Fix and decouple `game.updateRoundNumber`.

This commit is contained in:
Tipx-L 2023-10-24 04:47:53 -07:00
parent 2b2203b0d0
commit 49a0439a34
1 changed files with 91 additions and 85 deletions

View File

@ -11294,7 +11294,7 @@
return new Promise(resolve=>setTimeout(resolve,500)); return new Promise(resolve=>setTimeout(resolve,500));
}).then(()=>{ }).then(()=>{
ui.updatex(); ui.updatex();
ui.create.playerPositions(); ui.updatePlayerPositions();
return new Promise(resolve=>setTimeout(resolve,500)); return new Promise(resolve=>setTimeout(resolve,500));
}).then(()=>{ }).then(()=>{
ui.updatec(); ui.updatec();
@ -42199,10 +42199,13 @@
} }
}); });
}, },
updateRoundNumber:()=>game.broadcastAll((num1,num2,top)=>{ updateRoundNumber:()=>{
if(ui.cardPileNumber) ui.cardPileNumber.innerHTML=`${num1}轮 剩余牌: ${num2}`; game.broadcastAll((roundNumber,pileTop)=>{
_status.pileTop=top; if(game.roundNumber!=roundNumber) game.roundNumber=roundNumber;
},game.roundNumber,ui.cardPile.childNodes.length,ui.cardPile.firstChild), if(_status.pileTop!=pileTop) _status.pileTop=pileTop;
},game.roundNumber,ui.cardPile.firstChild);
ui.updateRoundNumber();
},
asyncDraw:(players,num,drawDeck,bottom)=>players.forEach((value,index)=>{ asyncDraw:(players,num,drawDeck,bottom)=>players.forEach((value,index)=>{
let num2=1; let num2=1;
if(typeof num=='number') num2=num; if(typeof num=='number') num2=num;
@ -52094,7 +52097,7 @@
} }
ui.arena.setNumber=function(num){ ui.arena.setNumber=function(num){
this.dataset.number=num; this.dataset.number=num;
ui.create.playerPositions(); ui.updatePlayerPositions();
// if(game.layout=='nova'&&parseInt(num)<7){ // if(game.layout=='nova'&&parseInt(num)<7){
// ui.arena.classList.add('player_autolong'); // ui.arena.classList.add('player_autolong');
// } // }
@ -53063,48 +53066,8 @@
} }
}, },
player:(position,noclick)=>new lib.element.Player(position,noclick), player:(position,noclick)=>new lib.element.Player(position,noclick),
/**
* @author curpond
* @author Tipx-L
* @param {number} [numberOfPlayers]
*/
connectPlayerPositions:numberOfPlayers=>{
if(typeof numberOfPlayers!='number') numberOfPlayers=lib.configOL.number;
if(!numberOfPlayers) return;
const playerPositions=ui.playerPositions;
while(playerPositions.length){
playerPositions.pop().remove();
}
const temporaryPlayer=ui.create.div('.player.connect',ui.window).hide();
const computedStyle=getComputedStyle(temporaryPlayer);
const halfWidth=parseFloat(computedStyle.width)/2;
const halfHeight=parseFloat(computedStyle.height)/2;
temporaryPlayer.remove();
const halfNumberOfPlayers=Math.round(numberOfPlayers/2);
const upperPercentage=100/(halfNumberOfPlayers+1);
const scale=10/numberOfPlayers;
for(let ordinal=0;ordinal<halfNumberOfPlayers;ordinal++){
playerPositions.push(lib.init.sheet([
`#window>.player.connect[data-position='${ordinal}']{`,
`left:calc(${upperPercentage*(ordinal+1)}% - ${halfWidth}px);`,
`top:calc(${100/3}% - ${halfHeight}px);`,
scale<1?`transform:scale(${scale});`:'',
'}'
].join('')));
}
const lowerPercentage=100/(numberOfPlayers-halfNumberOfPlayers+1);
for(let ordinal=halfNumberOfPlayers;ordinal<numberOfPlayers;ordinal++){
playerPositions.push(lib.init.sheet([
`#window>.player.connect[data-position='${ordinal}']{`,
`left:calc(${lowerPercentage*(ordinal-halfNumberOfPlayers+1)}% - ${halfWidth}px);`,
`top:calc(${100*2/3}% - ${halfHeight}px);`,
scale<1?`transform:scale(${scale});`:'',
'}'
].join('')));
}
},
connectPlayers:ip=>{ connectPlayers:ip=>{
ui.create.connectPlayerPositions(); ui.updateConnectPlayerPositions();
game.connectPlayers=[]; game.connectPlayers=[];
const numberOfPlayers=lib.configOL.number; const numberOfPlayers=lib.configOL.number;
for(let position=0;position<numberOfPlayers;position++){ for(let position=0;position<numberOfPlayers;position++){
@ -53159,44 +53122,6 @@
ui.connectStartButton=button; ui.connectStartButton=button;
ui.connectStartBar=bar; ui.connectStartBar=bar;
}, },
/**
* @author curpond
* @author Tipx-L
* @param {number} [numberOfPlayers]
*/
playerPositions:numberOfPlayers=>{
if(typeof numberOfPlayers!='number') numberOfPlayers=ui.arena.dataset.number;
//当人数小于8时还是用以前的布局。
if(!numberOfPlayers||numberOfPlayers<9) return;
const playerPositions=ui.playerPositions;
while(playerPositions.length){
playerPositions.pop().remove();
}
