected then -- downCards = downCards - 1 -- end -- if card.btn_card.touchable == false or card.card_isTouchable == 1 then -- else -- self:SetBtnCardColor(card, 0) -- if -- (card.btn_card.x + oneCardWidth > min_x or (k == #self.card_list and card.btn_card.x + CardWidth > min_x)) -- and card.btn_card.x < max_x -- then -- self:UpdateCardMove(card.btn_card, not card.btn_card.selected, false) -- if card.btn_card.selected then -- send_card[#send_card + 1] = card -- end -- --ViewUtil.PlaySound("DuoDuo_PK", "extend/poker/paodekuai/sound/click.mp3") -- else -- if card.btn_card.selected then -- send_card[#send_card + 1] = card -- end -- end -- end -- end -- -- ViewUtil.PlaySound('DuoDuo_PK', 'extend/poker/duoduo/sound/click.mp3') -- Stage.inst:ResetInputState() -- if downCards == 0 then -- xuan_card = self:zhizhanxuanpai() -- end -- if #send_card > 0 then -- table.sort(send_card, tableSortNumber) -- send_card = #xuan_card > 0 and xuan_card or send_card -- self._cardCheck:initCards(send_card, -- { -- flag = #xuan_card > 0, -- flag_allCards = #send_card == self._view_handCard.numItems, -- flag_ruleCard = self -- ._flag_ruleCard -- }) -- self._ctr_canSendCard.selectedIndex = self._cardCheck:CheckCards() and 1 or 0 -- else -- self._ctr_canSendCard.selectedIndex = 0 -- end end -- function M:SetBtnCardColor(card, num) -- if -- card.btn_card:GetChildAt(0) ~= nil and card.btn_card:GetChildAt(0):GetChildAt(0) ~= nil and -- card.btn_card:GetChildAt(0):GetChildAt(0):GetChildAt(0) ~= nil -- then -- -- body -- card.btn_card:GetChildAt(0):GetChildAt(0):GetChildAt(0).color = Color(num, num, num) -- end -- --if card.card_code_flower < 500 then -- -- card.btn_card:GetChildAt(0):GetChildAt(2).color = Color(num,num,num) -- -- card.btn_card:GetChildAt(0):GetChildAt(3).color = Color(num,num,num) -- --end -- end function M:SetBtnCardColor(card, num) card.btn_card:GetController('choose').selectedIndex = num end function M:ShowPiao(piao) self.ctr_piao.selectedIndex = piao end function M:HidePiao() self.ctr_piao.selectedIndex = 0 end function M:ShowOutCardOption2(lastCardList, ctr_select, mustPutMaxCard) -- self._cardCheck:InitLastCard(lastCardList, mustPutMaxCard) -- self._cardCheck:CheckOutCard(self.card_list) -- self.tips_card_list = self._cardCheck:GetTipsList() -- self.touchCardSet = self._cardCheck:GetTouchSet() -- self.touchCardMap = self._cardCheck:GetTouchCardMap() -- self.tips_click_count = 0 -- print("lingmengShowOutCardOption2", #self.touchCardSet) -- pt(self.touchCardSet) -- pt(self.touchCardMap) -- -- body --在这个方法里添加判断抬起牌是否符合出牌类型(少跑一次手牌循环) -- self:UpdateHandCardsColor() -- if #self.tips_card_list == 1 then -- self:ShowTipsCard(1) -- end self.ctr_put_card_option.selectedIndex = ctr_select end function M:ShowOutCardOption(ctr_select, type, number, length, mustPutMaxCard, play, zdts) --for i = 1, #self.out_card_list do -- local card = self.out_card_list[i] -- self.cards_view:RemoveChild(card.btn_card,true) --end --self.out_card_list = {} -- self.zhizhanctr_select=ctr_select -- self.zhizhantype=type -- self.zhizhannumber=number -- self.zhizhanlength=length -- self.zhizhanmustPutMaxCard=mustPutMaxCard -- self.zhizhanplay=play -- self.zhizhanzdts=zdts self.tips_click_count = 0 self.send_card = {} self.tips_card_list = self:GetCardTips(type, number, length, mustPutMaxCard) self._ctr_canSendCard.selectedIndex = 0 if #self.tips_card_list >= 1 then -- body --在这个方法里添加判断抬起牌是否符合出牌类型(少跑一次手牌循环) self:UpdateHandCardsColor() end -- -- 自动提示 -- if #self.tips_card_list ~= 0 and play~=0 and mustPutMaxCard==false and zdts==1 then -- local index = self.tips_click_count % #self.tips_card_list + 1 -- self:ShowTipsCard(index) -- self.tips_click_count = self.tips_click_count + 1 -- end if #self.tips_card_list == 2 and self.tips_card_list[2][1].index == self.tips_card_list[1][1].index then if #self.tips_card_list[2] == #self.tips_card_list[1] then for i = 1, #self.tips_card_list[2] do if self.tips_card_list[2][i].index == self.tips_card_list[1][i].index then self:ShowTipsCard(1) end end end elseif #self.tips_card_list == 1 then self:ShowTipsCard(1) end if mustPutMaxCard and play ~= 0 and zdts == 1 then -- body self:ShowTipsCard(#self.tips_card_list) end self.ctr_put_card_option.selectedIndex = ctr_select end function M:SetOutCardInfo(cardlist, isPass, isAnim) self._view_Out:RemoveChildren(0, -1, true) if cardlist == nil then if isPass == true then self.ctr_outpoker.selectedIndex = 2 else self.ctr_outpoker.selectedIndex = 0 end else self.ctr_outpoker.selectedIndex = 1 -- if isAnim then -- if self.move_cor then -- coroutine.stop(self.move_cor) -- self.move_cor = nil -- end -- for i = 1, #cardlist do -- local poker_item = self._view_Out:AddItemFromPool() -- local code = self:ChangeCodeByTo(cardlist[i]) -- self:FillPoker(poker_item, "", cardlist[i]) -- end -- self.move_cor = coroutine.start(function() -- coroutine.wait(0.1) -- ViewUtil.PlaySound("DuoDuo_PK", "extend/poker/duoduo/sound/chupai.mp3") -- end) -- else for i = 1, #cardlist do local poker_item = self._view_Out:AddItemFromPool() self:FillPoker2(poker_item, cardlist[i]) end -- end end end function M:SetOutCardBlack() for i = 1, #self.out_card_list do local card = self.out_card_list[i] if card and card:GetChildAt(0) and card:GetChildAt(0):GetChildAt(0) and card:GetChildAt(0):GetChildAt(0):GetChildAt(0) then card:GetChildAt(0):GetChildAt(0):GetChildAt(0).color = Color(0.7, 0.7, 0.7) end end end function M:SetOutCardList(cardlist, isAnim) local pos_y = -320 if isAnim then -- self.zhizhanctr_select=0 -- self.zhizhantype=0 -- self.zhizhannumber=0 -- self.zhizhanlength=0 -- self.zhizhanmustPutMaxCard=0 -- self.zhizhanplay=0 -- self.zhizhanzdts=0 if self.move_cor then coroutine.stop(self.move_cor) self.move_cor = nil end local time = 0.1 for i = 1, #cardlist do local card_code_number = cardlist[i] for j = 1, #self.card_list do local card = self.card_list[j] if card_code_number == card.card_code_number then card.btn_card.onTouchBegin:Set(nil) self.out_card_list[#self.out_card_list + 1] = card.btn_card list_remove(self.card_list, card) -- todo 出牌动画 local pos = self:GetOutCardEndPokerPos( i, #cardlist, self.cards_view, card.btn_card, self.out_card_data['maxcount_x'], 1.5 ) card.btn_card:TweenMove(Vector2.New(pos.x, pos_y), time) -- self.tween = TweenUtils.TweenFloat(1, 0.7, time, function(x) -- card.btn_card:GetChildAt(0):SetScale(x, x) -- end) card.btn_card:GetChildAt(0):SetScale(1.5, 1.5) break end end end self.move_cor = coroutine.start( function() coroutine.wait(0.05) for i = 1, #self.out_card_list do local card = self.out_card_list[i] self.cards_view:SetChildIndex(card, i - 1) end coroutine.wait(0.1) ViewUtil.PlaySound('DuoDuo_PK', 'extend/poker/duoduo/sound/chupai.mp3') end ) else for i = 1, #cardlist do local poker_item = UIPackage.CreateObject('Extend_Poker_DuoDuo', 'poker7') local code = self:ChangeCodeByTo(cardlist[i]) -- local card_code_obj = UIPackage.CreateObjectFromURL("ui://Extend_Poker_RunFast/" .. code) local card_code_obj -- if DataManager.CurrenRoom.pai==0 then -- card_code_obj = UIPackage.CreateObjectFromURL("ui://Extend_Poker_RunFast/"..code) -- else -- card_code_obj = UIPackage.CreateObjectFromURL("ui://Main_Poker/" .. code .. "_2") -- end -- if code == 310 and DataManager.CurrenRoom.room_config.Heart10 == 2 then -- -- body -- card_code_obj = UIPackage.CreateObjectFromURL("ui://Extend_Poker_RunFast/" .. code .. "_1") -- end if DataManager.CurrenRoom.pai == 0 then if code == 310 and DataManager.CurrenRoom.room_config.Heart10 == 2 then -- body card_code_obj = UIPackage.CreateObjectFromURL('ui://Extend_Poker_DuoDuo/' .. code .. '_1') else card_code_obj = UIPackage.CreateObjectFromURL('ui://Extend_Poker_DuoDuo/' .. code) end else if code == 310 and DataManager.CurrenRoom.room_config.Heart10 == 2 then -- body card_code_obj = UIPackage.CreateObjectFromURL('ui://Extend_Poker_DuoDuo/' .. code .. '_2') else card_code_obj = UIPackage.CreateObjectFromURL('ui://Main_Poker/' .. code .. '_2') end end if card_code_obj == nil then card_code_obj = UIPackage.CreateObjectFromURL('ui://Main_Poker/00') end card_code_obj:SetScale(1.5, 1.5) poker_item:AddChild(card_code_obj) --local poker = self:CreatPoker(cardlist[i],0.7) self.cards_view:AddChild(poker_item) local pos = self:GetOutCardEndPokerPos( i, #cardlist, self.cards_view, poker_item, self.out_card_data['maxcount_x'], 1.5 ) poker_item.xy = Vector2.New(pos.x, pos_y) self.out_card_list[#self.out_card_list + 1] = poker_item end end end -- function M:DeleteHandCards(cardlist) -- for i = 1, #cardlist do -- local card_code_number = cardlist[i] -- for j = 1, #self.card_list do -- local card = self.card_list[j] -- if card_code_number == card.card_code_number then -- --self.out_card_list[#self.out_card_list + 1] = card -- list_remove(self.card_list, card) -- -- todo 出牌动画 -- self.cards_view:RemoveChild(card.btn_card, true) -- break -- end -- end -- end -- self:UpdateHandCardsPos() -- end function M:DeleteHandCards(cardlist) self.ctr_put_card_option.selectedIndex = 0 for i = 1, #cardlist do local tmpNum = nil if self.newCard_list[cardlist[i] % 100] then tmpNum = self.newCard_list[cardlist[i] % 100][math.floor(cardlist[i] / 100)] end if tmpNum then if tmpNum == 1 then self.newCard_list[cardlist[i] % 100][math.floor(cardlist[i] / 100)] = nil else self.newCard_list[cardlist[i] % 100][math.floor(cardlist[i] / 100)] = tmpNum - 1 end else ViewUtil:ErrorTip("牌型出错,重新加载页面") ViewManager.refreshGameView() end if i == #cardlist then if #self.newCard_list[cardlist[i] % 100] == 0 then self.newCard_list[cardlist[i] % 100] = nil end end end self:UpdateHandCardsPos() end function M:UpdateHandCardsPos() local maxHeight = 0 self._view_handCard:RemoveChildrenToPool() self._newCardSize = {} for k, v in pairs(self.newCard_list) do local btn_cardListFather = self._view_handCard:AddItemFromPool() btn_cardListFather.width = self.scaleW -- btn_cardListFather.height = scaleH*12 local btn_cardList = btn_cardListFather:GetChild('list') btn_cardList:RemoveChildrenToPool() self.linegap = btn_cardList.lineGap local tmpHeight = 0 for k1, v1 in pairs(v) do local card_number_code = k * 10 + k1 local card_flower_code = k1 * 100 + k if v1 ~= 4 then for i = 1, v1 do local btn_card = btn_cardList:AddItemFromPool() btn_card.height = self.scaleH self:FillPoker2(btn_card, card_flower_code) -- self.cards_view:AddChild(btn_card) local card_view = NewCardView(btn_card, card_number_code, card_flower_code) card_view.fatherList = btn_cardList self.card_list[#self.card_list + 1] = card_view btn_card.data = card_view tmpHeight = tmpHeight + 1 self:AddCardTouchEvent(card_view) end else local btn_card = btn_cardList:GetFromPool('') btn_cardList:AddChildAt(btn_card, 0) btn_card.height = self.scaleH