316 lines
10 KiB
JavaScript
316 lines
10 KiB
JavaScript
cc.Class({
|
|
extends: cc.Component,
|
|
|
|
properties: {
|
|
// foo: {
|
|
// default: null, // The default value will be used only when the component attaching
|
|
// to a node for the first time
|
|
// url: cc.Texture2D, // optional, default is typeof default
|
|
// serializable: true, // optional, default is true
|
|
// visible: true, // optional, default is true
|
|
// displayName: 'Foo', // optional
|
|
// readonly: false, // optional, default is false
|
|
// },
|
|
// ...
|
|
|
|
},
|
|
|
|
// use this for initialization
|
|
onLoad: function () {
|
|
cc.beimi.room_callback = null ; //加入房间回调函数
|
|
},
|
|
ready:function(){
|
|
var check = false ;
|
|
if(cc.beimi){
|
|
check = true ;
|
|
}else{
|
|
this.scene("login" , this) ;
|
|
}
|
|
return check ;
|
|
},
|
|
connect:function(){
|
|
let self = this ;
|
|
/**
|
|
* 登录成功后,创建 Socket链接,
|
|
*/
|
|
if(cc.beimi.socket != null){
|
|
cc.beimi.socket.disconnect();
|
|
cc.beimi.socket = null ;
|
|
}
|
|
cc.beimi.socket = window.io.connect(cc.beimi.http.wsURL + '/bm/game',{"reconnection":true});
|
|
var param = {
|
|
token:cc.beimi.authorization,
|
|
orgi:cc.beimi.user.orgi
|
|
} ;
|
|
|
|
cc.game.on(cc.game.EVENT_HIDE, function(event) {
|
|
//self.alert("HIDE TRUE");
|
|
});
|
|
cc.game.on(cc.game.EVENT_SHOW, function(event) {
|
|
console.log("SHOW TRUE");
|
|
//self.alert("SHOW TRUE");
|
|
});
|
|
|
|
cc.beimi.socket.on('connect', function (data) {
|
|
console.log("connected to server");
|
|
//self.alert("connected to server");
|
|
});
|
|
|
|
cc.beimi.socket.on('disconnect', function (data) {
|
|
console.log("disconnected from server");
|
|
//self.alert("disconnected from server");
|
|
|
|
});
|
|
|
|
|
|
cc.beimi.socket.emit("gamestatus" , JSON.stringify(param));
|
|
cc.beimi.socket.on("gamestatus" , function(result){
|
|
if(result!=null) {
|
|
var data = self.parse(result) ;
|
|
if(cc.beimi.extparams !=null){
|
|
if(data.gamestatus == "playing" && data.gametype != null){
|
|
/**
|
|
* 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
|
|
*/
|
|
if(cc.beimi.extparams!=null){
|
|
cc.beimi.extparams.playway = data.playway ;
|
|
cc.beimi.extparams.gametype = data.gametype ;
|
|
if(data.cardroom!=null && data.cardroom == true){
|
|
cc.beimi.extparams.gamemodel = "room";
|
|
}
|
|
}
|
|
self.scene(data.gametype , self) ;
|
|
}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
|
|
cc.beimi.sessiontimeout = true ;
|
|
self.alert("登录已过期,请重新登录") ;
|
|
}else{
|
|
self.scene(cc.beimi.extparams.gametype , self) ;
|
|
}
|
|
}
|
|
cc.beimi.gamestatus = data.gamestatus;
|
|
}
|
|
});
|
|
|
|
|
|
/**
|
|
* 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
|
|
*/
|
|
cc.beimi.socket.on("searchroom" , function(result){
|
|
//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
|
|
if(result!=null && cc.beimi.room_callback!=null) {
|
|
cc.beimi.room_callback(result , self);
|
|
}
|
|
});
|
|
return cc.beimi.socket ;
|
|
},
|
|
disconnect:function(){
|
|
if(cc.beimi.socket != null){
|
|
cc.beimi.socket.disconnect();
|
|
cc.beimi.socket = null ;
|
|
}
|
|
},
|
|
registercallback:function(callback){
|
|
cc.beimi.room_callback = callback ;
|
|
},
|
|
cleancallback:function(){
|
|
cc.beimi.room_callback = null ;
|
|
},
|
|
getCommon:function(common){
|
|
var object = cc.find("Canvas/script/"+common) ;
|
|
return object.getComponent(common);
|
|
},
|
|
loadding:function(){
|
|
if(cc.beimi.loadding.size() > 0){
|
|
this.loaddingDialog = cc.beimi.loadding.get();
|
|
this.loaddingDialog.parent = cc.find("Canvas");
|
|
|
|
this._animCtrl = this.loaddingDialog.getComponent(cc.Animation);
|
|
var animState = this._animCtrl.play("loadding");
|
|
animState.wrapMode = cc.WrapMode.Loop;
|
|
}
|
|
},
|
|
alert:function(message){
|
|
if(cc.beimi.dialog.size() > 0){
|
|
this.alertdialog = cc.beimi.dialog.get();
|
|
this.alertdialog.parent = cc.find("Canvas");
|
|
let node = this.alertdialog.getChildByName("message") ;
|
|
if(node!=null && node.getComponent(cc.Label)){
|
|
node.getComponent(cc.Label).string = message ;
|
|
}
|
|
}
|
|
this.closeloadding();
|
|
},
|
|
closeloadding:function(){
|
|
if(cc.find("Canvas/loadding")){
|
|
cc.beimi.loadding.put(cc.find("Canvas/loadding"));
