Merge pull request #583 from Tipx-L/PR-Branch
The Multiplayer Update: Extra.
This commit is contained in:
commit
a71817b5c1
246
game/game.js
246
game/game.js
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@ -5742,7 +5742,7 @@
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name:'游戏人数',
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init:'8',
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get item(){
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const minimumNumberOfPlayers=3,maximumNumberOfPlayers=Math.max(_status.maximumNumberOfPlayers||10,minimumNumberOfPlayers),item={};
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const minimumNumberOfPlayers=2,maximumNumberOfPlayers=Math.max(_status.maximumNumberOfPlayers||12,minimumNumberOfPlayers),item={};
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for(let playerNumber=minimumNumberOfPlayers;playerNumber<=maximumNumberOfPlayers;playerNumber++){
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item[playerNumber]=`${get.cnNumber(playerNumber)}人`;
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}
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@ -11184,10 +11184,10 @@
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}
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},
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layout:function(layout,nosave){
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const previousTransitionDuration=document.documentElement.style.transitionDuration;
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document.documentElement.style.transitionDuration='1s';
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const previousFilter=document.documentElement.style.filter,previousWebkitFilter=document.documentElement.style.webkitFilter;
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document.documentElement.style.filter=document.documentElement.style.webkitFilter='brightness(0)';
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const loadingScreen=ui.create.div('.loading-screen',document.body),loadingScreenStyle=loadingScreen.style;
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loadingScreenStyle.animationDuration='1s';
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loadingScreenStyle.animationFillMode='forwards';
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loadingScreenStyle.animationName='opacity-0-1';
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if(layout=='default') layout='mobile';
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if(!nosave) game.saveConfig('layout',layout);
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game.layout=layout;
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@ -11294,18 +11294,12 @@
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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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if(previousFilter) document.documentElement.style.filter=previousFilter;
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else document.documentElement.style.removeProperty('filter');
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if(previousWebkitFilter) document.documentElement.style.webkitFilter=previousWebkitFilter;
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else document.documentElement.style.removeProperty('-webkit-filter');
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return new Promise(resolve=>setTimeout(resolve,1000));
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}).then(()=>{
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if(previousTransitionDuration) document.documentElement.style.transitionDuration=previousTransitionDuration;
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else document.documentElement.style.removeProperty('transition-duration');
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loadingScreenStyle.animationName='opacity-1-0';
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loadingScreen.addEventListener('animationend',animationEvent=>animationEvent.target.remove());
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});
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},
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background:function(){
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@ -23174,6 +23168,11 @@
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}
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return list;
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}
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/**
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* @param {string} [arg1='h']
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* @param {string | Record<string, any> | (card: Card) => boolean} [arg2]
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* @returns {Card[]}
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*/
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getCards(arg1,arg2){
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if(typeof arg1!='string'){
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arg1='h';
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@ -30593,7 +30592,7 @@
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else Object.defineProperty(this,key,propertyDescriptor);
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});
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if(Array.isArray(numberOrCards)){
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const noCards=!('cards' in this);
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const noCards=!this.cards;
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/**
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* @type {Card[]}
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*/
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@ -30601,8 +30600,8 @@
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if(noCards){
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if(!lib.suits.includes(this.suit)) this.suit=get.suit(this);
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if(!Object.keys(lib.color).includes(this.color)) this.color=get.color(this);
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if(!('number' in this)) this.number=get.number(this);
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if(!('nature' in this)) this.nature=get.nature(this);
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if(typeof this.number!='number') this.number=get.number(this);
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if(!this.nature) this.nature=get.nature(this);
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}
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}
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const info=get.info(this,false);
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@ -30615,9 +30614,8 @@
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if(typeof numberOrCards=='number') this.number=numberOrCards;
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if(typeof name=='string') this.name=name;
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if(typeof nature=='string') this.nature=nature;
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if('suit' in this&&!('color' in this)) this.color=get.color(this);
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if(!('storage' in this)) this.storage={};
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if(!('cards' in this)) this.cards=[];
