local MJ = MJFramework.MJFrameworkClassImprot("mj.luaScript.Views.Game.MJ") local MJDefine = MJFramework.MJImport("mj.luaScript.MJDefine") local huamajiang = class("huamajiang", MJ) function huamajiang:ctor(value, mjType, viewId, desktopType) self.mjType = mjType huamajiang.super.ctor(self, value, mjType, viewId, desktopType) end function huamajiang:initSortValue(value) if value == 0x41 then --红中的排序值修改 self.sortValue = 0x00 else self.sortValue = value end end --- huamajiang:setLuoBoVisible 显示萝卜标识 -- @param isVisible 是否显示,为true时,count可不传 -- @param count 萝卜牌数量 function huamajiang:setLuoBoVisible(isVisible, count) local imgFlag = self:getChildByName("img_luobo_flag") if not imgFlag then imgFlag = cc.ImageView:create() self:addChild(imgFlag) end imgFlag:setVisible(isVisible) if not isVisible then imgFlag:setVisible(false) return end local imgPath = string.format("mj_huamajiang/res/zy_fangjian/card/flag_luobo/huamajiang_flag_luobo_%d.png", count) imgFlag:loadTexture(imgPath, 0) imgFlag:setName("img_luobo_flag") local cfg = {} if self.mjType == MJDefine.MJType.Operate then cfg = MJDefine.OpCardLuoBoFlagPos[self.desktopType][self.viewId]; elseif self.mjType == MJDefine.MJType.Out or self.mjType == MJDefine.MJType.OutBlack then cfg = MJDefine.OutLuoBoFlagPos[self.desktopType][self.viewId]; else cfg = MJDefine.HandCardLuoBoFlagPos[self.desktopType][self.viewId]; end if cfg then imgFlag:setPosition(cc.p(cfg.x, cfg.y)); imgFlag:setScale(cfg.scale); imgFlag:setEulerRotation(cc.vec3(0, 0, cfg.rotate)) end end function huamajiang:refreshCardNum(cardNum) -- if self.viewId ~= MJDefine.PlayerViewType.My then -- return ; -- end local imgFlag = self:getChildByName("img_cardnum_flag") if not imgFlag then imgFlag = cc.ImageView:create() self:addChild(imgFlag) end imgFlag:setVisible(cardNum > 4) if not (cardNum and cardNum > 4) then return end local imgPath = string.format("mj_huamajiang/res/zy_fangjian/card/flag_gang/huamajiang_flag_gang_%d.png", cardNum) imgFlag:loadTexture(imgPath, 0) imgFlag:setName("img_cardnum_flag") local cfg = {}; if self.mjType == MJDefine.MJType.Out then cfg = MJDefine.OutDuoGangFlagPos[self.desktopType][self.viewId]; else cfg = MJDefine.OpDuoGangFlagPos[self.desktopType][self.viewId]; end imgFlag:setPosition(cfg.pos); imgFlag:setScale(cfg.scale); -- imgFlag:setRotation(cfg.rotate); imgFlag:setEulerRotation(cc.vec3(0,0,cfg.rotate)) end function huamajiang:getValue() return self.value end function huamajiang:setOperateBlackImage(value, viewId) local MJOperateBlackImage = MJDefine.MJOperateBlackImage[self.desktopType]; local imgName=string.format(MJOperateBlackImage[viewId], value) self:loadTexture(imgName,cc.TextureResType.plistType) end function huamajiang:setOutBlackImage(value, viewId) if self.mjType == MJDefine.MJType.Operate then self:setOperateBlackImage(value, viewId); else huamajiang.super.setOutBlackImage(self, value, viewId); end end function huamajiang:setOutImage(value,viewId) local MJOutImage=MJDefine.MJOutImage[self.desktopType] local imgName=string.format(MJOutImage[viewId],value) self:loadTexture(imgName,cc.TextureResType.plistType) if viewId==MJDefine.PlayerViewType.My then self:setAutoSize(true) end end return huamajiang