self:FillPoker2(btn_card, card_flower_code, "_z") -- self.cards_view:AddChild(btn_card) local card_view = NewCardView(btn_card, card_number_code, card_flower_code) card_view.fatherList = btn_cardList card_view.zha = true self.card_list[#self.card_list + 1] = card_view btn_card.data = card_view tmpHeight = tmpHeight + 1 self:AddCardTouchEvent(card_view) end self._newCardSize[k1] = tmpHeight end if tmpHeight > maxHeight then maxHeight = tmpHeight end end self._view:GetChild('n82').y = self._view_handCard.height - (self.scaleH + (self.scaleH + self.linegap) * (maxHeight - 1) + 50) end function M:ResetPoker() self.Reset = true for i = 1, #self.card_list do local card_view = self.card_list[i] self:UpdateCardMove(card_view.btn_card, false, false) end self.send_card = {} self.Reset = false end function M:UpdateCardMove(btn_card, isSelected, isPlay) btn_card.selected = isSelected -- local card_Move = btn_card -- local xy = isSelected == true and Vector2.New(0, -65) or Vector2.New(0, 0) -- if isPlay then -- -- body -- card_Move:TweenMove(xy, 0) -- else -- card_Move:TweenMove(xy, 0) -- end end -- -- function M:UpdateHandCardsColor() -- local send_card = {} -- for i = 1, #self.card_list do -- local card_view = self.card_list[i] -- local num = card_view.btn_card.touchable == true and 0 or 1 -- self:SetBtnCardColor(card_view, num) -- if card_view.btn_card.selected and card_view.btn_card.touchable then -- table.insert(send_card, card_view) -- end -- end -- if #send_card > 0 then -- table.sort(send_card, tableSortNumber) -- self._cardCheck:initCards(send_card, false, #send_card == self._view_handCard.numItems) -- self._ctr_canSendCard.selectedIndex = self._cardCheck:CheckCards() and 1 or 0 -- else -- self._ctr_canSendCard.selectedIndex = 0 -- end -- end function M:UpdateHandCardsColor() local send_card = {} for i = 1, #self.card_list do local card_view = self.card_list[i] if self.touchCardMap[math.floor(card_view.card_code_number / 10)] or #self.touchCardSet == 0 then card_view.btn_card.touchable = true self:SetBtnCardColor(card_view, 0) else card_view.btn_card.touchable = false card_view.btn_card.selected = false self:SetBtnCardColor(card_view, 1) end if card_view.btn_card.selected and card_view.btn_card.touchable then table.insert(send_card, card_view) end end if #send_card > 0 then table.sort(send_card, tableSortNumber) self._cardCheck:initCards(send_card, { flag = false, flag_allCards = #send_card == self._view_handCard.numItems }) self._ctr_canSendCard.selectedIndex = self._cardCheck:CheckCards() and 1 or 0 else self._ctr_canSendCard.selectedIndex = 0 end end function M:BtnEvent() self.btn_not_put = self._view:GetChild('btn_not_put') self.btn_tips = self._view:GetChild('Btn_Tip') -- 覆盖 self.btn_sendCards = self._view:GetChild('Btn_SendCard') self._ctr_canSendCard = self.btn_sendCards:GetController('can') self.btn_sendCards.onClick:Set( function() if self.Reset then return end if self._ctr_canSendCard.selectedIndex == 0 then return end local send_card = {} self.send_card = {} local currentCard = {} for i = 1, #self.card_list do local card = self.card_list[i] table.insert(currentCard, card.card_code_flower) if card.btn_card.selected then send_card[#send_card + 1] = card.card_code_flower self.send_card[#self.send_card + 1] = card end end if #send_card == 0 then self:ErrorTip('请选择要出的牌') else self.gameCtr:SendCard(send_card, currentCard) end end ) self.btn_tips.onClick:Set( function() --printlog("wwwwwwwwwww111111111111111111111111") --pt(self.tips_card_list) if self.tips_card_list ~= nil and #self.tips_card_list ~= 0 then local index = self.tips_click_count % #self.tips_card_list + 1 self:ShowTipsCard(index) self.tips_click_count = self.tips_click_count + 1 end end ) -- 过 self.btn_not_put.onClick:Set( function() self.ctr_put_card_option.selectedIndex = 0 self.gameCtr:SendPass() end ) local function click_piao() self.ctr_piao.selectedIndex = 0 self.gameCtr:SendPiao(tonumber(self.ctr_piao_value.selectedPage)) end local btn_piao0 = self._view:GetChild('piao0') btn_piao0.onClick:Set(click_piao) local btn_piao1 = self._view:GetChild('piao1') btn_piao1.onClick:Set(click_piao) local btn_piao2 = self._view:GetChild('piao2') btn_piao2.onClick:Set(click_piao) local btn_piao3 = self._view:GetChild('piao3') btn_piao3.onClick:Set(click_piao) local btn_piao5 = self._view:GetChild('piao5') btn_piao5.onClick:Set(click_piao) local btn_piao8 = self._view:GetChild('piao8') btn_piao8.onClick:Set(click_piao) end function M:ShowTipsCard(index) print("lingmengShowTipsCard") local item = self.tips_card_list[index] for i = 1, #self.card_list do local card = self.card_list[i] local isExsit = false for j = 1, #item do if item[j] == self.card_list[i] then self:UpdateCardMove(card.btn_card, true, false) isExsit = true end end if isExsit == false then self:UpdateCardMove(card.btn_card, false, false) end end pt(item) self._cardCheck:initCards(item) self._ctr_canSendCard.selectedIndex = self._cardCheck:CheckCards() and 1 or 0 end function M:GetHandCardOffset(count) local start = -90 ---54 local offset = 0 if count > 10 then offset = start - count + 26 else offset = -30 end return 20 end function M:GetHandCardPos(index, card_count) local x, y = 0, -20 local offset = self:GetHandCardOffset(card_count) local middle_x = self.cards_view.width / 2 local start_x = middle_x - (card_count / 2 * (self.card_width + offset)) + (offset / 2) x = start_x + (self.card_width + offset) * (index - 1) return Vector2.New(x, y) end function M:GetHandCardPos1(index, card_count) local x, y = 0, -18 local offset = self:GetHandCardOffset(card_count) local middle_x = self.cards_view.width / 2 local start_x = middle_x - (card_count / 2 * (self.card_width + offset)) + (offset / 2) x = start_x + (self.card_width + offset) * (index - 1) return x, y end function M:ErrorTip(error_text) if self.cor_init_poker ~= nil then coroutine.stop(self.cor_init_poker) end self.cor_init_poker = nil self.cor_init_poker = coroutine.start( function() self.put_error_text.text = error_text self.ctr_put_error.selectedIndex = 1 coroutine.wait(2) self.ctr_put_error.selectedIndex = 0 end ) end --EXCardType --None = 0, --OneCard = 1, --OnePair = 2, --Three = 3, --Pairs = 4, --ThreeAndTwo = 5, --ThreeAndOne = 6, --Plane = 7, --PlaneAndTwo = 8, --PlaneAndOne = 9, --Straight = 10, --Bomb = 11 function M:GetCardTips(type, number, length, mustPutMaxCard, tip_templist) local tip_list = {} local sidaisan = false local touch_key_list = { 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15 } --printlog("aaaaaaaaaaaaacccccccccccccccccccc11111111111111111111111111111") --pt(self.card_list) local card_map, max_key = self:GetCardMapAndMaxKey(self.card_list) --printlog("aaaaaaaaaaaaaaaaaa222222222222222222222222222222222222222 ",max_key) --pt(card_map) if type == EXCardType.None then if DataManager.CurrenRoom.is_new_bout then tip_list = self:NewBoutTips(card_map) end return tip_list, touch_key_list elseif type == EXCardType.Bomb then tip_list, touch_key_list = self:CheckBomb(card_map, number, length) else local list_type, list_bomb = {}, {} local touch_type, touch_bomb list_bomb, touch_bomb = self:CheckBomb(card_map, 0, 4) local card_templist = membe_clone(self.card_list) if