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if(!this.storage) this.storage={};
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if(!this.cards) this.cards=[];
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}
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sameSuitAs(card){
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return get.suit(this)==get.suit(card);
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@ -31545,7 +31543,6 @@
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return this;
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}
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/**
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* @throws {'Do not call this method'}
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* @returns {never}
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*/
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typeAnnotation(){
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@ -31621,7 +31618,7 @@
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* @type {boolean}
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*/
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this.unreal;
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throw 'Do not call this method';
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throw new Error('Do not call this method');
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}
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},
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Dialog:class extends HTMLDivElement{
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@ -32907,7 +32904,7 @@
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},
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directHit_ai:true,
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skillTagFilter:(player,tag,arg)=>{
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const card=arg.card;
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const card=get.autoViewAs(arg.card);
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if(card.name!='sha'||!card.storage.stratagem_buffed) return false;
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const target=arg.target;
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if(target.countCards('h','shan')>=1&&!target.storage.stratagem_fury) return false;
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@ -42237,10 +42234,13 @@
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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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@ -52133,7 +52133,7 @@
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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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@ -53102,48 +53102,8 @@
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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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@ -53198,44 +53158,6 @@
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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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@ -56235,22 +56157,21 @@
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const skillInformation=get.info(gameEvent.skill),viewAs=skillInformation.viewAs;
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if(typeof viewAs=='function'){
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const viewedAs=viewAs(result.cards,gameEvent.player);
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if(viewedAs){
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viewedAs.cards=result.cards;
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result.card=get.autoViewAs(viewedAs);
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if(viewedAs) result.card=get.autoViewAs(viewedAs);
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}
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else if(viewAs) result.card=get.autoViewAs(viewAs);
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const resultCard=result.card;
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if(resultCard){
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const cards=result.cards;
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if(cards.length==1){
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const firstCard=cards[0];
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if(!resultCard.suit) resultCard.suit=get.suit(firstCard);
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if(!resultCard.number) resultCard.number=get.number(firstCard);
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}
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}
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else if(viewAs){
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viewAs.cards=result.cards;
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result.card=get.autoViewAs(viewAs);
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}
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if(gameEvent.skillDialog&&get.objtype(gameEvent.skillDialog)=='div'){
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gameEvent.skillDialog.close();
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}
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var cards=gameEvent.player.getCards('hej');
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for(var i=0;i<cards.length;i++){
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cards[i].recheck('useSkill');
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}
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const skillDialog=gameEvent.skillDialog;
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if(skillDialog&&get.objtype(skillDialog)=='div') skillDialog.close();
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gameEvent.player.getCards('hej').forEach(card=>card.recheck('useSkill'));
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gameEvent.restore();
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}
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else if(['chooseToUse','chooseToRespond'].includes(gameEvent.name)) result.card=get.autoViewAs(result.cards[0]);
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|
@ -57932,6 +57853,87 @@
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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([
|
||||
`#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]
|
||||
*/
|
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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={
|
||||
/**
|
||||
|
@ -62649,7 +62651,7 @@
|
|||
}
|
||||
}
|
||||
},
|
||||
get
|
||||
get:get
|
||||
};
|
||||
/**
|
||||
* @template T
|
||||
|
|
|
@ -5041,6 +5041,13 @@ div[data-decoration="bronze"]::after{
|
|||
border-radius: 16px;
|
||||
}
|
||||
|
||||
.loading-screen {
|
||||
background-color: black;
|
||||
height: 100%;
|
||||
width: 100%;
|
||||
z-index: 31415926;
|
||||
}
|
||||
|
||||
/*--------动画--------*/
|
||||
@keyframes shadow_thunder {
|
||||
0% {
|
||||
|
@ -5542,6 +5549,24 @@ div[data-decoration="bronze"]::after{
|
|||
background-position: left center;
|
||||
}
|
||||
}
|
||||
@keyframes opacity-0-1 {
|
||||
from {
|
||||
opacity: 0;
|
||||
}
|
||||
|
||||
to {
|
||||
opacity: 1;
|
||||
}
|
||||
}
|
||||
@keyframes opacity-1-0 {
|
||||
from {
|
||||
opacity: 1;
|
||||
}
|
||||
|
||||
to {
|
||||
opacity: 0;
|
||||
}
|
||||
}
|
||||
/*--------其它--------*/
|
||||
::-webkit-scrollbar {
|
||||
display: none;
|
||||
|
|
Loading…
Reference in New Issue