//单个人物的宽度。这里要设置玩家的实际的宽度
const temporaryPlayer=ui.create.div('.player',ui.arena).hide();
const computedStyle=getComputedStyle(temporaryPlayer);
const scale=6/numberOfPlayers;
//玩家顶部距离父容器上边缘的距离偏移的单位距离
const quarterHeight=parseFloat(computedStyle.height)/4*scale;
const halfWidth=parseFloat(computedStyle.width)/2;
temporaryPlayer.remove();
//列数即假如8人场除去自己后上面7个人占7列
const columnCount=numberOfPlayers-1;
const percentage=90/(columnCount-1);
//仅当游戏人数大于8人且玩家的座位号大于0时设置玩家的位置。因为0号位是game.me在最下方无需设置。
for(let ordinal=1;ordinal<numberOfPlayers;ordinal++){
const reversedOrdinal=columnCount-ordinal;
//动态计算玩家的top属性实现拱桥的效果。只让两边的各两个人向下偏移一些
const top=Math.max(0,Math.round(numberOfPlayers/5)-Math.min(Math.abs(ordinal-1),Math.abs(reversedOrdinal)))*quarterHeight;
playerPositions.push(lib.init.sheet([
`#arena[data-number='${numberOfPlayers}']>.player[data-position='${ordinal}']{`,
`left:calc(${percentage*reversedOrdinal+5}% - ${halfWidth}px);`,
`top:${top}px;`,
`transform:scale(${scale});`,
'}'
].join('')));
}
},
players:numberOfPlayers=>{ players:numberOfPlayers=>{
if(numberOfPlayers===0){ if(numberOfPlayers===0){
return; return;
@ -57893,6 +57818,87 @@
} }
ui._recycle[key]=node; ui._recycle[key]=node;
}, },
/**
* @author curpond
* @author Tipx-L
* @param {number} [numberOfPlayers]
*/
updateConnectPlayerPositions:numberOfPlayers=>{
if(typeof numberOfPlayers!='number') numberOfPlayers=lib.configOL.number;
if(!numberOfPlayers) return;
const playerPositions=ui.playerPositions;
while(playerPositions.length){
playerPositions.pop().remove();
}
const temporaryPlayer=ui.create.div('.player.connect',ui.window).hide();
const computedStyle=getComputedStyle(temporaryPlayer);
const halfWidth=parseFloat(computedStyle.width)/2;
const halfHeight=parseFloat(computedStyle.height)/2;
temporaryPlayer.remove();
const halfNumberOfPlayers=Math.round(numberOfPlayers/2);
const upperPercentage=100/(halfNumberOfPlayers+1);
const scale=10/numberOfPlayers;
for(let ordinal=0;ordinal<halfNumberOfPlayers;ordinal++){
playerPositions.push(lib.init.sheet([
`#window>.player.connect[data-position='${ordinal}']{`,
`left:calc(${upperPercentage*(ordinal+1)}% - ${halfWidth}px);`,
`top:calc(${100/3}% - ${halfHeight}px);`,
scale<1?`transform:scale(${scale});`:'',
'}'
].join('')));
}
const lowerPercentage=100/(numberOfPlayers-halfNumberOfPlayers+1);
for(let ordinal=halfNumberOfPlayers;ordinal<numberOfPlayers;ordinal++){
playerPositions.push(lib.init.sheet([
`#window>.player.connect[data-position='${ordinal}']{`,
`left:calc(${lowerPercentage*(ordinal-halfNumberOfPlayers+1)}% - ${halfWidth}px);`,
`top:calc(${100*2/3}% - ${halfHeight}px);`,
scale<1?`transform:scale(${scale});`:'',
'}'
].join('')));
}
},
/**
* @author curpond
* @author Tipx-L
* @param {number} [numberOfPlayers]
*/
updatePlayerPositions:numberOfPlayers=>{
if(typeof numberOfPlayers!='number') numberOfPlayers=ui.arena.dataset.number;
//当人数小于8时还是用以前的布局。
if(!numberOfPlayers||numberOfPlayers<9) return;
const playerPositions=ui.playerPositions;
while(playerPositions.length){
playerPositions.pop().remove();
}
//单个人物的宽度。这里要设置玩家的实际的宽度
const temporaryPlayer=ui.create.div('.player',ui.arena).hide();
const computedStyle=getComputedStyle(temporaryPlayer);
const scale=6/numberOfPlayers;
//玩家顶部距离父容器上边缘的距离偏移的单位距离
const quarterHeight=parseFloat(computedStyle.height)/4*scale;
const halfWidth=parseFloat(computedStyle.width)/2;
temporaryPlayer.remove();
//列数即假如8人场除去自己后上面7个人占7列
const columnCount=numberOfPlayers-1;
const percentage=90/(columnCount-1);
//仅当游戏人数大于8人且玩家的座位号大于0时设置玩家的位置。因为0号位是game.me在最下方无需设置。
for(let ordinal=1;ordinal<numberOfPlayers;ordinal++){
const reversedOrdinal=columnCount-ordinal;
//动态计算玩家的top属性实现拱桥的效果。只让两边的各两个人向下偏移一些
const top=Math.max(0,Math.round(numberOfPlayers/5)-Math.min(Math.abs(ordinal-1),Math.abs(reversedOrdinal)))*quarterHeight;
playerPositions.push(lib.init.sheet([
`#arena[data-number='${numberOfPlayers}']>.player[data-position='${ordinal}']{`,
`left:calc(${percentage*reversedOrdinal+5}% - ${halfWidth}px);`,
`top:${top}px;`,
`transform:scale(${scale});`,
'}'
].join('')));
}
},
updateRoundNumber:()=>game.broadcastAll((roundNumber,cardPileNumber)=>{
if(ui.cardPileNumber) ui.cardPileNumber.innerHTML=`${roundNumber}轮 剩余牌: ${cardPileNumber}`;
},game.roundNumber,ui.cardPile.childElementCount)
}; };
const get={ const get={
/** /**