list_bomb ~= nil and tip_templist == nil then -- body for i = 1, #list_bomb do local templist_bomb = list_bomb[i] for j = 1, #templist_bomb do for k = 1, #card_templist do if templist_bomb[j] == card_templist[k] then -- body list_remove(card_templist, card_templist[k]) end end end end card_map, max_key = self:GetCardMapAndMaxKey(card_templist) end if type == EXCardType.OneCard then -- if mustPutMaxCard then -- number = max_key - 1 -- self:ErrorTip("下家报单,请出最大的牌 ") -- end list_type, touch_type = self:CheckOneCard(card_map, number, length) elseif type == EXCardType.OnePair then list_type, touch_type = self:CheckOnePair(card_map, number, length) elseif type == EXCardType.Three then list_type, touch_type = self:CheckThree(card_map, number, length) elseif type == EXCardType.Pairs then list_type, touch_type = self:CheckPairs(card_map, number, length) elseif type == EXCardType.ThreeAndTwo then list_type, touch_type = self:CheckThreeAndTwo(card_map, number, length) elseif type == EXCardType.ThreeAndOne then list_type, touch_type = self:CheckThreeAndOne(card_map, number, length) elseif type == EXCardType.Plane then list_type, touch_type = self:CheckPlane(card_map, number, length, 0) elseif type == EXCardType.PlaneAndTwo then list_type, touch_type = self:CheckPlane(card_map, number, length, 2) elseif type == EXCardType.PlaneAndOne then list_type, touch_type = self:CheckPlane(card_map, number, length, 1) elseif type == EXCardType.Straight then list_type, touch_type = self:CheckStraight(card_map, number, length) elseif type == EXCardType.FourAndtThree then list_type, touch_type = self:CheckBomb(card_map, 0, 4) if #list_type > 0 then -- body sidaisan = true end end card_map, max_key = self:GetCardMapAndMaxKey(self.card_list) tip_list = self:GetMergeAllList(list_type, list_bomb) --list_bomb, touch_bomb = self:CheckBomb(card_map, 0, 4) touch_key_list = self:GetMergeAllList(touch_type, touch_bomb) local tip_templist2 = {} if tip_templist == nil then -- body tip_templist2 = self:GetCardTips(type, number, length, mustPutMaxCard, tip_list) end if #tip_templist2 > 0 then -- body tip_list = self:GetMergeAllList(tip_list, tip_templist2) end end if (tip_templist ~= nil and sidaisan == false and #tip_templist >= 1) then -- body self:SetNotTouchCard(touch_key_list, card_map) end return tip_list end -- 合并多个list function M:GetMergeAllList(...) local lists = { ... } local merge_list = {} for i = 1, #lists do local list_item = lists[i] for j = 1, #list_item do merge_list[#merge_list + 1] = list_item[j] end end return merge_list end function M:NewBoutTips(pokerMap) local new_bout_list = {} for k, v in pairs(pokerMap) do new_bout_list[#new_bout_list + 1] = v end return new_bout_list end function M:CheckOneCard(pokerMap, num, length) local one_card_list = {} local touch_key_list = {} if #self.card_list < length then return one_card_list, touch_key_list end for k, v in pairs(pokerMap) do if k > num and #v == 1 then one_card_list[#one_card_list + 1] = { v[1] } touch_key_list[#touch_key_list + 1] = k end end for k, v in pairs(pokerMap) do if k > num and #v ~= 1 then one_card_list[#one_card_list + 1] = { v[1] } touch_key_list[#touch_key_list + 1] = k end end return one_card_list, touch_key_list end function M:CheckOnePair(pokerMap, num, length) local one_pair_list = {} local touch_key_list = {} if #self.card_list < length then return one_pair_list, touch_key_list end for k, v in pairs(pokerMap) do -- 从三条和对子里面提取 if #v > 1 and k > num then one_pair_list[#one_pair_list + 1] = { v[1], v[2] } touch_key_list[#touch_key_list + 1] = k end end return