hengyang_client/lua_probject/extend_project/extend/poker/duoduo/EXPlayerSelfPokerInfoView.lua

1446 lines
51 KiB
Lua

---
--- 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