Fix and decouple `game.updateRoundNumber`.
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parent
2b2203b0d0
commit
49a0439a34
176
game/game.js
176
game/game.js
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@ -11294,7 +11294,7 @@
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return new Promise(resolve=>setTimeout(resolve,500));
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}).then(()=>{
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ui.updatex();
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ui.create.playerPositions();
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ui.updatePlayerPositions();
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return new Promise(resolve=>setTimeout(resolve,500));
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}).then(()=>{
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ui.updatec();
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@ -42199,10 +42199,13 @@
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}
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});
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},
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updateRoundNumber:()=>game.broadcastAll((num1,num2,top)=>{
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if(ui.cardPileNumber) ui.cardPileNumber.innerHTML=`${num1}轮 剩余牌: ${num2}`;
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_status.pileTop=top;
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},game.roundNumber,ui.cardPile.childNodes.length,ui.cardPile.firstChild),
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updateRoundNumber:()=>{
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game.broadcastAll((roundNumber,pileTop)=>{
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if(game.roundNumber!=roundNumber) game.roundNumber=roundNumber;
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if(_status.pileTop!=pileTop) _status.pileTop=pileTop;
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},game.roundNumber,ui.cardPile.firstChild);
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ui.updateRoundNumber();
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},
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asyncDraw:(players,num,drawDeck,bottom)=>players.forEach((value,index)=>{
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let num2=1;
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if(typeof num=='number') num2=num;
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@ -52094,7 +52097,7 @@
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}
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ui.arena.setNumber=function(num){
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this.dataset.number=num;
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ui.create.playerPositions();
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ui.updatePlayerPositions();
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// if(game.layout=='nova'&&parseInt(num)<7){
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// ui.arena.classList.add('player_autolong');
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// }
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@ -53063,48 +53066,8 @@
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}
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},
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player:(position,noclick)=>new lib.element.Player(position,noclick),
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/**
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* @author curpond
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* @author Tipx-L
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* @param {number} [numberOfPlayers]
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*/
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connectPlayerPositions:numberOfPlayers=>{
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if(typeof numberOfPlayers!='number') numberOfPlayers=lib.configOL.number;
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if(!numberOfPlayers) return;
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const playerPositions=ui.playerPositions;
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while(playerPositions.length){
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playerPositions.pop().remove();
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}
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const temporaryPlayer=ui.create.div('.player.connect',ui.window).hide();
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const computedStyle=getComputedStyle(temporaryPlayer);
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const halfWidth=parseFloat(computedStyle.width)/2;
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const halfHeight=parseFloat(computedStyle.height)/2;
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temporaryPlayer.remove();
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const halfNumberOfPlayers=Math.round(numberOfPlayers/2);
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const upperPercentage=100/(halfNumberOfPlayers+1);
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const scale=10/numberOfPlayers;
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for(let ordinal=0;ordinal<halfNumberOfPlayers;ordinal++){
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playerPositions.push(lib.init.sheet([
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`#window>.player.connect[data-position='${ordinal}']{`,
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`left:calc(${upperPercentage*(ordinal+1)}% - ${halfWidth}px);`,
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`top:calc(${100/3}% - ${halfHeight}px);`,
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scale<1?`transform:scale(${scale});`:'',
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'}'
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].join('')));
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}
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const lowerPercentage=100/(numberOfPlayers-halfNumberOfPlayers+1);
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for(let ordinal=halfNumberOfPlayers;ordinal<numberOfPlayers;ordinal++){
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playerPositions.push(lib.init.sheet([
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`#window>.player.connect[data-position='${ordinal}']{`,
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`left:calc(${lowerPercentage*(ordinal-halfNumberOfPlayers+1)}% - ${halfWidth}px);`,
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`top:calc(${100*2/3}% - ${halfHeight}px);`,
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scale<1?`transform:scale(${scale});`:'',
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'}'
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].join('')));
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}
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},
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connectPlayers:ip=>{
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ui.create.connectPlayerPositions();
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ui.updateConnectPlayerPositions();
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game.connectPlayers=[];
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const numberOfPlayers=lib.configOL.number;
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for(let position=0;position<numberOfPlayers;position++){
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@ -53159,44 +53122,6 @@
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ui.connectStartButton=button;
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ui.connectStartBar=bar;
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},
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/**
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* @author curpond
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* @author Tipx-L
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* @param {number} [numberOfPlayers]
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*/
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playerPositions:numberOfPlayers=>{
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if(typeof numberOfPlayers!='number') numberOfPlayers=ui.arena.dataset.number;
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//当人数小于8时,还是用以前的布局。
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if(!numberOfPlayers||numberOfPlayers<9) return;
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const playerPositions=ui.playerPositions;
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while(playerPositions.length){
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playerPositions.pop().remove();
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}
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//单个人物的宽度。这里要设置玩家的实际的宽度
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const temporaryPlayer=ui.create.div('.player',ui.arena).hide();
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const computedStyle=getComputedStyle(temporaryPlayer);
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const scale=6/numberOfPlayers;
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//玩家顶部距离父容器上边缘的距离偏移的单位距离
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const quarterHeight=parseFloat(computedStyle.height)/4*scale;
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const halfWidth=parseFloat(computedStyle.width)/2;
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temporaryPlayer.remove();