one_pair_list, touch_key_list end function M:CheckThree(pokerMap, num, length) local three_list = {} local touch_key_list = {} if #self.card_list < length then return three_list, touch_key_list end for k, v in pairs(pokerMap) do if #v > 2 and k > num then three_list[#three_list + 1] = { v[1], v[2], v[3] } touch_key_list[#touch_key_list + 1] = k end end return three_list, touch_key_list end function M:CheckPairs(pokerMap, num, length) local pairs_list = {} local touch_key_list = {} if #self.card_list < length then return pairs_list, touch_key_list end local pair_length = length / 2 local number_start = num - pair_length + 2 local number_end = 15 - pair_length for i = number_start, number_end do local item_all_list = {} for j = i, i + pair_length - 1 do local item_list = pokerMap[j] if item_list == nil then break elseif #item_list < 2 then break else item_all_list[#item_all_list + 1] = item_list[1] item_all_list[#item_all_list + 1] = item_list[2] end if j == i + pair_length - 1 then pairs_list[#pairs_list + 1] = item_all_list for k = i, i + pair_length - 1 do touch_key_list[#touch_key_list + 1] = k end end end end return pairs_list, touch_key_list end function M:CheckThreeAndOne(pokerMap, num, length) local three_and_one_list = {} local touch_key_list = {} if #self.card_list < length then return three_and_one_list, touch_key_list end for k, v in pairs(pokerMap) do if #v >= 3 and k > num then three_and_one_list[#three_and_one_list + 1] = { v[1], v[2], v[3] } touch_key_list = { 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15 } end end return three_and_one_list, touch_key_list end function M:CheckThreeAndTwo(pokerMap, num, length) local three_and_two_list = {} local touch_key_list = {} if #self.card_list < length then return three_and_two_list, touch_key_list end for k, v in pairs(pokerMap) do if #v >= 3 and k > num then three_and_two_list[#three_and_two_list + 1] = { v[1], v[2], v[3] } touch_key_list = { 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15 } end end return three_and_two_list, touch_key_list end function M:CheckStraight(pokerMap, num, length) local straight_list = {} local touch_key_list = {} if #self.card_list < length then return straight_list, touch_key_list end local number_start = num - length + 2 local number_end = 15 - length for i = number_start, number_end do local item_all_list = {} for j = i, i + length - 1 do local item_list = pokerMap[j] if item_list == nil then break else item_all_list[#item_all_list + 1] = item_list[1] end if j == i + length - 1 then straight_list[#straight_list + 1] = item_all_list for k = i, i + length - 1 do touch_key_list[#touch_key_list + 1] = k end end end end return straight_list, touch_key_list end function M:CheckBomb(pokerMap, num, length) local bomb_list = {} local touch_key_list = {} local threeA = DataManager.CurrenRoom.room_config.threeA if threeA == 0 then -- body if #self.card_list < length then return bomb_list, touch_key_list end else if #self.card_list < 3 then return bomb_list, touch_key_list end end for k, v in pairs(pokerMap) do if #v == 4 and k > num then bomb_list[#bomb_list + 1] = v touch_key_list[#touch_key_list + 1] = k end if threeA == 1 and #v == 3 and k == 14 then bomb_list[#bomb_list + 1] = v touch_key_list[#touch_key_list + 1] = k end end return bomb_list, touch_key_list end function M:CheckPlane(pokerMap, num, length, and_num) local plane_list = {} local touch_key_list = {} local l = and_num + 3 local pair_length = length / l local number_start = num - pair_length + 2 local number_end = 15 - pair_length for i = number_start, number_end