|
|
}
|
|
},
|
|
closeOpenWin:function(){
|
|
if(cc.beimi.openwin != null){
|
|
cc.beimi.openwin.destroy();
|
|
cc.beimi.openwin = null ;
|
|
}
|
|
},
|
|
pvalistener:function(context , func){
|
|
cc.beimi.listener = func ;
|
|
cc.beimi.context = context ;
|
|
},
|
|
cleanpvalistener:function(){
|
|
cc.beimi.listener = null ;
|
|
cc.beimi.context = null ;
|
|
},
|
|
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)
|
|
if(pvatype != null){
|
|
if(pvatype == "gold"){
|
|
cc.beimi.user.goldcoins = balance ;
|
|
}else if(pvatype == "cards"){
|
|
cc.beimi.user.cards = balance ;
|
|
}else if(pvatype == "diamonds"){
|
|
cc.beimi.user.diamonds = balance ;
|
|
}
|
|
}
|
|
},
|
|
updatepva:function(){
|
|
if(cc.beimi.listener != null && cc.beimi.context != null){
|
|
cc.beimi.listener(cc.beimi.context);
|
|
}
|
|
},
|
|
resize:function(){
|
|
let win = cc.director.getWinSize() ;
|
|
cc.view.setDesignResolutionSize(win.width, win.height, cc.ResolutionPolicy.EXACT_FIT);
|
|
},
|
|
closealert:function(){
|
|
if(cc.find("Canvas/alert")){
|
|
cc.beimi.dialog.put(cc.find("Canvas/alert"));
|
|
}
|
|
},
|
|
scene:function(name , self){
|
|
cc.director.preloadScene(name, function () {
|
|
if(cc.beimi){
|
|
self.closeloadding(self.loaddingDialog);
|
|
}
|
|
cc.director.loadScene(name);
|
|
});
|
|
},
|
|
preload:function(extparams , self){
|
|
this.loadding();
|
|
/**
|
|
*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
|
|
*/
|
|
cc.beimi.extparams = extparams ;
|
|
/**
|
|
* 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
|
|
*/
|
|
var param = {
|
|
token:cc.beimi.authorization,
|
|
orgi:cc.beimi.user.orgi
|
|
} ;
|
|
cc.beimi.socket.emit("gamestatus" , JSON.stringify(param));
|
|
},
|
|
root:function(){
|
|
return cc.find("Canvas");
|
|
},
|
|
decode:function(data){
|
|
var cards = new Array();
|
|
|
|
if(!cc.sys.isNative) {
|
|
var dataView = new DataView(data);
|
|
for(var i= 0 ; i<data.byteLength ; i++){
|
|
cards[i] = dataView.getInt8(i);
|
|
}
|
|
}else{
|
|
var Base64 = require("Base64");
|
|
var strArray = Base64.decode(data) ;
|
|
|
|
if(strArray && strArray.length > 0){
|
|
for(var i= 0 ; i<strArray.length ; i++){
|
|
cards[i] = strArray[i];
|
|
}
|
|
}
|
|
}
|
|
|
|
return cards ;
|
|
},
|
|
parse:function(result){
|
|
var data ;
|
|
if(!cc.sys.isNative){
|
|
data = result;
|
|
}else{
|
|
data = JSON.parse(result) ;
|
|
}
|
|
return data ;
|
|
},
|
|
reset:function(data , result){
|
|
//放在全局变量
|
|
cc.beimi.authorization = data.token.id ;
|
|
cc.beimi.user = data.data ;
|
|
cc.beimi.games = data.games ;
|
|
cc.beimi.gametype = data.gametype ;
|
|
|
|
cc.beimi.data = data ;
|
|
cc.beimi.playway = null ;
|
|
this.io.put("userinfo" ,result );
|
|
},
|
|
logout:function(){
|
|
this.closeOpenWin();
|
|
cc.beimi.authorization = null ;
|
|
cc.beimi.user = null ;
|
|
cc.beimi.games = null ;
|
|
|
|
cc.beimi.playway = null ;
|
|
|
|
this.disconnect();
|
|
},
|
|
socket:function(){
|
|
let socket = cc.beimi.socket ;
|
|
if(socket == null){
|
|
socket = this.connect();
|
|
}
|
|
return socket ;
|
|
},
|
|
map:function(command, callback){
|
|
if(cc.beimi!=null && cc.beimi.routes[command] == null){
|
|
cc.beimi.routes[command] = callback || function(){};
|
|
}
|
|
},
|
|
cleanmap:function(){
|
|
if(cc.beimi!=null && cc.beimi.routes != null){
|
|
//cc.beimi.routes.splice(0 , cc.beimi.routes.length) ;
|
|
for(var p in cc.beimi.routes){
|
|
delete cc.beimi.routes[p];
|
|
}
|
|
}
|
|
},
|
|
route:function(command){
|
|
return cc.beimi.routes[command] || function(){};
|
|
},
|
|
/**
|
|
* 解决Layout的渲染顺序和显示顺序不一致的问题
|
|
* @param target
|
|
* @param func
|
|
*/
|
|
layout:function(target , func){
|
|
if(target != null){
|
|
let temp = new Array() ;
|
|
let children = target.children ;
|
|
for(var inx = 0 ; inx < children.length ; inx++){
|
|
temp.push(children[inx]) ;
|
|
}
|
|
for(var inx = 0 ; inx < temp.length ; inx++){
|
|
target.removeChild(temp[inx]) ;
|
|
}
|
|
|
|
temp.sort(func) ;
|
|
for(var inx =0 ; inx<temp.length ; inx++){
|
|
temp[inx].parent = target ;
|
|
}
|
|
temp.splice(0 , temp.length) ;
|
|
}
|
|
}
|
|
|
|
// called every frame, uncomment this function to activate update callback
|
|
// update: function (dt) {
|
|
|
|
// },
|
|
});
|