316 lines
10 KiB
JavaScript
316 lines
10 KiB
JavaScript
cc.Class({
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extends: cc.Component,
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properties: {
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// foo: {
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// default: null, // The default value will be used only when the component attaching
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// to a node for the first time
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// url: cc.Texture2D, // optional, default is typeof default
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// serializable: true, // optional, default is true
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// visible: true, // optional, default is true
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// displayName: 'Foo', // optional
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// readonly: false, // optional, default is false
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// },
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// ...
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},
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// use this for initialization
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onLoad: function () {
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cc.beimi.room_callback = null ; //加入房间回调函数
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},
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ready:function(){
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var check = false ;
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if(cc.beimi){
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check = true ;
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}else{
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this.scene("login" , this) ;
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}
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return check ;
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},
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connect:function(){
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let self = this ;
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/**
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* 登录成功后,创建 Socket链接,
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*/
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if(cc.beimi.socket != null){
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cc.beimi.socket.disconnect();
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cc.beimi.socket = null ;
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}
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cc.beimi.socket = window.io.connect(cc.beimi.http.wsURL + '/bm/game',{"reconnection":true});
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var param = {
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token:cc.beimi.authorization,
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orgi:cc.beimi.user.orgi
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} ;
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cc.game.on(cc.game.EVENT_HIDE, function(event) {
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//self.alert("HIDE TRUE");
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});
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cc.game.on(cc.game.EVENT_SHOW, function(event) {
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console.log("SHOW TRUE");
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//self.alert("SHOW TRUE");
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});
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cc.beimi.socket.on('connect', function (data) {
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console.log("connected to server");
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//self.alert("connected to server");
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});
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cc.beimi.socket.on('disconnect', function (data) {
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console.log("disconnected from server");
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//self.alert("disconnected from server");
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});
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cc.beimi.socket.emit("gamestatus" , JSON.stringify(param));
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cc.beimi.socket.on("gamestatus" , function(result){
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if(result!=null) {
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var data = self.parse(result) ;
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if(cc.beimi.extparams !=null){
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if(data.gamestatus == "playing" && data.gametype != null){
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/**
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* 修正重新进入房间后 玩法被覆盖的问题,从服务端发送过来的 玩法数据是 当前玩家所在房间的玩法,是准确的
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*/
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if(cc.beimi.extparams!=null){
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cc.beimi.extparams.playway = data.playway ;
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cc.beimi.extparams.gametype = data.gametype ;
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if(data.cardroom!=null && data.cardroom == true){
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cc.beimi.extparams.gamemodel = "room";
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}
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}
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self.scene(data.gametype , self) ;
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}else if(data.gamestatus == "timeout"){ //会话过期,退出登录 , 会话时间由后台容器提供控制
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cc.beimi.sessiontimeout = true ;
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self.alert("登录已过期,请重新登录") ;
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}else{
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self.scene(cc.beimi.extparams.gametype , self) ;
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}
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}
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cc.beimi.gamestatus = data.gamestatus;
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}
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});
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/**
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* 加入房卡模式的游戏类型 , 需要校验是否是服务端发送的消息
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*/
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cc.beimi.socket.on("searchroom" , function(result){
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//result 是 GamePlayway数据,如果找到了 房间数据,则进入房间,如果未找到房间数据,则提示房间不存在
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if(result!=null && cc.beimi.room_callback!=null) {
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cc.beimi.room_callback(result , self);
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}
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});
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return cc.beimi.socket ;
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},
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disconnect:function(){
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if(cc.beimi.socket != null){
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cc.beimi.socket.disconnect();
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cc.beimi.socket = null ;
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}
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},
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registercallback:function(callback){
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cc.beimi.room_callback = callback ;
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},
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cleancallback:function(){
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cc.beimi.room_callback = null ;
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},
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getCommon:function(common){
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var object = cc.find("Canvas/script/"+common) ;
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return object.getComponent(common);
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},
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loadding:function(){
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if(cc.beimi.loadding.size() > 0){
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this.loaddingDialog = cc.beimi.loadding.get();
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this.loaddingDialog.parent = cc.find("Canvas");
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this._animCtrl = this.loaddingDialog.getComponent(cc.Animation);
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var animState = this._animCtrl.play("loadding");
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animState.wrapMode = cc.WrapMode.Loop;
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}
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},
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alert:function(message){
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if(cc.beimi.dialog.size() > 0){
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this.alertdialog = cc.beimi.dialog.get();
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this.alertdialog.parent = cc.find("Canvas");
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let node = this.alertdialog.getChildByName("message") ;
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if(node!=null && node.getComponent(cc.Label)){
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node.getComponent(cc.Label).string = message ;
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}
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}
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this.closeloadding();
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},
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closeloadding:function(){
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if(cc.find("Canvas/loadding")){
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cc.beimi.loadding.put(cc.find("Canvas/loadding"));
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}
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},
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closeOpenWin:function(){
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if(cc.beimi.openwin != null){
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cc.beimi.openwin.destroy();
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cc.beimi.openwin = null ;
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}
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},
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pvalistener:function(context , func){
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cc.beimi.listener = func ;