do local item_all_list = {} for j = i, i + pair_length - 1 do local item_list = pokerMap[j] if item_list == nil then break elseif #item_list < 3 then break else item_all_list[#item_all_list + 1] = item_list[1] item_all_list[#item_all_list + 1] = item_list[2] item_all_list[#item_all_list + 1] = item_list[3] end if j == i + pair_length - 1 then plane_list[#plane_list + 1] = item_all_list touch_key_list = { 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15 } end end end return plane_list, touch_key_list end function M:SetNotTouchCard(touch_key_list, card_map) local all_key_list = { 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15 } for i = 1, #all_key_list do local key = all_key_list[i] local isExsit = self:IsExistByList(touch_key_list, key) if isExsit == false then local key_card_item = card_map[key] if key_card_item ~= nil then for j = 1, #key_card_item do local card = key_card_item[j] card.btn_card.touchable = false self:UpdateCardMove(card.btn_card, false, false) end end end end end function M:IsExistByList(list, item) for i = 1, #list do if list[i] == item then return true end end return false end function M:GetCardByNumber(list, number) for i = 1, #list do if list[i].card_code_number == number then return list[i] end end return nil end function M:GetCardMapAndMaxKey(pokerList) local map, max_key = {}, 0 for i = 1, #pokerList do local number = math.floor(pokerList[i].card_code_number / 10) if number > max_key then max_key = number end if map[number] == nil then map[number] = { pokerList[i] } else map[number][#map[number] + 1] = pokerList[i] end end return map, max_key end -- function M:CheckOnes(pokerMap, num, length) -- local one_card_list = {} -- local touch_key_list = {} -- local text = {} -- local text2 = {} -- local x = 0 -- if #self.card_list < length then -- return one_card_list, touch_key_list -- end -- for k, v in pairs(pokerMap) do -- text = {} -- text2 = {} -- if k > num then -- for l, p in pairs(pokerMap) do -- for i = 0, length - 1 do -- if l == k + i and l ~= 15 and l ~= 16 then -- -- body -- text[#text + 1] = { p[1] } -- text2[#text2 + 1] = l -- if #text >= length then -- -- body -- local x = #one_card_list -- local y = #touch_key_list -- for i = 1, #text - 1 do -- one_card_list[x + 1] = text[1] -- touch_key_list[y + 1] = text2[2] -- -- for i, v in pairs(text2[i + 1]) do -- -- if v ~= nil then -- -- table.insert(touch_key_list[x + 1], v) -- -- end -- -- end -- for i, v in pairs(text[i + 1]) do -- if v ~= nil then -- table.insert(one_card_list[x + 1], v) -- end -- end -- end -- end -- end -- end -- end -- end -- end -- return one_card_list, touch_key_list, length -- end function M:CheckOnes(pokerMap) local one_card_list = {} local old_k = 0 for k, v in pairs(pokerMap) do if #one_card_list == 0 then table.insert(one_card_list, v) old_k = k else if k == 15 then break end if k ~= old_k + 1 and #one_card_list >= 5 then break end if k ~= old_k + 1 then one_card_list = {} end table.insert(one_card_list, v) old_k = k end end if #one_card_list < 5 then one_card_list = {} end return one_card_list end function M:Clear() self:PlayScore(nil) self:SetOutCardInfo(nil, false) self.card_list = {} self.out_card_list = {} self._view_handCard:RemoveChildren(0, -1, true) self._flag_ruleCard = false -- self.mask_liangpai:RemoveChildren(0,-1,true) end function M:ClearCheck() self.card_list = {} self.out_card_list = {} self._view_handCard:RemoveChildren(0, -1, true) end function M:Destroy() Stage.inst.onTouchMove:Remove(self.touchMoveFun) Stage.inst.onTouchEnd:Remove(self.touchMoveEndFun) end return M