发完牌,下面就该叫地主了,首先从玩家(人)开始叫地主,下一回合所有玩家(包括电脑玩家)按逆时针顺序叫地主。我们来看一下叫地主的模块:
void GameScene::Call(float dt){ //是否都叫过地主 if(!m_player->getCall() || !m_npcOne->getCall() || !m_npcTwo->getCall()) { m_iCallTime%=3; switch (m_iCallTime) { case 0://玩家选择地主分数 m_menu->setVisible(true); if (m_bCall[0])//1分 { CcmenuItemFont* itemFont = (CcmenuItemFont*)m_menu->getChildByTag(1); itemFont->setEnabled(false); } else { CcmenuItemFont* itemFont = (CcmenuItemFont*)m_menu->getChildByTag(1); itemFont->setEnabled(true); } if (m_bCall[1])//2分 { CcmenuItemFont* itemFont = (CcmenuItemFont*)m_menu->getChildByTag(2); itemFont->setEnabled(false); } else { CcmenuItemFont* itemFont = (CcmenuItemFont*)m_menu->getChildByTag(2); itemFont->setEnabled(true); } if (m_bCall[2])//3分 { CcmenuItemFont* itemFont = (CcmenuItemFont*)m_menu->getChildByTag(3); itemFont->setEnabled(false); } else//不叫 { CcmenuItemFont* itemFont = (CcmenuItemFont*)m_menu->getChildByTag(3); itemFont->setEnabled(true); } break; case 1://电脑1选择地主分数 ++m_iCallTime; NpcCall(m_npcTwo,m_npcOne);//电脑玩家叫地主 ShowFenShu(ccp(m_npcTwo->getPoint().x-88,m_npcTwo->getPoint().y),m_npcTwo->getCallNum()); break; case 2://电脑2选择地主分数 ++m_iCallTime; NpcCall(m_npcOne,m_npcTwo); ShowFenShu(ccp(m_npcOne->getPoint().x+88,m_npcOne->getPoint().y),m_npcOne->getCallNum()); break; } } else//判断谁是地主并把三张牌给他 { //如果都没叫地主,把地主给一开始选地主那个 if(m_player->getCallNum() == 0 && m_npcOne->getCallNum() == 0 && m_npcTwo->getCallNum() == 0) { switch (m_iCall%3) { case 0: m_player->setCallNum(3); break; case 1: m_npcTwo->setCallNum(3); break; case 2: m_npcOne->setCallNum(3); break; default: break; } } //谁的值大谁当地主 CCObject* object; if(m_player->getCallNum() > m_npcOne->getCallNum() && m_player->getCallNum() > m_npcTwo->getCallNum()){ CCArray* arrTem = CCArray::create(); CCARRAY_FOREACH(m_Three->getArrPk(),object){ Poker* pk = (Poker *)object; Poker* pkcopy = pk->copy(); arrTem->addobject(pkcopy); addChild(pkcopy); m_player->getArrPk()->addobject(pk); m_player->setIsDiZhu(true); m_npcOne->setIsDiZhu(false); m_npcTwo->setIsDiZhu(false); m_IoUtCard = 0; } m_Three->getArrPk()->removeAllObjects(); m_Three->getArrPk()->addobjectsFromArray(arrTem); m_Three->updatePkWeiZhi(); m_player->updatePkWeiZhi(); //显示地主标签 m_lableDiZhu->setPosition(playerDiZhuLablePt); m_lableDiZhu->setVisible(true); } if(m_npcOne->getCallNum() > m_player->getCallNum() && m_npcOne->getCallNum() > m_npcTwo->getCallNum()){ CCArray* arrTem = CCArray::create(); CCARRAY_FOREACH(m_Three->getArrPk(),object){ Poker* pk = (Poker *)object; Poker* pkcopy = pk->copy(); arrTem->addobject(pkcopy); addChild(pkcopy); m_npcOne->getArrPk()->addobject(pk); m_player->setIsDiZhu(false); m_npcOne->setIsDiZhu(true); m_npcTwo->setIsDiZhu(false); m_IoUtCard = 2; } m_Three->getArrPk()->removeAllObjects(); m_Three->getArrPk()->addobjectsFromArray(arrTem); m_Three->updatePkWeiZhi(); //重新分拆牌 m_npcOne->m_vecPX.clear(); m_npcOne->updatePkWeiZhi(); FenChaiNpcPai(m_npcOne); //显示地主标签 m_lableDiZhu->setPosition(npcOneDiZhuLablePt); m_lableDiZhu->setVisible(true); } if(m_npcTwo->getCallNum() > m_npcOne->getCallNum() && m_npcTwo->getCallNum() > m_player->getCallNum()){ CCArray* arrTem = CCArray::create(); CCARRAY_FOREACH(m_Three->getArrPk(),object){ Poker* pk = (Poker *)object; Poker* pkcopy = pk->copy(); arrTem->addobject(pkcopy); addChild(pkcopy); m_npcTwo->getArrPk()->addobject(pk); m_player->setIsDiZhu(false); m_npcOne->setIsDiZhu(false); m_npcTwo->setIsDiZhu(true); m_IoUtCard = 1; } m_Three->getArrPk()->removeAllObjects(); m_Three->getArrPk()->addobjectsFromArray(arrTem); m_Three->updatePkWeiZhi(); //重新分拆牌 m_npcTwo->m_vecPX.clear(); m_npcTwo->updatePkWeiZhi(); FenChaiNpcPai(m_npcTwo); //显示地主标签 m_lableDiZhu->setPosition(npcTwoDiZhuLablePt); m_lableDiZhu->setVisible(true); } m_iState = 2; ++m_iCall; m_iCallTime = m_iCall; unschedule(schedule_selector(GameScene::Call)); //选定地主后显示三张牌 CCARRAY_FOREACH(m_Three->getArrPk(),object){ Poker* pk = (Poker*)object; pk->showFront(); } //移除叫地主分数的显示 this->removeChildByTag(FenShu); this->removeChildByTag(FenShu); this->removeChildByTag(FenShu); //使主玩家的牌为可点击状态 CCARRAY_FOREACH(m_player->getArrPk(),object){ Poker* pk = (Poker *)object; pk->setDianJi(true); } } }上面判断其实很简单:首先判断各玩家是否都已经叫分,如果是就判断谁是斗地主并把三张牌给他,如果都没有叫斗地主的话,我这里的逻辑是把斗地主判给第一个叫分的玩家。
接下来我们看看电脑玩家是如何叫分的,为了简单,我让电脑玩家随机选择分数,代码如下:
void GameScene::NpcCall(Player* npc,Player* npc1){ int i = rand()%4; if(i == 3) //3表示不叫 { npc->setCall(true);//设置已叫地主 npc->setCallNum(0);//分数设置为0 } else { while (m_bCall[i] == true)//bool m_bCall[3];分数是否被叫 m_bCall[0]:1分 m_bCall[1]:2分 m_bCall[2]:3分 i = rand()%3; //重新选择分数 m_bCall[i] = true; npc->setCall(true); npc->setCallNum(i+1); //如果叫3分,设置其他玩家已叫地主状态 if(i == 2) { m_player->setCall(true); npc1->setCall(true); } } }源码请往前三章下载!
版权声明:本文内容由互联网用户自发贡献,该文观点与技术仅代表作者本人。本站仅提供信息存储空间服务,不拥有所有权,不承担相关法律责任。如发现本站有涉嫌侵权/违法违规的内容, 请发送邮件至 dio@foxmail.com 举报,一经查实,本站将立刻删除。