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cc.beimi.context = context ;
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},
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cleanpvalistener:function(){
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cc.beimi.listener = null ;
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cc.beimi.context = null ;
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},
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pva:function(pvatype , balance){ //客户端资产变更(仅显示,多个地方都会调用 pva方法)
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if(pvatype != null){
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if(pvatype == "gold"){
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cc.beimi.user.goldcoins = balance ;
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}else if(pvatype == "cards"){
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cc.beimi.user.cards = balance ;
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}else if(pvatype == "diamonds"){
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cc.beimi.user.diamonds = balance ;
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}
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}
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},
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updatepva:function(){
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if(cc.beimi.listener != null && cc.beimi.context != null){
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cc.beimi.listener(cc.beimi.context);
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}
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},
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resize:function(){
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let win = cc.director.getWinSize() ;
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cc.view.setDesignResolutionSize(win.width, win.height, cc.ResolutionPolicy.EXACT_FIT);
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},
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closealert:function(){
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if(cc.find("Canvas/alert")){
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cc.beimi.dialog.put(cc.find("Canvas/alert"));
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}
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},
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scene:function(name , self){
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cc.director.preloadScene(name, function () {
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if(cc.beimi){
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self.closeloadding(self.loaddingDialog);
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}
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cc.director.loadScene(name);
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});
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},
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preload:function(extparams , self){
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this.loadding();
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/**
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*切换游戏场景之前,需要先检查是否 是在游戏中,如果是在游戏中,则直接进入该游戏,如果不在游戏中,则执行 新场景游戏
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*/
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cc.beimi.extparams = extparams ;
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/**
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* 发送状态查询请求,如果玩家当前在游戏中,则直接进入游戏回复状态,如果玩家不在游戏中,则创建新游戏场景
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*/
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var param = {
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token:cc.beimi.authorization,
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orgi:cc.beimi.user.orgi
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} ;
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cc.beimi.socket.emit("gamestatus" , JSON.stringify(param));
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},
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root:function(){
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return cc.find("Canvas");
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},
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decode:function(data){
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var cards = new Array();
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if(!cc.sys.isNative) {
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var dataView = new DataView(data);
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for(var i= 0 ; i<data.byteLength ; i++){
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cards[i] = dataView.getInt8(i);
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}
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}else{
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var Base64 = require("Base64");
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var strArray = Base64.decode(data) ;
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if(strArray && strArray.length > 0){
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for(var i= 0 ; i<strArray.length ; i++){
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cards[i] = strArray[i];
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}
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}
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}
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return cards ;
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},
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parse:function(result){
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var data ;
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if(!cc.sys.isNative){
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data = result;
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}else{
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data = JSON.parse(result) ;
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}
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return data ;
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},
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reset:function(data , result){
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//放在全局变量
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cc.beimi.authorization = data.token.id ;
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cc.beimi.user = data.data ;
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cc.beimi.games = data.games ;
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cc.beimi.gametype = data.gametype ;
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cc.beimi.data = data ;
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cc.beimi.playway = null ;
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this.io.put("userinfo" ,result );
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},
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logout:function(){
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this.closeOpenWin();
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cc.beimi.authorization = null ;
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cc.beimi.user = null ;
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cc.beimi.games = null ;
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cc.beimi.playway = null ;
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this.disconnect();
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},
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socket:function(){
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let socket = cc.beimi.socket ;
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if(socket == null){
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socket = this.connect();
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}
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return socket ;
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},
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map:function(command, callback){
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if(cc.beimi!=null && cc.beimi.routes[command] == null){
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cc.beimi.routes[command] = callback || function(){};
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}
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},
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cleanmap:function(){
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if(cc.beimi!=null && cc.beimi.routes != null){
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//cc.beimi.routes.splice(0 , cc.beimi.routes.length) ;
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for(var p in cc.beimi.routes){
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delete cc.beimi.routes[p];
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}
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}
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},
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route:function(command){
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return cc.beimi.routes[command] || function(){};
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},
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/**
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* 解决Layout的渲染顺序和显示顺序不一致的问题
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* @param target
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* @param func
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*/
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layout:function(target , func){
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if(target != null){
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let temp = new Array() ;
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let children = target.children ;
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for(var inx = 0 ; inx < children.length ; inx++){
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temp.push(children[inx]) ;
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}
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for(var inx = 0 ; inx < temp.length ; inx++){
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target.removeChild(temp[inx]) ;
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}
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temp.sort(func) ;
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for(var inx =0 ; inx<temp.length ; inx++){
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temp[inx].parent = target ;
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}
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temp.splice(0 , temp.length) ;
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}
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}
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// called every frame, uncomment this function to activate update callback
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// update: function (dt) {
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// },
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});
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