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//列数,即假如8人场,除去自己后,上面7个人占7列
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const columnCount=numberOfPlayers-1;
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const percentage=90/(columnCount-1);
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//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。
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for(let ordinal=1;ordinal<numberOfPlayers;ordinal++){
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const reversedOrdinal=columnCount-ordinal;
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//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
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const top=Math.max(0,Math.round(numberOfPlayers/5)-Math.min(Math.abs(ordinal-1),Math.abs(reversedOrdinal)))*quarterHeight;
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playerPositions.push(lib.init.sheet([
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`#arena[data-number='${numberOfPlayers}']>.player[data-position='${ordinal}']{`,
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`left:calc(${percentage*reversedOrdinal+5}% - ${halfWidth}px);`,
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`top:${top}px;`,
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`transform:scale(${scale});`,
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'}'
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].join('')));
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}
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},
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players:numberOfPlayers=>{
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if(numberOfPlayers===0){
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return;
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@ -57893,6 +57818,87 @@
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}
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ui._recycle[key]=node;
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},
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/**
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* @author curpond
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* @author Tipx-L
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* @param {number} [numberOfPlayers]
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*/
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updateConnectPlayerPositions:numberOfPlayers=>{
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if(typeof numberOfPlayers!='number') numberOfPlayers=lib.configOL.number;
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if(!numberOfPlayers) return;
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const playerPositions=ui.playerPositions;
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while(playerPositions.length){
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playerPositions.pop().remove();
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}
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const temporaryPlayer=ui.create.div('.player.connect',ui.window).hide();
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const computedStyle=getComputedStyle(temporaryPlayer);
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const halfWidth=parseFloat(computedStyle.width)/2;
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const halfHeight=parseFloat(computedStyle.height)/2;
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temporaryPlayer.remove();
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const halfNumberOfPlayers=Math.round(numberOfPlayers/2);
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const upperPercentage=100/(halfNumberOfPlayers+1);
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const scale=10/numberOfPlayers;
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for(let ordinal=0;ordinal<halfNumberOfPlayers;ordinal++){
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playerPositions.push(lib.init.sheet([
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`#window>.player.connect[data-position='${ordinal}']{`,
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`left:calc(${upperPercentage*(ordinal+1)}% - ${halfWidth}px);`,
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`top:calc(${100/3}% - ${halfHeight}px);`,
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scale<1?`transform:scale(${scale});`:'',
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'}'
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].join('')));
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}
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const lowerPercentage=100/(numberOfPlayers-halfNumberOfPlayers+1);
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for(let ordinal=halfNumberOfPlayers;ordinal<numberOfPlayers;ordinal++){
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playerPositions.push(lib.init.sheet([
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`#window>.player.connect[data-position='${ordinal}']{`,
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`left:calc(${lowerPercentage*(ordinal-halfNumberOfPlayers+1)}% - ${halfWidth}px);`,
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`top:calc(${100*2/3}% - ${halfHeight}px);`,
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scale<1?`transform:scale(${scale});`:'',
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'}'
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].join('')));
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}
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},
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/**
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* @author curpond
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* @author Tipx-L
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* @param {number} [numberOfPlayers]
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*/
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updatePlayerPositions:numberOfPlayers=>{
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if(typeof numberOfPlayers!='number') numberOfPlayers=ui.arena.dataset.number;
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//当人数小于8时,还是用以前的布局。
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if(!numberOfPlayers||numberOfPlayers<9) return;
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const playerPositions=ui.playerPositions;
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while(playerPositions.length){
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playerPositions.pop().remove();
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}
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//单个人物的宽度。这里要设置玩家的实际的宽度
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const temporaryPlayer=ui.create.div('.player',ui.arena).hide();
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const computedStyle=getComputedStyle(temporaryPlayer);
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const scale=6/numberOfPlayers;
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//玩家顶部距离父容器上边缘的距离偏移的单位距离
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const quarterHeight=parseFloat(computedStyle.height)/4*scale;
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const halfWidth=parseFloat(computedStyle.width)/2;
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temporaryPlayer.remove();
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//列数,即假如8人场,除去自己后,上面7个人占7列
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const columnCount=numberOfPlayers-1;
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const percentage=90/(columnCount-1);
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//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。
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for(let ordinal=1;ordinal<numberOfPlayers;ordinal++){
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const reversedOrdinal=columnCount-ordinal;
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//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
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const top=Math.max(0,Math.round(numberOfPlayers/5)-Math.min(Math.abs(ordinal-1),Math.abs(reversedOrdinal)))*quarterHeight;
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playerPositions.push(lib.init.sheet([
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`#arena[data-number='${numberOfPlayers}']>.player[data-position='${ordinal}']{`,
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`left:calc(${percentage*reversedOrdinal+5}% - ${halfWidth}px);`,
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`top:${top}px;`,
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`transform:scale(${scale});`,
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'}'
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].join('')));
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}
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},
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updateRoundNumber:()=>game.broadcastAll((roundNumber,cardPileNumber)=>{
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if(ui.cardPileNumber) ui.cardPileNumber.innerHTML=`${roundNumber}轮 剩余牌: ${cardPileNumber}`;
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},game.roundNumber,ui.cardPile.childElementCount)
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};
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const get={
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/**
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